___
Colossal Picnic basket
Wondrous item, very rare
Place the picnic basket on the ground, your party can
take a break to eat. Each creature that eats can
restore 8d6+8 hit points. Anyone that eats from the
basket cannot benefit from another picnic basket for
24 hours.
Constitution potion
Consumable, rare
Taking a drink of this potion will cause your senses to
spike and your body to shiver. For the next 4 hours
you gain a +1 bonus to your constitution score.
Cramp
Weapon (greataxe), rare (requires attunement)
While you are attuned to this item, you gain a bonus
to your attack and damage rolls equal to the number
of creatures within 5ft of you.
Crate of creation
Wondrous item, Legendary (requires attunement)
This box is around 3ft wide x 2ft deep x 1ft tall. Any
non living creature you place in the box for 24 hours
will be perfectly duplicated inside. Be warned,
Legendary items cannot be duplicated and those
attempting it may find themselves in incredible
danger.
Crown of eyes
Wondrous item, rare (requires attunement)
This crown is made from solid brass and is encrusted
with jewels of all types and sizes. While you are
attuned to this item the gems act as eyes, granting
you vision in all directions.
As a result you can no longer be surprised while you
are conscious and you gain advantage on any skill
checks to do with vision.
99
Crystalline sapphire
Wondrous item, rare (requires attunement)
While you are attuned to this item you gain the
ability to read creature's thoughts at will. Curse: as
long as you are attuned to this item, you are also
cursed. You no longer have an inner monologue, you
speak all of your thoughts out loud for everyone to
see. This includes when reading minds.
___
Cyclops circlet
Wondrous item, very rare (requires attunement)
This ornate little crown is crafted from solid silver. In
the centre is embedded a Ruby, just above the eyes
of the wearer.
This circlet grants you a +2 bonus to your wisdom
score. In addition to this, you can use an action to
send a beam of energy from the Ruby to a target
within 30ft. The damage is of any element type you
choose and deals 4d8 damage. This attack always
hits providing you can see the target. You can do this
a number of times equal to your wisdom modifier per
day. You regain all spent charges at dawn.
Darude
Wondrous item. uncommon (requires attunement)
You can summon a sandstorm in a 50ft radius
centred on yourself. The area is now difficult terrain
and skill checks and attack rolls that rely on sight are
now made with disadvantage.
Death magnet
Wondrous item, rare
A small horseshoe shaped piece of black metal. This
magnet is not attracted to metal, but death.
Whenever a creature dies within 50ft of you, you can
use a reaction to teleport to that creature. You must
finish a long rest before you can do this again.
Defiant hoop
Ring, uncommon (requires attunement)
If you are the recipient of an attack that would
reduce you to below 0 hit points, instead retain 1 hit
point. This happens automatically and can only
happen once per day.
100
Delicate peacock feather
Wondrous item, rare
This feather is crafted from solid gold. When you
speak the command word, this beautifully detailed
feather will launch you 50ft into the air and allow you
to slowly glide back to earth. The feather has 3
charges that reset at dawn.
Destroyer of worlds
Weapon (mace), very rare (requires attunement)
This hammer was found in the crypt of a wizard who
accidentally killed himself by attempting to cast
powerful spells while wearing armor that obstructed
his movements.
While you are attuned to this weapon, you gain a +3
bonus to attack and damage rolls. You also gain
resistance to all non magical damage. Curse: as
long as you are attuned to this item, you are also
cursed. You make all of your attack rolls with
disadvantage.
Detective's eyeglasses
Wondrous item. uncommon (requires attunement)
While you are attuned to these basic looking glasses
you gain a +5 bonus to the perception and
investigation skills.
Devine cocoon
Wondrous item. rare (requires attunement)
Choose one target, as an action you can activate and
throw this orb at them. They are immune from all
damage and effects and their movement becomes 0ft
for 5 turns while they are encapsulated in a cocoon
of holy light. They recover 1d8+4 health per round
and cannot escape the cocoon early. Once you have
done this, you must finish a long rest before you can
do so again.
Dexterity potion
Consumable, rare
Taking a drink of this potion will cause your senses to
spike and your body to shiver. For the next 4 hours
you gain a +1 bonus to your dexterity score.
___
101
Diamond tiara
Wondrous item, uncommon (requires attunement)
While you are attuned to this crown, you can choose
one cantrip from the spell list of each class. You can
now cast these at any time using the spell modifier
from the original class. If you already know some
cantrips, these do not count against the number of
cantrips you know.
Draft of size
Consumable, rare
After you drink this potion roll a d20. If the number
you roll is even, you double in size in all directions
and your weight increases 8 fold. You gain advantage
on strength checks and strength saving throwns.
If the number is odd, you half in size in all
dimensions and your weight reduces 8 fold. You have
disadvantage on strength checks and strength saving
throws.
Drunkard's Cap
Wonderous item, uncommon (requires attunement)
The bearer always knows the direction to the closest
alcoholic beverage.
Dwarven band
Ring, rare (requires attunement)
While you are attuned to this ring, you gain
darkvision out to a distance of 60ft. If you already
have darkvision, this range is extended to 120 ft. You
gain resistance to poison damage and you have
advantage on saving throws against poison effects.
___
Dwarven pouch of storage
Wondrous item, uncommon (requires attunement)
This simple pouch is embroidered with Dwarven
symbols and runes. The pouch has a secure
drawstring that only opens when the attuned
attempts to open it. Curse: as long as you are
attuned to this item, you are also cursed. Any elf that
you come across is hostile towards you.
102
Elixir of draconic travel
Consumable, rare
Immediately upon drinking this elixir you feel a sharp
pain in your back. Over the next minute or two,
powerful, scaled wings sprout from your back and
force their way out. Each of these wings are almost
the size of you. You gain a flying speed of four times
your walking speed and you can carry one other
creature of similar weight. This lasts for 4 hours.
Elixir of youth
Potion, very rare
This small vial is filled with a fizzy purple liquid.
Drinking it causes your body to half its age. Increase
your Strength, Dexterity and Constitution scores by
1, and decrease your Charisma, Intelligence and
wisdom scores by 1.
Embroidered leather armor
Armor (leather), uncommon (requires attunement)
This armor has been sewn together by a trainee
alchemist and he accidentally spilled a healing potion
onto it. This somehow soaked into the leather and
allows you to heal yourself 2d4+4 hit points once per
day as an action.
___
Elven band
Ring, rare (requires attunement)
While you are attuned to this ring, you gain
darkvision out to a distance of 60ft. If you already
have darkvision, this range is extended to 120 ft. You
gain proficiency in the perception skill and you have
advantage on saving throws against charm effects.
Eternity
Ring, very rare (requires attunement)
You gain immunity to all conditions.
Evaporator
Wondrous item, rare (requires attunement)
When this orb is placed in a water source it heats up
to an unbelievable temperature and begins to boil
the water causing it to evaporate. It does not matter
how big the body of water is, it will cause the water
around it to boil.
103
Everlasting candle
Wondrous item, rare
A small wax candle that never seems to burn down
when lit. The light shines bright light for 30ft and dim
light for 30ft further. This candle works underwater
and even in environments without oxygen. Extinguish
the flame by speaking the command word.
Exotic hide armor
Armor (hide), uncommon
This armor is made from the skins and furs of exotic
animals such as Rhinos, gorillas and tigers. The value
of this hide armor is four times greater than standard
hide should you wish to sell it.
While you are wearing this armor you gain
proficiency in the Survival skill.
Eyes of observation
Wondrous item. rare (requires attunement)
This pair of glass eyes can be attuned to allow you to
see through them when you close your eyes. As long
as you remain within 1 mile of the eyes you can use
them as obsevation devices.
___
Flameband
Ring, uncommon (requires attunement)
While you are attuned to this item you can survive in
locations of extreme heat without taking any ill
effects.
Foil helm of conspiracies
Wondrous item, rare
This helm while thin offers some major protection. It
does very little to protect your physical body but it
keeps your mind safe, man. While wearing this helm
you have advantage on saving throws to save
against being Charmed, Frightened, Paralyzed and
Petrified.
Footsoldier's breastplate
Armor (breastplate), very rare (requires attunement)
While you are attuned to this armor you gain a +1
bonus to your AC and all saving throws. Additionally,
your movement speed increases by 10ft.
104
Facade If yo
wear
Weapon (mace) uncommon (requires attunement) obje
muc
This mace seems like any other mace but the edges cons
of the hammer heads have been sharpened. Attacks from
made with this weapon deal an additional 1d4 one
slashing damage.
Fortified Amulet
Amulet, rare
This gleaming, golden necklace is magnificently
polished. It is so clean and shiny you can use it as a
mirror with no problems. Reduces all damage taken
by 1d4. Your Wisdom ability score is increased by
+1.
Friable cape of strength
Wondrous item, uncommon (requires attunement)
This cloak is thick and fur lined, it would be well
suited to colder climates. Upon attuning to this cloak
you feel much more powerful, but less graceful.
Increase your strength by +2 and decrease your
Dexterity by -2
___
Gem dealer’s monocle
Wondrous item, legendary (requires attunement)
Traditionally used by jeweller’s to examine
gemstones for impurities, this magical variant allows
the user to examine an item for magical properties.
Cast the identify spell at will, without the need for
the consumable components.
Gloves of arcane grip
Wondrous item, uncommon
These blue silken gloves are decorated with golden
threadwork, they're a snug fit, but not
uncomfortable. They are peculier in that they do not
increase your strength, but allow you to lift and carry
double the weight you usually would be able to.
Gloves of mass adjustment
Wondrous item, very rare (requires attunement)
105
Gloves of the spider
Wondrous item, uncommon (requires attunement)
While wearing these gloves the user gains a climbing
speed equal to their walking speed and can walk up
and down walls without the use of their hands.
___
Glowing lunar stone
Wondrous item, uncommon
This blue translucent gemstone is rumoured to have
fallen from the moon. If you clutch it you can tell
whether it is day or night, even when underground.
Gnarled drinking horn
Wondrous item, uncommon
Drinking an alcoholic beverage from this hollowed out
horn makes you feel full of life and power. You gain
an inspiration die of a d6. You may add this to any
ability check or saving throw. You may choose to use
the inspiration die after rolling, but before the GM
announces whether or not you succeeded. You must
finish a long rest before you can do this again.
Gnomish band
Ring, rare (requires attunement)
While you are attuned to this ring, you gain
darkvision out to a distance of 60ft. If you already
have darkvision, this range is extended to 120 ft. You
also have advantage on all Intelligence, wisdom and
charisma saving throws against magic.
Greater Picnic basket
Wondrous item, very rare
Place the picnic basket on the ground, your party can
take a break to eat. Each creature that eats can
restore 6d6+6 hit points. Anyone that eats from the
basket cannot benefit from another picnic basket for
24 hours.
Greater potion of the Magi
Potion, very rare
This vial contains an ordinary looking liquid. Like
water with a subtle blue tint. Drinking it allows the
user to recover 1 5th level spell slot.
106
___
Halfling band
Ring, very rare (requires attunement)
While you are attuned to this ring, you gain the
ability to reroll a dice roll of 1 on attack rolls ability
checks and saving throws. You must use the new
roll.
Hazy crystal band
Ring, rare (requires attunement)
When it was first crafted, this crystalline ring was
clear as glass and quite beautiful. But over the years
its appearance has diminished and so has its powers.
While you are attuned to this item, your proficiency
bonus increases by +1, but all of your other stats are
reduced by 1.
Healthy Ring
Ring, rare (requires attunement)
This silver banded ring is very finely detailed. The
banding is delicate and decorated with small red
hearts. While attuned to this item you increase your
constitution score by +2
Heat seeking goggles
Wondrous item, uncommon
These goggles allow the user to see via temperature.
Heavy chainmail shirt
Armor (chain shirt), rare (requires attunement)
While you are attuned to this armor you gain a +2
bonus to your AC, but you suffer from disadvantage
on your stealth checks.
Heavy head protector
Wondrous item, uncommon
This leather helm was roughly thrown together in a
rush by someone who didn't know what they were
doing. They clearly just wanted some kind of
protection for their head and haphazardly slapped
this together out of scraps. You may choose to pass
a Constitution saving throw you otherwise would
have failed. You must complete a long rest before
being able to do this again.
107
Hat of the Green Dragon
Wondrous item, uncommon (requires attunement)
This cloth headpiece was sewn together using the
finest silks and strongest threads. After the
completion it was soaked in the poison from a Green
Dragon. While attuned to this item you gain
resistance to poison damage.
Healer of the broken heart
Wondrous item, very rare (requires attunement)
While you are attuned to this item, you gain double
the amount of healing you should from all sources.
Heart of the volcano
Amulet, uncommon
This ruby amulet is worth 500 gold. As far as magical
properties go, it has very limited abilities. While you
are wearing this amulet, your hit point maximum
increases by 5.
Hellfire amulet
Amulet, uncommon (requires attunement)
While you are attuned to this item,as an action you
can speak the command word to cause the amulet to
repeatedly erupt in flames. You and all adjacent
creatures take 1d6 fire damage at the start of each
of your turns until you use a bonus action to stop it.
___
___
Helm of the Priest
Wondrous item, uncommon
This hat is tall, made from interwoven red and white
fabrics and has a religious symbol sewn into the
front. Once per day, you may grant yourself
advantage on any Religion skill check.
Hewn stone of the camel
Wondrous item, uncommon (requires attunement)
This small gemstone is named after the impressive
abiities it grants. While you are attuned to this item,
you can last up to a week without water and your
movement speed is not hindered when travelling on
sand.
108
Hindsight crystal
Wondrous item, uncommon (requires attunement)
While you are attuned to this gemstone you gain the
power of hindsight!
After an event, puzzle, combat encounter etc you
may ask your GM for more info about what
transpired. They can give you more info about what
you could have done better so you can use this
information going forward.
Hubristic Studded Leather armor
Armor(studded leather), rare
This light armor looks as though it would be a perfect
fit for just about anyone. It offers protection while
being loose and free flowing. Once per day, you may
grant yourself advantage on any skill check. You also
gain a +2 bonus to maintain your concentration on a
spell.
Illusory hair band
Wondrous item, uncommon
This simple wooden band when placed into your hair
gives off the illusion that your hair and appearance
looks perfect in every way.
Immaculate copper ring
Ring, uncommon
This magical ring enlarges or shrinks to fit any finger
of any wearer. The metal never tarnishes and is
always clean and shiny.
___
Immovable rod of pain
Rod, uncommon
This immovable rod acts the same as any other
immovable rod but it is cursed. Curse: as long as
you have possession of this item, you are also
cursed. You are now vulnerable to all spell damage.
109
Insect amulet
Amulet, rare (requires attunement)
As an action you may speak the command word to
activate the effect of the amulet. You shapeshift into
a half breed of your race and some kind of insect.
You gain a climbing speed equal to your walking
speed and a flying speed equal to your walking
speed. Additionally you gain a stinger that you can
make unarmed attacks with that deal 1d8 poison
damage.
You can spend up to 4 hours in this state in any 24
hour period. If you exceed this time you run the risk
of permanentlty transforming.
Instant door
Wondrous item, rare
This is a small wooden wand with runes carved into
it. Use the wand to trace an outline on a wall. The
wand dissolves into the air once used. The outline
instantly transforms into a door that lasts for 30
minutes. After that time, the door returns to its
original form.
___
Intelligence potion
Consumable, rare
Taking a drink of this potion will cause your senses to
spike and your body to shiver. For the next 4 hours
you gain a +1 bonus to your intelligence score.
Invincible White Dragon
Amulet, legendary (requires attunemnt)
This solid silver disc is freezing to the touch and has
a constant layer of frost coating its surface. If left
resting against skin for too long, it can cause pain.
While attuned to this amulet, your hit point
maximum is increased by +15, you reduce all
damage taken by 1d4 and you may grant yourself
advantage on any skill check. You must complete a
long rest before you can do this again.
110
Jade band of luck
Ring, rare (requires attunement)
This green ring is hewn from stone and smoothed to
the point that it feels like glass to the touch.
While you are attuned to this item, you gain a +1
bonus to all skills.
___
Jekyll and Hyde potion
Consumable, rare
Upon drinking this potion, you begin to feel different.
Roll a d20. On an even roll, your strength. dexterity
and constitution scores all increase by +1. On an odd
roll, your intelligence, wisdom and charisma scores
increase by +1.
These benefits last for 4 hours.
Jones' whip
Weapon (whip) uncommon
As an action you can attempt to disarm an opponent
by targeting their weapon hand. You must declare
this action before your attack roll. Make your attack
with disadvantage, no damage is dealt on a success,
but the target instantly drops whatever they're
holding.
Kamikazi stone
Wondrous item, rare (requires attunement)
While making death saves you can cause your body
to explode. You die and your body is not recoverable.
Every creature in a 100ft radius takes 10d6 force
damage.
Last will
Weapon (rapier) rare (requires attunement)
Attack and damage rolls made with this weapon gain
a +1 bonus. If you were to die while attuned to this
item it would teleport to the side of your next of kin
upon your death. Both ensuring an enemy could not
steal your weapon and that your family know that
you have fallen.
111
Last word
Weapon (club) uncommon
If you are last in the initiative order, attacks made
with this club deal an additional 1d6 damage.
Leather pierced vest
Armor (studded leather), rare (requires attunement)
This studded leather has been crafted exceptionally
well. While it does not protect you from non magical
weapons in the way a magical set of armor would,
this armor calculates your AC as 14+ dex .
___
Lestrade's glass
Wondrous item. rare (requires attunement)
While you are attuned to this trinket, you have a
handy knack at puzzles. Whenever you come across
a puzzle, you may ask your GM for a clue.
___
Liar's armor of deception
Armor (chain mail), uncommon
While you are wearing this armor you gain
proficiency in the persuasion and deception skills.
Lightning rod
Rod, very rare (requires attunement)
As an action, you can raise the rod into the air and
summon a lightning bolt. The bolt will strike the rod
and spread to every square adjacent to you while the
rod protects you from harm.
Every enemy in an adjacent square to you must
succeed on a DC 15 dexterity saving throw or take
1d8 lightning damage and be knocked prone.
Lungalax seaweed
Consumable, uncommon
When consumed this particular type of seaweed
grants the user the ability to hold their breath for
double the amount of time they normally would be
able to. This is due to the modification of the way the
body uses oxygen. This benefit lasts for 4 hours.
112
Long distance sending stones
Wondrous item, rare
A gift from your girlfriend, from another plane of
existence, honest. These sending stones allow you to
communicate with whoever has the partner stone.
Whether they are on the same plane as you or not.
Lucky Furbolg paw
Wondrous item, uncommon
This paw has 3 charges. Each charge allows you to
reroll any dice roll of a 1. Once all 3 charges have
been spent, the paw loses all magic and starts to
decompose.
Lucky boots of knowledge
Wondrous item, rare
These metal plated boots have a leather interior for
comfort, no one wants to place their feet in freeing
metal boots. While wearing these boots you gain a
+2 bonus to concentration checks and you may
automatically pass any skill check as long as you do
so before rolling for the check. You must complete a
long rest before you can do this again.
Magnesiso
Wondrous item, uncommon (requires attunement)
This is a small, round, black disc. As an action you
can attach this item to the metal armor of a creature.
Attack rolls of metallic weapons or ammunition with
metallic tips gain a +2 bonus as the magnesis
attracts the weapons.
Mana barrier cloak
Wondrous item, very rare (requires attunement)
While you are attuned to this cloak you can use your
reaction to cast the shield spell at will.
Curse: as long as you are attuned to this item, you
are also cursed. You make all of your saving throw
rolls with disadvantage.
___
113
Marauder's Tunic
Armor (leather armor), very rare (requires
attunement)
You gain a +2 bonus to AC while wearing this armor.
It was made for one of the greatest Pirate captains of
the last century, Captain Claw. His very name is
enough to strike fear in some men and this tunic is
widely recognised. While attuned to this armor you
gain advantage on intimidation checks, your hit point
maximum is increased by +10 and you may grant
yourself advantage on one Constitution saving throw.
You must finish a long rest before you can do this
again.
Master Baiter’s pole
Wondrous item, rare
This fishing rod requires no bait. The hook is dazzling
enough to attract any fish in the area. Providing
there is fish in the water you are casting into, a fish
is guaranteed to be hooked within a minute.
___
Masterful duelling gloves
Wondrous item, rare (requires attunement)
While you are attuned to these gloves, you can add
your proficiency modifier to the damage rolls of a
weapon, providing you have a one handed weapon in
one hand and nothing in the other.
Masterworked armor
Armor (any type), very rare (requires attunement)
This armor has been crafted from exceptional
materials by an artisan craftsman. While you are
wearing this armor you gain resistance to all sources
of damage.
Menacing gauntlets
Wondrous item, rare (requires attunement)
Whoever made these gloves tried their hardest to
make them look intimidating. Flaming skulls adorn
the backs and there are spikes that move up the
arm, these have little to no purpose, but they look
scary!
While attuned to these gauntlets your Dexterity
ability score is increased by +2 and you resist poison
and acid damage.
114
Mercy
Weapon (quarterstaff) uncommon
No matter how hard you try, this quarterstaff is
incapable of dealing lethal force. Every time you go
in for the killing blow with this weapon it just knocks
the target unconscious.
Minor Picnic basket
Wondrous item, uncommon
Place the picnic basket on the ground, your party can
take a break to eat. Each creature that eats can
restore 2d6+2 hit points. Anyone that eats from the
basket cannot benefit from another picnic basket for
24 hours.
Minor potion of the Magi
Potion, uncommon
This vial contains an ordinary looking liquid. Like
water with a subtle blue tint. Drinking it allows the
user to recover 1 1st level spell slot.
Missile Blocking Bulwark
Shield, very rare (requires attunement)
While holding this shield, you have a bonus of +2 to
your AC. This bonus is in addition to the shield's
normal bonus to AC. The shield has seen better days.
It is covered in scratches and dents, scorch marks
and dings. The missile blocking shield imposes
disadvantage on all non-magical ranged attacks
against you. You also gain +1 to Dexterity saving
throws made to avoid damage from spells.
___
Mocking Belt of Speed
Wonderous item, uncommon
The bearer may cast Vicious Mockery once per day.
The bearer gains a +1 bonus to initiative rolls
Molegrip claws
Wondrous item, uncommon
This metallic claws fit over the knuckles. You gain a
climbing and tunneling speed equal to your walking
speed.
115
Moth'rakuls Pendant of the Dragon
Amulet, very rare (requires attunement)
The great Orc chieftan Moth'rakul was famed for his
ability to spew forth flames on the battlefield,
causing his foes to scream in agony as they burn to
death. No one knew how he did it until after he died
and looters raided his hut. They found this amulet
and his secret was discovered.
While attuned to this item you gain the ability to
breathe fire in a 15ft cone extending from you as an
action. Each creature caught in the flame belch must
succeed on a DC 18 Dexterity Saving throw or take
6d6 fire damage.
You may do this a number of times equal to your
Charisma mod (minimum 1). You must complete a
long rest before you can do this again.
___
Nemesis axe
Weapon (greataxe), very rare
This is a cursed item. When attacking creatures that
are surprised, any attack that succeeds is an
automatic critical hit. However, while attuned to the
item, it corrupts your personality. You are unable to
make lawful decisions or actions.
Nimble scalpel
Weapon (dagger) uncommon (requires attunement)
This small blade is the type of knife regularly used in
surgery. The blade is small but very sharp. Attack
rolls made with this blade gain a +1 bonus and
initiative rolls made while attuned to it gain a +2
bonus.
Nottingham longbow
Weapon (longbow), rare (requires attunement)
This longbow once belonged to a highwayman who
would give most of his spoils to those who need it
most.
This longbow has been modified so you can nock up
to 3 arrows at a time. If you attempt to make an
attack like this you must make all attacks with
disadvantage. You can send all 3 arrows at one
target or up to 3 separate targets providing they are
within a 100ft cone of you.
116
Orb of beauty
Wondrous item, uncommon
While you are in possession of this item you see
every humanoid as beautful as you can possibly
imagine. Everyone seems perfect in every way.
Curse: as long as you are in possession of this item,
you are also cursed. As soon as you take hold of it
for the first time, your skin becomes grey and your
hair falls out.
Orb of empathy
Wondrous item, uncommon
While you have this item in your possesion, you are
much more in tune with other people's feelings. You
gain a +2 bonus to persuasion (charisma) skill
checks.
___
Otto's arms
Wondrous item. very rare (requires attunement)
This mechanical device attaches to the back like a
backpack or bedroll, but it adds 2 powerful
mechanical arms to your body. You control these
arms mentally as if they were your own allowing you
to free up your hands for other things.
Padded Armor of the Performer
Armor (padded armor), uncommon
This simple armor type is regularly used by those in
the circus and acrobatic arts. Once per day, you may
grant yourself advantage on any Performance skill
check.
Parasitic arrow
Ammunition, arrow (rare)
These arrows fly straight and true granting your
attack rolls a +1 bonus. Creatures attacked with this
arrow must succeed on a DC13 constitution saving
throw or be corrupted with a parasite. The parasite
eats away at the flesh from the inside.
Each round the creature is infected they take 1d4
poison damage at the start of their turn.
117
Peep scope of the scholar
Wondrous item, very rare (requires attunement)
You may spend 1 minute observing a creature's
behaviour and anatomy. After this time, you can
correctly assume the creatures immunities,
resistances and vulnerabilities.
Peeping tom
Wondrous item, rare
This tube resembles a seeing scope a pirate would
use from a crows nest while out at see. However if
you were to look through it you would be greeted
with nothing but blackness.
However, when the glass is pressed up against a
wall, you can see straight through the scope and the
wall.
___
Plaguespreader
Weapon (battleaxe), uncommon (requires
attunement)
While you are attuned to this weapon, attacks deal
necrotic damage rather than slashing. If you land the
killing blow on a creature using this weapon the
enemy explodes and splatters necrotic ooze on all
creatures within a 10ft radius dealing 1d8 necrotic
damage.
Polymorph Potion
Potion, rare
This silver potion appears to move in its vial even
when stood on a bench. Upon closer inspection you
see the image of hundreds of different creatures
running, swimming or flying around in the metallic
liquid. It requires you to drink the entire vial in one
swig and allows you to cast the polymorph spell on
yourself.
Potent unknown potion
Potion, uncommon
This Vial contains a dark yellow liquid, unlike any
potion you have seen before. You are unsure of the
effects.
GM Info: It was just moonshine! Disadvantage on
dexterity checks for 2 hours.
118
Potion of combustion
Potion, rare
Inside this vial is a flame, despite there being no
source of oxygen or flammable liquid inside. The
flame moves and flows like a liquid.
When you drink this potion, your body temperature
spikes. For the next 3 hours, you gain resistance to
fire damage. Also, when you take any damage, every
creature within 5 feet of you must make a DC12
Dexterity save, or take 1d6 fire damage, and half on
a success.
Potion of leeway
Potion, rare
This green potion looks like poison or acid upon first
inspection. Drinking this potion grants you temporary
hit points equal to twice your level.
Potion of the cheetah
Potion, uncommon
Orange liquid fills this vial, it is thick and viscous.
Drinking this potion increases movement speed by
50% for one hour.
Potion of snowcaps
Potion, rare
This potion is a very solid white colour, no one would
blame you if you confused it for milk.
Drinking this potion causes you to exhale a frost
breath in a 15 feet cone. Each creature in the area
must make a DC13 Constitution save, or take 3d6
cold damage and and half as much on a success.
Pouch of expensive components
Wondrous item, very rare
This small pouch always seems to have consumable
spell components in it, no matter how often you use
it. It is full of diamonds and rubies and countless
others. If you attempt to use any of the components
in any other way than as a component, for example
selling the diamonds for profit, you become cursed.
Curse:your memory of basic info wanes. spell
components are confusing to you. when casting a
spell with components, roll a d10. on a 1-4 you cant
find the correct component and you spend your time
fumbling through your component pouch.
119
Purity
Legendary ring (requires attunement)
This golden ring houses a beautiful gemstone of deep
purple. The stone is held in place by 4 ivory claws. It
is rumoured to be previously owned by Jargor Ethyl,
the Mindflayer from folk tales.
While attuned to this ring, your hit point maximum is
increased by 15, you gain immmunity to effects of
mind control , your Constitution ability score is
increased by +2 and all of your Saving throw
modifiers are increased by +2.
Quarterstaff of endless knowledge
Weapon (quarterstaff), very rare (requires
attunement)
This staff is decorated with a golden winged
arrowhead atop its shaft with leather wrapped
sections for hands.
You gain a +1 bonus to attack and damage rolls
made with this Quarterstaff as well as +1 bonus to
your spell save DC. In addition, you choose 3
cantrips from any classes spell table, these cantrips
are now castable for you. They do not count against
the number of cantrips known and you use the
spellcasting ability type that is assosciated with the
class from which the cantrips have been taken.
Quarterstaff of planar travel
Weapon (quarterstaff), very rare (requires
attunement)
Once per day you can use this quarterstaff to travel
to another plane of existence. However once you cast
the spell you must roll a d10. On a roll of 1 you are
transported to random plane that you did not choose.
Quickstep boots
Wondrous item, uncommom
These boots allow you to get ahead of your enemies.
While you are wearing these boots you gain a +2
bonus to your initiative rolls.
Razor sharp Greataxe
Weapon (greataxe), uncommon
This Greataxe has been sharpened on the highest
quality whetstone. The base damage of this greataxe
is no longer 1d12, instead roll 3d4.
120
Razor sharp Greatsword
Weapon (Greatsword), uncommon
This Greatsword has been sharpened on the highest
quality whetstone. The base damage of this
greatsword is no longer 2d6. Instead, you roll 3d4.
Red Dragonborn band
Ring, rare (requires attunement)
While you are attuned to this ring you are resistant
to fire damage. Additionally, you gain the ability to
breath fire in a 15ft cone. The DC for this saving
throw equals 8 + your Constitution modifier + your
Proficiency Bonus. A creature takes 2d6 damage on a
failed save, and half as much damage on a successful
one. The damage increases to 3d6 at 6th level, 4d6
at 11th level, and 5d6 at 16th level.
Reflection cloak
Wondrous item, rare (requires attunement)
This cloak allows you to walk through mirrors into a
protective plane. While you are in this planar realm
you are safe and cannot be harmed but beware, if
someone destroys the mirror that you entered
through, you could be lost for years trying to find an
alternate exit.
Regular Picnic basket
Wondrous item, rare
Place the picnic basket on the ground, your party can
take a break to eat. Each creature that eats can
restore 4d6+4 hit points. Anyone that eats from the
basket cannot benefit from another picnic basket for
24 hours.
Regular potion of the Magi
Potion, rare
This vial contains an ordinary looking liquid. Like
water with a subtle blue tint. Drinking it allows the
user to recover 1 3rd level spell slot.
Reinforced armor
Armor (any type), rare
This armor has been crafted from superior materials
by a master craftsman. While you are wearing this
armor you gain resistance to bludgeoning, piercing
and slashing damage from non magical weapons.
121
Replenishment orb
Wondrous item, Very rare (requires attunement)
This large pearl can be used as a spellcasting focus.
It looks like an ordinary pearl in that it is round, but
that is where the similarities stop. This pearl is gold
in colour and is the size of a child's head.
At the start of your turn, you regain 1d6 hit points if
you have at least 1 hit point and your hit point
maximum increases by 10. Additionally your
Intelligence ability score also increases by +1.
Reptilian ring
Ring rare (requires attunement)
As an action you may speak the command word to
activate the effect of the ring. You shapeshift into a
half breed of your race and some kind of insect.
Your body becomes covered with hard scales, your
AC is set to 20 regardless of your standard AC or any
bonuses you may receive. You also do not have any
ill effects from being in areas of extreme heat for
long periods.
You can spend up to 4 hours in this state in any 24
hour period. If you exceed this time you run the risk
of permanentlty transforming.
Resistance potion
Potion, uncommon
Drinking this grants the user resistance to
Bludgeoning, Piercing and Slashing damage for one
hour.
Rhino surging ring
Ring, very rare (requires attunement)
This ring is crafted from a gleaming silver metal and
is decorated with a rhino head including tusk. As an
action, you may project the spectral form of a rhino
up to 30ft in front of you. It passes through solid
objects and attacks all creatures in range. Make a
melee attack roll using your strength ability modifier.
All creatures hit take 3d6 damage and must succeed
on a DC10 Strength saving throw or be knocked
prone.
122
___
Ring of fortune
Wondrous item. uncommon (requires attunement)
While you are attuned to this item, fortune always
seems to be in your favour. You regularly find
yourself looting rare gems and coins that look to hold
considerable value.
Curse: When you attune to this item you become
cursed. Your whole body flashes with severe pain and
you pass out. Once you awaken you find your body
has transformed to that of another race. This
transformation is permanent and cannot be undone.
Ring of Tremors
Ring, Legendary (requires attunement)
While you are attuned to this ring, you may cast the
Earthquake spell. Once you have done this, the ring
must rest and regain power before being able to do
so again. This takes 24 hours.
Robes of the silent assassin
Wondrous item, uncommon (requires attunement)
While you are attuned to these robes your attack and
damage rolls gain a +1 bonus. Curse: as long as
you are attuned to this item, you are also cursed. As
soon as you attune, you find yourself being unable to
speak.
Robust Cloak of the lookout
Wondrous item, rare (requires attunement)
This thick cloak allows you to keep warm and keep
your body fluid. Your hit point maximum increases by
+15 and you may grant yourself advantage on any
Perception skill check. You must finish a long rest
before you can do this again.
Rod of healing
Rod, rare (requires attunement)
While you are attuned to this item your healing spells
become harder to control due to increased potency.
Whenever you cast a healing spell on a target, you
may also heal another target within 5ft of the original
target for half as many hit points.
123
Rod of immobility
Rod, rare (requires attunement)
Choose up to 6 creatures within a 50ft radius of you
and reduce their speed by 10ft each. As long as you
are reducing someone's movement speed, yours
cannot be reduced.
Runic wooden shield
Shield, very rare (requires attunement)
This wooden shield is covered in ancient runes from
hundreds of civilisations and ages. It's origin is
unknown but it appears very old.
While holding this shield, you have a bonus of +1 to
your AC. This bonus is in addition to the shield's
normal bonus to AC. It also increases all of your stats
by +1.
Sacrificial transition
Wondrous item. rare (requires attunement)
As an action you may choose to reduce your hit
points to 0 and start making death saving throws on
your next turn. Choose one party member, until you
either stabilize or die, this party member gains an
additional action on each of their turns.
Scale mail of the catfish
Armor (scale mail), uncommon (requires
attunement)
While you are attuned to this armor you gain a swim
speed that is equal to double your standard walking
speed.
Scale Mail of the Sleuth
Armor(scale mail), uncommon
This scale mail has a fur covering. Once per day, you
may grant yourself advantage on any Insight skill
check.
Scope goggles
Wondrous item, uncommon
These goggles allow you to zoom your vision in to
allow you to see items up to 60ft away as if you were
adjacent to them. You can even read small print on
books from this distance.
124
___
Scorpion sting
Ammunition, rare
These arrows have been soaked in the venom from a
scorpion for over one week. This causes these arrows
to deal an additional 1d4 acid damage.
Scouts armor of the Lookout
Armor (ring mail), uncommon
You may grant yourself advantage on any Perception
skill check. You must finish a long rest before you
can do this again.
Seizefrost
Weapon (shortsword), rare (requires attunement)
While you are attuned to this weapon, melee attacks
deal an additional 1d6 cold damage and the target's
movement speed is reduced by half.
Self filling bucket
Wondrous item, uncommon
Speaking the command word causes this regular
metal bucket to fill with water. Perfect if you need to
water your horse, have a quick wash or drown
someone…
Serpentine chain of flames
Amulet, very rare
This neck piece is fashioned from rubies and carved
in the shape of a snake. When the light hits it,it
appears to slither around your neck. While attuned to
this necklace you gain advantage vs. effects that
cause the Stunned condition, you gain resistance to
fire damage and your Intelligence score increases by
+1.
Shadowalker Robes
Wondrous item, very rare (requires attunement)
While you are wearing these robes you become
almost impossible to see anytime you are dim light
or shadows. Anytime you are covered in shadow your
stealth checks gain a +5 bonus. Curse: as long as
you are attuned to this item, you are also cursed.
Healing from spells no longer affects you.
125
Shepherd's cloak
Wondrous item, uncommon
The bearer gains a +1 bonus to (Wisdom) Animal
Handling checks. It also contains 1d4 unreplenishable
charges of the speak with animals spell.
Shield of elemental transmutation
Wondrous item, very rare (requires attunement)
This shield gains a +1 bonus to AC. This is in
additional to the +2 to AC from the standard shield.
If an elemental based attack targets you , the shield
can alter the element in question before it hits you.
Additionally, if an elemental spell that targets you
receives a 1 on the attack roll, the spell will hit your
shield and you can reflect it back at the caster after
transmuting it.
Sloane's footpads
Wondrous item, uncommon (requires attunement)
While you are attuned to these shoes, you may use
your feet as weapons. You can now make a modified
unarmed attack using your feet as a bonus action.
The damage for this kick attack is 1d6 and uses
either Strength or Dexterity for the attack and
damage rolls.
Slinky Dancer's slippers
Wondrous item, uncommon
While you are wearing these slippers you gain
proficiency in the performance skill.
Snarltooth
Weapon (longsword), rare (requires attunement)
This longsword was found in the den of wolves
embedded into the side of a pack leader. Obviously
some poor soul attempted to kill the beast and failed
miserably. Attack and damage rolls made with this
weapon gain a +4 bonus when targetting beasts.
Curse: as long as you are attuned to this item, you
are also cursed. When you attune to the item you
instantly drop to 0 hit points and begin making death
saving throws.
126
Snowpiercer
Ring, very rare (requires attunement)
While you are attuned to this ring, you gain
resistance to frost damage. Additionally, as an action
you may summon large icicles to burst from the
ground dealing 2d6 frost damage. The target must
succeed on a DC18 dexterity saving throw or their
movement speed becomes 0 until the start of your
next turn.
Sonar blindfold
Wondrous item, legendary (requires attunement)
This thin strip of cloth looks like nothing special, by
design. Originally used by street hustlers long ago,
this blindfold was used to trick people into thinking
the wearer was a victim of a horrible accident where
they lost their eyes. In reality this is a majorly
powerful item.
While attuned to this blindfold and it is covering your
eyes, you gain several benefits.
You gain immunity to Blinded and deafened conditions.
Attacks that hit you reduce all damage taken by 1d4.
Your Wisdom ability score is increased by +2.
You gain truesight out to a distance of 60ft
Soulstealer
Weapon (sickle) very rare (requires attunement)
While you are attuned to this weapon attack and
damage rolls gain a +1 bonus. Every time you deal
damage with this weapon, you are healed for an
equal amount. If you are at your hit point maximum,
you can gain remporary hit points instead.
Stage magician's handy hoop
Ring, uncommon
While you are wearing this ring, you may cast the
cantrip Minor illusion.
Stalwart Chain Shirt
Armor(Chain shirt), rare (requires attunement)
You gain a +2 to your AC bonus while wearing this
armor and your hit point maximum increases by
+10. It is a very popular option for front line fighters
due to its light weight, protection properties and
maneuverability.
127
Static collar
Amulet, rare (requires attunement)
This collar fits snugly around the neck and grants you
perfect balance, granting you advantage on athletics
checks. You also gain expertise in the athletics skill.
Curse: as long as you are attuned to this item, you
are also cursed. Lightning attacks made against you
do not require attack rolls, they automatically hit.
Damage rolls must be made as normal.
Steel gutter
Weapon (hand axe), very rare (requires attunement)
Attack and damage rolls made with this weapon gain
a +2 bonus. Additionally, if you roll a critical hit on
your attack roll, roll again. On a roll of 15+ you slice
the axe into the stomach of the target and rip out its
guts instantly killing it if has less than a quarter of its
hit point maximum. Curse: as long as you are
attuned to this item, you are also cursed. Potions no
longer have any effect on you.
Strength potion
Consumable, rare
Taking a drink of this potion will cause your senses to
spike and your body to shiver. For the next 4 hours
you gain a +1 bonus to your strength score.
Surveyors kit
Tools, unique, uncommon
Spending 10 minutes surveying a structure with this
kit will allow you to identify any potential weak points
or structural insercurities.
Sword of mastery
Weapon (longsword), very rare (requires
attunement)
Attack and damage rolls made with this sword
receieve a +1 bonus. Additionally, while you are at
full hit points your melee attacks send a wave of
power out from the blade. Your melee attacks now
deal damage to all creatures in a 15ft cone. Make
separate attack and damage rolls for each target.
128
Tabard of death
Wondrous item, rare (requires attunement)
While you are attuned to this tabard, the god of
death sees you as an ally. You must fail five death
saving throws before you actually die. It still requires
three passes to stabilize. Curse: as long as you are
attuned to this item, you are also cursed.
Everywhere you go, you are surrounded by the smell
of death. You are unsure if you are the one that
smells or if the stench of murder follows you.
Tabard of thorns
Armor(studded leather), legendary (requires
attunement)
This armor looks more like something that would
grow in a forest than something you would wear.
Covered from top to bottom in viscious, long barbs,
anyone who gets too close would fall victim to
laceration.
You gain a +3 bonus to your AC while wearing this
armor. Your hit point maximum is increased by +15
and if you are hit by a melee weapon attack, the
attacker suffers 1d10 piercing damage.
Tarkhana's gloves
Wondrous item, rare (requires attunement)
While you are attuned to these gloves you can
modify the molecular properties of varius metals. You
can modify their shapes and craft simple statues or
makeshift handcuffs with your hands in seconds. You
can increase or reduce the strength of the metals to
reinforce your weapon or weaken an opponents.
Tempest
Weapon (light crossbow) uncommon
Attacks made using this crossbow are charged by a
small battery housed in the handle of this crossbow.
This alters the damage type to lightning damage.
The Bride's sword
Weapon (longsword) uncommon (requires
attunement)
This long slender blade was originally designed for
use by ancient warriors, the blade is folded many
times to create incredibly strong metal so these
blades should last hundreds of years.
While you are attuned to this weapon you can use it
with one hand and your damage die is a d10.
129
The pearl necklace
Amulet, uncommon
While you are wearing this necklace, it grants you a
+1 bonus to one saving throw.
The Queen's cloak
Wondrous item, very rare (requires attunement)
This cloak looks very royal in its appearance which is
probably how it got its name. While you are attuned
to this cloak you gain a flight speed, climb speed,
swim speed and burrow speed equal to your
movement speed. Curse: as long as you are attuned
to this item, you are also cursed. While you gain all
of these benefits, your movement speed is actually
halved.
The Scrambler
Weapon (wand), rare (requires attunement)
You may use this wand a spellcasting focus, if you
cast your spells through the wand you gain +1 to
your spell attack modifier and spell save modifier.
While you are attuned to this item you can place the
wand onto the forehead of a creature and attempt to
manipulate their memories. Roll a d20 and use the
following table to decide how much you can
manipulate them.
Memory Scrambling
d20
roll Effect
1-5 Unaffected
6-10 You can modify small details
11- You can modify small details and some important
15 information
16- You can also modify some key events
18
19- You can completely change or erase as much of
20 their memory as you desire
The two ring
Ring, rare (requires attunement)
While you are attuned to this ring, you may increase
one of your stats by +2. You do this by meditating
during a long rest. During each long rest, you can
choose the stat you want to raise. You can change it
during any long rest in which you spend at least 4
hours meditating.
130
Tome of devotion
Wondrous item, rare
This magical book details everything you need to
know regarding weapons and how to use them. You
can choose one weapon and if you wish you can
become a master with said weapon. Spend the
entirety of a long rest reading this manual and
training with your weapon of choice.
You gain a +2 bonus to your attack and damage rolls
made when using this weapon. However as a
sacrifice you lose your proficiency with all other
weapons.
Unbreakable Perception Mask
Wondrous item, very rare
This mask mimics the face of an owl, complete with
beak and oversized eyebrows. Whilst wearing it, you
feel your vision sharpen and you notice more.
You gain proficiency in perception, if you are already
proficient you gain expertise. In addition, you gain
advantage on all perception checks.
Volume of vast knowledge
Wondrous item, very rare (requires attunement)
This heavy bound book has hundreds of pages, each
filled with masses of deep knowledge on many a
subject.
If you attune to this item and spend 3 consecutive
long rests reading from the book your Intelligence
score increases to 24.
Walking staff of the grey
Weapon (quarterstaff), rare (requires attunement)
This staff grants you a +1 bonus to your attack and
damage rolls as well as your spell attack modifier and
spell save modifier.
While you are attuned to this staff you can cast the
wall of force spell once per day.
Warrior Plate
Armor(plate), very rare (requires attunement)
This plate armor was originally designed for the
human royal guard, however over time it has been
modified and adapted to fit any race. You gain a +3
bonus to your AC while wearing this armor and your
strength ability score increases by +2.
131
Weather vane
Weapon (quarterstaff), very rare (requires
attunement)
This quarterstaff grants you a +1 bonus to your spell
attack modifier and your spell save modifier.
Additionally you can use the staff to change the
weather in a 1 mile radius of you. You can cause it to
rain, snow, hail, thunderstorm, gales, bright sunshine
or overcast.
Whittling blade of Offerman
Weapon (shortsword), rare (requires attunement)
This shortsword gains a +1 bonus to attack and
damage rolls. While you are attuned to it you can use
it to cut through many types of wood as if they
weren't even there. This comes in very handy for
creating hiding nooks in trees or reducing the
integrity of bridges.
Windless kite
Wondrous item, rare
This silk kite is extremely light to the point it flies
without the need of wind. When you speak the
command word, it elevates 50ft higher, pulling you
up with it. Can only be used outside.
Wisdom potion
Consumable, rare
Taking a drink of this potion will cause your senses to
spike and your body to shiver. For the next 4 hours
you gain a +1 bonus to your wisdom score.
Worn spell book
Wondrous item, very rare
An old spell book with a faded cover and tattered
pages. The contents are written in a language you
have never seen before. There are hundreds of pages
filled with information though, maybe someone can
translate it?
132
Backer created items
The items in this section of the book were
all created by the wonderful people that
helped bring this book to fruition.
Without them, and everyone else who
pledged to help, this book wouldn't
exist. I would like to thank all of you
who contributed and I hope you all enjoy
having some of your ideas put to print.
Aegis of the Weavebraker
Armor (shield), Legendary (Requires attunement by
a non-spellcaster)
This plain looking, battle-worn steel shield is the
keepsake of a most powerful warrior, bearing his
wish to be untouched by the magical powers that
permeate the world. While holding this shield, you
have a +2 bonus to your AC. This bonus is in
addition to the shield's normal bonus to AC. This
Shield has 5 charges for the following properties. It
regains all the expended charges daily at dawn. As a
reaction, when a spell or another magical effect
forces you to roll a saving throw, you can spend one
charge to roll with advantage. As an action, you can
spend 3 charges to channel your fear, disdain or
respect for the mysterious arcane arts into the
shield. By doing so, you gain the benefits of the
Antimagic Field spell, albeit with a reduced radius of
5 feet. When you use this ability, the shield loses all
its magic properties until it regains its charges at
dawn. Created by Andrea Beati
___
Alchemist's Quill
Wondrous item, rare
When dipped in any liquid, then held to paper - the
quill identifies the liquid (even potions) by writing the
name on the paper (in draconic). Once per day, you
can fill the quill (requires 1 potion dose), and it will
identify all of the ingredients.Created by J Paul
Keller
134
Ancient Blade of Qin Skilled Musician: As a bonus action you can
change tunes while playing.
Wondrous Item, Artifact (requires attunement by a
Bard) Regeneration: Every turn while playing you and
any creatures in a 5-foot sphere centered on you
This instrument is a one of a kind plucked seven- regenerate 1d4 hit points.
string zither created and played by Qin; one of the
greatest master bards ever to have lived. A creature Damaged strings: If the strings on the Ancient
that attempts to play the instrument without being Blade of Qin become damaged, you can play the
attuned to it must succeed on a DC 19 Wisdom Tune: Armor of Guqin as a last resort, but this Action
saving throw or take 5d12 psychic damage. requires the assistance of another creature.
Ancient Blade of Qin's weapon attacks are magical. Created by Billy P Piteros
Blades of Guqin: You can use an Action to play a
Tune on the Ancient Blade of Qin that causes
translucent swords to fly forward in a 30-foot cone.
Each creature in that area must succeed on a
dexterity saving throw, taking 2d6 slashing damage
on a failed save, or half as much damage on a
successful one.
Form of Guqin: You can use an Action to play a
Tune on the Ancient Blade of Qin that causes
translucent flurry of blows in a 30-foot line that is 10
feet wide. Each creature in that line must succeed on
a Dexterity saving throw, taking 2d6 piercing
damage on a failed save, or half as much damage on
a successful one.
Defense of Guqin: As a reaction you play a Tune
that creates a translucent 15-foot sphere of sound
that will stop anything from approaching you. Each
creature in this area must succeed on a strength
saving throw or become paralyzed while in the
sphere. Each creature in this area must make a
constitution saving throw, taking 2d8 bludgeoning
damage on a failed save and are thrown 15 feet
away from you, or half as much damage on a
successful one and pushed back 5 feet. Weapons and
objects in this sphere also suffer the same effects.
Armor of Guqin: As a last resort, someone other
than you can pull the strings tight across the zither
to allow you to play one final Tune. As an Action you
play a harsh Tune that unleashes a horde of flying
translucent armored skeletons with swords in a 60-
foot line that is 15 feet wide and tall. Each creature
in the hordes path must succeed on a dexterity
saving throw, taking 6d12 psychic damage on a
failed save, or half as much damage on a succesful
one. The Ancient Blade of Qin cannot be used again
until it is repaired by a master craftsman.
Guqin: While playing the zither you remain
stationary and your movement speed becomes 0. As
a Bonus Action you can stop playing.
The Art of Qin: While continually playing the zither
each round a creature remains in your zone of attack
they take damage until you change tunes.
135
Anti-Lock Rock.
Wondrous item, uncommon
A rock that works as a strength based thieves tool
with an added +3 to the roll. It can be randomly
found on the ground amongst common rocks.
Created by Phillip Jones
___
Battle Maxster
Weapon (battleaxe), rare (requires attunement)
You gain a +1 to attack and damage rolls made with
this weapon. In order to weild this weapon with 2
hands you must have a strength score of at least 13.
If your strength score is at least 15, you may weild
this weapon on handed.
While you are attuned to this weapon, you gain the
Martial adept feat with the parry and trip maneuvers.
The sace DC is 8+ Porificency bonus + strength
modifier.
The wielder gains a single d6 superiority die. If the
wielder already has superiority dice and maneuvers,
the following additional effects come into play: The
number of superiority dice increases by +1 The
wielder adds +2 to any result of the superiority dice
If the wielder already knows the trip maneuver, the
save dc the opponent makes is at disadvantage If the
wielder already knows the parry maneuver, the result
of the superiority die is doubled. Created by Jim
Deyo
136
Bedroll of Blissful Rest
Wondrous item, uncommon
Appearing as a rather plain bedroll of any color, this
bedroll has a lightly padded base. A thin blanket is
sewn to the base along one side and along the
bottom end. The other side has closures (such as
buttons or lacings) which, once closed, completely
seal that side. A thin pillow is attached to the top of
the bedroll, and the top of the blanket reaches the
top of the pillow. Any creature of Medium size or
smaller can use the bedroll; no attunement is
required. One Medium, two Small, or four Tiny
creatures can easily fit in the bedroll at one time. If
the creatures are willing to snuggle, twice the
number of creatures by size can be accommodated.
Each creature in the bedroll will find it to be the most
comfortable sleeping surface. Despite the
temperature and weather conditions outside,
conditions inside are perfect for resting and sleeping.
While inside the bedroll, a creature ignores any
affects of mundane weather and temperature
conditions, no matter whether the source is natural
or magical, and has advantage on all saving throws
against magical or supernatural energy attacks.
Resting or sleeping in the bedroll reduces by one half
the time needed to gain the benefits of a short rest
or long rest and protects one from mental influence.
The bedroll also bestows upon a creature immunity
to mind-affecting spells and the benefits of protection
from evil and good, sanctuary, and alarm (a mental
alarm for a 20-foot cube centered on the bedroll) for
as long as the creature is inside it. First created by a
halfling craving a good night's sleep while
adventuring far from comfortable beds, bedrolls of
blissful rest are now crafted by many casters skilled
in magic item creation. The best, however, are still
made by halflings. Created by John H
Brookwalter Jr.
Bifurcate
Wondrous item, Legendary (requires attunement)
Lowers the cost of attunements by 50% (cuts them
in half, allowing for up to six attunements including
Bifurcate). If attempting to attune to another
Bifurcate all the magical properties of the attuned
items are absorbed into the second Bifurcate thereby
turning them into mundane items. The second
Bifurcate retains its magical properties (it remains
unaffected). All other items become non-magical.
Created by James Rao
137
Boots of the Able Seaman
Wondrous item, uncommon (requires attunement)
These boots were worn by Admiral Hruuk of the
Bugbear 1st Navy for all of his naval career. He was
famed for how sure-footed he was in all weathers
and never has fallen in all his time in the navy. These
boots were exceptionally well looked after and are
made of flexible blackened leather with brass
fastenings. You have a +1 bonus to AC whilst
wearing these boots. You also have +1 to the
Athletics and Acrobatics skills and your base
movement is increased by 5 feet. Created by
Aaron Stuart Gourlay
Bottle of Moldable Cloud
Wondrous Item, uncommon
When you use an action to open this bottle, a thick
fog pours out to fill a volume of 1,000 cubic feet over
the course of a minute. This cloud is malleable and
can be shaped into any form with the slightest of
touch. After an hour the cloud solidifies and becomes
a solid material for the next 24 hours until it
crumbles and dissipates into the air. Created by
Isaia Maeser
Bracers of the Dragonkind
Wondrous item, legendary (requires attunement by a
Monk)
These leather bracers seem ordinary at first sight.
Anyone who puts these bracers on immediately feels
the tremendous power of a dragon running through
his body. The Bracers of the Draginkind give the
character a bonus of +2 DEX up to a maximum of
20. Also, choose one of the following colors when the
bracers are put on Blue, Red, White, Black, Green.
The bracers will immediately take on this colour. This
colouring can only be changed again once the
bracers have been removed. Depending on the colour
you choose, your attacks will cause the following
types of damage: Blue: Lightning Red: Fire White:
Ice Black: Acid Green: Poison Created by Michael
Marino Couto
138
Brooch of Armament
Wondrous item, very rare (requires attunement)
This brooch can take three forms, two small one
handed weapons (such as daggers, shortswords,
handaxes), a shield and a one handed versatile
weapon (such as a battle axe or longsword) or a two
handed weapon (greataxe, greatsword, maul). As a
bonus action. the brooch will become +1 full sized
versions of the weapons it imitates. For example, as
a bonus action, a greatsword shaped brooch will
become a greatsword for the user to wield. This can
provide a character with the ability to bring weapons
(or a weapon and a shield) into a place they may
otherwise not be allowed. The brooch can be
detected by a Detect Magic spell or a DC 20
Investigation check. Created by Taylor Roberts
Casetto's Ascot of Closing
Wondrous item, rare (requires attunement)
A Casetto Casetti original, this ostentatiously
embroidered ascot bestows its wearer with a
supernatural ability to wheel and deal. The wearer
has advantage on Charisma (Persuasion or
Intimidation) checks made to haggle costs or
negotiate terms of deals and transactions.
Additionally, the ascot contains one charge which
may be spent, as an action, when negotiating to
change a die result of 9 or below to a 10. The ascot
then loses its abilities, regaining them after a long
rest. Created by Nicolas Nagaoka
Chalk of safe Passage
Wondrous item, very rare (requires attunement)
A small piece of purple chalk with a slight glowing
aura. If you draw a door with this chalk, you can
open a door to somewhere you've been before.
Created by Jessica Arguello
Cloak of Malantheos
Wondrous item, legendary (requires attunement)
This ancient cloak is in pristine condition despite its
age. You can tell this is due to the magical
enchantment sewn into it. While you are attuned to
this item and wearing it, your charisma score
increases by 4 and your intelligence increases by 2.
Created by Caleb Pruitt
139
Crescendo Blade
Weapon, (any bladed weapon), legendary (requires
attunement)
A magical weapon that resonates a soft tone that
gets louder with every consecutive strike. After three
consecutive successful attacks on a creature, the
blade begins to ring loudly. If the fourth attack is
successful, the attack is an automatic a critical hit.
This effect starts over if an attack is missed or after
the completing the fourth attack. Created by Jon
Paul Santos
Daelen's Belt of Shielding
Wonderous Item, rare (requires attunement)
A thick leather belt, with a series of small metal
shields that sit just above the leather, almost as if
not directly attached to it. Once per round, the first
time that an attack would hit you, a shield from the
belt flies out in an attempt to intercept the attack.
You gain +5 to AC, but only for the triggering attack.
Resets at the end of your next turn. Created by
Ryan Levasseur
Danteele's Greatsword
Weapon (greatsword), very rare (requires
attunement)
This Item was passed through generations of
barbarians that rushed into buildings and jumped off
of cliffs never thinking of the consquences. It gives
the wielder boosts to their Dex and Strength but
drains their wisdom and intelligence.
While you are attuned to this item, you gain +2
Strength and +1 Dextarity, you also lose -1
Intelligence, -1 Wisdom Created by Geoff Zahn
Dario’s Flask of Wakefulness
Wondrous item, rare
Once per day at sunrise the the flask fills with a hot
brown liquid, which stays warm throughout the day.
Consuming this restores 2 hit points, reduces
exhaustion level by one, grants advantage on
initiative rolls and constitution saving throws for the
next four hours. Created by Dario Persechino
140
Dream Sword Oneironautics. While awake, you can use an
action to place the flat of Dream Sword’s blade
Weapon, (Longsword), Artifact (requires attunement) against a sleeping creature’s forehead. You remain
stationary for the duration, but your eyes close and
This is a special longsword in that it deals different your mind enters the sleeping creature’s dream. Roll
damage amounts depending where it is located. If it 1d20 to determine the result.
is in the material plane, the damage is 2d4(2d6), if ___
used in the astral plane the damage is 2d8(2d10).
Although yielding to the touch, the blade is as strong Oneironautics result
as any metal. While you have this sword on your
person, you can use it inside dreams to affect things d20 Effect
in ways one normally could not. You cannot change 1-4 The creature is having a nightmare involving
elements of the dream itself, but you can use the
sword to affect the dream’s environment, such as something dangerous.
killing monsters or cutting ropes. For reasons 5- The creature is having a dream in which they are
unknown, the sword becomes even more powerful on 10 annoyed by attempts to interact with them.
the astral plane, and wielding it there, you gain 11- The creature is having a positive dream but finding
cumulative features based on your Intelligence 15 them takes effort. When you find them, they are not
modifier.
concerned with your presence, thinking you an
+1: Your movement speed increases by a number aspect of the dream.
of feet equal to 5 times your Intelligence modifier. 16- The creature responds positively to your presence in
19 the dream after little searching. You have advantage
+2: Dream Sword has the reach property. on the first ability check you make that uses your
Charisma modifier.
+3: Dream Sword’s attack bonus and melee 20 You immediately find the creature within the dream
damage rolls +1 after no searching. The creature responds positively
to your presence, and when interacting with them
+4: Use your Intelligence ability modifier for all you gain advantage on skill checks that use your
attack and damage rolls. Charisma modifier.
+5: Blade Laser: Range – (20 x your Intelligence 141
modifier/30 x your intelligence modifier) feet.
Shoot blasts of psychic energy from the tip of the
blade. Make a ranged weapon attack against a
creature you can see within range using Dream
Sword. The damage is 2d10 + your Intelligence
modifier of psychic damage.
Somnia. Dream Sword allows you to move
mentally between reality and dreams. When you use
Somnia, you choose between Oneironautics or
Waken. While you wield Dream Sword within any
creature’s dream, you can use a bonus action or an
interaction to recall the weapon to your hand from
wherever it is. The sword doesn’t move; it disappears
and reappears in your hand. If you drop the sword
on the astral plane, it remains there until it is
retrieved by you or another creature. The extent and
frequency with which this ability can be used is
determined by the DM.
Waken. While you are in a dream and you have
Dream Sword on your person, you can use a bonus
action to immediately wake from the dream. You can
also wake a creature you are touching when you use
Waken. If the creature is aware that they are asleep
and wishes to stay asleep, they can resist your
attempts to wake them. The creature must succeed
on an Intelligence ability check, with disadvantage at
the DM’s discretion, contested by your Charisma
(Persuasion) check, or wake from the dream with
you. While you sleep with this sword on your person,
you can use a bonus action to immediately wake
from your dreams.
Portal. Dream Sword has the ability to slice open
portals between the material and astral planes. As an
action, use Matter Slice or Astral Slice. As a bonus
action, before you slice you can focus your thoughts
on your intended destination. If you have previously
visited the location, you have advantage on the roll
as well as any saving throws made when you use
Portal and you are distracted. If you have never been
to your intended destination but are aware of its
existence or location, you have advantage on the
first ability check you use to get to the intended
location once you emerge from the portal. If you are
distracted, such as in combat, taking damage from
the environment, or hindered in some way while
using Portal, roll a d20 determine the result after you
emerge from the portal. The extent and frequency
with which this ability can be used is determined by
the DM.
Portal result
d20 Portal result
1 You are teleported far away from your intended
destination. The portal remains open for a moment
before closing behind you.
2- At the DM’s discretion, you are teleported an
12 inconvenient distance from your intended
destination. The distance can vary depending on the
result of your roll.
13- You are teleported to a random location nearby your
19 intended destination, and you know the direction you
must travel to reach it. The portal remains open for a
moment before closing behind you.
20 You arrive safely and directly at your destination. The
portal closes behind you immediately, preventing all
dangers from following.
Matter Slice. While on the material plane, you can
use an action to slice in front of you with Dream
Sword. This open a portal through which a medium
or smaller sized creature can directly enter the astral
plane. The portal closes behind you once you enter
the astral Plane.
Astral Slice. While on the astral plane, you can
use an action to slice in front of you with Dream
Sword. This opens a portal through which a medium
or smaller sized creature can directly enter the
material plane. The portal closes behind you once
you enter the material plane. Special. When you are
on the astral plane, Dream Sword’s damage
increases to 2d8. Versatile. This weapon can be used
with one or two hands. A damage value in
parentheses appears with the property–the damage
when the weapon is used with two hands to make a
melee attack on the material plane is the number on
the left–the damage when the weapon is used with
two hands to make a melee attack on the astral
plane is the number on the right. Created by
Christopher Davis
142
Dyn’drums Judgement Chain Bullet: You can cast the following spells
using this weapon, without requiring any material
Weapon (firearm), Artifact (requires attunement by a components (except a single bullet per spell). Your
gunslinger or ranger) spellcasting modifier is +7 (or your own, your
choice), and your Spell Save DC is 17 (or your own,
The man with the thundering gun stood in the center your choice). (At will) Hunter’s Mark, True
of town. Light rain falling down on his cowl and Strike, Zephyr Strike. (3/day) Lightning
dripping down his leather armored-clothing, he stood Arrow, Thunder Step, Tidal Wave. (1/day)
over the mayor of the village. His bodyguards lay Chain Lightning, Haste.
dead in the streets, as civilians run for cover,
peeking through the windows of their houses. The Final Judgement: If a creature is under the
mayor would be the third member of the ‘True Kings’ affect of your Hunter’s Mark, they receive an
that he’d killed this week, as he pointed his revolver additional 5d4 Piercing Damage on a hit. If the attack
at the fat man’s forehead. The mayor, two bullet is a Critical Hit, they take an additional 8d4 Lightning
holes in his thigh and one having shattered his Damage. Created by Darien Jacob Pauline
kneecap, looked at the ranger with hatred in his
eyes. “You can’t get away with this forever, you --Note for the artist: I imagined Dyn’drums
murderer. They’ll catch up to you eventually,” he Judgement as a large revolver made of blue
groaned. “Let them come,” the ranger spoke, as he and silver steel, with a handle encased in
pulled back the hammer on his firearm. “Who the ivory. The chamber of the revolver visibly
Hell do you think you are? Some kind of righteous glows with a faint blue, electric hue, and
executioner?!” the mayor cried to deaf ears. “No. The sparks occasionally pop around the barrel of
God’s above are the real executioners. I’m just their the weapon. :D--
humble judge.”
143
Dyn’drums Judgement is a revolver that was once
wielded by Dyn’drum Stormcrasher, a Water Genasi
vigilante of legendary proportions. Having been
gifted the weapon by a righteous god of thunder in
hopes of purging the world of evil and corruption,
Dyn’drum wandered up and down the Sword Coast
for many years, leaving the bodies of evildoers in his
wake. His most famous quarrel was against the “True
Kings;” an underground organization that attempted
to usurp the High Ruler of Waterdeep, and take over
the city as a headquarters.
This weapon deals 2d8 Piercing Damage, plus 4d8
Lightning Damage. Weight: 6 lb. Ammunition
(50/140), reload (6 shots). You gain a +5 to attack
and damage rolls made with this weapon.
Thunderous Soul: You have resistance to
Lightning damage and being Frightened while you
hold this revolver, and can speak Aquan fluently.
Additionally, you can make Intimidation checks with
Advantage if done after firing the revolver, in which it
creates a thunderous boom.
Multiattack: You can fire two shots with this
weapon as a single Attack. Magic Weapon: The
weapons attacks are considered magical.
Call the Storm: When you reload the revolver,
one of the six bullets will be critically charged with
Lighting damage. The DM rolls a 1d6 to determine
which of the bullets is charged. Upon firing the
charged shot, a bright flash of lightning explodes
around you. If the bullet hits its mark, the target
takes an additional 25 Lightning Damage. This perk
does not proc unless all bullets have been emptied
from the chamber, and the weapon has been fully
reloaded. It could also proc if the weapon isn’t fully
reloaded, but only partly due to a lack of ammunition
(DM’s choice). This ability can be used 3 times a day,
and regains all charges on the following dawn.
Facial Hair of the General The drawback to using the bone arrows being that
every time one is fired the user suffers 1 Necrotic
Wondrous item, very rare, (requires attunement) damage as a result. The bow can only be removed
from the user by utilising the spells ‘Remove Curse’
This very well groomed set of facial hair (stick-on or ‘Greater Restoration’ or by severing the limb that
beard) of unknown origin grants its wearer the ability the bow has been wrought from. If the bow is
to charm a person they don’t know personally by removed by any means before the required 100 kills
greeting them with the words "hello there". The have been made then Yi’sou will become the enemy
stranger must succeed on a DC15 wisdom saving of the individual. If the 100 kills have been achieved
throw or answer with "General (character name)" then the bow may be removed using one of these
and be charmed for 1 hour. Also, the charmed methods without any further consequence to the
person will recognize the wearer of the facial hair as user. Created by Benjamin Dooley
their superior for the duration of the effect. Created
by Niels Theiler Flint Flameforge's Branding
Flesh-Render Whip Shield, rare (requires attunement)
Weapon (whip), rare (requires attunement) This solid iron shield grants the wearer +1 to AC
while equipped, this is in addition to the regular +2
You gain a +1 bonus to attack and damage rolls with AC from the shield. After taking the attack action
this weapon. This weapon deals an additional 1d4 while this shield is equipped, the wearer can make
necrotic damage against a creature that isn’t at full one attack with the shield as a bonus action dealing
hit points. If you score a critical hit against a creature 1d8+Str bludgeoning damage. If the wearer's attack
they must succeed on a DC 14 Constitution saving action has caused a target to take fire damage, the
throw or suffer one level of exhaustion. Created by shield sparks to life and the iron starts to glow red
Alex Deane hot; causing the bonus action attack to deal an extra
d10 fire damage on a hit. Created by Parker
Fleshwrought Bow Raley
Weapon (Longbow), very rare (requires attunement)
Bestowed onto unlucky hunters who chance upon the
demon Yi’sou in the darkwood as a chance for them
to earn it’s mercy, this cursed bow both gives and
takes from its user. The challenge of attaining 100
kills using the arrows of bone that the bow produces
is required for the individual to save their soul and
avoid the wrath of the demon. Erupting from the
favoured forearm of the chosen individual, the bow is
an amalgamation of muscle and bone in its extended
form, with taught tendons forming the bowstring and
a small cavity where arrows of bone are forged.
The user can ‘draw’ and ‘stow’ the bow at will, with
the limbs folding out and back from their place
hidden in the forearm respectively. The arms join at
the wrist with a cavity in the palm of the users hand
forming the arrow rest. To the untrained eye when in
its hidden state, the forearm simply looks like it is
suffering from some sort of malignancy. With a DC15
Medicine or Investigation check revealing the true
nature of the off-coloured flesh and strange
protrusions to be that of the cursed bow limbs. When
drawn, it follows all of the properties of a normal
longbow. However when using the ever-replenishing
bone arrows (which act as an endless supply of
ammunition) the bow is instead treated as a +1
longbow and the attacks are considered magical.
144
Garret's Trench Crossbow
Weapon (heavy crossbow), requires attunement
This +1 Heavy Crossbow uses a Diminutive Air
Elemental that's trapped in its core to self power the
Crossbow. Garret's Trench Crossbow does not require
bolt's as it fires high velocity air blasts dealing 1d10
force damage and it ignores the loading property due
to the Air Elemental creating the blasts.
"I never retreat! I just advance in the opposite
direction!" - the Halfling Garret Fleetfoot at the battle
of Dunspike Gorge. Created by Chase Owens
Garterbelt of Succubi-kind
Wondrous item, rare (requires attunement)
This garterbelt is imbued with the seductive magics
of the dreaded succubus. While attuned to and
wearing this item, you gain the following benefits.
Using an action, you can cast disguise self to appear
as an exaggeratedly attractive version of yourself.
Additionally, Charisma (Persuasion) and Charisma
(Deception) checks made against NPCs by way of
flirting are made with advantage while this effect is
active. You can attempt to charm one creature. One
humanoid you can see within 30 ft. of you must
succeed on a DC 15 Wisdom saving throw or be
charmed for 1 day. The charmed target obeys your
verbal commands. If the target suffers any harm or
receives a suicidal command, it can repeat the saving
throw, ending the effect on a success. You may use
this feature once per long rest. Nathan Dressel
Ginger's Knob
Wondrous item, rare
This doorknob holds transmutation magic. Using an
Action you can push the Doorknob into any non-
magical surface and provided there is open space 5
feet or less away from the selected surface, then a
doorway is created. The doorway stays open as long
as the Doorknob is present. The Doorknob can be
removed as an Action. Everytime the Doorknob is
removed, roll 1d6, on a 1 the Doorknob breaks.
Examples: A thief pushes the doorknob into the wall
at the back of a tavern, opening a doorway into the
storage room on the other side. A spy uses the
doorknob to create an escape route from a tower
prison cell high above the city. An adventurer pushes
the doorknob into a cavern wall, nothing happens
because the stone is thicker than 5 feet, now they
must try not to break the doorknob while removing
it. Created by Geoff Rowe
___
145
Golden Pickle
Wondrous item, rare
This item fell to earth and created the first pickle
patch after being dropped by a barghest during a
battle with a storm giant. Presumably of goblin
origin, this pickle is slightly thicker than the average
pickle. It fits perfectly in the hand of any goblin, no
matter the goblin's size. Can be used by other
creatures with a 30% success rate, unless the
creature has the junk tinker feat or has some form of
goblin ancestry determined before receiving the item.
It has a multi-function purpose; it can act as a
flashlight providing 3 hours per day of illumination,
with the correct number and placement of taps, it will
deploy an umbrella that will shield up to two medium
size creatures, the umbrella has 15HP and will retract
after HP depleted, can only be deployed after
charging (1d4+11 rounds, on a 13 roll, automatic
recharge). When placed on the ground, it can act as
a doorstop, and takes on the mass and weight of
5D20 until the correct number and order of taps are
executed to remove it (determined by owner and
percentile roll of <30%). All activations and
deactivations are a full round action. Created by Ty
McClelland
Gothic Bow of the Elements
Weapon (longbow), rare (requires attunement)
A silver and black ornate Bow and quiver. The quiver
has 3 Enchanted gems embedded into it that imbue
whatever arrows put into it with one of the these 3
elements : Fire (Red Gem), Ice (Blue Gem),
Lightning (Yellow). Each arrow can be inbued with a
different elemental damage type as you remove it
from the quiver. Created by James Jackson
Greataxe of unlimited Murders
Weapon (greataxe), rare (requires attunemen)
Seeing this battle axe being swung around the
battlefield would cause you great anxiety and fear
due to its towering size, the blade is almost as big as
the barbarian using it. Until you realise it is being
used by a gnome and it is actually smaller than a
standard axe.
This weapon is specifically designed for a Gnome
Barbarian who feels insecure about their size. The
axe has been enchanted to compensate for its
miniscule frame. You gain +2 to attack and damage
rolls made with this weapon and your maximum
amount of rages increases by 1. Created by Holly
Freesby
146
Gregor's Bedroll To use a card in this way draw it from the top of
the deck and add it to your roll, aces make the spell
Wondrous item, uncommon (requires attunement) an automatic critical hit, cards used to cast spells are
returned to the bottom of the deck after use, if you
A plush very comfortable standard bedroll that once draw a joker in this way roll a wild surge and add 2
attuned to the user will cast silence centered on the to each damage die Spent cards may be shuffled
bedroll immediately when the user awakens after back into the deck at the cost of a spell slot of First
sleeping on it, up to 2 times per 24 hours. Created level or higher or at the end of a long rest While
by Dan Cwiklik using the deck as a normal deck of cards you have
advantage on Sleight of hand checks(cheating) and
Guardians Wound Perception Checks(to catch a cheater) and may reroll
the lowest number in the advantage rolls Created
Shield, (requires attunement) by Cole Alexander McNutt
Upon seeing a friendly target take an enemy attack
(after the attack roll but before the damage roll).
This item lets the wielder use their reaction to
Teleport within 5 feet of their target, intercepting the
attack. The user takes the Damage regardless of the
users AC. The user may make a Dexterity saving
throw in order to take half damage (DC set by DM).
You may use this ability a number of times equal to
your constitution modifier (minimum 1). Created by
Lucas Jonas
Hallicard the Wanderers Deck of 52
cut up
Wondrous item, very rare (requires attunement)
Very Rare Deck of Cards requires attunement (You
will need a real deck of cards with both jokers) A
deck of 52 rune inscribed mythril playing cards and
the pair of jokers the backs are designed with gear
patterns and the faces were warforged in royal
clothes, created by Hallicard the Wanderer, a renoun
Artificer who was known for his flair for the dramatic,
love of tricks and games, Aswell as his absolute
hatred for people cheating or himself getting caught
in the act, this deck of cards is one of many he made
as their distribution across the world was done by
him betting them away and losing fairly in the game,
so he needed to make a feiw (This item is better to
be won in a game of cards than to be bought) The
Deck require attunement by Any intelligence based
caster.
If you have proficiency with simple weapons or
daggers, you are proficient with these, They have the
finesse and thrown properties, as an action you may
draw five cards from the deck and make ranged spell
attacks with all five of them, dealing damage equal
to their position in the deck plus spell mod jacks are
11 queens are 12 and kings are 13, aces are 7d4 the
suit of the card determines damage type, Clubs is
Bludgeoning, Diamonds are slashing, hearts are
Healing for allies and Spades are Piercing the cards
explode on impact and are waisted if missed jokers
cannot be thrown, instead you roll on the wild magic
table, The cards can be used as a focus giving the
touch spells you have a range of 30 feet.
147
Invisi-Armour
Armour (any type), requires attunement
This enchantment can be applied to any type of
armor. Whether it be light, medium, heavy or even a
shield. While attuned to this armor, you may use a
bonus action to cast the Invisibilty Spell focused on
yourself. You may do this a number of times equal to
your proficiency modifier. You regain all spent
charges when you finish a long rest. Created by
Wayne Stewart
Ire's Shadows Edge
Weapon (battleaxe), Legendary, (Requires
Attunement)
This sentient battleaxe grants you a +2 bonus to
attack and damage rolls made with this magic
weapon. You also roll extra damage made with this
sentient weapon (1d6 necrotic). Sentience.
Shadow's Edge was forged by the Half-Orc Ire and
bears his name. It has an intelligence of 16 wisdom
of 12 and charisma of 14. This weapon understands
Dwarvish, Undercommon, and Common and grants
the ability to speak and understand these languages
with its attuned wielder. It communicates
telepathically with those who have attuned to it.
Arcane Grace. Once per long rest, you can use
your action to cast Enlarge/Reduce or Invisibility
while you are not in direct sunlight (sunlight has no
effect on spell once cast). Spell save is a Constitution
DC 14. Shadow's Envy. While wielding this
weapon, You have -2 on attack rolls and
disadvantage on Wisdom (Perception) checks that
rely on sight when you, the target of your attack, or
whatever you are trying to perceive is in direct
sunlight. Critical Growth. For every creature that
is slain per long rest, Shadow's Edge gains a 10%
chance of increasing in power. When a creature is
slain by Shadow's Edge, roll a d100. If your roll is
below the threshold, The necrotic damage from
Shadow's Edge increases in die (d6 to d8). Once an
increase happens, the percentile resets to 0. All
Critical Growth effects reset after a long rest.
Created by Garrett Taylor Hancock
Ivory bonerang
Weapon (boomerang), uncommon
This special boomerang was carved from the rib bone
of a great beast and then burned with runes of an
unknown language. This weapon when thrown gives
off no sound, has a range of 20 (60) feet, deals 1d4
+dex mod damage and always returns to the
thrower. Created by David Bonney
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