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Published by goroiamanuci, 2023-03-22 11:34:22

Atra's Arcane Artifacts _ GM Binder

Atra's Arcane Artifacts _ GM Binder

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Welcome! Feel free to browse all the magical items within these digital walls! Here's a bunch of magical items I've homebrewn for my D&D 5th Edition campaign set in Exandria. It's the world created by Matthew Mercer and the cast of Critical Role, for their livestreaming D&D game. Which just happens to be my favourite anything. So. These items have not been rigorously playtested. In fact, many of them are still waiting to be used in the campaign. I will tweak things if needed as we play. Many of these items are specific to Exandria. Some items are just for fun. Some items are utility items I needed for the campaign. Some just add a little spice to the items on the DMG, and some are variations on existing items. Some of the item rules are worded weirdly and not according to the official D&D way. I hope you still get the gist of what the items are meant to be doing. Feel free to tweak and change anything you want to suit your campaign better. Maybe you need to add some extra bonuses for the item to be viable in later levels. Maybe you'll need to make things weaker so it doesn't wreck your balance. You might want to add more details or exceptions to the rules Do whatever you need. Ain't nobody stopping you. Who is this Atra person? Atra is a kenku alchemist who lives in the Stone Citadel, a goblin free city built in ancient mines under the Stormcrest Mountains. Left: A bunch of NPC's from Farhome and Stone Citadel. 2 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Aardvark's Ancient Antics Wondrous item, uncommon (requires attunement) This stone amulet shaped like an aardvark's snout hangs from a simple leather strap. As a bonus action you can caress the amulet and gain Burrow 10' movement until the end of the turn. You make doggy paddle motions with your arms and the enchantment does the actual burrowing. While burrowing you have very little air to breathe, so hold your breath or find other means to breathe. Absorbing Staff Melee weapon, very rare. Requires attunement A magician’s staff with a green gem on top held within a golden cage. Wood is golden in colour, with deep red leather straps tied around the wood for gripping. Works in melee as a +1 to hit and damage quarterstaff. As a reaction you can try to absorb a spell that targets or effects your character, up to level 3. If the spell has no specific level (eg. A monster ability of some kind), it cannot be absorbed. Roll a D6. If you roll 5 or 6, the spell is absorbed. Otherwise the spell works as normal. You can add the absorbed spell to the staff’s power pool. 1 point for each spell level (up to lvl 3). The staff can hold a maximum of 6 points in its power pool. When the power pool is full, no more spells can be absorbed. With the power pool you can cast spells from the list below. Expended points are lost. Charge cost Spell 1 Shield 2 Misty Step 3 Invisibility (self only) 6 Greater Invisibility (self only) Anger of Fire wondrous item, rare (requires attunement) This golden candlestand is decorated with imagery from the Nine Hells. The candlestand has 6 charges, and regains 1d3+2 charges every dawn. A burning candle is required for the Anger of Fire to function. Charge cost Spell 1 Fire Bolt 4 Fire Ball 6 Wall of Fire You can cast as many fire bolts as one action as you have charges. Each fire bolt must be aimed at the same target. Animating Scalp Wondrous item, very rare This scalp is removed from an arcanist as they were performing a ritual to turn them into a Lich. When this scalp is placed on a dead person, that person rises up as an undead as per the Animate Dead spell. The undead is under the control of the person who placed the scalp. The Animate Dead spell ends when the scalp is removed. Archer’s Crossbow Weapon (hand crossbow), uncommon Delicate and long version of a hand crossbow, it is perfectly balanced with advanced sights. +1 to hit and damage. Range is doubled to 60/240. Armor of Dawn's Echo Armor (any leather armor), rare (requires attunement) This dark leather armor is beautifully carved with sun motifs. In the center of the chest piece is a large embossed image of the sun framed with silver. As a bonus action you can hit the central sun with your fist to heal 1d10+10 hit points and cast the Daylight spell (originating from the sun). This power can be used once per day. Arrow of Animal Messenger Weapon (arrow), uncommon (one use only) This arrow's point is shaped like a flying bluejay. It functions like the Animal Messenger spell. Whisper a message to the arrow, shoot it in the air and it turns into a bluejay that carries out the message delivery. After the message is delivered, the bird disappears in a poof of smoke. Arrow of Basilisk Weapon (arrow), uncommon (one use only) This arrow's metal tip looks like a basilisk hugging the arrowhead. If the arrow hits, it causes normal damage of that bow type. It also affects the target with the same effect as a Basilisk's stare. After use the arrow shatters and is destroyed. Arrow of Paralyzing weapon (arrow), uncommon (one use only) Each arrow is dipped in specifically prepared cocatrice egg mixture. When target is hit, they must make a DC 15 CON save. On a failed save their muscles lock up and they are paralyzed. On a successful save, nothing happens. A paralyzed target can repeat the save at the end of their turn. 3 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Assassin’s Crossbow Weapon (hand crossbow), rare, requires attunement A delicate drow-made hand crossbow, which magically folds into a 2” wide silver bracelet. +2 to hit and to damage. A command word (reaction) brings the crossbow into your hand loaded with an undetachable magazine of 5 bolts. Another command word (reaction) sends the crossbow back into the bracelet. Bag of Prying Eyes Wondrous item, rare A purple silk bag containing 1d10 mummified eyes. Each eye, when crushed in your hands, lets you cast the Scrying spell. Balm of Resting Wondrous item, uncommon This stinky balm comes in a small hexagonal jar. When you apply this balm on your skin all over your body, you regain all your lost hit points during a short rest. But you will stink very strongly for the rest of the day, even if you take baths. Beruthiel's Collar Wondrous item, legendary (requires attunement) This beautiful jewel-encrusted leather collar can fit any small cat. As an action and saying the command phrase (the name of the cat followed by "Arise!"), the cat turns into a sabretoothed tiger. As a sabre-toothed tiger the cat retains personality and allegiances (eg. it's still your pet and loves you. Hopefully.) Use the rules of a sabre-toothed tiger for all purposes. The sabre-toothed tiger is large enough to be ridden by a medium creature. The effect lasts for 8 hour or until cancelled by spending a bonus action and speaking the command phrase (the name of the cat followed by "Return!") While in sabre-toothed tiger form the cat is considered to be another character, with its own initiative rolls and actions. It is up to the DM if they want to control the cat, or let the owner's player control it. Blessed Kettle of Hella Wondrous item, uncommon This cast iron kettle has images of potatoes in bronze inlays. Any food made with this kettle always tastes fresh and cannot have any diseases or poison. Cooking and eating a meal from this kettle has the same effect as Bard's Song of Rest. The meal must be prepared and eaten during that resting period. It costs 5 sp to cook a full meal in the kettle, and it's enough to feed 4 people. Blessed Sauna Stove of Healing Wondrous item, rare (requires attunement) This cast iron sauna stove is large enough to heat a sauna for 12 people. It weighs 240lbs without stones and needs at least 200lbs of stones to function. Magical effects only work within a suitably sized sauna. The stove has 6 charges. The stove regains 1d4+2 expended charges every week. Charge cost Spell 1 Lesser Restoration 2 Healing Touch 4 Greater Restoration 6 Resurrection The owner of the stove can cast any of these spells on a target within the sauna chamber. If Resurrection spell is cast, the stove shatters and is destroyed expending all magical energy after the resurrection ritual is finished. Blinding Arrows Weapon (arrow), rare Silvered arrows with a mirror finish tip. On a hit, the target must make a DC 13 Constitution saving throw, or become Blinded for 1 minute. The target can repeat the saving throw at the end of their turn. The Boat Shield Wondrous item, rare (requires attunement) Metal and wood shield has a seal of a long-forgotten royal family on the front, depicting a rowboat with humanoids fishing with nets. It counts as a normal shield. When a command phrase is spoken (takes an action) the shield turns into a 12' long birchwood rowboat with a pair of oars. The sides of the boat are decorated with the same seal as the shield. It can carry three medium-sized passangers and what they can carry. The boat itself weighs 140 lbs. When another command phrase is spoken (an action), the boat and oars turn back into the shield. If the oars are taken away, they disappear when the boat turns back into the shield. The boat has AC 10, 30 HP. If it is destroyed, it turns back into the shield and cannot be resummoned until a day has passed. Bone Flute of the Lich Wondrous item, legendary, (requires attunement) Made from the femur of the Bronze Lich, a demigod destroyed centuries ago. When played, the flute screams like a hundred distant souls in agony. When played, make a performance check as an action . Anyone within 30' who can hear, has to make a Wisdom saving throw, DC being the performance skill check total. Anyone who fails the save takes 2d6 psychic damage. On a successful save there is no damage. 4 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


The Bone Seat Wondrous item, very rare, (requires attunement) A high-backed chair made from bones and cushioned with black velvet to be comfortable to sit on. When a command word is spoken, the chair animates and starts walking. Its speed is 30'. Its direction and speed can be controlled telepathically at will. Another command word makes the chair stop and remain still. The chair has a strong undead aura. The Bone Throne Wondrous item, legendary, (requires attunement) A large imposing throne made from engraved bones and cushioned with red velvet to be comfortable to sit on. When a command word is spoken, the throne animates and starts walking. Its speed is 40'. Its direction and speed can be controlled telepathically at will. Another command word makes the throne stop and remain still. The throne has a strong undead / necromantic aura. When a sacrifice of blood (in hit points) is dripped onto the Throne (from a non-animal sentient being that can bleed), those hit points go in to a point pool, which can be used to cast a spell at any later date. The spell only affects the Throne and the attuned person sitting on it. Blood cost Spell 10 Levitate 10 Expeditious Retreat 25 Misty Step 50 Fly 75 Dimension Door 150 Teleport 200 Plane Shift Book of Holding Wondrous item, uncommon This beautiful 50-page leather-clad gilded tome is framed with decorative metal strips and lockable with a metal clasp. The book has 100 000 pages in an extradimensional space. As a bonus action, you can command the book to flip to any page ("go to page 83 304 please") and it does so in a blur of pages within 1 second. When the book is found d10 x 5 % of its pages are already filled with text. Bottle of Spiders Wondrous item, common A simple 0,3 litre (10 oz) bottle with brown dirt-like material in it. When you uncork the bottle and pour, a stream of tiny spiders pour out. The bottle holds 10 litres (340oz) worth of spiders and reloads every dawn if the bottle is corked. Bow of Firebolts Weapon (any bow), very rare (requires attunement) This laquered black bow with silver embossed fire motifs doesn't require arrows. Instead of firing an arrow, you can choose to shoot a firebolt cantrip instead. Bowl of Wounding wondrous item, very rare This simple clay bowl is decorated with abyssal writing around the rim. It can hold approx. 0,5 liter of liquid. When filled with blood from a sentient being, the bowl activates. As an action you can cut the surface of the blood with a blade, to cause 1d4 points of slashing damage to a target within 120' and visual contact. Each bowl of blood keeps for 1 hour, after that the blood must be replaced for the bowl to activate again. Bowstring of Reckless Strength weapon (bowstring), uncommon This enchanted bowstring allows you to draw the bow unnaturally far, making the shot less accurate but more powerful. Once per short rest you can choose to take a -5 penalty to an attack roll. If the attack hits, you add +10 to the attack's damage. The Box of Secrets Wondrous item, uncommon A wooden box, approximately 4" cubed. It is empty, but when you whisper a secret into it, you hear another secret back like an echo. The echoed secret is of similar worth or quality, but its origin can be from anywhere or anybody. The Box of Secrets works only once per day at midnight. 5 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Cage for Prying Eyes wondrous item, very rare A small golden bird's cage attached to a 20' long golden chain. The cage, when hold in both hands, lets you cast See Invisible spell once per day. This cage can be thrown at an arcane eyeball from a Scrying spell. The person using the Scrying spell must make a Wisdom save DC 15, or their soul is trapped inside the cage. While their soul is trapped in this way, their body is incapacitated. A Wish spell will restore the soul. While trapped in the cage, the soul is aware of what is happening around them. The wielder of this item can open the cage at any time to release the soul. Only one soul can be trapped inside the cage. The Chomping Axe Weapon (hand axe), rare Created by ogre shamans of the Stormcrest Mountains. It is a tribal-style hand axe with engraved teeth motif at the edge of the blade. This enchanted axe is +1 to hit and damage. When a critical hit is rolled, the teeth motif expands into a maw of metal that takes a huge bite off the target. Add 2d6 necrotic damage on a critical hit. This extra damage is not doubled by the critical. Clarion of Shattering Wondrous item, legendary (attunement required) A beautiful clarion made from enchanted brass and decorated with silver engravings. Make a performance check. Based on the roll, you can cast one spell from the list. Eg. If you roll 20, you can cast any spell from the list up to skill check 20. The DC for spells is 12. Skill check total Spell 5 Thunderclap 10 Shatter 15 Thunder Step 20 Banishment 25 Danse Macabre You can cast three spells with the Clarion every short or long rest. When not casting spells, just playing the clarion, its beautiful sound gives +10 to performance checks. Claws of Beruthiel Weapon (melee), very rare A pair of leather gloves with brass reinforcements on the knuckles. As a reaction you can summon razor-sharp dagger length blades out from the knuckles. They count as a pair of +1 to hit and damage, finesse light simple melee weapons. Slashing damage 1d8. As an action, you can fling the blades up to 30' away, and try to grab a target and bring it to you. Or, drag yourself up to 30' to anything solid the blades can grab onto. The blades are attached to the gloves with a thin mithral chain. The target must make a DC 14 Strength saving throw, or be immediately dragged to a square directly in front of you. Dragging effect only works on a target of medium size or smaller. Club of Clobbering Weapon (club), rare A crude wooden club carved with ancient symbols of a longlost language. On a hit, you can decide if the club causes damage normally, or you use the clobbering power: The target must succeed on a DC 12 CON save, or fall unconscious for an hour. The target can repeat the save once per minute (10 rounds). If the target takes any damage, the condition ends. Another person can end the condition by spending an action shaking the target awake. If the save is successful, nothing happens and the target takes no damage. Coat of the White Duke Wondrous item, legendary This multicoloured dizzying long coat was worn by the most famous bard on Exandria. While not wearing any other armor, your AC is 13 + DEX modifier. Additionally, you gain advantage on stealth rolls. The coat has 5 charges. It regains 1d4+1 expended charges every dawn. Charge cost Spell 1 Misty Step 2 Invisibility 4 Mislead 5 Teleportation Corsage of Bloom Wondrous item, uncommon A large multicoloured corsage of flowers. As an action, the corsage produces a burst of beautiful flowers in a 10' radius with a sickly sweet smell. 6 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Cursed Button Wondrous item, uncommon A black button that looks like any other button. When sown on to a leather armor to replace another button, it makes all buttons, latches and clasps on the armor resist any attempt to put on the armor, making it five times slower to don and doff the armor. Dimensional Dice Wondrous item, legendary This unassuming looking bone dice is made from the bones of an ancient beast from the astral plane. When you roll the dice, you and everything you carry get transported into a random point in a random dimension. Roll Location 1 The Abyss 2 Pandemonium 3 Sigil 4 Shadowfell 5 The Nine Hells 6 Feywild The dice will not travel with you, it remains where it was thrown. Dinosaur Egg Wondrous item, very rare to legendary A leathery egg in a wooden box and packed with hey. It takes 120 days for the egg to hatch, in a humid temperature inside a sandy wet soil. The dinosaur when it hatches and crawls out from the sand, latches onto the first creature it sees. DM can choose which dinosaur it is, or randomize one (1d6). 1-2 small dinosaur 3-4 medium dinosaur 5 large dinosaur 6 huge dinosaur Deep Pocket Wondrous item, uncommon This extradimensional pocket can look like any normal pocket. Its interior space is considerable larger than its outside dimensions, roughly 15 x 20 cm. The pocket can hold up to 100 lbs, not exceeding a volume of 2 cubic feet. The pocket weighs 20 grams, regardless of its contents. The pocket can be sown on to any garment. Retrieving an item from the pocket requires an action. If the bag is overloaded or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the pocket is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the pocket can survive up to a number of minutes equal to 10 divided by the number of creatures (min. 1 minute), after which time they begin to suffocate. Placing a Deep Pocket inside an extradimensional space created by a similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is oneway only and can't be reopened. Dentures of Tongues Wondrous item, rare, attunement required These upper jaw dentures are made from the skull of a scholar-mage of the Age of Arcanum. To use this magic item, you must not have any upper teeth. When placed in your mouth, you can cast Tongues spell at will. Disappearing Horse Shoe Wondrous item, rare This silver horse shoe is covered in arcane runes. When the shoe is attached to a hoof of a horse or a horse-like creature and a command word is spoken (chosen by the owner), the horse disappears and only the horse shoe remains. Any passangers and equipment (except a saddle, saddlebags and anything inside those bags) are thrown off the horse as it disappears. The horse remains in stasis in an extradimensional space inside the horse shoe, does not age and has no recollection of time passing. The horse must be willing to do this, or the spell has no effect. When another command word is spoken (chosen by the owner), the horse reappears from the magical horse shoe. Disc of Cranial Preservation wondrous item, very rare A mithral 8" diameter disc with gold engraved arcane symbols. When a severed head is placed on this disk within 1 round of being severed, it is preserved. The head does not rot or need sustenance. The head remains alive, and it is still the same person with their skills, memories, personality etc. The head is able to speak but unable to cast spells. As an action, you can remove the head from the disc which kills the head and releases the soul in 1 round. 7 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


The Drinking blade Weapon (dagger), rare, requires attunement A long & thin razor sharp pearly white bone blade and a leather-covered handle. The pommel and guard are polished silver shaped like ends of bones. After the blade "drinks blood" (ie. causes at least 1 hit points of damage to a creature with blood), the next attack with this blade at the same target has advantage. Dwarvish Hand Axe Weapon (hand axe), uncommon Crafted by the smith-lords of Kraghammer, this hand axe has the same damage as a battleaxe (1d8). Elemental Darts Weapon (Dart), rare A set of three bronze and silver darts covered in very ornate elvish engravings and details. They come in a red leather belt holster, also decorated with ornate carvings. Each time when thrown, you can choose which type of damage the dart does: Fire, Cold or piercing. The damage is 1d10 regardless of type. Otherwise it has the same stats as a normal Dart. Ethereal Mirror Wondrous item, very rare (requires attunement) This hand-held mirror with a marble frame and brilliantly shiny glass mirror reflects not the material plane, but the same location on the ethereal plane. As an action, once per day, you can stare into the mirror and cast Etherealness spell on you. Feather of the Clouds Wondrous item, legendary, requires attunement A 5' long semi-transparent opalescent feather from an ancient titan bird from the Elemental Plane of Air. It takes an hour to activate the feather. When activated, all willing creatures within 60' turn into a large cloud, and it floats into the sky. While in cloud form, the creatures don't sense the passing of time. The cloud floats freely in the sky, according to wind patterns. After four seasons have passed, the cloud lands in a safe location and turns back into creatures. While in cloud form, the cloud is indistinguishable from normal clouds. A Detect Magic spell will reveal that it's magical, but no details of what it is. If dispelled, the cloud rapidly flows back on the ground, in a nearest safe area, and turns back into creatures. Feather of Flight Wondrous item, uncommon (one use only) When created, each feather is enchanted with a specific location. When you stand outside and break the rachis of the feather, it will fly you at a tremendous speed (250 km/h) to that pre-determined location. It protects you from any impacts with wildlife or terrain, and the effects of windchill and wind. The location must be within 500 kilometers or the feather is wasted when used. While flying, the flight can be stopped by dropping the feather. You will land safely directly below. Fiddle of Feline Festivities Wondrous item, rare This slender violin is covered in arcane runes of a temple of cat worshippers. While you play this violin, all non-sentient cats within 30' are forced to dance around on their hind legs. If the cat is special (a familiar, sentient or just the smartest lil' kitteh in the werrrld!) they can make a DC 8 Wisdom saving throw to resist the effect. On a successful save they are immune to the violin's effect for the next 24 hours. Flimsy's Berserker Sword Weapon (greatsword), rare, (requires attunement) A dwarven-made greatsword, garishly decorated with gold filigree and semi-precious stones. It is +1 to hit and +1 to damage. As a free action, once per short or long rest you can command the sword to strike true: Your next attack with the weapon will be a critical hit on a roll of 2-20. If natural one is rolled, the weapon slips from your grasp and critically hits you instead. Any time a critical hit is rolled with this weapon, it causes an additional +4d6 slashing damage (not doubled by the critical hit). Flimsy’s Crossbow Weapon (hand crossbow), rare. Intricately carved wooden hand crossbow with a magazine. +1 to hit and to damage. The magazine has a pocket dimension and can hold up to 100 crossbow bolts. If a natural 1 is rolled on attack, the magazine pops out and spills all the bolts all over the floor. Reattaching the magazine with 10 bolts takes an action. Each action spent looking for bolts finds you 10 more bolts (including adding them into the magazine). If a natural 20 is rolled on attack, a bundle of 10 bolts releases simultaneously. In addition to normal critical hit damage, you roll 2d6 extra damage. 8 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Flimsy's Sack of Rats Wondrous item, rare A burlap sack with embroidered images of dancing bipedal rats By opening the sack and speaking the command word ("Friend" in goblin), a swarm of rats skitters out of the sack. The swarm is under the control of whoever said the command word. A new swarm of rats can be summoned after a short or long rest. There is no limit to how many swarms can be summoned. Each rat swarm under your control reduces your maximum hit points by one. If a summoned swarm is destroyed, you regain that lost point of max hp. Flimsy's Tin Whistle Wondrous item, uncommon Created by the most famous goblin arcanist Flimsy, this black tin whistle lets you summon and control a fiend rat familiar, with a modified Find Familiar spell. Instead of spending an hour to cast the spell as a ritual, you must play the whistle. You must succeed on a performance check of DC 20 for the spell to be cast. You may try once every long rest. Flimsy's Wand of Fire Bolts Wondrous item, rare (requires attunement) A crooked branch of wood, debarked and lacquered, about a foot in length. Created by the finest goblin arcanist of the Stone Citadel. As an action, you can cast up to ten level 1 Fire Bolts from the wand. Each can be aimed at a different target. Make a separate ranged spell attack for each fire bolt. If a natural one is rolled with an attack roll, the wand explodes in a Fire Ball, centered around the wand. The explosion has a DC of 15. The wand shatters and is unusable after it explodes. DM's note: The catastrophic failure explosion cannot be circumvented by certain interpretations of reliable talent or other abilities/talents, that might remove the chance of rolling a natural 1. Floating Shield. Armor (shield), rare A 2' diameter shield which floats in air if a command word is spoken. It has a fly speed of 30’. Duration: 10 minutes. Carry capacity 500lbs. The power can be used once per short rest. Foebane Weapon Weapon (any), very rare (requires attunement) An ancient weapon blessed by incredible powers to destroy your sworn enemies. This magic weapon is +2 to hit and to damage. When the weapon is created, the DM picks one enemy group (undead, celestial, fey, abomination etc). When the weapon hits a target that is of the specified type, the target takes extra 4d6 damage of the weapon's type. Foeslayer Weapon Weapon (any), legendary (requires attunement) An ancient weapon from days of Legend has been blessed with extraordinary powers to slay your enemies. This magic weapon is +3 to hit and to damage. When the weapon is created, the DM picks one enemy type (undead, celestial, fey, abomination etc). When the weapon hits a target that is of the specified type and it has less than 100 hit points currently, it dies instantly. Forever Burning Torch Wondrous item, uncommon This torch looks like any other torch, except for the small barely noticeable runes around its handle. This torch always burns, even underwater or in oxygenless environments. The light from the torch cannot be affected by a darkness spell. The torch lights up and extinguishes with a command word. Cold Air Chest Wondrous item, uncommon A metal chest that uses a clever alchemical contrivance to create cool air. The chest is stackable and has an internal volume of 12 cubic feet, 340L. The door has a lock. The chest keeps the air temperature inside at +4c (+39f) if the door is closed. Cold Freezing Chest Wondrous item, uncommon A metal chest that uses a clever alchemical contrivance to create freezing cool air. The chest is stackable and has an internal volume of 12 cubic feet, 340L. The door has a lock. The chest keeps the air temperature inside at -19c (-2 f) if the door is closed. Gallusbolts Weapon (ammo), uncommon A wooden crossbow bolt, the tip is carved into the shape of a chicken head. On a hit, the bolt causes no damage. Instead the target must make a DC 13 CON save or they are polymorphed into a chicken. Normal “Polymorph” spell rules apply. 9 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Garish Glaive Weapon, uncommon This ostentatious glaive is over-decorated with spikes and skulls. All the extra decorations make it unbalanced, and you take a -1 penalty to attack rolls made with this weapon. You gain a +2 bonus to damage rolls made with this weapon. Gem of Cursed Labour Wondrous item, rare This gem looks like any gem of its kind. The gem is at least worth 100gp. When studied closely, you can see a vague humanoid silhouette inside the gem (DC 14 to detect). Cursed with a spell of invisible servant who appears at midnight and starts tidying up. It makes noise and even does the bed while you're sleeping. The cleaning happens in the room with the gem only. It even works if the gem is in a pocket dimension like Bag of Holding. The spirit disappears at dawn. If the gem is in the same room as your bed, you must make a DC 10 Wis save each night or your long rest is interrupted from the hustle and bustle. Ghost Lantern Wondrous item, uncommon An unassuming lantern with non-descript decorations. The lantern is possessed by a ghost. If a creature sleeps in the same room as the lantern, and there are no other creatures awake in the same room, the ghost appears from the lantern. It attempts to possess whoever is sleeping in that room. If multiple creatures are sleeping in the same room, the ghost picks one at random. What the ghost decides to do while possessing a creature is up to the DM. After the ghost is finished with whatever it wanted to do, it will return the possessed creature to the bed, end the possession and return into the lantern. The creature will continue sleeping. Gilmore's Glorious Comb Wondrous item, uncommon (because nothing about Gilmore is common) This lovely comb is made from umber hulk chitin. Using this comb leaves your hair so dazzling and glorious that you gain a d4 inspiration dice. Only one person can gain this inspiration from the comb per day. To gain the inspiration you must spend at least 15 minutes combing your hair. Could also be your beard. You also gain advantage on all hairstyling dex checks made with this comb. The Glove of the Magus (right hand) Wondrous item, rare This single white lace glove is decorated with blue arcane symbols. Wearing the glove lets the wearer to cast the Mage Hand cantrip as an action. The Glove of the Magus (left hand) Wondrous item, rare This single white lace glove is decorated with blue arcane symbols. Wearing the glove lets the wearer cast Mending cantrip as an action. Gloves of Identification Wondrous item, rare (requires attunement) These pristine white cotton gloves never get dirty.The gloves have 6 charges. The gloves regain 1d6 charges every dawn. Each charge allows you to cast one Indentify spell on an item, as a ritual, while carefully inspecting and caressing the item. The Gold Exchange Portal Wondrous item, Legendary A 1' diameter gold circle. When a command phrase is spoken ("The Great Material Continuum" in gnomish), a small portal opens inside the circle. The portal shows a beautiful gold vault and an ancient gnome. You can exchange any items you have for gold. The price offered is low to fair. Haggling is possible. All this is determined by the DM. The portal remains open for 1 minute. The portal can be activated once per long rest. Only objects can be passed through the portal The location of the vault is not known. Grappling Curtains Wondrous item, uncommon A pair of 2m long curtains available in different colours & patterns. When a command word is spoken, the curtain activates/deactivates. While activated, anyone within 5' of the curtains gets attacked. The curtains spin into a tentacle shape, and tries to grapple any creature within 5’. Up to 2 people who are within 5', must make a DC 14 DEX save. On a failed save, they are restrained, and take 1d6 bludgeoning damage every round (at the start of the curtain's turn). On a successful save, they are unaffected. The curtains always act on initiative 20. They are AC 13 and have 25 hit points each. They automatically fail all saving throws, and are immune to all conditions. If they drop to zero hit points, they are destroyed and are no longer magical. 10 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Great Axe of Secrets Weapon, uncommon (requires attunement) This dwarven-made great axe can be turned into a walking cane and back to an axe as a bonus action, by speaking a command word (chosen by the owner). The Great Hammer of Karadoom Weapon, very rare (requires attunement) This very large hammer is crafted by dwarven master smiths, making it wieldable despite its enormous size. The hammer adds a magical +2 to hit and to damage. Using it without disadvantage on attack rolls requires at least a 18 STR stat. Name Damage Weight Properties Great Hammer 2d8 bludgeoning 20 lb Heavy, reach, 2- handed Once per long rest, after to hit roll is made, by spending a bonus action, you can cast Banishing Smite on this attack, by shouting out a command word of your choice. Hag's Biscuit Tin Wondrous item, uncommon A bisquit tin made from sheet metal and painted with a floral pattern. Any biscuits put in the tin and left overnight will become poisonous. There is no taste difference to the cookies. Anyone who eats at least one of the poisoned biscuits must make a DC 12 Constitution saving throw or fall unconscious. They can repeat the save after every hour. On a successful save nothing happens. Hammer and anvil pendant Wondrous item, very rare When a command phrase is said (bonus action), the pendant turns into a real hammer and anvil. Another command phrase and it shrinks back into a pendant. Handbag of the Grandmother wondrous item, rare This very special magical item looks like a normal beige fabric handbag with floral patterns and a leather strap. The inside of the bag is a pocket dimension with 4 cubic feet of space. Normal "pocket space within a pocket space" rules apply. The handbag can also be used as a weapon. When flung by the leather strap, the handbag works as a magical +1 to hit and +1 to damage flail. Hat of Snakes Wondrous item, uncommon (requires attunement) This brown leather hat has a pointy top and a brown fake snake made from leather curled around it. As an action, you can command the snake to come alive and attack a target within 5'. +8 to hit, range 5', one target. Hit: 2 (1d4) piercing damage. The target must make a DC 12 Constitution saving throw. On a failed save the target takes 6 (2d6) poison damage and is considered poisoned until the end of their next turn. On a successful save target takes half damage and is not poisoned. Hoe of Excellence Wondrous item, common This gorgeus wooden hoe is blessed by the Wildmother. It never pierces vegetables when used to dig, it's perfectly balanced, never breaks even under heavy use, it's light to use yet moves great amounts of earth with one dig. It doubles the speed of any hoework. Holy Salts of Vasselheim Wondrous item, uncommon Mined by clerics from salt mines blessed by Allhammer. All undead, fiends and servants of betrayer gods must make a DC 12 Wisdom saving throw if they wish to cross a line made of the salt. It takes an action to lay down a line as long as your movement speed. If they fail, they cannot take a step over it. They may attempt again next turn. If they succeed, they are immune to the effects of the salt for 24 hours. Homing coin Wondrous item, common A silver coin that always returns to your palm next midnight. Horn of Hatred Wondrous item, legendary A 4' long black horn instrument made from the horn of a Horned Devil, and enchanted with dark magics. Everyone who can hear within 60' (except you) must make a Wisdom saving throw. The DC is the same as the total of your performance skill check. On a failed save, the target sees red and goes into a blind rage, attacking the nearest creature. If there's no creature within melee range, they must move towards the nearest creature, using a dash action if possible. They can repeat the saving throw at the end of their turn. Otherwise the effect lasts while the horn is being played. After the horn stops playing, it cannot be used again until the next long rest is finished. You can play the horn for as long as you can hold your breath. On a successful save, the rage ends and the targets are immune to the effect of the horn of hatred for the next 24 hours. 11 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Hourglass of the Three Wondrous item, legendary (requires attunement) This ornate golden hourglass was enchanted by three of the greatest magi of the Age of Arcanum. The hourglass shapes time itself around it, letting the attuner control the speed of which things happen within the item's sphere of influence. All friendly initiative rolls within 30' of the Hourglass add +5 to their rolls. All enemy initiative rolls within 30' of the Hourglass suffer -5 to their rolls (minimum result of 1). All friendly beings within 30' of the Hourglass gain advantage on all Saving Throws, attack rolls and skill checks. All enemies within 30' have disadvantage on all Saving Throws, attack rolls and skill checks. The wielder of the object decides who are considered friendly or enemy. The Incredible Shrinking Sack Wondrous item, uncommon This space-saving item looks like a 1" long pewter figurine of a burlap sack. As a bonus action you can speak a command word, and the sack expands into a large burlap sack (volume 240 liters, can hold max 200 pounds). When the strings at the mouth of the bag are tied together, the sack turns back into a 1" pewter figurine, keeping all of its contents in a safe pocket dimension. Bag of Holding's rules for breathing and pockets within pockets apply. Indolent's String Wondrous item, uncommon This spool has 100 meters (300') of enchanted sewing string. As an action, you can unfurl and cut at least a meter long (3') piece of the string to cast the Mending cantrip. The piece of string you cut is expended and it becomes just a normal piece of string. The Infinite Game Wondrous item, common A 1' x 1' board with a wooden box for game pieces. With a command word you can turn it into any mundane board game & its game pieces, made from wood. When the game is changed, all pieces and components from the previous game disappear. Jar of Brain Mites Wondrous item, rare A glass jar with a metal lid. When the contents is poured over a person or thrown at them (10'/20' improvised weapon), the mites from the jar crawl into the target's nose, mouth, ear and eyes, burrowing into the brain. The target must make a DC 18 CON save, or their intelligence drops to 1 for one minute. They may repeat the save at the end of their round. While int 1, they cannot read, comperehend languages, use magic or magic items and are reduced to base animal instincts. This item is one use only. After one minute the mites disappear. Kettledrum of Destruction Wondrous item, legendary This large kettledrum made from the ribcage and skin of an ancient beast weighs 400lbs and is 5' wide. It has a maximum of 6 charges. When struck, one of its charges can be used to cast Earthquake spell. It regains one charge every dawn. Leomund's chisel Wondrous item, legendary (attunement required) A wooden case holding a mithral chisel and a small hammer. Written on the inside lid are instructions and runes needed to use this item. The chisel head has a slot for a diamond, and a diamond worth at least 20 gp is required. A diamond allows a 10' x 10' section to be engraved. The surface has to be such that allows chiselwork (eg. stone, wood). It takes 2 hours to engrave a 10' x 10' section with protective runes permanently. After that the diamond is consumed. Only creatures and objects the attuner specifies can pass thru the engraved section. It also blocks magical means of travel (misty step, teleport and such). Doors, windows and other such passageways are included in the protection effect. A room that has all walls, floor and ceiling completely covered by the protective runes is inaccessible to everyone except those specified by the attuner. If the invitation is revoked, the person has to succeed on a DC 18 strength saving throw, or they are flown out of the nearest opening (door, window etc), which opens for them and closes after them. This repeats every round or until the room is no longer completely protected. A Dispel Magic spell removes one 10' x 10' section from its protective runes permanently. Light Arrow Weapon (ammo), uncommon When shot, the head lights up like the Light spell. Once the spell ends, the magic is depleted. 12 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


The Living Shield Armor (shield), rare A medium shield with a leather surface made from a stretched human face. It still has flattened facial features including ears and facial hair. The name of the person used to create this vile artifact long since forgotten. Once per short or long rest, you can cast one spell from the following list: Spell Hex Dissonant Whispers Unseen Servant A Long Rope Wondrous item, common A 4" long piece of rope that can be extended to up to 50' length by saying a keyword (bonus action). Another keyword returns it back to a length of 4". Magical Candlestick Wondrous item, common A candle placed on this candlestick burns forever. The candle can be lit and extinguished with a command word. If the candlestick falls over, the candle is automatically extinguished. Mask of the Shrew Wondrous item, rare This wooden mask is painted to look like a shrew's face. Once per day you can cast Polymorph spell on yourself and turn into a shrew. You can only target yourself and you can only polymorph into a shrew. Martyr's Weapon Weapon (any bludgeoning), rare (attunement required by a cleric or paladin) This +1 to hit and damage bludgeoning weapon has a silvered head shaped like angelic wings wrapped around a large yellow gem in the middle. As an action, you can cast the Light cantrip, making the gem glow in bright yellow light. When the wielder of this weapon goes unconscious, the weapon animates and floats in the air within 5' of the owner's body, harassing anyone who tries to harm them further. Any melee attack targeted at the unconscious body has no advantage. Mace also attacks on its own, making one melee attack against one random enemy in range. +8 to hit, (5) d8+1 bludgeoning damage, 5' range, 1 target. The weapon has +10 to any rolls (and AC of 10) to resist grapples and other attempts at catching or disabling it. It is nigh indestructible. This effect lasts for 2d6 rounds or until the wielder is dead or no longer unconscious. Metal Mosquito Wondrous item, uncommon (one use only) This shining metallic life-size model of a mosquito can be thrown at a target. It flies towards the target with a metallic buzzing sound, and suddenly pillows into a cloud of stinging insects. It functions like a 5th level Infestation spell (Xanathar's pg 158) Mimic Varnish Wondrous item, rare A thick glass jar containing smelly deep-brown varnish. When applied on a piece of furniture, after an hour when the varnish is dry, the furniture turns into a mimic permanently. DM will decide limits on how large or small furniture can be turned into a mimic. Each jar has enough varnish to turn two pieces of furniture into a mimic. Mirror of Neverending Wardrobe Wondrous item, rare A full body length mirror with golden frames. When you stand in front of the mirror you can telepathically choose any type of non-magical clothing worth no more than 5gp in total. You can model any type of clothing you wish in the mirror's reflection. The chosen clothes then appear on you, as permanent physical objects. The ability to create real clothes can be used once per day. Mist of Death Potion, very rare (one use only) A potion, when shattered releases a 20' radius sphere of thick black mist. The mist lingers in the air for 1 minute. Everyone within the radius are blinded from the thick arcane fog. At the start of their turn everyone within the mist must make a DC 16 CON save, or take 8d6 necrotic damage, as the mist melts their flesh. Half as much on a successful save. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. Monocle of Perception wondrous item, uncommon (requires attunement) This beautiful silver monocle with a delicate gold chain grants the wearer a +1 bonus to visual perception and +1 to passive perception. The bonus is in effect only when the monocle is worn over an eye. 13 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Mordenkainen's Bookshelf Wondrous item, very rare (requires attunement) Gold and mithral neclace is oval in shape, a fire agate crystal in the middle is carved to look like a bookshelf. As an action, you can command the bookshelf to expand. Within 5' in front of the user, a 2' x 6' bookshelf appears, with six shelves. If the user spends an action or goes further away than 5', the bookshelf and everything that has been placed on it (that can fit on its shelves) returns into the neclace. Anything living will be left behind. If the bookshelf is struck or attacked, it returns into the neclace. Normal "pocket dimension within pocket dimension" rules apply. Mordenkainen's Clothes Horse Wondrous item, very rare (requires attunement) A marble 1" long model of a clothes horse. When a command word ("Fashion!" in Syngorn) is spoken, the model expands from an extradimensional space into a clothing rack that can hold 10 hangers worth of clothes (only light or medium armor sets). When the command word is spoken again, the clothing rack shrinks back to the marble model, holding everything that was put on it. The Mourning Veil Wondrous item, rare A black silk lace veil with motifs of death and sorrow. The wearer is resistant to psychic damage and immune to fear. Mug of Drink Wondrous item, common When any drinkable liquid is poured into this mug, the liquid turns into a beverage. There are three variants of this mug: cold mug of beer, hot cup of tea or hot cop of coffee. Nunchuck of Skipping Weapon, rare (requires attunement) This wooden nunchuck is carved with cloud motifs. Once per day as a bonus action you can twirl the nunchuck above your head and jump 30' horizontally or vertically. Oil Lantern of Hidden Light Wondrous item, rare (requires attunement) This small hooded oil lantern is decorated with detailed imagery of sneaking cats. Only the one attuned to the lamp can see its light. Paranormal Parasol Wondrous item, rare (requires attunement) This colourful parasol levitates over your head and follows you wherever you go. It moves at the same speed as you and keeps up with any dash actions. As an action, you can command the parasol to attack a target within 20'. The parasol flies there and performs a melee weapon attack:. +5 to hit. One medium or smaller creature. Hit: The creature is grappled (escape DC 12). Until the grapple ends, the target is restrained and blinded, and the parasol cannot attack another target. In addition, at the start of each of the target's turns, the target takes 2 (1d4) points of bludgeoning damage. Pelor's Shield of Anger Armor (shield), rare A medium golden shield. Three times per long rest you can cast Thunderwave from the shield. The spell causes Fire damage instead of Thunder damage. The spell save DC is 14. Pelor's Blessed Coins Wondrous item, rare Two silver coins covered in intricate arcane runes and blessed by Pelor. When placed on the eyes of a deceased body, that body cannot be turned undead and the soul attached to that body cannot be claimed by betrayer gods. You can attempt to place the coins on the eyes of an unwilling undead creature by making a imporvised melee weapon attack. If the attack hits, the undead creature is immediately turned to dust if it is CR 4 or less. Higher CR undead take 16d6 radiant damage instead. The coins are one use only, they will only bless one corpse or damage one undead. Pen Pal Periapt Wondrous item, rare. A periapt in the shape of a letter and quill. Once per long rest you can cast Sending. Pickled Pixie Wondrous item, very rare This preserved corpse of a pixie hangs from a rope off its neck. It is very light, with a grotesquely twisted pose and limp wings hanging off its back. Skin is pallid and hangs loose off its bone frame. Once per short rest, by shaking the pickled pixie violently, you can cast the Faerie Fire spell. If you eat the pickled pixie in one go, a Plane Shift spell to the Feywild is cast on you and the pixie is destroyed. Eating the pixie requires a DC 18 constitution saving throw or you vomit everything out and the pickled pixie is destroyed. 14 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Piercing Ring of Message Wondrous item, uncommon This golden ring can be used in any piercing. As a bonus action you can cast the Message cantrip. Pimple Pendant Wondrous item, common A small pendant made from red and white stones. The pendant allows you to grow and shrink pimples at will on your own skin or a target within 30 ft. If unwilling, tThe target can make a CON 10 saving throw. If successful, the pendant has no effect and the target is immune to it for the next 24 hours. Pillow of Oironen Wondrous item, rare This wonderful soft fluffy pillow allows you to control your dreams. Before going to sleep, tell the pillow what kind of dreams you'd like to have, and it will be so. The dreams cannot reveal any knowledge you don't already possess. Once every full moon, you can use the pillow to cast the Scrying spell. Tell the pillow the target of your scrying, and you will see the scrying attempt as a vivid dream during the next night. Any sentient target for the scrying spell has to make a DC 12 wisdom saving throw. Portable Stove Wondrous item, uncommon A 1' diameter slab of black stone with two metal carrying handles. Once per short or long rest you can activate the item by twisting the carrying handles. The stone heats up hot enough to be cooked on (boil water, fry a steak). It remains hot up to 2 hours or until turned off by twisting the handle. The Portal Key wondrous item, very rare A silver key with a door-shaped head. The key fits and opens any non-magical lock. When a door is unlocked and opened with this key, it creates a portal to any door you have used before (opened and walked thru). Stepping thru the portal transports you to that location, next to that door. The portal remains open for one round. After that time the portal vanishes and the original door remains open. After every use roll a d6. If 1-3 is rolled, the key vanishes. If 4- 6 rolled, the key remains and can be used again. Possessed Pantaloons Wondrous item, uncommon (requires attunement) These glorious red pantaloons with gold thread decorations are possessed by the spirit of Gimbur Rogar, the legendary dwarven dance champion. As a bonus action you can summon the spirit to aid in your dancing. Once per day, for one hour you gain knowledge and muscle memory of every dancing style in the world. You gain advantage on all dancing performance checks. You can treat a dancing performance check d20 roll of 9 or lower as a ten. Potion of Ríastrad Potion, very rare (one use only) When drank you go into warp spasms, twisting and metamorphing into a grotesque giant misshapen humanoid of bulging muscles and bursting blood vessels. The effect lasts for 1 minute. While under riastrad, you double in size (as per Enlarge spell excluding equipment and weapons). Any armor & clothing is ripped and absorbed in your bulging form. Add 5' to your reach. You get advantage on strength & constitution checks and saving throws. You also gain 50 temporary hit points and all melee attacks cause additional 2d12 force damage. You are resistant to slashing, bludgeoning and piercing damage from non-magical sources. After the effect wears off, you gain 1 exhaustion level. While under Riastrad, your rage is blind. You attack anyone who has damaged you, until they are dead. Moving towards them (including a dash action) if they are not within reach, not paying attention to surroundings. If everyone who have damaged you are dead, you attack the closest target to you, friend or foe. You move your full movement (including a dash action) if not next to anyone. If there are more than one target within your reach, randomize the target. Prowling Dagger Weapon (dagger), uncommon A delicate long-bladed dagger made by the finest elven blacksmiths and enchanted by dryads causes wounds seemingly without even touching the target, from a distance. This dagger's statistics are: Name Damage Weight Properties Dagger 1d6 slashing 0,5 lb Finesse, light, thrown (30/120), reach 15 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Psychic Weapon Weapon (slashing or piercing melee), very rare (requires attunement) A weapon crafted by mindflayer alchemists. The blade of the weapon looks semi-transparent and ghostly, and it doesn't cut but instead passes through any target or object. This weapon is +1 to hit and damage. Any damage made by this weapon causes Psychic damage, instead of its normal damage type. Ramman's Alchemical Travel Case Wondrous item, Legendary. Requires attunement (good alignment only). This finely crafted travel case folds open into a well-stocked superior-quality alchemical kit. When folded into travel mode it's dimensions are 3' x 1' x 3' and it weighs 50lbs. It has straps and handles for ease of carry. When attuned to this set, you gain muscle memory to everything in it and cannot spill anything. Doubles your alchemical working speed (ie. create two potions in the time it normally would take to create one). You don't gain any alchemical recipe knowledge, those have to come from the character. The alchemical set has a maximum of 4 charges, and regains 1d4 charges every dawn. You can cast spells from the following list: Charge cost Spell 1 Identify (Alchemy). Reveal all components and amounts of any alchemical concoction 1 Gain advantage on your next Alchemy roll. 4 Triple your work speed (already includes the standard doubling effect) Rapier of Dalot the Scoundrel Weapon, rare (requires attunement) This delicate yet deadly rapier is made by the finest elven smiths of the Feywild. It is +1 to hit and damage, and +1 to all intimidation checks made when wielding this weapon. The rapier is specifically built to be exceptionally great at sword tricks. The wielder has advantage on all non-combat performance checks involving swordplay. Raven's Ire weapon (mace), rare, attunement required by a cleric, warlock or paladin This steel mace is crafted to look like it's covered in cast ironlike feather texture. The onyx handle is carved with a criscrossing raven claw triangle motif. The mace is magical and adds +1 to damage and to-hit. Raise the mace above your head, declare the name of the Raven Queen. You can cast Destroy Undead at lvl 14 once per day. Raven's Wrath Weapon (mace), legendary (requires attunement by a cleric or paladin of Raven Queen) This mace has a steel head with silver detailing, shaped like stylized wings. You gain a +1 bonus to attack and damage rolls made with this magic weapon. On a hit, it also deals an additional 1d6 radiant damage. If the target is a medium or smaller Undead or Fiend, they must make a DC 18 Strenght save. On a failed save, the target is thrown 30' backwards and is prone. Additionally it deas 2d6 bludgeoning damage. If the target hits an obstruction while being thrown back, they stop and land there prone. On a successful save, they are not thrown and they take an additional 1d6 radiant damage. Ring of Life-Gift Wondrous item, very rare, requires attunement A silver ring with a small green gem. Three times per long or short rest you can touch a target and take on their wounds and conditions. The amount of hit points the target has lost are reduced from your hit points. The target heals by the same amount. In addition, you can take certain conditions from the target (blinded, charmed, deafened, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious and exhaustion). Their DC's and durations remain, and the conditions you took are removed from the target. If the target has died, you may return them to life and die yourself. There must be some physical remains left of the target, enough to be touched. For the purpose of resurrection magic, you count as having been dead as long as the person you brought back had. The condition of your dead body matches that of the person brought back. The target wakes up fully intact with 1 hit point. If the Ring of Life-Gift is used to bring back a dead person, the ring shatters after use. Ring of Revivify Wondrous item, rare Silver ring with a diamond worth 300gp. Place the ring hand on a target and say their name to cast the revivify spell. After the spell is cast the diamond shatters and the spell cannot be cast again. 16 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Ring of Spell Shattering Wondrous item, rare A large ring with a black gem. As a reaction, you can cast Counterspell from the ring. The counterspell from the ring always succeeds on its spell casting ability check if the spell is higher than lvl 3. After one use, the gem shatters and the ring is unusable. Ring of Trickery Wondrous item, rare (requires attunement) This slender silver ring grants a +1 bonus to Sleight of Hand checks. It has 4 charges, It regains all charges every dawn. Each charge allows the wearer to cast the Thaumaturgy cantrip. Robes of Arcane Thievery Wondrous item, legendary. Requires attunement by Wizard, Warlock or Sorcerer Deep red robe with black embroidered arcane symbols. As a reaction, when you are targeted or effected by a spell, you can attempt to absorb the spell's energy. Make an Arcana check, the DC is 10 + the spell's level. If failed, the spell works as normal. If successful, the spell has no effect, and instead you gain an expended spell slot back. The level of the returned spell slot is (the spell's level - 1) or lower. Eg. if you absorb a lvl 8 spell, you gain one expended spell level back that can be of level 1-7. If you haven't expended any spell slots from that range, the item's power fails and the offending spell works as normal. A Counterspell can be used to counterspell the absorbing effect of this item. Robes of an Archmage (black) Wondrous item, legendary, requires attunement by an evil alignment Wizard. Black robes with simple silver decorations in the piping. 6 pouches on the inside, each has a 2' pocket dimension (normal pocket dimension rules apply. Check Bag of Holding). If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier. You have advantage on Saving Throws against spell and other magical Effects. Your spell save DC and spell Attack bonus each increase by 2. Sacred Tree Shield Armor (shield), (Requires attunement) Shield made from a sacred tree, created with Wildmother’s blessing. It has the normal +2 AC bonus of a shield. 3 times per long rest, you can cast any Druid cantrip from the PHB. (At their basic level. Spell Attack Bonus +6, DC 14) Sand of Revelations Wondrous item, uncommon This decorated small (approx. 10x10x5cm) pouch is filled with sand. There is enough sand for three uses. You can spend an action to sprinkle a handful of sand. The sand reveals all traps within 30' by moving and collecting around traps and triggers. If there are no traps within range, the sand is wasted. Sandals of Sand Wondrous item, rare (requires attunement) These sandals are made from the skin of some forgotten desert beast. Once per day, as an action, you can jump up and down, causing plumes of violently spinning sandstorm to surround you in a 10' diameter sphere. Visibility inside the sandstorm is zero, and everyone inside are blinded. The inside of the sphere is considered difficult terrain. The wearer of the sandals is not affected by this. The sandstorm lasts until the end of your next turn, and it moves with you. Screaming Morning Star Weapon, uncommon This black intimidating morning star has enchanted flute pipes within its head. As an action once per day, you can swing the weapon above your head. The weapon emits a deafening sound like howling tormented souls. Everyone that can hear within 20' of the weapon must make a DC 12 wisdom saving throw, or be frightened of you until the end of your next turn. 17 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Security Chest Wondrous item, rare This adamantium-enforced steel chest holds 12 cubic feet or 300 lbs. Lock: The chest has a lock (DC 18 to pick) and is trapped. Alarm. If a trap is triggered on the chest, an alarm will sound in a designated place within 100 feet. The designated place can be changed by reading a passphrase written on the inside bottom of the chest, and describing the new place. Traps: There are three options for a trap. The trap will activate if lock picking is attempted or if the chest is moved or opened while it is in its immobile state. Investigation check of DC 18 is required to spot a trap. A dispel magic spell will disable the trap for 1 minute. After a trap has been triggered, it takes 1 minute for it to recharge. -Fear Trap: . When triggered, everyone within 10' must make a Wisdom saving throw or flee in fear.While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of it sturns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature. -Force Cage trap: when triggered, the chest is surrounded by a purple cage of force. Any spells or attacks targetedat it are reflected back to the attacker. It is impossible to get inside the cage even through arcane means. Anyone touching or melee attacking the cage must make a DC 15 CON save, or take 3d8 lightning damage. Half as much on a successful save. The spell lasts for 1 hour. Dispel Magic removes the cage, if the caster succeeds in a DC 15 arcane check. -Sunbeam trap: When triggered, a blast of burning light cracks out from the chest. Everyone within 30' must make a DC 15 Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until their next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw. The blast repeats every round at initiative 20 for 1 minute. Immovability: Any attempt to move it requires a DC 30 Strength check. The immovability can be turned on and off with a lock phrase, which is written on the inside bottom floor of the chest. Also any attempt to force the lid open requires a DC 30 strength check. A Dispel Magic will disable the immovability for 1 minute. Shield Bracelet Armor (shield), uncommon. A leather bracelet, about 1/2" wide with a silver disc 1" across with an embossed image of a shield. As a reaction (command word), the wearer can command the disc to expand to a standard shield. Another reaction turns the shield back into the disc. Once per short or long rest the wearer can cast the Shield spell as a reaction. Shield of Deflections Armor, rare (requires attunement) This beautifully crafted +1 to AC elven shield has an embossed image of a castle tower in its center. As a reaction you can cast the shield spell once per short rest. Shimmering Shield Armor, uncommon (requires attunement) This brilliant, always shiny silvered shield has an embossed sun face motif. As a bonus action you can cast Light (originating from the shield) or Dancing Lights up to 3 times per long rest. Shocking Ring wondrous item, rare A simple metal ring with a blue tint to it. On the inside ring are carvings of arcane symbols. As an action, you can cast Shocking Grasp (2d8 lightning damage) while wearing this ring. Shrunken Head of a Burglar wondrous item, rare A shrunken, shriveled head of an executed thief. It's usually used as a security & deterrent in wealthy shops. The eyes of the head follow people in the store. If anyone steals an item from the store, or attacks any staff members, the head starts screaming and casts eyebite (spell save DC 18). Anyone holding stolen goods or attacking, will be the target of the Sleep effect. The head has AC 12 and 75 hp. If it drops to 0 hit points, the head stops being magical until the next dawn. The head only works in a single room, usually the entrance to the store, and will only guard against theft or violence. 18 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Singing Weapon weapon (any), very rare This beautifully crafted weapon is made from the finest of materials and covered in arcane notes. The weapon has a +1 bonus to-hit and damage made with this weapon. When drawn and held high up in the air (takes an action to trigger) during a combat encounter, the weapon activates and starts singing loudly a rousing song of battle and glory in a dwarvish language. The song ends after the combat encounter has ended, the wielder goes unconscious or when the weapon is holstered. At the moment of activation, once per short or long rest, the weapon grants a 1d6 inspiration die to up to 3 targets (chosen by the wielder) within 60'. After activated, once per short or long rest, the wielder can choose one target within 60'. Healing word spell at 10th level (10d4 healing, no other bonuses) is cast on the target. Using this power is a bonus action. Skeletal Baby Hand Wondrous item, rare (requires attunement) This small skeletal hand of a child articulates. The item has 10 charges, and recharges 1d4 charges per long rest. Each charge lets you cast Fire Bolt, that causes necrotic damage instead of fire damage. You may expend as many charges as you want as a single action. The ranged spell attack skill for using this item is always +4, regardless of the wielder's skill. Skis of Levitation Wondrous item, rare (requires attunement) These wooden 6' long skis are made from deadwood of a tree from another plane. The skis float 2" above the ground and allow you to ignore difficult terrain. You can push yourself along with long ski poles, having a maximum speed of 60' per round. It takes 5 rounds to mount or dismount the skis. Be mindful of having long pieces of wood strapped to your feet when navigating tight spaces. The Skull of Sacrifice Wondrous item, rare (requires attunement) The skull of a powerful magician has been ritually removed from the head and prepared with arcane runes. Whoever covers the skull in their blood and attunes to it, gains safety from death. When you lose your final death saving throw, the Skull of Sacrifice shatters and you are returned to life with one hit point. After that happens, the skull's magic has been spent. The Skunk Mask wondrous item, rare (requires attunement) This primitive wooden mask resembles a skunk's face. As an action, the wearer can release a stinking cloud spell centered around the wearer. This ability can be used once per short rest. The wearer of the mask is not affected by this spell. The wearer has advantage on smell based perception checks while wearing the mask. Sleigh of Winter's Crest Wondrous item, legendary A wooden red snow sleigh. It is large enough to fit 4 medium sized creatures and their equipment. When the sleigh is pulled by nine four-legged draft animals of any species, and a command phrase is spoken, the sleigh amd and the draft animals can fly. Fly speed is 60'. The person driving the sleigh can control the flight with verbal commands. If a dispel magic or similar spell is cast on the sleigh, it falls to the ground. During the night (8 hours) of the eve of Winter's Crest (or any midwinter celebration your game setting has) the sleigh, its passengers and the draft animals can Teleport at will. If the teleportation would take them to a time zone where the night is already over or hasn't started yet, the teleport spell fails and nothing happens. Spear of Eyes weapon (spear), very rare (requires attunement) A wooden shaft and tarnished bronze spearhead. A bunch of dried eyeballs hang on strings from the spearhead. On a successful hit the target must make a DC 15 CON save. On a failed save their eyes start bleeding, and they are affected by the Blindness spell until the end of their next turn. Staff of Blindness Wondrous item, rare (requires attunement) A black staff with a black gem at the top. As an action, once per short or long rest, everyone within 30' of you will be affected by the Blindness spell, save DC 15. If a natural one is rolled for the save, blindness will be permanent and can only be removed with Greater Restoration or Remove Curse spells. At will, as an action, you can cast Darkness spell centered on the staff. 19 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Staff of Magius Weapon (quaterstaff), legendary, requires attunement by a wizard Black wooden quarterstaff with a golden dragon claw at the top, holding a red crystal. The quarterstaff is +2 to hit and to damage. It grants +2 to AC and Saving Throws if no armor is worn. When the staff is used as an arcane focus, add +1 to each damage die from a spell. The staff has 12 charges, and it regains 1d4+2 charges every dawn. You can use these charges to cast spells you know, up to level 6, instead of expending your own spell slots. Each charge is worth one spell level, eg. If you want to cast a 5th level spell, you expend 5 charges. If you choose to cast a spell of lvl 6-9, you regain it and roll a d6. On a roll of 1-3 the Staff of Magius is destroyed. 4-6 it functions normally. Stasis Chest Wondrous item, rare A metal chest (12 cubic feet, 340L) with a lock. Any perishable items placed inside won’t perish or go bad at least for years. Longer storage might give a slight stasis-taste to food items. Storm's Call Wondrous item, very rare (requires attunement) A golden headband decorated with blue gems. Twice per long rest you can cast Call Lightning and Fly as the same action. Instead of having a range of 120', Call Lightning's stormclouds surround you, and you can fly as one with the stormcloud. Both spells count as one spell and are Concentration up to 10 minutes. Call Lightning's spell DC is 15. Studded Leather of Hope Armor (studded leather), very rare (requires attunement) A studded leather armor made from black dragon leather and mithral studs. The armor gives the wearer resistance to acid damage and +1 to AC. Once per short or long rest you can negate one critical hit targeted against you. While wearing the armor you gain advantage on death saving throws. Stupendous Undergarments wondrous item, uncommon (optional attunement) A set of undergarments, comes in different colours, textures and variations for different genders & preferences. The undergarments always fit perfectly, are never uncomfortable, never pinch, poke, hang, squeeze, snag or create underwear marks on the skin. They never gather sweat in places or become cold with sweat. They're resistant to dirt. When worn as a set, the stupendous undergarments can be attuned to. When done so, you can cast Shield once per long rest. Soul Puppet Wondrous item, very rare. This 15 cm tall wooden puppet wears simple doll's clothes made from cotton. The puppet is covered with arcane carvings. Whoever is in possession of this puppet and carries it on their person when they die, their soul is trapped in the puppet. When a resurrection attempt is made using this puppet, the attempt can be made with advantage (using Critical Role's Fading Soul rules). While a soul occupies the puppet, the soul can animate the puppet. Mental ability scores are retained. If the doll is destroyed, the soul enters afterlife as was intended. If no resurrection ritual can be attempted (eg. body is disintegrated), the soul can leave the puppet at will and enter afterlife. Swooping Hand Axe Weapon (hand axe), very rare Elegant hand axe crafted and enchanted by the elves of Feywild. The axe head is acid etched with wing motifs. When thrown, it has the same range as a short bow. 20 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Animated Soul Puppet Tiny construct, any alignment Armor Class 11 (natural armor) Hit Points 2 (1d4) Speed 10 ft. STR DEX CON INT WIS CHA 2 (-4) 12 (+1) 5 (-3) x (x) x (x) x (x) Languages Cannot speak, any known by the soul. Challenge 0 (10 XP)


Sword of Bleeding Weapon (greatsword), very rare. Requires attunement A large 2-handed greatsword with jagged spikes in the end and a flat end. It has an extra long grip. It is +1 to hit and damage. The sword requires a STR of 18 to wield without disadvantage. Each successful hit from the weapon leaves a horrible jagged wound gushing with blood. The bleeding cannot be stopped with mundane methods. After a target is damaged, at the start of the target's turn they suffer 1d6 slashing damage from extra bleeding. Each wound made with this weapon after the first wound add +1 to the bleeding damage. The bleeding effect ends only when any amount of magical healing is applied to the target. Sword of Sickness Weapon (sword), rare, requires attunement A sword with a sickly green sheen on the blade. This sword is +1 to hit and to damage. If hit, the target must make a DC 15 CON save, or they become very ill for 1 minute. The target spends their subsequent actions vomiting violently. The target can repeat their saving throw at the end of their turn. On a successful save the target doesn't become ill, and is immune to this effect for 24 hours. Tablecloth of a Family Meeting Wondrous item, very rare A command word poisons all beverages on the table. The poison is odorless and tasteless. When a creture consumes a drink, they must make a DC 18 CON save. On a fail the target takes 4d10 poison damage and is paralysed for 1 minute. The target can repeat the save at the end of their turn. On a successful save the target takes half damage and is not paralysed. Tailcoat of the Charlatan Wondrous item, rare (requires attunement) This turqoise tailcoat has gold buttons and gold piping, and gold arcane symbols on the tails. It adds +1 to the wearer's AC. There are four secret pockets inside the jacket, each is a small pocket dimension with an internal space of 1 cubic feet. Talking Rock Wondrous item, uncommon This smooth egg-shaped rock has a carved elven rune on its surface. When you trace the rune with your finger, you can speak a 1 minute long message that the rock will record. Tracing the rune again will play the message out loud from the stone. The message disappears after it's played out, and the rock can be used to record another message. Taxidermied Mouse King Wondrous item, uncommon, requires attunement. A taxidermied king of a long-forgotten tiny mouse race hangs from a string that can be attached to a belt. He is still wearing his regal cape and tiny crown, sown onto his form. Once per short rest you can use the king to cast Pass Without Trace spell. Taxidermied Songbird Wondrous item, common When you pet the bird, it starts singing a beautiful bird song. The song carries on while you pet the bird. Thieves' Keyring Wondrous item, uncommon Any non-magical key you put on this keyring gets duplicated into a perfect copy. This works once per key. Thordak's Tooth Wondrous item, legendary, (requires attunement) One of the smaller teeth of Thordak the Destroyer, taken from his corpse after he fell in Emon. The tooth is still infused with arcane elemental forces. Replacing one of your own teeth with this one lets you breathe fire. When attached, the tooth is about 1" long. Once per short or long rest you can exhale fire in a 30' cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much damage on a successful one. You also gain resistance to fire damage. Tiara of Animal Frenzy wondrous item, uncommon A headband made from branches, silver thread and semiprecious stones. As an action, you can command any local small critters to attack one target. The target must make a DC 13 Dexterity saving throw, or suffer 1d10 piercing damage from a horde of small animals ferociously attacking them. If the area is devoid of small animal life, the command doesn't work. 21 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Tiara of Animal Kin Wondrous item, rare (requires attunement) This tiara is made from the sinew of some ancient dragonic beast, and it holds a small red gemstone in the center. The tiara has 3 charges. It regains d3 expended charges every dawn. Charge cost Spell 1 Animal Friendship 1 Speak with Animals 2 Animal Messenger You can expend charges to cast spells from the list above. Tome of Unlimited Arcana Wondrous item, legendary. Requires attunement by a wizard, warlock, artificier or sorcerer. A magical tome, bound in red leather of the tongue of an ancient red dragon. Pages inside are covered in arcane runes so powerful, trying to read them may cause the reader to become permanently blind. As an action, you can read the required arcane runes from the book. If the reader hasn't undergone the training of an Archmage at the Spire of Arcana (or the highest form of arcane schooling of your campaign setting), make a DC 12 WIS saving throw or become permanently blind. If the save is successful (or no save is needed), the next spell you cast can choose two of the options below: Triple range. Triple radius. Triple duration. Remove need for concentration. Double damage dice. Change damage type to cold, fire, lightning, thunder, radiant or necrotic. Casting time changes from Action to Bonus Action. If the spell does not have a sensible way to use an option (eg. fire ball with triple duration) then that option cannot be used. These options are not cumulative with Sorcerer's sorcery point effects, feats or other spell-shaping effects. Normal vision is required to read the book. Tremorsense, blindsight and other special forms of sensing doesn't work. Returning a vision destroyed by reading the book requires a Wish spell. Towel of Shower Wondrous item, common A green very soft hand towel embroidered with bathing people motifs. When you use this towel to wipe your face, your whole body gets cleaned like you just had a warm shower with proper soap and everything. This doesn't effect anything you wear. Treant Husk Wondrous item, legendary, (requires attunement) A treant whose mind has passed away, but body is still alive. Enchanted and enslaved by evil minds, it is now used as a war machine. There is a tunnel in the trunk of the treant, accessible from the top of the leafy canopy. Attuned person can sit inside the treant and control it telepathically. While controlling the treant husk, you are considered paralyzed, deaf and blind. You see what the treant see, and your mind controls its limbs instead. Use regular treant stats (including actions etc), except your Int, Wis and Cha. It takes an action to take control of the treant husk, and another action to relinquish control. If your body dies while you are controlling the treant husk, your mind remains trapped inside the treant. Triflebotham's Jar of Eyes Wondrous item, rare A simple glass jar with a metal lid, filled with 4d10 (20) eyeballs in a yellowish liquid. When you take out an eyeball from the jar, you can see through it for the next hour. You cannot see anything with your own eyes during that time. You see through the eyeball while it is on the same plane as you. You can turn its gaze as you could with your own eyeball. You cannot cast spells through the eyeball but your own vision abilities (night vision etc) do work. If you are unaware of the effect or are unwilling, make a DC 10 Wisdom saving throw. If successful, you are immune to the vision transferring effect for the next 24 hours. After the hour passes, the eyeball becomes a mundane eyeball, and your normal vision returns to you. Thundershield Armor (shield), rare (requires attunement) This large tower shield is made from blue-tinted steel with gold lighting-themed inlays. Twice per short rest, as an action, you can slam this shield's bottom edge on the ground and cast a Thunderwave spell directly in front of the shield. 22 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Treant Seed Wondrouds item, very rare This egg-sized seed has a strong oaky smell. When it's crushed, a full grown Treant sprouts in its place. The treant is friendly towards whoever crushed the seed, but is not directly under their control. The treant remains until killed, but it's desire is that of any treant : To go wander in forests and protect the trees. Unctuous Ointment Wondrous item, rare A vial of transparent skin oil, enough for 20 applications. It takes 10 rounds to apply oil on your skin. The oil lasts until your next long rest. While oiled you gain +1 to AC, +1 to Dexterity checks and +1 to Dexterity saving throws. You also have advantage on grapple checks (both to grapple and escape grapple). The oil only works if you are wearing no armor. Vial of Colour wondrous item, uncommon This small (10ml) vial of colorful vibrant liquid has no taste. If ingested, make a DC 12 CON saving throw. On failure, the liquid turns your skin to a color chosen by the creator of the vial. There's no limit to the color options, anything from neon orange and forest green to glitter-blue. The color change lasts until the end of your next long rest. There is a 5% chance the color change is permanent, and can only be removed with a Greater Restoration spell. Vial of Hidden Ink Wondrous item, rare This small vial has enough ink to write 50 pages worth of text. When you start writing a page with this ink, you can determine who can read the text. It can be a specific person, race, class, or any other limitation. Some examples: "Only Pike Trickfoot can read this", "Only orcs can read this", "only clerics of the Raven Queen can read this" etc. The writer can always read it. For everyone else the page appears empty. A detect magic spell will reveal that a magical ink has been used, but no text is seen. A dispell magic spell will permanently reveal the text. Veil of the Butcher Widow wondrous item, rare, attunement required This black lace veil has a skull motif. When worn and the lace pulled in front of the wearer's face, the veil can be used to cast twice per day, from the list below: -Invisibility (self only) -Phantasmal Force (save DC 13) Wand of the Cursed Conductor Wondrous item, rare This black lacquered wooden conductor's wand is cursed or perhaps blessed, depending on your viewpoint. Once per day, as a bonus action, wave the wand and point it at someone within 100' of you. The target must make a DC 8 charisma saving throw. On a failed save, they have to sing instead of speak for one minute. On a successful save, nothing happens and the target is immune to the curse for 24 hours. Wand of Hairdo Wondrous item, uncommon A wand that lets you choose your hairstyle, length & colour by tapping your hair and describing your new hairdo. The change is not illusionary, but it itches unbearably while the hairdo change happens. An unwilling target can make a DC 8 Wisdom saving throw to resist the effect. Wardrobe of Translocating Wondrous item, very rare A pair of finely crafted, heavy and sturdy wooden wardrobes. Each 6' x 2' x 3' in size. The insides are completely covered in arcane sigils and symbols. When you step into the wardrobe and say a command word, you are immediately transported into the other wardrobe, if it is on the same plane. You can use this magic once per dawn per wardrobe. Only one medium-sized person can be transported at a time. If the other wardrobe is on another plane of existence, the transportation fails. Warlord's Medal Wondrous item, rare (requires attunement) This ancient medal belonged to a long-forgotten general of a land that now resides under the Ozmit sea. While wearing this medal, once per day you gain advantage on your next attack roll. Additionally, you gain a 1d10 inspiration dice. Using this power is immediate and takes no action or bonus action to use. 23 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Weapon of Corruption Weapon (any melee), very rare (requires attunement) When you hit a target with this weapon, you may expend 1d6 of your Hit Dice, to add 1d6 Necrotic damage to the attack. You may use this ability as many times as you want for an attack. If your hit dice are reduced to zero because of this ability, you immediately drop to zero hit points. If you die because of this effect, you immediately rise up as a zombie. If this happens, you can only be resurrected with a Wish spell. Weapon of Darkness Weapon (any menee), very rare (requires attunement) This pitch black weapon seems to suck light into it. The surface is non-reflective and always feels cool to the hand. You gain a +2 bonus to attack and damage rolls made with this magic weapon. The weapon has 6 charges. It regains d4+2 expended charges every dawn. Each charge lets you cast either Darkness or Bolt of Darkness. Bolt of Darkness (Evocation. Range 120') A black ray of necrotic energy blasts out of the weapon. Make a ranged spell attack against the target. On a hit, the target takes 1d10 necrotic damage. Weapon of Harm Weapon (any melee), very rare, requires attunement This weapon is glossy black, like obsidian. Staring into its reflective surface reveals screaming faces of the people this weapon has killed. The weapon is +2 to hit and to damage. On a hit, the target takes an additional +1d8 necrotic damage. When a target is hit, they must make a DC 18 CON saving throw. The effect depends on what the save roll total was, ie. the amount of failure. Roll Effect 15-17 Poisoned for 1 minute. Repeat save at the end of target's turn 11-14 Paralyzed for 1 minute. Repeat save at the end of target's turn 10 or less Unconscious for 1 minute. Repeat save at the end of target's turn Subsequent saving throws doesn't change the effect, the target only saves against the current effect. The save DC for the subsequent saving throws is 18. Weapon of Reflections Weapon (any slashing or piering melee), rare (requires attunement) This silvered, polished weapon has a mirror finish. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Once per short rest the weapon can reflect back any attack, magical or physical. Roll to hit and damage normally, then all damage (including special effects) is reflected back to the attacker. As a bonus action, with a command word, you can use the Light spell on the weapon. A bonus action and a command word turns Light off. Weapon of Soul Stealing Weapon (any slashing melee), legendary, requires attunement This weapon's blade is made from a dark crystalline substance. Inside the surface of the blade a face can be seen, screaming and pounding on the crystal's surface from within. The last victim of the weapon. This weapon is +2 to hit and to damage. On a hit it causes an additional 1d12 psychic damage. When a creature is killed with this weapon, a part of their soul is devoured by the blade. The creature can be restored to life only by means of a true Resurrection or a Wish spell. The DM chooses a power, skill, resistance, invulnerability, sense, ability, action or anything else described in the monster stat block of the killed creature, which is then held within the weapon, and can be called upon by its wielder. It could be anything the creature could do while alive. Even Legendary Resistances or breath weapons, if the DM chooses so. Copy the entire block of text that explains the power (including DC's). For example, if the blade slays a Lich, the DM determines that the power held by the blade is Truesight 120ft. Now, while attuned to the weapon, you have Truesight 120 ft. If the blade slays an Adult Red Dragon, the DM picks Frightful Presence. While attuned to the weapon, you can now use Frightful Presence, using the wording from the monster's stat block. If a character is killed, the DM can pick any class ability or feat the killed character had. Again, copying the same text block describing the power, including DC's and leveldependent effects. The power the DM picks must be something that is feasibly usable by the wielder of the weapon. When another creature is killed by the weapon, you can decide whether or not to replace the current held ability. 24 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


The Weird Egg Wondrous item, very rare A multicoloured bird egg little bit larger than a chicken egg. The texture on the egg swirls and changes in a chaotic pattern. When cracked, everything around 30' of it is affected by the Weird spell (save DC 16) White Dragon's Claw Dagger Weapon (dagger), very rare A dagger made from the claw of a white dragon. The blade is curved like a claw, filed into a sharp blade and engraved with arcane symbols. Everything touched by the tip of the blade will be covered in frost. Will rapidly freeze any liquid the blade is dipped into. 1 minute to freeze a glassful solid, 30 minutes for a barrel, 2 hours for a bathtub, 2 days for a pond, 2 months for a small lake. The dagger is +1 to hit and +1 to damage. On a successful hit it also adds +1d6 cold damage. When a target is hit, they must make a DC 14 Constitution saving throw. On a failed save, the creature magically begins to freeze and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is frozen solid & petrified until freed by the greater restoration spell or other magic, or if they take fire damage equal to half of their maximum hit points. While frozen, they are immune to cold damage but have vulnerability to all other forms of damage. White Whip Weapon (whip), rare A pale, flesh-like whip. On a hit, the target takes an additional 2d6 necrotic damage. Wooden Galloping Horse Wondrous item, legendary (attunenemt required) A large wooden statue of a horse. It's about twice the size of a normal horse. A hatch in the horse's belly reveals a chamber that can fit two medium sized beings. You can control the horse when you are inside the chamber, and you see whatever the horse statue sees. Wooden Shield of Melora Armor (shield), rare, Requires attunement A wooden shield that looks like it wasn't built but grew in that shape. If watered, it can grow little flowers and moss on its surface. The shield provides the normal +2 AC bonus of a shield. Three times per long rest, you can cast a spell from the list below: Spell Cure Wounds (1d8+5) Goodberry Speak with Animals Purify Food and Drink Yeti Glove Weapon (melee), rare White fur glove with four long razor-sharp white claws of a yeti shaman. It counts as a simple melee weapon, reach 5'. 1 target. On a hit: 1d6 slashing and 1d6 cold damage. 25 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Wooden Galloping Horse Huge construct, no alignment Armor Class 13 (natural armor) Hit Points 20 (4d10) Speed 60 ft. STR DEX CON INT WIS CHA 6 (+3) 10 (0) 12 (+2) 2 (-4) 11 (0)) 7 (-2) Challenge 0 (10 XP) Actions Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d4 + 3) bludgeoning damage.


SENTIENT ITEMS The One Soul Weapon (long sword), sentient, legendary. (requires attunement by non-evil alignment character) An elegant long sword with a golden blade guard and a golden pommel that resembles a paladin's helmet. The handle is wrapped in red leather of some unnamed beast from Nessus. The blade is long and narrow and always hold a perfect edge. The One Soul adds +1 to attack rolls and damage rolls on a hit. It also causes additional +1d6 radiant damage on a hit. The One Soul contains the soul of one individual, who powers the weapon. Without a soul, the sword is mundane. At this moment in history the soul is that of Sir Albin Sunworth, the first knight of Order [redacted]. The soul inside the sword can speak out loud and has darkvision 60' and is blind beyond that range. Knight's Inspiration As a bonus action, once per long or short rest the One Soul can grant one of the following effects: Knight's Inspiration Target within 30' is immune to fear until next short or long rest. Target within 30' gains 1d10 inspiration die. Target within 30' gains +2 to AC and Saving Throws until the end of your next turn. Knight of Good If The One Soul feels the wielder has strayed from the path of good, and starts committing evil deeds, the One Soul can refuse to allow its special abilities to be used. If needed, the One Soul can un-attune at will and refuse to be attuned again by specific persons. Soul Eater If the weapon is soulless, the next target the weapon reduces to zero hit points, the target must make a DC 18 Wisdom saving throw. On a successful save, nothing happens. On a failed save, the target dies instantly and its soul is trapped inside the weapon. While the soul is inside the weapon, only a Wish spell or True Resurrection can be used to resurrect them, or pull their soul out of the weapon and into the afterlife. If the One Soul already contains a soul, this ability is not used. 26 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Tome of Evil Intent Wondrous item, Sentient Item, requires attunement a 2" thick black leather tome with silver clasps and frames. It can fly around by flapping its pages split into 2 "wings". While you are attuned to the book, you gain +2 to either Wis, Int or Cha (maximum of 24). You also know 4 additional languages while attuned. You can choose the languages. The book can talk out loud by flapping stacks of its pages like a mouth. The Tome is evil, and likes to trick whoever talks to it. 27 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Tome of Evil Intent Tiny construct, lawful evil Armor Class 18 (natural armor) Hit Points 50 (1d100) Speed 0 ft., fly 30 ft. STR DEX CON INT WIS CHA 2 (-4) 14 (+2) 12 (+1) 22 (+6x) 12 (+1) 18 (+4) Saving Throws INT +1+, DEX +4 Languages Cannot speak, any known by the soul. Challenge 0 (10 XP) Damage Immunities All forms of damage except dragon fire. Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned Senses Blindsight 120 ft. (blind beyond this radius), Passive Perception 11 Proficiency Bonus +5 Immortal. If the book is reduced to 0 hit points, it disappears, breaks attunement and is reconstructed somewhere else on the same plane after 3d10 days. Bound to you. The Tome must remain within 250' of you at all times. If it is forcibly taken further away, it will unattune from you. Slap The Tome smashes into the target, hopefully causing a slight bruise. Burst of knowledge. The Tome sends out psychic waves of ideas and thoughts of inhumanely evil nature, that causes brain pain to everyone near it. Actions Multiattack The Tome makes three Slap attacks. Slap. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 1 bludgeoning damage. Burst of Knowledge. All targets within 20' must make a WIS save DC 18, or take 3d8 psychic damage. Half as much on a successful save.


Vestiges of Divergence Epsilon Axe Weapon (axe), Vestige of Divergence (attunement required) A battleaxe of drowish design, slender yet strong built. The grip is black, two symmetrical blades on either side are cobalt blue with mithral silver inlays. It gleams with a look of very polished metal. The blades and the grip are covered in delicate engravings in abyssal. This is the only known vestige of Vecna the Whispered One. It was lost during the Divergence, wielded by The Bronze Lich and stolen by Acek Orattim, the Lord Artificier of Tharizdun. DORMANT STATE +2 magical battleaxe. On a hit the target takes an additional 1d6 necrotic damage. Selfish hold While attuned to the Epsilon Axe, you cannot attune to any other cursed items. Sacrifice When you hit a creature with the axe, you can take 1d4 necrotic damage to deal 1d8 additional necrotic damage. You can use this ability once per attack. CURSE: If this use takes you to 0 hit points, you immediately die. If you are resurrected, you gain 1 point of Vecna's Influence. Otherwise, the next midnight you rise up as a sentient undead under Vecna's control (a spirit if no body remains). Vecna's Grace Any time a humanoid target is killed with the Epsilon Axe, the animate dead spell is cast on the dead. You can control up to 4 humanoids at any one time. They remain under your control while you have the epislon axe attuned. If you un-attune, the undead are released and return to death. CURSE: When you gain 4th undead servant, you make a Wis save DC 18 or gain one point of Vecna’s corruption. This happens any time you gain a 4th undead. Eternal Hold After attunement, you cannot sell, give, gift, leave or un-attune this axe. Trying to countervent this curse causes the character 1d6 psychic damage every round. Attempting to un-attune via Greater Restoration, Remove Curse or similar magic requires a DC 18 Arcana check from the caster for the spell to work. Twins As a bonus action you can split the epsilon axe into two hand axes, Epsilon Prime and Epsilon Ultima. Rejoining them into the Epsilon Axe takes another bonus action. Epsilon Prime +1 magical hand axe, On a hit the target takes an additional 1d4 necrotic damage. Any time a target is killed with the Epsilon Prime they cannot benefit from revivify, spare the dying, gentle repose, raise dead or resurrection spells. You can cast one spell per short or long rest from the following list: Unseen Servant Thaumaturgy Epsilon Ultima +1 magical hand axe, On a hit the target takes an additional 1d4 necrotic damage. Any time a target is killed with the Epsilon Ultima they cannot benefit from revivify, spare the dying, gentle repose, raise dead or resurrection spells. You can cast one spell per short or long rest from the following list: Dissonant Whispers (lvl 1) (DC 13) Toll the Dead (lvl 1) (DC 13) AWAKENED STATE +2 magical battleaxe, On a hit the target takes an additional 2d6 necrotic damage. Selfish Hold While attuned to the Epsilon Axe, you cannot attune to any other cursed items. Sacrifice When you hit a creature with the axe, you can take 1d6 necrotic damage to deal 2d6 additional necrotic damage. You can use this ability once per attack. CURSE: If this use takes you to 0 hit points, you immediately die. If you are resurrected, you gain 1 point of Vecna's Influence. Otherwise, the next midnight you rise up as a sentient undead under Vecna's control (a spirit if no body remains). Vecna's Grace Any time a humanoid target is killed with the Epsilon Axe, the animate dead spell is cast on the dead. You can control up to 12 humanoids at any one time. They remain under your control while you have the epislon axe attuned. If you un-attune, the undead are released returning to death. CURSE: When you gain 4th undead servant, you make a Wis save DC 18 or gain one point of Vecna’s corruption. This happens any time you gain a 4th undead. Vecna's Servitors You can cast Summon Undead once per short rest. (from Tasha's) CURSE: When you gain 4th undead servant, you make a Wis save DC 18 or gain one point of Vecna’s corruption. This happens any time you gain a 4th undead. Eternal Hold After attunement, you cannot sell, give, gift, leave or un-attune this axe. Trying to countervent this curse causes the character 1d6 psychic damage every round. Attempting to un-attune via Greater Restoration, Remove Curse or similar magic requires a DC 18 Arcana check from the caster for the spell to work. Twins As a bonus action you can split the epsilon axe into two hand axes, Epsilon Prime and Epsilon Ultima. Rejoining them into the Epsilon Axe takes another bonus action. 28 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Awakened Epsilon Prime +2 magical hand axe, On a hit the target takes an additional 1d8 necrotic damage. Any time a target is killed with the Epsilon Prime, they cannot benefit from revivify, spare the dying, gentle repose or raise dead spells. You can cast two spells per short or long rest from the following list: False Life (lvl 3) Unseen Servant Thaumaturgy Awakened Epsilon Ultima +2 magical hand axe, On a hit the target takes an additional 1d8 necrotic damage. Any time a target is killed with the Epsilon Ultima, they cannot benefit from revivify, spare the dying, gentle repose or raise dead spells. You can cast two spells per short or long rest from the following list: Vampiric Touch (at lvl 3) (DC 16) Dissonant Whispers (lvl 1) (DC 16) Toll the Dead (lvl 5) (DC 16) EXALTED STATE +3 magical battleaxe, On a hit the target takes an additional 3d6 necrotic damage. Selfish Hold While attuned to the Epsilon Axe, you cannot attune to any other cursed items. Sacrifice When you hit a creature with the axe, you can take 1d8 necrotic damage to deal 2d8 additional necrotic damage. You can use this ability once per attack. CURSE: If this use takes you to 0 hit points, you immediately die. If you are resurrected, you gain 1 point of Vecna's Influence. Otherwise, the next midnight you rise up as a sentient undead under Vecna's control (a spirit if no body remains). Vecna's Grace Any time a humanoid target is killed with the Epsilon Axe, the animate dead spell is cast on the dead. You can control up to 24 humanoids at any one time. They remain under your control while you have the epislon axe attuned. If you un-attune, the undead are released returning to death. CURSE: When you gain 4th undead servant, you make a Wis save DC 18 or gain one point of Vecna’s corruption. This happens any time you gain a 4th undead. Vecna's Servitors You can cast Summon Undead up to three times per short rest. CURSE: When you gain 4th undead servant, you make a Wis save DC 18 or gain one point of Vecna’s corruption. This happens any time you gain a 4th undead. Eternal Hold After attunement, you cannot sell, give, gift, leave or un-attune this axe. Trying to countervent this curse causes the character 1d6 psychic damage every round. Only a Wish spell can remove this curse. Twins As a bonus action you can split the epsilon axe into two hand axes, Epsilon Prime and Epsilon Ultima. Rejoining them into the Epsilon Axe takes another bonus action. Exalted Epsilon Prime +2 magical hand axe, On a hit the target takes an additional1d10 necrotic damage. Any time a target is killed with the Epsilon Prime they cannot benefit from revivify, spare the dying, gentle repose, raise dead or resurrection spells. You can cast four spells per short or long rest from the following list: False Life (lvl 6) Unseen Servant Thaumaturgy Death Ward (self only) Exalted Epsilon Ultima +2 magical hand axe,On a hit the target takes an additional 1d10 necrotic damage. Any time a target is killed with the Epsilon Ultima , they cannot benefit from revivify, spare the dying, gentle repose, raise dead or resurrection spells. You can cast four spells per short or long rest from the following list: Vampiric Touch (at lvl 5) (DC 18) Dissonant Whispers (lvl 3) (DC 18) Toll the Dead (lvl 11) (DC 18) Bestow Curse (lvl 5) (DC 18) 29 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Credits All art by JP Rakath, except the background page texture which came with GM Binder. Made originally with The Homebrewery, now re-created with The GM Binder 30 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Very Cool Armour plate armour, common A plate armor with more flash than substance. It is extremely detailed and decorated with various motifs. It is also surprisinly light for a plate armor, weighing only 30 lbs. All the decorations and extra flashy bits still gives disadvantage to stealth rolls. The armor offers the same AC bonus as a normal plate armor, but is very prone to breaking. Any time you roll a natural 1 on a skill check, or an enemy rolls a natural 20 attack roll against you, a piece of the armor falls off. Your AC is reduced by 1 every time this happens. It takes a short rest to re-attach the fallen piece. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


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