Treasury
Treasury
-TABLE OF CONTENTS-
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Chapter 1: Magic Items
These magic items supplement those presented
in Chapter 7 of the Dungeon Master’s Guide.
                                                                Armor
Some items note that they require attunement by
an arcane spellcaster, which means they can only                Angelsteel Shield
be attuned by a spellcasting creature that learns
its spells from the artificer, bard, sorcerer,                  This fine circular steel shield, embossed with
warlock, or wizard spell lists (this includes not               gold, is engraved with a symbol of a crown over a
only members of those classes, but subclasses                   kingfisher, with a rose and sword beneath. It
that draw their spells from one of those lists, such            grows in power as you grow in prowess, and
as arcane tricksters, eldritch knights, and blood               flickers with light that flows out at times, helping
hunters of the Order of the Profane Soul).                      defend your allies. An adventurer who grew up in
                                                                Candlekeep as the ward of the sage Gorion gave
 “The notes collected here come from a                          this otherworldly item to the Avowed. It had
previously undiscovered addendum to The
                                                                been left behind by a trio of knights brought from
Blackstaff’s Book of 1,OOO Spells, discovered
only recently in one of several small extra-                    another plane by the power of the Planar Sphere,
dimensional spaces which the first Blackstaff,                  a magically crafted fortress in Athkatla. While
Khelben Arunsun, had hidden throughout                          holding this shield, you gain a bonus to AC equal
Blackstaff Tower.
                                                                to half your proficiency bonus. This bonus is in
 “At the time of the first Blackstaff’s passing, he
and his friend Elminster Aumar, the Sage of                     addition to the shield’s normal bonus to AC.
Shadowdale, had been working together to                           Additionally, the shield has 3 charges, and it
catalog certain magic items. Elminster set this                 regains all expended charges daily at dawn. As a
work aside for a time, but upon recovering
                                                                reaction when a creature within 5 feet of you fails
Khelben’s notes, I asked the Old Mage if I
might complete and publish their collaboration                  a saving throw or is hit by an attack, you can
here. Thankfully, he was kind enough to agree.”                 expend 1 charge to grant that creature a bonus to
                                   —Vajra Safahr,               its saving throw or to its AC against the triggering
                     7th Blackstaff of Waterdeep                attack, possibly causing the save to succeed or
                                                                the attack to miss. The bonus the creature gains
                                                                is equal to your proficiency bonus. Once you
                                                                expend a charge, you can’t do so again for 1
                                                                minute.
Armor of Blending
                                                       Page 3
clothes. This change fools both sight and hearing,               (Deception or Intimidate) checks you make while
and it does not end until you doff the armor or                  wearing the armor, and to all saving throws that a
until you use a bonus action to return the armor                 creature forces you to make while it is the current
to its normal appearance. While changed, the                     target of your hex spell.
armor’s disguise does not hold up to direct
physical inspection—if touched, it still will feel as            Armor of Warming and Cooling
hard as the disguised armor.
                                                                   +1 or +2
Armor of Dark Majesty +2 or +3
                                                                 While wearing this armor, which is always cool to
                                                                 the touch in hot conditions and warm to the
                                                                 touch in cold conditions, you have a bonus to AC
While wearing this black armor, studded with
                                                                 determined by the armor’s rarity.
gleaming, brass studs that flicker with hellish
                                                                   While wearing this armor, you have resistance
energies when you cast a spell, you always know
                                                                 to both cold and fire damage, and you are
the hex spell as a warlock spell, and you have a
                                                                 considered naturally adapted to both hot and
bonus to AC determined by the armor’s rarity.
                                                                 cold climates.
You add the same bonus to all Charisma
                                                                                 Barbarian’s Battle
                                                                                 Cuirass
                                                        Page 4
Bedrin’s Crimson
  Plate
Benefactor’s Armor
  +1, +2, or +3
                                                      Page 5
Cavalier’s Plate                                               Flourish. As a bonus action, you can expend 1
                                                                 charge to distract a creature within 5 feet of
                                                                 you, giving it disadvantage on the next attack
This unassuming platemail appears battle
                                                                 roll it makes before the end of its next turn.
scarred, but kept in good repair. While wearing
this armor you gain a +2 bonus to AC. In                      The duelist’s gambeson regains all expended
addition, you gain advantage on all ability checks            charges each day at dawn.
related to riding a horse or other creature,
including Wisdom (Animal Handling) checks                     Greatcoats of the Swordsheath
related to your mount.
                                                                Brethren
Duelist’s Gambeson
                                                              While you wear one of these three matching
This padded vest is studded with brass                        leather long-coats, you gain a +2 bonus to AC,
embellishment, and while wearing it you gain a                and the long-coats’ magic binds you and the
+2 bonus to AC. The armor has three charges,                  other wearers together as allies who can even
which can be used for these three special                     share the burden of each other's wounds. While
properties:                                                   you wear this armor, whenever you use a piece of
 Riposte. As a reaction to being missed by a                 ammunition to attack with a ranged weapon, that
  melee weapon attack, you can expend 1                       ammunition is magically replaced as if it had
  charge to make a single melee attack                        never been used (ammunition made in this way
 Feint. As a bonus action, you can expend 1                  cannot be sold or given away, as it gradually
  charge to draw an adjacent creature’s guard                 vanishes when in the possession of a creature
  out of position, granting you advantage on                  that does not wear one of these magical coats).
  the next melee weapon attack you make                         While two or more wearers of this armor are
  against that creature before the start of its               within 60 feet of each other, each one can cast
  next turn.                                                  warding bond without using a spell slot, targeting
                                                              any one of the other wearers within range. The
                                                              range of the spell is increased to 60 feet for this
                                                              casting. Your spellcasting ability for this casting
                                                              of warding bond is Wisdom. Once you cast
                                                              warding bond in this way, you cannot do so again
                                                              until you finish a short rest.
                                                                In addition, this magical armor also allows you
                                                              to spend a number of Hit Dice equal to or less
                                                              than your proficiency bonus as a bonus action,
                                                              regaining hit points just as if you were spending
                                                              Hit Dice at the end of a short rest. Whenever you
                                                              spend your last Hit Die, any other wearer of a
                                                              greatcoat of the Swordsheath Brethren is instantly
                                                              aware of it, and can immediately spend one of its
                                                              own Hit Dice. Your ally does not regain any hit
                                                              points for spending this Hit Die; instead, you
                                                              regain one of your own expended Hit Dice.
                                                     Page 6
The Swordsheath Brethren                                         the duration. It also masks the sounds it makes
                                                                 and your scent during that time.
                                                                   The armor regains all its spent charges each
                                                                 day at dawn.
                                                        Page 7
Laeral's Storm Armor                                         Pouncing Armor +1, +2, or +3
This plate armor is aged and dented, yet sturdy.
It is made from an unknown material that is not              When you wear this armor, bound with the spirit
metal, a substance which absorbs heat and is                 of a predatory beast, you have a bonus to AC
rumored to come from another plane. While                    determined by the armor’s rarity. Whenever you
wearing it, you gain a +2 bonus to AC, and you               jump while wearing this armor, you do so as if
have resistance to fire and lightning damage. In             you had a running start, and your jumping
addition, you are considered naturally adapted to            distance is doubled.
both hot and cold climates while wearing this                   While wearing this armor, if you move at least
armor, and it grants you advantage on saving                 15 feet in a straight line toward a Large or smaller
throws against effects that would push you or                target right before making a melee weapon attack
cause you to fall prone. When you make such a                against it, you knock the target prone on a hit.
saving throw against an effect that is caused by             Once this property of the armor is used to knock
wind, storms, or other weather, you                          a target prone, it can't be used to do so again
automatically succeed.                                       until the next dawn.
   However, the mysterious material of
which this armor is made can become
brittle if exposed to extremes of both
high and low temperatures in quick
succession. If you take both fire and cold
damage during the same turn, until the
end of your next turn, the armor
becomes temporarily brittle, giving you
disadvantage on saving throws against
thunder damage until the end of your
next turn. If you take thunder damage
during this time, roll a d20. On a 1, a
chain reaction occurs in the unstable
heat-transferring material, and the armor
shatters instantly into useless fragments.
   Although the exact secrets to create
this armor remain with the wizard who
created it, the many mages who have
tried (and failed) to create more have
discerned that the process involves the
spells gust of wind and resist elements,
causing the armor to radiate energies of
evocation and abjuration when viewed
with detect magic.
                                                    Page 8
                                                             armor, you gain a magical +2 bonus to Armor
Resounding Shield                                            Class.
                                                                Whenever you take nonmagical bludgeoning,
This shield of brass and steel is polished to a              piercing, or slashing damage from a ranged
mirror sheen, though its surface shows a few                 attack, the damage you take from that attack is
scars from use. While holding this shield, you               reduced by 10. If this effect reduces the damage of
gain a +1 bonus to AC. This bonus is in addition             ranged attack to 0, the weapon or piece of
to the shield’s normal bonus to AC.                          ammunition is deflected, and once per turn you
  Resounding Retribution. As a reaction to                   can choose to make a ranged attack with you a
being attacked by a melee weapon attack by an                weapon or piece of ammunition deflected in this
adjacent foe, you cause the shield to reverberate            way, without using an action or reaction. You
with sonic energy, dealing 2d6 thunder damage                make this attack with proficiency, regardless of
to them. This property can be used regardless of             your weapon proficiencies, and the attack has a
whether the attack hits or misses. You can use               normal range of 20 feet and a long range of 60
the resounding retribution property three times              feet. On a hit, you do not roll damage for this
per day, recovering all expended uses at dawn the            attack, but instead deal the same amount of
next day.                                                    damage the attack inflicted on you (prior to the
                                                             damage reduction provided by the breastplate).
Roaring Armor of Ammarindar                                     Also, whenever you are hit by an attack roll or
                                                             fail a Dexterity saving throw, the armor issues a
These twelve elven breastplates are decorated                loud roar that can be heard up to 120 feet away.
with silver runes on the front and the head of a             While this noise can be inconvenient, it also
bear or dragon on the back. When you wear this               warns of the danger a split second before,
                                                             allowing you to use your reaction to halve the
                                                                    damage you would take from that attack or
                                                                    failed saving throw.
                                                                       All twelve of these breastplates were
                                                                    forged by dwarves of the nation of
                                                                    Ammarindar, founded over 5000 years ago
                                                                    (making it older than even the lost empire
                                                                    of Netheril or fallen Myth Drannor) in the
                                                                    Underdark northeast of Waterdeep. Along
                                                                    with the elven kingdom of Eaerlann,
                                                                    Ammarindar fell to hordes of orcs and
                                                                    demons from Hellgate Keep in 882 DR. In
                                                                    1369 DR, a section of the fallen kingsom was
                                                                    inhabited by the Scourged Legion, an army
                                                                    of tanarukks (fiendishly tainted orcs) from
                                                                    Hellgate Keep. Today, it is believed that all
                                                                    but one of the breastplates is now worn by
                                                                    one of the Scourged Legion’s tanarukk
                                                                    champions.
                                                    Page 9
Shield of the
  North
                                                       Page 10
have a Strength requirement.                                      The armor regains 5 expended charges at dawn.
   This armor has 5 charges, which allow you to                If you expend the armor’s last charge, roll a d20.
displace damage you take into the near future,                 On a 1, one minute after you expend the armor’s
though eventually it all catches up to you and the             last charge, the armor corrodes so severely that
armor at once. When you take damage while                      its magical bonus to AC decreases by 1 until it is
wearing this armor, you can use your reaction to               repaired by a smith skilled enough to make a full
expend 1 charge. You gain 2d10 + 10 temporary hit              suit of plate mail. Repairing it consumes 1,500 gp
points, which take as much of the triggering                   worth of fine metals.
damage as possible. However, 1 minute after you
                                                               Items by the Archsorcerer Torth
gain these temporary hit points, you take
necrotic damage equal to the number of
temporary hit points you gained. This damage
can’t be reduced in any way.
   Once you take necrotic damage from this
armor, you can’t use any of its charges for 10
minutes. During that time, the breastplate’s
magical bonus to AC decreases by 1, and it
appears corroded and worn, its bronze etching
covered with a green patina of verdigris. At the
end of the hour, the armor’s appearance and AC
bonus return to normal.
   In addition, when you make a saving throw
against a spell, you can use a reaction to spend 3
charges to throw yourself forward in time. You
automatically succeed on
the saving throw, resolving
                                                                                 The Wall
any effects, then instantly
vanish into nothingness.
Until the start of your next                                                     This huge tower shield is
turn, other creatures can’t                                                      crafted from wood and
perceive, interact with, or                                                      reinforced with iron. It stands 5
affect you in any way, and                                                       feet tall and 2 feet wide. You
you’re unaware of your                                                           gain a +2 bonus to AC while
surroundings. At the start                                                       wielding this shield.
of your next turn after                                                             As an action you can place
vanishing, you reappear                                                          the shield on the ground and
where you were or in the                                                         generate a slightly red tinted,
closest unoccupied space;                                                        visible wall of force, as per the
for you, no time has                                                             spell, but up to 25 feet wide and
elapsed between the time                                                         20 feet tall, with the shield set
of your vanishing and your                                                       in the base at the center of the
return, and you’re in                                                            width. Physical barriers (such
exactly the same condition                                                       as floors, walls or ceilings) limit
as when you vanished.                                                            the wall’s expansion. You are
                                                     Page 11
considered the caster of the wall of force spell,
and its duration changes to 1 hour, but
                                                                Potions
maintaining it requires your concentration. If you
stop touching the shield, the spell ends at once.               Beetle Armor Potion
Once the shield creates this special wall of force,
it cannot do so again until the next dawn.                      When you drink this potion, your skin turns into
                                                                an iridescent carapace and long, armored
Wild Leathers                                                   antennae sprout from your forehead. For 1 hour,
                                                                you gain darkvision out to 60 feet and your AC
This leather armor is constructed of thick leather              cannot be lower than 14 + your Dexterity
plates over stitched leather scales. While wearing              modifier.
this armor you gain a +1 bonus to AC. In addition
you gain advantage on Wisdom (Animal                            Elixir of Accuracy
Handling or Survival) checks.
                                                                When you drink this potion, once during the
                                                                next hour, when you make an attack roll and
                                                                dislike the result, you can reroll that attack with
                                                                advantage. You choose to do so after the roll is
                                                                made but before the DM declares whether it hit
                                                                or missed. This sour, azure liquid gives you a
                                                                feeling of alertness and energy.
Elixir of Fortitude
Elixir of Reflex
                                                      Page 12
you feel so mentally sharp that the the world                  depends on the potion’s rarity, as shown in the
around you seems to move a tiny but slower.                    Gravespawn Potions table. While you still have
                                                               these temporary hit points, you also have
Elixir of Will                                                 resistance to poison and necrotic damage and
                                                               advanatage on saving throws against disease. The
When you drink this potion, once during the                    gravespawn potion is purple and thick with a
next hour, when you make a Wisdom or                           putrescent smell, while the deathspawn potion is
Charisma saving throw and dislike the result, you              thin, odorless, and colorless, and the cryptspawn
can reroll that save with advantage. You choose                potion is halfway between the two.
to do so after the roll is made but before the DM               Gravespawn Potions
declares whether it succeeded or failed. After you
imbibe this bubbling white concoction, you feel a
greater sense of purpose and tenacity.
Gravespawn Potion
                                                               Greater Potion of Elemental
You gain temporary hit points when you drink
this potion. The number of temporary hit points                  Control
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this effect ends, you cannot hold anything in your
hands, and you cannot cast spells with somatic
                                                               Potion of the Abyssal Eye
components. The effect lasts for 1 hour. When it               Potion, Very Rare
is due to expire, roll a d20. On a 1, the effect               When you drink this potion, for 1 hour you gain
becomes permanent.                                             truesight, you notice secret doors hidden by
                                                               magic, and you can see into the Ethereal Plane,
Lesser Potion of Elemental                                     all out to a range of 120 feet. However, when this
                                                               duration ends, you must also make DC 15
  Control (Air, Earth, Fire, or
                                                               Intelligence save. On a failed save, every time you
  Water)                                                       close your eyes you see horrible visions that no
                                                               one should contemplate, let alone actually see,
This potion works like a greater potion of                     causing you to gain no benefit from the next long
elemental control, but only controls one type of               rest you finish. After that, the visions slowly fade
elemental: air, earth, fire, or water. When such a             away, allowing you to rest normally.
potion is found, the DM chooses or randomly
determines what kind of elemental it controls,
which is reflected in the potion’s color: blue for
water elemental, green for earth
elemental, red for fire elemental, or
white for air elemental.
Lifeshield Potion
Ointment of Barkskin
                                                     Page 14
                                                               vomit up the contents of your stomach, which
Potion of Bravery                                              fuse together into a special construct called a
                                                               homunculus. The statistics of the homunculus
Originally developed by dwarves, who need every                are in the Monster Manual, but this one is made
advantage in the gloomy tunnels they mine, this                up of leftover food and other detritus best not
potion looks like water with veins of liquid gold.             contemplated. As part of the same action, the
If you are frightened when you drink this potion,              homunculus immediately flies to the target you
that condition ends immediately, and for 1                     chose and makes one bite attack against it.
minute after you are immune to the frightened                  Whether or not the bite attack hits, at the end of
condition. Until that minute ends, you gain a +1               the turn, the homunculus is reduced to 0 hit
bonus on all attack rolls against any creature you             point if it is still alive.
were frightened of when you drank this potion.                   When the homunculus is reduced to 0 hit
                                                               points, it immediately explodes, forcing anyone
Potion of Clarity                                              within 10 feet of it to make a DC 15 Dexterity
                                                               saving throw. A creature takes 6d6 fire damage
When you drink this potion, once during the                    on a failed save, or half as much on a success.
next hour, when you make an ability check and
dislike the result, you can reroll that check with             Potion of Porcupine Armor
advantage. You choose to do so after the roll is
made but before the DM declares whether it                     Long, barbed needles sprout from your arms,
succeeded or failed. This cyan liquid is always                shoulders and back. For 1 hour, your AC cannot
cool and refreshing, and tastes like fresh water.              be lower than 12 + your Dexterity bonus. Until
                                                               the duration ends, you can use your bonus action
Potion of the Electric Eel                                     to make an unarmed strike attack, and when you
                                                               hit with an unarmed strike, you can choose to
Your skin gains a slivery sheen, and small sparks              deal 1d6 piercing damage instead of the normal
of electricity jump from your fingertips. For 1                bludgeoning damage.
hour, your AC cannot be lower than 13 + your
Dexterity bonus. Until the duration ends, when                 Potion of Spirit
you attack with an unarmed strike, you have
advantage on the attack roll if your target is                 When you drink this lavender-scented potion,
wearing metal armor, and on a hit, you can                     you gain advantage on death saving throws for 1
choose to deal 1d8 electricity damage instead of               hour.
the normal bludgeoning damage.
                                                               Stormshield Potion
Potion of the Exploding
  Homunculus                                                   When you drink this potion, for 1 hour you gain
                                                               resistance to thunder and lightning damage and
This potion is thick and reddish-orange, with                  advantage on saving throws against effects that
stringy bits in it like lengths of pasta. Once                 would push you or cause you to fall prone. Your
during the hour after you drink this potion, you               skin takes on a metallic sheen when you consume
can use an action to choose a target within 30                 this slate gray, ozone-smelling drink.
feet of you. When you do so, you immediately
                                                     Page 15
Rings                                                              of each of its turns, a creature charmed by you
                                                                   can repeat the Wisdom saving throw, ending the
                                                                   effect on a success.
Banquet Ring                                                          Once the ring forces a creature to make the
                                                                   Wisdom save against its charming effect, it
Those with reason to fear poisoners tainting their                 cannot do so again until the next dawn.
food treasure this gaudy, gem-encrusted bauble.
While you wear this ring, you have resistance                      Face-Stealing Ring
against poison damage and advantage on all
Constitution saving throws that are not made                       This wearer of this gold ring, set with a lozenge of
against spells. You can use the ring as a bonus                    amber, ring sees the faces of others as potential
action to gain immunity to poison damage and                       disguises. While you wear this ring, you have
the poison condition for 1 minute. After that                      advantage on Wisdom (Insight) checks. As an
minute ends, the ring cannot grant this immunity                   action, you can use the ring to choose a Small or
again until the next dawn.                                         Medium humanoid within 5 feet of you and
                                                                   assume its exact appearance, changing your
Bone Ring of Better Fortune                                        shape to resemble it precisely. Your height,
                                                                   weight, skin, eyes, and other physical features all
Formed from coated bones cleverly entwined,                        become identical to those of the chosen creature.
this tiny circlet fortifies your life force. While you             This doesn't change your clothing, armor,
wear this ring, you have resistance to necrotic                    weapons, or other belongings, only your body.
damage. When you fail a saving throw against a                     You also gain the creature’s mannerisms, voice,
necromancy spell, you can choose to succeed                        and speech patterns, granting you a +10 bonus on
instead. Once the ring allows you to succeed on a                  Charisma (Deception) checks to convince others
saving throw in this way, it cannot do so again                    you are that creature. The transformation lasts
until the next dawn.                                               for a number of hours equal to twice your
                                                                   proficiency bonus.
Cherished Ring                                                       Once the ring transforms your appearance in
                                                                   this way, it cannot do so again until the next
You and your words are more alluring when you                      dawn.
wear this simple loop of burnished gold. While
you wear this ring, you have advantage on                          Fashion Ring
Charisma (Persuasion) checks.
   As an action, you can use the ring to force a                   While wearing this
creature of your choice within 60 feet of you to                   ring, you can use an
make a Wisdom saving throw against a DC equal                      action to say its
to 8 + your Charisma modifier + your proficiency                   command word. In a
bonus. On a failure, the creature is charmed by                    flash of light, your
you for 1 minute. While it is charmed by you, the                  clothing appears to be
creature cannot willingly move further away from                   the height of fashion.
you, and if it is further than 5 feet away from you                You appear to be
at the start of each of its turns, it must use all of              incredibly wealthy or
its movement to move closer to you. At the end                     a low-ranking
                                                         Page 16
member of local aristocracy. This gives you                     only, but you transform into a gargoyle (as
advantage on Charisma (Persuasion) and                          described in the Monster Manual) instead of a
Charisma (Intimidate) checks with humanoid                      beast.
creatures.                                                        The ring regains 1d4-1 expended charges each
                                                                day at dawn.
Gargoyle Ring
                                                                Magician's Ring
While you wear this ring, you have advantage on
saving throws against becoming paralyzed or
petrified. This ring has 3 charges.                             Tricksters and hedge wizards everywhere love
   While you are petrified, you can use 1 charge to             this cheap-looking gold ring. While you wear this
end the effect that is causing you to be petrified.             ring, you know the mage hand, minor illusion,
You can also use 2 charges as an action to become               and prestidigitation cantrips. When you cast one
a stone statue, becoming petrified as you harden                of these cantrips while wearing this ring, the
your body into motionless stone.. Instead of                    range increases by 30 feet.
being completely unaware of your surroundings,
you gain tremorsense out to 60 feet while you are               Nullifying Ring
a statue, though your other senses are suppressed
as normal for the petrified condition. While in                 Formed from a metal as black as a starless night,
your statue form, you are also immune to                        this band counters attacks made against you. You
nonmagical bludgeoning, piercing, and slashing                  gain +2 bonus to all saving throws when you wear
damage. After being in your statue form for 1                   this ring. When you would be hit by an attack
minute, you regain hit points equal to twice your               roll, as a reaction you can use the ring to gain a
level. At the end of each your turns, you decide                +10 bonus to your AC against that attack, possibly
whether to stay in your statue form or become                   cauisng it to miss. If the attack still hits, you gain
animate flesh once more.                                        resistance against the attack's damage. Once the
   In addition, you can use 3 charges as an action              ring grants you the AC bonus against an attack, it
to cast the polymorph spell, targeting yourself                 cannot do so again until the next dawn.
Ring of Cantrips
Ring of Counterspelling
                                                      Page 17
a reaction to expend 1 of the ring’s charges and                  spell slots. If you have spell slots of the level
cast counterspell as a 9th-level spell. This ring has             listed in the table below for your type of ring, the
6 charges, and it regains 1d6 expended charges                    number of spell slots of that level you have is
daily at dawn                                                     doubled. The details for each ring type are shown
                                                                  in the following table:
Ring of Spell Eating
Ring of Wizardry
                                                        Page 18
Rods                                                            warlock feature that curses as a prerequisite.
                                                                  The rod regains all expended charges daily at
                                                                dawn.
Hexer’s Rod +1, +2, or +3
                                                                Quickcurse Rod +2
While holding this rod, you always know the hex                 While holding this rod, you always know the hex
spell as a warlock spell, and you gain a bonus to               spell as a warlock spell, and you gain a +2 bonus
spell attack rolls determined by the rod’s rarity.              to spell attack rolls.
   This rod has 2 charges. When you cast the hex                  This rod has 2 charges. While you hold this
spell using a warlock spell slot while holding this             rod, you can expend 1 charge to cast the hex spell
rod, you can expend 1 charge to immediately                     without using a spell slot. When you use your
regain that spell slot.                                         action to cast a spell that requires you to make a
   In addition, if you are holding this rod when                spell attack, if the spell attack hits a creature, you
you finish a long rest, you can choose one option               can instantly expend 2 charges to cast the hex
for your Eldritch Invocations feature that you                  spell without using a bonus action or a spell slot.
don’t already know but for which you meet all                     The rod regains all expended charges daily at
the prerequisites (if any). Until the next time you             dawn.
finish a long rest, you know that Eldritch
Invocation in addition to any others provided by                Rod of Bubbles
your warlock class. The Eldritch Invocation you
choose in this way must require the hex spell or a              Three times per day you can use an action to
                                                                speak the rod’s command word and fill a 10-foot
                                                                cube with bright green bubbles. The area of this
                                                                cube becomes difficult terrain. Any creature that
                                                                enters the cube or starts its turn there must make
                                                                a Dexterity saving throw (DC 18). Creatures that
                                                                fail take 3d6 acid damage as several of the
                                                                bubbles pop, covering the victim in acid.
                                                                Creatures that successfully save do not take
                                                                damage. The bubbles last for 1 minute before
                                                                harmlessly disappearing. This ability recharges at
                                                                dawn.
                                                      Page 19
spell attack for a spell that deals damage,                                         The rod regains all expended
you can roll 1d6 add it to the extra                                              charges daily at dawn.
damage of the critical hit, and after
rolling all the damage, you can choose to                                         Rod of Interference
reroll one or two of the critical hit’s
damage dice. You must use the second
roll.
                                                                                  This rod has 6 charges. While
Rod of the Feywild                                                                holding the rod, you can use an
                                                                                  action to expend 1 of the rod’s
                                                                                  charges and make a ranged spell
While holding this rod you gain a +2                                              attack with an invisible ray of
bonus to spell attack rolls and to the                                            antimagic against a target within
saving throw DCs of your spells. The                                              60 feet. On a hit, the target cannot
bonus is determined by the rod’s rarity.                                          cast spells again until the end of its
In addition, whenever you cast a spell of                                         next turn, and if it is concentrating
1st-level or higher that teleports you, the                                       on a spell, its concentration
maximum distance you can teleport with                                            immediately ends.
that spell is increased by 30 feet.                                                  In addition, if the target you hit
                                                                                  is affected by any other spells, you
Rod of Flaying +1, +2, or +3                                                      know what each of those spells are,
                                                                                  and you can instantly end your
                                                                                  choice of one of those spells. As
                                                                                  part of the same action, you can
While holding this rod you gain a bonus to spell                   choose up to three more spells affecting the
attack rolls and to the saving throw DCs of your                   target and attempt to end each of them. For each
spells. The bonus is determined by the rod’s                       spell you wish to end, you make an ability check
rarity.                                                            with your spellcasting ability score against a DC
   When you deal necrotic damage to a creature,                    equal to 10 + the level of the chosen spell, ending
you can force the target to make a Constitution                    that spell on a success.
saving throw against your own spell save DC. On                      The rod regains 1d6 expended charges daily at
a failure, the target takes 2d8 necrotic damage                    dawn.
and is stunned for 1 minute. If the target is
stunned, at the start of each of its turns it repeats              Rod of Spheres
the Constitution saving throw, taking another
2d8 necrotic damage on a failure or ending this
                                                                   While holding this rod, which has three charges,
effect on a success.
                                                                   you can use an action to expend one of the rod’s
   This rod has 2 charges. While you hold this
                                                                   charges and create a sphere of force that hovers 3
rod, you can expend 1 charge to cast the hex spell
                                                                   feet off the ground. The sphere can hold up to
without using a spell slot. When you use your
                                                                   200 pounds of items and follows you around for
action to cast a spell that requires you to make a
                                                                   up to 2 hours. The sphere is destroyed if it takes
spell attack, if the spell attack hits a creature, you
                                                                   any damage, but any objects inside float to the
can instantly expend 2 charges to cast the hex
                                                                   ground as if affected by the feather fall spell. The
spell without using a bonus action or a spell slot.
                                                         Page 20
rod regains all expended charges each day at                     your own spell save DC and spellcasting ability
dawn.                                                            modifier: aegis of assault*, aegis of ensnarement*,
                                                                 or aegis of shielding*.
Rod of Weaponry                                                    The rod regains all expended charges daily at
                                                                 dawn.
Swordmage’s Rod
While holding this rod in either of its two forms,
you gain a +1 bonus to spell attack rolls and to the
saving throw DCs of your spells.
   This rod has 7 charges. As a bonus action, you
can expend 1 charge to transform the rod into a
longsword +1. It changes back immediately if you
let go of the sword, if you are incapacitated, or if
you revert the sword into a rod as a bonus action.
   While the rod is in its sword form, you can cast
any of the following cantrips at will: booming
blade***, caustic blade*, challenger’s mark*, fell
strike*, Feywild guardian*, frostwind blade*,
greenflame blade***, lightning lure***, or sword
burst***.
   While holding the rod in either of its two
forms, you can use your reaction (as per the
casting time description of each spell) to expend 1
charge and cast one of the following spells, using
                                                       Page 21
Staffs                                                          with it. It can also be used as a spellcasting focus,
                                                                and while holding it you gain a +1 bonus to your
                                                                spell attack rolls.
Blasting Staff
                                                                While you hold this staff, you gain advantage on
                                                                saving throws against effects that would push
The staff has 10 charges. While holding it you can
                                                                you, pull you, or cause you to become paralyzed,
use an action to expend 1 or more of its charges
                                                                prone, or restrained. Also, when a creature rolls a
to create a fiery blast. Make a ranged spell attack
                                                                saving throw against a spell you cast, if failure
against a target you can see within 30 feet. If you
                                                                would push or pull the creature, or cause it to
hit, you inflict 2d6 fire damage for every charge
                                                                become paralyzed, prone, or restrained, it has
you expended. You can also expend charges to
                                                                disadvantage on the saving throw.
modify the blast, choosing one of the following
options:
                                                                Snake Staff
 Instead of a ranged spell attack the fiery blast
  is a 10-foot cone. Creatures within the cone
                                                                Carved to look like a giant snake, this quarterstaff
  must make a Dexterity saving throw against
                                                                grants you a +1 bonus to attack and damage rolls
  your spell save DC, taking full damage on a
                                                                with it. When you hit a creature with a melee
  failed save or half as much damage on a
  successful one. (2 charges)
 Instead of a ranged spell attack, choose
  a point you can see within 50 feet. Every
  creature within 10 feet of that point
  must make a Dexterity saving throw
  against your spell save DC, taking full
  damage on a failed save or half as much
  damage on a successful one. (2 charges)
 You change the damage type from fire
  to cold, electricity, acid, or poison. (1
  charge)
   The staff regains 1d6+4 charges every day
at dawn. If you expend the last charge roll a
d 20. On a 1, the rod crumbles into a pile of
ash and is destroyed.
Earthroot Staff
                                                      Page 22
                                                                  cannot become a snake again for 1 week.
                                                                     Once you use the command word to turn the
                                                                  staff into a snake, the staff cannot be turned into
                                                                  a snake this way again until the following dawn.
                                                        Page 23
using your spell save DC: grease (1 charge), Melf’s              bone always obscured by shadows, can be
acid arrow (2 charges), or web (2 charges).                      wielded as a magic quarterstaff that grants a +2
   You can use 5 charges to grow a pair of black                 bonus to attack and damage rolls made with it.
tentacles from your shoulders. As an action, you                   The staff has 7 charges. When you hit with a
can use the tentacles to make a melee spell attack               melee attack using it, you can expend one of its
against any creature within 10 feet. On a hit, you               charges as a bonus action to inflict an extra 1d10
deal magical bludgeoning damage equal to 1d8                     psychic damage on the target. When you inflict
plus your spellcasting ability modifier, plus an                 this extra damage, you can also teleport up to 30
additional 1d8 acid damage. These tentacles last                 feet as part of the same bonus action. The staff
for 1 minute before they fade away.                              regains 1d6+1 expended charges daily at sunset. If
   The staff regains 1d6+4 expended charges daily                you expend the last charge, roll a d20. On a 1, the
at dawn. If you expend the last charge, roll a d20.              staff becomes a nonmagical quarterstaff.
On a 1, the staff disintegrates into a fine powder
and is destroyed.                                                Staff of the Gaoler
Staff of Earth and Stone
                                                                 This staff is carved of black, iron-hard duskwood,
                                                                 and is used to entrap foes without killing them.
This staff has 10 charges. While holding it, you                 During the Dawn War at the beginning of time,
can use an action to expend 1 or more of its                     when the gods fought the primordial Dawn
charges to cast one of the following spells from it,             Titans who then ruled creation, a being called
using your spell save DC and spellcasting ability                Taavor the Mad One betrayed his master. That
modifier: stone shape (1 charge), meld into stone                master was Ogremoch, the Prince of Evil
(2 charges), move earth (4 charges), or wall of                  Elemental Earth, who sought to punish Taavor.
stone (4 charges).                                               The Mad One was trapped beneath what is now
   The staff regains 1d6 + 4 expended charges                    the Flooded Forest by his former comrades, one
daily at dawn. If
you expend the
last charge, roll a
d20. On a 1, the
staff blackens,
crumbles into
cinders, and is
destroyed.
Staff of
  Fickle
  Twilight
                                                       Page 24
of whom bore this staff, created for this purpose                additional 20 feet. You can end the light at any
by Ogremoch himself.                                             time, otherwise it ends when you are
  This staff has 10 charges. While holding it, you               unconcscious or no longer holding the staff.
can use an action to expend 1 or more of its                        You can use the staff to cast the feather fall
charges to cast one of the following spells from it,             spell as a reaction, targeting only yourself,
using your spell save DC and spellcasting ability                without using a spell slot. When a creature rolls a
modifier: hold person (1 charge, cast at level 2),               saving throw against a spell you cast, if failure
hold monster (2 charges, cast at level 5), maze (5               would cause it to become charmed, it has
charges), or imprisonment (10 charges).                          disadvantage on the saving throw.
  The staff regains 1d6 + 4 expended charges                        The staff also has a number of charges equal to
daily at dawn. If you expend the last charge, roll a             your proficiency bonus. While you hold the staff,
d20. On a 1, the staff blackens, crumbles into                   you can use the Distant Spell and Extended Spell
cinders, and is destroyed.                                       metamagic options from the Metamagic feature
                                                                 of the sorcerer class. You can substitute this
Staff of the Magister                                            staff's charges for sorcery points when paying the
                                                                 cost of a metamagic option. The staff regains all
                                                                 expended charges each day at sunset.
This handsome mahogany staff is topped by a
draconic bronze claw, clutching a crystalline orb.
Despite its name, there is no
record of it ever being owned by
a being who claimed the title of
magister, and the moniker is said
to be a corruption of its original
name. It was made in a distant
world, and how it came to this
one is unknown—some say it was
found by a wizard in the Domain
of Dread called Sithicus, and she
brought with her when she
escaped that benighted land.
   This staff can be used as a
quarterstaff, and it grants you a
+2 bonus to attack and damage
rolls with it. It can also be used as
a spellcasting focus, and while
holding it you gain a +2 bonus to
AC, spell attack rolls, Intelligence
(Arcana) checks, and the saving
throw DCs of your spells.
   You can use a command word
to cause the crystal atop the staff
to emit bright light in a 20-foot
radius and dim light for an
                                                       Page 25
Staff of Spectral Hands                                           Wands
                                                                  Ambusher’s Wand
The true power of this staff lies in its clever
utility. It can be used as a quarterstaff, and it                 This wand of ebony is bound in displacer beast
grants you a +1 bonus to attack and damage rolls                  sinews. While you hold it, you gain a +1 bonus to
with it. It can also be used as a spellcasting focus,             spell attack rolls, and you have advantage on
and while holding it you gain a +1 bonus to your                  ranged spell attack rolls against any creature that
spell attack rolls. While you hold this staff, you                hasn't taken a turn in the combat yet. In addition,
know the mage hand cantrip. When you cast                         when you hit with a spell attack roll against one
mage hand, you can conjure more than one hand.                    or more creatures that are surprised, you can
The maximum number of hands you can conjure                       choose one surprised target you hit and reduce
in this way is equal to your proficiency bonus.                   its speed by half until the end of your next turn.
  Each hand you conjure in this way appears in a
different point you choose within range. When
                                                                  Bonewand
you use your action to control one hand, you can
use your bonus action to control all the other
hands you have.                                                   This wand carved of humanoid bone has 7
You can use                                                       charges. While holding it, you can use an action
each hand to                                                      during your turn to speak its command word and
perform a                                                         expend 1 or more charges.
different task.                                                      If you expend 1 charge, you create a 20-foot
Otherwise, the                                                    cone of razor sharp bone shards. Creatures
hands are                                                         caught in the cone must make Dexterity saving
subject to the                                                    throw (DC 18), taking 4d6 piercing damage on a
normal rules for                                                  failed save, or half as much on a successful one.
mage hand.                                                        Creatures that failed the save take 2d6 piercing
                                                                  damage at the start of your next turn as the bone
                                                                  shards splinter into their victim’s skin.
                                                                     You can also expend 1 or more charges to
                                                                  target an animated humanoid skeleton within 30
                                                                  feet and force it to make a Constitution saving
                                                                  throw (DC 18). The skeleton takes 1d10 force
                                                                  damage for every charge you expend on failed
                                                                  save, or half as much damage on a successful
                                                                  one. If the skeleton is reduced to 0 hit points, it
                                                                  explodes. Any creature within 10 feet of an
                                                                  exploding skeleton must make a Dexterity saving
                                                                  throw (DC 18), taking 4d8 piercing damage on a
                                                                  failed save, or half as much on a successful one.
                                                                     The wand regains 1d6+1 charges at dawn. If you
                                                                  expend the wand’s last charge, roll a d20. On a 1,
                                                                  the wand crumbles into ash and is destroyed.
                                                        Page 26
                                                                 DC) against one of the following effects of your
                                                                 choice:
                                                                  The target must succeed on a Strength saving
                                                                   throw or drop one item of your choice that it
                                                                   is holding.
                                                                  The target must succeed on an Intelligence
                                                                   saving throw or it can’t take reactions until
                                                                   after the end of your next turn.
                                                                  The target must succeed on a Charisma
                                                                   saving throw, or it has disadvantage on
                                                                   Wisdom and Charisma checks for 1 minute.
                                                                 The wand regains 1d6 + 1 expended charges daily
                                                                 at dawn. If you expend the wand’s last charge,
                                                                 roll a d20. On a 1, the wand crumbles into ashes
                                                                 and is destroyed.
                                                       Page 27
expend 3 charges to cast the magnetism* spell,                 a failure, it takes 2d8 necrotic damage and is
without the need for any components, using your                blinded until the end of its next turn. On a
choice of Intelligence, Wisdom, or Charisma as                 success, the creature takes half as much damage
your spellcasting ability for this casting.                    and is not blinded.
  The wand regains 1d6+1 charges at dawn. If you                  The wand regains 1d6+1 charges at dawn. If you
expend the wand's last charge, roll a d20. On a 1,             expend the wand's last charge roll a d20. On a 1,
the wand crumbles into ashes and is destroyed.                 the wand crumbles into salt and is destroyed.
                                                     Page 28
damage from this attack, one shield it is using or
suit of armor it is wearing (your choice) takes a
                                                               Weapons
permanent and cumulative -1 penalty to the AC it
offers. Armor reduced to an AC of 10 or a shield               Acidic Weapon
that drops to a +0 bonus is destroyed.
  The wand regains 1d6+1 charges at dawn. If you               You gain a +2 bonus to attack and damage rolls
expend the wand’s last charge roll a                                        made with this weapon. You can use
d20. On a 1, the wands crumbles                                             a bonus action to speak this magic
into a pile of human teeth and is                                           weapon's command word, coating
destroyed.                                                                  the part that would strike an enemy
                                                                            to become covered in corrosive oil.
Wand of Thundering                                                          While the weapon has this acidic
                                                                            coating, it deals an extra 1d6 acid
 Armor                                                                      damage to any target it hits, and it
                                                                            emits a sharp, overpowering smell,
                                                                            giving everyone within 15 feet of the
This wand of dragonseye oak                                                 weapon disadvantage on Wisdom
capped with copper has 7 charges.                                           (Perception) checks related to scent.
While holding it, you can use an                                            The acid lasts until you use a bonus
action to expend 1 of its charges to                                        action to speak the command word
cast the thundering armor* spell                                            again or until you drop or stow the
(save DC 15) from it. While you are                                         weapon, at which point the acid
attuned to this wand, whenever you                                          vanishes, along with the smell.
cast thundering armor* (whether
from the wand or otherwise), the
                                                                            Anangrist, the Promise
distance you can push a creature
that fails its saving throw against                                         of Suffering
the spell is doubled. The wand
regains 1d6 + 1 expended charges
daily at dawn. If you expend the                                            You gain a +1 bonus to attack and
wand’s last charge, roll a d20. On a                                        damage rolls with this impossibly
1, the wand crumbles into ashes and                                         crooked and jagged magical sword.
is destroyed.                                                               This razor-sharp sword scores a
                                                                            critical hit on a roll of 19 or 20 on an
                                                                            attack roll.
                                                                              When you score a critical hit with
                                                                            this weapon, the vicious barbs of the
                                                                            weapon tear flesh and cause
                                                                            grievous wounds. The damage dealt
                                                                            by the critical hit cannot be
                                                                            regained by magical means, only by
                                                                            completing a short or long rest.
                                                                            Additionally the wound bleeds
                                                                            profusely. At the start of each of the
                                                     Page 29
wounded creature's turns, it takes 1d4 necrotic                  property is used in the presence of both celestials
damage (for each time you've wounded it if                       and fiends only the celestials will be detected.
multiple critical hits occur within the continuing
effects), and it can then make a DC 15                           Arrow of Law
Constitution saving throw, ending the effect of all
such wounds on itself on a success.                              These finely crafted arrows never break and can
                                                                 be recovered if you can find them after they are
Angelkiller, the End of                                          fired. A creature struck by one of these arrows
  Immortality                                                    takes an extra 1d6 magical piercing damage if it is
                                                                 of chaotic alignment.
                                                       Page 30
          normal chances to hit up to the weapon’s normal
          maximum range, and then disadvantage up to the
          weapon’s new maximum range.
            These weapons are usually crossbows; however,
          other weapons that use ammunition have been
          known to be imbued with the same type of
          magic.
Crossbow of Marksmanship
The Foxblade
Page 31
unique crimson metal, set with round yellow and                  the damage and negate the
black stones made to resemble vulpine eyes. This                 speed reduction. This property
description matches that of a magical weapon                     can be used no more than once
lost during the most recent destruction of the                   per hour.
town of Ylraphon, when it was razed by the Rage
of Dragons in the 14th century. Said to have been                Lifedrinker
crafted by forest gnomes, it was known as the
Foxblade.
  This weapon grants you a +1 bonus to attack                    A wicked, golden star decorates
and damage rolls made with it, and while you are                 the crossguard of this
in any forest, you gain advantage on all Wisdom                  shortsword, and extends into
(Perception) checks you make while hidden.                       gold runes atop the blade’s
The Greater Foxblade                                             crimson inlay. You gain a +1
                                                                 bonus to attack and damage
                                                                 rolls with this magical sword. A
                                                                 successful hit deals an extra 1d6
                                                                 necrotic damage as the sword
                                                                 absorbs a creature’s blood.
                                                                 Constructs and undead are
                                                                 immune to the extra damage.
                                                                    Lifeleech. At the beginning
                                                                 of combat the sword starts
Frostrazor, the Heart of Ice                                     with 0 charges, and gains 1
                                                                 charge for each 10 cumulative
                                                                 points of necrotic damage it
This sword’s crystalline blade is the deep blue of               inflicts. The chargers last 1
an ice cave, and its ornate hilt is gold inlaid with             minute from the time
a carved sapphire.You gain a +1 bonus to attack                  acquired. You can spend
and damage rolls with this magical sword. When                   charges as a bonus action on
you hit with an attack using this weapon the                     your turn for the following
target takes an extra 1d6 cold damage. In                        effects;
addition, while you hold the sword you have                         Transfer life. You heal 1d4
resistance to fire damage and immunity to cold                   lost hit points for each charge
damage.                                                          you expend. There is no limit
   In freezing temperatures, the blade sheds light               to the charges you can expend
in a 10-foot-radius, and dim light for an                        on this property in a single
additional 10 feet. You can suppress this                        bonus action.
illumination at will.                                               Bloodlust. You can expend
   When you draw this weapon, it releases a burst                two charges to cast bless with
of cold in a 30 foot radius, extinguishing all non-              you as the only affected
magical flames and dealing 14 (4d6) cold damage                  creature.
to creatures in the area and reducing their speed                   Exsanguinate. After a
by 10 feet for 1 minute. Each affected creature can              successful attack on a creature
make a DC 15 Constitution saving throw to halve                  you can expend three charges
                                                       Page 32
and induce massive blood loss, requiring the                     save DC (including the bonus gained from this
target to make a successful Constitution saving                  item).
throw or take 4d6 necrotic damage.                                  To fuel these maneuvers, the weapon provides
                                                                 one superiority die, which is a d6 (this die is
Mage’s Weapon, +1, +2, or +3                                     added to any superiority dice you have from
                                                                 another source, no matter when you gain them).
                                                                 A superiority die is expended when you use it. As
                                                                 long as you have the weapon on your person, you
                                                                 regain your expended superiority dice when you
You can use this weapon as a spellcasting focus                  finish a short or long rest. If you wish, you can
for your spells, and you add a bonus determined                  regain an expended superiority die by expending
by this magical weapon's rarity to attack and                    a spell slot while wielding this weapon.
damage rolls you make with it. You add the same
bonus to your spell attack rolls and to the saving               Moonbow +1, +2, or +3
throw DCs of your spells.
  In addition, while you wield this weapon, you
know two maneuvers from among those available                    This slender bow is made of white wood so
to the Battle Master archetype in the fighter class.             polished it looks like pearl, and whenever its
You choose these manuevers when you attune to                    nearly invisible bowstring is drawn, it creates a
the weapon. If a maneuver you use requires your                  gleaming arrow of light, so that it never runs out
target to make a saving throw to resist the                      of ammunition. You add a bonus determined by
maneuver’s effects, the saving throw DC equals 8                 this magical bow's rarity to attack and damage
+ your proficiency bonus + your Strength or                      rolls you make with it.
Dexterity modifier (your choice). If you wish, you                 You can use a bonus action to cause the bow to
can instead choose for the DC to be your spell                                                  shed bright light in a
                                                                                                15-foot radius and
                                                                                                dim light for an
                                                                                                additional 15 feet.
                                                                                                The light lasts for 1
                                                                                                hour, or until you
                                                                                                use another bonus
                                                                                                action to stop the
                                                                                                bow from glowing.
                                                                                                   If you are a cleric
                                                                                                or paladin, and if
                                                                                                your race is elf or
                                                                                                half-elf, you can use
                                                                                                this weapon as a
                                                                                                spellcasting focus as
                                                                                                well.
                                                       Page 33
                                                               doomed realm have been lost. You gain a +2
Rubicant Blade, +1, +2, or +3                                  bonus to attack and damage rolls with this
                                                               magical sword. On a hit, this weapon deals an
                                                               additional 1d6 necrotic damage to any living
                                                               creature (not a construct or undead).
This beautiful and ornate sword has seven runes                   Accumulated Knowledge. You may call upon
inscribed on the blade and vibrates with power                 the accumulated knowledge of the trapped souls
when held. You can use it as a spellcasting focus              to recall information, gaining advantage on all
for your spells, and you add a bonus determined                Intelligence (Arcana, History, Nature, or
by this magical weapon's rarity to attack and                  Religion) checks.
damage rolls you make with it. While you and                      Cry of the Lost. As an action, you can cause
this weapon are on the same plane of existence,                the captured souls in the blade to come forth as a
you can summon this weapon as a bonus action                   swirling, transparent flock of spectres emitting
on your turn, causing it to teleport instantly to              horrific screams in a 20-foot radius, centred on
your hand.                                                     the blade. All creatures in the area of effect,
   Whenever you willingly teleport during your                 except you, must make a successful DC 15
turn, if you are holding this weapon, the range of             Wisdom saving throw or take 4d6 psychic
distance which you can teleport increases by 10                damage and must use their next turn to flee from
feet.                                                          you by the most direct, safe route, using their
   You can use this weapon to cast misty step.                 action to dash. A creature that cannot flee safely
When you cast misty step in this way, choose two               instead cowers, gaining the prone condition. A
allies within 30 feet of you. Each creature you                successful saving throw halves the damage and
choose can use its reaction to teleport up to 30               negates the compulsion to flee. This property can
feet to a new space within 30 feet of you. Once                be used three times, the mace regaining all uses
you cast misty step with this property of the                  at dawn.
weapon, it cannot be used to do so again until
after the next dawn.                                           Soulknife
Soul Reaper, the Cry of the                                    This black steel dagger has a twisted wire hilt
  Lost                                                         that grasps an irregular ruby. You gain a +1 bonus
                                                               to attack and damage rolls with this magical
                                                               dagger.
                                                                  Soul Capture. Upon successfully delivering a
The royal purple inlay on this blade bears golden
                                                               killing blow with this weapon, you can expend
runes that speak of ruthless loyalty to a mighty
                                                               your reaction to capture the dying creature’s soul
queen, but the name of both the queen and her
                                                               temporarily. The soul remains within the gem in
                                                     Page 34
the hilt for 1 minute before moving on to its final             bonus to your spell attack rolls and to the saving
rest. While trapped in the dagger the creature                  throw DCs of your spells.
may not be raised or resurrected. Each turn the                    In addition, whenever you finish a short rest
creature remains in the gem you may ask it one                  while attuned to this weapon, choose one of the
question with a yes or no answer that it must                   following damage types: acid, cold, fire, lightning,
answer truthfully. At the end of each of your                   necrotic, or radiant. Until the next time you
turns the trapped soul can make a DC 15                         finish a short or long rest, the weapon inflicts
charisma saving throw to end its captivity early.               damage of the chosen type instead of its normal
  Once the dagger traps a soul with this property               damage, and you gain resistance to damage of the
once, it cannot do so again until the next dawn.                chosen type. This effect ends early if you die.
                                                                   Finally, you can dismiss the weapon, shunting
Spellsoul Blade, +1, +2, or +3                                  it into an extradimensional space, and it appears
                                                                whenever you use a bonus action to summon it
                                                                again thereafter. The weapon appears at your feet
                                                                if it is in the extradimensional space when you
You can use this weapon as a spellcasting focus                 die or if you stop being attuned it.
for your spells, and you add a bonus determined
by this magical weapon's rarity to attack and                   Spiderkissed Weapon, +1, +2, or
damage rolls you make with it. You add the same
                                                                  +3
                                                      Page 35
                                                                 cast in this way, the spell protects you against
Stormbright's Blade                                              dragons as well as aberrations, celestials,
                                                                 elementals, fey, fiends, and undead. While you
                                                                 are protected in this way, you and all allies within
                                                                 60 feet of you also gain a +1 bonus to AC and
This sword is of dwarven make yet balanced for a
                                                                 saving throws.
wielder of human height. Covered in runes of
                                                                   In addition, when you are reduced to 0 hit
protection, it is large for a longsword. The dwarf
                                                                 points but not killed outright, you can spend 3
paladin Garm Stormbright found it in Athkatla,
                                                                 charges to drop to 1 hit point instead. Once you
immediately after the incident of the Planar
                                                                 use this property, you can immediately use your
Sphere, indicating that the sword is from another
                                                                 reaction to move up to your speed and make one
plane. Stormbright wielded the sword in his
                                                                 attack with this sword. After that attack is
career as the most feared constable of Raven's
                                                                 resolved, you immediately take 1 hit point of
Bluff, and that was when the sword (the real
                                                                 damage.
name of which is unknown) gained this title.
                                                                   Unless it is wielded by an evil creature, this
When he retired to tend a shrine to Berronar in
                                                                 sword never rusts or tarnishes, its metal is always
Ylraphon, and made a vow of pacifism, he gave
                                                                 polished, and its edge is always sharp. When an
up the blade. Its current location is unknown.
                                                                 evil creature makes an attack roll with it, on a roll
  You gain a +3 bonus to attack and damage rolls
                                                                 of 1 on the d20, the sword breaks, and it cannot
with this longsword, and when you wield it with
                                                                 be repaired until it is attuned to a wielder. Even
two hands using its versatile property, its damage
                                                                 then, repairing it costs 500 gp and requires a
increases to 2d6 instead of 1d10. The sword also
                                                                 skilled swordsmith.
grants you a +3 bonus on Charisma (Persuasion)
and Intelligence (History) checks.
  The sword also has a number of charges equal
                                                                 Sword of the Golden Scorpion
to your proficiency bonus. If you are 9th-level or
higher, you can expend 1 charge as a bonus action
to cause the sword to emit bright light in a 10-                 This greatsword has a golden hilt with a brown
foot radius and dim light for an additional 10 feet.             chitin grip. The flexible blade whips as it is
  You can spend 2 charges as an action to cast                   swung, cutting through the air with a metallic
protection from evil, targeting yourself. When
                                                       Page 36
whine. You gain a +1 bonus to
attack and damage rolls with
this magical sword.
  You can use an action to
cause thick, green poison to coat
the blade. The poison remains
for 1 minute or until an attack
using this weapon hits a
creature. That creature must
succeed ona DC 15 Constitution
saving throw or take 2d10 poison
d amage and become poisoned
for 1 minute. The sword can’t be
used this way until the next
dawn.
  Golden Scorpion. As an
action you may take the shape
of a scorpion or giant scorpion
(as described in the Monster
Manual), with a brown and
golden coloring, as if you had
cast the polymorph spell, except
that you retain your own
Intelligence, Wisdom and
Charisma scores, and saving
throws if these are better than
the form taken. The sword regains the use of this
property at dawn the next day.
                                                              Timereaver, the Blade of
                                                                Hindsight
Tideripper, Master of the Sea
                                                              The blade of this sword shines as of it were just
This longsword has a dark blade and a hilt that               forged yesterday, yet the ornate gold hilt is
resembles reaching tentacles, with a central gem              tarnished as if
resembling the pupil of a sea serpent’s eye. When               You gain a +2 bonus to attack and damage rolls
swung underwater, the tentacles writhe and the                with this magical sword. While attuned to this
eye blinks of their own accord.                               weapon you cannot be affected by haste, slow or
  You gain a +2 bonus to attack and damage rolls              any magic or effects that alter time or age you.
with this magical sword. While attuned to this                  Timereave. If you have not yet taken any
weapon you gain a swimming speed equal to your                actions or bonus actions during your turn, as an
walking speed, and are under the constant effects             action you can cut through time, enacting a
of a freedom of movement spell.                               paradox bubble around yourself that the
                                                              timestream immediately attempts to correct. The
                                                              events of the preceding round—from the end of
                                                    Page 37
your previous turn to now—are undone for you                      calming aura.
alone. Any damage you took during that time is
healed, and any effects you’ve become subject to                  Uldruin, the Elder Blade of
since the end of your last turn immediately end.
If you took any reactions during that time, the
                                                                    Unbinding
direct effects of those reactions are undone, and
if you have moved since the end of your last turn,
you are teleported back to where you were at that                 The glowing blue runes running down the blade
time. If that space is occupied, you teleport to the              of tthis sword cannot be translated. Sages claim
nearest safe unoccupied space. Due to the stress                  they are written in a dead language that has been
of this time correction, you cannot take actions                  history from history by a powerful spell.
or bonus actions until after the end of your next                    You gain a +2 bonus to attack and damage rolls
turn. Once you use this property, Timereaver                      with this magical sword. On a hit, it deals an
cannot undo time again until the next dawn.                       extra 1d6 force damage to the target. If you hit a
                                                                  construct or object with this sword, the attack
Trident of Serenity                                               automatically scores a critical hit.
                                                                     If a creature you hit with an attack using this
                                                                  sword is only present because it was summoned
This magical weapon senses strife and turmoil
                                                                  or conjured with a spell (for example conjure
around you, responding in kind with calming
                                                                  elemental or planar ally), it must roll a DC 15
magic that suppresses anger and fear. You gain a
                                                                  Charisma save. On a failed save, the summoning
+1 bonus to attack and damage rolls made with
                                                                  spell immediately ends, returning the creature
this trident, and while you wield it, you emit an
                                                                  from whence it came.
aura of calm within 15 feet. Any creature within
                                                                     If a creature you hit with an attack using this
this aura gains the following benefits:
                                                                  sword is charmed or subject to an effect that has
 It is immune to the charmed and frightened                      cursed it (such as bestow curse), it immediately
  conditions                                                      stops being charmed or . condition, or affected by
 It has advantage on Wisdom saving throws                        a curse, this effect is automatically ended.
                                                                     Unweave Spell. As an action, you can use the
 When the creature starts its turn, any other
                                                                  sword to cast dispel magic. It is cast at 3rd level
  creature within this aura that is hostile to it
                                                                  unless you choose to spend some of your Hit Dice
  becomes indifferent to it until the end of the
                                                                  to increase the spell level. For every two Hit Dice
  turn
                                                                  you spend in this way, the spell is cast as if using
   These effects can interfere with certain styles of             a spell slot of one level higher. Once Udldrin
combat, so allies of yours who rage in combat                     casts dispel magic in this way, it cannot do so
(like barbarians) or rely on opportunity attacks                  again until the next dawn.
may find good reason to stay outside of your
                                                        Page 38
                                                  Golden Eagle. You gain
Uthgar’s Will, the                               advantage on Perception checks
  Blade of Unity                                  Gray Wolf. You do not gain
                                                 levels of exhaustion from forced
                                                 march travel.
This sword, forged according to
                                                  Great Worm. You gain
ancient techniques of the noethern
                                                 resistance to poison damage and
barbarian tribes, is long and
                                                 immunity to the poisoned
straight. Unusually, the handle
                                                 condition.
extends another half a foot past the
                                                  Griffon. When you take the
crossguard, where it is encased in
                                                 attack action you gain advantage
bronze. Both portions of the handle
are wrapped in leather cord that                 on the first attack roll in a round if
                                                 you have moved your full
feels warm to the touch. This blade
                                                 movement speed prior to making
was made to commemorate an
alliance between the Uthgardt                    the attack.
barbarian tribes brokered in the                  Red Pony. You gain advantage
Year of the Watchful Eyes by the                 on Constitution checks.
Neverwiner-based alliance of                      Red Tiger. You gain advantage
wizards known as the Covenant.                   on Dexterity checks that include
You gain a +2 bonus to attack and                your proficiency bonus.
damage rolls with this magical
                                                  Sky Pony. You take half damage
sword
                                                 from falling.
   Aspect of the Totems. The
sword has 3 charges. As an action,                Thunderbeast. You gain
you can use 1 charge to invoke one               advantage on Strength checks.
of the following tribal totems. Each              Tree Ghost. You gain advantage
totem aspect remains active for 1                on death saving throws
hour, and while it is a active, the                 While any totem is in effect, you
symbol of that totem is tattooed                 gain advantage on Charisma checks
across your face in blue ink. The                to interacting with members of the
totems include:                                  tribe of the same name, but
 Black Lion. You gain                           disadvantage on Charisma checks
  advantage on Initiative rolls                  with all other Uthgart tribes. The
 Black Raven. You gain the use                  blade regains all expended charges
  of the       cantrip.                          at dawn.
                                       Page 39
Warblade of the Legion                                          Weapon of Chronal Omission,
 Master                                                         +1, +2, or +3
                                                  Page 40
Wondrous Items
Abyssal Adornment
                                                     Page 41
                                                                 fire damage. This copied effect has the same
Amulet of Magic Resistance                                       attack modifier or saving throw DC as the
                                                                 original effect being copied, as well as the same
This platinum amulet is usually adorned with                     range or area of effect, and affects only the same
gems and imbued with magic through a ritual                      targets as the original. However, any fire damage
with many spellcasters contributing to empower                   dealt by the original effect is converted to cold
the item.                                                        damage when the amulet duplicates, and any
  An attuned creature carrying or wearing the                    damage that was not fire damage is not
amulet gains advantage on saving throws against                  duplicated at all.
spells and other magical effects.                                   Once the amulet is used, you cannot use it
                                                                 again until after the next dawn.
Amulet of the Demodragon
                                                                 The Demodragon
This amulet is adorned with the sculpted heads
of five dragons, each a different chromatic breed.
If you cast a spell that inflicts fire damage during
your turn, or if you have seen a creature within
120 feet of you take fire damage inflicted by a
dragon since the end of your last turn, you can
use a bonus action during your turn to activate
this amulet. The amulet immediately copies the
spell, attack, or other effect which inflicted that
                                                       Page 42
Arcanist’s Glasses                                             Bagpipes of Droning
These spectacles of unknown origin have ruby                   You must have proficiency in the Performance
lenses set in platinum wire frames. While                      skill to use these pipes. You can use an action to
wearing these glasses, you gain the following                  play them and expend 1 charge to create a dull,
benefits:                                                      droning noise that sends creatures into a magical
 You have advantage on Intelligence (Arcana)                  slumber. Roll 10d8; the total is how many hit
  checks, as well as on Wisdom saving throws                   points of creatures this spell can affect. Creatures
  made against illusion spells.                                within 20 feet of you are affected in ascending
                                                               order of their current hit points (ignoring
 You understand any written language that
                                                               unconscious creatures).
  you see, but you must be touching the surface
                                                                  Starting with the creature that has the lowest
  on which the words are written. It takes
                                                               current hit points, each creature affected falls
  about 1 minute to read one page of text. These
                                                               unconscious for 1 minute, or until the sleeper
  glasses don’t decode secret messages in a text
                                                               takes damage. Subtract each creature's hit points
  or a glyph, such as an arcane sigil, that isn’t
                                                               from the total before moving on to the creature
  part of a written language.
                                                               with the next lowest hit points. A creature's hit
 You can use an action to cast the detect magic               points must be equal to or less than the
  spell. If you remove the glasses, the spell                  remaining total for that creature to be affected.
  ends.                                                           Undead and creatures immune to being
While you wear these glasses, the lenses focus                 charmed aren't affected by this item. The
your sight on things that are close to you.                    bagpipes have 3 charges that are replenished
Everything farther than 30 feet away from you is               every day at dawn.
lightly obscured, and everything farther than 60
feet away is heavily obscured.                                 Baldric of Tactical Positioning
                                                     Page 43
Belt of the Bronze
  Titan
                                                        Page 44
margins, which remain visible until you stop                   both lions and housecats), etc. A side effect is
touching the book. Every note written on the                   that you can no longer speak any other language
pages of this book magically appears on all other              but can only make the noises you use to
copies. The notes include every piece of lore from             communicate with your chosen type beast,
The Blackstaff’s Book of 1,000 Spells, written by              except when you speak or sing as part of casting a
leading archmages such as Laeral, Mordenkainen,                spell. This effect lasts while you have the bracelet
Elminster, and even the lich Acererak—                         on your wrist. The bracelet cannot be removed
accompanied by gossip about other spellcasters.                until after you complete a long rest.
                                                                  The knowledge and awareness of many beasts
Boots of Balance                                               is limited by their intelligence, but at minimum,
                                                               beasts can give you information about nearby
These soft leather boots increase an attuned                   locations and monsters, including whatever they
wearer’s nimbleness and make no sound when                     can perceive or have perceived within the past
moving across any surface. The boots grant the                 day. You might be able to persuade a beast to
wearer advantage on Dexterity (Acrobatics)                     perform a small favor for you, at the DM's
checks, Dexterity (Stealth) checks that rely on                discretion.
moving silently, and on Dexterity saving throws.
                                                               Bracers of the Blinding Strike
Boots of Other Paths
                                                               These dark leather bracers are adorned with
These fine leather boots lead you down paths you               three mithril rings each. You gain advantage on
wouldn’t normally take. The product of one                     Dexterity checks for initiative while wearing
wizard’s attempt to maximize her potential for                 these bracers. In addition, once during each of
taking challenging paths, these boots                          your turns, you can use your bonus action to
disappointed their creator in the end, but have                make a weapon attack.
proven useful to other wearers, who always come
by them unexpectedly.
  These boots have 4 charges. You can expend
one charge as a bonus action to take the Dash
action. When you do so, until the start of your
next turn, your movement is unaffected by
difficult terrain, and your speed can’t be reduced
by spells or other magical effects. The boots
regain 1d4 expended charges each day at dawn.
                                                     Page 45
Bracers of the Swordmaster
Brixmarsh Cloak
                                                                creatures between the time of their vanishing and
                                                                when they return. The candle disappears as well,
This night-blue cloak of crushed blue velvet bears
                                                                but unlike those it caused to vanish, the candle is
silver runes on the hem, and on the right
                                                                lost forever.
shoulder, a heraldic rendering of two towers—the
symbol of Brixmarsh, a failing school of magic
foolishly built on the outskirts of the Flooded                 Cat’s Eye Marble
Forest. These cloaks were originally created for
that school, in ambitious numbers far higher                    This small glass sphere resembles a green cat’s
than its eventual enrollment, but are now issued                eye. It grants you darkvision to a range of 60 feet.
by the Avowed to apprentices studying under                     If you already have darkvision, wearing the
masters of the Art.                                             goggles increases its range by 60 feet.
   The cloak has a pocket that magically stretches
to hold a single book weighing 7 pounds or less.                Clarity’s Monocle
While in the pocket, a book is protected from all
moisture and its weight is reduced to one-tenth                 A clear circle of crystal attached to a thin mithral
of normal, though its shape can be clearly seen                 chain, clarity’s monocle sees through lies and
bulging through the outside of the cloak. For 1                 helps its bearer stay calm while the chaos
hour after a book is removed from the pocket, its               explodes around them.
pages shed a faint pale-blue light—just enough to                 While you are attuned to clarity’s monocle,
read it by.                                                     Charisma (Deception or Intimidation) checks
                                                                against you are made at disadvantage.
Candle of Tomorrow                                                The monocle has 3 charges. You can use 2
                                                                charges to cast no more lies* or zone of truth. The
When you light this silver candle, you specify a                DC for saving throws against these spells is 17.
length of time, ranging from 1 minute to 24                     Also, when you make a Wisdom or Charisma
hours. When you do so, each willing creature                    saving throw, you can use 1 charge to gain
within 10 feet of the candle vanishes for the                   advantage on that save. The monocle regains all
length of time you chose. When your chosen                      expend charges each day at dawn.
duration ends, the target reappears in the space it
left or, if that space is occupied, in the nearest
unoccupied space. No time passes for the
                                                      Page 46
                                                                  to be wielded and imbued with the benefits of
Cloak of Battle                                                   your shillelagh spell. When the spell ends, the
                                                                  cloak returns to its normal form and you are
This cloak animates to protect you in battle.                     instantly wearing it once more.
When a melee weapon attack misses you by 5 or
more while you wear the cloak, the attacker must                  Cloak of the Rogue
make a DC 15 Dexterity saving throw. On a
failure, the weapon becomes entangled in your
cloak, and cannot be used to attack again until
                                                                  This finely crafted black cloak grants the
after the end of the attacker’s next turn unless
                                                                  following benefits to a rogue attuned to it:
you command the cloak to release the weapon
early. If the attacker fails the saving throw by 5 or              It conforms to fit its wearer.
more, it drops the weapon. If the attacker wishes                  It grants a +2 bonus to AC and saving throws
to move more than 5 feet, it must drop the                         The wearer gains advantage on Dexterity
weapon to do so.                                                    (Stealth) checks to hide
   If you try to move more than 5 feet while a
                                                                  In addition, the interior of the cloak has four
weapon held by another creature is entangled in
                                                                  pockets that each act as a bag of holding.
your cloak, that creature must make a DC 15
Strength saving throw. On a failure, it drops the
weapon. On a success, you must either command                     Crown of Leadership
the cloak to release the weapon (which happens
instantly when you will it and does not require                   This sturdy but elegant silver crown is embedded
speech or an action), or you cannot move more                     with 10 gems, each valued at 100 gp or more. An
than 5 feet until after the end of the turn.                      attuned wearer gains a +2 bonus to Charisma up
   When a creature drops a weapon entangled by                    to a maximum score of 20. If any of the gems are
the cloak, the cloak keeps the weapon and then                    removed, the crown loses its magic.
drops it at your feet at the end of
that creature’s next turn.                                                         Dark Calling Candle
   In addition, while you wear the
cloak, you can use it to cast                                                      This grey wax candle is cast in
shillelagh, using your choice of                                                   the shape of a devilish creature.
Intelligence, Wisdom, or                                                           As an action you can light this
Charisma as your spellcasting                                                      candle and summon a devil, of a
ability score. When you cast                                                       type of your choice, up to a
shillelagh while wearing the                                                       Challenge rating of 6 or lower.
cloak, you do not need a club or                                                   While the candle remains alight,
quarterstaff. If you cast it while                                                 the devil must serve you and
you are not holding a club or                                                      carry out your commands to the
quarterstaff, and you have at                                                      best of its property, but cannot
least one empty hand, the cloak                                                    move more than 60 feet from the
you are wearing will instantly                                                     candle. The creature rolls its own
transform itself into a club or                                                    initiative and has its own turns.
quarterstaff (your choice) and                                                     While the candle is lit the
move to your empty hand, ready                                                     creature cannot harm you, but it
                                                        Page 47
is not friendly, and may seek to twist any                         attack roll, you deal an additional an extra 1d10
commands given to follow the literal but perhaps                   radiant damage to it. Also, whenever you make a
unintended meaning.                                                Charisma check when interacting with dragons,
   At the beginning of each of the devil’s turns                   you roll a d6. If the dragon is good or neutral, of
there is a 10% chance the flame dies and the devil                 if it is a Charisma (Intimidation) check, you add
is freed. You can reduce this to 5% by                             the number rolled as a bonus on your Charisma
maintaining concentration on the summoning                         check; otherwise, you subtract the number rolled
effect. Once the candle flame is extinguished the                  as a penalty on that check.
devil is free to act for 1 minute before returning to                 This holy symbol has 2 charges. While holding
the nine hells. The devil also disappears,                         the symbol, you know the detect dragonblood*
returning to the nine hells, if it is reduced to 0 hit             cantrip, and you can expend one or more of its
points.                                                            charges to cast one of the following spells from it,
   The candle can burn for up to an hour. It may                   using your spell save DC and spellcasting ability
extinguish naturally or be snuffed by you,                         and the spell’s normal casting time: absorb
reducing its overall duration appropriately. Each                  elements (1 charge), dragon’s breath (2 charges),
time the candle is relit a new devil may be                        or hold person (2 charges). Each day at dawn, the
summoned. When the candle burns out it                             dragonscale regains any expended charges.
becomes a nonmagical lump of wax.
                                                                   Egg of Death
Diadem of Discretion
                                                                   This apparently empty eggshell feels cold to the
This diadem has 3 charges. As a bonus action,                      touch. It was invented by dragonborn sorcerers in
you can expend 1 charge to cast misty step. You                    Abeir, the twin world of Toril, as part of their
can use 3 charges to cast misty step as a reaction                 covert insurrection against the dragons of
when another creature moves, attacks, or forces                    Melabrauth who enslaved them. Since the
another creature to make a savingthrow.
  The diadem regains 3 expended charges at
dawn. If you expend the diadem’s last charge
roll a d20. On a 1, the diadem crumbles into dust
and is destroyed.
Dragonscale of Bahamut
                                                         Page 48
                                                                 while you wear this pin, unless it is already 21 or
                                                                 higher. Also, the emblem has 4 charges. As a
                                                                 bonus action, you can use 1 charge to cast the
                                                                 misty step spell. When you do so, you can select-
                                                                 - by color—one of the following effects:
                                                                  Red (Summer). Each creature of your choice
                                                                   adjacent to you when you finish the
                                                                       takes 5 points of fire damage.
                                                                  Brown (Autumn). A creature you can see
                                                                   within 30 feet of your destination after using
                                                                   misty step must make a DC 15 Wisdom saving
                                                                   throw or be charmed by you for 1 minute. The
                                                                   creature has advantage o the saving throw if
                                                                   previously harmed by you or your
                                                                   companions, and may make a new saving
                                                                   throw at the end of each of its turns to end
                                                                   the effect.
                                                                  Blue (Winter) One creature of your choice
Spellplague, many of their descendants now                         that you can see within 5 feet of you before
dwell in Tymanther, where they create eggs of                      you teleport must succeed on a DC 15
death for espionage in their nation’s war against                  Wisdom saving throw or be frightened of you
Unther.                                                            until the end of your next turn.
   As an action, you can break the egg to call                    Green (Spring) You can touch one willing
forth a corpse identical to what you would look                    creature within 5 feet of you. That creature
like if you suddenly died, which appears in a                      then teleports instead of you, appearing in an
space of your choice within 5 feet of you. The                     unoccupied space of your choice that you can
corpse is absolutely real, flawlessly passes                       see within 30 feet.
detailed examination, and registers no traces of                   Once you choose a particular color, it
magic to suggest its source. Once the corpse                     disappears from the spectrum shift of colors
appears, the egg is destroyed.                                   within the gem until the next dawn. Until that
   Many scholars believe the body comes from an                  color reappears, you cannot choose it again. If
alternate timeline wherein you truly died. Fate                  you use the last charge, the gem stops shifting
took one path in your own timeline, and a                        colors and becomes clear. The eladrin emblem
different, fatal one in the other, but the corpse is             regains all expended charges each day at dawn.
absolutely yours. The effects of resurrecting the
body (if any) are left to the DM’s discretion.
                                                                 Exchequer’s Ledger
Eladrin Emblem
                                                                 This book, filled with ever-changing mystical
                                                                 entries, rests on a simple wooden desk. The
This silver pin is shaped like a crescent moon set               ledger was taken from a dragon’s hoard along
with a gem at its center. The gem slowly changes                 with the desk it’s attached to, and the two can’t
color through a spectrum of red to brown to blue                 be separated. The ledger appears blank while it’s
to green. Your Dexterity score increases to 21
                                                       Page 49
moving, but once it’s remained stationary for 24
hours, the ledger’s pages display a detailed list of
                                                                 Flensing Gloves
entries describing each object within 60 feet plus
an educated estimate of its monetary value. If an                These gloves appear to be made of soft, black
object is a book, the entry also includes its title,             leather. Once you put them on and attune to
author, number of pages, a brief summary of its                  them your hands become covered in inky
condition (“pristine,” “water-stained,”                          blackness and your fingers end in razor sharp
“incomplete,” etc.), and a rough estimate of what                claws that seem to stretch of their own accord.
year it was created. The ledger does not note                    While you are wearing both of these gloves, you
whether or not any particular object is a magic                  can make a special unarmed strike. This unarmed
item.                                                            strike deals an additional 1d6 magical slashing
   While you are touching this ledger, you can use               damage on top of any other damage inflicted, and
an action to consult its pages and instantly learn               such an attack has a reach of 10 feet.
the summed monetary value of all objects                            A creature hit twice or more in the same turn
accounted for by its current list. You instantly                 by attacks with the same set of flensing gloves
know if the total has changed in any way since                   takes an additional 1d12 slashing damage from the
the last time you consulted the ledger, but not                  second attack, as your claws slice off a
when or by what means.                                           devastatingly large chunk of its flesh.
                                                                    While you are wearing one or both of these
Expeditious Tome                                                 gloves, and for 1 minute after you remove them,
                                                                 you cannot hold anything in your hands.
                                                                 Fugacious Stone
This thick book, bound in gray leather, has blank
pages, framed with strange writing. Most tomes                   When held, this unassuming pebble sometimes
of this type have been found in Undermountain,                   appears to vanish or duplicate itself for a split
created by various impatient apprentices of the                  second, but when you look again, it’s still there,
mad archmage Halaster Blackcloak, who
frequently find their ritual castings
interrupted. However, certain spellcasters
among the Avowed of Candlekeep know the
secret of creating an expeditious tome as well.
   If you can attune to this book, you can use
it as a spellbook and an arcane focus. While
holding the tome, your spell save DC and spell
attack bonus each increase by the amount
determined by the item’s rarity. In addition,
you can reduce the casting time of a spell you
cast as a ritual by 5 minutes. Once this
property is used, it can’t be used again until
the next dawn.
                                                       Page 50
just one pebble, as it was before. Fugacious stones
are the collateral damage of learning
                                                                 Gargoyle Mask
chronomancy. As wizards experiment with
manipulating time by sending objects into the                    This black iron half mask sports horns from its
future and summoning items from the past, that                   temples. As an action, you can use the mask to
magic spills and spreads. Even those who                         cast the polymorph spell, targeting yourself only,
carefully control arcane energy cannot prevent                   but you transform into a gargoyle (as described in
small amounts of magic from splintering off such                 the Monster Manual) instead of a beast. Once the
time-transformed objects, leaving specks of                      mask casts polymorph in this way, it cannot do so
matter that coalesce to form pebbles unstuck in                  again until the next dawn.
time. Some theorize that fugacious stones aren’t
actually destroyed when used. Rather, they are                   Garter of the Silver Tongue
flung to a far point in time where they can be
found and used again.                                            While you wear this garter, you are
   You can use an action to throw this stone at a                                                preternaturally
willing creature                                                                                 glib and well-
within 60 feet of                                                                                spoken, speaking
you. The stone                                                                                   with precise
instantly flies to                                                                               diction while
the chosen target,                                                                               choosing the most
and then the stone                                                                               effective words to
and the target                                                                                   influence others.
both vanish. For                                                                                 Whenever you roll
the next minute,                                                                                 a Charisma check
other creatures                                                                                  that involves
can’t perceive,                                                                                  speaking, you can
interact with, or                                                                                roll 1d4 and add
affect the target in                                                                             the number rolled
any way, and the                                                                                 to your check
target is unaware                                                                                result.
of its surroundings.                                               In addition, whenever you cast a spell with
   At the start of each of your turns, roll a d4. On             verbal components, you can choose one of the
a roll of 4, or after the target has been gone for 1             following benefits and apply it to that casting of
minute, the target immediately reappears in the                  the spell:
space it left or, if that space is occupied, in the
                                                                  If the spell requires concentration, whenever
nearest unoccupied space. No time passes for the
                                                                   you make a Constitution save to maintain
target between the time of its vanishing and
                                                                   your concentration on it, you can roll 1d4 and
when it returns, and it’s in exactly the same
                                                                   add the number rolled to your saving throw.
condition as when it vanished. The fugacious
                                                                  If the spell forces one or more creatures to
stone does not return; it is lost forever.
                                                                   make a saving throw, you can roll 1d4 and add
                                                                   the number rolled to the DC for one target's
                                                                   save.
                                                       Page 51
 If the spell inflicts damage on one or more
  creatures, you can choose one target and
                                                               Holy Symbol of Hope
  inflict 1d4 extra thunder damage on it.
Magic Tome
                                                     Page 52
and spell save DCs, as determined by the
item’s rarity. In addition, when you score
a critical hit with a spell attack for a spell
that deals damage, the critical hit inflicts
extra damage. That damage is equal to
your proficiency bonus + the level of the
spell (the level is 0 if it is a cantrip).
Magicbane Manacles
                                                       Page 53
                                                                   the psychic damage. Only a spellcaster that can
Orb of Holiness                                                    touch the orb without having to make this saving
                                                                   throw can attune to it.
                                                         Page 54
                                                             when you hit a creature with an attack roll, in
                                                             addition to the normal effects of the attack, you
                                                             can force that creature to roll a DC 15
                                                             Constitution save. On a failed save, the creature
                                                             becomes poisoned for 1 minute. Whether the save
                                                             succeeds or fails, the gem in the amulet returns
                                                             to its normal red color.
                                                               In addition, the amulet has 3 charges. As an
                                                             action, you can use a charge to cast the blink spell
                                                             on yourself. The amulet regains all expended
                                                             charges each day at dawn.
Rock Robe
                                                   Page 55
                                                                  reality, making it appear translucent and
Scrying Tapestry                                                  insubstantial, but otherwise it looks just like you,
                                                                  even possessing phantom copies of all your items
These 10-foot-square tapestries were first made                   and equipment. The duplicate has the same AC
by the Imaskari Artificers in the sodden twilight                 as you, 1 hit point, and immunity to all
of their lost empire. Recently, a Moonsea cult                    conditions. If it makes a saving throw, it uses
worshiping a being known only as the “Heir of                     your ability modifier for the roll. If your duplicate
Orcus” (believed to be the rebellious progeny of                  is ever more than 30 feet from you at the end of
that loathsome demon lord) has collected five of                  your turn, it is destroyed. You can use your
these tapestries, for use in some inscrutable                     duplicate in the following ways:
scheme. Rumors say the cultists now have their
                                                                   On your turn, you can move the duplicate up
eye on a sixth tapestry, which currently hangs in
                                                                    to 30 feet in any direction—horizontally,
Exaltation, the first and tallest of Candlekeep’s
                                                                    vertically, or diagonally, even into the air (no
towers.
                                                                    action required).
   While within 10 feet of a scrying tapestry you
can see, you can concentrate your thoughts on a                    As a bonus action, you can spend 15 feet of
location you’ve seen before (as if concentrating                    movement to teleport, magically swapping
on a spell). After 10 minutes, the scrying tapestry                 places with your duplicate.
creates a silent invisible sensor at that location. A              When you take the Attack action on your
creature that can see invisible objects sees the                    turn, any attack you make with that action
sensor as a luminous orb about the size of your                     can originate from your space or the
fist.                                                               duplicate’s space. You make this choice for
   For a duration of up to 10 minutes, as long as                   each attack.
you maintain concentration, the tapestry’s                         As a bonus action, you can make one extra
surface depicts images and emits sounds from the                    melee attack from the duplicate’s position.
sensor’s location, just as if the tapestry were an
                                                                   When a creature that you can see within 5
open window on the target. After the duration,
                                                                    feet of your duplicate moves at least 5 feet
the tapestry retains the last image it displayed
                                                                    away from it, you can use your reaction to
until it’s used again.
                                                                    make an opportunity attack against that
   After this tapestry is used to scry on a location,
                                                                    creature as if you were in the duplicate’s
it can’t be used again for 1 hour.
                                                                    space.
                                                        Page 56
                                                                lasts for 1 hour before it turns back into a pair of
Shakti Amulet                                                   bracers.
                                                                   Once you force one or more creatures to roll a
                                                                saving throw against the bracers’ effect, you
This porcelain amulet is carved to resemble a tiny              cannot do so again until after the next dawn.
figure in half plate wielding two shortswords. As
an action during your turn, or as a reaction when
                                                                Spellstar
you roll initiative, you can speak the amulet’s
command word. Once you do so, at the start of
your next turn you instantly don a shining suit of              Spellstars come in two forms: some are sparkling,
half plate armor, and you are instantly wielding                translucent blue or green gemstones; others are
two matching shortswords, one in each hand.                     shining star-shaped steel items that cannot rust,
Any other equipment you had is temporarily                      tarnish, or become scratched. A spellstar stores
absorbed into the armor, and has no effect.                     spells cast into it, holding them until the attuned
   While the armor and shortswords exist, you are               wearer uses them. The ring can store up to 10
considered proficient with them. When you hit                   levels worth of spells, but a spell can only be
with an attack using one of the shortswords, you                removed from a spellstar by casting it. When
can choose to inflict an extra 1d6 lightning                    found, it contains 2d6-2 levels of stored spells
damage.                                                         chosen by the DM.
   Once the armor and shortswords appear, they                     Any willing creature can cast a spell of 1st
last for 1 minute before fading away. You can also              through 5th level into the ring by touching the
use a bonus action during your turn to dismiss                  ring as the spell is cast. The spell has no effect,
them instantly. Once you summon the armor and                   other than to be stored in the ring. If the ring
shortswords, you cannot do so again until after                 can't hold the spell, the spell is expended without
the next dawn.                                                  effect. The level of the slot used to cast the spell
                                                                determines how much space it uses.
Skull Lord’s Bracers                                               While wearing holding a spellstar, you can cast
                                                                any spell stored in it. The spell uses the slot level,
                                                                spell save DC, spell attack bonus, and spellcasting
This pair of leather bracers is decorated with                  ability of the original caster, but is otherwise
finger-bones, toe-bones, and cracked remains of                 treated as if you cast the spell.
vertebrae. You can use an action to speak the                      Each time a spell is cast from it, a portion of
bracers’ command word during your turn,
                                                                the spellstar melts away, becoming smaller,
causing the bones of your enemies to shatter and                permanently subtracting the levels of stored
the pieces to rip free of their bodies. When you                spells used in that casting from the total number
do so, every creature of your choice within 30 feet
                                                                it possesses. For example, if a spellstar holds one
of you must make a Constitution saving throw,                   casting of fireball (a 3rd-level spell) and a magic
taking 5d6 piercing damage on a failed save, or                 missile spell cast at 4th-level, it has used 7 of its
half as much on a successful one.                               10 levels of spell storage. If the fireball is cast, the
   When one or more creatures take damage from                  3 levels of spell storage that held it melt away in
this effect, the bone shards fly to you and form                the casting and are lost, leaving 7 levels of spell
into a staff made of bones with a skull at either               storage, 4 of which are already taken up by the
end. You can use this staff as a magical                        magic missile.
quarterstaff, with a +3 bonus to attack rolls and
                                                                   An exhausted spellstar crumbles to dust,
damage rolls for attacks made with it. This staff               forever gone. Rumors say that certain, secret
                                                      Page 57
spells can recharge spellstars, but such spells are
said to be known only to Elminster of
Shadowdale and certain members of the
legendary Seven Sisters.
Stein of Heroes
Storm’s Garter
                                                        Page 58
Timeless Tome                                                     Tongs of the Armorer
                                                        Page 59
In all other respects, it is the person you were at             point that it looks ready to split and the cotton is
the time you chose, and it approaches you with                  threadbare, but wizards and sorcerers have gladly
that perspective. The spirit remains for 10                     killed for this bag and power is offers. You can
minutes before vanishing, allowing you time to                  produce any material component that has no
converse with it. If you remember the right time                gold piece value while casting a spell. You do not
in your own past to call on the spirit, you can                 need to be attuned to the bag to use this feature.
question yourself while important knowledge was                    Once you are attuned to the bag its real powers
still fresh in your mind, potentially gaining                   become evident. The bag has three charges, and
advantage on an Intelligence check on that                      you can use 1 charge to produce a material
subject. The spirit’s time with you is separate                 component from the bag worth up to 100 gp. The
from your actual younger self’s place in time, and              material component disappears once you have
your younger self retains no memory of the                      finished casting the spell. You must use the
conversation.                                                   material component to cast a spell and must
                                                                begin casting that spell before the end of your
Zagyg’s Spell Component Pouch                                   next turn after you have drawn the material
                                                                component from the bag. If you do not, the
                                                                material component crumbles into dust upon
This appears to be a spell component pouch that                 being produced. The bag regains any expended
has been crudely repaired dozens of times, to the               charges at dawn.
                                                      Page 60
Chapter 2: Sentient Items & Artifacts
                                                    to it, Albruin also understands every
As many adventurers discover, to their
                                                    language you know.
great misfortune, the most powerful of
                                                       Spellcasting. Albruin has 15
magic items frequently have a will of
                                                    charges. While holding it, you can
their own.
                                                    expend 1 or 2 of its charges to cast one
                                          Page 61
to settle down in one place, fails to intervene or                sword, claims to have seen a stranger carrying it
defend helpless innocents, or otherwise starts to                 at the Friendly Arm Inn on the Coast Way
live a boring life, a conflict between Albruin and                between Baldur’s Gate and Candlekeep, just after
its wielder occurs at the next dawn. The sword                    resurrection of the god Bhaal in 1482.
refuses all use of its spells to wielders who
displease it in these ways, at least until they start             The Beat Stick
being interesting again.
   History. The sword was originally forged by
the long-dead Surdee, that famed smith of                         Scholars and sages argue what event could have
icebound Glister, who worked ore fresh from the                   been so heinous so it created the weapon known
mines above the city on the edge of the glacier.                  as The Beat Stick. If The Beat Stick knows, it’s not
Yet the errant half-drow prince of Dambrath who                   telling, and doesn’t seem to care. The Beat Stick
commissioned Albruin never received the boon                      has had many names and appears in legends of
companion he sought. Instead, the sword                           half a dozen species, from giant to elves. The Beat
convinced one of Surdee’s smiths to spirit it                     Stick looks like a simple worn club of prodigious
away, and its adventures began.                                   size, but it seems incredibly light to an attuned
   Albruin spent decades in Cormyr, most of them                  wielder. The Beat Stick will resize itself to match
miserable, as it became a seldom-used royal                       its wielder. You gain a +3 bonus to attack and
heirloom passed down the line of kings. After a                   damage rolls made with this magical weapon.
halfling thief stole it in the mid-13th century, the                 Crushing Revenge. When you attune to The
thankful sword ended up in Wheloon, then                          Beat Stick, you can choose one evil or neutral
disappeared for decades before finding its way to                 creature that you have met and are very familiar
a noblewoman of House Uskevren in Selgaunt.                       with, and that you have a legitimate grudge
After her disappearance, it passed through the                    against. You must name a specific creature, not
hands of an Eastingreach sellsword, a prince of                   an entire species or group of creatures. While you
Telflamm, a fleeing looter in Impiltur, brigands in               are within 1 mile of the chosen creature, you have
the Dalelands, a banelich in Zhentil Keep, and a                  advantage on Wisdom (Perception or Survival)
mercenary general in what is now Raven’s Bluff.                   checks made to find it. When you target that
For some years in the early 1300s, a towering
warrior rumored to be a werebear, called Basalin,
wielded the blade in defense of his village. It
protected Basalin from the poisons of the giant
spiders that plagued the area and allowed him to
see the invisible Red Wizards who commanded
them.
   By 1368 DR, Albruin was carried by Simmeon, a
former adventuring companion of the
necromancer Kryll; by 1369, the drow mage
Rarvilin Strathi had it; by 1370, it was in the
hands of one of the wards of the sage Gorion of
Candlekeep, though tales differ as to whether this
ward was Imoen, Abdel Adrian, or someone else.
The tiefling bard and Harper Sälia, raised in
Candlekeep and familiar with the lore of the
                                                        Page 62
creature with a weapon attack using The Beat
Stick it scores a critical hit on a natural roll of a
                                                                  The Ravenblade
19-20, and it inflicts an additional 6d6 magical
bludgeoning damage on a hit.
   None Shall Stand. During your turn, if you                     Though this longsword appears to be carved from
reduce a creature to 0 hit points using The Beat                  a single large shard of black glass, from its
Stick, you can use a bonus action to make                         rounded pommel to the tip of its razor-sharp
another attack with The Beast Stick against a                     blade, it is as hard as adamantine. On further
different creature within 5 feet of both you and                  examination, the glass is actually transparent,
the creature you reduced to 0 hit points.                         like a window, and through it you can see the
   Sentience. The Beat Stick is a sentient weapon                 stormy expanse of a dark and alien night sky. You
                                                                  gain a +2 bonus to attack and damage rolls made
of chaotic good alignment, with an Intelligence of
12, a Wisdom of 14, and a Charisma of 18. It has                  with this magical weapon, and you can use it as a
                                                                  spellcasting focus. It also grants its wielder a +2
hearing and darkvision out to a range of 120 feet.
   The weapon can speak, read, and understand                     bonus to spell attack rolls.
Goblin, and can communicate with its wielder                         Sentience. The Ravenblade is a sentient lawful
                                                                  neutral weapon with an Intelligence of 18, a
telepathically. Its voice is deep and echoing.
While you are attuned to it, The Beat Stick also                  Wisdom of 20, and a Charisma of 17. It has
understands every language you know.                              hearing and truesight out to a range of 60 feet,
   Personality. The Beat Stick is an unsubtle,                    but almost never communicates with its wielder
                                                                  about things it perceives.
single-minded intelligence with one purpose: to
smash the creature its wielder hates. Until you                      The weapon can read and understand (and
                                                                  write) Common, Abyssal, Celestial, Draconic,
crush the object of your wrath into the ground,
                                                                  Deep Speech, Elven, Infernal, Primordial,
The Beat Stick is animated and excessively
communicative. Once The Beat Stick has                            Qualith, Sylvan, and Undercommon, but it never
accomplished its goal, however, it becomes                        speaks any language but Elvish, and
apathetic and uninterested in anything you have                   communicates telepathically only with wielders
to say. Once The Beat Stick has been given to a                   that are also fluent in Elvish.
new wielder and a new target is chosen, it                           Writing. While the blade does not seem overly
becomes excited and engaged once more,                            eager to help those attuned to it, it does offer a
speaking about smashing its new target at length.                 unique benefit: if the wielder wants a letter
   The Beat Stick will not harm any creature it                   written, it can leave an appropriate amount of
perceives as innocent. Any attempt to attack such                 unmarked paper (no ink required) within 5 feet
a creature will cause the sentient weapon to twist                of the Ravenblade. On request, the weapon will
in the hands of its wielder and miss. If The Beat                 magically inscribe the appropriate words on the
Stick’s wielder uses it three or more times to                    blank pages. Exactly 8 hours later after the
attack a target it perceives as innocent, conflict                request is made, the blank paper instantly
between The Beat Stick and its wielder occurs at                  becomes filled with the desired writing. It all
                                                                  appears in a very distinct and practical
the next sunset.
                                                                  calligraphic script. The Ravenblade can only write
   If a wielder that has displeased the The Beat
Stick rolls a 1 on an attack roll, the wielder drops              in languages it knows.
the weapon. If the wielder has displeased The                        Occasionally, the Ravenblade will want a favour
Beat Stick, it then immediately flies away at                     of its own. It will ask its wielder for some paper,
astonishing speed, vanishing into the distance.                   and then compose a letter of its own, which it
                                                        Page 63
will then need handed off to a courier or
delivered to its proper recipient. The blade’s
                                                               Thorn
personal letters always appear written in a coded
script of sigils indecipherable to all but the
intended recipient.                                            When found, this shining shortsword is brightly
   Personality. The Ravenblade has little interest             polished and bears a keen edge, as if it had been
in its mortal wielders; they are only means to an              maintained by a very fastidious owner until very
end. The Ravenblade uses its wielder as a                      recently. A large green feather hangs from a silver
mystical channel for communication, on behalf of               cord tied around the pommel, alongside a tiny
its mysterious mistress. Somehow, being attuned                crystalline magnifying glass. You gain a +2 bonus
by a warlock allows it to magically contact that               to attack and damage rolls made with this
                                                               magical weapon.
warlock’s otherworldly patron. Once in contact it
negotiates complicated agreements on its                          Sentience. Thorn is a sentient lawful good
                                                               weapon with an Intelligence of 14, a Wisdom of
mistress’s behalf with the patron, usually related
to inane details of extraplanar politics.                      15, and a Charisma of 12. It has hearing and
   Despite its indifference, it wants worthy                   darkvision out to a range of 120 feet.
wielders, and quickly determines whether or
not a warlock attuned to it is useful. It likes
ambition, attention to detail, precision, skill,
and self-control in its wielders, and hopes to
grow such warlocks into truly valuable assets.
   If the Ravenblade finds its wielder’s
behaviour reckless, lazy, careless, or sloppy,
or if a request related to its letters (either for
paper or for delivery) is not honored, a
conflict between the Ravenblade and its
wielder occurs at the next sunset. While it is
displeased with its wielder, it will neither
write requested letters nor allow the wielder
to expend its charges to cast spells.
   Spellcasting. The Ravenblade has 6
charges. While holding it, you can expend 1 or
more of its charges to cast one of the
following spells from it, just as if it you were
casting one of your warlock spells but without
using a spell slot: blade of black wind* (3
charges), blade of dark whispers* (2 charges),
blade of flickering shadows* (4 charges), blade
of nightmares* (1 charge), hex (1 charge),
modify memory (5 charges) or steel wind
strike** (5 charges). Spells cast in this way
require the normal casting time and
components. The blade regains all expended
charges each day at sunset.
                                                     Page 64
   The weapon can speak, read, and understand
Common and Halfling, and can communicate
with its wielder telepathically.
   Perceptive. When you hold the shortsword,
you hear a telepathic voice whispering about
various clues and signs it notices, granting you
advantage on Wisdom (Perception) checks.
   Personality. Thorn is a detail-oriented stickler
for rules, laws, etiquette, safety, proper
behaviour, and finding clues to wrongdoing. It
insists that its wielder must behave correctly
according to the prevailing social standards of the             off the map, their inhabitants put to the sword or
local culture. Thorn’s ideal scenario is being                  taken to lower planes to serve as food, slaves, or
wielded to bring lawbreakers to justice, and it                 worse. The rivers ran red with blood and the skies
constantly points out “evidence” that it believes               choked on the laughter of devils.
could help catch criminals.                                        Wo Mai was a great champion of the people.
   If Thorn’s wielder indulges in egregious                     When he heard of the slaughter, he gathered his
rulebreaking or breaches of etiquette, it gives the             followers and came down out of the mountains to
wielder 24 hours to redress the situation                       help. Wo Mai and his followers scattered the
appropriately. If the wielder fails to do so, a                 fiends and Wo Mai engaged the devil that led
conflict between Thorn and its wielder occurs at                them. They fought for days, neither gaining an
the next sunrise. While it is displeased with its               upper hand. Wo Mai was a powerful wizard, but
wielder, it insists on loudly apologizing for the               the fiend’s life force was safely hidden on another
wielder’s behavior, especially in moments of                    plane. Realizing he would eventually lose, Wo
misbehavior, imposing disadvantage on Dexterity                 Mai bound the fiend in unbreakable chains.
(Stealth or Sleight of Hand) checks and Charisma                   Wo Mai drug the devil back to his fortress and
(Deception) checks.                                             a few weeks later trapped the fiend in the Acorn
   Nettle? Rumors state that Thorn was created                  that bears his name. The Acorn was given as a gift
alongside another sentient weapon, a magical                    to the emperor. It disappeared a century later
hand crossbow +2 called Nettle. This crossbow is                when the empire fell to civil war.
as greedy, impetuous, and obnoxious as Thorn is                    The Acorn of Wo Mai is a giant acorn nearly 3
careful, lawful, and polite. The two argue like                 feet in height and made of lead. Two golden
siblings, but also work well together in stressful              bands wrap around the acorn, crossing under a
situations. If you attune to both, you gain a +2                seal of dragon wrapped around a sword. Despite
bonus to your Armor Class while both are on                     being huge and seemingly made of solid lead, a
your person.                                                    strong man can pick up the Acorn with little
                                                                effort (DC 12 Strength check). The Acorn is
Artifacts                                                       slightly warm to the touch.
                                                                   The devil inside has grown to love and loath its
The Acorn of Wo Mai                                             prison. It has convinced many mortals that it is a
                                                                harmless spirit or noble celestial trapped in the
                                                                Acorn by an evil wizard, and by this deception
Millennia ago, an army of fiends attacked the
                                                                the souls of many righteous clerics have been
empire of Shou Lung. Whole villages were wiped
                                                                sent screaming into the Nine Hells. Time and
                                                      Page 65
again the fiend has been close to being freed,
only to have freedom snatched away.
   The Devil Inside. If pressed, the devil inside
the Acorn will tell only call itself the Copper
Fiend. Sages love to speculate and argue what
kind of devil it is (if it even is a devil) that resides
inside the Acorn. The devil itself has no interest
in telling. What is known is that the devil is
charming, almost to a fault, and never seems to
lose its temper. The only exception is when the
devil is asked to scry on or otherwise interact
with the descendants of Wo Mai. The Copper
Fiend refuses, and flies into a rage, howling
curses and profane oaths that the descendants of
Wo Mai will die howling in agony. The Copper
Fiend has spent millennia conceiving elaborate
and painful tortures, and the devil will not be
denied. If and when it works its will, the deaths
of Wo Mai’s kin will last weeks.
   Sentient. The Acorn has an Intelligence of 20,
a Wisdom of 14 and a Charisma of 22.
                                                                     midnight.
   Telepathy. The devil still lives inside the
                                                                       Scry. The devil can cast the scrying spell at
Acorn. It can communicate telepathically with
                                                                     will. The devil is the only one who sees anything.
anyone within 120 feet. It will offer them good
                                                                        Destroying the Acorn of Wo Mai. Inflicting
advice, at least in the beginning. The devil
                                                                     25 points of slashing damage to the golden bands
genuinely tries to help anyone it thinks it can
                                                                     that hold the Acorn sealed will free the devil.
convince to set it free, but it gets bored easily. If a
                                                                     Depending of the level of stupidity displayed by
mortal proves to intractable the devil in the
                                                                     his liberators, the Copper Fiend may thank them
Acorn will start to look for a new owner.
                                                                     before killing them. The actual statistics of the
   Random Properties. The Acorn of Wo Mai has
                                                                     devil are determined by the DM.
the following randomly determined properties.
However, unlike most artifacts, the devil inside
                                                                     The Arm of Doom
the Acorn can grant these boons or inflict these
curses on anyone within 120 feet. The devil will
use these to convince or harass unwitting or                         In the desert, water is life. In ancient times
foolish mortals to carry out its plans.                              caravans would cross the blistering landscape by
                                                                     hopping from one oasis to another. The safe
 3 minor beneficial properties
                                                                     routes are well known but long and caravans can
 2 major beneficial properties                                      take weeks to cross the desert. Izmer was a savvy
 3 minor detrimental properties                                     but heartless businessman that was desperate to
 2 major detrimental properties                                     open new trade routes. He sent scouts out to find
                                                                     new oases to cut across the desert faster, to reach
   Foresight. The devil may use an action to cast
                                                                     kingdoms farther away.
foresight on anyone within 120 feet of the Acorn.
It can do this twice a day. This ability refreshes at
                                                           Page 66
   When Izmer’s scouts reported they had found
a hidden oasis in the middle of the desert, he
thought nothing of scattering the tribe of
lizardfolk that lived there. Without the water
from the oasis the lizardfolk would surely die, but
Izmer’s profits would sky rocket.
   For a few months, everything went well.
Caravans struck out from the hidden oasis and
made it to kingdoms on the far side of the desert
in half the time of the traditional routes. Then
the caravans started disappearing. Scouts
returned with reports of burning hulks and
bodies torn to pieces. Soon the losses began to
mount, and Izmer started to worry. Worry soon
turned to desperation. Izmer did not even know
who was tearing his caravans to shreds.
   Finally Izmer’s scouts found a guard who
survived, if barely. From the story the guard told,
it appeared the lizardfolk had not fled. They had
struck from nowhere, slaughtered the guards,
burned the caravan, and disappeared. Before the
guard died he warned Izmer of a lizard king of
truly prodigious size who seemed to be leading
them.
   Izmer spent a king’s ransom to buy the best
                                                                weapon of terrifying destruction. But Sarn was
wizard he could find. The wizard, a necromancer
                                                                betrayed.
named Sarn, wove subtle spells and found the
                                                                   Izmer had spies watching and knew of the arm.
tribe of lizardfolk. They had taken refuge in caves
                                                                While Sarn slept, his throat was cut and the arm
beneath the oasis. Izmer’s guards found and
                                                                brought to Izmer. Izmer held the arm up, thrilled
sealed every entrance to the caves except one.
                                                                that the lizard king who had vexed him in life
Then they flooded the caves with poison.
                                                                would serve him in death. He attached the arm to
   The guards who later entered the caves found
                                                                his side, and the hand leapt to his throat. Izmer’s
almost the entire tribe slain. Only the leader
                                                                guards tried to save him, but failed. Once Izmer
survived—to his sorrow, since he was
                                                                fell to the ground, lifeless, the arm detached itself
immediately dragged before Izmer himself.
                                                                in a spray of gore and vanished.
   Legend says the tortures visited on the lizard
                                                                   The Arm of Doom is a terrible and powerful
king were unspeakable. For his part, Sarn only
                                                                weapon. It appears to be a large lizardfolk arm
asked for one thing as a reward, the lizard king’s
                                                                with runes of hate and destruction carved into
arm. With dark magic and red-hot blades, the
                                                                each scale. The fingers twitch even when the arm
arm was removed.
                                                                isn’t attached to anyone, and the claws are long
   Sarn wove dark spells over the arm. He carved
                                                                and wickedly hooked. Black smoke drifts from
runes of destruction into the scales and trapped
                                                                the claws fading away after a few inches, but
the tormented souls of the lizardfolk tribe in the
                                                                leaving long dark slashes in the air in combat.
bones. When he was done he had created a
                                                      Page 67
   If you are attuned to the Arm of Doom, you can                shows no unusual properties. When used to bind
use it by holding it to your side, back, or shoulder             a fiend, however, the chain suddenly springs to
and willing it to attach. The arm attaches itself as             life. Wrapping the chain around the fiend causes
firmly as one or your real arms, and you can                     the tiny figurines to begin chanting. The fiend
control it as easily as if it had always been there.             trapped by the chain immediately becomes
    Random Properties. The Arm of Doom has                       docile, its unfocused eyes glazing over and its jaw
the following random properties:                                 hanging slack. The fiend takes no actions on its
        2 minor beneficial properties                           own, but obeys the orders of any attuned user of
        2 minor detrimental properties                          the chain who holds its other end. If the chain is
    Magic Weapon. The Arm of Doom is a +3                        removed, the fiend can move and act normally.
weapon, but only a creature attuned to it is                     The fiend will be aware of what happened and
proficient with it. On a hit, the Arm inflicts                   will not take it well.
damage as a club, but it also does an additional                    Wo Mai, a powerful wizard from the distant
1d6 slashing damage and 2d6 necrotic damage. A                   east, first created the chain to capture a terrible
creature hit by the Arm must make a DC 20                        devil known to history as the Copper Fiend (as
Constitution save or be poisoned until the start of              described under the Acorn of Wo Mai). Since
your next turn.                                                  then the chain has moved through history. It
    Curse. If you go for 24 hours without killing a              always seems to turn up when it is needed.
creature with an Intelligence of 3 or higher, or                    Powerful fiends view the chain with a mix of
immediately after you have killed 50 creatures                   love and hate. They loathe the thought of being
with Intelligence 3 or higher, you must make a                   trapped by it but imagine the power they could
DC 20 Charisma save. If you fail the Arm rips                    wield if they could trap an enemy in its links.
itself from your body in a spray of gore. You take                  Random Properties. The Ivory Chain of Pao
10d10 points of slashing damage. This damage is                  has the following random properties:
not subject to resistance or immunity. Once                       1 minor beneficial property
freed, the Arm teleports to a random location. On
                                                                  1 minor detrimental property
a successful save, the arm stays, but every time
you kill 50 creatures with Intelligence 3 or higher,                Dominate Fiend. While you are attuned to
or fail to kill one creature with Intelligence 3 or              the chain and holding it, you can force a fiend
higher within 24 hours, you must make the save                   within 5 feet of you to make a DC 25 Dexterity
again.                                                           saving throw, provided there is not a fiend bound
    Destroying the Arm of Doom. Lay the                          by the chain already. A fiend cannot use the
hundreds of troubled spirits that have been                      Legendary Resistance trait to succeed on this
trapped inside the Arm to rest.                                  saving throw.
                                                                    A fiend that fails the saving throw immediately
The Ivory Chain of Pao                                           becomes charmed, even if it is normally immune
                                                                 to the charmed condition. While charmed, it is
                                                                 affected as if by a dominate monster spell, and it
This chain appears to be a series of fragile ivory
                                                                 does not move or take actions unless you
figurines. Each figurine is cleverly carved to hook
                                                                 command it or allow it to do so while you are
hands with another figure. The figures appear to
                                                                 holding the chain.
be fragile and the chain looks like it would fall
                                                                    Whether it is the lowest mane or Demogorgon
apart with the slightest pressure, but any attempt
                                                                 himself, the fiend is under your total control. It
to damage the chain fails.
                                                                 remains charmed until you use your action to
   When used for most purposes, then chain
                                                       Page 68
release the fiend.                                             2 major beneficial properties
   Curse. The Ivory Chain of Pao is not cursed                  Properties of each Memory Mirror Shard. If
per se, but seems to constantly attract unwanted              you attune to one of the twelve memory mirror
attention. Celestials, fiends, and power-hungry               shards that is in your possession, you gain the
mortals will all want to use the Chain for their              following benefits:
own ends.
                                                               You have advantage on all Wisdom saving
                                                                throws against being charmed or frightened,
The Memory Mirror                                               or against having your emotions or moods
                                                                affected by magic (including the Guilt of
Once the indulgence of the dreaded death knight                 Sithicus effect described in this section).
Lord Soth, this 6-foot-long by 3-foot-wide mirror
                                                               Whether you are attuned or not, when you
was shattered into twelve fragments. The bulk of
                                                                finish a long rest while carrying this item, you
the mirror’s power lies in a single central piece
                                                                are unaffected by any Flaws you may have
held by a mysterious paladin who wanders the
                                                                dealing with guilt or regret until the next
domain of Sithicus, a hero known as the Blessed
                                                                time you finish a long rest.
Knight who is attuned to this key memory
mirror shard when he is first encountered.
However, the other shards have powers of their
own, each serving to empower the key shard
and help unlock its greater abilities.
   Each memory mirror shard reflects images of
a character’s past innocence when gazed into
for more than a few seconds. The key memory
mirror shard held by the Blessed Knight reflects
not only the past, but shows each person who
looks into it an image of the most idealized
version of themselves that they could be in the
present. This key memory mirror shard glows
with soft white radiance when within 100 feet of
another piece, and Mirror Shards held touching
it bond with it seamlessly.
   Random Properties. Each of the memory
mirror shards has 1 random minor beneficial
property.
   The key memory mirror shard held by the
Blessed Knight has the following random
properties:
 1 minor beneficial property
 1 major beneficial property
  When fully assembled, the complete memory
mirror has the following random properties:
 12 minor beneficial properties
                                                    Page 69
 Each memory mirror shard melds seamlessly                      Whether it is attuned or not, the key memory
  to the key memory mirror shard if held                          mirror shard glows with white light when
  against it, regardless of whether anyone is                     within 100 feet of another Mirror Shard.
  attuned to either item. Attunement to the                      If the key memory mirror shard is melded to
  memory mirror shard ends when it melds                          all of the eleven other mirror shards, it
  with the key memory mirror shard.                               transforms into the complete memory mirror,
  Properties of the Key Memory Mirror Shard                       as if it had never been broken. If you are
(currently held by the Blessed Knight). The                       attuned to the key memory mirror shard when
Blessed Knight is attuned to the key memory                       this happens, you are automatically attuned
mirror shard. If you become attuned to it instead,                to the complete memory mirror it becomes.
you gain the same benefits from it that he does:                  Properties of the complete memory mirror
 You have advantage on all Wisdom saving                       when fully assembled. If you are attuned to the
  throws against being charmed or frightened,                   completed memory mirror, your alignment
  or against having your emotions or moods                      changes to lawful good, and you gain the
  affected by magic.                                            following benefits:
 You are immune to the Guilt of Sithicus effect                 You are immune to the charmed and
  and the guilt lash spell (both described in this                frightened conditions.
  section).                                                      You have advantage on all saving throws
 You gain an additional Ideal: “I strive to be                   against having your emotions or moods
  the best possible version of myself.”                           affected by magic.
 When you finish a long rest, any Flaws you                     You are immune to the Guilt of Sithicus effect
  may have dealing with guilt or regret are                       and the guilt lash spell (both described in this
  permanently removed. (If this means you                         section).
  have no Flaws, consult with your DM about
  adding a new Flaw.)
 Anyone looking into the key memory mirror
  shard, whether it is attuned or not, gains
  immunity to the Guilt of Sithicus effect
  described in this section and to any other
  guilt-based magical effects (such as the guilt
  lash spell, also described in this section) for a
  number of weeks equal to 1 plus the number
  of memory mirror shards to which the key
  memory mirror shard is melded.
 Each memory mirror shard melds seamlessly
  to the key memory mirror shard if held
  against it, regardless of whether anyone is
  attuned to either item. Any attunement to
  that memory mirror shard ends when it is
  melded, but you remain attuned to the key
  memory mirror shard no manner how many
  other shards to which it bonds.
                                                      Page 70
 You gain an additional Ideal: “I strive to be                The Guilt of Sithicus
  the best possible version of myself, and I am
  succeeding.”
 When you finish a long rest, any Flaws you
  may have dealing with guilt or regret are
  permanently removed. (If this means you
  have no Flaws, consult with your DM about
  adding a new Flaw.)
 A creature looking into the memory mirror,
  whether it is attuned or not, gains permanent
  immunity to the Guilt of Sithicus effect
  described in this section. It is also gains
  immunity to any other guilt-based magical
  effects (such as the guilt lash spell, also
  described in this section) until the next time
  it leaves Sithicus.
 When a darklord looks into the memory
  mirror while a creature is attuned to it, that
  darklord sees their own true nature reflected
  back at them. As a result, for 1 hour, that
  darklord is both frightened of the memory
  mirror and poisoned, and cannot regain hit
  points or change form (via effects such as
  polymorph spells, the shapechange spell, or
  any other effect that transforms the
  darklord into something else). This effect
  ignores immunities. If the darklord of
  Sithicus is reduced to 0 hit points while
  under this effect, this destroys that
  darklord permanently.
 If a darklord under the effect of the attuned
  memory mirror is destroyed, you can
  immediately end your attunement to this
  artifact, causing it to cast the gate spell. The
  gate remains open for 1 minute. It leads to a
  relatively peaceful area in any one of the
  Domains of Dread you choose (or, if the
  DM chooses to permit it, this gate may
  instead allow you to travel out of Ravenloft
  entirely, and into an alternate plane of your
  choice).
                                                     Page 71
                                                                long rest:
The Nedragaard Chalice
                                                                 You have advantage on all Intelligence
                                                                  (Arcana, History, and Religion) checks
This exquisite cup is made of an unknown gold-
like metal and is cold to the touch. It originated               Undead cannot benefit from advantage when
in the domain of Sithicus, a neighbor of Barovia.                 making attack rolls against you
The chalice seems to bear a powerful curse                       Whenever you make a Wisdom saving throw,
connected to Lord Soth, the death knight who                      you can roll 1d4 and add the result to your
once ruled Sithicus from the cold halls of                        roll.
Nedragaard Keep—and who rumors say may yet                        Necromantic Gifts. The chalice has 8 charges.
rule it still, from some hidden place within the                While holding it, you can use an action and
domain.                                                         expend 1 or more charges to cast one of the
   The Black Blood. Each morning at dawn,                       following spells (save DC 20) from it: animate
black blood appears in the bottom of the chalice.               dead (2 charges), armor of Agathys (1 charge),
If you dare drink from the chalice, it infuses you              blade of flickering shadows* (2 charges), chains of
and your worn equipment with an eerie power, at                 Levistus (1 charge), fear (2 charges), or finger of
the cost of some of your own life force. When you               death (5 charges). The chalice regains 1d4 + 4
drink from the chalice you immediately lose 2 Hit               expended charges daily at dawn. Each time you
Dice. If you do not have two Hit Dice, you suffer               cast a spell from the chalice, your features take
2d4 necrotic damage if you have only 1 Hit Die to               on an unnatural, deathly pallor and your eyes
lose, or 4d4 necrotic damage if you have none.                  smolder with a dim inner fire, giving you
However, drinking the black blood also grants                   disadvantage on Charisma (Deception or
you the following benefits until the next time you              Persuasion) checks for 1 hour.
finish a long rest:                                               Power Over Undead. Undead creatures stand
 The suit of armor you are wearing when you                    in fear and awe of the bearer of the chalice. While
  drink (if any) grants you a magical +2 bonus                  holding the chalice, you can target one undead
  to Armor Class, unless it already provides a                  creature you can see within 30 feet. The target
  magical AC bonus                                              must make a Wisdom saving throw against a DC
 You can speak and read Abyssal                                equal to 8 + your proficiency bonus + your
                                                                Charisma modifier. On a failed save, the target
 When you hit a creature that has fewer than
                                                                must obey your commands for the next 24 hours,
  half its hit points remaining with an attack
                                                                as if affected by a dominate monster spell. An
  roll, it takes an extra 1d8 necrotic damage
                                                                undead whose challenge rating is equal to or
  from that attack, and you gain temporary hit
                                                                greater your level is immune to this effect.
  points equal to the necrotic damage inflicted
                                                                  Destroying the Nedragaard Chalice. In order
  Keening Dreams. The hours that should be                      to be rid of this artifiact, you must assemble
most restful for you instead bring visions of a                 another: the memory mirror that once stood in
chorus of banshees, singing of the sins of the                  Nedragaard Keep. When Nedragaard was
death knight Lord Soth—and occasionally                         destroyed, the mirror was shattered into twelve
weaving in references to your own sins as well.                 shards, which are hidden in various locations
While horrific, these visions also grant unearthly              across Sithicus. Rumors say a knight errant seeks
insights, and whenever you finish a long rest                   the shards, believing the assembled mirror can
while attuned to the chalice, you gain the                      destroy the darklord who rules the domain. The
following benefits until the next time you finish a             chalice itself has no reflection in the mirror or its
                                                      Page 72
shards.                                                         towering shards of the keep, and some elves
   Once the memory mirror is reassembled, it                    swear they have glimpsed mournful shades
must be returned to the ruins of Nedragaard.                    drifting around the ruins at night. The stone
This is no easy feat. The ruins of Nedragaard                   bridge that once spanned the rift is gone, so
Keep now jut from the earth like blackened teeth,               reaching the ruins is all but impossible.
atop a black spire that stands in the center of the                If somehow the memory mirror is made whole
Great Chasm, a massive canyon that nearly splits                again and returned to the still intact chamber
the domain in two. Gaping in the heart of                       within the ruins where the death knight used to
Sithicus like an open, festering wound, the chasm               gaze into it for hours, a character attuned to the
runs for dozens of miles north to south, and is up              chalice can raise it there in a toast to their own
to five miles wide in places.                                   reflection. When the character’s reflected self in
   Sections are said to be bottomless, although                 the mirror lifts an empty hand (since the chalice
few explorers have been foolish enough to test                  itself is never reflected in the memory mirror),
those claims. Fearsome creatures lurk within the                they can reach into the mirror as if it had no
Great Chasm, creeping forth when the sun sets.                  substance, handing the chalice to their reflection.
The elves of Sithicus say a larger shadowy                      Once this is done, the chalice is effectively
presence seethes in this chasm, and they avoid it               destroyed, existing only as an empty illusion in
at all costs. Ravens wheel forlornly about the                  the mirror.
                                                      Page 73
            “I was reluctant to include the
           following lore in this tome, as too
           many young adventurers have lost their
           lives in vain pursuit of this object! But
           knowledge must win out, and so I
           present this information about the
           most famous artifact ever devised.”
                                          —Elminster
Page 74
 3 minor detrimental properties                                   Ecce (10-inch section). This section has 1
 2 major detrimental properties                                    charge. You can expend the charge to cast
                                                                    true seeing. The charge replenishes at the
   Powers of Individual Pieces. If you have one
                                                                    next dawn.
section, you can sense the next closest section.
You do not know how far away the piece is, just a                  Lex (12-inch section). This section has 3
general sense of the direction and whether or not                   charges. You can expend one charge to cast
it is on the same plane. Each section is also                       hold monster (as a 5th-level spell). The
engraved with a word that most sages refer to as                    charges replenish at the next dawn.
the section’s name. The DC of saving throws                        Rex (15-inch section). This section has 1
against spells of 1st-level or higher cast with parts               charge. You may expend it to cast heal (as a
of the rod is 15.                                                   6th-level spell). The charge replenishes at the
   The sections of the staff are as follows:                        next dawn.
 Ruat (4-inch section). This section has 3                         Synergetic Powers. As pieces of the rod are
  charges. You can expend one charge to cast                      connected, new powers are revealed. The
  cure wounds as a 2nd-level spell. The charges                   individual pieces keep their powers. The new
  replenish at the next dawn.                                     powers only appear if the sections are connected.
 Caelum (5-inch section). This section has 3                      Two pieces. You can cast the fly spell at will
  charges. You can expend one charge to cast                        without using a spell slot.
  slow. The charges replenish at the next dawn.                    Three pieces. The DC of saving throws
 Fiat (6-inch section). This section has 5                         against spells of 1st-level or higher cast with
  charges. You can expend one charge to cast                        the assembled pieces of the rod is 18.
  haste. The charges replenish at the next                         Four pieces. You can choose to have
  dawn.                                                             advantage on a save or ability check three
 Justitia (8-inch section). You know the ray of                    times a day. This ability refreshes at the next
  frost cantrip as long as you wield this rod.                      dawn.
                                                                   Five pieces. For each piece of the rod,
                                                                    increase the number of charges it has by 1.
                                                                   Six pieces. The DC of saving throws against
                                                                    spells of 1st-level or higher cast with the
                                                                    assembled pieces of the rod increases to 20.
                                                                   Seven pieces. You gain resistance to all
                                                                    nonmagical bludgeoning, piercing, and
                                                                    slashing damage.
                                                                     Destroying the Rod. Taking the completed
                                                                  rod to the ever-shifting heart of Limbo will cause
                                                                  the rod to explode at the beginning of the
                                                                  following round. Any creatures within 100 feet of
                                                                  the explosion must make a DC 20 Dexterity
                                                                  saving throw, taking 7d10+42 force damage on a
                                                                  failure or half as much on a success.
                                                        Page 75
Origins of the Rod of Seven Parts
                                                      Page 76
created—an artifact originally meant to be a                      Random Properties. The Scepter of Savras has
badge of office. Though, Savras had just enough                 the following random properties:
power to teleport his prison to Toril where it was               1 minor beneficial property
lost in the turmoil.
                                                                 1 major beneficial property
  Afterwards, the scepter passed from one mage
to another, with many unknowingly aiding Savras                  1 minor detrimental property
in his quest to break free. Savras did not have the              1 major detrimental property
power to talk to the scepter’s wielders, but he                     Magic Weapon. Strikes as a +3 staff.
could influence their dreams. Mages found                           God of Divination. You can cast any
themselves wandering Toril, seeking out places of               divination spell. You do not need to have the
power, but never really knowing why.                            spell memorized. You must expend a spell slot
  After millennia, Azuth was convinced to                       equal to the level of the spell you wish the scepter
release Savras from the scepter in exchange for an              to cast.
oath of fealty. Perhaps, because of the thousands                   Shroud. You may force any divination spell
of years Savras was trapped inside the scepter,                 that targets you or includes you in its area of
much of his power stayed within that prison.                    effect to fail.
However, Savras kept the scepter, giving it to his                  Curse. The Scepter of Savras will force anyone
followers when it was needed to complete                        attuned to it to see visions of the past, present
important quests. It has been lost and found                    and future. These visions will be world changing
several times since.                                            events, visions of daily life, beautiful visions of
                                                                peace and life and nightmares given flesh, often
                                                                all at once. Once per tenday the person attuned
                                                                to the scepter must make a DC 15 wisdom save or
                                                                gain one level of exhaustion. This level of
                                                                exhaustion may only be removed with lesser
                                                                restoration, restoration, remove curse, or miracle.
                                                                    Destroying the Scepter of Savras. You must
                                                                imprison Azuth inside the Scepter of Savras.
                                                                Doing so destroys the god as well as the scepter.
                                                      Page 77
true nature shows. The ends of the staff emit a
sickly, yellow smoke that causes nonmagical
plants within 10 feet that are not creatures to
wither away and die. Leering demonic faces
appear in the wood, seemingly pleading for
release before something drags them back into
the Staff.
   Random Properties. The Staff of the Lower
Planes has the following random properties:
 2 minor beneficial properties
 1 major beneficial property
 2 minor detrimental properties
 1 major detrimental property
   Sentient. The Staff can communicate with its
wielder. It has an Intelligence of 20, a Wisdom of
18, and a Charisma of 24.
   Magic Spells. The Staff of the Lower Planes
has 5 charges. While holding it, you can expend 1
charge to cast one of the following spells:
     • Mass suggestion (as a 6th level spell)
     • Contagion
     • Hold person (as a 6th level spell)
     • Eyebite                                                    The Staff of Ruin
   Hidden Master. A creature attuned to the
Staff of the Lower Planes gains all the benefits of a
                                                                  Seeing the Staff of Ruin for the first time is
nondetection spell while the Staff is on its person.
                                                                  unforgettable. The staff is six feet tall and made
Casting identify or detect magic on the Staff only
                                                                  of a strange black metal that seems to drink in
reveals information the staff chooses to reveal.
                                                                  the light. At the top of the Staff sits a demonic
   Demotion. Any fiend struck by the staff must
                                                                  skull with massive ram’s horns. When an arcane
make a Constitution saving throw (DC 15). On a
                                                                  caster channels energy into the Staff, the eyes
failure, the fiend’s body is wracked with horrible
                                                                  glow red and the skull laughs, sings, or screams
pain. It is incapacitated until the start of its next
                                                                  gibberish.
turn. At the start of that turn, the fiend must
                                                                    The first recorded use of the staff was during
make a second Constitution saving throw (DC
                                                                  the endless battles of the Blood War. Accounts
15). On a failure, the fiend’s former body dissolves
                                                                  vary as to who was actually wielding the staff, but
into a puddle of sticky goo as it is transformed
                                                                  most agree the first wielder was betrayed in the
into a larva (a lowly form of fiend described in
                                                                  middle of the battle by their own minions. The
the Monster Manual). Most intelligent fiends will
                                                                  staff next appeared in the possession of the Blood
have a plan to quickly (within a few years or a
                                                                  Dawn Coven, a trio of night hags known to raise
decade) reclaim their former power and glory,
                                                                  armies of the dead to use as expendable troops in
but they will be enraged at having been reduced
                                                                  the Blood War. The hags’ lieutenant, the lich
to a larva, viewing it as the ultimate insult.
                                                                  Keloton, used their own undead against them
                                                        Page 78
and stole the Staff. Keloton carried the Staff for
years in his quest for godhood before he
mysteriously vanished. The Blood Dawn Coven
survived Keloton’s betrayal, and they seek
revenge as well as the return of the staff. Any
sighting of it is sure to gain their attention and
the ire of their horde of demons.
   Random Properties. The Staff of Ruin has the
following random properties:
 2 minor beneficial properties
 1 major beneficial property
 2 minor detrimental properties
 1 major detrimental property
   Arcane Focus. You can use the Staff of Ruin as
a spellcasting focus, and spells cast through it do
not require any material component that is worth
50 gp or less. The Staff of Ruin is not consumed
by the spell, even if the spell normally destroys
the material component.
   Eldritch Barrage. As an action, you can cast
eldritch blast with the staff, using your choice of
Intelligence or Charisma as your spellcasting
ability. If you cast eldritch blast and target the
same creature with more than one beam, once
you hit the target with a ranged spell attack for
one beam, any attack rolls for subsequent beams
from the same casting against that target
automatically hit. Any creature hit with more
than one beam takes the normal damage for
those beams, and also takes an extra 2d10 force
damage.
   Crystal Ball. The crystal ball embedded in the
demon’s skull allows you to cast the scrying spell
once, regaining the ability to do so each day at
midinight. Whenever you cast the scrying spell
while using the staff as a spellcasting focus, it
makes your scrying spell more effective. Any
Wisdom saving throw made against a scrying
spell you cast through the staff is made with
disadvantage. Furthermore, as long as you are
gazing into the crystal ball, nondetection does not
block your scrying spells.
                                                      Page 79
Chapter 3: Ensemble Magic Item Sets
                                                                Blades of the Frozen
Ensemble sets are groups of assorted magic items
intended to be used together, some increasing in
potency when paired with others of their set. Sets              Prince
of two often have set properties, which are gained
only when a single creature attunes to all items in             The Blades of the Frozen Prince are a matched
the set. Some items in ensemble sets, especially                set of a rapier and a main gauche dagger, each
larger ones, have synergy properties, which are                 with a silver steel blade, a golden hilt shaped like
only activated when that item is attuned by the                 a leering devil, and a grip of crimson leather.
same creature that has attuned another item in
the set.                                                        Rapier of the Frozen Prince
   All ensemble sets require attunement, but only
take up a single attunement for the set,                        You gain a +2 to attack and damage rolls with
regardless of the number of linked items. Each                  this magical sword. While it is in your hand the
item must still be attuned to separately. Every                 weapon cannot be disarmed unless you choose to
item in this chapter has the following property in              allow it.
addition to those listed:                                          While attuned to this weapon you have
   Set Attunement. These items belong to a set,                 resistance to cold damage and you are considered
and if you are attuned to one item of the set,                  to be naturally adapted to cold climates, as
other items you attune to from the same set do                  described in chapter 5 of the Dungeon Master’s
not count against the total number of magic                     Guide.
items you can attune.
                                                                Dagger of the Frozen Prince
                                                      Page 80
checks
   Curse. If you possess both blades, the
                                                             Empyrean Mask
archdevil Levistus, Prince of the Fifth, Lord of
Stygia, can communicate with you telepathically              This golden half mask is adorned with wings of
at will. Only he can initiate contact,                           mithril. While wearing this mask you gain
not you, and he can commence or end                              truesight to a range of 60 feet.
conversations as he pleases. While the                              Synergy Properties. If the empyrean mask
Prince has no direct influence over                              is paired with the blade of the zealous, the
you, his words cannot be                                         blade deals an extra 1d6 radiant damage to
ignored. The nature of                                                         creatures that aren’t fiends or
these interactions, and                                                        undead. If the empyrean mask
how and when they occur,                                                       is paired with the plate of the
is determined by the DM.                                                       stalwart, you are healed for 2d6
This property can be                                                           points of damage when you use
blocked by a mind blank                                                        the plate’s Guardian property.
spell or a ring of mind                                                        Both properties are retained
shielding.                                                                     when all three items are
                                                                               together.
Crusader’s
                                                                              Plate of the
Armament
                                                                              Stalwart
Blade of the
  Zealous                                                           This armor is a shining mithril breastplate
                                                                    edged in gold. While you wear this
                                                                    mithril armor you gain a +2 bonus to AC.
This greatsword is forged from shining                                Guardian. When a weapon attack that
mithril, its elaborate hilt cast in bronze.                         hits you scores a critical hit, you can use
   You gain a +2 to attack and damage                               this armor as a reaction to change it to a
rolls with this magical sword. A                                    normal hit instead. Once this property
successful hit deals an extra 1d6 radiant                           negates a critical hit, it cannot do so again
damage to creatures with the fiend or                               until dawn the next day.
undead type.                                                          Synergy Properties. If the plate of the
   Synergy Properties. If the blade of                              stalwart is paired with a second item from
the zealous is paired with a second item                            the Crusader’s Armament set, the plate’s
from the Crusader’s Armament set, the                               Guardian property can be used 2 times
blade’s extra radiant damage increases                              per day, regaining expended uses at the
to 2d6 against fiends and undead. If all                            next dawn. If all three are linked, the
three items are linked, the blade still                             plate still gains the second use of the
gains the radiant damage increase, and                              Guardian property, and when you activate
also scores a critical hit with this sword                          that property, you also manifest spectral
on a 19 or 20 against fiends or undead.                             wings, gaining a fly speed of 30 for 1
                                                                    minute.
                                                   Page 81
Death Knight’s
Raiment
Necroplate
                                                      Page 82
Durgeddin’s Axes                                                 Bloodfury, the
Unlike other sets, these ten axes were not all                     Bleeding
intended to be wielded by the same person, but
                                                                   Edge
by members of the same fighting force. Each was
crafted by the great dwarven smith, Durgeddin
the Black. He founded the secret stronghold of
                                                                 This battleaxe appears
Khundrukar within a great cavern system 200
                                                                 to be made of copper
years ago, when he and his clan were driven from
                                                                 at first glance, but is
their home by a horde of orcs and trolls. These
                                                                 actually steel infused
axes were all intended to be used in Khundrukar’s
                                                                 with countless minute
defense. Yet due to various twists of fate, they
                                                                 veins of blood, giving
have never all been wielded in the same battle,
                                                                 the weapon an overall
not even when the orcs who discovered the
                                                                 reddish hue. When it
stronghold’s location stormed the stronghold
                                                                 strikes a foe with blood, the intricate etchings on
with a great army and slew the dwarves there.
                                                                 its head pulse with a crimson glow.
   Given Glorardrur’s secret ability to sense the
                                                                    You gain a +1 bonus to attack and damage rolls
locations of the other axes, it may be possible to
                                                                 with this magical axe. Hit points lost to this
finally bring all of these weapons together, ideally
                                                                 weapon’s damage can be regained only through
in the hands of wielders who will unite to reclaim
                                                                 short or long rest, rather than by regeneration,
the five ruined levels of Khundrukar.
                                                                 magic, or any other means. The wounds made by
                                                                 this axe bleed openly if the target has blood.
The Arcanite Reaver                                                 Bloodfury Frenzy. When this weapon scores a
                                                                 critical hit, it siphons blood from the target,
This dull steel axe’s head is inlayed with coppery               empowering you. The target’s available Hit Dice
metal in jagged swirling patterns that seem to                   are reduced by one. You roll the stolen Hit Die
pulse and shimmer with barely contained arcane                   yourself, and the resulting number is the number
energy. You gain a +1 bonus to attacks and                       of turns you gain Bloodfury Frenzy. Bloodfury
                                 damage rolls made               Frenzy allows you to attack with advantage, but
                                 with this weapon.               you are only able to move toward the nearest foe,
                                 It is enchanted to              unable to move further away until the effect ends
                                 cut through                     or no more enemies are within sight.
                                 adamantine                         Curse. Whenever the Bloodfury Frenzy
                                 specifically, and               property is activated, the wielder must make a
                                 attacks made with               successful DC 13 Wisdom saving throw or be
                                 the arcanite reaver             unable to tell friend from foe, attacking the
                                 ignore the special              nearest creature (selecting randomly between
                                 properties of                   creatures equally distant). At the end of each of
                                 adamantine armor,               their turns the wielder may make a new saving
                                 as well as any                  throw to end the effect, but the Bloodfury Frenzy
                                 target’s natural                property also ends on a success.
                                 immunity to
                                 critical hits.
                                                       Page 83
                                                                  distance and direction as long as they are on the
Glorardrur, the Apprentice Axe                                    same plane. At a predetermined time
                                                                  (adjudicated by the DM), this property will
Glorardrur is a blue-steel headed handaxe with a                  awaken in Glorardrur, and his purpose to see the
pointed blade and a convex balance on the other                   Vault opened will be revealed. From this point he
side, almost like an arrowhead. The wooden haft                   becomes obsessed with collecting the other seven
is of polished oak and slightly curved toward the                 axes and seeking out the Vault (which he does
haft counterweight. You gain a +1 bonus to attack                 not know the location of) and open it, badgering
and damage rolls made with this weapon. The                       his owner to undertake the glorious quest. While
axe can also impart significant knowledge of                      he does not possess the will challenge a wielder,
smithing, granting advantage to skill checks with                 like many other sentient items do, he can
smiths tools (see below).                                         withhold his advice on smithing (nullifying this
                                 Sentience.                       property) and can talk
                               Glorardrur is a                    nonstop, likely driving
                               sentient lawful                    the wielder to distraction
                               neutral weapon with                until they capitulate or
                               an Intelligence of 10,             discard the weapon.
                               a Wisdom of 8, and a
                               Charisma of 12. It                 Monarch, Mark
                               has hearing and
                               darkvision out to                   of the Crown
                               range of 60 feet, and
                               can speak common                   This antique greataxe is
                               and dwarvish.                      made of bronze, and
                                 Personality.                     bears stylized crowns etched into the blades. The
Glorardrur was one of Durgeddin’s apprentices                     grip is worn and stained with the grasp of
with promising skill and an irritating habit of                   countless hands, yet feels perfectly comfortable,
constantly speaking. Glorardrur is a gruff old                    as if made for you.
being, constantly reminiscing about his life as                     You gain a +2 bonus to attack and damage rolls
Durgeddin’s apprentice, the art of smithing, and                  made with this weapon, and advantage on
criticizing most aspects of ‘today’s youth’                       Charisma skill checks when interacting with
punctuated with anecdotes describing the virtues                  creatures of the humanoid (dwarf) type.
of everything in ‘my day’ as superior to now. The                   Special. Monarch was the first weapon ever
weapon’s property to impart advantage on                          created by Durgedden as a young prodigy smith.
smithing checks comes in the form of long                         So impressed was his master that the blade was
lectures and critiques as the creature works.                     presented to the King of Delzoun as a gift. While
   Synergy Properties. Glorardrur is one of a set                 not the most powerful of Durgedden’s craft, it is a
of eight axes crafted by the legendary dwarven                    legendary weapon amongst all the dwarves of
smith Durgedden. In addition to their individual                  Faerun, and all recognize and respect it. The
properties together they act as keys to the Vault                 wielder may not enjoy the notoriety, especially if
of Durgeddin, a hidden trove of treasure and                      they are a non-dwarf, as many will judge them
knowledge. Unknown to Glorardrur, he has a                        unworthy of wielding it, or covet if for
special purpose of being able to sense the                        themselves.
locations of the other seven axes in his ‘set’ by
                                                        Page 84
Peacemaker, the Bringer of
  Peace
                                                    Page 85
                                                                  and a charisma of 16. It has hearing and
                                                                  darkvision to a range of 120 feet. It speaks
                                                                  dwarven and can communicate with its wielder
                                                                  telepathically.
                                                                     Personality. Swansong holds a portion of
                                                                  Durgeddin’s personality. While lacking his
                                                                  complete memories, the axe has a wise and
                                                                  patient dwarven mind, willing to teach and
                                                                  advise those who place value in order, craft and
                                                                  preservation of the dwarven race.
                                                        Page 86
                                                               feet per round until it reaches the ground or the
                                                               effect ends. This property can’t be used again
                                                               until the next dawn.
                                                                  Synergy Properties. Scalecleaver is one half of
                                                               a set of hand axes made for Thuldor Foeripper. If
                                                               both axes are attuned to the same creature it
                                                               gains a number of temporary hit points equal to
                                                               its character level or hit dice. These hit points
                                                               regenerate after a short rest.
                                                     Page 87
Chapter 4: Body Modifications
                                                                 handed property, firing it still requires two
These magical modifications to your own body
                                                                 hands, but your non-armbow hand can still be
grant certain arcane abilities. Not all of these are
                                                                 used normally when not firing your armbow.
actual magic items, but they function in much
                                                                 While it is attached to a warforged, this crossbow
the same way and follow the same rules.
                                                                 does not have the ammunition property.
                                                       Page 88
                                                               acid, cold, fire, lightning, or thunder damage, you
Delver's Light                                                 can use your reaction to gain resistance to that
                                                               damage type for 1 minute, including against the
This magical gem is frequently used by
                                                               triggering damage. The disc can't be used this
underground scouts and soldiers perfoming
                                                               way again until the next dawn.
missions at night, If you are a warforged, you can
use an action to attach this magical gem to your
forehead, forearm, or torso, otherwise you can
                                                               Final Messenger
hold it in your hand. While you hold the gem or
                                                               This warforged communication device is built to
have it attached to you, you can use a bonus
                                                               resemble a small winged animal, yet it is an
action to do any one of the following:
                                                               intricate assembly of clockwork pieces. If you are
 Cause the gem to shed bright light in a 20-                  a warforged, you can attach or detach this item as
  foot radius and dim light for an additional 20               an action.
  feet                                                           While the final messenger is attached, it cannot
 Cause the gem to shed only dim light in a 20-                be removed from you against your will. You can
  foot radius                                                  detach the final messenger yourself, which takes 1
 Cause the gem to stop shedding light                         minute. While the final messenger is attached,
                                                               you gain the following benefits.
You choose the color of any light the gem sheds.
Completely covering the gem with something                      The final messenger folds itself up and is
opaque blocks the light.                                         indistinguishable (except by magical means)
                                                                 from an amulet around your neck, to all
Disc of Energy Resistance                                        creatures except other warforged.
                                                                You can use your action to cast animal
If you are a warforged, you can use an action to                 messenger as a 2nd-level spell. Rather than
attach this rune-covered disc to the base of your                choosing a tiny beast, you use the clockwork
neck, where it looks like some kind of amulet.                   form of this item, which acts as a flying
While it is attached to you, whenever you take                   messenger. The duration of the spell is
                                                                 increased to 1 week for this casting, but the
                                                                 spell ends early once the message is delivered.
                                                                 When the spell is cast, the final messenger
                                                                 detaches itself from you and travels on its
                                                                 own. It uses the statistics of a monodrone
                                                                 (described in the Monster Manual under
                                                                 modron) while traveling in this way.
                                                                After an animal messenger spell cast with this
                                                                 item ends (whether the message is delivered
                                                                 or not), the messenger returns to you, flying
                                                                 at a rate of about 50 miles per 24 hours. It will
                                                                 spend up to 1 week trying to reach you. If it is
                                                                 able to reach you, you can reattach the item
                                                                 normally. If it cannot reach you in that time,
                                                                 it lands and becomes inert, and is
                                                                 indistinguishable from an amulet to all
                                                     Page 89
    creatures except warforged, The item
    remains in this inert state until you or
    another warforged attach it again.
 When you cast animal messenger with this
  item, you do not need to speak out loud to
  communicate the message, and when you
  send a message, you can also send one
  image of something you can currently see.
  The creature who receives the message also
  magically sees the image.
 When you die, this item casts animal
  messenger instantaneously. In the brief
  moment before you expire completely, you
  can specify a message or image. If you do
  not, the messenger simply carries the image
  of what could be seen around you at the
  moment of death. In the same instant, you
  can specify a location and recipient. If you
  do not, the messenger magically senses the
  location of the nearest warforged and
  delivers the message to it.
                                                                  count as a single magic item with regard to the
                                                                  number of magic items you can attune to.
Grappling Hook                                                       (For convenience, this item is reprinted here
                                                                  from Eberron: Rising from the Last War.)
Usually placed in an arm or shoulder this item
consists of a small but efficient grappling hook, a               Tool Hands
line of thin but extremely tough rope (can hold
up to 200 pounds) and a spring-loaded launcher.
If the grappling hook is placed in a prosthetic                   These clockwork hands are a type of prosthetic
limb, then the grappling hook and the prosthetic                  limb of wondrous of gnomish invention. While
limb count as a single magic item with regard to                  attuned to them you can pick any two sets of
the number of items you can attune to.                            tools. You may use a bonus action to alter the
                                                                  hands into either of those tool sets. While using
Prosthetic Limb                                                   the tool sets from your hands you have advantage
                                                                  on any checks made with those tools. If you also
                                                                  have one or more prosthetic limbs, your tool
This artificial limb replaces a hand, arm, foot, leg,             hands and all your prosthetic limbs count as a
or similar appendage that was lost or removed.                    single magic item with regard to the number of
While the prosthetic is attached and attuned to                   items you can attune to.
you, it functions identically to the body part it is
replacing. You can detach or reattach it as an
action, and it can’t be removed by anyone else.
  If you have multiple prosthetic limbs, they
                                                        Page 90
Warsoul Weapon, +1, +2, or +3                               Grafts
                                                            Grafts consist of new or transplanted living body
                                                            parts fused to a creature’s flesh. They might the
                                                            glands of troll, the tentacles of an illithid, or an
You add a bonus determined by this magical
                                                            alchemically-created appendage that can become
weapon's rarity to attack and damage rolls you
                                                            a part of you. A graft’s function is never impaired
make with it. If an attack you make with this
                                                            by damage or scarring of the flesh it inhabits.
weapon is an opportunity attack, you also gain
                                                            Even cutting away the entire graft makes no
advantage on the attack roll.
                                                            difference—its sorcery has become a permanent
   If you’re a warforged, you can also attach a
                                                            part of you.
warsoul weapon to your forearm by attuning to
it. An attached warsoul weapon cannot be
disarmed or removed from you against your will,
                                                            Extendable Fangs
but while the weapon is attached you cannot use
that hand for other actions. You can spend one              Two large, snakelike fangs are placed in the roof
minute to end the attunement and remove the                 of your mouth. You may use these as a melee
warsoul weapon. While you have this weapon                  weapon with the light property that inflicts 1d4
attached, you gain a bonus to Dexterity checks              piercing damage. The fangs are hinged so they lie
for initiative equal to the weapon's bonus to               flat against he roof of your mouth until you need
attack and damage rolls.                                    them. If you are also attuned to the poison
                                                            sprayer (see below) then it and the extendable
                                                            fangs count as one magic item for the purposes of
                                                            attunement. You may also use a charge from the
                                                            poison sprayer to add 2d8 poison damage to a
                                                            successful bite attack.
Extra Head
                                                  Page 91
(Perception) checks and your passive Perception
in increased by plus 2.
                                                                  Scorpion’s Tail
Flayer Tendrils                                                   Holding this tail up to the small of your back and
                                                                  attuning to it fuses the tail to you. You can
                                                                  control it as if you had always had a tail. The tail
Four flexible metallic tendrils hang from above,
                                                                  is a melee weapon with the reach and light
below, and either side of your mouth. The
                                                                  properties. On a successful hit the tail inflicts 1d6
tendrils are made of braided wire and seem
                                                                  piercing damage. If you score a critical hit the tail
almost delicate, but they are surprisingly strong
                                                                  inflicts 2d8 poison damage in addition to its
and quick and end in a set of wicked barbs. The
                                                                  normal damage.
tendrils count as a melee weapon with the finesse
and light properties that inflict 1d6 piercing
damage. If you have successfully grappled a
                                                                  Second Skin
creature you may use an action to drive all four
tendrils into the grappled creature’s face,                       This clear membrane fits over your own skin. You
inflicting 3d6 piercing damage on a successful                    can breath through it normally and the
melee attack. While you are attuned to these                      membranes makes holes to allow you to eat and
tendrils you have advantage on Charisma                           drink. The membrane is a living thing and
(Intimidation) checks and disadvantage on                         siphons what it needs to survive from you. As
Charisma (Persuasion) checks. Mind Flayers                        long as you are attuned to the membrane it will
seeing these tendrils will react with extreme                     try to help you in combat. Once per day you may
violence.                                                         use your reaction to gain resistance to one type of
                                                                  damage. This resistance lasts for 1 minute or until
Gliding Wings                                                     you take 50 points of the damage of the resisted
                                                                  type. This ability recharges at dawn.
                                                        Page 92
or includes you in its area of effect. Other                    use an action to cast web. This ability recharges at
creatures caught in the spells area of effect or                dawn.
targeted by the spell are effected normally. You
are not effected by the spell in any way and your               Troll Grafts
heart gains a number of charges equal to the
spell’s slot level. You may use an action to                    This graft is not for the faint of heart. Several
channel the arcane energy stored in the heart                   glands and organs are removed from a troll and
into a blast of energy. Make a ranged attack                    placed inside your body. The organs are magically
against a creature within 50 feet. If you hit the               forced to become a part of you. They impart some
target takes 1d10 force damage for each charge                  of the troll’s legendary healing ability. The magic
the in the heart. Once you fire the beam the heart              that forces the organs to become a part of you is
loses all its charges. If you                                                            still experimental however,
don’t use the charges for                                                                and still has flaws. While
one minute after the heart                                                               you are attuned to this
absorbs them, they are                                                                   item you regain 1 hit point
lost. You may not use this                                                               every 10 minutes. You are
reaction again until dawn.                                                               also vulnerable to fire and
The spelleater heart                                                                     acid damage.
replaces your natural heart
and will keep you alive,
                                                                                         Unhinged Jaw
but stops functioning in an
antimagic field. If you start
your turn inside, or move
                                                                                            Your entire lower jaw and
into an antimagic field or
                                                                                            neck are replaced by this
similar effect while
                                                                                            graft. Your jaw is magically
attuned to this item you
                                                                                            strengthened and the skin
are immediately reduced
                                                                                            is slit to allow your jaw to
to 0 hit points and must
                                                                                            unhinge and you mouth
make your first death save.
                                                                                            open disturbingly wide.
You cannot regain hit
                                                                                            You gain a bite attack that
points while you are still in
                                                                                            counts as a melee weapon
the field.
                                                                                            and inflicts 1d6 piercing on
                                                                                            a successful melee attack
Spider Legs                                                     roll. If the roll is a critical, and your opponent is
                                                                smaller than you by two or more size categories.
Four articulated legs are grafted to your                       then your opponent must make a Strength saving
shoulders and your back right above your hips.                  throw (DC 15). If they fail they are swallowed by
These legs constantly twitch and will occasionally              you and deposited in an extra dimensional space.
caress any creature that one or more size                       You can keep them there for up to 10 minutes
categories smaller than you within five feet.                   before the space dissolves and they appear in the
While attuned to these legs you gain a climb                    nearest empty space to you. Creatures caught in
speed equal to your speed. The legs are too fragile             the extradimensional space may repeat the saving
to be used in combat but once per day you can                   throw once a minute to escape.
                                                      Page 93
Magic Tattoos
Gaining a magic tattoo is an act of deep
commitment, for you make its eldritch
enchantments a part of you forever. Placing your
trust in one of the rare adepts who practice the
art of magical tattooing, you gain supernatural
abilities and effects by placing an irrevocable
design upon your skin. The artist binds the actual
spells involved to enchanted needles, which
inject your new power into your flesh with their
ink.
     Such tattoos vary in size and design, though
most that confer the same abilities will share
certain elements related to their magic. You take
up more or less of your skin with a magic tattoo
dependent on how powerful it is, as measure by
the tattoo's rarity. A common tattoo is 6 inches
or smaller, while an uncommon one takes up half
a limb or an entire scalp. Rare tattoos cover a
whole limb, and very rare tattoos either take up
two limbs or cover the entire chest or back. For a                  Tattoo Attunement. To attune to this item,
legendary tattoo, you spend hours in multiple                     you hold the needle to your skin where you want
sessions, inscribing a design that covers all of two              the tattoo to appear, pressing the needle there
of your limbs as well as your whole torso.                        throughout the attunement process. When the
     A magic tattoo's function is never impaired                  attunement is complete, the needle turns into the
by damage or scarring of the flesh it inhabits.                   ink that becomes the tattoo, which appears on
Even cutting away the entire tattoo does not                      the skin. If you have multiple magic tattoos, they
change its power or function, since they have                     count as a single magic item with regard to the
become of the being upon whom they are                            number of magic items you can attune to.
inscribed.                                                          If your attunement to the tattoo ends, the
                                                                  tattoo vanishes, and the needle reappears in the
Antimagic Rune Tattoo                                             closest unoccupied space to you.
                                                                  Armor Tattoo
You can use an action to empower this tattoo.
When you do, the rune glows and an antimagic
pulse, centered on you, shoots out to 30 feet.                    Your upper body and legs down to your knees are
Until the start of your next turn, anyone                         covered in tattoos of thick plates. While you are
attempting to cast a spell or activate a magic item               attuned to this tattoo, you gain the following
within 30 feet of you must make a Wisdom saving                   benefits:
throw (DC 16). If they fail the spell fizzles out and              At the end of every long rest, you gain 20
nothing happens. Once used, this action can’t be                    temporary hit points.
used again until the next dawn.
                                                        Page 94
                                                                 If your attunement to the tattoo ends, the
                                                               tattoo vanishes, and the needle reappears in the
                                                               closest unoccupied space to you.
                                                     Page 95
appear. The bone devils will attempt to drag the               closest unoccupied space to you.
creature that violated the contract to the Nine
Hells. If they succeed If the bone devil face                  Bullette Tattoo
serious resistance, they will go for the kill. You
may only have one tattoo enforced by bone devils
at a time.                                                       You can use a bonus action to empower this
   Tattoo Attunement. To attune to this item,                  tattoo. You gain a burrowing speed equal to your
you hold the needle to your skin where you want                movement speed for 1 minute. Once used, this
the tattoo to appear, pressing the needle there                bonus action can’t be used until the next dawn.
throughout the attunement process. When the                      Tattoo Attunement. To attune to this item,
attunement is complete, the needle turns into the              you hold the needle to your skin where you want
ink that becomes the tattoo, which appears on                  the tattoo to appear, pressing the needle there
the skin. If you have multiple magic tattoos, they             throughout the attunement process. When the
count as a single magic item with regard to the                attunement is complete, the needle turns into the
number of magic items you can attune to.                       ink that becomes the tattoo, which appears on
   If your attunement to the tattoo ends, the                  the skin. If you have multiple magic tattoos, they
tattoo vanishes, and the needle reappears in the               count as a single magic item with regard to the
closest unoccupied space to you.                               number of magic items you can attune to.
                                                                 If your attunement to the tattoo ends, the
Broken Bone Tattoo                                             tattoo vanishes, and the needle reappears in the
                                                               closest unoccupied space to you.
This tattoo is usually a pile of broken bones and              Chain and Hook Tattoo
shattered skulls. Usually placed on the leg. Three
times per day you may use a bonus action to                    Chains wrap around your arms and end in
point at another creature within 30 feet of you                wickedly sharp hooks. You can use a bonus
and force it to make a Constitution saving throw               action to empower the tattoo, causing the hooks
(DC 14). If they fail their movement speed is                  and chains to rise up from your forearms and
reduced by half for 1 minute. The creature may                 seek out prey for 1 minute. You may make a
repeat the Constitution saving throw at the end                ranged attack roll against any target within 30
of their turn to return their movement to normal.              feet. If you hit the target takes 1d6 piercing
Once used, this bonus action can’t be used until               damage and must make a Strength saving throw
the next dawn.                                                 (DC 8 + your Strength bonus + the amount of
   Tattoo Attunement. To attune to this item,                  damage the hook inflicted). If they fail they are
you hold the needle to your skin where you want                dragged 10 feet closer to you. On your turn you
the tattoo to appear, pressing the needle there                may use a bonus action to inflict another 1d6
throughout the attunement process. When the                    piercing damage to the hooked target and make
attunement is complete, the needle turns into the              them make another Strength saving throw (use
ink that becomes the tattoo, which appears on                  the above formula to determine the DC). If they
the skin. If you have multiple magic tattoos, they             fail they are drug another 10 feet toward you. The
count as a single magic item with regard to the                hooked creature may make a Strength saving
number of magic items you can attune to.                       throw (DC is the same as it was on your turn) at
   If your attunement to the tattoo ends, the                  the beginning of their turn to remove the hook. If
tattoo vanishes, and the needle reappears in the               they succeed, they are free, if they fail they
                                                     Page 96
cannot move any farther away from you then
they were at the beginning of their turn. Once
                                                               Diving Roc Tattoo
you have used this bonus action, you cannot use
it again until the next dawn.
   Tattoo Attunement. To attune to this item,                  A roc, a massive raptor, covers your entire back.
you hold the needle to your skin where you want                As long as this tattoo is on your skin, your
the tattoo to appear, pressing the needle there                movement increases by 5 feet. Once per day you
throughout the attunement process. When the                    can use your reaction to turn any successful hit
attunement is complete, the needle turns into the              into a critical hit. Once used, this reaction can’t
ink that becomes the tattoo, which appears on                  be used until the next dawn.
the skin. If you have multiple magic tattoos, they               Tattoo Attunement. To attune to this item,
                                                               you hold the needle to your skin where you want
count as a single magic item with regard to the
number of magic items you can attune to.                       the tattoo to appear, pressing the needle there
                                                               throughout the attunement process. When the
   If your attunement to the tattoo ends, the
tattoo vanishes, and the needle reappears in the               attunement is complete, the needle turns into the
closest unoccupied space to you.                               ink that becomes the tattoo, which appears on
                                                               the skin. If you have multiple magic tattoos, they
                                                               count as a single magic item with regard to the
Cypher Tattoo
                                                               number of magic items you can attune to.
                                                                 If your attunement to the tattoo ends, the
                                                               tattoo vanishes, and the needle reappears in the
This tattoo is series of numbers and letters that
occasionally switch positions. You may use an
action to empower this tattoo, causing a
matching series of numbers and letters to appear
on a willing creature within 50 feet. For the next
ten minutes you and this creature can speak to
each other in a language only the two of you
understand. Anyone else listening to your
conversation hears a string of gibberish. Anyone
using magical means to understand languages
can understand you normally. You and your
target may communicate with others normally.
  Tattoo Attunement. To attune to this item,
you hold the needle to your skin where you want
the tattoo to appear, pressing the needle there
throughout the attunement process. When the
attunement is complete, the needle turns into the
ink that becomes the tattoo, which appears on
the skin. If you have multiple magic tattoos, they
count as a single magic item with regard to the
number of magic items you can attune to.
  If your attunement to the tattoo ends, the
tattoo vanishes, and the needle reappears in the
closest unoccupied space to you.
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closest unoccupied space to you.                                  If your attunement to the tattoo ends, the
                                                                tattoo vanishes, and the needle reappears in the
Dozens of Screaming Faces                                       closest unoccupied space to you.
                                                                The ild rune, the run for fire among the ancient
                                                                giants who once ruled the land, is burned into
                                                                your skin, along with other designs or symbols.
                                                                The rune itself stays small, but your skin is
                                                                covered in transparent illusory flames. You can
                                                                use an action to empower this tattoo and cover
                                                                yourself in real fire! Your clothing and other gear
                                                                on unaffected by the flames, but any melee
                                                                weapons you hold in your hands are covered in
                                                                flames as well. Your melee attacks inflict plus 1d6
                                                                fire damage. A creature you grapple or a creature
                                                                that grapples you takes 2d6 fire damage at the
                                                                start of your turn. As long as you are covered in
                                                                fire, you are immune to fire damage and
                                                      Page 98
vulnerable to cold damage. Once used, this                     minute. During that time, any melee or thrown
action can’t be used until the next dawn.                      weapon you use counts as both magical and silver
  Tattoo Attunement. To attune to this item,                   for the purposes of overcoming damage
you hold the needle to your skin where you want                resistance. Once used, this bonus action can’t be
the tattoo to appear, pressing the needle there                used until the next evening.
throughout the attunement process. When the                      Tattoo Attunement. To attune to this item,
attunement is complete, the needle turns into the              you hold the needle to your skin where you want
ink that becomes the tattoo, which appears on                  the tattoo to appear, pressing the needle there
the skin. If you have multiple magic tattoos, they             throughout the attunement process. When the
count as a single magic item with regard to the                attunement is complete, the needle turns into the
number of magic items you can attune to.                       ink that becomes the tattoo, which appears on
  If your attunement to the tattoo ends, the                   the skin. If you have multiple magic tattoos, they
tattoo vanishes, and the needle reappears in the               count as a single magic item with regard to the
closest unoccupied space to you.                               number of magic items you can attune to.
                                                                 If your attunement to the tattoo ends, the
Moon Tattoo                                                    tattoo vanishes, and the needle reappears in the
                                                               closest unoccupied space to you.
This tattoo glows softly, and changes to match
the phases of the actual moon. If your world has               Pair of Barbed Shears Tattoo
more than one moon, the tattoo will match the
phases of whichever one you choose. You can use                This tattoo makes your arm look like it’s made of
a bonus action to empower this tattoo for one                  metal plates. The plates separate near the joints
                                                               to reveal gears and pulleys which sometimes shift
                                                               and move. On the back of your hand is a pair of
                                                               nasty looking shears or a thick crab claw.
                                                                 As a bonus action, you can empower this
                                                               tattoo. For 1 minute, your hand becomes an
                                                               actual pair of shears or a thick, spiky crab claw.
                                                               You cannot hold anything in that hand, but it is a
                                                               nasty weapon. The shears inflict 1d8 plus your
                                                               Strength bonus slashing damage. Once used, this
                                                               bonus action can’t be used until the next dawn.
                                                                 Tattoo Attunement. To attune to this item,
                                                               you hold the needle to your skin where you want
                                                               the tattoo to appear, pressing the needle there
                                                               throughout the attunement process. When the
                                                               attunement is complete, the needle turns into the
                                                               ink that becomes the tattoo, which appears on
                                                               the skin. If you have multiple magic tattoos, they
                                                               count as a single magic item with regard to the
                                                               number of magic items you can attune to.
                                                                 If your attunement to the tattoo ends, the
                                                               tattoo vanishes, and the needle reappears in the
                                                               closest unoccupied space to you.
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                                                         the tattoo to appear, pressing the needle there
Phoenix Tattoo                                           throughout the attunement process. When the
                                                         attunement is complete, the needle turns into the
                                                         ink that becomes the tattoo, which appears on
A phoenix that covers your entire upper back or          the skin. If you have multiple magic tattoos, they
chest flares to life when you fall. You are reborn       count as a single magic item with regard to the
with a crown of fire that wraps around your              number of magic items you can attune to.
weapons to wreak vengeance on your enemies.                If your attunement to the tattoo ends, the
   If this tattoo is on your skin while you are          tattoo vanishes, and the needle reappears in the
reduced to 0 hit points, you are surrounded by a         closest unoccupied space to you.
corona of fire. You may spend hit dice exactly as
if you had just finished a short rest, but you have
                                                         Rotting Skull Tattoo
no limit on the number of hit dice you can spend.
For the next minute, as long as you spent at least
one hit di, your melee attacks all inflict plus 1d8      A cracked and rotting skull that takes up the
fire damage. Once used, this tattoo cannot be            entire upper back or chest, attuning yourself to
used until the next dawn.                                this tattoo turns your eyes into black voids. You
   Tattoo Attunement. To attune to this item,            see as normal, but you eyes appear to be solid
you hold the needle to your skin where you want          black. You may use an action to empower this
the tattoo to appear, pressing the needle there          tattoo. Until the start of you next turn any
throughout the attunement process. When the              undead within 30 feet of you has advantage on
attunement is complete, the needle turns into the        Wisdom saving throws against being turned.
ink that becomes the tattoo, which appears on              Tattoo Attunement. To attune to this item,
the skin. If you have multiple magic tattoos, they       you hold the needle to your skin where you want
count as a single magic item with regard to the          the tattoo to appear, pressing the needle there
number of magic items you can attune to.                 throughout the attunement process. When the
   If your attunement to the tattoo ends, the
tattoo vanishes, and the needle reappears in the
closest unoccupied space to you.
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                                                             Smiling Beholder Tattoo
                                                      Page 101
attunement is complete, the needle turns into the        sharp spur of bone to project from the back of
ink that becomes the tattoo, which appears on            your hand for 1 minute. You can use the spur as a
the skin. If you have multiple magic tattoos, they       melee weapon with the finesse and thrown (50
count as a single magic item with regard to the          feet) properties. The spur inflicts 1d6 piercing
number of magic items you can attune to.                 damage. If you throw the spur at a target it
  If your attunement to the tattoo ends, the             reappears on the back of your hand at the start of
tattoo vanishes, and the needle reappears in the         your next turn. Once used, this bonus action
closest unoccupied space to you.                         can’t be used until the next dawn.
                                                           Tattoo Attunement. To attune to this item,
Spider on Web Tattoo                                     you hold the needle to your skin where you want
                                                         the tattoo to appear, pressing the needle there
                                                         throughout the attunement process. When the
Spiders dance and climb over the webs that cover         attunement is complete, the needle turns into the
nearly half your body. While this tattoo is on           ink that becomes the tattoo, which appears on
your skin, you gain a climb speed equal to your          the skin. If you have multiple magic tattoos, they
movement.                                                count as a single magic item with regard to the
   You may use an action to empower the tattoo.          number of magic items you can attune to.
Choose one creature within 30 feet. That creature          If your attunement to the tattoo ends, the
must make a Wisdom saving throw (DC 15). If              tattoo vanishes, and the needle reappears in the
they fail, they are frightened of you for 1 minute.      closest unoccupied space to you.
If they fail by more than 5, they fall unconscious
until the start of your next turn. Creatures             Sun Tattoo
frightened of you may repeat the Wisdom saving
throw at the end of their turn to end the
condition.                                               As long as this tattoo is on your skin you can
   Tattoo Attunement. To attune to this item,            choose to shed light in a 5-foot radius centered
you hold the needle to your skin where you want          on you. You can use a bonus action to empower
the tattoo to appear, pressing the needle there          this tattoo for 1 minute. Any melee weapon you
throughout the attunement process. When the              hold sheds bright light out to 5 feet and dim light
attunement is complete, the needle turns into the        5 feet beyond that. Any successful attack inflicts
ink that becomes the tattoo, which appears on
the skin. If you have multiple magic tattoos, they
count as a single magic item with regard to the
number of magic items you can attune to.
   If your attunement to the tattoo ends, the
tattoo vanishes, and the needle reappears in the
closest unoccupied space to you.
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plus 1d6 radiant damage. Once used, this bonus
action can’t be used until the next dawn.
                                                        Theater Masks Tattoo
  Tattoo Attunement. To attune to this item,
you hold the needle to your skin where you want
the tattoo to appear, pressing the needle there         A pair of theater masks, one happy one sad, is
throughout the attunement process. When the             placed on your hand or forearm. As long as this
attunement is complete, the needle turns into the       tattoo is on your skin, it has 3 charges. You may
ink that becomes the tattoo, which appears on           use an action to spend one charge and choose
the skin. If you have multiple magic tattoos, they      one creature within 50 feet that must make a
count as a single magic item with regard to the         Wisdom saving throw (DC 15). If they fail you
number of magic items you can attune to.                learn about their current emotional state (afraid,
                                                        bored, etc) and a general sense of the creature’s
  If your attunement to the tattoo ends, the
tattoo vanishes, and the needle reappears in the        condition (wounded, sleepy, hungry). For the
                                                        next hour, you have advantage on Charisma
closest unoccupied space to you.
                                                        (Persuasion), Charisma (Deception), and
                                                        Charisma (Intimidation) checks against that
Swarm of Insects Tattoo
                                                        target. These charges refresh at dawn.
                                                          Tattoo Attunement. To attune to this item,
                                                        you hold the needle to your skin where you want
You upper back and chest is covered in hundreds
                                                        the tattoo to appear, pressing the needle there
of tiny insects. If someone watches closely the
                                                        throughout the attunement process. When the
insects occasionally twitch and crawl around. As
                                                        attunement is complete, the needle turns into the
a bonus action you can empower this tattoo to
                                                        ink that becomes the tattoo, which appears on
transform into a swarm of flying insects. While
                                                        the skin. If you have multiple magic tattoos, they
you are a swarm of flying insects you can move
                                                        count as a single magic item with regard to the
through another creature’s space and fit through
                                                        number of magic items you can attune to.
any opening large enough to admit a Tiny insect.
                                                          If your attunement to the tattoo ends, the
You gain a Fly speed equal to your normal speed
                                                        tattoo vanishes, and the needle reappears in the
plus 10 feet. You cannot regain hit points or gain
                                                        closest unoccupied space to you.
temporary hit points while you are a swarm. You
may not use the attack action or cast spells while
you are a swarm. Once used, this bonus action
                                                        Troll Head Tattoo
can’t be used until the next dawn.
   Tattoo Attunement. To attune to this item,
you hold the needle to your skin where you want         Three times per day, you may use a bonus action
the tattoo to appear, pressing the needle there         to empower the tattoo for 1 minute. For the next
throughout the attunement process. When the             minute you can use an action to spit acid at a
attunement is complete, the needle turns into the       creature within 20 feet. Make a ranged attack. If
ink that becomes the tattoo, which appears on           you hit the creature takes 1d6 plus your Dexterity
the skin. If you have multiple magic tattoos, they      modifier damage. Once you have used this bonus
count as a single magic item with regard to the         action, you cannot use it again until the next
number of magic items you can attune to.                dawn.
   If your attunement to the tattoo ends, the             Tattoo Attunement. To attune to this item,
tattoo vanishes, and the needle reappears in the        you hold the needle to your skin where you want
closest unoccupied space to you.                        the tattoo to appear, pressing the needle there
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throughout the attunement process. When the                  empowered any vehicle you are riding in will
attunement is complete, the needle turns into the            move its normal speed in the direction you
ink that becomes the tattoo, which appears on                choose. The vehicle will move despite having no
the skin. If you have multiple magic tattoos, they           motivating force (horses for chariots, paddles for
count as a single magic item with regard to the              a canoe, or wind for a sail boat) for one hour.
number of magic items you can attune to.                     This ability recharges at dawn.
  If your attunement to the tattoo ends, the                    Tattoo Attunement. To attune to this item,
tattoo vanishes, and the needle reappears in the             you hold the needle to your skin where you want
closest unoccupied space to you.                             the tattoo to appear, pressing the needle there
                                                             throughout the attunement process. When the
Two Gears Tattoo                                             attunement is complete, the needle turns into the
                                                             ink that becomes the tattoo, which appears on
This tattoo is a series of intricate connected               the skin. If you have multiple magic tattoos, they
gears. Occasionally one gear will start to spin,             count as a single magic item with regard to the
causing all the gears in the tattoos to spin before          number of magic items you can attune to.
grinding to a halt. You may use an action to                    If your attunement to the tattoo ends, the
empower this tattoo. While this tattoo is                    tattoo vanishes, and the needle reappears in the
                                                             closest unoccupied space to you.
                                                      Page 104
Appendix: Index of All Items
In this section, every item in this book is listed alphabetically, along with its page number.
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       Legal Notice
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