Menagerie of Magic by Greedy Mimic Games LTD 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.
Contents Table Of Contents 1 Contents page 3 2 Dwarven Magic items page 4 3 Elven Magic Items page 8 4 Halfling Magic Items page 12 5 Human Magic Items page 16 6 Dragonborn Magic Items page 20 7 Gnome Magic Items page 24 8 Half-Elf Magic Items page 28 9 Half-Orc Magic Items page 32 10 Tiefling Magic Items page 36 11 Barbarian Magic Items page 41 12 Bard Magic Items page 45 13 Cleric Magic Items page 49 14 Druid Magic Items page 53 15 Fighter Magic Items page 57 16 Monk Magic Items page 61 17 Paladin Magic Items page 65 18 Ranger Magic Items page 69 19 Rogue Magic items page 73 20 Sorcerer Magic items page 77 21 Warlock Magic items page 81 22 Wizard Magic items page 85 23 Artificer magic items page 89 24 Unrestricted magic items page 94 25 Backer created items page 136 26 Item sets page 169 27 Spirit beast mount system page 198 1
Dwarven Magic items T he following items are restricted and can only be used by Dwarves. Many of these items are revered and beloved by the majority of the Dwarven populace and only non-dwarves who have spent a considerable amount of time around Dwarves will likely have seen or heard of any of them. Braiding Beads Wondrous item,very rare From time to time you may come across a Dwarf with beads braided through their beard or hair. Most of these beads are made of wood or stone, but some are made from rare minerals and carved with special Dwarven runes. These special beads are imbued with power and each bead grants +1 to an ability score. But beware, if more than one of these beads are present, they will nullify the power of each other. Roll on the following table to decide which runic bead you might find and the ability score they improve. Braided Hip flask Wondrous item, uncommon A typical flask you would find on any dwarf from children up to the aged, usually made from rams leather and decorated with twisted and braided leather. They are regularly filled with whiskey or rum and offer a small draught of bravery in times of need. Drinking from this flask (regardless of it's content) allows you to add 1d6 on your next ability check. This can be done a number of times equal to your constitution modifier (minimum one). You must finish a long rest before doing so again. Gauntlet of the hunt Wondrous item, rare (requires attunement) The gauntlet of the hunt is a treasure hunter's dream. Originally crafted by Copperbrush Fuzzlint, famed blacksmith, for his cousin Than Osdal when he set off in search for his fortunes. While the original was lost (along with Than) a handful of reproduction versions have shown up over time. This solid brass gauntlet covers the entire forearm of the weilder. As a result you gain +1 to your AC while wearing it. The gauntlet has 10 charges and using an action you can detect if there is any gold, gemstones or valuable minerals within 500ft of you. The portals of light in the forearm section will glow brighter the closer the treasure is to you. You regain expended charges after you finish a long rest. d6 Rune (Stat) 1 Abargor (Strength) 2 Coblend (Intelligence) 3 Nithenoril (Charisma) d6 Rune (Stat) 4 Tisdor (Dexterity) 5 klondil (Constitution) 6 Sagera (Wisdom) 2
Fashionable half cloak Wondrous item, rare (requires attunement) These off the shoudler cloaks are not usually seen on dwarves as they tend to be longer and kept for those who care more about class. This particular cloak has been trimmed to be of the correct length. While you are attuned to this cloak you gain advantage and proficiency with all charisma based skills. Additionally you gain +2 to your charisma. Ka-BOOM-Stick Weapon, (Rifle) very rare (requires attunement) Firearms aren't a paricularly common sight amongst Dwarves let alone the other races of the realms. But this particular type of rifle is special. It comes with an ammunition pouch that must be within 30ft of the weapon in order for it to function. The ammunition automatically transfers from the pouch to the gun through similar magic to that of a bag of holding. This means you ignore the loading property of the weapon. You gain +2 to your attack and damage rolls made using the Ka-BOOM-stick. The damage dice pool is 3d6 and you ignore the loading property. Orb of descent Wondrous item, uncommon This clear orb can detect a sudden change in altitude. When this happens it deploys a very light shield affecting a 5ft radius. While you are in possession of this orb you take 1d6 less fall damage. Quarry Spaulder Wondrous item, uncommon These shoulderguards are exremely common within the mining community of Dwarves. Anyone who spends any time in caves, caverns or quarries know how valuable this protection can be when rocks are falling. Once per day you may automatically succeed on a Dexterity saving throw. You must finish a long rest before you can do this again. 3
Ram's hide boots Wondrous item, uncommon Any good Dwarf will tell you socks and boots are some of the most important things in life. Look after your feet! These boots are impervious to the elements. Your feet are always dry and warm no matter what climate you find yourself in. Runic Mining cap Wondrous item, uncommon While underground, the wearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward. Subterranean Mining Pick Weapon (mace) uncommon This may look like an ordinary mining tool to most, but any Dwarf worth their salt would instantly recognise the design as that of Copperbrush Fuzzflint. The famed blacksmith spent years at a time in the deep mines of the underdark, perfecting the tools and methods of his trade. This mining tool has been designed so that the pick has the perfect angles to rip and tear into even the most stubborn of stone and minerals. Not to mention it is forged from a secret alloy known only to the highest tier of the Miner's guild. While wielding this pick axe, you gain advantage on skill checks used to Identify a weak point in anything made from stone. Additionally, you may choose to succeed on any skill check used to destroy something using the pick. Once you have done this you must finish a long rest before you can do it again. Support beam Rod, rare (requires attunement) This rod can hold unnatural amount of weight. These were originally used to reinforce caves and mine shafts while digging. Recently they have been used in destruction to reinforce buildings while the foundation supports are removed. The support beams are then disabled and the buildings collapse very cleanly and efficiently. 4
Tenacity Weapon (Quarterstaff), very rare (requires attunement) Attack and damage rolls made with this weapon receive a +2 bonus. While you are attuned to this staff, any time you take the attack action, you may make another attack with disadvantage. Thanbar's Courage Weapon (Warhammer) Legendary (requires attunement) Thanbar Timberbrawl is a name known by all. Dwarves, Humans, Gnomes, even Elves. While everyone will have their own stories about him, the Dwarves know the truth. He was a cold, harsh man but he was fearsome and strong. His name is synonymous with his Warhammer. Black and gold with spiked sections on each end , one blow could be enough to end a life. This weapon has seen many a battle and alwas seen them through. After his death, the hammer was sent to his foolish son who sold it at the first opportunity he got. It hasn't been seen since. Thanbar's courage is a versatile weapon that deals 1d10(d12), rather than the usual 1d8(d10). While you are attuned to this weapon you increase both your Strength and Constitution scores by +2 and you may take 2 actions in the first round of each encounter. Vyrnhal Battle horn Wondrous item, uncommon Originally used during the Battle of Vyrnhal, these hollowed out ram horns have been used for centuries to call out to those in the vicinity to alert them of battle. Back then the Rams were much larger and imposing but over time the species has shrunk down to the size of ordinary sheep. Any family that has an original horn from the Battle of Vyrnhall would have it on display and have tremendous pride over that. If you are in a position where you could cause your enemy to be surprised, instead you can choose to blow the battle horn. This allows the user and all allies to roll all attacks with advantage and with a +1 bonus to all attack and damage rolls, as well as increasing spell DC by +1. This effect lasts only for the first round. Vyrnhal Medallion Amulet, very rare (requires attunement) These medallions were awarded to those who fought in the battle of Vyrnhal. Every single survior was awarded a medal once they returned home safe and every brave dwarf that died in battle was awarded one for their service. These medals were sent to their families. The sign of a good family, and even better men. These medallions are known by all of Dwarvenkind but some may go their whole lives without ever seeing one. Whilst you are attuned and wearing this medallion, you can no longer be surprised, you have advantage on initiative rolls and you can increase your Constitution score by +2. 5
Elven Magic Items T he following items are restricted and can only be used by Elves. Whilst Elves have a tendency to spend their time anywhere and everywhere, populating towns and cities in every corner of the world, they do keep some secrets. Including many of these items. Alert hoop Ring, very rare (requires attunement) While you are attuned to this ring, your elf eyes are dialed in even more than usual. You gain advantage on initiative rolls and you cannot be surprised. Ancestral Amulet Amulet, uncommon Elves can live for hundreds of years, and these amulets are passed on to the first born child after death, so many of these neck pieces are thousand of years old. Each family has one so they're quite the common sight, but seeing someone with one let's you know they're the eldest sibling. These metal discs are imbued with the wisdom of the family due to a magical property in the metal from which they're made. The amulet actually absorbs the memories of those who have passed on. You gain advantage on wisdom saving throws and you may choose to succeed one wisdom skill check. You must finish a long rest before being able to do so again. Cape eilora Wondrous item, uncommon These cloaks are mass produced and sold by almost every Elven tailor. They are designed to be affordable cloaks for balls and events. While wearing this cloak you may add a +1 bonus to your charisma based ability checks. Comfortable Lynx fur Boots Wondrous item, uncommon (requires attunement) These hardy yet elegant boots are both comfortable and practical. They keep the feet warm whilst also allowing them to breathe. They allow you to worry about one less thing. A good pair of boots is one item of clothing all good elves should have. These ones in particular increase your movement speed by +5ft and grant advantage on dexterity saving throws to save against falling. 6
Crystal of the ancients Wondrous item, rare (requires attunement) This crystalline gemstone offers no benefit to races other than elves, aside from looking very pretty. But for any elf that is attuned to this item, it reduces the amount of meditation needed to gain the benefits of a long rest from 4 hours to 2 hours. The elf must still spend 8 hours doing non strenuous activity, but the other 6 hours can be used on other productive activities. Elven branch Weapon (quarterstaff), very rare (requires attunement) This quarterstaff was crafted from the branch of a millenia old tree that had fallen naturally. Usually a dead branch is weak and brittle but this tree sheds excess branches if it grows too large. Attack and damage rolls made with this weapon are made with a +2 bonus. The wood the staff is carved from is almost weightless, despite being extraordinarily strong. As such, these weapons gain the Light property. Eternal Beauty Comb Wondrous item, uncommon This comb was fashioned from a fallen branch of the ancient core tree. A tree so old and so large, the stories say its roots burrow deep to the centre of the world. It is far older than anything constructed by any sentient creature and has seen more than anyone could possibly imagine. Many elves believe that the nutrients from deep inside the world that the tree feeds from are the reason the ancient core tree has lasted so long. Untouched by any creature and therefore completely untainted. Using this comb keeps your hair looking beautiful and full of life. You may cast the Charm person spell without expending a spell slot. Once you have done this you must finish a long rest before doing so again. 7
Ethereal mirror of the disguised Wondrous item, rare This mirror is a curious little trinket. Its elaborate frame is carved from wood and treated with a rich varnish, the reflective part is almost black and upon first inspection you would be confused to see nothing. No reflection staring back at you, nothing behind you. Nothing. Unless of course you were in a room with a Vampire. This mirror was enchanted to show all invisible objects and creatures within its reflection. However at some point during the enchantment process it went wrong, so it only shows the invisible and hidden things. Mask of Divine grace Wondrous item, very rare (requires attunement) This white mask is carved from marble and is decorated with golden inlay to show facial features including sharp teeth and harsh eyes. While this mask may appear quite terrifying, it gives off a soothing feeling while it is being worn by an elf. When selling items to a vendor, your air of superiority causes them to forget the true value of items. You may sell items for double the price of others. This does not work on items that were previously bought from a vendor. Oakenbow Weapon (shortbow), rare (requires attunement) A strong and powerful bow despite its small size, the oakenbow is the ultimate combination of exceptional elven craftsmanship and sturdy materials. Attack and damage rolls made with this bow recieve a +1 bonus. While you are attuned to this item, travelling through difficult terrain has no ill effect on you and you always know which way is north. Noble Timepiece Wondrous item, uncommon Elves are never late (nor do they arrive exactly when they mean to), elves are always on time. In part due to these wonderful timepieces that are common among elves. This small clock can tell you the time and date and can be set to count down as a timer. 8
Ring of Arcane Alacrity Ring, rare The knowledge that elves are athletic and well suited to moving acrobatically is known to all. However their true hastiness can come to a surprise to some. Others have heard the stories and believed them to be nothing more than rumours. If you enter combat whilst outdoors and you're last in the initiative order, instead you act first during the first round. Silent stiletto Weapon (dagger), uncommon (requires attunement) These daggers are designed to be as thin as possible in order to puncture as narrow a wound as possible. As such it is entirely possible to make an attack with this weapon without the target knowing immediately. If you make an attack against a surprised enemy, roll a d20. If the roll is even you may immediately make another attack. Shortsword of the Light Night Weapon (shortsword), rare, (requires attunement) This curved sword has a sapphire embedded in the hilt, it offers no purpose other than for appearance. The blade glows with a low blue hue. Attack and damage rolls made with this weapon gain a +1 bonus. Between sunset and sunrise your movement speed is doubled. You can also jump twice as far and high as usual. The sword gives off light for 30ft. Time-infused pouch Wondrous item, legendary (requires attunement) This mystical satchel is painstakingly sewn together by an artisan Tailor. Created using the finest silks and cloths and using the strongest threads. It's purple body almost seems to have an aura about it and the fine stitching detail looks to glow in dim light. The top flap is detailed with 3 beautiful purple gemstones. The mouth of this bag acts as a portal to a safe room. This room can be anywhere of your choosing but the bag can only be paired with one room at a time. You may store as much in this bag as you can fit in the room of your choosing, but the mouth of the bag can not expand to the point you could fit large items through, like a cart or ballista. The mouth may expand enough to let a particularly small gnome or halfling through. To pair this bag with a room, you must spend 8 hours in the room with the bag whilst meditating. 9
Halfling Magic Items T he following items are restricted and can only be used by the diminuitive folk of the Halfling race. Many of these items have been crafted specifically for Halflings exclusive use, so they may be smaller than similar items seen by other races. Advanced cooking kit Tool (Cooking utensils) rare If there is one thing Halflings love more than being at home in front of a roaring fire with a good book, its a good meal. Anyone can cook some food but only a Halfling with the correct tools can make a truly delicious, filling meal. This advanced set of utensils allow the user to create a magnificent feast from the most mundane of materials. Rice becomes delectable, simple bread is exquisite and anything with meat is instantly mouthwatering. This kit has 10 charges. During a long rest you may prepare a meal using these tools to improve general wellbeing and morale of you and your allies. Anyone who eats the meal prepared instantly replenishes all spent hit dice and gains temporary hit points equal to their level. Amulet of Home Amulet, very rare (requires attunement) No one really knows how these wondrous Amulets work, not even the vast majority of Halfling. They're extremely rare and only a handful of Halfling own them. You may speak the command word and concentrate on a bound location. If you maintain concentration for one minute, you will be teleported to this location. Similar spells exist that have this effect, but most who use these amulets bond them to their homes as this is where Halflings feel safest. In order to bind a location to the Amulet, you must spend 8 hours in said location while relaxing with the amulet. You must think about the bond at least once per hour for it to hold. In order to bind to a new location, you must remove any existing bindings first by doing the opposite of the binding process. Boomerang Weapon (boomerang) uncommon This curved wooden club is decorated with simplistic red paint. It is a curious weapon in that it is a club with a hefty throwing range and it automatically returns to the thrower whether it hits the target or not. Damage: 1d6 Damage type: Bludgeoning Properties: Light, thrown Range: 60ft/120ft 10
Critter pipe Wondrous item, very rare (requires attunement) Halflings have a natural affinity for mice. They too are small, peaceful creatures that love food. When you are attuned to this pipe, you gain access to the following spells that you can cast at will using the instrument; Find familiar, Speak with animals, Animal Messenger, Locate animals or plants. Formal waistcoat Wondrous item, uncommon (requires attunement) Everyone should be ready for a nice meal and everyone should dress smartly at meal times. This waistcoat gives you advantage on skill checks to detect poisoned food and you gain resistance to poison damage. Hiding Ring Ring, rare (requires attunement) This curious ring is forged from an unkown black metal and seems perfectly smooth. However upon further inspection a very slight indentation can be seen on the outside of the band. This is so subtle however that you cannot make it out. Upon declaration of the command word, symbols appear in a low blue glow. Halfling are small and hard to find at the best of times, but with this ring it makes it almost impossible. Speaking the command word allows the user to become invisible as long as they do not move. The effect lasts until they move. You can use this number of times equal to your proficiency bonus. Charges reset when you finish a long rest. Homely Tea set Wondrous item, uncommon This small whicker pack contains a delicate china tea pot as well as a set of four cups and saucers. During a short rest you can brew a pot of tea and take a break to drink. If you do you restore double health from spending hit dice. 11
Letter opener Weapon (dagger) uncommon Halflings have smaller than average hands, so they need smaller than average sized weapons. Even a regular dagger can prove to be too big to get a comfortable grip which is what makes this small letter opener so perfect. While this is technically a dagger, with it being so small the impact point is tiny so it does increased damage when piercing. This weapons damage pool is 2d4 as opposed to the usual 1d4. Lucky Brooch Wondrous item, rare (requires attunement) This brooch is usually attached to the lapel but some have been known to wear them on their cloak or satchel. It is crafted from solid silver and formed into the shape of a dragon. The dragon is clutching a golden orb. This brooch augments the lucky racial ability to trigger on a dice roll of 2 as well as a 1. Makeshift cloak Wondrous item, uncommon With halflings being naturally short, most races outside of gnomes wouldn't think about making a cloak for a halfling and most aren't bothered enough to make one themselves. This makeshift cloak is essentially a tablecloth that has been wrapped and tied around the neck. While wearing this cloak your hit point maximum increases by +2 and once per day you may grant yourself advantage on a charisma based skill check. Peaked cap Wondrous item, uncommon (requires attunement) Comfort and ease of life is the most important thing in a halfling's opinion so imagine how inconvinient the sun can be when it is attempting to blind you. While you are attuned to this cap, you are unaffected by any vision impairing effects. Pocket square sling Weapon (sling), rare (requires attunement) Any good man has a fine pocket square, but most men don't have one that can be used as a deadly weapon. This small square of cloth has a strong string attached to two of the corners, allowing you to place a projectile in the square and launch it. Attack and damage rolls made with this weapon receieve a +1 bonus, additionally the sling deals 1d6 damage rather than the standard 1d4. This sling is very easy to sneak into areas where you should not be carrying weapons as it is so well disguised as a humble pocket square. To identify it as a weapon, a DC25 investigation check is required. 12
Scurrying boots Wondrous item, rare (requires attunement) The Scurrying Boots are short by traditional standards but come half way up the leg of a halfling. They're a very deep blue with silver detailing. These leather boots were crafted from the hide of a displacer beast. An unsual material that gives the boots unusual properties. While wearing and attuned to these boots your movement speed is increased by 10ft and you may Dash as a bonus action. In addition, when you dash as a bonus action you can use your action to jump as though the Jump spell has been cast on you. Self heating pot Wondrous item, rare A full belly is one of life's greatest feelings and no one wants to eat a cold meal. This pot can fit into a standard backpack or bedroll and has its own heating source so no matter where you are you can have a warm meal and a hot drink. Thurin's shirt Armor (Chain shirt), Legendary (requires attunement) This Mithral Chain shirt was handcrafted by a Master craftsman. Each chain link was delicately linked together and sealed with such precision you're unable to see the seam. The shirt has changed owners many times since it was crafted but no one knows who the original owner was. It is extremely lightweight and can barely be felt while wearing, giving you unbelievable freedom of movement. This shirt can be worn under clothing and cannot be detected unless a creature succeeds on a DC 20 investigation check. While wearing this item and you are attuned to it, you gain an additional bonus to your AC of +3 and you no longer have disadvantage on stealth checks due to wearing a chain shirt. Additionally, the maximum Dexterity bonus that contributes to your AC is now +3, as opposed to the ordinary +2. 13
Human Magic Items T he following items are restricted and can only be used by Humans. The most commonly found race in any town, village or city, most of these items will be well known my most races but they're only really used by humans. Climbing boots Wondrous item, uncommon (requires attunement) These tall leather boots are made from tan leather and are decorated with golden stitching and buckling. They're very expensive looking albeit not particularly comfortable. You gain a climbing speed equal to your movement speed and gain advantage on skill checks related to climbing. Coat of adaptability Wondrous item, uncommon Humans have no innate defenses against any of the elements whether it be rain, hail, heat or cold. This coat is just the ideal weight, thickness and material that it is perfect for any and all conditions. You suffer no negative effects from weather or climate while wearing this cloak. Comfortable walking boots Wondrous item, uncommon There is nothing more satisfying than going for a lovely walk. Providing you are on flat ground, your movement speed increases by 10ft. Dragonling Ring Ring, legendary (requires attunement) This dirty, dark grey ring is crafted from simple iron, it is rough to the touch and created to look like two dragon claws intertwining. If you are attuned to this ring you gain access to several spells while wearing it. The ring allows you to cast Thunderwave (1st level), Dark vision (2nd level), Fireball (3rd level), Fly (3rd level), Haste (3rd level). The ring has 10 charges, casting a spell requires a number of charges equal to the spell level to cast. The ring regains all spent charges at dawn. 14
Highbow Weapon (longbow) rare (requires attunement) These bows were manufactured for city guardsmen who would keep an eye out for incoming threats from a tall watchtower. Attacks made from vantage positions gain a +3 bonus to attack and damage rolls. Additionally you may cast the spell Lightning arrow once per day. Lantern of Secrets Wondrous item, very rare (requires attunement) This lantern gives off a dim purple light that doesn't illuminate darkness like a traditional lantern. This one reveals secrets. If the light touches a hidden lock, secret door, false wall, hidden trap, invisible treasure etc it reveals it. You may also cast detect magic at will, without the need for any material components and without expending a spell slot. Ocean Master's Trident Weapon (Trident), uncommon (requires attunement) This weapon resembles an ornate, large pitchfork. While attuned to this weapon you gain the ability to breathe underwater and may cast the shape water cantrip. Pearl of Wisdom Wondrous item, rare (requires attunement) This oversized pearl is extremely valuable in both wealth and function. If you were to sell this to a collector, it would sell for a minimum of 1500 gold pieces. Alternatively, if you were to use it yourself, then you may meditate for four hours while holding it. This can be done while resting as part of a long rest. This will allow you to gain proficiency with up to 3 skills, but for each new skill proficiency you gain, you must lose proficiency with an existing skill. 15
Privileged cloak Wondrous item, uncommon In most villages, towns and cities across the world, humans make up the majority of the population and as such you have never really faced any adversity or prejudice. Being able to blend into practically any situation or location. On the off chance you find yourself being tracked down, pull up the hood of this cloak and gain advantage on stealth checks made to hide. Revitalizing locket Amulet, very rare (requires attunement) While you are attuned to this amulet, you gain 1d6 hit points at the start of every turn providing you have at least 1 hit point. Additionally, death saving throws succeed on rolls above 8. Shortsword of retaliation Weapon (shortsword), uncommon This small sword is very light which makes it very easy to make quick attacks. Whenever you make an attack as part of a reaction, your attack rolls gain +2. Skilled rod Rod, very rare (requires attunement) When you attune to this rod, you may select a feat. If you remove your attunement to this item, you lose the feat benefits. If you attempt to attune to this item again, you may only select the feat chosen previously. Skinning Scimitar Weapon (Scimitar) uncommon This Scimitar was originally designed for hunters to skin the pelts from wild beasts with skill and ease. Any time this item is used to remove a pelt from a dead animal, the skin is in perfect condition and can be sold to any vendor for double the standard rate. Additionally, it can be used in battle as a standard Scimitar with no magical properties. 16
Sniping Crossbow Weapon (Heavy crossbow),very rare This heavy crossbow is crafted from reinforced steel and uses a drawstring made from unicorn hair. The damage dealt by this weapon is doubled and its range is 300ft/600ft Tome of forgotten Lore Wondrous item, very rare (requires attunement) This silvery grey book is decorated with swirls and twirls, stars and filigree. It is in immaculate condition regardless of where you found it. It could have been in the bottom of a swamp or encased in magma, the book will still be in perfect condition. When you open the book the pages are empty, but you gain a sense that there is more to this book than meets the eye. If you attune to the book, the pages quickly start to fill themselves with everything you have ever done. Every penny you've pinched, every monster you've killed, every lover you've had. If you have done something in your life, it is in there. As an action, you may go back through the book to recall a piece of information you may have forgotten or a detail you may have overlooked. Additionally, you gain advantage on all history checks. 17
Dragonborn Magic Items T he following items are restricted and can only be used by a Dragonborn. Still shunned by the majority of the populace, Dragonborn are rarely seen in busy locations but if you know where to look you can find them in abundance. Brawnstone Wondrous item, uncommon This solid stone has volcanic origins. When eaten by a Dragonborn the damage from the breath weapon is doubled for 24 hours. Cloak of the Gliding Drake Wondrous item , very rare (requires attunement) While wearing this cloak you fall with the grace of a ballet dancing cat. No matter how high of a distance from which you fall, you will never land with enough force to take any damage. Additionally, you may use the cloak to cast the Feather fall spell at will. Darkened ruby Wondrous item, very rare (requires attunement) This deep red gemstone can be housed in a necklace or held loose. While this is in your possession anytime you take healing, you heal for the maximum possible amount. Draconic Amulet Amulet, rare Draconic pendants are seen by many as beautiful pieces of jewellery. Gemstones created by melting specific stones in dragon flames housed in delicate metal homes. What most will be unaware of however, that when these amulets are worn by dragonborn, it modifies their breath weapon by changing the typing. Draconic Pendant type Gemstone Damage type Onyx Acid Sapphire Lightning Ruby Poison Moonstone Cold 18
Draconic shield Armor (shield), uncommon If a failed attack made against you would have dealt damage without the AC bonus from this shield, the attacker is repelled backwards 5ft. This movement does not provoke opportunity attacks. Gauntlets of Elemental power Wondrous item, rare (requires attunement) These gauntlets allow the wearer to modify the damage done using their claws as a melee weapon. Your claws deal 1d6 slashing damage and gain an additional source of elemental damage based on your breath weapon. This damage matches the typing of your breath weapon and deals an additional 1d6 damage. Greatsword of the Savage Drake Weapon (greatsword), very rare (requires attunement) This heavy weapon would be difficult for most to pick up, let alone swing or be able to use it in battle. The sword was forged and infused using the blood from a legendary dragon centuries ago. This connection causes the greatsword to feel much lighter and more comfortable to use by a dragonborn when attuned to it. Attack and damage rolls made with this weapon gain a +2 bonus. When a Dragonborn is attuned to the greatsword, it loses its Heavy and two handed properties for the attuned user. This would allow the user to wield a shield or keep a hand free for somantic spell components. Intimidating roar Collar Wondrous item (uncommon), requires attunement This strong cylinder is designed to be worn around the neck and protecting the throat area. They can be crafted from any type of metal, and are usually crafted in the same metal as one of the great metallic dragons to show allegience. When activated, these collars amplify the voice tenfold. Some use them during battle to shout commands across the field of war, others attempt to cause opponents to flee in terror and some even use them to attract enemies in the hope they can cause a distraction for allies to flee. 19
Maul of descaling Weapon (maul), rare (requires attunement) Attack and damage rolls made with this weapon gain a +1 bonus. If you attack a creature that is not wearing armor, you may attack twice whenever you take the attack action. Purse of draconic greed Wondrous item, rare (requires attunement) Dragonborn, much like their dragon ancestors have a love of all things shiny and valuable. So much so they created these pouches to protect their coins and gems. Providing you are attuned to this pouch, any hand that breaches its opening that is not yours will find the bag close with such tremendous force it has the potential to sever the hand. If this occurs, the victim rolls a d20. On a 1, their hand is severed from their body and they take 8d8 damage. On any other roll, the victim takes 4d8 damage. Ring of breathlessness Ring, uncommon This ring has been crafted with special properties to help improve breathing and bloodcirculation. While wearing this ring, you can use your breath weapon twice between rests rather than just once. Scale wax Wondrous item, rare Some dragonborn would rather be nude from dawn til dusk but it is frowned upon by many societies, and while in battle, this is not particularly wise. However, some dragonborn who are lucky enough to own this peculiar wax have the option to doff their armor for good. When applied to a dragon scales, it forces them to harden and repel non-magical attacks. If you choose to use the scale wax, instead of wearing armor, you may instead choose to use a flat 15 AC and you gain resistance to non magical attacks. 20
Scaled epaulette Wondrous item, rare (requires attunement) This decorative shoulderguard can be worn with or without armor as it straps directly to the chest. While wearing it your AC increased by +1 and you gain a +2 to intimidation skill checks. Tabard of Tiamat Wondrous item, rare (requires attunement) The cult of Tiamat have members in every nook of the world. Most members hide their allegiance as the cult have many an enemy and the vast majority of the public distrust them. While you are attuned to this tabard and wear it proudly, you gain resistance to acid, cold, fire, lightning and poison damage. Vicious claw coverings Wondrous item, uncommon These small metallic spikes slide directly over your claws, protecting them and granting you a +1 modifier to attack and damage rolls made with your claws. 21
Gnome Magic Items T he following items are restricted and can only be used by Gnomes. Gnomes are famed for manufacturing highly advanced technological marvels. Most of the following items are technology based and will be majorly interesting to other races who will likely not have seen anything like them. Absoulte Vision goggles Wondrous item, very rare (requires attunement) It takes an exceptionally skilled tinkerer to make something like this. These small, simple goggles don't look like much; a skinny leather band, a rough lens housing and purple lenses. But they are extremely useful. While you are wearing these Goggles and are attuned to them, you gain truesight out to a distance of 30ft. Additionally, you gain immunity to the blindness condition and can see through magical darkness. Atomising pulse cannon Weapon (gun), very rare (requires attunement) If anyone other than a Gnome were to look at this device, they would either assume it is from another plane of existence or of Gnomish origin given their reputation for making weird and wonderful creations. This small handheld device is capable of firing energy blasts of extreme power. Damage: 2d6 Damage type: Force (magic damage) Properties: Ranged Range: 60ft/120ft This weapon also has several special attacks that can each be used once per long rest. Power Blast: You may fire a large powerful blast of energy that passes through creatures. Each creature in a 30ft line in front of you take damage. Make a separate attack roll for each creature. Piercing Blast: By tweaking the frequency of the gun, it allows the next blast to pass through solid objects. This attack ignores all cover. Overcharge: As a last ditch survival attempt, you can overpower the battery of the gun causing it to explode. Every creature within 15 yards of you must succeed on a DC15 Dextrerity saving throw or be knocked prone and take 4d6 Damage. Once this attack has been used, the gun is out of commission and must be repaired during a long rest. 22
Baboomb Weapon (Bomb), rare This magical grenade is an engineering masterpiece. These bombs are constructed in such a way that they can be manufactured to look like any mundane item. For someone to identify this item as an explosive device, they must succeed on a DC20 Investigation check. This bomb can be thrown up to 60ft and has an explosive radius of 30ft. Any creature caught in the blast zone must succeed on a DC15 Dexterity saving throw or take 6d8 fire damage and fall prone. Targets take half damage on a successful save but do not fall prone. Cloak of temporal invisibility Cloak, rare (requires attunement) As an action, you may summon a field of space around you that vibrates violently causing a blurring effect in the air. This allows you to appear invisible, however the vibration can be seen and heard from close by. You can walk around and act as normal while this is ocurring. Daggerfell chargery Weapon (Dagger), uncommon This dagger has an unusually large handle. It is used to house a battery that charges the blade with electricity. This weapon deals lightning damage. Fingerless gloves Wondrous item, uncommon (requires attunement) These gloves are used by tinkerers, mechanics, jewellers and thieves alike. They reinforce and stabilise your hands increasing your Dexterity modifier by +1 ,and you gain a +2 bonus on sleight of hand checks. Focus assistant Consumable, uncommon This small pill can be ingested to focus up. You may make your next skill check with a +1 bonus. Improved Tinkers Tools Tool, tinkers tool's, uncommon While using these tools you gain +2 on any ability check that requires the use of Tinker's tools. In addition these tools allow you to cast the mend cantrip. 23
Mind reader's circlet Wondrous item, uncommon (requires attunement) This pretty metallic band sits on the head and amplifies brain actifity. While you are attuned to this item, you gain +1 to your intelligence modifier. Additionally you can read the thoughts of a target if you succeed on a DC18 Intelligence saving throw. If you fail, you take 1d8 damage. Pendant of gravitational pull Amulet, very rare (requires attunement) Speaking the command word allows the wearer of this amulet to defy the laws of gravity. Choose a direction, gravity now pulls that way exclusively for you. Run directly up walls, run along ceilings, use your imagination! This amulet has 5 charges that recover each day at dawn. Propulsion Boots Wondrous item, rare (requires attunement) These simple looking leather boots look at first like a miner's boots. Rugged leather with roughly attached iron toe caps. However if you look at the soles of these boots you will notice 6 small holes. These holes are capable of suction and expulsion. As an action you may speak a command word to engage the boots in one of two ways. You may either cast the Spider climb spell or the Jump spell. You may do this a a number of times equal to your Profficiency modifier. You must complete a long rest before doing so again. Scrap shield Armor (shield), rare This shield is formed from the leftover scrap metal from a Gnome's workshop and strapping a leather handle to the back of it. After all, Gnomes don't need a lot of metal to make a decent shield. It would be practically useless to any other race aside from perhaps Halfling. This shield gains a +1 bonis to AC on top of the usual +2 from a standard shield. While you carry this item, your movement speed is reduced by 5, but it is strapped to the arm so you can still have 2 hands free. 24
Sensory explosion Rod, very rare (requires attunement) This rod is a little different to others you may see in that it is very clearly manufactured to have specific purposes. This rod has 1d4 charges that recharge at dawn. If you use all charges, roll a d20. On a result of 1, the gears and pulleys inside the rod fail and no amount of repair work can fix it. While you are attuned to this rod, you may throw it up to 100ft. All creatures within a 30ft radius of the impact point must make a dexterity saving throw or suffer from the blinded and deafened conditions for 5 rounds. Shock ring Ring, rare (requires attunement) This hexagonal ring was fashioned from a nut and it carries a large charge that can be used to attack creatures or make an attempt to resuscitate a fallen ally. When you make a melee attack with a metal weapon, you may use a bonus action to send the electrical pulse through the weapon to deal an additional 1d8 electric damage. You may place your hand on the chest of a creature that is making death saving throws and use a bonus action to send a pulse through them. Roll a d20, on a 10 or higher the creature becomes stable. Short-bow Weapon (shortbow) uncommon (requires attunement) This item isn't really a bow as much as a stick with a piece of elastic attached to it. The elastic used allows this bow to have a much further range than a usual shortbow. The range on this item is 150ft (300ft). 25
Half-Elf Magic Items T he following items are restricted and can only be used by Half-elves. Elves are known to be one of the more promiscuous races so it's not unheard of to find Half elf/Half humans, Half elf/half orcs, even Half elf/half gnomes. You will find it hard to find a Half elf,half dwarf though. These two races still have a rift between them. Amulet of communication Amulet, very rare (requires attunement) Due to their mixed heritage, half elves are common in every city and port you will find. As such, they regularly find themselves speaking with all kinds of races and beings. This amulet lets the wearer communicate telepathitically with any humanoid. The wearer hears the mental speech in their preferred language. Likewise, the creature you are communicating with hears your communication in their favoured language. Dress shirt Wondrous item, uncommon The half elves take on their favourite elements of Elven culture and human culture, as such they usually like to dress pretty well. This dapper shirt gives off an aura of class and superiority. You gain +2 to skill checks to pursuade and gain advantage on spells and abilities attempting to charm humanoids. Elven glider Wondrous item, rare This wonderful device has been crafted to allow the user to travel in difficult terrain quite easily, by launching them into the air 100ft and allowing them to angle it to float back down to land in any direction they please. This device has 4 charges that replenish at dawn. Explosive Dagger Weapon (dagger), rare (requires attunement) When grappling a creature, you may use an action to make a stabbing attack, while the blade is inside the target, speak the command word. The blade contains hundreds of minute needles that will shoot from the blade and return. This attack deals 4d4 damage. 26
Family tree Wondrous item, uncommon This parchment has been inked with your entire family lineage going back 200 years. You can use this to track down family members you may not have known and form potential bonds and alliances. Gravitational band Wondrous item , very rare (requires attunement) This simple leather band is worn around the wrist of the weapon wielding hand. As a bonus action you may speak the command word. For the next minute, all attacks made with melee weapons have their range doubled. A spectral projection of the weapon is pushed out when an attack is made. Hardy leather boots Wondrous item, uncommon (requires attunement) A good pair of boots cannot be underappreciated. The wearer of these boots are unaffected by difficult terrain and gain +1 to their AC bonus. Hookshot Wondrous item, very rare (requires attunement) This wooden handle is attached to a long metal chain with a sharp arrowhead at the end. Inside is a powerful projectile that fires the arrow up to its maximum distance of 50ft. Providing the arrow connects with something it can lodge into, the chain will then retract, causing the user to travel at great speed to the lodged head. 27
Lucky coin Wondrous item, rare (requires attunement) This magical coin grants the holder an unusual amount of luck. At the start of each day, flip a coin. If it lands on heads, you gain the luck feat for the rest of the day. If the coin lands on tails, you gain no benefit. If you don't have a coin, you can roll a d20. On an even roll, you gain the benefit. Lunar Quarterstaff Weapon (quarterstaff), very rare (requires attunement) Once per encounter, you my cast Healing word as a 1st level spell and cure wounds as a 1st level spell. This does not consume any spell slots you may have from your class. Lens of truth Wondrous item,uncommon (requires attunement) While you are attuned to this lens, you can identify illusions by looking through it. Illusory magic will have a blurred white aura around it. Especially powerful magic will still be difficult to detect, but it is possible. Sleuthing blade Weapon (shortsword), uncommon (requires attunement) This small blade will glow white when within 30ft of an illusion. Attack and damage rolls made with this blade are made with a +1 bonus. Slippers of the depths Wondrous item, rare These soft shoes have webbing between the toe area, allowing you to swim at double speeds. 28
Sister mirrors Wondrous item, very rare (requires attunement) These two small pocket mirrors were manufactured and enchanted at the same time. They look identical in every way and share a special bond. When you look into the reflective surface of one of the mirrors and speak the command word, it allows you to see through the other mirror. Both sight and sound will carry through this method allowing you to communicate or observe from vast distances. Tranquilizing Cufflinks Wondrous item, rare These small brass cufflinks look plain and of very little value, but they hold a small compartment that is filled with a liquid. Traditionally this is an extremely potent sedative but has been known to house poison. To identify the compartment, a creature must succeed on a DC 25 Investigation check. 29
Half-Orc Magic Items T he following items are restricted and can only be used by Half-orcs. Unlike Halfelves, Half-orcs aren't necessarily promiscuous as much as they aren't particularly picky. Orcs are till shunned in most places though and while they're not fully orcs, the Half orc's still tend to shy away from busy places. Ancestry warfists Wondrous item, rare (requires attunement) These gloves have been used for centuries by orcs, while they may fit a little loosely due to your half orc lineage, they should be fit for purpose. While you are attuned to these gloves, your strength score increased by +1 and you gain proficiency in all strength based skills. Drinking skull Wondrous item,uncommon This is the skull of an unidentifiable creature. This beast has clearly been dead for quite some time and the skull has not been cared for. You may take a drink from the remains of this skull, when you do so, you gain advantage on your next intimidation check. Elder Carapace Armor(shield), rare (requires attunement) There is not a lot that is a more shocking sight than seeing someone carry around a large skeletal remain of a creature so casually. But seeing someone use said remains as a shield is up there. While you are attuned to this shield, you gain an additional +2 AC on top of the usual +2 AC from a standard shield. You also gain proficiency in the intimidation skill. If you already are proficient, you gain expertise. First hunt tooth Amulet, uncommon As an action you can grip the necklace in your hand and be reminded of the day you killed your first beast and took this trophy. You gain a pride die. This die is a d6 and can be added to any attack roll or saving throw you make in the next hour. 30
Frenzied Drape Wondrous item, rare (requires attunement) While you are attuned to this cloak your AC is increased by +1. Additionally, once per day you may activate the Haste spell from the cloak. This modified casting of the spell requires no concentration saves and lasts for the full minute regardless. Greataxe of the conqueror Weapon (greataxe), rare (requires attunement) Attack and damage rolls made with this weapon receive a +1 bonus. Additionally any attacks against human foes deal an additional d6 of damage. Heritage greathelm of honor Wondrous item, very rare (requires attunement) These helms were used by Orcish armies hundreds of years ago and this particular one was used by your grandfather. He died in battle, fighting for the rights of Orcs everywhere. Wearing this helm fills you with tremendous pride. Whenever you make an attack roll and it fails, you can roll again with disadvantage. Legionairre's Maul Weapon (mace), uncommon This oversized mace would be much too large and heavy for most races to wield. The brute strength of the Orc blood allows you to use this item. This maul uses a d12 as a damage die. Medal of service Wondrous item, uncommon Almost all half-orcs have a medal of this sort in their possession, since most half-orcs have an affinity for war. These medals were given to anyone who has spent any time at all in military service. Once per day you may spend 1 minute reflecting on your history, by doing so you may recover up to 2 hit dice worth of hit points without spending any of your hit dice. 31
Mernagha hammer Weapon (warhammer), very rare (requires attunement) Folklore says that this Hammer was forged in hellfires in the belly of a dragon by demon slaves, commanded to create a weapon that could cause even the most fearful of foes to quake in their boots at the very sight of it. Attack and damage rolls made with this weapon gain a +3 bonus. While you are attuned to it, your strength score increases by +1. Additionally, this hammer has 3 charges that replenish at dawn. As an action, you may slam the hammer into the ground. All creatures in a 30ft radius of the impace must succeed on a DC15 Dexterity saving throw or fall prone. Phantasm Greatsword Weapon (greatsword), very rare (requires attunement) Attack and damage rolls made with this weapon receive a +2 bonus. The blade passes through the bodies of your foes and deal damage internally. If you land 3 successive attacks on the same target without failing one, the third attack deals an additional d20 necrotic damage. Powerlifting gauntlets Wondrous item, rare (requires attunemnt) These tough gauntlets cover the hands, wrists and forearms. They reinforce your joints and ease the strain on the muscles. While you are attuned to them you gain +1 strength and your lifting and carrying capacity is doubled. 32
Savage tower Armor (shield), uncommon This tall tower shield is carried via a strap on the arm allowing you to free up a hand that would usually be used for carrying the shield. It is almost as tall as the user and grants a bonus +1 to AC on top of the standard +2 to AC. Swift weapon harness Wondrous item, rare This leather strap sits over the shoulder and has many pockets, sheaths and buckles adorning it. The harness can hold any type of weapon, up to 4 different weapons and grants ease of access that nothing else can compare to. Using this harness removes the action cost of drawing a weapon. Warstompers Wondrous item, uncommon While wearing these boots you gain advantage on initiative rolls while standing in difficult terrain. 33
Tiefling Magic Items T he following items are restricted and can only be used by Tiefling. Tiefling tend to be found in human cities in smaller communities, they tend to be suspicious of other races and tend to keep to themselves. Aged root ring Ring, uncommon (requires attunement) This gnarled ring is made from the deepest roots of the ancient trees of the underdark. While it is pretty ugly to look at, it grants vitality to the wearer. ___ Dunk the ring in any food or drink, if it is impure or poisoned, the ring will absorb all illness, leaving it fully edible and safe. Boots of the timeless hells Wondrous item, very rare (requires attunement) Ancient demons created these boots and only those with some demonic blood in them could wear them. While you are attuned to these boots you lose your movement speed. Instead you can teleport to any spot you can see within 120ft. Burning pride drape Wondrous item, very rare (requires attunement) Once per day, as an action you can summon the restoritive powers of the depths. For the next minute, any fire damage dealt to you restores hit points instead. Darkened blade Weapon (shortsword), uncommon This blade has been dyed black which makes it difficult to track in the dark. While you are in dim light or darker your attack rolls gain a +1 bonus. 34
Demonic cuff Wondrous item, uncommon (requires attunement) These ornate decorative wristguards increase the potency in which you deal fire damage. While you are attuned to them, you reroll any 1s and 2s when rolling for damage with fire spells and abilities. You must use the new rolls. Hood of solar vengeance Wondrous item, rare (requires attunement) While you are attuned to this helm, you can draw power from the sun. Your heritage gives you an innate fondness of heat. If you can see the sun you del an additional 1d6 fire damage on all attacks and spells. Idle mind Wondrous item, rare (requires attunement) While you are attuned to this item and it sits atop your head, you are immune from charm and mind control effects. Neinei Weapon (whip), uncommon (requires attunement) This peculiar whip is darker than the inside of a coffin on a moonless night. Attacks made with this whip deal necrotic damage. Additionally, any damage dealt from the whip reduce the targets hit point maximum by the same amount. A lesser restoration spell can return the targets hit points to their original state. Ominous silk drape Wondrous item, uncommon This cloak will help protect from the elements. Your infernal heritage naturally keeps your body craving heat more than most other humanoids. This cloak when wrapped around your body retains all heat and you suffer no ill effects of being in cold climates. 35
Precise bone pipe Weapon (blowgun), rare (requires attunement) Attack rolls made with this weapon gain a +5 bonus. Additionally, because the bone is so smooth the darts fire with much higher speeds. Instead of dealing 1 piercing damage, the darts deal 1d6 piercing damage. Quarterstaff of illusion Weapon (quarterstaff), very rare (requires attunement) This staff was originally gifted to one of the first humans to make a pact with the demon lords when they became a Tiefling. Through the years it has been handed down to children, grand children and great grant children. While you are attuned to this staff you can cast the Major image spell at will. Robes of anger Wondrous item, rare (requires attunement) These robes recognise the demonic bloodline of which you belong and harness the power within. You gain immunity to fire damage while you are wearing them. Scorpion stinger Wondrous item, very rare (requires attunement) This small handheld device looks like a miniature rod, or a large wand. When you prepss the activation button on the end, a long, thin, chain of immeasurable strength erupts from within. It grapples whatever it makes contact with and pulls it directly back to you. If it grapples a creature, make an attack roll using your dexterity modifier. On a successful hit the creature takes 2d6 damage and is pulled to you. The range on this item is 100ft. 36
Talisman of incorporeal movement Wondrous item, uncommon (requires attunement) While you are attuned to this talisman you can move through other creatures as though they were difficult terrain. You take 1d10 force damage if you end your turn inside another creature. Tranquil wand Weapon (wand), very rare (requires attunement) While you are attuned to this want, your spell attack modifier and spell save DC both increase by +2. Additionally you can add the following spells to your spell list; Burning hands, Flame blade, Fireball, Wall of fire and Flame strike. The spells follow all regular restrictions. You must be able to cast spells at the required level and have spell slots available. 37
Barbarian Magic Items T he following items are restricted and can only be used by Barbarians. Powerful combatants that rely on brute force and pure strength, most of the items they use lean directly into these aspects. Anger absorption amulet Amulet, rare (requires attunement) This amulet floods your body with adreneline and testosterone when you enter a range. While you are wearing this amulet you are immune from all damage and all condition effects on the turn that you enter rage. Atrocitus Ring, rare (requires attunement) This ring is used to extend your stamina and increase your ability to push through discomfort and strain. It has been enchanted with several powerful spells. While you are attuned to this ring, you no longer suffer from exhaustion. Axe of mania Weapon (greataxe), very rare (requires attunement) While you are attuned to this weapon, you gain an additional attack and receive a +2 to your attack and damage rolls. Additionally your strength score increases by +2. If a creature is slain and the killing blow is made by this axe, roll a d20. On a 1, you become completely enraged and unable to distinguish ally from foe. Your mania takes over you and you must attack any and all creatures within 50ft of you starting with the closest creature. You remain in this state until you are reduced to 0 hit points or are the subject of a lesser restoration or greater restoration spell. 39
Berserker's Warpaints Wondrous item, uncommon This small pot of wax has been tinted using the pigments from several herbs and inks. As a result, when applied to your face you gain advantage on ability checks made to intimidate. Belt of empowerment Wondrous item, uncommon When entering a rage, the belt can detect a change in the bodies hormones and emitts an aura of vitality. When you enter rage, you gain temporary hit points equal to your Barbarian level. Boots of advanced attacks Wondrous item, rare (requires attunement) These boots have kept your feet safe in battle and have given you a step up in countless fights. While wearing these boots you may add your proficiency modifier to your initiative rolls. Crazed frenzyroot Consumable, uncommon While not necessarily a rare herb, Crazed frenzyroot is not particularly common either. When crushed into a powder and mixed with water, it causes incredible anger in most people. Barbarians can use this herb to regenerate one charge of rage. Dancing Wristguards Wondrous item, rare (requires attunement) These leather cuffs are designed to protect your forearms from flying weapons in battle while being light enough to keep you quick and battle ready. While you are attuned to these wristguards, you gain an additional +2AC providing you are not wearing any armor. These can be used while using a shield and still grant the benefit. 40
Goggles of Bravery Wondrous item, rare (requires attunement) Most barbarians would rather rely on their own eyesight than use some vision enhancing goggles, these prove to be very valuable in combat. So much so that some barbarians are willing to let their pride take a bit of a hit if it allows them to gain an advantage in a fight. While you are wearing these goggles and are attuned to them, you gain advantage on saving throws made against frightened and petrified condition effects. Heavy steel choker Amulet, uncommon (requires attunement) This choker places you in the mental state of being a slave. You are reminded that this is something you never want to experience and fills you with determination. Whenever you are in a position to take a level of exhaustion, roll a d20. On an even roll you do not suffer from the exhaustion. On an odd roll you do. Potent crown Wondrous item, very rare (requires attunement) Most barbarians are not capable of casting spells, but the few that are tend to lose control of their arcane abilities when they rage. This crown aims to concentrate all of your abilities and allow you to maximise your potential. While you are wearing this crown and are attuned to it, you can cast spells even when raging. Retaliation Wondrous item, rare (requires attunement) While you are attuned to this cloak you gain +1 AC. Additionally, if you are attacked from behind you may use your reaction to lash out and make a retaliatory attack. 41
Ring of prolonged rage Ring, uncommon (requires attunement) Have you ever heard of an angry ring? Sentient items aren't as rare as you think, even if they don't appear to be. While you are wearing this ring and are attuned to it, you gain an additional charge of rage. Once this charge has been used, you must finish a long rest before using it again. Shield splitting Sword Weapon (longsword), rare (requires attunement) This longsword is incredibly sharp and unsually heavy. Attacks made using this weapon have a critical hit range of 19-20. If you are attuned to this weapon and land a critical hit on a target that has a shield, the shield is destroyed. Throwing axe of pure power. Weapon (handaxe), very rare (requires attunement) An awkward weapon to wield and use in melee combat, this handaxe was designed to be thrown as hard as possible at anyone that moves. If you attempt to use this in melee combat, you receive a -1 penalty to attack and damage rolls. When used as a ranged weapon, you can use your strength modifier instead of dexterity when determining your attack and damage rolls. You make these rolls with a +3 modifier. 42
Bard Magic Items T he following items are restricted and can only be used by Bards. Fantastic performers and entertainers, most bards will be found with some kind of musical instument with them, ready to entertain their friends and anyone with coin at a moments notice. Broken harmonica of reviving Wondrous item, rare This instrument has long been broken but every now and then it works. As an action you can attempt to play a song to a fallen ally. Roll a d10. On a roll of 10, the instrument works and the ally is brought back to life. If you roll a 1-9 the potential magic inside the harmonica fades. You cannot attempt to do this again for 24 hours. Chaucer's forgery kit Forgery tools, rare This forgery kit looks just like any other, but when used it produces works of art that would fool even the original creator. Anything from Summons, decrees, edicts, warrants, patents of nobility. The original owner of these tools was even known to scribble down a poem or two, if the muse descended. Collar of peace Amulet, rare (requires attunement) This metal collar amplifies the sounds that emenate from your mouth when used to soothe and assure. If any of your allies benefit from your song of rest, the die they use to heal always rolls the maximum value. Cannot be used alongside the Collar of Vigilance Collar of Vigilance Amulet, rare (requires attunement) This metal collar amplifies the sounds that emenate from your mouth. Whether that be a rousing speech or a song of battle. As a result, whenever you grant an ally the use of a Bardic inspiration die, the die always rolls the maximum value. Cannot be used alongside the collar of peace. 43
Eyeglasses of magnetism Wondrous item, uncommon These delicate wire framed eyeglasses are elegant and enchanted. As an action, you may speak the command word to change the color of your eyes to any color you choose. Additionally, your eyes are irresistible and attract the attention of all those who gaze at you. You gain advantage ability checks made to seduce. Fiddle bow Weapon (shortsword), uncommon This sword looks eerily similar to the bow one would use with a violin or fiddle. As such, a Bard can smuggle this weapon into areas where you would normally not be permitted weapons. Jack of all trades Wondrous item, very rare This is a small booklet of information and experiences that you have added to over the years. It serves as a simple reminder on how to do simple tasks and how to simplify more complex ones. During a long rest, you may read this booklet and change one of your expertise bonuses from one ability to another. You may only change one expertise using this. Master of none Wondrous item, very rare This is a small booklet of information and experiences that you have added to over the years. It serves as a simple reminder on how to do simple tasks and how to simplify more complex ones. During a long rest, you may read this booklet and change one of your proficiency bonuses from one ability to another. You may only change one proficiency using this. 44
Performer's gloves Wondrous item, uncommon (requires attunement) Most people think a Bard spends hundreds of hours to master their craft. Usually this is true, but sometimes it's more of a trick rather than endless hours of training. While you are attuned to these gloves, you gain proficiency in all instrument and tool kits. Perished Flute Wondrous item, uncommon (requires attunement) This flute was carved from the femur of a long dead creature. While you are attuned to this flute, you gain access to the following spells; spare the dying and animate dead. When you use the flute to cast these spells you do not consume a spell slot and the range is 150ft. Each song has one charge, you regain the expended charges when you complete a long rest. Pied Pipers flute Wondrous item, rare (requires attunement) A small handheld flute carved from a fallen branch from an elder tree, this instrument has an affinity to nature. While yo are attuned to this flute you hain access to the following spells; Animal friendship, animal messenger and conjure animals. When you use the flute to cast these spells you do not consume a spell slot and the range is 150ft. Each song has one charge, you regain the expended charges when you complete a long rest. Supreme ring Ring, very rare (requires attunement) While you are attuned to this ring, you may cast a spell that you know but do not have prepared, without expanding a spell slot. Once you have done this, the ring must recharge its power. This takes 24 hours. 45
Talisman of knowledge Wondrous item, very rare (requires attunement) Bards are regularly known to be quite skillful in many a way. They tend to exceed whenever they put their mind to something. This talisman certainly helps feed that narrative. While you are attuned to this item, you gain proficiency with all skills. Tambe-rune Wondrous item, very rare (requires attunement) This small handheld drum has brass symbols along its edge. As an action, you can pound the drum to inspire allies, granting them advantage on all attacks made before your next turn. Alternatively, as an action you can shake the symbols to cause a metallic clattering sound, distracting your enemies. All enemies within 60ft of the drum when shaken have disadvantage on attack rolls until the start of your next turn. The Tambe-rune has 5 charges that renew at dawn. Violent violin Weapon (club), rare (requires attunement) Anyone looking at this violin would notice immediately it looks wrong. Nothing stands out at first but the fact it has no strings should be a give away. This violin is used as a weapon of musical destruction. This violin acts as a club, it is carved from a solid piece of oak so is deceptively tough. Attack and damage tolls made with this weapon gain a +2 bonus. 46
Cleric Magic Items T he following items are restricted and can only be used by Clerics. Powerful warriors and casters who were granted their power directly from the gods, most of the items here will be gifts from the gods themselves. Broken compass Wondrous item, rare This compass would appear broken to most who pick it up. However, when held by a cleric this compass activates. It is true that this compass does not point north. It points to that whichever the Cleric is most in need of at the current moment in time. Crown of mischief Wondrous item, very rare (requires attunement) This large golden crown is uncomfortable, heavy and impractical. But it grants the attuned user benefits that far outweigh those drawbacks. The following spells are added to your prepared spell list and are classed as Cleric spells for you; Minor illusion, disguise self, invisibility, major image and phantom steed. Divine cloak Wondrous item, uncommon (requires attunemnt) Sometimes people seem to hit things harder than they should be able to. Sometimes its because they're unnaturally stong, other times its because they have been gifted by the gods. While you are attuned to this cloak, your weapon attacks deal an additional 1d4 radiant damage. Orb of Tagovailoa Wondrous item, very rare (requires attunement) This brown prolate spheroid is soft to the touch, but firm. When you have this item in hand while attuned to it, you gain additional temporary hit points during a short rest equal to any hit points recovered using hit die. 47
Gods will Wondrous item, uncommon (requires attunement) This item is a small metallic relief of a symbol that best represents your god. While you are attuned to this item, your spells can originate from it. Whether the relief is placed in a static location or attached to a creature, it matters not. Providing you are within 300 ft of this item, your spells can be used in this way. Holy bandages Wondrous item, rare These mundane looking bandages are imbued with Holy magic from the Cleric's god. During a long rest, these bandages can be used to help bolster an allies wellbeing, the patient recovers all spent hit die during a long rest. Once used, the bandage loses all magical properties. Holy Hand Grenade Wondrous item, legendary Armaments, chapter two, verses nine through twenty-one. And Saint Attila raised the hand grenade up on high, saying, "O Lord, bless this thy hand grenade, that with it thou mayst blow thine enemies to tiny bits, in thy mercy. " And the Lord did grin. And the people did feast upon the lambs, and sloths, and carp, and anchovies, and orangutans, and breakfast cereals, and fruit bats, and large chu... This metallic sphere is ordained with symbols of the Cleric's God. It can be thrown up to 300 ft and is guided to the desired location by a supreme power. When thrown it deals massive damage in a large area. All creatures in a 50ft radius of the grenade must make a DC 25 Dexterity saving throw or take 20d12 Holy damage or half as much on a successful save. Pacifier Ring, rare (requires attunement) A simple gold band with a small ruby set into it. This ring has immeasurable power. You may hold this ring up to the sky and impose your will upon all creatures in a 150ft sphere of you. Each creature must make a DC 18 Wisdom saving throw. Any creatures that fail must kneel and lay down all weapons. They remain in this position for 1 hour or until they feel they are in danger. You must finish a long rest before being able to do this again. 48