The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by archangel777, 2023-02-05 17:38:52

Menagerie of Magic

Menagerie of Magic

___ Colossal Picnic basket Wondrous item, very rare Place the picnic basket on the ground, your party can take a break to eat. Each creature that eats can restore 8d6+8 hit points. Anyone that eats from the basket cannot benefit from another picnic basket for 24 hours. Constitution potion Consumable, rare Taking a drink of this potion will cause your senses to spike and your body to shiver. For the next 4 hours you gain a +1 bonus to your constitution score. Cramp Weapon (greataxe), rare (requires attunement) While you are attuned to this item, you gain a bonus to your attack and damage rolls equal to the number of creatures within 5ft of you. Crate of creation Wondrous item, Legendary (requires attunement) This box is around 3ft wide x 2ft deep x 1ft tall. Any non living creature you place in the box for 24 hours will be perfectly duplicated inside. Be warned, Legendary items cannot be duplicated and those attempting it may find themselves in incredible danger. Crown of eyes Wondrous item, rare (requires attunement) This crown is made from solid brass and is encrusted with jewels of all types and sizes. While you are attuned to this item the gems act as eyes, granting you vision in all directions. As a result you can no longer be surprised while you are conscious and you gain advantage on any skill checks to do with vision. 99


Crystalline sapphire Wondrous item, rare (requires attunement) While you are attuned to this item you gain the ability to read creature's thoughts at will. Curse: as long as you are attuned to this item, you are also cursed. You no longer have an inner monologue, you speak all of your thoughts out loud for everyone to see. This includes when reading minds. ___ Cyclops circlet Wondrous item, very rare (requires attunement) This ornate little crown is crafted from solid silver. In the centre is embedded a Ruby, just above the eyes of the wearer. This circlet grants you a +2 bonus to your wisdom score. In addition to this, you can use an action to send a beam of energy from the Ruby to a target within 30ft. The damage is of any element type you choose and deals 4d8 damage. This attack always hits providing you can see the target. You can do this a number of times equal to your wisdom modifier per day. You regain all spent charges at dawn. Darude Wondrous item. uncommon (requires attunement) You can summon a sandstorm in a 50ft radius centred on yourself. The area is now difficult terrain and skill checks and attack rolls that rely on sight are now made with disadvantage. Death magnet Wondrous item, rare A small horseshoe shaped piece of black metal. This magnet is not attracted to metal, but death. Whenever a creature dies within 50ft of you, you can use a reaction to teleport to that creature. You must finish a long rest before you can do this again. Defiant hoop Ring, uncommon (requires attunement) If you are the recipient of an attack that would reduce you to below 0 hit points, instead retain 1 hit point. This happens automatically and can only happen once per day. 100


Delicate peacock feather Wondrous item, rare This feather is crafted from solid gold. When you speak the command word, this beautifully detailed feather will launch you 50ft into the air and allow you to slowly glide back to earth. The feather has 3 charges that reset at dawn. Destroyer of worlds Weapon (mace), very rare (requires attunement) This hammer was found in the crypt of a wizard who accidentally killed himself by attempting to cast powerful spells while wearing armor that obstructed his movements. While you are attuned to this weapon, you gain a +3 bonus to attack and damage rolls. You also gain resistance to all non magical damage. Curse: as long as you are attuned to this item, you are also cursed. You make all of your attack rolls with disadvantage. Detective's eyeglasses Wondrous item. uncommon (requires attunement) While you are attuned to these basic looking glasses you gain a +5 bonus to the perception and investigation skills. Devine cocoon Wondrous item. rare (requires attunement) Choose one target, as an action you can activate and throw this orb at them. They are immune from all damage and effects and their movement becomes 0ft for 5 turns while they are encapsulated in a cocoon of holy light. They recover 1d8+4 health per round and cannot escape the cocoon early. Once you have done this, you must finish a long rest before you can do so again. Dexterity potion Consumable, rare Taking a drink of this potion will cause your senses to spike and your body to shiver. For the next 4 hours you gain a +1 bonus to your dexterity score. ___ 101


Diamond tiara Wondrous item, uncommon (requires attunement) While you are attuned to this crown, you can choose one cantrip from the spell list of each class. You can now cast these at any time using the spell modifier from the original class. If you already know some cantrips, these do not count against the number of cantrips you know. Draft of size Consumable, rare After you drink this potion roll a d20. If the number you roll is even, you double in size in all directions and your weight increases 8 fold. You gain advantage on strength checks and strength saving throwns. If the number is odd, you half in size in all dimensions and your weight reduces 8 fold. You have disadvantage on strength checks and strength saving throws. Drunkard's Cap Wonderous item, uncommon (requires attunement) The bearer always knows the direction to the closest alcoholic beverage. Dwarven band Ring, rare (requires attunement) While you are attuned to this ring, you gain darkvision out to a distance of 60ft. If you already have darkvision, this range is extended to 120 ft. You gain resistance to poison damage and you have advantage on saving throws against poison effects. ___ Dwarven pouch of storage Wondrous item, uncommon (requires attunement) This simple pouch is embroidered with Dwarven symbols and runes. The pouch has a secure drawstring that only opens when the attuned attempts to open it. Curse: as long as you are attuned to this item, you are also cursed. Any elf that you come across is hostile towards you. 102


Elixir of draconic travel Consumable, rare Immediately upon drinking this elixir you feel a sharp pain in your back. Over the next minute or two, powerful, scaled wings sprout from your back and force their way out. Each of these wings are almost the size of you. You gain a flying speed of four times your walking speed and you can carry one other creature of similar weight. This lasts for 4 hours. Elixir of youth Potion, very rare This small vial is filled with a fizzy purple liquid. Drinking it causes your body to half its age. Increase your Strength, Dexterity and Constitution scores by 1, and decrease your Charisma, Intelligence and wisdom scores by 1. Embroidered leather armor Armor (leather), uncommon (requires attunement) This armor has been sewn together by a trainee alchemist and he accidentally spilled a healing potion onto it. This somehow soaked into the leather and allows you to heal yourself 2d4+4 hit points once per day as an action. ___ Elven band Ring, rare (requires attunement) While you are attuned to this ring, you gain darkvision out to a distance of 60ft. If you already have darkvision, this range is extended to 120 ft. You gain proficiency in the perception skill and you have advantage on saving throws against charm effects. Eternity Ring, very rare (requires attunement) You gain immunity to all conditions. Evaporator Wondrous item, rare (requires attunement) When this orb is placed in a water source it heats up to an unbelievable temperature and begins to boil the water causing it to evaporate. It does not matter how big the body of water is, it will cause the water around it to boil. 103


Everlasting candle Wondrous item, rare A small wax candle that never seems to burn down when lit. The light shines bright light for 30ft and dim light for 30ft further. This candle works underwater and even in environments without oxygen. Extinguish the flame by speaking the command word. Exotic hide armor Armor (hide), uncommon This armor is made from the skins and furs of exotic animals such as Rhinos, gorillas and tigers. The value of this hide armor is four times greater than standard hide should you wish to sell it. While you are wearing this armor you gain proficiency in the Survival skill. Eyes of observation Wondrous item. rare (requires attunement) This pair of glass eyes can be attuned to allow you to see through them when you close your eyes. As long as you remain within 1 mile of the eyes you can use them as obsevation devices. ___ Flameband Ring, uncommon (requires attunement) While you are attuned to this item you can survive in locations of extreme heat without taking any ill effects. Foil helm of conspiracies Wondrous item, rare This helm while thin offers some major protection. It does very little to protect your physical body but it keeps your mind safe, man. While wearing this helm you have advantage on saving throws to save against being Charmed, Frightened, Paralyzed and Petrified. Footsoldier's breastplate Armor (breastplate), very rare (requires attunement) While you are attuned to this armor you gain a +1 bonus to your AC and all saving throws. Additionally, your movement speed increases by 10ft. 104


Facade Weapon (mace) uncommon (requires attunement) This mace seems like any other mace but the edges of the hammer heads have been sharpened. Attacks made with this weapon deal an additional 1d4 slashing damage. Fortified Amulet Amulet, rare This gleaming, golden necklace is magnificently polished. It is so clean and shiny you can use it as a mirror with no problems. Reduces all damage taken by 1d4. Your Wisdom ability score is increased by +1. Friable cape of strength Wondrous item, uncommon (requires attunement) This cloak is thick and fur lined, it would be well suited to colder climates. Upon attuning to this cloak you feel much more powerful, but less graceful. Increase your strength by +2 and decrease your Dexterity by -2 ___ Gem dealer’s monocle Wondrous item, legendary (requires attunement) Traditionally used by jeweller’s to examine gemstones for impurities, this magical variant allows the user to examine an item for magical properties. Cast the identify spell at will, without the need for the consumable components. Gloves of arcane grip Wondrous item, uncommon These blue silken gloves are decorated with golden threadwork, they're a snug fit, but not uncomfortable. They are peculier in that they do not increase your strength, but allow you to lift and carry double the weight you usually would be able to. Gloves of mass adjustment Wondrous item, very rare (requires attunement) If yo wear obje muc cons from one 105


Gloves of the spider Wondrous item, uncommon (requires attunement) While wearing these gloves the user gains a climbing speed equal to their walking speed and can walk up and down walls without the use of their hands. ___ Glowing lunar stone Wondrous item, uncommon This blue translucent gemstone is rumoured to have fallen from the moon. If you clutch it you can tell whether it is day or night, even when underground. Gnarled drinking horn Wondrous item, uncommon Drinking an alcoholic beverage from this hollowed out horn makes you feel full of life and power. You gain an inspiration die of a d6. You may add this to any ability check or saving throw. You may choose to use the inspiration die after rolling, but before the GM announces whether or not you succeeded. You must finish a long rest before you can do this again. Gnomish band Ring, rare (requires attunement) While you are attuned to this ring, you gain darkvision out to a distance of 60ft. If you already have darkvision, this range is extended to 120 ft. You also have advantage on all Intelligence, wisdom and charisma saving throws against magic. Greater Picnic basket Wondrous item, very rare Place the picnic basket on the ground, your party can take a break to eat. Each creature that eats can restore 6d6+6 hit points. Anyone that eats from the basket cannot benefit from another picnic basket for 24 hours. Greater potion of the Magi Potion, very rare This vial contains an ordinary looking liquid. Like water with a subtle blue tint. Drinking it allows the user to recover 1 5th level spell slot. 106


___ Halfling band Ring, very rare (requires attunement) While you are attuned to this ring, you gain the ability to reroll a dice roll of 1 on attack rolls ability checks and saving throws. You must use the new roll. Hazy crystal band Ring, rare (requires attunement) When it was first crafted, this crystalline ring was clear as glass and quite beautiful. But over the years its appearance has diminished and so has its powers. While you are attuned to this item, your proficiency bonus increases by +1, but all of your other stats are reduced by 1. Healthy Ring Ring, rare (requires attunement) This silver banded ring is very finely detailed. The banding is delicate and decorated with small red hearts. While attuned to this item you increase your constitution score by +2 Heat seeking goggles Wondrous item, uncommon These goggles allow the user to see via temperature. Heavy chainmail shirt Armor (chain shirt), rare (requires attunement) While you are attuned to this armor you gain a +2 bonus to your AC, but you suffer from disadvantage on your stealth checks. Heavy head protector Wondrous item, uncommon This leather helm was roughly thrown together in a rush by someone who didn't know what they were doing. They clearly just wanted some kind of protection for their head and haphazardly slapped this together out of scraps. You may choose to pass a Constitution saving throw you otherwise would have failed. You must complete a long rest before being able to do this again. 107


Hat of the Green Dragon Wondrous item, uncommon (requires attunement) This cloth headpiece was sewn together using the finest silks and strongest threads. After the completion it was soaked in the poison from a Green Dragon. While attuned to this item you gain resistance to poison damage. Healer of the broken heart Wondrous item, very rare (requires attunement) While you are attuned to this item, you gain double the amount of healing you should from all sources. Heart of the volcano Amulet, uncommon This ruby amulet is worth 500 gold. As far as magical properties go, it has very limited abilities. While you are wearing this amulet, your hit point maximum increases by 5. Hellfire amulet Amulet, uncommon (requires attunement) While you are attuned to this item,as an action you can speak the command word to cause the amulet to repeatedly erupt in flames. You and all adjacent creatures take 1d6 fire damage at the start of each of your turns until you use a bonus action to stop it. ___ ___ Helm of the Priest Wondrous item, uncommon This hat is tall, made from interwoven red and white fabrics and has a religious symbol sewn into the front. Once per day, you may grant yourself advantage on any Religion skill check. Hewn stone of the camel Wondrous item, uncommon (requires attunement) This small gemstone is named after the impressive abiities it grants. While you are attuned to this item, you can last up to a week without water and your movement speed is not hindered when travelling on sand. 108


Hindsight crystal Wondrous item, uncommon (requires attunement) While you are attuned to this gemstone you gain the power of hindsight! After an event, puzzle, combat encounter etc you may ask your GM for more info about what transpired. They can give you more info about what you could have done better so you can use this information going forward. Hubristic Studded Leather armor Armor(studded leather), rare This light armor looks as though it would be a perfect fit for just about anyone. It offers protection while being loose and free flowing. Once per day, you may grant yourself advantage on any skill check. You also gain a +2 bonus to maintain your concentration on a spell. Illusory hair band Wondrous item, uncommon This simple wooden band when placed into your hair gives off the illusion that your hair and appearance looks perfect in every way. Immaculate copper ring Ring, uncommon This magical ring enlarges or shrinks to fit any finger of any wearer. The metal never tarnishes and is always clean and shiny. ___ Immovable rod of pain Rod, uncommon This immovable rod acts the same as any other immovable rod but it is cursed. Curse: as long as you have possession of this item, you are also cursed. You are now vulnerable to all spell damage. 109


Insect amulet Amulet, rare (requires attunement) As an action you may speak the command word to activate the effect of the amulet. You shapeshift into a half breed of your race and some kind of insect. You gain a climbing speed equal to your walking speed and a flying speed equal to your walking speed. Additionally you gain a stinger that you can make unarmed attacks with that deal 1d8 poison damage. You can spend up to 4 hours in this state in any 24 hour period. If you exceed this time you run the risk of permanentlty transforming. Instant door Wondrous item, rare This is a small wooden wand with runes carved into it. Use the wand to trace an outline on a wall. The wand dissolves into the air once used. The outline instantly transforms into a door that lasts for 30 minutes. After that time, the door returns to its original form. ___ Intelligence potion Consumable, rare Taking a drink of this potion will cause your senses to spike and your body to shiver. For the next 4 hours you gain a +1 bonus to your intelligence score. Invincible White Dragon Amulet, legendary (requires attunemnt) This solid silver disc is freezing to the touch and has a constant layer of frost coating its surface. If left resting against skin for too long, it can cause pain. While attuned to this amulet, your hit point maximum is increased by +15, you reduce all damage taken by 1d4 and you may grant yourself advantage on any skill check. You must complete a long rest before you can do this again. 110


Jade band of luck Ring, rare (requires attunement) This green ring is hewn from stone and smoothed to the point that it feels like glass to the touch. While you are attuned to this item, you gain a +1 bonus to all skills. ___ Jekyll and Hyde potion Consumable, rare Upon drinking this potion, you begin to feel different. Roll a d20. On an even roll, your strength. dexterity and constitution scores all increase by +1. On an odd roll, your intelligence, wisdom and charisma scores increase by +1. These benefits last for 4 hours. Jones' whip Weapon (whip) uncommon As an action you can attempt to disarm an opponent by targeting their weapon hand. You must declare this action before your attack roll. Make your attack with disadvantage, no damage is dealt on a success, but the target instantly drops whatever they're holding. Kamikazi stone Wondrous item, rare (requires attunement) While making death saves you can cause your body to explode. You die and your body is not recoverable. Every creature in a 100ft radius takes 10d6 force damage. Last will Weapon (rapier) rare (requires attunement) Attack and damage rolls made with this weapon gain a +1 bonus. If you were to die while attuned to this item it would teleport to the side of your next of kin upon your death. Both ensuring an enemy could not steal your weapon and that your family know that you have fallen. 111


Last word Weapon (club) uncommon If you are last in the initiative order, attacks made with this club deal an additional 1d6 damage. Leather pierced vest Armor (studded leather), rare (requires attunement) This studded leather has been crafted exceptionally well. While it does not protect you from non magical weapons in the way a magical set of armor would, this armor calculates your AC as 14+ dex . ___ Lestrade's glass Wondrous item. rare (requires attunement) While you are attuned to this trinket, you have a handy knack at puzzles. Whenever you come across a puzzle, you may ask your GM for a clue. ___ Liar's armor of deception Armor (chain mail), uncommon While you are wearing this armor you gain proficiency in the persuasion and deception skills. Lightning rod Rod, very rare (requires attunement) As an action, you can raise the rod into the air and summon a lightning bolt. The bolt will strike the rod and spread to every square adjacent to you while the rod protects you from harm. Every enemy in an adjacent square to you must succeed on a DC 15 dexterity saving throw or take 1d8 lightning damage and be knocked prone. Lungalax seaweed Consumable, uncommon When consumed this particular type of seaweed grants the user the ability to hold their breath for double the amount of time they normally would be able to. This is due to the modification of the way the body uses oxygen. This benefit lasts for 4 hours. 112


Long distance sending stones Wondrous item, rare A gift from your girlfriend, from another plane of existence, honest. These sending stones allow you to communicate with whoever has the partner stone. Whether they are on the same plane as you or not. Lucky Furbolg paw Wondrous item, uncommon This paw has 3 charges. Each charge allows you to reroll any dice roll of a 1. Once all 3 charges have been spent, the paw loses all magic and starts to decompose. Lucky boots of knowledge Wondrous item, rare These metal plated boots have a leather interior for comfort, no one wants to place their feet in freeing metal boots. While wearing these boots you gain a +2 bonus to concentration checks and you may automatically pass any skill check as long as you do so before rolling for the check. You must complete a long rest before you can do this again. Magnesiso Wondrous item, uncommon (requires attunement) This is a small, round, black disc. As an action you can attach this item to the metal armor of a creature. Attack rolls of metallic weapons or ammunition with metallic tips gain a +2 bonus as the magnesis attracts the weapons. Mana barrier cloak Wondrous item, very rare (requires attunement) While you are attuned to this cloak you can use your reaction to cast the shield spell at will. Curse: as long as you are attuned to this item, you are also cursed. You make all of your saving throw rolls with disadvantage. ___ 113


Marauder's Tunic Armor (leather armor), very rare (requires attunement) You gain a +2 bonus to AC while wearing this armor. It was made for one of the greatest Pirate captains of the last century, Captain Claw. His very name is enough to strike fear in some men and this tunic is widely recognised. While attuned to this armor you gain advantage on intimidation checks, your hit point maximum is increased by +10 and you may grant yourself advantage on one Constitution saving throw. You must finish a long rest before you can do this again. Master Baiter’s pole Wondrous item, rare This fishing rod requires no bait. The hook is dazzling enough to attract any fish in the area. Providing there is fish in the water you are casting into, a fish is guaranteed to be hooked within a minute. ___ Masterful duelling gloves Wondrous item, rare (requires attunement) While you are attuned to these gloves, you can add your proficiency modifier to the damage rolls of a weapon, providing you have a one handed weapon in one hand and nothing in the other. Masterworked armor Armor (any type), very rare (requires attunement) This armor has been crafted from exceptional materials by an artisan craftsman. While you are wearing this armor you gain resistance to all sources of damage. Menacing gauntlets Wondrous item, rare (requires attunement) Whoever made these gloves tried their hardest to make them look intimidating. Flaming skulls adorn the backs and there are spikes that move up the arm, these have little to no purpose, but they look scary! While attuned to these gauntlets your Dexterity ability score is increased by +2 and you resist poison and acid damage. 114


Mercy Weapon (quarterstaff) uncommon No matter how hard you try, this quarterstaff is incapable of dealing lethal force. Every time you go in for the killing blow with this weapon it just knocks the target unconscious. Minor Picnic basket Wondrous item, uncommon Place the picnic basket on the ground, your party can take a break to eat. Each creature that eats can restore 2d6+2 hit points. Anyone that eats from the basket cannot benefit from another picnic basket for 24 hours. Minor potion of the Magi Potion, uncommon This vial contains an ordinary looking liquid. Like water with a subtle blue tint. Drinking it allows the user to recover 1 1st level spell slot. Missile Blocking Bulwark Shield, very rare (requires attunement) While holding this shield, you have a bonus of +2 to your AC. This bonus is in addition to the shield's normal bonus to AC. The shield has seen better days. It is covered in scratches and dents, scorch marks and dings. The missile blocking shield imposes disadvantage on all non-magical ranged attacks against you. You also gain +1 to Dexterity saving throws made to avoid damage from spells. ___ Mocking Belt of Speed Wonderous item, uncommon The bearer may cast Vicious Mockery once per day. The bearer gains a +1 bonus to initiative rolls Molegrip claws Wondrous item, uncommon This metallic claws fit over the knuckles. You gain a climbing and tunneling speed equal to your walking speed. 115


Moth'rakuls Pendant of the Dragon Amulet, very rare (requires attunement) The great Orc chieftan Moth'rakul was famed for his ability to spew forth flames on the battlefield, causing his foes to scream in agony as they burn to death. No one knew how he did it until after he died and looters raided his hut. They found this amulet and his secret was discovered. While attuned to this item you gain the ability to breathe fire in a 15ft cone extending from you as an action. Each creature caught in the flame belch must succeed on a DC 18 Dexterity Saving throw or take 6d6 fire damage. You may do this a number of times equal to your Charisma mod (minimum 1). You must complete a long rest before you can do this again. ___ Nemesis axe Weapon (greataxe), very rare This is a cursed item. When attacking creatures that are surprised, any attack that succeeds is an automatic critical hit. However, while attuned to the item, it corrupts your personality. You are unable to make lawful decisions or actions. Nimble scalpel Weapon (dagger) uncommon (requires attunement) This small blade is the type of knife regularly used in surgery. The blade is small but very sharp. Attack rolls made with this blade gain a +1 bonus and initiative rolls made while attuned to it gain a +2 bonus. Nottingham longbow Weapon (longbow), rare (requires attunement) This longbow once belonged to a highwayman who would give most of his spoils to those who need it most. This longbow has been modified so you can nock up to 3 arrows at a time. If you attempt to make an attack like this you must make all attacks with disadvantage. You can send all 3 arrows at one target or up to 3 separate targets providing they are within a 100ft cone of you. 116


Orb of beauty Wondrous item, uncommon While you are in possession of this item you see every humanoid as beautful as you can possibly imagine. Everyone seems perfect in every way. Curse: as long as you are in possession of this item, you are also cursed. As soon as you take hold of it for the first time, your skin becomes grey and your hair falls out. Orb of empathy Wondrous item, uncommon While you have this item in your possesion, you are much more in tune with other people's feelings. You gain a +2 bonus to persuasion (charisma) skill checks. ___ Otto's arms Wondrous item. very rare (requires attunement) This mechanical device attaches to the back like a backpack or bedroll, but it adds 2 powerful mechanical arms to your body. You control these arms mentally as if they were your own allowing you to free up your hands for other things. Padded Armor of the Performer Armor (padded armor), uncommon This simple armor type is regularly used by those in the circus and acrobatic arts. Once per day, you may grant yourself advantage on any Performance skill check. Parasitic arrow Ammunition, arrow (rare) These arrows fly straight and true granting your attack rolls a +1 bonus. Creatures attacked with this arrow must succeed on a DC13 constitution saving throw or be corrupted with a parasite. The parasite eats away at the flesh from the inside. Each round the creature is infected they take 1d4 poison damage at the start of their turn. 117


Peep scope of the scholar Wondrous item, very rare (requires attunement) You may spend 1 minute observing a creature's behaviour and anatomy. After this time, you can correctly assume the creatures immunities, resistances and vulnerabilities. Peeping tom Wondrous item, rare This tube resembles a seeing scope a pirate would use from a crows nest while out at see. However if you were to look through it you would be greeted with nothing but blackness. However, when the glass is pressed up against a wall, you can see straight through the scope and the wall. ___ Plaguespreader Weapon (battleaxe), uncommon (requires attunement) While you are attuned to this weapon, attacks deal necrotic damage rather than slashing. If you land the killing blow on a creature using this weapon the enemy explodes and splatters necrotic ooze on all creatures within a 10ft radius dealing 1d8 necrotic damage. Polymorph Potion Potion, rare This silver potion appears to move in its vial even when stood on a bench. Upon closer inspection you see the image of hundreds of different creatures running, swimming or flying around in the metallic liquid. It requires you to drink the entire vial in one swig and allows you to cast the polymorph spell on yourself. Potent unknown potion Potion, uncommon This Vial contains a dark yellow liquid, unlike any potion you have seen before. You are unsure of the effects. GM Info: It was just moonshine! Disadvantage on dexterity checks for 2 hours. 118


Potion of combustion Potion, rare Inside this vial is a flame, despite there being no source of oxygen or flammable liquid inside. The flame moves and flows like a liquid. When you drink this potion, your body temperature spikes. For the next 3 hours, you gain resistance to fire damage. Also, when you take any damage, every creature within 5 feet of you must make a DC12 Dexterity save, or take 1d6 fire damage, and half on a success. Potion of leeway Potion, rare This green potion looks like poison or acid upon first inspection. Drinking this potion grants you temporary hit points equal to twice your level. Potion of the cheetah Potion, uncommon Orange liquid fills this vial, it is thick and viscous. Drinking this potion increases movement speed by 50% for one hour. Potion of snowcaps Potion, rare This potion is a very solid white colour, no one would blame you if you confused it for milk. Drinking this potion causes you to exhale a frost breath in a 15 feet cone. Each creature in the area must make a DC13 Constitution save, or take 3d6 cold damage and and half as much on a success. Pouch of expensive components Wondrous item, very rare This small pouch always seems to have consumable spell components in it, no matter how often you use it. It is full of diamonds and rubies and countless others. If you attempt to use any of the components in any other way than as a component, for example selling the diamonds for profit, you become cursed. Curse:your memory of basic info wanes. spell components are confusing to you. when casting a spell with components, roll a d10. on a 1-4 you cant find the correct component and you spend your time fumbling through your component pouch. 119


Purity Legendary ring (requires attunement) This golden ring houses a beautiful gemstone of deep purple. The stone is held in place by 4 ivory claws. It is rumoured to be previously owned by Jargor Ethyl, the Mindflayer from folk tales. While attuned to this ring, your hit point maximum is increased by 15, you gain immmunity to effects of mind control , your Constitution ability score is increased by +2 and all of your Saving throw modifiers are increased by +2. Quarterstaff of endless knowledge Weapon (quarterstaff), very rare (requires attunement) This staff is decorated with a golden winged arrowhead atop its shaft with leather wrapped sections for hands. You gain a +1 bonus to attack and damage rolls made with this Quarterstaff as well as +1 bonus to your spell save DC. In addition, you choose 3 cantrips from any classes spell table, these cantrips are now castable for you. They do not count against the number of cantrips known and you use the spellcasting ability type that is assosciated with the class from which the cantrips have been taken. Quarterstaff of planar travel Weapon (quarterstaff), very rare (requires attunement) Once per day you can use this quarterstaff to travel to another plane of existence. However once you cast the spell you must roll a d10. On a roll of 1 you are transported to random plane that you did not choose. Quickstep boots Wondrous item, uncommom These boots allow you to get ahead of your enemies. While you are wearing these boots you gain a +2 bonus to your initiative rolls. Razor sharp Greataxe Weapon (greataxe), uncommon This Greataxe has been sharpened on the highest quality whetstone. The base damage of this greataxe is no longer 1d12, instead roll 3d4. 120


Razor sharp Greatsword Weapon (Greatsword), uncommon This Greatsword has been sharpened on the highest quality whetstone. The base damage of this greatsword is no longer 2d6. Instead, you roll 3d4. Red Dragonborn band Ring, rare (requires attunement) While you are attuned to this ring you are resistant to fire damage. Additionally, you gain the ability to breath fire in a 15ft cone. The DC for this saving throw equals 8 + your Constitution modifier + your Proficiency Bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. Reflection cloak Wondrous item, rare (requires attunement) This cloak allows you to walk through mirrors into a protective plane. While you are in this planar realm you are safe and cannot be harmed but beware, if someone destroys the mirror that you entered through, you could be lost for years trying to find an alternate exit. Regular Picnic basket Wondrous item, rare Place the picnic basket on the ground, your party can take a break to eat. Each creature that eats can restore 4d6+4 hit points. Anyone that eats from the basket cannot benefit from another picnic basket for 24 hours. Regular potion of the Magi Potion, rare This vial contains an ordinary looking liquid. Like water with a subtle blue tint. Drinking it allows the user to recover 1 3rd level spell slot. Reinforced armor Armor (any type), rare This armor has been crafted from superior materials by a master craftsman. While you are wearing this armor you gain resistance to bludgeoning, piercing and slashing damage from non magical weapons. 121


Replenishment orb Wondrous item, Very rare (requires attunement) This large pearl can be used as a spellcasting focus. It looks like an ordinary pearl in that it is round, but that is where the similarities stop. This pearl is gold in colour and is the size of a child's head. At the start of your turn, you regain 1d6 hit points if you have at least 1 hit point and your hit point maximum increases by 10. Additionally your Intelligence ability score also increases by +1. Reptilian ring Ring rare (requires attunement) As an action you may speak the command word to activate the effect of the ring. You shapeshift into a half breed of your race and some kind of insect. Your body becomes covered with hard scales, your AC is set to 20 regardless of your standard AC or any bonuses you may receive. You also do not have any ill effects from being in areas of extreme heat for long periods. You can spend up to 4 hours in this state in any 24 hour period. If you exceed this time you run the risk of permanentlty transforming. Resistance potion Potion, uncommon Drinking this grants the user resistance to Bludgeoning, Piercing and Slashing damage for one hour. Rhino surging ring Ring, very rare (requires attunement) This ring is crafted from a gleaming silver metal and is decorated with a rhino head including tusk. As an action, you may project the spectral form of a rhino up to 30ft in front of you. It passes through solid objects and attacks all creatures in range. Make a melee attack roll using your strength ability modifier. All creatures hit take 3d6 damage and must succeed on a DC10 Strength saving throw or be knocked prone. 122


___ Ring of fortune Wondrous item. uncommon (requires attunement) While you are attuned to this item, fortune always seems to be in your favour. You regularly find yourself looting rare gems and coins that look to hold considerable value. Curse: When you attune to this item you become cursed. Your whole body flashes with severe pain and you pass out. Once you awaken you find your body has transformed to that of another race. This transformation is permanent and cannot be undone. Ring of Tremors Ring, Legendary (requires attunement) While you are attuned to this ring, you may cast the Earthquake spell. Once you have done this, the ring must rest and regain power before being able to do so again. This takes 24 hours. Robes of the silent assassin Wondrous item, uncommon (requires attunement) While you are attuned to these robes your attack and damage rolls gain a +1 bonus. Curse: as long as you are attuned to this item, you are also cursed. As soon as you attune, you find yourself being unable to speak. Robust Cloak of the lookout Wondrous item, rare (requires attunement) This thick cloak allows you to keep warm and keep your body fluid. Your hit point maximum increases by +15 and you may grant yourself advantage on any Perception skill check. You must finish a long rest before you can do this again. Rod of healing Rod, rare (requires attunement) While you are attuned to this item your healing spells become harder to control due to increased potency. Whenever you cast a healing spell on a target, you may also heal another target within 5ft of the original target for half as many hit points. 123


Rod of immobility Rod, rare (requires attunement) Choose up to 6 creatures within a 50ft radius of you and reduce their speed by 10ft each. As long as you are reducing someone's movement speed, yours cannot be reduced. Runic wooden shield Shield, very rare (requires attunement) This wooden shield is covered in ancient runes from hundreds of civilisations and ages. It's origin is unknown but it appears very old. While holding this shield, you have a bonus of +1 to your AC. This bonus is in addition to the shield's normal bonus to AC. It also increases all of your stats by +1. Sacrificial transition Wondrous item. rare (requires attunement) As an action you may choose to reduce your hit points to 0 and start making death saving throws on your next turn. Choose one party member, until you either stabilize or die, this party member gains an additional action on each of their turns. Scale mail of the catfish Armor (scale mail), uncommon (requires attunement) While you are attuned to this armor you gain a swim speed that is equal to double your standard walking speed. Scale Mail of the Sleuth Armor(scale mail), uncommon This scale mail has a fur covering. Once per day, you may grant yourself advantage on any Insight skill check. Scope goggles Wondrous item, uncommon These goggles allow you to zoom your vision in to allow you to see items up to 60ft away as if you were adjacent to them. You can even read small print on books from this distance. 124


___ Scorpion sting Ammunition, rare These arrows have been soaked in the venom from a scorpion for over one week. This causes these arrows to deal an additional 1d4 acid damage. Scouts armor of the Lookout Armor (ring mail), uncommon You may grant yourself advantage on any Perception skill check. You must finish a long rest before you can do this again. Seizefrost Weapon (shortsword), rare (requires attunement) While you are attuned to this weapon, melee attacks deal an additional 1d6 cold damage and the target's movement speed is reduced by half. Self filling bucket Wondrous item, uncommon Speaking the command word causes this regular metal bucket to fill with water. Perfect if you need to water your horse, have a quick wash or drown someone… Serpentine chain of flames Amulet, very rare This neck piece is fashioned from rubies and carved in the shape of a snake. When the light hits it,it appears to slither around your neck. While attuned to this necklace you gain advantage vs. effects that cause the Stunned condition, you gain resistance to fire damage and your Intelligence score increases by +1. Shadowalker Robes Wondrous item, very rare (requires attunement) While you are wearing these robes you become almost impossible to see anytime you are dim light or shadows. Anytime you are covered in shadow your stealth checks gain a +5 bonus. Curse: as long as you are attuned to this item, you are also cursed. Healing from spells no longer affects you. 125


Shepherd's cloak Wondrous item, uncommon The bearer gains a +1 bonus to (Wisdom) Animal Handling checks. It also contains 1d4 unreplenishable charges of the speak with animals spell. Shield of elemental transmutation Wondrous item, very rare (requires attunement) This shield gains a +1 bonus to AC. This is in additional to the +2 to AC from the standard shield. If an elemental based attack targets you , the shield can alter the element in question before it hits you. Additionally, if an elemental spell that targets you receives a 1 on the attack roll, the spell will hit your shield and you can reflect it back at the caster after transmuting it. Sloane's footpads Wondrous item, uncommon (requires attunement) While you are attuned to these shoes, you may use your feet as weapons. You can now make a modified unarmed attack using your feet as a bonus action. The damage for this kick attack is 1d6 and uses either Strength or Dexterity for the attack and damage rolls. Slinky Dancer's slippers Wondrous item, uncommon While you are wearing these slippers you gain proficiency in the performance skill. Snarltooth Weapon (longsword), rare (requires attunement) This longsword was found in the den of wolves embedded into the side of a pack leader. Obviously some poor soul attempted to kill the beast and failed miserably. Attack and damage rolls made with this weapon gain a +4 bonus when targetting beasts. Curse: as long as you are attuned to this item, you are also cursed. When you attune to the item you instantly drop to 0 hit points and begin making death saving throws. 126


Snowpiercer Ring, very rare (requires attunement) While you are attuned to this ring, you gain resistance to frost damage. Additionally, as an action you may summon large icicles to burst from the ground dealing 2d6 frost damage. The target must succeed on a DC18 dexterity saving throw or their movement speed becomes 0 until the start of your next turn. Sonar blindfold Wondrous item, legendary (requires attunement) This thin strip of cloth looks like nothing special, by design. Originally used by street hustlers long ago, this blindfold was used to trick people into thinking the wearer was a victim of a horrible accident where they lost their eyes. In reality this is a majorly powerful item. While attuned to this blindfold and it is covering your eyes, you gain several benefits. You gain immunity to Blinded and deafened conditions. Attacks that hit you reduce all damage taken by 1d4. Your Wisdom ability score is increased by +2. You gain truesight out to a distance of 60ft Soulstealer Weapon (sickle) very rare (requires attunement) While you are attuned to this weapon attack and damage rolls gain a +1 bonus. Every time you deal damage with this weapon, you are healed for an equal amount. If you are at your hit point maximum, you can gain remporary hit points instead. Stage magician's handy hoop Ring, uncommon While you are wearing this ring, you may cast the cantrip Minor illusion. Stalwart Chain Shirt Armor(Chain shirt), rare (requires attunement) You gain a +2 to your AC bonus while wearing this armor and your hit point maximum increases by +10. It is a very popular option for front line fighters due to its light weight, protection properties and maneuverability. 127


Static collar Amulet, rare (requires attunement) This collar fits snugly around the neck and grants you perfect balance, granting you advantage on athletics checks. You also gain expertise in the athletics skill. Curse: as long as you are attuned to this item, you are also cursed. Lightning attacks made against you do not require attack rolls, they automatically hit. Damage rolls must be made as normal. Steel gutter Weapon (hand axe), very rare (requires attunement) Attack and damage rolls made with this weapon gain a +2 bonus. Additionally, if you roll a critical hit on your attack roll, roll again. On a roll of 15+ you slice the axe into the stomach of the target and rip out its guts instantly killing it if has less than a quarter of its hit point maximum. Curse: as long as you are attuned to this item, you are also cursed. Potions no longer have any effect on you. Strength potion Consumable, rare Taking a drink of this potion will cause your senses to spike and your body to shiver. For the next 4 hours you gain a +1 bonus to your strength score. Surveyors kit Tools, unique, uncommon Spending 10 minutes surveying a structure with this kit will allow you to identify any potential weak points or structural insercurities. Sword of mastery Weapon (longsword), very rare (requires attunement) Attack and damage rolls made with this sword receieve a +1 bonus. Additionally, while you are at full hit points your melee attacks send a wave of power out from the blade. Your melee attacks now deal damage to all creatures in a 15ft cone. Make separate attack and damage rolls for each target. 128


Tabard of death Wondrous item, rare (requires attunement) While you are attuned to this tabard, the god of death sees you as an ally. You must fail five death saving throws before you actually die. It still requires three passes to stabilize. Curse: as long as you are attuned to this item, you are also cursed. Everywhere you go, you are surrounded by the smell of death. You are unsure if you are the one that smells or if the stench of murder follows you. Tabard of thorns Armor(studded leather), legendary (requires attunement) This armor looks more like something that would grow in a forest than something you would wear. Covered from top to bottom in viscious, long barbs, anyone who gets too close would fall victim to laceration. You gain a +3 bonus to your AC while wearing this armor. Your hit point maximum is increased by +15 and if you are hit by a melee weapon attack, the attacker suffers 1d10 piercing damage. Tarkhana's gloves Wondrous item, rare (requires attunement) While you are attuned to these gloves you can modify the molecular properties of varius metals. You can modify their shapes and craft simple statues or makeshift handcuffs with your hands in seconds. You can increase or reduce the strength of the metals to reinforce your weapon or weaken an opponents. Tempest Weapon (light crossbow) uncommon Attacks made using this crossbow are charged by a small battery housed in the handle of this crossbow. This alters the damage type to lightning damage. The Bride's sword Weapon (longsword) uncommon (requires attunement) This long slender blade was originally designed for use by ancient warriors, the blade is folded many times to create incredibly strong metal so these blades should last hundreds of years. While you are attuned to this weapon you can use it with one hand and your damage die is a d10. 129


The pearl necklace Amulet, uncommon While you are wearing this necklace, it grants you a +1 bonus to one saving throw. The Queen's cloak Wondrous item, very rare (requires attunement) This cloak looks very royal in its appearance which is probably how it got its name. While you are attuned to this cloak you gain a flight speed, climb speed, swim speed and burrow speed equal to your movement speed. Curse: as long as you are attuned to this item, you are also cursed. While you gain all of these benefits, your movement speed is actually halved. The Scrambler Weapon (wand), rare (requires attunement) You may use this wand a spellcasting focus, if you cast your spells through the wand you gain +1 to your spell attack modifier and spell save modifier. While you are attuned to this item you can place the wand onto the forehead of a creature and attempt to manipulate their memories. Roll a d20 and use the following table to decide how much you can manipulate them. Memory Scrambling d20 roll Effect 1-5 Unaffected 6-10 You can modify small details 11- 15 You can modify small details and some important information 16- 18 You can also modify some key events 19- 20 You can completely change or erase as much of their memory as you desire The two ring Ring, rare (requires attunement) While you are attuned to this ring, you may increase one of your stats by +2. You do this by meditating during a long rest. During each long rest, you can choose the stat you want to raise. You can change it during any long rest in which you spend at least 4 hours meditating. 130


Tome of devotion Wondrous item, rare This magical book details everything you need to know regarding weapons and how to use them. You can choose one weapon and if you wish you can become a master with said weapon. Spend the entirety of a long rest reading this manual and training with your weapon of choice. You gain a +2 bonus to your attack and damage rolls made when using this weapon. However as a sacrifice you lose your proficiency with all other weapons. Unbreakable Perception Mask Wondrous item, very rare This mask mimics the face of an owl, complete with beak and oversized eyebrows. Whilst wearing it, you feel your vision sharpen and you notice more. You gain proficiency in perception, if you are already proficient you gain expertise. In addition, you gain advantage on all perception checks. Volume of vast knowledge Wondrous item, very rare (requires attunement) This heavy bound book has hundreds of pages, each filled with masses of deep knowledge on many a subject. If you attune to this item and spend 3 consecutive long rests reading from the book your Intelligence score increases to 24. Walking staff of the grey Weapon (quarterstaff), rare (requires attunement) This staff grants you a +1 bonus to your attack and damage rolls as well as your spell attack modifier and spell save modifier. While you are attuned to this staff you can cast the wall of force spell once per day. Warrior Plate Armor(plate), very rare (requires attunement) This plate armor was originally designed for the human royal guard, however over time it has been modified and adapted to fit any race. You gain a +3 bonus to your AC while wearing this armor and your strength ability score increases by +2. 131


Weather vane Weapon (quarterstaff), very rare (requires attunement) This quarterstaff grants you a +1 bonus to your spell attack modifier and your spell save modifier. Additionally you can use the staff to change the weather in a 1 mile radius of you. You can cause it to rain, snow, hail, thunderstorm, gales, bright sunshine or overcast. Whittling blade of Offerman Weapon (shortsword), rare (requires attunement) This shortsword gains a +1 bonus to attack and damage rolls. While you are attuned to it you can use it to cut through many types of wood as if they weren't even there. This comes in very handy for creating hiding nooks in trees or reducing the integrity of bridges. Windless kite Wondrous item, rare This silk kite is extremely light to the point it flies without the need of wind. When you speak the command word, it elevates 50ft higher, pulling you up with it. Can only be used outside. Wisdom potion Consumable, rare Taking a drink of this potion will cause your senses to spike and your body to shiver. For the next 4 hours you gain a +1 bonus to your wisdom score. Worn spell book Wondrous item, very rare An old spell book with a faded cover and tattered pages. The contents are written in a language you have never seen before. There are hundreds of pages filled with information though, maybe someone can translate it? 132


Backer created items T he items in this section of the book were all created by the wonderful people that helped bring this book to fruition. Without them, and everyone else who pledged to help, this book wouldn't exist. I would like to thank all of you who contributed and I hope you all enjoy having some of your ideas put to print. Aegis of the Weavebraker Armor (shield), Legendary (Requires attunement by a non-spellcaster) This plain looking, battle-worn steel shield is the keepsake of a most powerful warrior, bearing his wish to be untouched by the magical powers that permeate the world. While holding this shield, you have a +2 bonus to your AC. This bonus is in addition to the shield's normal bonus to AC. This Shield has 5 charges for the following properties. It regains all the expended charges daily at dawn. As a reaction, when a spell or another magical effect forces you to roll a saving throw, you can spend one charge to roll with advantage. As an action, you can spend 3 charges to channel your fear, disdain or respect for the mysterious arcane arts into the shield. By doing so, you gain the benefits of the Antimagic Field spell, albeit with a reduced radius of 5 feet. When you use this ability, the shield loses all its magic properties until it regains its charges at dawn. Created by Andrea Beati ___ Alchemist's Quill Wondrous item, rare When dipped in any liquid, then held to paper - the quill identifies the liquid (even potions) by writing the name on the paper (in draconic). Once per day, you can fill the quill (requires 1 potion dose), and it will identify all of the ingredients.Created by J Paul Keller 134


Ancient Blade of Qin Wondrous Item, Artifact (requires attunement by a Bard) This instrument is a one of a kind plucked sevenstring zither created and played by Qin; one of the greatest master bards ever to have lived. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 19 Wisdom saving throw or take 5d12 psychic damage. Ancient Blade of Qin's weapon attacks are magical. Blades of Guqin: You can use an Action to play a Tune on the Ancient Blade of Qin that causes translucent swords to fly forward in a 30-foot cone. Each creature in that area must succeed on a dexterity saving throw, taking 2d6 slashing damage on a failed save, or half as much damage on a successful one. Form of Guqin: You can use an Action to play a Tune on the Ancient Blade of Qin that causes translucent flurry of blows in a 30-foot line that is 10 feet wide. Each creature in that line must succeed on a Dexterity saving throw, taking 2d6 piercing damage on a failed save, or half as much damage on a successful one. Defense of Guqin: As a reaction you play a Tune that creates a translucent 15-foot sphere of sound that will stop anything from approaching you. Each creature in this area must succeed on a strength saving throw or become paralyzed while in the sphere. Each creature in this area must make a constitution saving throw, taking 2d8 bludgeoning damage on a failed save and are thrown 15 feet away from you, or half as much damage on a successful one and pushed back 5 feet. Weapons and objects in this sphere also suffer the same effects. Armor of Guqin: As a last resort, someone other than you can pull the strings tight across the zither to allow you to play one final Tune. As an Action you play a harsh Tune that unleashes a horde of flying translucent armored skeletons with swords in a 60- foot line that is 15 feet wide and tall. Each creature in the hordes path must succeed on a dexterity saving throw, taking 6d12 psychic damage on a failed save, or half as much damage on a succesful one. The Ancient Blade of Qin cannot be used again until it is repaired by a master craftsman. Guqin: While playing the zither you remain stationary and your movement speed becomes 0. As a Bonus Action you can stop playing. The Art of Qin: While continually playing the zither each round a creature remains in your zone of attack they take damage until you change tunes. Skilled Musician: As a bonus action you can change tunes while playing. Regeneration: Every turn while playing you and any creatures in a 5-foot sphere centered on you regenerate 1d4 hit points. Damaged strings: If the strings on the Ancient Blade of Qin become damaged, you can play the Tune: Armor of Guqin as a last resort, but this Action requires the assistance of another creature. Created by Billy P Piteros 135


Anti-Lock Rock. Wondrous item, uncommon A rock that works as a strength based thieves tool with an added +3 to the roll. It can be randomly found on the ground amongst common rocks. Created by Phillip Jones ___ Battle Maxster Weapon (battleaxe), rare (requires attunement) You gain a +1 to attack and damage rolls made with this weapon. In order to weild this weapon with 2 hands you must have a strength score of at least 13. If your strength score is at least 15, you may weild this weapon on handed. While you are attuned to this weapon, you gain the Martial adept feat with the parry and trip maneuvers. The sace DC is 8+ Porificency bonus + strength modifier. The wielder gains a single d6 superiority die. If the wielder already has superiority dice and maneuvers, the following additional effects come into play: The number of superiority dice increases by +1 The wielder adds +2 to any result of the superiority dice If the wielder already knows the trip maneuver, the save dc the opponent makes is at disadvantage If the wielder already knows the parry maneuver, the result of the superiority die is doubled. Created by Jim Deyo 136


Bedroll of Blissful Rest Wondrous item, uncommon Appearing as a rather plain bedroll of any color, this bedroll has a lightly padded base. A thin blanket is sewn to the base along one side and along the bottom end. The other side has closures (such as buttons or lacings) which, once closed, completely seal that side. A thin pillow is attached to the top of the bedroll, and the top of the blanket reaches the top of the pillow. Any creature of Medium size or smaller can use the bedroll; no attunement is required. One Medium, two Small, or four Tiny creatures can easily fit in the bedroll at one time. If the creatures are willing to snuggle, twice the number of creatures by size can be accommodated. Each creature in the bedroll will find it to be the most comfortable sleeping surface. Despite the temperature and weather conditions outside, conditions inside are perfect for resting and sleeping. While inside the bedroll, a creature ignores any affects of mundane weather and temperature conditions, no matter whether the source is natural or magical, and has advantage on all saving throws against magical or supernatural energy attacks. Resting or sleeping in the bedroll reduces by one half the time needed to gain the benefits of a short rest or long rest and protects one from mental influence. The bedroll also bestows upon a creature immunity to mind-affecting spells and the benefits of protection from evil and good, sanctuary, and alarm (a mental alarm for a 20-foot cube centered on the bedroll) for as long as the creature is inside it. First created by a halfling craving a good night's sleep while adventuring far from comfortable beds, bedrolls of blissful rest are now crafted by many casters skilled in magic item creation. The best, however, are still made by halflings. Created by John H Brookwalter Jr. Bifurcate Wondrous item, Legendary (requires attunement) Lowers the cost of attunements by 50% (cuts them in half, allowing for up to six attunements including Bifurcate). If attempting to attune to another Bifurcate all the magical properties of the attuned items are absorbed into the second Bifurcate thereby turning them into mundane items. The second Bifurcate retains its magical properties (it remains unaffected). All other items become non-magical. Created by James Rao 137


Boots of the Able Seaman Wondrous item, uncommon (requires attunement) These boots were worn by Admiral Hruuk of the Bugbear 1st Navy for all of his naval career. He was famed for how sure-footed he was in all weathers and never has fallen in all his time in the navy. These boots were exceptionally well looked after and are made of flexible blackened leather with brass fastenings. You have a +1 bonus to AC whilst wearing these boots. You also have +1 to the Athletics and Acrobatics skills and your base movement is increased by 5 feet. Created by Aaron Stuart Gourlay Bottle of Moldable Cloud Wondrous Item, uncommon When you use an action to open this bottle, a thick fog pours out to fill a volume of 1,000 cubic feet over the course of a minute. This cloud is malleable and can be shaped into any form with the slightest of touch. After an hour the cloud solidifies and becomes a solid material for the next 24 hours until it crumbles and dissipates into the air. Created by Isaia Maeser Bracers of the Dragonkind Wondrous item, legendary (requires attunement by a Monk) These leather bracers seem ordinary at first sight. Anyone who puts these bracers on immediately feels the tremendous power of a dragon running through his body. The Bracers of the Draginkind give the character a bonus of +2 DEX up to a maximum of 20. Also, choose one of the following colors when the bracers are put on Blue, Red, White, Black, Green. The bracers will immediately take on this colour. This colouring can only be changed again once the bracers have been removed. Depending on the colour you choose, your attacks will cause the following types of damage: Blue: Lightning Red: Fire White: Ice Black: Acid Green: Poison Created by Michael Marino Couto 138


Brooch of Armament Wondrous item, very rare (requires attunement) This brooch can take three forms, two small one handed weapons (such as daggers, shortswords, handaxes), a shield and a one handed versatile weapon (such as a battle axe or longsword) or a two handed weapon (greataxe, greatsword, maul). As a bonus action. the brooch will become +1 full sized versions of the weapons it imitates. For example, as a bonus action, a greatsword shaped brooch will become a greatsword for the user to wield. This can provide a character with the ability to bring weapons (or a weapon and a shield) into a place they may otherwise not be allowed. The brooch can be detected by a Detect Magic spell or a DC 20 Investigation check. Created by Taylor Roberts Casetto's Ascot of Closing Wondrous item, rare (requires attunement) A Casetto Casetti original, this ostentatiously embroidered ascot bestows its wearer with a supernatural ability to wheel and deal. The wearer has advantage on Charisma (Persuasion or Intimidation) checks made to haggle costs or negotiate terms of deals and transactions. Additionally, the ascot contains one charge which may be spent, as an action, when negotiating to change a die result of 9 or below to a 10. The ascot then loses its abilities, regaining them after a long rest. Created by Nicolas Nagaoka Chalk of safe Passage Wondrous item, very rare (requires attunement) A small piece of purple chalk with a slight glowing aura. If you draw a door with this chalk, you can open a door to somewhere you've been before. Created by Jessica Arguello Cloak of Malantheos Wondrous item, legendary (requires attunement) This ancient cloak is in pristine condition despite its age. You can tell this is due to the magical enchantment sewn into it. While you are attuned to this item and wearing it, your charisma score increases by 4 and your intelligence increases by 2. Created by Caleb Pruitt 139


Crescendo Blade Weapon, (any bladed weapon), legendary (requires attunement) A magical weapon that resonates a soft tone that gets louder with every consecutive strike. After three consecutive successful attacks on a creature, the blade begins to ring loudly. If the fourth attack is successful, the attack is an automatic a critical hit. This effect starts over if an attack is missed or after the completing the fourth attack. Created by Jon Paul Santos Daelen's Belt of Shielding Wonderous Item, rare (requires attunement) A thick leather belt, with a series of small metal shields that sit just above the leather, almost as if not directly attached to it. Once per round, the first time that an attack would hit you, a shield from the belt flies out in an attempt to intercept the attack. You gain +5 to AC, but only for the triggering attack. Resets at the end of your next turn. Created by Ryan Levasseur Danteele's Greatsword Weapon (greatsword), very rare (requires attunement) This Item was passed through generations of barbarians that rushed into buildings and jumped off of cliffs never thinking of the consquences. It gives the wielder boosts to their Dex and Strength but drains their wisdom and intelligence. While you are attuned to this item, you gain +2 Strength and +1 Dextarity, you also lose -1 Intelligence, -1 Wisdom Created by Geoff Zahn Dario’s Flask of Wakefulness Wondrous item, rare Once per day at sunrise the the flask fills with a hot brown liquid, which stays warm throughout the day. Consuming this restores 2 hit points, reduces exhaustion level by one, grants advantage on initiative rolls and constitution saving throws for the next four hours. Created by Dario Persechino 140


Dream Sword Weapon, (Longsword), Artifact (requires attunement) This is a special longsword in that it deals different damage amounts depending where it is located. If it is in the material plane, the damage is 2d4(2d6), if used in the astral plane the damage is 2d8(2d10). Although yielding to the touch, the blade is as strong as any metal. While you have this sword on your person, you can use it inside dreams to affect things in ways one normally could not. You cannot change elements of the dream itself, but you can use the sword to affect the dream’s environment, such as killing monsters or cutting ropes. For reasons unknown, the sword becomes even more powerful on the astral plane, and wielding it there, you gain cumulative features based on your Intelligence modifier. +1: Your movement speed increases by a number of feet equal to 5 times your Intelligence modifier. +2: Dream Sword has the reach property. +3: Dream Sword’s attack bonus and melee damage rolls +1 +4: Use your Intelligence ability modifier for all attack and damage rolls. +5: Blade Laser: Range – (20 x your Intelligence modifier/30 x your intelligence modifier) feet. Shoot blasts of psychic energy from the tip of the blade. Make a ranged weapon attack against a creature you can see within range using Dream Sword. The damage is 2d10 + your Intelligence modifier of psychic damage. Somnia. Dream Sword allows you to move mentally between reality and dreams. When you use Somnia, you choose between Oneironautics or Waken. While you wield Dream Sword within any creature’s dream, you can use a bonus action or an interaction to recall the weapon to your hand from wherever it is. The sword doesn’t move; it disappears and reappears in your hand. If you drop the sword on the astral plane, it remains there until it is retrieved by you or another creature. The extent and frequency with which this ability can be used is determined by the DM. Waken. While you are in a dream and you have Dream Sword on your person, you can use a bonus action to immediately wake from the dream. You can also wake a creature you are touching when you use Waken. If the creature is aware that they are asleep and wishes to stay asleep, they can resist your attempts to wake them. The creature must succeed on an Intelligence ability check, with disadvantage at the DM’s discretion, contested by your Charisma (Persuasion) check, or wake from the dream with you. While you sleep with this sword on your person, you can use a bonus action to immediately wake from your dreams. Oneironautics. While awake, you can use an action to place the flat of Dream Sword’s blade against a sleeping creature’s forehead. You remain stationary for the duration, but your eyes close and your mind enters the sleeping creature’s dream. Roll 1d20 to determine the result. ___ Oneironautics result d20 Effect 1-4 The creature is having a nightmare involving something dangerous. 5- 10 The creature is having a dream in which they are annoyed by attempts to interact with them. 11- 15 The creature is having a positive dream but finding them takes effort. When you find them, they are not concerned with your presence, thinking you an aspect of the dream. 16- 19 The creature responds positively to your presence in the dream after little searching. You have advantage on the first ability check you make that uses your Charisma modifier. 20 You immediately find the creature within the dream after no searching. The creature responds positively to your presence, and when interacting with them you gain advantage on skill checks that use your Charisma modifier. 141


Portal. Dream Sword has the ability to slice open portals between the material and astral planes. As an action, use Matter Slice or Astral Slice. As a bonus action, before you slice you can focus your thoughts on your intended destination. If you have previously visited the location, you have advantage on the roll as well as any saving throws made when you use Portal and you are distracted. If you have never been to your intended destination but are aware of its existence or location, you have advantage on the first ability check you use to get to the intended location once you emerge from the portal. If you are distracted, such as in combat, taking damage from the environment, or hindered in some way while using Portal, roll a d20 determine the result after you emerge from the portal. The extent and frequency with which this ability can be used is determined by the DM. Portal result d20 Portal result 1 You are teleported far away from your intended destination. The portal remains open for a moment before closing behind you. 2- 12 At the DM’s discretion, you are teleported an inconvenient distance from your intended destination. The distance can vary depending on the result of your roll. 13- 19 You are teleported to a random location nearby your intended destination, and you know the direction you must travel to reach it. The portal remains open for a moment before closing behind you. 20 You arrive safely and directly at your destination. The portal closes behind you immediately, preventing all dangers from following. Matter Slice. While on the material plane, you can use an action to slice in front of you with Dream Sword. This open a portal through which a medium or smaller sized creature can directly enter the astral plane. The portal closes behind you once you enter the astral Plane. Astral Slice. While on the astral plane, you can use an action to slice in front of you with Dream Sword. This opens a portal through which a medium or smaller sized creature can directly enter the material plane. The portal closes behind you once you enter the material plane. Special. When you are on the astral plane, Dream Sword’s damage increases to 2d8. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack on the material plane is the number on the left–the damage when the weapon is used with two hands to make a melee attack on the astral plane is the number on the right. Created by Christopher Davis 142


Dyn’drums Judgement Weapon (firearm), Artifact (requires attunement by a gunslinger or ranger) The man with the thundering gun stood in the center of town. Light rain falling down on his cowl and dripping down his leather armored-clothing, he stood over the mayor of the village. His bodyguards lay dead in the streets, as civilians run for cover, peeking through the windows of their houses. The mayor would be the third member of the ‘True Kings’ that he’d killed this week, as he pointed his revolver at the fat man’s forehead. The mayor, two bullet holes in his thigh and one having shattered his kneecap, looked at the ranger with hatred in his eyes. “You can’t get away with this forever, you murderer. They’ll catch up to you eventually, ” he groaned. “Let them come, ” the ranger spoke, as he pulled back the hammer on his firearm. “Who the Hell do you think you are? Some kind of righteous executioner?!” the mayor cried to deaf ears. “No. The God’s above are the real executioners. I’m just their humble judge. ” Dyn’drums Judgement is a revolver that was once wielded by Dyn’drum Stormcrasher, a Water Genasi vigilante of legendary proportions. Having been gifted the weapon by a righteous god of thunder in hopes of purging the world of evil and corruption, Dyn’drum wandered up and down the Sword Coast for many years, leaving the bodies of evildoers in his wake. His most famous quarrel was against the “True Kings;” an underground organization that attempted to usurp the High Ruler of Waterdeep, and take over the city as a headquarters. This weapon deals 2d8 Piercing Damage, plus 4d8 Lightning Damage. Weight: 6 lb. Ammunition (50/140), reload (6 shots). You gain a +5 to attack and damage rolls made with this weapon. Thunderous Soul: You have resistance to Lightning damage and being Frightened while you hold this revolver, and can speak Aquan fluently. Additionally, you can make Intimidation checks with Advantage if done after firing the revolver, in which it creates a thunderous boom. Multiattack: You can fire two shots with this weapon as a single Attack. Magic Weapon: The weapons attacks are considered magical. Call the Storm: When you reload the revolver, one of the six bullets will be critically charged with Lighting damage. The DM rolls a 1d6 to determine which of the bullets is charged. Upon firing the charged shot, a bright flash of lightning explodes around you. If the bullet hits its mark, the target takes an additional 25 Lightning Damage. This perk does not proc unless all bullets have been emptied from the chamber, and the weapon has been fully reloaded. It could also proc if the weapon isn’t fully reloaded, but only partly due to a lack of ammunition (DM’s choice). This ability can be used 3 times a day, and regains all charges on the following dawn. Chain Bullet: You can cast the following spells using this weapon, without requiring any material components (except a single bullet per spell). Your spellcasting modifier is +7 (or your own, your choice), and your Spell Save DC is 17 (or your own, your choice). (At will) Hunter’s Mark, True Strike, Zephyr Strike. (3/day) Lightning Arrow, Thunder Step, Tidal Wave. (1/day) Chain Lightning, Haste. Final Judgement: If a creature is under the affect of your Hunter’s Mark, they receive an additional 5d4 Piercing Damage on a hit. If the attack is a Critical Hit, they take an additional 8d4 Lightning Damage. Created by Darien Jacob Pauline --Note for the artist: I imagined Dyn’drums Judgement as a large revolver made of blue and silver steel, with a handle encased in ivory. The chamber of the revolver visibly glows with a faint blue, electric hue, and sparks occasionally pop around the barrel of the weapon. :D-- 143


Facial Hair of the General Wondrous item, very rare, (requires attunement) This very well groomed set of facial hair (stick-on beard) of unknown origin grants its wearer the ability to charm a person they don’t know personally by greeting them with the words "hello there" . The stranger must succeed on a DC15 wisdom saving throw or answer with "General (character name)" and be charmed for 1 hour. Also, the charmed person will recognize the wearer of the facial hair as their superior for the duration of the effect. Created by Niels Theiler Flesh-Render Whip Weapon (whip), rare (requires attunement) You gain a +1 bonus to attack and damage rolls with this weapon. This weapon deals an additional 1d4 necrotic damage against a creature that isn’t at full hit points. If you score a critical hit against a creature they must succeed on a DC 14 Constitution saving throw or suffer one level of exhaustion. Created by Alex Deane Fleshwrought Bow Weapon (Longbow), very rare (requires attunement) Bestowed onto unlucky hunters who chance upon the demon Yi’sou in the darkwood as a chance for them to earn it’s mercy, this cursed bow both gives and takes from its user. The challenge of attaining 100 kills using the arrows of bone that the bow produces is required for the individual to save their soul and avoid the wrath of the demon. Erupting from the favoured forearm of the chosen individual, the bow is an amalgamation of muscle and bone in its extended form, with taught tendons forming the bowstring and a small cavity where arrows of bone are forged. The user can ‘draw’ and ‘stow’ the bow at will, with the limbs folding out and back from their place hidden in the forearm respectively. The arms join at the wrist with a cavity in the palm of the users hand forming the arrow rest. To the untrained eye when in its hidden state, the forearm simply looks like it is suffering from some sort of malignancy. With a DC15 Medicine or Investigation check revealing the true nature of the off-coloured flesh and strange protrusions to be that of the cursed bow limbs. When drawn, it follows all of the properties of a normal longbow. However when using the ever-replenishing bone arrows (which act as an endless supply of ammunition) the bow is instead treated as a +1 longbow and the attacks are considered magical. The drawback to using the bone arrows being that every time one is fired the user suffers 1 Necrotic damage as a result. The bow can only be removed from the user by utilising the spells ‘Remove Curse’ or ‘Greater Restoration’ or by severing the limb that the bow has been wrought from. If the bow is removed by any means before the required 100 kills have been made then Yi’sou will become the enemy of the individual. If the 100 kills have been achieved then the bow may be removed using one of these methods without any further consequence to the user. Created by Benjamin Dooley Flint Flameforge's Branding Shield, rare (requires attunement) This solid iron shield grants the wearer +1 to AC while equipped, this is in addition to the regular +2 AC from the shield. After taking the attack action while this shield is equipped, the wearer can make one attack with the shield as a bonus action dealing 1d8+Str bludgeoning damage. If the wearer's attack action has caused a target to take fire damage, the shield sparks to life and the iron starts to glow red hot; causing the bonus action attack to deal an extra d10 fire damage on a hit. Created by Parker Raley 144


Garret's Trench Crossbow Weapon (heavy crossbow), requires attunement This +1 Heavy Crossbow uses a Diminutive Air Elemental that's trapped in its core to self power the Crossbow. Garret's Trench Crossbow does not require bolt's as it fires high velocity air blasts dealing 1d10 force damage and it ignores the loading property due to the Air Elemental creating the blasts. "I never retreat! I just advance in the opposite direction!" - the Halfling Garret Fleetfoot at the battle of Dunspike Gorge. Created by Chase Owens Garterbelt of Succubi-kind Wondrous item, rare (requires attunement) This garterbelt is imbued with the seductive magics of the dreaded succubus. While attuned to and wearing this item, you gain the following benefits. Using an action, you can cast disguise self to appear as an exaggeratedly attractive version of yourself. Additionally, Charisma (Persuasion) and Charisma (Deception) checks made against NPCs by way of flirting are made with advantage while this effect is active. You can attempt to charm one creature. One humanoid you can see within 30 ft. of you must succeed on a DC 15 Wisdom saving throw or be charmed for 1 day. The charmed target obeys your verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. You may use this feature once per long rest. Nathan Dressel Ginger's Knob Wondrous item, rare This doorknob holds transmutation magic. Using an Action you can push the Doorknob into any nonmagical surface and provided there is open space 5 feet or less away from the selected surface, then a doorway is created. The doorway stays open as long as the Doorknob is present. The Doorknob can be removed as an Action. Everytime the Doorknob is removed, roll 1d6, on a 1 the Doorknob breaks. Examples: A thief pushes the doorknob into the wall at the back of a tavern, opening a doorway into the storage room on the other side. A spy uses the doorknob to create an escape route from a tower prison cell high above the city. An adventurer pushes the doorknob into a cavern wall, nothing happens because the stone is thicker than 5 feet, now they must try not to break the doorknob while removing it. Created by Geoff Rowe ___ 145


Golden Pickle Wondrous item, rare This item fell to earth and created the first pickle patch after being dropped by a barghest during a battle with a storm giant. Presumably of goblin origin, this pickle is slightly thicker than the average pickle. It fits perfectly in the hand of any goblin, no matter the goblin's size. Can be used by other creatures with a 30% success rate, unless the creature has the junk tinker feat or has some form of goblin ancestry determined before receiving the item. It has a multi-function purpose; it can act as a flashlight providing 3 hours per day of illumination, with the correct number and placement of taps, it will deploy an umbrella that will shield up to two medium size creatures, the umbrella has 15HP and will retract after HP depleted, can only be deployed after charging (1d4+11 rounds, on a 13 roll, automatic recharge). When placed on the ground, it can act as a doorstop, and takes on the mass and weight of 5D20 until the correct number and order of taps are executed to remove it (determined by owner and percentile roll of <30%). All activations and deactivations are a full round action. Created by Ty McClelland Gothic Bow of the Elements Weapon (longbow), rare (requires attunement) A silver and black ornate Bow and quiver. The quiver has 3 Enchanted gems embedded into it that imbue whatever arrows put into it with one of the these 3 elements : Fire (Red Gem), Ice (Blue Gem), Lightning (Yellow). Each arrow can be inbued with a different elemental damage type as you remove it from the quiver. Created by James Jackson Greataxe of unlimited Murders Weapon (greataxe), rare (requires attunemen) Seeing this battle axe being swung around the battlefield would cause you great anxiety and fear due to its towering size, the blade is almost as big as the barbarian using it. Until you realise it is being used by a gnome and it is actually smaller than a standard axe. This weapon is specifically designed for a Gnome Barbarian who feels insecure about their size. The axe has been enchanted to compensate for its miniscule frame. You gain +2 to attack and damage rolls made with this weapon and your maximum amount of rages increases by 1. Created by Holly Freesby 146


Gregor's Bedroll Wondrous item, uncommon (requires attunement) A plush very comfortable standard bedroll that once attuned to the user will cast silence centered on the bedroll immediately when the user awakens after sleeping on it, up to 2 times per 24 hours. Created by Dan Cwiklik Guardians Wound Shield, (requires attunement) Upon seeing a friendly target take an enemy attack (after the attack roll but before the damage roll). This item lets the wielder use their reaction to Teleport within 5 feet of their target, intercepting the attack. The user takes the Damage regardless of the users AC. The user may make a Dexterity saving throw in order to take half damage (DC set by DM). You may use this ability a number of times equal to your constitution modifier (minimum 1). Created by Lucas Jonas Hallicard the Wanderers Deck of 52 cut up Wondrous item, very rare (requires attunement) Very Rare Deck of Cards requires attunement (You will need a real deck of cards with both jokers) A deck of 52 rune inscribed mythril playing cards and the pair of jokers the backs are designed with gear patterns and the faces were warforged in royal clothes, created by Hallicard the Wanderer, a renoun Artificer who was known for his flair for the dramatic, love of tricks and games, Aswell as his absolute hatred for people cheating or himself getting caught in the act, this deck of cards is one of many he made as their distribution across the world was done by him betting them away and losing fairly in the game, so he needed to make a feiw (This item is better to be won in a game of cards than to be bought) The Deck require attunement by Any intelligence based caster. If you have proficiency with simple weapons or daggers, you are proficient with these, They have the finesse and thrown properties, as an action you may draw five cards from the deck and make ranged spell attacks with all five of them, dealing damage equal to their position in the deck plus spell mod jacks are 11 queens are 12 and kings are 13, aces are 7d4 the suit of the card determines damage type, Clubs is Bludgeoning, Diamonds are slashing, hearts are Healing for allies and Spades are Piercing the cards explode on impact and are waisted if missed jokers cannot be thrown, instead you roll on the wild magic table, The cards can be used as a focus giving the touch spells you have a range of 30 feet. To use a card in this way draw it from the top of the deck and add it to your roll, aces make the spell an automatic critical hit, cards used to cast spells are returned to the bottom of the deck after use, if you draw a joker in this way roll a wild surge and add 2 to each damage die Spent cards may be shuffled back into the deck at the cost of a spell slot of First level or higher or at the end of a long rest While using the deck as a normal deck of cards you have advantage on Sleight of hand checks(cheating) and Perception Checks(to catch a cheater) and may reroll the lowest number in the advantage rolls Created by Cole Alexander McNutt 147


Invisi-Armour Armour (any type), requires attunement This enchantment can be applied to any type of armor. Whether it be light, medium, heavy or even a shield. While attuned to this armor, you may use a bonus action to cast the Invisibilty Spell focused on yourself. You may do this a number of times equal to your proficiency modifier. You regain all spent charges when you finish a long rest. Created by Wayne Stewart Ire's Shadows Edge Weapon (battleaxe), Legendary, (Requires Attunement) This sentient battleaxe grants you a +2 bonus to attack and damage rolls made with this magic weapon. You also roll extra damage made with this sentient weapon (1d6 necrotic). Sentience. Shadow's Edge was forged by the Half-Orc Ire and bears his name. It has an intelligence of 16 wisdom of 12 and charisma of 14. This weapon understands Dwarvish, Undercommon, and Common and grants the ability to speak and understand these languages with its attuned wielder. It communicates telepathically with those who have attuned to it. Arcane Grace. Once per long rest, you can use your action to cast Enlarge/Reduce or Invisibility while you are not in direct sunlight (sunlight has no effect on spell once cast). Spell save is a Constitution DC 14. Shadow's Envy. While wielding this weapon, You have -2 on attack rolls and disadvantage on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. Critical Growth. For every creature that is slain per long rest, Shadow's Edge gains a 10% chance of increasing in power. When a creature is slain by Shadow's Edge, roll a d100. If your roll is below the threshold, The necrotic damage from Shadow's Edge increases in die (d6 to d8). Once an increase happens, the percentile resets to 0. All Critical Growth effects reset after a long rest. Created by Garrett Taylor Hancock Ivory bonerang Weapon (boomerang), uncommon This special boomerang was carved from the rib bone of a great beast and then burned with runes of an unknown language. This weapon when thrown gives off no sound, has a range of 20 (60) feet, deals 1d4 +dex mod damage and always returns to the thrower. Created by David Bonney 148


Click to View FlipBook Version