Peace taker
Weapon (longsword), rare (requires attunement)
"Are you taking the peace?"
Attack and damage rolls made with this weapon
receieve a +1 bonus. Every attack that lands from
this weapon removes a small part of the targets
essence. When the sword has landed 10 attacks, the
next attack deals maximum damage.
Plate armor of blast protection
Armor (plate), very rare (requires attunement)
Whie you are attuned to this armor you gain a +2
bonus to your AC. Additionally this armor grants
immunity to force damage.
Regeneration amulet
Amulet, very rare (requires attunement)
While you are attuned to this amulet and it sits
around your neck, you regain 3 HP per hour. If you
are a life Cleric, you regain 5 HP per hour.
Rod of worship
Rod, rare (requires attunement)
This small unassuming rod can be used to create a
restful area for worship and prayer. By standing the
rod on its edge, or by placing it into the ground and
speaking the command word, a solid translucent
bubble surrounds the area in a 30ft sphere. The
sphere passes through solid objects but does not
cause damage to them.
All creatures on the outside of the orb are unable to
pass through the bubble. Likewise all creatures inside
are unable to leave. The bubble is completely
impervious and has enough breatheable air to last 8
creatures up to 24 hours. The command word can be
spoken at any point to disable the bubble, but it
disapears after 24 hours regardless.
Once used, you must wait at least 12 hours before
using this again.
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Shield of Divine Intervention
Armor (Shield), rare (requires attunement)
This shield grants +1 to you AC. This is in addition to
the benefits of a standard shield. As a reaction when
an ally is subject to an attack, you may speak the
command word. A bolt of energy shoots down from
the sky and envelops a creature within 150 ft of you.
This energy will protect the creature from the attack.
You may do this a number of times equal to your
wisdom modifier (min 1 ).
Strombjor
Weapon (mace), very rare (requires attunement)
You gain +1 to your attack and damage rolls made
using this weapon. Attacks made from this weapon
deal an additional 1d4 Holy damage.
Strombjor has 9 charges. You may use these charges
to cast spells. Shield (1 charge), Knock (2 charges),
Blink (3 charges), Major Image (3 charges).
Strombjor regainst all spent charges at dawn. If all
charges are used, roll a d20. On a 1, the weapon
crumbles to ash and floats away in the wind.
Talisman of extended power
Wondrous item, rare (requires attunement)
While you have this token in your posession, all of
your spells have their range doubled. Additionally,
your spells with a range of (touch) now have a 15ft
range.
50
Druid Magic Items
The following items are restricted and can
only be used by Druids. Preservers or
nature and the balance of everything
natural in the world. Getting their power
directly from nature or from nature
deities, most of the otems here will be of
similar theme.
Amulet of Aromatherapy
Amulet, rare (requires attunement)
This dull metallic disk is threaded onto a simple
string and sits around the neck.
While you are in danger it begins to leak scented
vapor which rise and fills your nostrils. The amulet
seems to know exactly what you are in need of and
restores your health.
The first time each day you are subject to a
condition, the amulet will act to remove it.
Brooch of fallen leaves
Wondrous item, rare
This brooch has been created in the shape and image
of a leaf. The leaf is green when you are healthy but
will turn brown if you are suffering from a curse, red
if you are suffering from poison effect and black if
you are dead.
Cloak of saving grace
Wondrous item, rare (requires attunement)
Any time you make a saving throw, you can roll an
additional d4 and add the result to your total.
Elis'llana's Whip
Weapon (whip), uncommon (requires attunement)
This whip is made up of several strong vines that
have been braided together to form a point. You gain
+1 to your attack and damage rolls made using this
weapon. In addition, you can grapple at range using
this whip.
51
Goodberry orb
Wondrous item, rare (requires attunement)
This orb resembles a much larger than usual version
of a goodberry. If you cast the spell Goodberry while
this orb is in your hand, the berries produced will
restore four hit points instead of one.
Horn of Hasjorth
Wondrous item, rare (requires attunement)
This horn has been fashioned into an instrument that
can call upon local wildlife to aid you. Once per day
you may use the horn to cast the Conjure Animals
spell. This variant of the spell does not require you to
concentrate on it.
Pin of feral traversal
Wondrous item (rare)
As an action you may speak the command word and
increase your movement speed to four times your
standard speed. This speed increase lasts one minute
and can be done once per day.
Ring of shield of thorns
Ring, rare (requires attunement)
An aura of thorns surrounds your flesh. Whenever a
creature moves within melee range of you, they take
1d6 piercing damage. If they begin their turn in
melee range of you, they take 1d4 piercing damage.
Sandman's pouch
Wondrous item, uncommon
This small linen sack contains a dark purple powder.
As an action, you can throw a handful of powder into
a creature's face. The creature must make a DC 15
Wisdom Saving throw or fall asleep.
If used in combat and the creature makes the
save, they instead fall to the end of the initiative
order.
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Scaled leather armor.
Armor (scale mail), uncommon
This scale mail armor has been manufactured without
adding any metal to the body of it. This allows druids
who follow the true values of nature the ability to
increase their armor and protection.
Stick of Truth
Weapon (quarterstaff), very rare (requires
attunement)
The truth is everyone could do with some help and
this staff has plenty of it.
While you are attuned to this weapon you gain +3 to
your attack and damage rolls, Spell attack modifier,
spell save DC and all Saving throws.
Succubus Thorn
Weapon (Dagger), rare (requires attunement)
This weapon is a very small pointed dagger carved
from a very strong, marbled wood.
Attacks made with this weapon deal an additional
1d4 poison damage. You regain hit points equal to
the poison damage dealt.
When you are attuned to this item, you may cast
the Lesser restoration spell a number of times equal
to your Wisdom modifier (minimum 1). You must
finish a long rest before doing so again.
53
Tome of beasts
Wondrous item, uncommon
This book has no magical properties but is an in
depth textbook full of anatomical research notes on
up to 5 different animals. The information in the book
is enough to allow you to transform into one of these
animals without actually seeing one yourself.
Toxic Spikes
Wondrous item, uncommon
These thorns are taken from a variety of poisonous
plants. When you throw them, they cover a 15ft by
15ft area. Any creature that steps onto a square
containing these thorns take 1d6 poison damage.
Every time they step into a square containing the
thorns they take another 1d6 poison damage.
Wilderness cap
Wondrous item, very rare (requires attunement)
While you are attuned to this item, your hit point
maximum increases by 8, you gain +1 AC and if you
cast the Conjure Animals spell, you summon double
the standard amount of animals.
54
Fighter Magic Items
The following items are restricted and can
only be used by Fighters. Fighters do
one thing above all else well.They fight.
Most of the items used by fighters are
combat based and allow them to hit
harder and take more of a beating.
Amulet of the bull
Amulet, very rare
As part of your attack action you can charge to the
enemy. You can leap up to your full movement speed
and land in melee range of your target. If you do
this, you do not need to follow a path to the target.
You can literally jump from one point to another.
Belt of Revenge
Wondrous item, rare (requires attunement)
This belt is attuned to your very being. It feels what
you feel. When you are subject to a critical hit, the
belt pushes its magic through you to empower your
next attack.
When attacking after being subject to a critical hit,
you roll double damage dice.
Boots of withdrawal
Wondrous item, rare (requires attunement)
If you attack a creature on this turn, you can move
out of its reach without provoking an attack of
opportunity.
Brawlers vigor
Wondrous item, uncommon (requires attunement)
This small gemstone is quite unique in its function.
During a rest, you may focus on the stone for at least
10 minutes. By doing so, the mysterious magic inside
of the gemstone can take effect, altering your
attributes. The alteration lasts until the next dawn.
Roll a d6 and take the result from the following table.
Once you have done this, the item cannot be used
until the next dawn.
Brawlers Vigor Table
d6 result Effect
1 -2 Wisdom
2 -2 Intelligence
3 -2 Charisma
4 +2 Dexterity
5 +2 Constitution
6 +2 Strength
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Combat medic's diary
Wondrous item, uncommon
This small worn book is the personal diary of a
soldier who specialised in medical care. The book is
full of small bits of information that will help you
survive in the wilderness. Between medical tips on
how to properly bandage a wound and when a wound
is infected, to different wild plants that may be
poisonous.
Grand finale
Ring, very rare (requires attunement)
This ring can empower your next attack to incredible
levels. As an action you can activate the ring. Your
next attack will deal damage equal to half of your
current hit points. However, if this attack misses, the
ring extracts the cost from your body. You instantly
fall to 0 hit points and automatically receive one
failed death saving throw.
Once you have used this item, you must finish a long
rest before doing so again.
Iron head
Weapon (maul), rare (requires attunement)
This brutish looking hammer head sits atop a roughly
forged pole. It is not the prettiest looking weapon by
any stretch, but it is certainly capable of causing
damage and distress.
When you are attuned to this item, your strength
score increases by +2. Additionally, all attacks made
with this maul have a chance to cause the target to
flinch.
After a successful attack, roll a d10. On a 10, the
target cannot act until the end of your next turn.
Medics drape
Wondrous item, unommon
While you are attuned to this cloak, you gain an
additional charge of Second wind.
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Orb of combat prowess
Wondrous item, rare (requires attunement)
While you are attuned to this item you can select an
additional fighting style. You can't take the same
fighting style more than once.
Perpetual motion bands
Wondrous item, rare (requires attunement)
If you speak the command word, your strength and
dexterity scores increase by +2 for 1 minute.
However, during the active period you must attack at
every available opportunity and you must attack the
same target the entire time. If the target dies before
the minute passes, you must then move onto thenext
closest target.
Rank climber
Weapon (shortsword), very rare (requires
attunement)
Each time you land an attack with this sword, it deals
more and more damage. It's almost like it can sense
it is in battle and relishes it.
After you land an attack, progress to the next row
of the table and use the new damage roll. Once you
reach the borrom of the table, continue using this
amount until the combat encounter is over. This
table resets at the end of an encounter.
Rank Climber
Attack Damage die
1st 1d4
2nd 1d6
3rd 1d8
4th 2d4
5th 1d10
6th 1d12
7th 2d6
8th 1d20
9th 2d10
10th 5d4
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Shieldbreaker
Weapon (mace), rare
If you are attacking a creature that is using a shield
and your attack misses but would have landed if it
wasn't using the shield, your attack lands against the
shield and destroys it.
Surging armor
Armor (any type), uncommon (requires attunement)
While you are attuned to this armor, you gain an
additional charge of Action surge.
Talisman of joy
Wondrous item, very rare (requires attunement)
While you are attuned to this item you can select an
ability score that you do not have saving throw
proficiency with and become proficient in that chosen
skill.
Wall of prolonged pressure
Armor (shield), rare
As an action you may attempt to shove a creature by
making a standard attack roll. If this is successful,
the creature falls to the ground. As part of the same
action, you can place the shield on top of the fallen
foe, trapping them underneath. The creature suffers
from the restrained condition.
58
Monk Magic Items
The following items are restricted and can
only be used by Monks. Monks harness
ki to maximise their natural talents and
skills. Most monks will rely solely on
their own bodies and minimal additional
items. Here you may find a few things
that they find suitable.
Amulet of inner peace
Amulet, rare (requires attunement)
Monks have no need for material possessions, which
is why this amulet is all purpose and no flash. It is
made from a simple piece of stone, carved with a few
relics.
When you are attuned to this amulet, your maximum
ki points increase by an amount equal to your
proficiency modifier.
Balboa's gloves
Wondrous item, very rare (requires attunement)
These gloves once belonged to a great natural
fighter, a true underdog.
While you are attuned to these gloves, your unarmed
attack and damage rolls gain a bonus of +2.
Charm of Self discovery
Wondrous item, uncommon (requires attunement)
A small token you have had since you were a
child.This could be a small toy, figurine, piece of
jewellery, anything that has sentimental meaning to
you. Your bond and history with this item can inspire
you with many happy memories and allow you to
increase your health when needed.
In times of great peril, you may inspire yourself with
this item to help heal yourself in a pinch. You may
spend ki points to heal yourself at any time. The cost
of this heal is 2 ki points for 1d8+ wisdom modifier of
heaing.
59
Feral Nunchaku
Weapon (club), uncommon
This monastic weapon consists of two wooden clubs
attached at their ends via a chain, allowing the
wielder to swing and spin the clubs at great speed.
This weapon takes an incredible amount of hand eye
coordination to master. When you are using this
weapon, you may use your reaction to attempt to
deflect an attack aimed at you. Roll a d20, on a 15 or
above the attack fails.
Jade necklace of time
Amulet, rare (requires attunement)
This amulet contains one charge of the haste spell.
You may use an action to cast this spell on yourself,
You must wait 24 hours before doing so again while
the necklace regains power.
Ki-bending ring
Ring, uncommon (requires attunement)
When you find yourself full of life, yet short of
energy, you may transfer 8 hit points from yourself
and convert this into 1 ki point. You may do this a
number of times equal to your wisdom modifier. You
must finish a long rest before doing so again.
Phoenix orb
Wondrous item, very rare (requires attunement)
Many monks believe in reincarnation, but there are
several theories as to how it works. Whether it is a
boon gifted by a higher power, a talent one can learn
and practice over the years or some kid of wizardry.
Any of those are possible, but the phoenix orb is a
clear sphere that performs the wonder.
When you are attuned to this item and are brought
to 0 hit points your body is engulfed in flames and
instantly vanishes. Choose a spot within 30 ft of
where you fell. You reappear in this spot with full hit
points and ki points.
Once the Phoenix orb has performed this act 3 times,
it loses all magical properties.
60
Rod of torrent flow
Rod, rare
This rod is simple as far as rods go. If placed in a
flowing body of water, it can be charged by the
kinetic forces from the water. It fully charges in one
hour and holds 3 charges.
Any time you roll less than 10 on an ability check or
saving throw, you can spend a charge to have the
energy flow through you and make the attempt
again.You must use this new roll.
Robes of the whispers
Wondrous item, rare (requires attunement)
This light linen robe is soft and light allowing the
wearer to move just as freely as they would with no
armor. While the robes offer no protection
whatsoever, they move and flow in such a way that
they can confuse the opponent into not knowing
where your flesh is.
While you are attuned to these robes, your AC
increases by +2 while you are not wearing armor.
Silencing Geta
Wondrous item, uncommon
These traditional wooden sandals are usually
favoured by those in the east.
When worn by a monk they grant advantage on
stealth checks related to moving quietly.
Silent Kasaya
Wondrous item, uncommon
These robes are tradionally worn by monks who have
taken a vow of silence. This robe acts as a vessel for
your verbal components of spells to manifest. The
robes can read your thoughts almost as quickly as
you think them. It puts the energy of the spoken
word into the air, allowing you to cast spells this
way.
Striped tigers cloak
Wondrous item, uncommon (requires attunement)
Tigers are known for their agility and feline grace.
The effects of this cloak are similar. While you are
attuned to this item, when you use your reaction to
reduce your fall speed, the amount of damage you
take is reduced by 8 times your monk level, instead
of the usual 4.
61
Stunning fingerlets
Ring, rare (requires attunement)
While you are attuned to this ring, any time you
make a Stunning strike against a target, they make
their Constitution saving throw with disadvantage.
Windwalkers band
Ring, very rare (requires attunement)
This ring constantly transfers motion energy through
your body which circulates from your hand
throughout the whole body.
While you are attuned to this ring, your Step of the
wind ability no longer costs a Ki point to use.
Windwraps
Wondrous item, rare (requires attunement)
The cloth used to fashion these wristwraps are made
from a frictionless material, resulting in quicker
movements and easier actions.
While you are attuned to these wristwraps, your
Dexterity score increases by +1 and you may add an
additional attack when using flurry of blows.
62
Paladin Magic Items
The following items are restricted and can
only be used by Paladins. After spending
years in training with basic equipment, a
paladin looks forward to something a
little bit special after they have taken
their oath. Here you will find some items
for just that.
Armor of the Paladin
Armor (any type), rare (requires attunement)
This armor is gifted to a paladin upon them
completing their training and making their vows.
While wearing this armor, the Paladin gains +1 to all
saving throws and all ability checks. Additionally,
when attacking an undead foe, you can make an
additional attack.
Bubble hearth
Wondrous item, rare (requires attunement)
This small gemstone is bound to you when you
attune to it. When you heal yourself using hit points
from your lay on hands pool, the amount you heal is
doubled, but the hit point pool is depleted by the
original amount.
Excalibur
Weapon (longsword), very rare (requires
attunement)
Attack and damage rolls made with this weapon gain
a +3 bonus. This sword of mythical folklore lives up
to its legend as it empowers you in practically all
ways. Increase all ability scores by +1, and you gain
3 1st level spell slots.
Gauntlet of the king
Wondrous item, very rare (requires attunement)
The bearer may double the maximum amount of hit
points available in their Lay on hands pool.
63
Gauntlets of thunderous wrath
Wondrous item, rare (requires attunement)
These steel gauntlets are detailed with golden
accents.
Any smite attack made while attuned to these
gauntlets deal an additional 1d8 damage.
Glyph of might
Wondrous item, uncommon
A small metallic relief that is usually pinned to the
lapell of a jacket or on the front of armor, this
symbol fills its Paladin with great confidence.
Whenever you make a smite attack, you ay reroll all
1s and 2s. You must use the new rolls.
Hand of the king
Wondrous item, uncommon (requires attunement)
The bearer may increase the amount of hit points
available in their Lay on Hands hit point pool by 5.
Heavy steel boots
Wondrous item, uncommon
These standard issue boots are given to all paladins
upon taking their oath. While wearing them you
recover 1 hit point for every hour you are awake.
Mithril chestpiece of hope
Armor (breastplate) rare (requires attunement)
This armor grants a +1 bonus to AC. Any time you
make an attack roll, saving throw or ability check you
may reroll the result with disadvantage. You must
take the lower result of the new rolls.
64
Orb of purity
Wondrous item, rare
This clear sphere is roughly fist sized. When placed
into food or liquid it can detect poison or impurities.
If the subject is safe to consume, the orb will remain
clear. If it is unsafe to consume, the orb will fill with
a green fog.
Shaun's bat of undead
Weapon (mace) very rare (requires attunement)
This wooden bat is flat on one side and bevelled on
the other with a rubber wrapping around the handle
for grip. This bat is stained with blood and no matter
how hard you try, you cannot clean it.
Attack and damage rolls made with this weapon
receive a +2 bonus. Attack and damage rolls made
against undead foes receive a +4 bonus.
Attacks made with this bat seem to cause blood to fly
much further and splatter in a wider area than you'd
expect. When using this item be prepared to be told
"You've got red on you".
Shield of Justice
Shield, very rare (requires attunement)
This round buckler style shield grants a +1 bonus to
AC and can be used as a weapon as well as armor. It
can be used to bash, or as a thrown weapon.
Bash attacks are a standard melee attack. Make an
attack roll against the target. Successful attacks deal
2d8 bludgeoning damage. The target must also
succeed on a DC 13 Dexterity saving throw or be
knocked prone.
Thrown shield attacks are a standard ranged
attack with a range of 60ft. Make an attack roll
against the target. Successful attacks deal 2d8
bludgeoning damage and the shield returns to your
hand. If the attack roll is 5 or more short of the
targets AC, the shield flies past the target and you
must pick it up again.
65
Smite of undead
Ring, very rare (requires attunement)
This golden band is imbued with holy power. Smite
attacks made against undead or fiend targets deal
maximum damage.
Stormbreaker
Weapon (handaxe), very rare (requires attunement)
With a hammer face on the back of the axehead, this
is an imposing weapon indeed. An extremely sharp
blade mounted onto a heavy wooden handle.
Attack and damage rolls made with this weapon gain
a +2 bonus and ranged attack rolls made using this
weapon can use strength rather than dexterity.
Tabard of truth
Wondrous item, uncommon
This cloth tabard is worn over the armor. It can be
any color of your choice but must have a symbol
embroidered into it to show you are a Paladin.
While wearing this tabard,you gain an additional spell
slot that must be used to smite.
66
Ranger Magic Items
The following items are restricted and can
only be used by Rangers. Specialising in
hunting beasts in the wilderness that
threaten the lives of local people, most
Rangers strike from distance without
ever breaking a sweat. The enemy is
usually dead before they reach a
Ranger.
Arrowhead whetstone
Tools (unique), rare
A skilled ranger who has trained with bows and/or
crossbows for years knows how to get the most of
their tools. Using this kit you can spend 1 minute of
downtime to sharpen the tips of arrows or bolts. This
will grant them a +1 bonus on damage rolls.
Bottomless quiver
Wondrous item, rare (requires attunement)
Much like a bag of holding, this quiver can store an
incredible number of arrows or bolts. The maximum
number has not been discovered but it is in excess of
10,000 pieces of ammunition.
Bowman gloves
Wondrous item, uncommon (requires attunement)
These gloves are designed to be comfortable yet
highly functional, leaving the fingertips free and
strapping over the wrists. While you are attuned to
these gloves you ignore the loading property on
weapons.
Bowstring of elemental wrath
Wondrous item, rare
Fastening this string to your bow will imbue your
arrows with elemental energy, altering the damage
typing from piercing to an element. Roll on the
following table, your bowstring will be empowered
with that element for 24 hours. You cannot attempt
to replace the elemental typing until after the 24
hours are up.
Bowstring Element
d6 Roll Damage Type
1 Fire
2 Acid
3 Lightning
4 Cold
5 Poison
6 Thunder
67
Dagger of the hunt
Weapon (dagger) rare (requires attunement)
This small dagger has been enchanted to make the
task of skinning and butchering a dead animal easy.
Simply stab the dagger into the corpse of a slain
beast, and over the next ten minutes the dagger will
magically skin the beast and remove any valuable
meat from the corpse.
Ferocity
Weapon (shortbow), legendary (requires
attunement)
When you attune to this Bow, you instantly feel more
in tune with your surroundings, more reflexive, more
feral. Your Dexterity score increases by +4 up to a
maximum of 24. Attack and damage rolls made with
this weapon receieve a bonus of +3.
Goggles of tracking
Wondrous item, rare
These goggles amplify the tracks and trails made
through any and all terrain by any creature or
humanoid. If a being you are looking for has been in
the area within the last 24 hours, you will be able to
identify its track and trace it down.
Helm of Archers
Wondrous item, uncommon (requires attunement)
While you are attuned to this item you gain a +2
bonus to your attack rolls made with crossbows,
shortbows and longbows.
68
Hunter's tracking boots
Wondrous item, uncommon (requires attunement)
Some creatures are just flat out faster than others.
Deer move faster than rabbits. Eagles move faster
than Deer.
While you are attuned to these boots your movement
speed increases by 10ft, additionally you can use
your bonus action to dash.
Insightful orb
Wondrous item, uncommon (requires attunement)
This round sphere clears your mind and lets you
remember things from your past. It lets you
remember how certain creatures move, how they
build shelter, how they hunt.
While you are attuned to this item, during a long rest
you can change your favoured enemy to another
type.
Jack's armor
Armor (studded leather), very rare (requires
attunement)
This armor was designed specifically for combatants
who specialise in multiple aspects of combat. You
gain a +1 bonus to your AC and you may select an
additional fighting style. You can't take a fighting
style more than once.
On target hoop
Ring, very rare (requires attunement)
Sometimes its just harder to miss an attack than it is
to land one.
While you are attuned to this ring, your ranged
attacks do not impose disadvantage when attacking
from the longer range. Additionally ranged attacks
made in melee range to not impose disadvantage.
Potion of eagles sight
Consumable, very rare
This clear green liquid moves around the vial like
water. Incredibly thin and still. Nothing about this
looks particularly special, apart from the color.
Drinking this potion allows you to take in more
information than you ever thought possible in such a
short space of time. You see everything, where every
creature is, was, and will be.
You gain advantage on all attacks and your attack
rolls gain a +3 bonus. This effect lasts for 1 minute.
69
Stryker, hunter's delight
Weapon (longbow), rare (requires attunement)
Attack and damage rolls made with this weapon gain
a +1 bonus. When you are attacking an animal
(including were creatures) your attacks deal double
damage.
Sword of imposition
Weapon (shortsword) uncommon
If the combat encounter you are facing has any
animals (including were creatures) involved on either
side. You gain advantage on the initiative roll.
70
Rogue Magic items
The following items are restricted and can
be used only by rogues. They are
magical antiquities from the shady
underworld that rogues frequent. Rarely
even heard of let alone seen, even the
most well versed of rogues might not
have heard of some of them.
Boots of the whispering winds
Wondrous item, very rare (requires attunement)
Hand crafted centuries ago by the celebrated cobbler
“Grinkoff Cazeghoth”, these magical boots were
made using the scales and leather from an Ancient
Black Dragon. Oversized upon first inspection, they
magically shrink to fit the wearer once placed on the
feet. The boots are enchanted to receive several
benefits.
They are always immaculately clean.
They produce no sound regardless of the surface you walk
on.
Grants advantage on all stealth checks.
Cloak of obscurity
Wondrous item, uncommon
While wearing this cloak with the hood pulled over
your head, it makes it harder to identify you, even
those who know what you're wearing may struggle.
Any creature attempting to locate you while you are
hooded suffers a -2 penalty to their investigation and
perception checks.
Cloak of shadowy figures
Wondrous item, uncommon (requires attunement)
This cloak looks scruffy, torn and worthless to the
untrained eye. But to those who know the true value
of this cloak know of its true powers. This cloak has 3
charges. You can spend a charge to automatically
succeed on a stealth check made in darkness. This
cloak regains all charges at dawn, however, if all
charges are spent, then it loses all magical properties
permanently.
Dagger of warping
Weapon (dagger) rare (requires attunement)
Attack and damage rolls made with this dagger gain
a +1 bonus. The blade is enchanted to return to the
creature that is attuned to it. Once thrown it
magically teleports to the thrower’s belt after it
comes to a stop. The belt that holds the dagger has
enough slots for a few more daggers which seems
odd to you. If the dagger comes straight back why
would you need to hold more than one?
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Hardened thieves tools
Wondrous item, uncommon
These thieves' tools are made from hardened metals,
forged using a special alloy and heated using
dragon's fire. No one you speak to recognises the
metals used, but you can tell they’re rare, strong and
valuable. The craftsman who made them stamped his
mark into them; a small mindflayer head. They allow
the user to have advantage on checks made to pick
locks.
Loaded Bone Dice set
Wondrous item, rare
This dice set is carved from the rib bones of a
sorcerer. They are inherently magic and allow the
user to control the numbers they land on purely by
thought. You are not sure how they work as you
don’t feel like you have any connection or bond to
them. They just seem to obey. The number 1 side of
each of the dice has the pip replaced with a
mindflayer head.
Mask of a thousand faces
Wondrous item, very rare (requires attunement)
This magical mask is enchanted with an illusion spell
that allows the wearer to instantly change the face of
the mask to anyone they have seen before as an
action. The mask is form fitting and cannot be
detected unless a creature uses detect magic or
succeeds on a DC20 Investigation check.
Razor's Edge
Weapon (shortsword),very rare (requires
attunement)
Attack and damage rolls made with this weapon gain
a +2 bonus. Once per day you may cast the
Darkness spell using the sword. This darkness does
not affect you however. You may see through it as if
it was ordinary light.
.
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Periapt of augmentation
Amulet, uncommon (requires attunement)
Any time you deal sneak attack damage you gain
temporary hit points equal to your proficiency
modifier.
Resolute retraining sphere
Wondrous item, rare
This small clear ball, roughly the size of an apple,
allows the user to change one ability they are
expertised in.
You must spend one hour gazing into the ball. During
this time you have waves of knowledge forced into
your mind. You take 3d8 psychic damage. This can
only be done once per day and the ability resets at
dawn.
Ring of opportunity
Ring, rare (requires attunement)
If you miss with a weapon attack, you can instead
choose to land it. You can only do this once per day.
The magic in the ring recharges at dawn. Once you
have done this you must finish a long rest before
being able to do so again.
Sheath of potency
Wondrous item, very rare (requires attunement)
This sheath for a dagger attaches to your belt. The
inside is coated with poison. While storing your
dagger inside the sheath, the poison is applied to the
weapon. Choose one poison type at dawn, your
sheath is coated with this poison until the next dawn
when you may choose again.
Crippling poison
Successful attacks have a chance to apply the
poison, the creature must succeed on a DC 15
Constitution check. On a failed save, the creatures
movement is slowed by half for 3 rounds.
Disorienting poison
Successful attacks have a chance to apply the
poison, the creature must succeed on a DC 15
Constitution check. On a failed save, the target has
disadvantage on attack rolls until the start of your
next turn.
Lethal Poison
Successful attacks deal an extra 1d4 poison damage.
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Shortbow of hidden fates
Weapon (shortbow), rare (requires attunement)
Attacks made using this bow, do not reveal your
location to the enemy if you miss an attack. The
arrow is fired with such force, it disintegrates on
impact with the ground or a wall. The increased force
from this bow gives your attack and damage rolls a
+1 bonus.
Threepwood’s Curved blade of Might
Weapon (dagger), legendary (requires attunement)
This Dagger once belonged to a Mighty Pirate. It is
said to have seen many adventures on seas and
islands no longer known. The hilt is wrapped in the
finest crcodile scale leather and the blade curves at
the perfect angle to deal maximum damage when
penetrating flesh. With gold detailing and an emerald
embedded in the blade, this dagger is valuable to
both assassins and vendors alike.
When attuned by a rogue, it gives the user several
benefits.
You can increase you Dexterity score by +2 up to
a maximum of 22.
The Dagger acts as a +3 Dagger and deals Magical
damage.
An attack roll of 19 is treated as a critical hit.
Vanishing powder
Wondrous item, uncommon
This small pouch is filled with tiny pellets of
tremendously light yet thick powder. When a pellet is
thrown to the ground the surrounding area of a 15ft
radius is cast into the darkness. The darkness is not
magical in any way, it is simply obscured.
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Sorcerer Magic items
The following items are restricted and can
only be used by Sorcerers. Magic is in
the blood of every Sorcerer. Born with
the innate ability to wield magic and cast
spells, they consider themselves
superior to most other casters. But that
doesn't mean they shouldn't have toys
like everyone else.
Amulet of dueling
Amulet, uncommon
While you are attuned to this item, any time you are
entering a combat situation in which the amount of
combatants on both sides of the conflict are equal,
you are automatically first in the initiative order.
Blurring robes
Wondrous item, rare (requires attunement)
These robes are infused with the power of time and
space manipulation. This item has 3 charges, you can
expend a charge to cast the blur spell on yourself or
any target within 30ft of you while wearing these
robes. The charges replenish at dawn.
Circlet of expanded minds
Wondrous item, rare (requires attunement)
While you are attuned to this item, your maximum
sorcery points are increased by an amount equal to
your proficiency modifier.
Cloak of empowered blood
Wondrous item, rare (requires attunement)
While you are attuned to these robes, your ability
scores can be increased to a maximum of 22. The
robes do not however increase any of your scores.
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Cloak of mana restoration
Cloak, very rare (requires attunement)
When you find this cloak it contains 1d10 charges. As
an action you may spend up to 4 charges to restore
sorcery points at a cost of 1 charge per point. The
cloak reagins 1d4 charges at dawn. If you spend all
charges, the cloak loses all magical properties.
Coin of telepathy
Wondrous item, uncommon
This coin is sentient, but in the most minimal of
ways. It cannot move, or communicate on its own.
All it can do is listen. As a sorcerer, your innate
ability to use magic allows you to tune into the coin
and hear what the coin hears.
As long as you are within 300ft of the coin you can
listen into the surrounding area of it.
Mana syringe
Wondrous item, very rare (requires attunement)
As an action you may extract up to 5 sorcery points
using this syringe and place them into a vial. An ally
can drink this and gain 1st level spell slots equal to
the amount of sorcery points extracted. They cast
the spells using your spell casting ability modifier and
they choose the spells to cast from your prepared
spell pool. These spell slots last 8 hours. You cannot
extract sorcery points in this way more than once per
24 hour period.
Pendant of powerful mystica
Amulet, very rare (requires attunement)
You can choose one first level spell from your
prepared spell list. During a long rest you can
meditate and push your magic into the pendant. You
may cast this spell at will like a cantrip without
spending a spell slot. You can change the spell that is
inside the amulet during a long rest.
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Prologue cane
Weapon (quarterstaff), very rare (requires
attunement)
This staff grants you a very minimal amount of
precognition. You know when creatures are going to
attack and how. While you are attuned to this staff,
your spell attack mofidier gains a +2 bonus. After
rolling for initiatve you may cast a spell before the
initiative leader acts providing you are not surprised.
Ring of arcane protection
Ring, uncommon (requires attunement)
While you are attuned to this ring, you gain
resistance to one type of magical damage. During a
long rest, select one of the following damage types;
Acid, fire, frost, lightning, poison or thunder. You
gain resistance to this type of damage until you
change the damage type during a long rest.
Robes of increased focus
Wondrous item, rare (requires attunement)
These robes are imbued with magical focus that
allows you to be very aware of your surroundings.
While you are attuned to these robes, you gain
advantage on concentration checks and your saving
throws all increase by +1.
Sage boots
Wondrous item, uncommon (requires attunement)
It takes a long time to learn everything, but why
invest that time when you can get an item that does
that for you?
While you are attuned to these boots, you gain
proficiency in all Intelligence based skills.
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Sorcery bank ring
Ring, very rare (requires attunement)
You have figued out how to reduce the amount of
arcane energy you spend while casting spells. This
rings acts as a conduit for this magic.
Any time you cast a spell or spend a sorcery point
roll a d10. On a 10, you gain the benefit without
extracting the cost.
Traveller's dagger of time blur
Weapon (dagger), very rare (requires attunement)
Time and speed are finite. There is only so much you
can do in an alotted time. But what if you figured out
a way to speed certain things up and slow others
down?
While you are attuned to this dagger, your spell save
DC and spell modifier increase by +1. Additionally
you gain the ability to cast the Haste spell and Slow
spell once per day. Casting these using the Dagger in
this way does not cost you any spell slots but you
must concentrate on the spells as you usually would.
Wand of transmutation
Wand, rare
Many alchemists have tried to turn random items to
gold over the years and no one has succeeded (that
we know of).
This wand allows you turn transmute stone into gold
temporarily. The gold effect wears off after 12 hours.
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Warlock Magic items
The following items are restricted and can
only be used by Warlocks. Warlocks are
used to taking things that don't belong
to them. After all thats how they gained
their power. Some of these items most
likely belonged to another Warlock at
some point before it was taken.
Amulet of accuracy
Amulet, uncommon (requires attunement)
Any warlock will tell you they don't care, but you can
tell they're jealous of Wizards who can cast Magic
missiles. The worry of aiming taken away from the
cast.
While you are attuned to this item, your spells that
require an attack roll ignore all cover.
Armor of shadows
Armor (leather), very rare (requires attunememt)
While you are attuned to this armor, you gain a +1
bonus to your AC. Additionally, whenever you are
concealed entirely in shadows you can use an action
to teleport to any other spot that is part of the same
shadow.
Blasting bangle
Ring, rare (requires attunement)
This bracelet reinforces the wrist to remove backlash
when casting. While you are attuned to this ring, you
may reroll any 1s and 2s you roll for damage when
casting Eldritch blast. You must use these new rolls.
Clawed gloves
Wondrous item, uncommon
Wearing these gloves provides a protective barrier
between your flesh and the darker elements. You
gain resistance to necrotic damage.
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Dark pact
Weapon (dagger), rare (requires attunement)
Using this weapon to cut your palm, you take 1d4
necromatic damage and let some of the blood pool
on the ground. This will allow you to summon a fiend
or fey from another plane of existence. Any time you
do this you can summon a creature using the Find
familiar spell, but their appearance must be fiend or
fey. There is no limit to the number of times you do
this.
Defiant tribute
Amulet, uncommon (requires attunement) During a
long rest, if you have an unused spell slot you may
store it inside the pendant. The pendant can only
store one spell slot and it lasts 8 hours. If you keep it
stored for longer than this, the pendant will explode
and be destroyed.
Devilwarped branch
Weapon (quarterstaff), very rare (requires
attunement)
Whenever you cast a spell, the staff gains charges
equal to the spell slot used. Once you gain 20
charges, you can spend them to automatically roll a
20 on a d20 roll. You cannot gain more charges once
you reach 20 until you spend the charges already
gained.
Fire-touched tome
Wondrous item, uncommon (requires attunement)
During a long rest you can spend a couple of hours
reading from this book and alter your invocations.
You may change one of your selected invocations to
another during this time.
Invocation expansion ring
Ring, rare (requires attunement)
While you are attuned to this item, you can gain an
additional Eldritch invocation tobring your maximum
to 1 above the total you should have for your level.
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Life siphon
Wondrous item, uncommon (requires attunement)
This gemstone can be used to share life force
between the Warlock and a willing participant. If the
two hold the gemstone between their hands it can
move hit points from one participant to the other.
You can transfer up to 10 hit points in this way and it
can only function once per hour.
Necromastery robe
Wondrous item, very rare (requires attunement)
Warlocks and dark magic go hand in hand. But most
warlocks do not practice necromancy. Some do not
want the burden of strike a pact with such a Paron,
while others do not want to go through the messy
aftermath of practicing such abilities.
While you are attuned to this item the following
spells are added to your list of prepared spells; Chill
touch, Spare the dying, inflict wounds, bestow curse,
vampiric touch.
They do not count against the number of spells you
can usually prepare.
Ravens beak potion
Consumable, rare
This thick black liquid could pass for tar if you didn't
know what it actually was. It sticks to the side of the
potion vial even when turned upside down so you
need to eat it rather than drink it.
After consuming this potion your attack and damage
rolls on all spells (not cantrips) gain a +2 bonus for
24 hours.
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Soul splitting gloves
Wondrous item, rare (requires attunement)
This pair of gloves functions in a rather unique way,
in that if the Warlock wears both gloves, nothing
happens. If someone else is wearing one glove while
you are wearing the other, any damage dealt to you
is split with the other wearer. You take half of the
damage and they take half of the damage.
Stone of petrification
Wondrous item, rare
As an action you can choose one target within 30ft of
you and force a terrifying image into their mind. The
target must succeed on a DC15 Wisdom saving throw
or become frightened for 1 minute.
You can use this stone a number of times equal to
your proficiency bonus. Once you have consumed all
charges the stone will begin to replenish its power.
This takes 24 hours.
Undead mantle
Wondrous item, very rare (requires attunement)
These shoulderguards were created using the
skeletal remains of some kind of beast from another
plane of existence. The skeleton is like nothing of this
plane.
While you are attuned to these shoudlerpads, you
gain a +2 bonus to your concentration checks,
additionally you gain advantage on death saving
throws.
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Wizard Magic items
The following items are restricted and can
only be used by Wizards. Spending
years in their studies trying to master a
grasp on the arcane arts, most Wizards
will have read tales of powerful magical
items and dreamed one day of having
one of their own.
Arcane quill and inkwell
Wondrous item, rare
Scribing spells into your spellbook in a manner that
allows you to cast them is an arduous task.
Painstakingly copying each and every rune and
symbol in the perfect way can be infuriating and
costly.
Whenever you use this quill and ink to scribe spells
into your spellbook, the time and cost to do so is
halved for any and all spells.
Cartogropher's eyes
Wondrous item, uncommon
These two brilliant blue gemstones hover above and
circle your head. Whenever you enter a new building
or cave, the gemstones create a makeshift map of
the area. In order to reveal the map, just speak the
command word and the gemstones will fly across a
piece of parchment and carve a copy of the map.
Convergence stone
Wondrous item, very rare (requires attunement)
While you are attuned to this item, you can use an
action to summon a duplicate copy of yourself. The
copy acts on your initiative and can take full actions
in the same way you can. The duplicate has one
quarter the total hit points that you have and only
lasts for ten minutes before disintegrating.
You may do this once per day.
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Dagger of Travel
Weapon (dagger) rare (requires attunement)
Attack and damage rolls made with this weapon are
made with a +1 bonus. While you are attuned to this
weapon you gain an interesting ability. The dagger
can be thrown like any other dagger, but when it hits
an object, providing it is securely lodged into
something, you can teleport directly to the dagger.
Dual-mind ring of concentration
Ring, very rare (requires attunement)
While you are attuned to this ring, you may
concentrate on 2 spells at the same time. If you fail a
concentration check, you lose concentration on both
spells.
Goggles of truesight
Wondrous item, rare (requires attunement)
These goggles grant the wearer truesight. If you
scribe spells into your spellbook while wearing the
goggles, it takes half as long.
Invisibility cloak
Wondrous item, uncommon (requires attunement)
While you are attuned to this claok, you may cast the
Invisibility spell at will. However, if you move, cast or
attempt to do anything other than stay still, the
invisibility effect fades.
Marlon's Mansion of madness
Wondrous item, very rare (requires attunement)
During a rest, you may speak the command word.
Your mind is transported to Marlon's mansion. A
gigantic, luxurious home that does not exist on the
material plane. Here you can relax and soothe your
problems for as long as you want. Here, time stands
still.
While your body remains in place, you gain the
benefits of a long rest but in reality, no time has
passed at all.
84
Penetrative goggles
Wondrous item, uncommon (requires attunement)
These goggles act in such a way that they only
recognise certain materials and types of objects.
While you are attuned to these goggles, you can use
them to look through most materials that make up
clothing such as silks, leathers and steels.
Reinforced spellbook
Wondrous item, rare (requires attunement)
This spellbook can be used as a standard spellbook,
however it has one additional property. If you slide a
spell scroll between the pages of the book and keel it
closed for the duration of a long rest, the spell scroll
is absorbed into the book allowing you to cast the
spell yourself, even if the spell is not part of your
spell list.
Rejuvination amulet
Wondrous item, very rare (requires attunement)
When using your arcane recovery ability, the spell
slots you recover now equal your maximum wizard
level, instead of only half your wizard level.
Robes of Life Support
Wondrous item, rare (requires attunement)
While attuned to this item, you do not need to eat,
drink, breathe or sleep for as many days as your
Wizard level.
Rod of illusions
Rod, uncommon(requires attunement) __ This rod
allows you to cast multiple instances of the Minor
Illusion cantrip. You can have up to 5 illusions active
at any one time.
85
Rod of rituals
Rod, rare (requires attunement)
WHile you are attuned to this rod and hold it in your
hand, you can cast rituals much faster. They now
take only 1 minute instead of 10 minutes.
Wand of unstable affliction
Weapon (wand), rare (requires attunement)
As an action you may use the wand to cast a spell
from the following table. Not all spells will be
beneficial in all situations, however any spell that
usually requires the expenditure of a spell slot, does
not in this circumstance.
Unstable affliction table
d12 roll Spell
1 Light
2 Poison spray
3 Cure wounds
4 Minor illusion
5 Hex
6 True strike
7 Entangle
8 Feather fall
9 Sleep
10 Firebolt
11 Chill touch
12 Haste
Any spells cast in this way uses your regular spell
casting modifier.
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Artificer magic items
The following items are restricted and can
only be used by Artificers. Most Artificers
pride themselves on making something
for their own personal use that is better
than anything anyone else could make.
The following items are just a selection
of creations the Artificer is capable of
creating.
Adreneline injection kit
Tools, unique, rare
During a rest you may spend at least 4 hours of
downtime brewing a solution that can be injected
into you and your allies. You can make 4 doses that
lose their potency after 24 hours. When this liquid is
in the bloodstream, your proficiency modifier
increases by 1. This benefit lasts up to 4 hours and
only one dose can be taken at a time.
Armor of Activation
Armor (any type) legendary (requires attunement)
While you are attuned to this armor you gain a +3
bonus to your AC and +1 to all saving throws. While
you were crafting this armor you figured out a
method of causing nearby items to activate and
trigger with a command. You can speak a command
word and all magical items in a 50ft radius of you
activate. This method can not pick and choose which
items activate, every single one does.
This could cause wands to fire from within robes,
magical shields to surround creatures, immovable
rods to stop in place etc. GM's discretion on how far
this goes and how beneficial or ill the effects are.
Drill tunneller
Wondrous item, very rare
This large disc looks like a shield, but when placed
flat onto the ground it begins to spin and a burrow
directly downwards. It continues to spin until it
reaches a depth of 10ft.This item can burrow through
very tough stone to create small nooks for safety or
can be used to make your way through the roof of a
particularly strong compound.
87
Elemental whetstone
Wondrous item, uncommon
You can spend 10 minutes using this whetstone to
treat the blade of a melee weapon or the heads of
ten arrows. Choose an elemental damage type; Acid,
fire, frost, lightning, poison or thunder, the treated
weapons now deal an additional 1d4 damage of the
chosen type. This benefit lasts for 24 hours. There is
no limit to the number of weapons you can treat in
this way.
Helm of detection
Wondrous item, rare (requires attunement)
This rather large helmet has a clear visor that
completely separates you from the elements. The
helmet is fitted with many types of scanners and has
a HUD on the inside of the visor displaying
information to you. Including local time,
temperature, co-ordinates, your heart rate, the heart
rates of nearby creatures and the location of any
creatures within 100ft of you.
Holographic message distributor
Wondrous item, rare
Not every item created by an Artificer is overtly
mechanical or clearly manufactured. This Item looks
remarkable like a Raven, even under close scrutiny.
In reality it is a mechanical creature with a recording
scanner inside of it. This Holographic message
distributor can record a video message of up to 3
minutes. It will then fly off to find the recipient of the
message before displaying it for them from a
projector located within its mouth.
Ice bomb
Weapon (grenade), rare
This small metallic capsule is cold to the touch and
has condensed water on the outside.
This bomb has a range of 30ft(60ft) and has an area
of effect of a 20ft radius. Any creature caught in this
area takes 1d6 cold damage. The creature must also
succeed on a DC 15 Dexterity saving throw or be
trapped in the ice. Their movement becomes 0 for 3
rounds while the ice thaws.
88
Kraken mask
Wondrous item, rare (requires attunement)
While you are attuned to this item and are wearing
it, you gain the ability to breathe underwater and you
also gain truesight.
Lock breaker
Wondrous item, rare
This alchemical compound should be used as a last
resort when trying to pick a lock. This gel is placed
into the lock hole, after a couple of minutes it begins
to expand around the tumblers within the lock. After
a couple more minutes of expansion the tumblers
snap and the lock pops open. Warning: this is VERY
loud.
Magical diffusion rod
Rod, very rare (requires attunement)
Once per long rest you can slam the rod into the
ground and hit the activation button on the end of it.
All non attuned magical items in a 300ft radius lose
all of their magical properties for 5 minutes.
Mechanical pet kit
Tools, unique, rare
Using scrap metal and random parts you find lying
around, you may create a small creature that will
accompany you on your travels. Using this item you
may cast the Find Familiar spell. The only difference
is the mechanical appearance of the companion.
Ring of impervious penetration
Ring, very rare (requires attunement)
While you are attuned to this ring you are protected
by a constantly pulsing shield that is invisible. This
shield reduces all damage you take by 1d4.
Additionally it has 3 charges of the shield spell. These
charges replenish at dawn.
89
Rocket boots
Wondrous item, very rare (requires attunement)
While you are attuned to these boots, your
movement speed increases by 15ft, your jump
distance is increased by 10ft and you can now dash
as a bonus action.
Trackers
Wondrous item, rare
You create four small round devices that look like
buttons that would be sewn onto a garment. These
are actually tracking devices that relay their location
information back to a reading unit. As long as you
are within 20 miles of the trackers, you can locate
them.
Underwater boot propellers
Wondrous item, uncommon
These small fans clip onto your ankles and push you
through the water. Your swim speed becomes 120ft
and if you swim with speed to break the plane of the
water you can propel yourself up to 20ft above the
water's surface.
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Unrestricted magic itemshe magic items in this section are not
restricted to any particular race or class.
If an item has a restriction it will be a
stat score restriction and will be stated
Tin the item type line.
Adamant Scale vest
Armor (scale mail) very rare, (requires attunement)
This gleaming armor is fashioned from leather and
decorated with the scales from hundreds of baby
drakes.
Once per day, you may pass an Intelligence saving
throw you otherwise would have failed. Also once per
day, you may grant yourself advantage on a
Constitution saving throw.
When you are the target of an attack roll, roll a d10.
On a result of a 7 or higher, the attack misses. While
using this armor, you cannot comfortable use a
shield.
Aged armor
Armor (plate), uncommon (requires attunement)
While you are attuned to this armor you gain a +1
bonus to your AC. The armor has clearly seen better
days and plenty of battles, it as many a ding and
crack. Curse: as long as you are attuned to this
item, you are also cursed. You are vulnerable to all
non magical attacks.
Alchemist's Amulet
Amulet, rare (requires attunement)
This silver amulet is held on a twisted leather rope,
its face is embossed with the emblem of a leaf. While
attuned to this item it grants immunity to the
Poisoned condition and your Dexterity ability score is
increased by +2.
Alluring perfume
Wondrous item, rare
With this perfume on your body, those around you
find you much more appealing and trustworthy due
to the pheramones used in the scent. Anyone who
has this sprayed on them gains a +2 bonus to all
Charisma based skill checks. Additionally any skill
checks made with charisma based skills you have
proficiency in can be made with advantage.
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Amulet of protection
Amulet, Legendary (requires attunement)
You gain a + 2 bonus to your AC while wearing this
item. You also gain +2 to all saving throws and have
advantage on concentration checks.
While this amulet is nothing special to look at, as
soon as you are attuned to it and wearing it you feel
a powerful aura surround you. You feel safe.
___
Amulet of rejuvination
Amulet, rare (requires attunement)
Any time you deal the killing blow against a creature,
this amulet absorbs the last fleeting part of their
essence and transfers it into you. You regain 2d4+4
hit points.
Amulet of the Student
Amulet, uncommon
This small, bronze amulet feels slightly warm at all
times. While wearing this item, your Wisdom ability
score is increased by +1.
Amulet of disposition
Amulet, uncommon
This amulet is on the larger side. It is carved from
stone rather than the traditional metal. While
wearing this item, your Constitution ability score is
increased by +1.
Ancient ones inner demon
Wondrous item, rare (requires attunement)
You find a small decorative octopus. It has
bejewelled eyes and a black metallic body. The first
night you sleep after gaining the item, it animates,
crawls down your throat and settles there. From now
on, when grappling a creature you can use a bonus
action to lash at your target with forceful tentacles
that lurch from your mouth.
The tentacle deals 2d8 bludgeoning damage and
uses your strength modifier for its attack and
damage rolls.
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Anxious Toadstool Roll a d12, on a 1 something much, much larger is
attracted by the odor and may attack.
Consumable, uncommon
When consumed, this mushroom hightens the senses
of the user. You gain a +2 bonus to your perception,
insight, survival and stealth scores. This benefit lasts
for 4 hours.
Arachnid 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
spider/scorption.
You gain a climbing speed equal to your walking
speed, your unarmed attacks deal 1d6 bludgeoning
damage and an additional 1d4 poison damage and
you can no longer speak any languages.
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.
Arcane gateway tome
Wondrous item, Legendary (requires attunement)
Using this tome as part of the components needed to
cast the spell found within, you may create a portal
to a familiar place. This portal can be used by up to
10 creatures and will last for 10 minutes after being
summoned. You can also close the portal early with a
command.
___
Armament of the isles
Armor (splint), rare (requires attunement)
While you are attuned to this item you have
advantage on any skill check that relies on sailing.
Whether it be a small canoe or a frigate. Additionally,
due to your long hours at sea, you always know
which way is north and how far from the ocean you
are.
Aromatic animal trap
Wondrous item, rare
This trap can be used to catch small animals when
you are in a situation without food. Providing animals
live in the area, the beautifully smelling trap is
guaranteed to trap a small animal within 5 minutes.
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Ascimilator
Rod, rare (requires attunement)
If you place the rod against a metallic object you can
use an action to cause it to melt. Different metals
take different lengths of time to melt. (GM's
discretion)
Band of dreams
Ring, uncommon (requires attunement)
While you are attuned to this ring you may place
your hand on the head of a sleeping creature and
cause them to dream a particular thought.
Band of unearned resistance
Ring, uncommon
While you are wearing this ring, you gain resistance
to either piercing, bludgeoning or slashing damage.
Battler's Amulet
Amulet, rare (requires attunement)
This amulet lost its chain long ago and was never
replaced. It is essentially a large coin. While attuned
to this item, you gain a +2 bonus to maintain your
concentration on a spell and your Strength ability
score is increased by +2.
Blue figurine of many eyes
Wondrous item, uncommon
Small statuette of a creature carved from marble.
The large eye in the centre is carved from an
unknown gemstone that glows like a flame. It can
start a campfire when placed against paper or small
sticks.
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Blizzard crown
Wondrous item, rare (requires attunement)
This item has 3 charges. While you are attuned to
this item you gain resistance to cold damage.
Additionally, while you are outsidea you may
summon a blizzard as an action. Choose a spot and
the area with a 30ft radius of that spot is now
affected.
Creatures in this area suffer from the blindness
condition and take 1d4 cold damage for each turn
they start in the blizzard. The crown regains spent
charges at dawn.
Bloodlust ring
Ring, very rare (requires attunement)
This golden banded ring holds a beautiful red
gemstone sphere. You are unfamiliar with what the
gemstone actually is. If you are first in the initiative
order and are not surprised, you may take an
additional action during the first round of combat.
Bog armor
Armor (plate), rare (requires attunement)
While you are attuned to this armor you gain a +2
bonus to your AC. This armor was found in a sunken
bog. It almost seemed like it was moving around by
itself. But surely your mind is just playing tricks on
you...
Bold tunic of the Hero
Armor (ring mail), rare
You gain a +1 bonus to your AC while wearing this
ring mail. It has 1d4 charges of heroism. These
charges do not replenish. The armour also increases
the wearers Constitution score by +1.
___
Bonepike
Weapon (spear) uncommon
This long spear has been carved from the femur of a
dragon. It deals an additional 1d4 damage to
dragons and dragonkin.
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Boots of amplified haste
Wondrous item, very rare (requires attunement)
While you are attuned to this item, you and your
adventuring party will always beat your enemies in
the initiative order. From now on, your party and the
enemies roll into separate pools for initiative. Settle
your order, then settle the enemies initiative order.
Regardless of how well the enemies roll, they will
always begin their turns after the lowset initiative roll
of your party.
Captains hat of the Sea
Wondrous item, uncommon
This hat is a typical looking pirate hat, black with a
white skull motif. The hat floats on water or other
liquids and cannot sink. Its wearer has advantage on
Strength (Athletics) checks to swim.
Camp in plain sight
Wondrous item, very rare
A small tent and sleeping rolls for 4 medium
humanoids. When resting inside the tent, it is hidden
to everyone unless they succeed on a DC 25
Investigation check.
Chef's ladle
Wondrous item, uncommon (requires attunement)
Using this ladle to stir the pot you cook your food in
seems to be enough to infuse it with immense
flavour. You and your party will never have a bland,
upsetting meal again while you have this ladle.
Curse: as long as you are attuned to this item,
you are also cursed. Your senses of smell and taste
vanish as soon as you attune. Your party insist the
food tastes wonderful, but you cannot tell.
Chisel
Weapon (dagger), rare (requires attunement)
This dagger gains a +1 bonus to attack and damage
rolls. While you are attuned to it you can use it to cut
through solid stone like it was butter.
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Climber's claws
Wondrous item, uncommon (requires attunement)
These gloves have small needle like hooks on the
ends of the fingers that latch into most materials
apart from metals. While you are attuned to this
item, you gain a climbing speed equal to your
walking speed when climbing non metallic objects.
Cloak of cover
Wondrous item, uncommon (requires attunement)
This cloak is waterproof and windproof and will help
you remain comfortable in terrible weather.
Exhaustion no longer affects you. Curse: as long as
you are attuned to this item, you are also cursed.
You are followed constantly by storm clouds.
___
Cloak of obscurity
Wondrous item, uncommon
This long billowy cloak is a very dark grey and flows
down to your ankles. You have advantage on checks
to avoid detection in darkness providing you are
standing still.
Cloak of Strength
Wondrous item, uncommon
This cloak is red, torn and very short. It doesn't even
come down past your back. Its more of a long hood
than a cloak. Once per day, you may pass a Strength
saving throw you otherwise would have failed. Also
increase your Strength score by +1.
Clockwork music box
Wondrous item, rare
A small wooden music box that winds with a copper
key. When the key is removed it plays the most
beautiful melody that causes any willing creature to
fall asleep after listening to the music for 30 seconds.
An unwilling creature must succeed on a DC 16
wisdom saving thrown or become unconscious.
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