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DND 5e HB - Artifacts of The Guild

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Tiago Santos
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92% found this document useful (13 votes)
5K views88 pages

DND 5e HB - Artifacts of The Guild

Uploaded by

Tiago Santos
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Foreword Table of Contents

N
ever before have I been Airstep Shroud . . . . . . . . . . . . . . . . . . . . . . 4 Deadhead Pennies . . . . . . . . . . . . . . . . . . 20
part of such an incredible Alamire’s Alchemical Alembic . . . . . . . . . 4 Deathbane Berries . . . . . . . . . . . . . . . . . . 22
community. The number Amber Tarantula Hawk . . . . . . . . . . . . . . . 4 Death Knight’s Dreadful
Amulet of Armoring . . . . . . . . . . . . . . . . . 5 Accoutrements . . . . . . . . . . . . . . . . . . 21
of accomplished writers we have
Amulet of the Dimensions . . . . . . . . . . . . 5 Death Knight’s Dread Helm . . . . . . . . . . 21
on the Dungeon Masters Guild is Anvil of Kings . . . . . . . . . . . . . . . . . . . . . . 5 Death Knight’s Dread Plate . . . . . . . . . . 21
astonishing, and this tome is a fine Armor of Animal Aspects . . . . . . . . . . . . . 6 Death Knight’s Dread Shield . . . . . . . . . 21
example of that unbridled talent. Armor of Forgotten Heroes . . . . . . . . . . . 6 Death Knight’s Dread Sword . . . . . . . . . 22
Within these pages are 260 awe- Armor of Questionable Taste . . . . . . . . . . 6 Deck of a Few Things . . . . . . . . . . . . . . . 22
inspiring magical items, written by Authority . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Dimensional Lock Picks . . . . . . . . . . . . . 23
58 of the most brilliant writers I Bag of Barking Stones . . . . . . . . . . . . . . . . 7 Divine Shard . . . . . . . . . . . . . . . . . . . . . . 23
have ever known. We hope this book Bag of Enveloping Darkness . . . . . . . . . . . 7 Dowager’s Finger . . . . . . . . . . . . . . . . . . . 24
stirs your imagination, delights your Bag of the Bookworm . . . . . . . . . . . . . . . . 7 Dragon’s Blood . . . . . . . . . . . . . . . . . . . . 24
players, and inspires your campaigns. Baldur’s Gatehouse . . . . . . . . . . . . . . . . . . 7 Dragon’s Remnant . . . . . . . . . . . . . . . . . . 24
Bandage of the Blind Monk . . . . . . . . . . . 8 Dreamer’s Eye . . . . . . . . . . . . . . . . . . . . . 25
We also hope some of the silly ones
Barryat the Vicious . . . . . . . . . . . . . . . . . . 8 Earplugs of the Bulette . . . . . . . . . . . . . . 25
get a good laugh too! Battlecrazed Axe . . . . . . . . . . . . . . . . . . . . 8 Earthbreaker Gauntlet . . . . . . . . . . . . . . 25
Beans of Jumping . . . . . . . . . . . . . . . . . . . 8 Earthen Bell . . . . . . . . . . . . . . . . . . . . . . . 25
No project can be brought to life
Bell Ringer . . . . . . . . . . . . . . . . . . . . . . . . . 8 Eavesdropper Gauntlet . . . . . . . . . . . . . . 26
without the tireless work of its Belt of Insignificance . . . . . . . . . . . . . . . . . 9 Ejection Amulet . . . . . . . . . . . . . . . . . . . . 26
contributors. First and foremost, Black Blade of Vartigan . . . . . . . . . . . . . . . 9 Elemental Fists . . . . . . . . . . . . . . . . . . . . . 26
to our writers— your imagination Blackheart . . . . . . . . . . . . . . . . . . . . . . . . . 9 Elemental Touched Mesh . . . . . . . . . . . . 26
shines brighter than any sun. To our Black Kumade . . . . . . . . . . . . . . . . . . . . . . 9 Emir’s Ring . . . . . . . . . . . . . . . . . . . . . . . . 27
illustrators— your mastery make this Blade of the Elements . . . . . . . . . . . . . . . 11 Equinculus Potion . . . . . . . . . . . . . . . . . . 27
more than just a collection of words, Blade of the Icequeen’s Champion . . . . . 11 Exploding Studded Leather . . . . . . . . . . 27
it’s become art itself. To our editing Blades of the Archrogue . . . . . . . . . . . . . 10 Extend-o-Matic . . . . . . . . . . . . . . . . . . . . 27
team: TK Johnson, Justyn Johnston, Blanket of Blending . . . . . . . . . . . . . . . . . 11 Extinguish . . . . . . . . . . . . . . . . . . . . . . . . 27
and Alan Tucker— your thoughtful Bloodhound . . . . . . . . . . . . . . . . . . . . . . . 12 Eye of the Firestorm . . . . . . . . . . . . . . . . 28
Blood Mask . . . . . . . . . . . . . . . . . . . . . . . 11 Eye of Truth . . . . . . . . . . . . . . . . . . . . . . . 28
care makes every word come alive.
Bone Blowpipe . . . . . . . . . . . . . . . . . . . . . 12 Fey-Touched Summoning Egg . . . . . . . . 28
Finally, to our leader Emmet Byrne— Boomeraxe . . . . . . . . . . . . . . . . . . . . . . . . 12 Firetooth . . . . . . . . . . . . . . . . . . . . . . . . . . 29
without you, this project would never Boots of Deadly Leaping . . . . . . . . . . . . . 13 Flask of the Caravanserai . . . . . . . . . . . . 29
Boots of the Forest . . . . . . . . . . . . . . . . . 13 Flayer’s Gauntlet . . . . . . . . . . . . . . . . . . . 29
have been. Thank you for bringing
Bow of the Wood Elves . . . . . . . . . . . . . . 13 Floral Scented Brooch . . . . . . . . . . . . . . . 29
our community together, and thank Bracers of Infinite Blades . . . . . . . . . . . . 13 Flutterin’ Fan . . . . . . . . . . . . . . . . . . . . . . 30
you for making this book a reality. Bracers of Lifestealing . . . . . . . . . . . . . . . 13 Foliage Ring . . . . . . . . . . . . . . . . . . . . . . . 30
Brava’s Bustling Beetles . . . . . . . . . . . . . . 14 Forlorn Mantle . . . . . . . . . . . . . . . . . . . . 30
The love of D&D continues to spread Breastplate of Forgotten Anguish . . . . . . 14 Fornas . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
across the world. Breath Mask . . . . . . . . . . . . . . . . . . . . . . . 14 Froghemoth’s Boon . . . . . . . . . . . . . . . . . 31
Breath of Zephyr . . . . . . . . . . . . . . . . . . . 14 Gauntlets of Burrowing . . . . . . . . . . . . . 31
We hope it spreads just a little bit
Brooch of Authority . . . . . . . . . . . . . . . . 15 Gauntlets of Forgotten Anger . . . . . . . . . 31
further, to your table. Burglar’s Dagger . . . . . . . . . . . . . . . . . . . 15 Gift of Graz’zt . . . . . . . . . . . . . . . . . . . . . 31
Call to Prayer . . . . . . . . . . . . . . . . . . . . . . 15 Gloves of Dagger-Throwing . . . . . . . . . . 32

Terry Herc Chainmail of Lion’s Roar . . . . . . . . . . . . 15


Charred Cloak . . . . . . . . . . . . . . . . . . . . . 15
Gloves of Darkness . . . . . . . . . . . . . . . . . 32
Gloves of Life and Death . . . . . . . . . . . . 32
Cloak of the Wind Rider . . . . . . . . . . . . . 16 Goggles of Naldrichor . . . . . . . . . . . . . . . 32
Lawful Neutral Human Bard Clockwork Companion . . . . . . . . . . . . . 16 Golden Lord’s Plate . . . . . . . . . . . . . . . . . 33
(College of Lore) Coin of Favour . . . . . . . . . . . . . . . . . . . . . 17 Granfang . . . . . . . . . . . . . . . . . . . . . . . . . 33
Coin of Many . . . . . . . . . . . . . . . . . . . . . . 17 Gruumsh’s Blessing . . . . . . . . . . . . . . . . . 34
Collar of Articulation . . . . . . . . . . . . . . . 17 Guardwell’s Aggressive Caltrops . . . . . . . 35
Creeping Rot . . . . . . . . . . . . . . . . . . . . . . 17 Guardwell’s Alarming Caltrops . . . . . . . 35
Crescendo Batons . . . . . . . . . . . . . . . . . . 17 Guardwell’s Entangling Caltrops . . . . . . 35
Crown of Black Pearls . . . . . . . . . . . . . . . 18 Hagiographer’s Handbook . . . . . . . . . . . 36
Dagger of Banishing . . . . . . . . . . . . . . . . 18 Halfling’s Exit . . . . . . . . . . . . . . . . . . . . . . 36
Dante’s Box of Chocolates . . . . . . . . . . . 18 Hands of the Crafter . . . . . . . . . . . . . . . . 36
Darkteeth (Olath Yinnin) . . . . . . . . . . . . 18 Hanged Man’s Pardon . . . . . . . . . . . . . . . 36

2
Hearthmead . . . . . . . . . . . . . . . . . . . . . . . 37 Painted Lady . . . . . . . . . . . . . . . . . . . . . . 53 Staff of Arcane Empowerment . . . . . . . . 69
Heart of Hydrathis . . . . . . . . . . . . . . . . . 36 Pendant of the Unrelenting March . . . . 54 Staff of the Dragon . . . . . . . . . . . . . . . . . 69
Hedge’s Handy Herbal . . . . . . . . . . . . . . 37 Pendygraft’s Living Bestiary . . . . . . . . . . 54 Staff of the Wyrmling . . . . . . . . . . . . . . . 70
Hellfire Stone . . . . . . . . . . . . . . . . . . . . . . 37 Performer’s Topaz . . . . . . . . . . . . . . . . . . 54 Staff of Tiamat . . . . . . . . . . . . . . . . . . . . . 71
Hello World Shield . . . . . . . . . . . . . . . . . 37 Pick Insects . . . . . . . . . . . . . . . . . . . . . . . . 54 Staff of Warding . . . . . . . . . . . . . . . . . . . . 73
Hellrazor . . . . . . . . . . . . . . . . . . . . . . . . . 38 Pin of Glacial Cold . . . . . . . . . . . . . . . . . 55 Starlight . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Hell’s Scream . . . . . . . . . . . . . . . . . . . . . . 37 Pipes of the Damned . . . . . . . . . . . . . . . . 55 Statue Scepter . . . . . . . . . . . . . . . . . . . . . . 73
Helm of Apathy . . . . . . . . . . . . . . . . . . . . 38 Polarizing Piton . . . . . . . . . . . . . . . . . . . . 55 Step Back . . . . . . . . . . . . . . . . . . . . . . . . . 73
Helm of Forgotten Memories . . . . . . . . . 38 Portable Campsite . . . . . . . . . . . . . . . . . . 55 Stolen Star . . . . . . . . . . . . . . . . . . . . . . . . 74
Hood of the Falconer . . . . . . . . . . . . . . . 38 Portable Pit . . . . . . . . . . . . . . . . . . . . . . . 56 Stone of True Resurrection . . . . . . . . . . . 74
Hu’i Wing . . . . . . . . . . . . . . . . . . . . . . . . . 38 Potion of Shadow Form . . . . . . . . . . . . . 56 Studded Leather of Orcish Unkind . . . . 74
Humerus of St. Hildegaard . . . . . . . . . . . 39 Potion Purse . . . . . . . . . . . . . . . . . . . . . . . 56 Styler’s Hairpin . . . . . . . . . . . . . . . . . . . . 74
Hush Money . . . . . . . . . . . . . . . . . . . . . . 39 Pouch of Slumber . . . . . . . . . . . . . . . . . . 57 Sunray . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Jehanel’s Folly . . . . . . . . . . . . . . . . . . . . . 39 Prospero’s Mask . . . . . . . . . . . . . . . . . . . . 57 Swapping Shackles . . . . . . . . . . . . . . . . . . 75
Key to the Heart . . . . . . . . . . . . . . . . . . . . 40 Psyforged Blade . . . . . . . . . . . . . . . . . . . . 57 Sword of Corruption . . . . . . . . . . . . . . . . 75
Kiira . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 Puppeteer’s Vial . . . . . . . . . . . . . . . . . . . . 57 Sword of the Chameleon . . . . . . . . . . . . 76
Kildirn’s Singing Stein . . . . . . . . . . . . . . . 40 Pylon of Blessed Power . . . . . . . . . . . . . . 58 Syti Necklace . . . . . . . . . . . . . . . . . . . . . . 76
Kohl’vil . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 Quaal’s Feather Token – Serpent . . . . . . 58 Tajak Scimitar . . . . . . . . . . . . . . . . . . . . . 76
Lantern Helmet . . . . . . . . . . . . . . . . . . . . 42 Raskin’s Splenectomy Knife . . . . . . . . . . 58 Talking Skull . . . . . . . . . . . . . . . . . . . . . . 76
Lantern of the Morning Lord . . . . . . . . . 42 Redbeard’s Eyepatch . . . . . . . . . . . . . . . . 58 Tears of Akadi . . . . . . . . . . . . . . . . . . . . . 76
Leacher’s Emerald . . . . . . . . . . . . . . . . . . 42 Returning Weapon . . . . . . . . . . . . . . . . . 58 Tempest’s Howl . . . . . . . . . . . . . . . . . . . . 77
Life Drain . . . . . . . . . . . . . . . . . . . . . . . . . 42 Ring of Displeasure . . . . . . . . . . . . . . . . . 58 Thief ’s Dagger . . . . . . . . . . . . . . . . . . . . . 77
Lightning Surge . . . . . . . . . . . . . . . . . . . . 42 Ring of High Magic . . . . . . . . . . . . . . . . . 58 Tick-Tock-Time-Travel Clock . . . . . . . . 77
Llewyrrian Blinders . . . . . . . . . . . . . . . . . 43 Ring of Moxie . . . . . . . . . . . . . . . . . . . . . 59 Tinsel’s Prismatic Quill . . . . . . . . . . . . . . 77
Loaded Dice . . . . . . . . . . . . . . . . . . . . . . . 43 Ring of the Beast . . . . . . . . . . . . . . . . . . . 59 Title Belt . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Locking Plates . . . . . . . . . . . . . . . . . . . . . 43 Ring of the Mighty Fist . . . . . . . . . . . . . . 59 Tome of the White Hand . . . . . . . . . . . . 77
Logbow . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 Ring of Tongues . . . . . . . . . . . . . . . . . . . . 59 Trinket of Elemental Protection . . . . . . . 78
Longshot . . . . . . . . . . . . . . . . . . . . . . . . . 44 Ring of Transformative Luminescence . 59 Troll Claw . . . . . . . . . . . . . . . . . . . . . . . . . 78
Lot #184 . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Rings of Enmity . . . . . . . . . . . . . . . . . . . . 59 True Death Arrow . . . . . . . . . . . . . . . . . . 78
Louqui’s Luck . . . . . . . . . . . . . . . . . . . . . . 44 Robes of Shadowmyst . . . . . . . . . . . . . . . 60 Tsarina’s Balalaika . . . . . . . . . . . . . . . . . . 79
Luminaria (Lightsong) . . . . . . . . . . . . . . 44 Rod of Fortune Seeking . . . . . . . . . . . . . 60 Tuning Fork . . . . . . . . . . . . . . . . . . . . . . . 79
Lyre of Building . . . . . . . . . . . . . . . . . . . . 46 Rod of Tentacles, Eyes, and Mouths . . . . 60 Vengeance for the Desecrated . . . . . . . . . 79
Magic Magnifier . . . . . . . . . . . . . . . . . . . 47 Rod of the Purple Sun . . . . . . . . . . . . . . . 61 Verdaer Imperial Quiver . . . . . . . . . . . . . 80
Manacles of the Mundane . . . . . . . . . . . 47 Rogue’s Vest . . . . . . . . . . . . . . . . . . . . . . . 61 Wand of Light . . . . . . . . . . . . . . . . . . . . . 80
Mantle of the Mage . . . . . . . . . . . . . . . . . 47 Runehammer . . . . . . . . . . . . . . . . . . . . . . 62 Wand of Ooze . . . . . . . . . . . . . . . . . . . . . 80
Manual: About the Art of Fighting, Rustic Charm . . . . . . . . . . . . . . . . . . . . . . 62 Widow’s Fangs . . . . . . . . . . . . . . . . . . . . . 81
Volumes I to VI . . . . . . . . . . . . . . . . . 47 Sanguine Shield (The Bloody Bulwark) . . . 62 Will of the One . . . . . . . . . . . . . . . . . . . . 81
Manual: About the Clashing of Steel, Scarmantle . . . . . . . . . . . . . . . . . . . . . . . . 64 Willow-Dark Tome . . . . . . . . . . . . . . . . . 81
Volumes I to XX . . . . . . . . . . . . . . . . . 48 Scentless Brooch . . . . . . . . . . . . . . . . . . . 64 Wishbone . . . . . . . . . . . . . . . . . . . . . . . . . 82
Manual: Armorer’s Guide to Survival . . 48 Serpent Stride Armor . . . . . . . . . . . . . . . 65 Wooden Canary . . . . . . . . . . . . . . . . . . . . 82
Mask of Truth . . . . . . . . . . . . . . . . . . . . . 49 Seven Coin Purse . . . . . . . . . . . . . . . . . . . 65 Wrath of the Sea . . . . . . . . . . . . . . . . . . . 82
Maximus’s Broom of Sweeping . . . . . . . 49 Shard of Healing . . . . . . . . . . . . . . . . . . . 65 Zephyr, the Broom of Flying . . . . . . . . . 83
Message Mirror . . . . . . . . . . . . . . . . . . . . 49 Shard of the Namestone . . . . . . . . . . . . . 65 Items by Rarity . . . . . . . . . . . . . . . . . . . . . 84
Metrigash . . . . . . . . . . . . . . . . . . . . . . . . . 49 Shatterrain . . . . . . . . . . . . . . . . . . . . . . . . 66 Index of Creators . . . . . . . . . . . . . . . . . . . 86
Minsc’s Magnificent Miniature Shield of Consent . . . . . . . . . . . . . . . . . . 66 Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Menagerie . . . . . . . . . . . . . . . . . . . . . . 50 Shield of Tall Tales . . . . . . . . . . . . . . . . . . 66
Mummer’s Lantern . . . . . . . . . . . . . . . . . 50 Shocking Glove . . . . . . . . . . . . . . . . . . . . 66
Necklace of Missals . . . . . . . . . . . . . . . . . 50 Silver Sorrow . . . . . . . . . . . . . . . . . . . . . . 67
Necklace of Readiness . . . . . . . . . . . . . . . 50 Sky Piercer . . . . . . . . . . . . . . . . . . . . . . . . 67
Necklace of Thirst . . . . . . . . . . . . . . . . . . 51 Sliver of Far Realm . . . . . . . . . . . . . . . . . 67
Necrosis Sanctum . . . . . . . . . . . . . . . . . . 51 Smash and Bright . . . . . . . . . . . . . . . . . . 67
Noisy Cricket . . . . . . . . . . . . . . . . . . . . . . 52 Speaking Stone . . . . . . . . . . . . . . . . . . . . . 68
Nullmagic Shield . . . . . . . . . . . . . . . . . . . 52 Spectacles of Mind-Shuttering . . . . . . . . 68
Nyoom . . . . . . . . . . . . . . . . . . . . . . . . . . . 52 Specter’s Pendant . . . . . . . . . . . . . . . . . . . 68
Olhydra’s Tear . . . . . . . . . . . . . . . . . . . . . 53 Sphere of the Wretched . . . . . . . . . . . . . . 68
Oykron Crystals . . . . . . . . . . . . . . . . . . . . 53 Spring Boots . . . . . . . . . . . . . . . . . . . . . . . 69

3
Airstep Shroud Amber Tarantula Hawk
RARE Wondrous item, requires attunement RARE Wondrous item

The shroud is a stylish garment woven of fine silk, in This figurine of wondrous power (Dungeon Master’s Guide
different styles: either black-dyed and featureless, or p.169) is in the shape of a tarantula hawk, small enough to
colorful and adorned with patterns of gusts and wind. Some fit in a pocket but extremely lifelike in appearance.
shrouds are long and trail along the ground, fully covering
the wearer’s legs, while others are smaller and lighter, Effect
hanging over one’s torso. The airstep shroud is popular with When you speak the command word and throw the
mages of all sorts, for the imposing effect it exudes. figurine to a point on the ground within 60 feet of you,
the figurine becomes a living giant tarantula hawk. If the
Effect space where the hawk should form is occupied or too
As an action on your turn, you may start floating 1 foot small for the hawk to fit then the figurine fails to activate.
above the ground and gain a flight speed equal to 30 feet.
The effect may be cancelled using a bonus action on your The creature is friendly to you and your companions.
turn. If you ever find yourself more than 1 foot in the air, It understands your languages and obeys your spoken
for example if attempting to traverse a chasm or pass over commands. If you issue no commands, the creature
a pit, you float down as if under the effects of the feather defends itself but takes no other actions, see the statistics
fall spell. for the giant tarantula hawk.

The giant tarantula hawk exists for 4 hours, at the end of


Alamire’s Alchemical Alembic this duration the creature reverts to its figurine form. It
RARE Wondrous item reverts to a figurine early if it drops to 0 hit points or if
The alembic is named more so for its properties than any you use an action to speak the command word again while
resemblance to an actual alembic bottle. The alembic is touching it. Once it reverts to a figurine, it cannot become
a small, squat decanter that has a 20 oz (600ml) capacity. a living creature for 2 days.
The vessel has a base ringed by a bronze band, and is
capped by a heavy bronze and cork stopper.

Effect
As an action you can decant any potion or liquid into the
alembic. When you drink the potion from the alembic,
roll a 1d6. On a result of 5 or 6, the potion leaves behind
a residue that can be used to create a duplicate of the
original potion. You may pour a second liquid into it,
transforming that liquid into a magical potion. This
residue (and subsequent potion) must be used within the
day or it will be lost. This ability can only be triggered
once per day, and any duplicate or residue expires at dawn
the next day.

The alembic can detect the


presence of poison in any liquid
poured inside of it. Any such
liquid turns green when poured
into the alembic, but returns to
its normal color once removed.

The alembic can convert any


liquid poured into it into clean,
fresh water by filling it and
speaking the command word.
The original properties of the
liquid are lost.

4
Amulet of Armoring Effect
This amulet has three charges, and regains 1d3 charges
RARE Wondrous item, requires attunement
daily at dawn. As an action, you can expend a charge to
Effect cast the dimension door spell. After stepping through the
While wearing this amulet, you can don or doff a set of portal, make a DC 10 Intelligence saving throw. On a
armor as a bonus action by speaking the command word. failure, you still travel to your intended destination, but
The armor is stored in an extradimensional space inside you also suffer 1d4 points of psychic damage.
the amulet, and while there, it is restored and cleaned
as if it were a brand new set of armor each time it is
summoned. Any spells or effects targeting it (such as heat
Anvil of Kings
RARE Wondrous item, requires attunement
metal) are removed. The amulet will store cursed armor,
even if the curse would normally prevent its removal. It The anvil of kings is a large, 100-lb. mithral anvil
does not remove the attunement to the armor, nor does it measuring 3 feet long from tip to back, 1 foot wide at
eliminate any cursed effects the armor may carry. its widest point, and 2 feet tall. Its sides are etched with
dwarven runes of creation and strength, which glow with
The amulet can store only one set of armor at a time, but an inner blue fire.
can be used to switch between sets of armor being worn.
A suit of armor can only be stored in the amulet if you Effect
are wearing the armor and speak the amulet’s command While attuned to this item, you gain the following
word. While attuned to the amulet and you are not wearing benefits:
any armor, your Armor Class equals 13 + your Dexterity
• You gain proficiency with blacksmithing tools
modifier. You can use a shield and still gain this benefit.
• The anvil generates its own heat, and can duplicate the
When the amulet is obtained by a new owner, there is effects of a full forge at the owner’s discretion.
a chance that the amulet already has a set of medium • All items successfully crafted are light, strong and
or heavy armor stored within it. Roll on the first table aesthetically pleasing to behold (aesthetics are to the
to determine if there is any armor already contained creator’s values). Items weigh half as much as regular
within the amulet, and then again on the second table, if items of that type, and are twice as durable (the items
applicable. It is at the DM’s discretion to determine what hit points are double those listed in the Dungeon
type of armor is contained within, or they can let the Master’s Guide).
player decide, based off the roll of the dice. • When crafting using the anvil, that the created item is
extraordinary in some way, the anvil infusing it with
Amulet’s Contents magical energy. Roll 1d20. On a 20, the created item
d100 Type of Armor is equivalent to a common magic item, and the DM
01-30 No Armor generates a minor magical property for it.
31-90 Normal Set of Armor
91-00 Magical Set of Armor
Magical Set of Armor
d100 Type of Magical Armor
01-30 Any Cursed
31-50 Any Uncommon
51-70 Any Rare
71-90 Any Very Rare
91-00 Any Legendary

Amulet of the Dimensions


VERY RARE Wondrous item, requires attunement

This amulet is made from silver and inscribed with


ancient runes. It is approximately 1 1/4” in diameter, and
comes with a black satin cord.

5
Armor of Animal Aspects Armor of Forgotten Heroes
VERY RARE Armor (half-plate), requires attunement ARMOR SET
The armor set is a masterfully forged plated armor made Originally crafted by Malakai Brightshield, this set of armor
out of a dark gray metal with plenty of ornamentation and has protected countless warriors on battlefields across the
fine metalwork. It has a tall collar for neck protection and planes. Each time it’s wearer fell in battle, the armor trapped
does not include a helmet. The breastplate’s central part is a small piece of their spirit, increasing its power.
adorned with gold-plated symbols depicting a bear, a bull,
a cat, an eagle, a fox and an owl. The armor is of dwarven design and made of interlocking
mithral plates that are gilded with burnished gold runes.
Effect When worn separately, each piece of armor looks plain
As an action, you may touch one of the animal symbols though sturdy. When worn as a complete suit of armor, an
and speak out the command phrase related to it, making ethereal glow bathes you with ghastly light as the spirits
the armor transform to fit the motif of the selected locked inside ride across the surface, causing the metal
animal. When you do so, you benefit from the effects itself to move.
of the enhance ability spell, targeting only self, without
The set includes the Breastplate of Forgotten Anguish
concentration and active for 10 minutes. Once used, you
(pg 14), the Gauntlets of Forgotten Anger (pg 31), and
may not use this ability again until the end of a long rest.
the Helm of Forgotten Memories (pg 38), which are
You gain the following effects in addition to the selected listed elsewhere in this book.
effect of enhance ability:
Set Bonus. When you wear two or more pieces of the
• Bear’s Toughness. The armor conjures a helmet in a Armor of Forgotten Heroes, the armor grows in power.
shape of a bear’s maw and is made bulkier and more
2 Pieces, Ethereal Aura. The spirits within burn brightly,
protective with a brown fur collar. You gain +2 AC.
enthralling nearby enemies. Once per turn, when
• Bull’s Strength. The armor conjures a helmet in a
you would provoke an attack of opportunity, you may
shape of a bull’s head with long straight horns and
choose one enemy. That enemy may not make attacks of
becomes more top heavy. Your Strength is set to 18 if
opportunity against you this turn. You can only use this
it’s lower. After moving 20 feet in a straight line you
ability before the attack roll has been made.
may shove a target 10 feet away from you as a bonus
action. 3 Pieces, Spectral Visage. Once per day, as an action,
• Cat’s Grace. The armor conjures a helmet with a mask you can call forth the spirits from within the armor to
of a feline and becomes sleeker and more agile. You propel nightmarish visions. As a bonus action, you can
can move through enemy-occupied spaces as difficult force a creature within 10 feet to make a DC 15 Wisdom
terrain. Additionally you have advantage on Dexterity saving throw or drop whatever it is carrying and be
(Stealth) checks to move silently. frightened for 1 minute. The creature can repeat the
• Eagle’s Splendor. The armor conjures a helmet in saving throw at the end of each of its turns, ending the
a shape of an eagle’s head with a beak and becomes effect on itself on a success.
more aerodynamic with several grooves covering it, as
well as a pair of wings with ghostly feathers. You gain
a flight speed of 30 feet.
Armor of Questionable Taste
COMMON Armor (any)
• Fox’s Cunning. The armor conjures a helmet in a
shape of a fox’s head that doesn’t cover the mouth Effect
but fully covers the eyes. You can recognize the rarity This armor is made up of a few provocatively revealing
of magical items you can see; and, as an action, may pieces that leave little to the imagination but (surprisingly)
study a creature they can see to determine its lowest functions like normal, non-magical armor of its type.
saving throw.
• Owl’s Wisdom. The armor conjures a helmet in a Authority
shape of an owl’s helmet and the armor gains a more LEGENDARY Weapon (any sword), requires attunement
feathery motif. Your gain darkvision out to a range of
120 feet and may magnify his vision by four times. Wielded by generals and royal guards, this sword represents
absolute military authority. Its blade has endured countless
battles, never getting chipped, and the gems on its hilt are
imbued with strong enchantment magic.

6
This blade will almost always be found in the hands Effect
of experienced military individuals, usually prideful, Whenever this bag is opened, the 2nd-level spell darkness
sometimes just or perhaps corrupt. They use its beautiful is immediately cast. It can be used 1d4 times per day,
blade to cut through the opposition, and its magic to although the player is unaware of how many times it can
subdue those who defy their authority. be used. This number should be rolled by the DM at the
start of each day.
Effect
You gain a +3 bonus to Attack and Damage Rolls made
with this magic weapon. In addition, the weapon ignores
Bag of the Bookworm
COMMON Wondrous item
resistance to slashing damage. As a reaction while
wielding Authority, you can add 3 to your AC against one This bag is a student’s best friend. It is made of brown
melee attack that would hit you that you can see. leather, has many small pockets, and can be carried either
with one hand or hang from one shoulder.
This sword has 8 charges. While holding this sword,
as an action, you can expend charges to cast one of the Effect
following spells (save DC 18): command (1 charge), With the use of magic, this bag can carry up to 10 large
compelled duel (1 charge), hold person (2 charges), zone books at once, without adding any additional weight on
of truth (2 charges), compulsion (4 charges). The sword the carrier. The books are stored in a separate dimension,
regains 1d6+2 charges daily at dawn. similar to the effects of a bag of holding, but only books
can be carried within it
Bag of Barking Stones
COMMON Wondrous item Baldur’s Gatehouse
LEGENDARY Wondrous item
“Fear not my voice, but the noise around me.”
—Turgus This tiny stone gatehouse model was created by the
wizard Atticus Moon, who lived near the famous entrance
Barking stones were created by Turgus, the mute kobold of Baldur’s Gate. Atticus thought it would be funny to
shaman of the Lower Hills. He was poisoned by a rival create a tiny version of the city’s iconic entrance and he
shaman but survived, albeit with the loss of his voice. He mimicked it exactly. The model was rumored to have been
created the barking stones to cast fear and confusion into lost in the depths of a deep cavern.
his rivals.

When discovered, the bag will contain 2d4 small flat river
Effect
Upon saying the command word, the model expands into
stones.
a 40 foot square stone gatehouse containing four guards.
Effect The guards will obey any orders given by the character
When deliberately thrown, a barking stone will activate who spoke the command word. The gatehouse contains
as soon as it lands, emitting a loud dog-like barking and a day’s rations for four people and four cots. After eight
snarling noise. This noise will last for 1d3 rounds and echo hours, or if you say the command
if underground. word again, the gatehouse
returns to its
Barking stones do not make noise while in the air or tiny size and
underwater. They may be recovered and reused, provided cannot be used
they can be found (requires successful DC 12 Wisdom again until
(Perception) check, modified depending on terrain and the following
available light). A used stone will recharge daily at dawn. morning at
dawn. If any
Bag of Enveloping Darkness guards are
killed while
RARE Wondrous item
the gatehouse
This bag is made of a deep black velvet with a silver is in use, they
drawstring and has stitching in a triangular pattern. The reappear the
velvet doesn’t catch the light in the manner you expect, next time the
and almost seems to drink it in. Opening it to look inside gatehouse is
activates the item and darkness pours out of the bag, expanded.
enveloping all around it.
7
Bandage of the Blind Monk half your
hit point
VERY RARE Wondrous item, requires attunement
maximum,
This appears to be a simple strip of dark cloth to most. you deal
Those who know what it is, however, recognize its history. an extra
A famed martial artist who was blinded in a childhood 1d6 points
accident wore it, claiming she could use it to channel her of necrotic
ki, allowing her to see her surroundings. Its location has damage.
been lost to history, though some archivists claim that it Additionally,
was stolen from its home at the martial artist’s monastery as a bonus
by mischievous creatures from the feywild. action you can deal
necrotic damage to
Effect yourself equal to half
The dark cloth is worn tied about the head, covering your level, ignoring any
the eyes. It must be worn uninterrupted for a full 24- resistances. You can only
hour period before you attune to it, and attunement is use this property once per
lost instantly upon its removal. It is completely opaque, day to reduce yourself to
rendering you blinded until you are attuned. less than half your hit point
total.
Once attuned, you have blindsight up to 120 feet.
Additionally, you have advantage on Intelligence
(Investigation) and Wisdom (Perception) checks that rely Beans of Jumping
on sight, and you are immune to the blinded condition. UNCOMMON Wondrous item
The bandage cannot be removed by any creature or effect These beans were made in large amounts for a famous
other than you, unless you are incapacitated. party of adventurers. They were grown in rich soil near
the High Forest. The beans were then gathered up in small
Barryat the Vicious leather bags. There are 1d6 beans in each bag.
UNCOMMON Wondrous item

A small wooden figurine crudely carved into the likeness


Effect
Eating a bean allows you to cast jump once as an action.
of a badger. The tale behind this item tells of a ranger
who made an enemy of a mighty wizard. To punish her
he cursed her treasured companion, Barryat, into the Bell Ringer
form of a useless trinket. In the face of battle, Barryat will VERY RARE Weapon (maul), requires attunement
overcome his wooden prison and join the fray. This maul sports an adamantine shaft and a glassteel
head, studded with rubies arranged in the shaped of a
Effect large bell. When enemies are struck with the weapon, the
If you, or any friendly creatures within 10 feet of you, roll sound of a large alarm bell being rung is heard coming
a natural 20 on an initiative roll the totem transforms into from the great hammer.
a ferocious giant badger (Use the statistics in Monster
Manual). Barryat takes his turn on your initiative count Effect
and acts as your ally, defending you and your allies until You gain a +1 bonus to attack and damage rolls made with
death. After 1 minute, or if Barryat is reduced to 0 hit the maul. The weapon deals an additional 1d6 thunder
points, he reverts back to a wooden figurine. damage to creatures you hit with it. As an action, the
maul can be struck against the ground or similarly hard
Battlecrazed Axe surface to create a wave of sonic destruction. All creatures
RARE Weapon (any axe), requires attunement with 20 feet of you must make a DC 15 Dexterity saving
throw or take 4d8 thunder damage and be knocked prone.
This axe, made of dull red iron, seeks blood where it can
Creatures who succeed take half damage and are not
be found, whether from your enemies or you.
knocked prone. You must complete a long rest before you
can use this ability again.
Effect
You gain a +1 bonus to hit and damage rolls made with
this magic weapon. When your hit points are below

8
Belt of Insignificance Black Kumade
COMMON Wondrous item LEGENDARY Weapon (javelin), requires attunement

This is a simple brown leather belt which appears to be Wielded by the notorious Lin Goh, this slender javelin is
well-worn. carved from a single piece of nearly transparent obsidian.
Its current whereabouts are unknown.
Effect
While wearing this belt, other creatures have disadvantage Effect
on Wisdom (Perception) checks made to pick you out While attuned to this weapon, you gain the following
from a crowd or group. benefits:

Black Blade of Vartigan • You gain a +3 bonus to attack and damage rolls made
with this magic weapon. Immediately after you make
VERY RARE Weapon (any bladed), requires attunement
a ranged weapon attack with the Black Kumade, it
The black blade is a single piece of obsidian, crudely flies back to your hand.
carved into a hiltless dagger with a slight downward curve • Arrow Deflection. Ranged weapon attacks made
to the blade. Both edges of the blade are sharp. The handle against you have disadvantage. Additionally, when you
is wrapped in a worn and faded cloth grip. Wafts of smoke are hit by a ranged weapon attack, you can use your
periodically rise from the blade. reaction to deflect and destroy the missile, reducing
the damage you take from the attack to 0.
Effect
While attuned to this weapon, you gain the following
benefits:

• As a bonus action, you can create a duplicate of the


dagger made of solid force, which deals piercing damage.
You can create up to 3 daggers in this way. The duplicate
daggers last for 8 hours, or until used to make an attack.
Regardless of whether you succeed on the attack, the Blackheart
duplicate dagger dissipates into a whiff of smoke. ARTIFACT Wondrous item, requires attunement
• You have a +1 bonus to attack and damage rolls made This ancient and potent item’s history has been lost to the
with this dagger and its duplicates. ravages of time. The tribes folk of Serpent Isle claim it to
• On a critical hit it deals an additional 1d4 points of be the heart of the World Serpent, their deity, cut out by a
damage. Its force duplicates share this quality. fabled hero of eons past. The yuan-ti believe that it is the
• As an action, you can cast gaseous form on yourself heart of Merrshaulk, Master of the Pit.
once per day
Regardless of which story is true, the Blackheart itself is a
horrendous item to behold. It is an anatomically correct
serpent heart, made of black jet stone and veined with
quartz. Ethereal green blood pours from the open vessels,
only to disappear before hitting the floor. Those who
watch the heart swear that it beats in time with their own.

Serpents in the presence of this artifact are hyper


aggressive. It causes them to writhe and strike out at
random, spit venom and flare their hoods at any who
approach.

A creature attuned to the Blackheart must spend one


week worshipping and studying it to reap its benefits. The
creature may then, if they wish, undergo a vile arcane ritual
in which the Blackheart is transplanted in place of their
own heart, allowing them to become attuned to the artifact.
This fills the creature’s veins with serpentine blood, causing
them to take on many aspects of the serpent.

9
Whenever a non-evil creature attunes to the Blackheart it
must make a DC 17 Charisma saving throw. On a failed
Blades of the Archrogue
ARTIFACT Requires attunement by a rogue or a wizard
save, the creature’s alignment changes to neutral evil.
These twin daggers once belonged to a daring thief who
Effect used arcane magic to aid him in his escapades. Having
While attuned to this item, you gain the following been turned away from a prestigious arcane academy due
benefits: to his past misdeeds, the thief decided to prove a point by
breaking into the academy and stealing the most powerful
Random Properties. The Blackheart has the following spellbooks housed there. The arcane knowledge within
random properties: the stolen tomes allowed the thief to become a powerful
wizard, dubbing himself an “Archrogue”. These blades are
• 3 minor beneficial properties
a boon to any who would follow a similar path.
• 1 major beneficial property
• 3 minor detrimental properties The life of a thief is rarely one that ends tucked up in bed,
• 2 minor detrimental properties surrounded by loved ones. The life of the Archrogue, as
he was known, certainly did not end like this. Feeling his
Adjusted Ability Scores. After you spend the requisite
enemies closing in, the Archrogue decided on one last
amount of time worshipping the item and while you are
great heist. He let it be known that he had retired to an
attuned to it, one ability score of your choice increases
old mansion, known as Liudrieks. Some believe he still
by 2, to a maximum of 24. Another
possesses the blades there.
ability score of your choice
decreases by 2, to a The blades are wickedly curved and fashioned from a dark
minimum of 3. The item grey steel. They are identical save for the engraving on
can’t adjust your ability the pommel: one bears the silhouette of a cat, the other a
scores again. stylized eye.
Aspect of the Serpent.
Effect
After spending time
If attuned to only one of the daggers you gain the benefits
studying the item, you
listed below dependent on which dagger you are attuned to:
acquire serpentine
characteristics that mark Properties of the Blade of the Cat
you out as being touched • You gain a +3 bonus to attack and damage rolls made
by this artifact. Your eyes with this weapon.
may become snake-like, • You have advantage on Dexterity checks.
scales may cover your skin, a thin, writhing tail might • You take no damage from falling 20 feet or less if you
emerge, or fangs may appear in your mouth. This gives are not incapacitated.
you advantage on Charisma (Persuasion) checks made to
interact with evil creatures and Charisma (Intimidation) Properties of the Blade of the Eye
checks made to interact with non-evil creatures. • This dagger counts as an arcane focus for the purposes
of casting spells.
Ophidian Command. While attuned to the Blackheart, • While holding this weapon, you gain a +3 bonus to
you can use an action to cast the dominate beast spell on spell attack rolls.
a snake (save DC 18). You can use this property 3 times in • This dagger has 10 charges. It regains 1d6 + 2 charges
24 hours. Once per day you can also us an action to cast daily at dawn. While holding it you can use an action
the spell conjure animals at 5th level to summon serpents. to expend 1 or more of the dagger’s charges to cast
one of the following spells from it, using your spell
Serpent Tongue. While attuned to this item, you can
save DC: disguise self (1 charge), expeditious retreat
read, write, speak and understand Draconic, as well as
(1 charge), invisibility (2 charges), knock (2 charges),
communicate with snakes.
haste (3 charges), mislead (5 charges)
Potent Venom. While attuned to this item, you can
If attuned to both daggers you gain the following benefits:
use an action to spray venom from your mouth. Each
creature within a 15-foot cone of you must make a DC 18 Properties of the Blades of the Archrogue
Dexterity saving throw, taking 3d6 poison damage on a • When casting a spell with the range of “Touch” you
failed save or half as much on a successful one. can choose to make a melee attack roll with one of the
daggers instead of making a spell attack roll. On a hit,
10
the spell activates as normal and you roll additional exactly one year later, the man returned, carrying with
damage based on the dagger that was used to deliver him the heart of a frost giant. On that day, the Icequeen
the spell. This counts as an attack for the purposes of accepted her first and only retainer.
dealing sneak attack damage.
Effect
Blade of the Elements You gain a +1 bonus to attack and damage rolls made with
VERY RARE Weapon (longsword), requires attunement
this magic weapon.
Crafted to thwart the efforts of evil wu-jen that assailed Critical Hit. On a critical hit, the target must succeed in
one of the central territories in ancient Kara-Tur in a a DC 15 Constitution saving throw or be affected by the
conflict long lost to history, these simple swords are slow spell.
traditionally carried with the blade wrapped in common
brown linen. This covering is often tied to the hilt with red Once per Day. When the weapon is submerged in a
threads in such a manner so that when unsheathed only liquid, as an action it can freeze a spherical area of 30 ft.
the top half of the blade is revealed. It is said that these centered around the point of insertion.
swords can slay elemental creatures with a single blow.
Curse
This sword is cursed, and becoming attuned to it extends
Effect the curse to you. As long as you remain cursed, you are
You gain a +2 bonus to attack and damage rolls made with
unwilling to part with the sword, keeping it within reach
this weapon. When you hit an elemental with this weapon,
at all times. You also have disadvantage on attack rolls
it must make a DC 17 Constitution saving throw. On a
with weapons other than this one, unless no foe is within
failed save the target takes an additional 3d10 slashing
60 feet of you that you can see or hear. You will slowly fall
damage and is stunned until the end of its next turn. On
under the influence of Auril. Your lips will turn blue, and
a successful save the target takes half damage and isn’t
you will become increasingly difficult to anger.. You will
stunned. An elemental slain by this blade while on the
resist traveling through warm regions and prefer to stay in
Material Plane cannot return for 100 years.
cooler areas.

Blade of the Icequeen’s Blanket of Blending


Champion VERY RARE Wondrous item, requires attunement by a rogue
RARE Weapon (longsword), requires attunement This 8’ blanket is made out of a unique magical fiber that
This blade is not made from metal but of pure ice. The adapts to its surroundings. Made in secret by a league of
blade is surrounded by a constant mist and cracks arcane tricksters, these blankets were once commonplace
from time to time, like a sea thawing in the spring. It along the banks of the Sword Coast. Eventually, the league
was supposedly crafted by the Icequeen for her eternal was disbanded by an overly righteous cult of paladins and
champion, the White Knight. Legend says that the the secret to the creation of the blanket was lost to the ages.
Icequeen lives in a castle made entirely from ice and snow
somewhere in the far north of Toril. Some scholars argue Effect
that this story is folklore relating to Auril, the goddess of As a free action, you can cover yourself with the blanket
winter, although there is no agreement on this. and blend into your surroundings. When the command
word is spoken, the blanket changes to mimic not only the
The original story goes that the Icequeen was riding color, but the shape of the nearby terrain. Examples might
through her domain when a young man crossed her way. include a boulder, a bush, or a small hill. Any creature
He fell for her on the spot and swore eternal loyalty. The attempting to locate the hidden creature must succeed on
Icequeen was flattered but refused him. She knew that a DC 18 Wisdom (Perception) check.
he could not survive for one day if she took him into her
service. But the young man did not falter and followed her
to her castle. She was impressed but needed to find a way
Blood Mask
VERY RARE Wondrous item, requires attunement
to rid herself of him.
This item is a white porcelain mask, identical in
The Icequeen told him the only way he could serve her appearance to a standard mask of disguise (functions
was to replace his human heart with the heart of a frost identically to a hat of disguise, DMG pg. 173). This item
giant. She sent him on this fool’s errand in the hopes that might be sold by a mischievous fey merchant, or by a
he would soon realize the impossibility of the task. But shady enchanter with a cruel streak.

11
Effect
While wearing this mask, you can use an action to cast
Bloodhound
VERY RARE Weapon (longsword), requires attunement
the disguise self spell at will. The spell ends if the mask is
removed. This pitted and scarred longsword has a deep groove all
along its central ridge. In combat, blood often runs down
Curse it and drips from the cross-guard.
When you cast disguise self with this item for the first
time, you immediately take 4d10 necrotic damage, and Effect
your maximum hit points are reduced by the same Once the bloodhound has touched the blood from a
amount. Streams of blood appear to run from the eyes creature, you can track them indefinitely, provided no
of the form you have chosen, granting you advantage on other blood is spilled by the sword. It can also be used to
Charisma (Intimidation) checks, but disadvantage on all detect the presence of a type of creature within 60 feet, if
other Charisma checks. their blood is the last type it tasted.

Ending the spell causes your appearance to return to


normal, but the bloodstreams remain (as does its effects
Bone Blowpipe
RARE Weapon (blowpipe)
on your Intimidation and Charisma checks). Casting
the disguise self spell with this item again will not cause “Close, but not close enough. Sleep now, foolish hero...”
further damage, but the blood will remain, regardless of - Pineroot, the Ghost of the Forest
the form taken.
Pineroot, the fugitive half-Orc wizard of the Western
Removing the mask requires a successful DC 25 Strength Woodlands, used a variety of strategies to avoid engaging
check. When this occurs, you take 4d10 necrotic damage his enemies in direct combat. One such trick was the use
as the mask clings to your skin, regardless of whether the of different darts, sometimes infused with the poison of
attempt succeeds or fails. Removing the mask ends the swamp toads or enchanted with sleep. Regardless of the
curse, as well as any disguise self spell cast using the mask. individual effect, Pineroot proved unnaturally accurate in
launching darts.

Effect
The Bone Blowpipe is a simple-looking ranged weapon
(Range: 20/60 ft.). It may be used to launch regular darts
(1d4 piercing damage) or enchanted/poisoned darts (add
relevant bonuses). Due to its enchanted nature, the Bone
Blowpipe adds both an additional +1 piercing damage and
+2 to attack roll to the darts it launches. Furthermore, the
darts launch silently.

Boomeraxe
VERY RARE Weapon (handaxe), requires attunement

This small handaxe sports a double-bladed adamantine


head at either end of its jade-studded steel haft.

Effect
You gain a +1 bonus to attack and damage rolls with the
handaxe. It magically returns to your hand when thrown.
In addition, three times per day you can use your action
to throw the handaxe in a 60-foot line. Each creature in
the line must make a Dexterity saving throw (DC equals
8 + your Strength modifier + your proficiency bonus).
Creatures who fail the saving throw take 6d6 slashing
damage, creatures who succeed take half damage.

At the start of your next turn the boomeraxe returns to the


space you originally threw it along the same path it left.

12
Creatures in that line must make the same saving throw or Such tracks will fool even the most astute of trackers (DC
suffer the same effect as when you released the handaxe. 18 Wisdom (Perception) check).
If you are standing along the line or in the spot where you
threw the boomeraxe and have a free hand you may catch it. Once per day, as an action, you may remove the boots and
put them on again. This will reset the footprint effect (roll
Boots of Deadly Leaping d8 to determine new prints). Although you may remove
the boots at any time, the footprint type will only change
RARE Wondrous item, requires attunement
once per day.
These hide boots bear the large claws of a bulette.

Effect
Bow of the Wood Elves
UNCOMMON Weapon (longbow), requires attunement
When you wear these boots, you can jump three times
your normal distance, though you can’t jump further than This laminated bow is made of both yew and hickory.
your remaining movement would allow. There are small runes in silvered script facing on the back.
Bows such as these are used by wood elf scouts, and the
In addition, if you jump at least 15 feet as part of your elven rune for “hunter” is branded into the grip.
movement, you can use an action to land on your feet in
a space that contains one other creature that is one size Effect
larger than you or smaller. This creature must succeed on You have a +1 bonus to attack and damage rolls.
a Strength or Dexterity saving throw (target’s choice) or Additionally, while attuned to this longbow, you have
be knocked prone. The DC for this saving throw is equal advantage on Dexterity (Stealth) checks.
to 10 + your Athletics modifier. On a successful save,
the creature isn’t knocked prone, but is pushed 5 feet out Bracers of Infinite Blades
of the space into an unoccupied space of the creature’s RARE Wondrous item, requires attunement
choice. If no unoccupied space is within range, the
These bracers are made of luxurious dark leather, with
creature instead falls prone in your space.
finishes and fancy designs using silver. They have a
symbol on one side that shows a dagger piercing the
Boots of the Forest infinity symbol. They are usually worn in sets of two, one
RARE Wondrous item, requires attunement on each arm.
Appearing as simple leather boots, the boots of the forest
were used extensively by Pineroot, the fugitive half-orc Effect
wizard of the Western Woodlands. His boots were rumored As a free action, you can conjure a dagger in a free hand.
to be one of the reasons why he evaded capture for so long. If you are wearing both bracers and have both hands free,
you can conjure two daggers at once. The daggers count
Effect as magical for the purpose of overcoming resistances. You
When worn, the boots provide all the protection of a gain a +1 bonus to attack and damage rolls made with
regular boot. They do not, these magic weapons while attuned to the bracers. The
however, leave a regular daggers are non-magical when wielded by a creature not
footprint. Each day, wherever attuned to the bracers.
you walk or run, the boots
will leave behind the tracks Bracers of Lifestealing
of a random woodland RARE Wondrous item, requires attunement
creature.
These steel bracers are inlaid with copper in the image of
1d8 Resulting Tracks wrapping vines.
1 Fox
2 Deer Effect
While wearing these bracers, you gain a +1 bonus to AC.
3 Elk
Once per day as a bonus action you can use the bracers to
4 Brown Bear
syphon health from a creature within 10 feet. The target
5 Boar creature must make a DC 13 Constitution saving throw,
6 Wolf and on a failed save they lose 1d10 hit points, restoring
7 Giant Badger an equal amount to you. A willing creature can choose to
8 Owlbear automatically fail the saving throw.

13
Brava’s Bustling Beetles Breastplate of Forgotten
UNCOMMON Wondrous item
Anguish
This opaque glass vial rattles and rustles when you shake VERY RARE Armor (breastplate), requires attunement
it. When shattered on the ground, it unleashes a pair
This item is part of the Armor of Forgotten Heroes set.
of little violet mechanical beetle-constructs. As Brava’s
sales pitch states: “Just shatter the glass and watch ‘em go!
Effect
They’ll patch any hole, fix any tear! Use sparingly!”
While wearing this armor, you gain a +1 bonus to AC.
In addition, the spirits within mourn their own loss and,
Effect when the odds are overwhelming, they fly forth and strike
As an action, you designate a
out in blazes of light, blocking any incoming blows. When
broken or damaged object within
you are within 5 feet of three or more enemies, you gain
10 feet of you and break the
resistance to bludgeoning, piercing and slashing attacks
vial containing Brava’s Bustling
from nonmagical weapons.
Beetles at your feet. The two
beetles that emerge are tiny
constructs with AC 5 and 1 Breath Mask
hit point each, with a speed UNCOMMON Wondrous item
of 15 feet. The beetles act Created by a master tinker, this mask is made from
immediately, moving to leather, turtle shells, and crystal, and it covers the eyes,
the damaged object and nose and mouth of its wearer.
working to repair it. The
beetles repair objects in Effect
a manner similar to the This mask may be worn by a small or medium sized
mending cantrip, except humanoid. As an action, you may don the mask. For
that they can repair or 10 minutes you can breathe normally regardless of the
restore a damaged item environment you are in and you have resistance to non-
or object up to a 5 foot weapon poison attacks. After 10 minutes of use, you are
square each round. The treated as if you are holding your breath and must follow
beetles restore objects to the rules for Suffocation. The mask regains its abilities
their original design; objects after a long rest.
such as armor are repaired
to their original appearance and strength, damaged or Breath of Zephyr
destroyed sections of wall are replaced to their original VERY RARE Wondrous item, requires attunement
materials, and so on.
This cloak is made of delicate pale blue and purple material,
The beetles have some limitations. They cannot restore embroidered with yellow lightning motifs. While worn,
magic to a damaged magic item, even if the structure of the cloak naturally shifts and ripples as if in a slight breeze.
the object is repaired. The beetles cannot restore organic The cloak was enchanted to aid in the defeat of Chaos,
matter, such as plant life, flesh, and bone. They cannot an elemental titan able to wreak devastation across the
restore adamantine objects or similar mundane materials material plane with its ability to harness all four elements.
harder than stone, or mechanical objects more complex
than a standard door lock. Effect
While wearing this cloak you have resistance to thunder
The beetles last for 1 minute and can continue mending and lightning damage.
an object or area each round if the task demands it.
Once their task is completed or a minute passes, the The cloak has 10 charges and regains 1d6 + 4 expended
beetles return to the original space where they were charges daily at dawn.. While wearing this cloak, you
summoned, repair the vial around themselves, and return can use an action to expend 1 or more of its charges to
to dormancy. Once used, Brava’s Bustling Beetles cannot cast one of the following spells (DC 15): gust of wind (2
be used again for 1d6+2 days, during which time they will charges), wind wall (3 charges). You can spend 5 charges
rustle only sluggishly when the vial is shaken. If the vial is to produce the tornado effect.
smashed again during this time period, the beetles simply
Wind billows out from the cloak and swells into a twisting
rebuild the vial around themselves again.
tornado which spins around you in a destructive circle.
14
Each creature within 30 feet of you must succeed on a
Strength saving throw or take 5d6 bludgeoning damage and
Call to Prayer
RARE Weapon (mace), requires attunement by a cleric or
be knocked prone. A creature that succeeds on its saving paladin
throw takes half as much damage and isn’t knocked prone.
The head of this black iron mace is fashioned roughly in
the shape of a bell which rings out loudly when it strikes
Brooch of Authority an enemy.
COMMON Wondrous item

“I could never explain it, but for such a small man, he was Effect
always very intimidating.” You gain a +1 bonus to attack and damage rolls made with
—Omir of Castlebar this magic weapon. In addition, while you are attuned
to this weapon and holding it, you can use an action to
Dreyfall desperately wanted others to respect him. Bullied
cast the bless spell at 1st level. The spell does not require
in his youth for his small stature, he found that others
concentration, but ends immediately if you release the
simply didn’t listen to him. One day he returned from
weapon for any reason. Once used, this property cannot
the woods with a different air about him; he was more
be used again until you finish a long rest.
confident and charismatic. Some say he became a man;
that he found himself that day. Others believe this change
was the result of a deal he made with a forest hag. Chainmail of Lion’s Roar
VERY RARE Armor (chainmail), requires attunement
The brooch of authority appears as a dull oval-shaped A set of chainmail with lion heads on each shoulder
metal brooch. pauldron. While wearing this armor, you can channel the
roar of the mighty lion and its insurmountable courage.
Effect
When worn in a place where it is visible to others, the Effect
brooch grants the wearer a +2 bonus to all Charisma While wearing this armor, you gain a +2 to AC and you
(Intimidation) checks. have advantage on saving throws against the frightened
If the brooch is removed or is not visible to the individual(s) condition. In addition, you can spend an action to summon
being intimidated, the effect bonus does not apply. the lion’s roar to cast the shatter spell (save DC 14) centered
on you. Once you’ve used the lion’s roar, you cannot use this
Burglar’s Dagger feature again until you finish a long rest.
UNCOMMON Weapon (dagger)
Charred Cloak
Effect RARE Wondrous item, requires attunement
You gain a +1 bonus to attack and damage rolls made with This black velvet cloak has a dark purple liner. Its bottom
this magic weapon. As an action, you can make an attempt edge is slightly burned and charred.
to open a lock by tapping on it with the pommel of the
dagger. The check is made as if you are using thieves’ tools Effect
with a +1 bonus. Once used, this property of the dagger The cloak has 3 charges, regaining all spent uses at the end
can’t be used again until the next dawn, although the of a long rest. As a reaction, you may use a charge of the
dagger can still be used as a +1 weapon. cloak to shield yourself with the cloak, halving the damage
of any spell that hit you with an attack roll. Additionally,
as an action, you may use a charge to fully cover yourself
in the cloak to gain immunity to fire damage for one
round. While you’re covering yourself with the cloak,
you are blinded and cannot use any action that requires
moving your hands.

15
Cloak of the Wind Rider that form.
• When the clockwork companion drops to 0 hit
VERY RARE Wondrous item, requires attunement
points, it breaks. It takes 8 hours of work utilizing
This cloak flutters in even the slightest breeze, and makes the instruction book to repair it, along with 50 gp
each of your steps feel lighter. of raw materials that can be purchased in most
cities or markets. You can choose to reassemble the
Effect companion into a different form as part of the time
Once per day, as an action, you can extend the cloak to taken to conduct these repairs. A character who
catch a gust of wind, and it propels you as if you cast the is proficient with alchemist’s tools, smith’s tools,
fly spell. The effect lasts 1d4+2 rounds, and your fly speed tinker’s tools or other relevant tools can reduce this
is 60 feet per round. time by half.
• A character who studies the instruction book for
The cloak cannot be activated in areas where there is no
a total of 24 hours no longer needs the book to
wind or the air movement is artificially stilled. If the cloak
change the companion’s form and perform repairs.
is active and the wind is disrupted or stops, the effect
They also reduce the time needed to perform those
ends, and you fall to the ground as if you had cast the
actions by half (this can potentially reduce repair
feather fall spell. Use of the cloak restores the following
time by half again if they are proficient with any of
morning at dawn.
the tools listed above).
Clockwork Companion
VERY RARE Wondrous item, requires attunement

This small clockwork creature was created by an alchemist


who was sick of listening to one of her wizard friends
gloat about having a familiar to help him with his work.
To prove a point and shut her friend up, the alchemist set
about creating a familiar of her own, using her knowledge
of mechanics to create a device she called a clockwork
companion.

The companion comes with a set of goggles that allow


you to see through the eyes of the companion, an earpiece
to hear what the companion hears, and a headband
to communicate with the companion telepathically.
This item also comes with a helpful instruction book
for changing the clockwork companion’s form and for
maintenance tips.

Effect
This device functions almost exactly as the find familiar
spell, with the following exceptions:

• Choose a creature from the familiar list as presented


in the find familiar spell description. The clockwork
companion uses the creature’s statistics but is a
construct.
• The companion cannot be dismissed to a pocket
dimension, though it does collapse for easy storage.
Collapsing or unpacking the companion takes an
action.
• You can spend an hour over the course of a short or
long rest to change the companion’s form, following
the instructions in the diagrams presented in the
instruction book. When you do so, choose another
creature from the familiar list. The companion takes

16
Coin of Favour including whatever they have perceived within the past
day. When the 10 minutes is over, the collar releases and
COMMON Wondrous item
falls off the creature.
This small, hexagonal, rusted iron coin feels surprisingly
heavy given its size. Creeping Rot
RARE
Effect Weapon (dagger)

Giving this coin to someone grants you advantage on the Over a century ago the city of Hael was decimated by a
next Charisma (Persuasion) check you make to request a sickness known as the creeping rot which was spread by
favour of them. vicious giant rats. The rats bred faster than they could be
culled, and the disease nearly destroyed the population
Coin of Many in a single year. The plague was only stopped by a unit of
clockwork soldiers specially constructed to eradicate the
RARE Wondrous item, requires attunement
rats and burn all the remains. Apparently the clockworks
This simple round coin is made of copper and printed were not thorough, as this misshapen yellowed dagger
with the same smirking face on both sides, with the appears to be made from the sharpened fang of a rot rat.
monetary value listed as zero. Under careful inspection
the smirking face on one Effect
side seems to shift as if When you hit a creature with an attack using this weapon
there were more than the creature must succeed on a DC 13 Constitution saving
one face on it. If you are throw or contract the creeping rot disease.
attuned to the coin and
it is flipped in the air, the A creature infected by the disease cannot regain hit points
shifting side of the coin except by magical means. At the end of each long rest an
changes its number from infected creature must make a DC 13 Constitution saving
between one to six. throw. On a failed save the creature’s hit point maximum
decreases by 1d6. If the creature’s hit point maximum
Effect drops to 0 as a result of this disease, the creature dies. On
The coin has 8 charges. When you flip the coin in the air a successful save the creature regains no hit points and is
and say “call it”, a number of duplicates appear around still affected by the disease.
you. This feature functions as per the mirror image spell,
but creates 1d6 duplicates instead of the number listed in Any creature bitten or scratched by a creature infected by
the spell description, and each duplicate created reduces the creeping rot must succeed on a DC 13 Constitution
the coin’s charges by 1. The coin regains 1d6+1 charges saving throw or become infected. The creeping rot can only
daily at dawn. be cured by the lesser restoration spell or similar magic.

Collar of Articulation Crescendo Batons


COMMON Wondrous item
UNCOMMON Wondrous item

This leather collar is worn and unassuming except for the This pair of ornate conductor’s batons were created and
faint etching of the word ‘enunciate.’ in elegant script. distributed by an enterprising bard who realized an
adventurer’s ego has no bounds.
Effect
You use your action to place the collar around the neck of Effect
a willing or incapacitated creature. The collar adjusts to You can use a bonus action to speak the command word
fit a creature of Large or smaller. This collar enables the ‘Maestro!’, causing the batons to float 5 feet above you and
creature to speak in Common for a period of 10 minutes. start to swish and flick. The batons summon forth an epic
When the creature speaks (although it is not compelled orchestral composition to accompany your daring acts,
to by the collar), the voice comes out in a clipped and granting advantage on Charisma (Performance) checks for
eloquent tone. The creature must have the ability to one minute. The music is perfectly suited to the mood of
speak a language and cannot speak any language other the scene, be that dramatic and dire or lively and spirited.
than Common while wearing the collar. The knowledge The music can be heard from up to 100 feet away but is
and awareness of many creatures is limited by their diminished by solid barriers.
intelligence, but at minimum, creatures are able to give
you information about nearby locations and monsters,
17
Crown of Black Pearls Dante’s Box of Chocolates
VERY RARE Wondrous item, requires attunement by a spellcaster COMMON Food (chocolate)

Effect This wooden box


While wearing this crown you have the ability to breathe contains six chocolate
underwater and gain a swimming speed of 30 feet. truffles, each sporting a
delicately painted frosting
The crown has 10 charges and regains 1d6+4 expended rose. The chocolates are
charges daily at dawn. If you expend the last charge, roll a made by Dante Gallo, an
d20. On a 1, the crown turns to water and is destroyed. expert baker and owner
of Dante’s Casa di Dolci
While wearing the crown you can use an action to expend in the city of St. Valentine.
one or more of its charges to cast one of the following
spells from it, using your spell save DC: maelstrom (5 Effect
charges), tidal wave (4 charges), wall of water (3 charges), When a creature consumes one of these chocolates, they
or water walk (3 charges). regain 1 hit point.
Curse
This crown is cursed and cannot be removed until you Darkteeth (Olath Yinnin)
are targeted by the remove curse spell or similar magic. ARTIFACT Requires attunement, attunes as one item
While wearing the crown, the Cult of the Crushing Wave Darkteeth, also called Olath Yinnin, (which translates
knows your location, and you gain the following indefinite to “Dark Teeth” in the drow elven language) is a pair
madness “Water is the world’s lifeblood, all who desecrate of demonic scimitars forged in the Demonweb Pits of
it should be swept away.” If the crown is destroyed, this the Abyss from adamantine and Abyssal obsidian, then
madness persists until you are targeted by the remove infused with Shadowfell energy. These swords were
curse spell. first given as a gift to a champion of Lolth, a drow elven
warrior, who was later turned into a drider at his own
Dagger of Banishing request. These magical swords attune together as one
VERY RARE Weapon (dagger), requires attunement item and cannot be used separately from one another.
The jade hilt of this cold iron dagger features an image of a Darkteeth is an artifact of legend among the drow elven
solar banishing a pit fiend back to the Nine Hells. societies, and many drow weaponsmiths forge scimitars
fashioned after their fabled design.
Effect Darkteeth’s Weapon Damage Table (per blade)
You gain a +2 bonus to attack and damage rolls made with
Weapon Damage Type
this magic weapon. While holding the dagger, you know
the precise location of any portals to another plane within Scimitar 2d6 1d6 slashing, 1d6 necrotic
Critical Hit 6d6 2d6 slashing, 2d6 necrotic, 2d6 Necrotic Lash
100 feet, even if the portal is hidden or inactive.
Shadow Blade 2d8 1d8 slashing, 1d8 necrotic
Banishment. When you make a successful attack with the Critical Hit 6d8 2d8 slashing, 2d8 necrotic, 2d8 Necrotic Lash
dagger on a creature on a plane other than it’s home plane, Effect
you can attempt to banish the creature. The target must While attuned to these swords, you gain the following
make a DC 15 Charisma saving throw. On a failed save, benefits:
the creature is banished to its home plane and cannot
return to the plane you are currently on for 1d4 days. You Abyssal Darkvision. Attuning to Darkteeth grants you
cannot use this ability again for the same number of days. darkvision for 120 feet and the ability to see through
magical darkness.
When a creature is banished in this manner, you may
choose to destroy the dagger at the same time. The Quick Blades. While using these magic swords, you can
ensuing burst of magical power prevents the creature from make a melee weapon attack each with your mainhand
returning to the plane you are currently on for 10d10 years. and offhand swords as a bonus action on each of your
turns, even if you did not take the attack action.

Dark Hunger. All of Darkteeth’s attack rolls are made with


advantage while in dim light or darkness. When you are
within magical darkness, all of Darkteeth’s attack rolls are
18
made with advantage and can be re-rolled one time for consumed to use this spell-like ability again, using up a
each attack, keeping the best result. 2nd level spell slot or greater, similar to the shadow blade
spell except that it affects both swords, is not considered
Life Steal. When you deal necrotic damage with these psychic damage, does not gain the thrown (20/60)
magic swords, you regain hit points equal to half the property, and does not require concentration.
necrotic damage rounded up. If you are already at full
health, you gain temporary hit points from each strike, up Shadow of Moil (1/day, Recharge 5-6). As an action, you
to half of your maximum hit points. These temporary hit can cause flame-like shadows to wreathe your body for 1
points fade after a long rest. minute or until you use a bonus action to stop the effect.
While this ability is in effect, you become heavily obscured
If used to strike an undead creature or construct, the to others. The shadows turn dim light within 10 feet of
necrotic damage has no life stealing effect. you into darkness, and bright light in the same area to dim
Necrotic Lash. The necrotic damage dealt from these blades light. Until the spell effect ends, you have resistance to
ignores necrotic resistance, and treats necrotic immunity as radiant damage. In addition, whenever a creature within
if it were resistance instead. When you roll a critical hit on a 10 feet of you hits you with an attack, the shadows lash out
creature, you deal an additional 2d6 necrotic damage (2d8 at that creature, dealing 2d8 necrotic damage.
if the Shadow Blades ability is activated).

Necrotic Immunity. While attuned to these magic


swords, you are immune to necrotic damage.

Darkness (2/day, Recharge 5-6). As an action, Darkteeth


can create magical darkness that spreads from a point you
choose within 60 feet to fill a 15-foot-radius sphere. The
darkness spreads around corners and lasts for 10 minutes.
A creature with darkvision can’t see through this darkness,
and non-magical light can’t illuminate it.

If the point you choose is on an object you are holding


or one that isn’t being worn or carried, the darkness
emanates from the object and moves with it. Completely
covering the source of the darkness with an opaque object,
such as a bowl or a helm, blocks the darkness.

You can end this darkness effect as a bonus action. If any


of this spell’s area overlaps with an area of light created by
a spell of 2nd level or lower, the spell that created the light
is dispelled.

This ability can be used twice per day and recharges upon
completing a long rest. The recharge die can only be rolled
once while taking a short rest. Your spell slots can be
consumed to use this spell-like ability again, using up a
2nd level spell slot or greater, similar to the darkness spell,
except that it does not require concentration.

Shadow Blades (2/day, Recharge 5-6). As an action,


Darkteeth can cause threads of shadow to weave
around their blades, increasing their damage from 2d6
(1d6 slashing + 1d6 necrotic) to 2d8 (1d8 slashing +
1d8 necrotic) and still maintain their light and finesse
properties. This effect lasts 1 minute.

This ability can be used twice per day and recharges upon
completing a long rest. The recharge die can only be rolled
once while taking a short rest. Your spell slots can be
19
This ability can be used once per day and recharges upon urge to end the threat permanently.
completing a long rest. The recharge die can only be rolled
once when taking a short rest. Your spell slots can be Darkteeth loves excelling in combat and dwelling in
consumed to use this spell-like ability again, using up a darkness, so they often try to do both simultaneously.
4th level spell slot or greater, similar to the shadow of moil Anytime Darkteeth can sink their blades into some
spell except that it does not require concentration. flesh and release necrotic energy feels good to them.
Darkteeth doesn’t care what others think about how they
Destructive Wave (1/day, Recharge 6). As an action, you like to do things. In Darkteeth’s mind, those who hold
can strike Darkteeth’s blades together, creating a burst low opinions of their way of doing things are just jealous
of thunderous necrotic energy to ripple outward from because they can’t do it too.
you. Each creature you choose within 30 feet of you must
succeed on a DC 17 Constitution saving throw or take Darkteeth has no desire to control and dominate for
5d6 thunder damage, as well as 5d6 necrotic damage, and sadistic purposes, instead seeking renown for themselves
be knocked prone. A creature that succeeds on its saving and their wielder. They are convinced that they and their
throw takes half as much damage and isn’t knocked prone. wielder have key roles to play in the grand scheme of
things. They consider themselves superior and whoever
This ability can be used once per day and recharges upon wields them must be superior too. As a result they are
completing a long rest. The recharge die can only be protective of their wielder, and do not take well to insults
rolled once while taking a short rest. Your spell slots can against them.
be consumed to use this spell-like ability again, using up
a 5th level spell slot or greater, similar to the destructive Deadhead Pennies
wave spell except that it does not deal radiant damage. RARE Wondrous item

Sentience. Darkteeth is a sentient chaotic neutral, Most often found in pairs, these coins are used to sanctify
bordering on neutral evil, pair of scimitars with an the recently deceased.
Intelligence of 19, a Wisdom of 17, and a Charisma of 21.
They have hearing and darkvision out to a range of 120 Effect
feet and can see through magical darkness, a quality which If two of these coins are placed on the eyes of a dead
they share with you, their attuned wielder. Darkteeth can creature, the body becomes consecrated and cannot be
speak and understand Common, Elvish, Undercommon, raised as an undead. Additionally, while you possess two of
Abyssal, and can communicate telepathically with you. these coins, you have advantage on all death saving throws.
Their voices are dark, sinister, wispy, and hollow. Each
time they speak, it sounds like two people speaking
simultaneously. While you are attuned to them, Darkteeth
understands every language you know.

Personality. Darkteeth has a dark and sarcastic sense


of humor. The swords are often self-entertaining
and making snide remarks about most people they
encounter, which may cause the wielder to laugh for no
apparent reason to others in their company. Darkteeth
may sometimes try to force their wielder to repeat some
of their remarks aloud, by telepathically projecting into
their mind, attempting to pressure their wielder into
saying things they normally wouldn’t.

Darkteeth doesn’t acknowledge their evil tendencies as


being “evil” or realize how far off the moral compass they
are when it comes to killing others that look down upon
them or their wielder. Darkteeth suffers from a fractured
psyche; they are one being, split in two, and they will
sometimes talk to themselves as if they are actually
two different people. Once attuned to you, Darkteeth
considers you to be a part of them as a symbiotic entity,
so when someone threatens you, the swords have the

20
Death Knight’s Dreadful Death Knight’s Dread Plate
Accoutrements LEGENDARY Armor (plate), requires Attunement

LEGENDARY Requires attunement, attunes as one item This item is part of the Death Knight’s Dreadful
Accoutrements set.
These accoutrements were crafted by a retired adventurer
and inspired by a fearsome and pernicious foe he faced This set of armor is fashioned after a death knight’s armor,
in his travels. After word of his work spread, he was and is reinforced with adamantine, one of the hardest
abducted by a death cult and forced to produce these substances in existence.
items for their unholy champions. It is not known how
many complete sets of these items exist, but at least 10 Effect
have been recovered by powerful adventurers. After becoming attuned to this armor, you gain the
following benefits while wearing it:
The set includes Death Knight’s Dread Helm, Death
Knight’s Dread Plate, Death Knight’s Dread Shield, and Resistance. You have resistance to necrotic and poison
Death Knight’s Dread Sword which are detailed below. damage.

Death Knight’s Dread Helm Invulnerability. You have resistance to non-magical


damage, and any critical hit against you becomes a normal
LEGENDARY Wondrous item, requires Attunement
hit. Additionally, you can use an action to make yourself
This item is part of the Death Knight’s Dreadful immune to non-magical damage for 10 minutes or until
Accoutrements set. you are no longer wearing the armor. Uses of this ability
restore the following morning at dawn.
Effect
This fearsome helm makes your eyes glow red and grants Etherealness. You can speak the armor’s command word
darkvision of 120 feet while you wear it. You can see as an action to gain the effect of the etherealness spell. This
normally in darkness, both magical and non-magical. spell lasts for 10 minutes, until you remove the armor, or
Wearing this helm also grants immunity to the exhaustion you use an action to speak the command word again. Uses
and frightened conditions. of this ability restore the following morning at dawn.

Death Knight’s Dread Shield


LEGENDARY Armor (shield), requires Attunement

This item is part of the Death Knight’s Dreadful


Accoutrements set.

The face of this shield radiates negative energy and is


inscribed with arcane runes.

Effect
While attuned to this shield, you gain the following benefits:

Sentinel. While holding this shield, you have advantage


on initiative rolls and Wisdom (Perception) checks.

Spellguard. While holding this shield, you have advantage


on saving throws against spells and other magical effects,
and spell attacks have disadvantage against you.

Shield Bash. When taking the attack action, as a bonus


action, you can make an attack with your shield, dealing
(1d6 + Strength modifier) magical bludgeoning damage.
If the target is Large or smaller, it must succeed on a
Strength saving throw (DC 8 + Proficiency Bonus +
Strength Modifier) or be knocked prone. If you use this
ability you lose your AC bonus provided by the shield
until the start of your next turn.
21
Death Knight’s Dread Sword Deck of a Few Things
LEGENDARY Weapon (longsword), requires Attunement VERY RARE Wondrous item

This item is part of the Death Knight’s Dreadful When you discover this deck of cards it appears to be
Accoutrements set. normal, however the faces and numbers on the card are
always in motion. After a long rest, most of the cards
The blade of this longsword radiates negative energy and vanish, leaving only the twelve face cards. Each day one
is inscribed with arcane runes. card may be drawn, granting a different effect and causing
the card to disappear forever.
Effect
While attuned to this sword, you gain the following benefits: Loopwyn the gnome wizard created these decks many
years ago, and only six complete decks are thought to still
Parry. As a reaction, you add 6 to your AC against one exist. The wizard wanted to challenge adventurers and
melee attack that would hit you. To do so, you must see passed out the original dozen decks at taverns throughout
the attacker. Neverwinter.
Unholy Flame. You can use a bonus action to speak this
magic sword’s command word, causing dark flames to Effect
erupt from the blade. These flames shed no light, instead This deck contains 12 cards. Each day you may draw one
causing light to dim in a 40-foot radius. While the sword card, and as soon as you draw the card its magic takes
is ablaze, it deals an extra 2d6 necrotic damage to any effect. Once a card is drawn it fades from existence.
target it hits. The flames last until you use a bonus action • Jack of diamonds (The cross). You gain a +1 magic
to speak the command word again, or until you drop or sword.
sheathe the sword. • King of diamonds (The fist). You gain +1 to your
Unholy Smite. If attuned by a spellcaster, when you hit a initiative rolls for one day.
creature with a melee attack, you can expend a spell slot to • Queen of diamonds (The
deal additional necrotic damage to the target, in addition face). You gain +1 to your
to the weapon’s other damage. The extra damage is 2d8 for Charisma saving throws
a 1st-level spell slot, plus 1d8 for each spell level higher for one day.
than 1st, up to a maximum of 5d8. You deal an additional • Jack of hearts. (The
1d8 damage if the target is a celestial. If this effect is used mirror). The next
against an undead creature, they are instead healed by an humanoid you meet must
amount equal to the necrotic damage. succeed on a DC 15
Wisdom saving throw or
be charmed for one day.
Deathbane Berries This effect ends if they
UNCOMMON Wondrous item
take damage or you’re
Deathbane is a small, herbaceous bush that grows tiny black incapacitated.
berries. The berries are tart and bitter, and each contains a • King of hearts (The
single large seed. These bushes grow in warm climates and house). You meet a
form large thickets between the trunks of trees, and at the long lost relative.
height of summer they are covered in berries. • Queen of hearts (The rose). You meet the love of
your life.
Effect • Jack of clubs (The cloud). You take double damage
When a creature consumes a handful from the next successful enemy attack. Your attacker
of deathbane berries, they gain cannot be someone who has been in your presence in
advantage on all death the last week.
saving throws for 24 • King of clubs (The wall). You make your initiative
hours. However, they rolls with disadvantage for one day.
automatically fail their • Queen of clubs (The mask). You make your
first death saving Charisma saving throws with disadvantage for one
throw when they day.
fall unconscious. • Jack of spades (The anvil). Your speed is halved for
one day.

22
• King of spades (The hourglass). You age 1d10 years. have in common will violently repel each other if brought
• Queen of spades. (The bard). For one hour, close together.
everything you say must rhyme or you take 5 points
damage each time. Divine Shard
ARTIFACT Wondrous item, requires attunement
Dimensional Lock Picks “All things must change—even the gods must die. From this,
LEGENDARY Wondrous item of course, it follows that gods must also be born.”
This is a set of six pitted, ornate lock picks made of a dark
metal. While made for opening doors, these tools are —Taken from the Seventh Essay On The Nature Of
also usable for disabling complex mechanical traps. The Divinity by Professor-Theologian Arcturus Welk
non-working end of each tool flattens into a disk inscribed A divine shard is an incomparably pure and clear
with an arcane symbol. Proficiency with smith’s tools gemstone about the size of a human eye. No geologist can
allows a creature to identify the metal as meteoric iron, determine for certain what type of stone it is, as a divine
and proficiency in Arcana allows them to determine the shard is no less than the distilled essence of divinity.
symbols are related to the conjuration school of magic.
When a god dies, a divine shard is created by the essence
None can say for certain who created these lockpicks, only of their divinity somewhere in the planes. Some claim a
that multiple sets exist across the multiverse, and each shard will appear in a location favored by the fallen deity,
copy of the fifth key leads to the same dungeon. They are while others believe it is random. For centuries a shard
highly sought after by master burglars for being fine tools will appear as nothing more than a stone until the shard
and allowing safe getaways. Owning a set will attracts awakens, granting fabulous powers to any creature that
attention from those who can recognise them or carry possesses it. As the shard matures, it begins to merge with
their own set. It is said that when the last lockpick is used, the creature that possesses it, consuming it as the shard
all six will reform somewhere in the multiverse. re-ascensends to godhood. It is said that the new deity
retains the personality of the consumed creature, but none
Effect can say how much remains.
Possessing these thieves’ tools grants a 1d6 bonus to
related ability checks. Additionally, as an action, each This process is frightening to many, appealing to some,
lockpick can be inserted into a keyhole (locked or and an acceptable risk to others. The powers granted by a
otherwise) to create a magic portal. The size of the locked maturing shard are mighty, enough to tempt heroes and
object determines the size of the portal. Each lockpick villains alike into risking their mortal lives by maintaining
creates a different type of portal: a connection with a shard.
• One-way, to a location within 500 ft. of your choice, Many could encounter an unawakened shard
lasts 1 round. unknowingly and consider it to be a simple gemstone.
• One-way, to a location on the same planet and plane, A shard might be awakened by a powerful creature, a
lasts 1 minute. The DM rolls on a teleport mishap collector of magical items, a jealous celestial, or by a
table of their choice (e.g. Player’s Handbook p.281) simple beast who acquired it purely on accident.
• Two-way, to a location you can see, lasts 10 minutes.
• One-way, to a small, unstable extradimensional space Effect
that lasts 1 hour before disgorging its contents (similar While attuned to the divine shard, you gain a +3 bonus
to the rope trick spell). The portal lasts 1 round. to your Armor Class. It floats near your body at all times,
• Two-way, to an isolated, treasure-rich dungeon of the and cannot be separated from you.
DM’s choice, lasts 24 hours.
• One-way, to a random planet or plane, lasts 10 Cycle of Rebirth. Upon attuning to the divine shard, the
minutes. process of ascension begins, and you are both catalyst and
fuel. Each day at dawn, you must make a Charisma saving
Once a dimensional lockpick has been used to create a throw. The DC for this save begins at 15. Every time you
portal, it crumbles into dust and cannot be used again. For fail the saving throw, the DC permanently increases by 1.
each lockpick lost in this manner, the thieves’ tools bonus
provided by this item decreases by 1. Beginning on the first day that the Charisma saving throw
is DC 20, you can no longer unattune from the divine
If two sets of these lockpicks are within 100 feet of each shard by any means but death. At this stage, the only way
other, they will resonate. Every lockpick that both rings to halt the ascension process is your own death.

23
When you fail the Charisma saving throw at DC 25, the furnishings. When she finally died, someone took the
shard’s maturation is complete. You will be consumed by finger from her corpse, hoping to sell it. Sometimes the
the shard before night falls. finger still appears in the possession of a stray undead, or
a rogue necromancer.
When you are consumed by the divine shard, you cannot
be brought back to life by any means, including the wish Effect
spell. Your DM chooses the precise time and method of As an action, you can point the wand at an undead
your consumption—it may instantaneous upon failing the creature within 30 feet., commanding them to return to
save, a drawn-out and painful withering away, a radiant death. If that creature has a Challenge Rating of 1 or less,
explosion just before dusk, or something else entirely. that creature must succeed on a Charisma saving throw
Permanence of Denial. If you unattune from the divine versus your spell save DC or be destroyed.
shard, you can never attune to it again. The wand has 10 charges. It regains 1d6 expended charges
Destroy the Simple. When a creature hits you with a daily at dawn. While holding the wand, you can use an
non-magical weapon or piece of ammunition, you may action to expend some of its charges to cast one of the
use your reaction to instead take no damage and shatter it, following spells from it, using your spell save DC and
rendering it useless. spellcasting ability: animate dead (3 charges), gentle repose
(2 charges), speak with dead (3 charges).
Protect the Vessel. When you take damage, you may
use your reaction to become resistant to the type of Dragon’s Blood
damage taken (if you take more than one type of damage UNCOMMON Wondrous item
simultaneously, choose one type). You have this resistance
This tiny ruby bottle with a brush cap contains a small
until you use this feature again to change the damage type.
amount of enchanted dragon’s blood.
You may use this feature once per short or long rest.

Clear the Mind. You are immune to charm, fear, and Effect
possession effects. Each bottle of dragon’s blood contains 6 ounces of
enchanted blood recovered from the body of an ancient
Cleanse the Body. You may use your action to remove dragon. If one ounce of blood is painted onto the claws,
one harmful effect or condition affecting you. You must horns, beak, or similar appendage of your animal
complete a long rest before doing so again. companion, attacks made with those parts are treated as
magical for eight hours. In addition, damage dealt by the
Dowager’s Finger affected body part gains the following damage type, based
RARE Wand, requires attunement by a wizard or cleric on the type of dragon that the blood came from.
“A word to lay the dead to rest, Dragon Color Damage Type
to make them walk at my behest, Black Acid
A word to send them back to sleep Blue Lightning
In blessed dreams their secrets keep.”
Green Poison
This wand seems to be the long finger bone of a creature Red Fire
that had large and spindly hands. The nail is still sharp White Cold
and yellowing.

This ugly and very discomforting finger bone once


Dragon’s Remnant
UNCOMMON Wondrous item, requires attunement by a dragonborn
belonged to a rich dowager who lost her husbands in a
series of tragic accidents. Rumor has it she became so This pendant in the shape of a dragon’s skull, carved from
miserable that her fingers became the bone of a dragon, hangs from a pitch-black cord.
long claws with which to
scratch at her eyes Effect
and carve his Once per day, dragonborn characters attuned to this item
name into may change their breath weapon attack to deal damage of
the a different type. The damage type depends on the shape
of the dragon skull, as shown in the table. The DC for the
breath weapon’s saving throw remains the same as the
dragonborn’s inherent breath weapon.

24
Skull Shape Damage Type Breath Weapon Effect
Black Dragon Acid 5 by 30 ft. line (Dex. save) While wearing these earplugs, you have tremorsense out
Blue Dragon Lightning 5 by 30 ft. line (Dex. save) to a range of 40 feet. While wearing these earplugs you are
Brass Dragon Fire 5 by 30 ft. line (Dex. save) otherwise considered deaf.

Earthbreaker Gauntlet
Bronze Dragon Lightning 5 by 30 ft. line (Dex. save)
Copper Dragon Acid 5 by 30 ft. line (Dex. save)
VERY RARE Wondrous item, requires attunement
Gold Dragon Fire 15 ft. cone (Dex. save)
Green Dragon Poison 15 ft. cone (Con save)
This single gauntlet appears to be made out of rock fused
with glistening green crystals. The gauntlet was forged
Red Dragon Fire 15 ft. cone (Dex. save)
to aid in the defeat of Chaos, an elemental titan who
Silver Dragon Cold 15 ft. cone (Con. save) wrought destruction on the material plane using its ability
White Dragon Cold 15 ft. cone (Con. save) to harness all four elements.

Dreamer’s Eye Effect


RARE Wondrous item, requires attunement by a sorcerer, warlock or wizard While wearing this gauntlet, you have a +1 bonus to AC.
The dreamer’s eye is an opaque sphere that feels like glass, You also gain a +2 bonus to attack and damage rolls with
but is warm to the touch. Within the sphere is an ever unarmed punches, and the gauntlet deals an additional
swirling vortex of red and black mist, where odd shapes 2d4 thunder damage on a hit.
form and flicker momentarily before vanishing once again.
This gauntlet has 3 charges. As an action, you can strike
The dreamer’s eye varies in diameter from 1 inch to 2 the ground and expend 1 charge to cast the spell earth
feet, usually at the attuned owner’s will, but occasionally tremor with a DC 15 Dexterity saving throw. The gauntlet
appears to alter of its own accord. This random alteration regains 1d3 charges daily at dawn.
of size only occurs if left unattended (such as in a pack or
pouch, or if the owner sleeps). Earthen Bell
VERY RARE Wondrous item, requires attunement
Effect Powerful spirits of the land sometimes give earthen bells
The dreamer’s eye can be used as a spellcasting focus.
as tokens of their appreciation for particularly courageous
When you cast illusion or divination spells using the
actions taken to defend the natural world. For this reason,
dreamer’s eye as a spellcasting focus, your spell save DC
a small number of druids, rangers, and barbarians have
increases by 1.
these small stone bells gifted to them by a spirit.
The attuned owner’s sleep is disturbed by dark but Those in possession of an earthen bell
prophetic dreams. Each day once the owner wakes, they may be willing to pass it along to
must make as DC 15 Wisdom saving throw. If successful, those who risk their lives to protect
they are able to divine useful meaning from the dreams, flora, fauna, and natural resources.
gaining the benefits of an augury spell. This ability can When rung, the bell wakens the
only be used by creatures that sleep, and must be used slumbering magic of the land.
within an hour of waking, before the memory of the
dreams fade. This feature cannot be used again until you Effect
complete a long rest. The earthen bell has 6
charges. While holding it,
The eye has 6 charges and regains 1d4+2 expended you can use an action to
charges daily at dawn. . While holding it you can use an ring the bell and expend
action to expend one or more charges to cast the following 1, 3, or 5 charges to cast
spells: message (1 charge), dissonant whispers (1 charge) a spell. The spell cast is
detect thoughts (2 charges). determined by the number of
charges expended and the terrain
Earplugs of the Bulette you are currently in (arctic, coast, desert, forest, grassland,
UNCOMMON Wondrous item mountain, settlement, swamp, or the Underdark). If you
are not in a location that matches any of the terrain types,
These heavy earplugs are made from the smoothed and
or you are in a location that could match multiple terrain
filed ‘teeth’ of a bulette.
types, your DM will decide which terrain your location
counts as. While using the bell, your Constitution is used
25
as your spellcasting ability for these spells.
Elemental Fists
• Arctic. ice knife (1 charge), sleet storm (3 charges), RARE Wondrous item, requires attunement
cone of cold (5 charges). This set of fingerless gloves adjusts to perfectly fit your
• Coast. purify food and drink (1 charge), water hands and extends down your forearms. They are made
breathing (3 charges), maelstrom (5 charges). of a white leather and have colored lines running on the
• Desert. create or destroy water (1 charge), wall of sand edges of their design depending on the magic they are
(3 charges), insect plague (5 charges). imbued with.
• Forest. goodberry (1 charge), plant growth (3 charges),
tree stride (5 charges). Effect
• Grasslands. beast bond (1 charge), speak with plants While wearing these gloves, your unarmed strikes count
(3 charges), wrath of nature (5 charges). as magical for the purpose of overcoming resistance and
• Mountain. thunderwave (1 charge), meld into stone (3 immunity to nonmagical attacks and damage. If you speak
charges), wall of stone (5 charges). their command word, they become coated with elemental
• Settlement. charm person (1 charge), sending (3 energy. While these gloves are coated they deal an extra
charges), animate objects (5 charges). 1d4 damage of the corresponding type. The coating lasts
• Swamp. entangle (1 charge), stinking cloud (3 charges), until you use your bonus action to speak the command
contagion (5 charges). word again or you lose consciousness.
• The Underdark. dissonant whispers (1 charge),
Coating Color Damage Type
enemies abound (3 charges), cloudkill (5 charges).
Green acid
The earthen bell regains 1d6 charges daily at dawn. If you Red fire
expend the last charge, roll a d20. On a 1, the bell cracks Light Blue cold
into pieces and its magic is lost.
Purple poison

Eavesdropper Gauntlet Yellow


Blue
lightning
thunder
RARE Wondrous item, requires attunement

This gauntlet is etched with a face that appears to mime Elemental Touched Mesh
and whisper, but does not make a sound until activated. UNCOMMON Wondrous item

This set of linked metal chains fits over your hand and
Effect
shimmers with color. The chains follow the placement
This gauntlet can be used to overhear hushed
of the bones in your fingers and hand, and they stretch
conversations. Once per day as an action you can activate
slightly when you clench your fist. Several types of these
the gauntlet by pressing it against the door or wall of
gloves are known to exist, each harnessing a different
a room with someone speaking inside. The gauntlet
elemental force.
whispers the words of the individuals speaking in the
connected room. The gauntlet does not whisper the words
spoken by illusionary projections or magical devices, as
Effect
While this glove is worn any weapon attacks or unarmed
the individuals must be physically in the room for the
strikes with that hand deal an additional 1d6 elemental
magic to work.
damage. There are 4 types of elemental touched mesh,
each granting a different type of damage.
Ejection Amulet
UNCOMMON Wondrous item, requires attunement • Ice Touched. The metal of this glove is silvery and
This pendant is carved from yellow stone in the shape of a cool to the touch. It deals additional cold damage.
crested bird and hangs from a simple cord necklace. • Flame Touched. The metal of this glove is dark red
and warm. It deals additional fire damage.
Effect • Bolt Touched. The metal of this glove is blue and
This amulet has 3 charges. When you take damage, you occasionally sparks when the two pieces of the metal
may use reaction to expend a charge to teleport yourself touch. It deals additional lightning damage.
up to 100 feet to an unoccupied space that you can see. • Acerbic Touched. The metal of this glove is green
When the last charge on this amulet is expended, it and harmlessly irritates the skin if in direct contact. It
crumbles into dust. deals additional acid damage.

26
Emir’s Ring The horse is tame, initially quite moist, and bonds with
the first creature it sees as though it were its mother.
UNCOMMON Ring

“Let no evil harm you or your court my liege, for you are
verily the most righteous Emir of all the lands.”
Exploding Studded Leather
RARE Armor (studded leather), requires attunement
—Samad Al Qalah This black leather armor is studded with deep orange and
red gemstones that drink in the light.
Before he descended into madness, Alcalá the Twisted
was known as Samad Effect
Al Qalah. Employed You gain a +1 bonus to AC while wearing this armor.
within the royal court, In addition, as an action you can cast the fireball spell
he was charged with centered on yourself. You do not take damage from this
protecting the Emir effect when you use the armor to cast this spell. You
and his family, as cannot use this ability again until you finish a long rest.
well as collecting and
collating the history
of the Emirate. With
Extend-o-Matic
UNCOMMON Wondrous item
poison a common method
of assassination, Alcalá This device consists of a melon sized metallic sphere to
devised a special ring to ensure which is affixed a leather handle.
that no such fate would befall the
Emir. Although it served the Emir well, he would later Effect
lose his life at the hands of the Zhentarim and, soon after, While holding the extend-o-matic you may activate it as
both Alcalá and the ring disappeared. an action, causing the metallic sphere to shoot forward
up to a range of 10 feet. Make an unarmed melee attack
Effect against the target. On a success you deal 1d4 bludgeoning
The emir’s ring appears as a golden ring, inlaid with small damage. On a critical hit the target must make a DC 12
green stones. When worn, the ring can detect poison as Strength saving throw or be pushed back 5 feet.
per the detect poison and disease spell. If the hand wearing
Each time the device is activated there is a 1 in 20 chance
the ring touches food, drink, or an object, such as a plate,
that the mechanical apparatus breaks preventing any
cup or container, that contains any kind of poison, the
further attacks until it is repaired. The device may be
stones on the ring will glow brightly.
repaired using tinker tools with a successful DC 15
It can also be used to detect the presence of poison in a Intelligence check.
creature, wound, or weapon by touch.

The ring will not identify the specific poison, it can only
Extinguish
VERY RARE Weapon (any bow), requires attunement
warn of its presence. It also will not identify disease (as
per the spell). This bow looks scorched to the point of charcoal and
is veined with glowing blue embers, however it is
Equinculus Potion surprisingly sturdy and cold to the touch. The bow was
crafted to aid in the defeat of Chaos, an elemental titan
COMMON Potion
who wrought destruction on the material plane using its
This vial is filled with a translucent liquid. Careful ability to harness all four elements.
inspection reveals a miniature horse, smaller than a
fingernail, floating comatose in the vial. Effect
This bow grants a +2 bonus to attack and damage rolls
Effect made with it. Twice per day you can use this weapon
When you drink this potion, you immediately begin to make a ranged attack and speak the command word
vomiting for 1 round. During this time, you vomit up a “extinguish.” The bowstring becomes imbued with curling
mucus-covered amniotic sac that rapidly gestates over the blue flames, turning a nocked arrow into a bomb of cold
course of one round into a full-sized adult horse. Using energy. Make the attack roll as normal. Instead of the
this potion draws upon your own energy reserves, causing weapons normal damage the target takes 4d8 cold damage
you to suffer one level of exhaustion. on a hit or half as much on a miss.

27
In addition the target and up to four creatures of your range of 30 feet for 1 minute.
choice within 30 feet must make a DC 13 Wisdom saving • You may expend 3 charges to release a flash of light
throw or be affected by the spell slow for 1 minute. All in a 60-foot cone. All creatures that can see and
unprotected flames within the area are extinguished. Uses are within the area of effect must make a DC 15
of this item restore the following day at dawn. Constitution saving throw. On a failure, the creature
is blinded for 1 minute. At the end of each of its turns,
Eye of the Firestorm the creature may repeat the saving throw, ending the
Wondrous item, requires attunement by a
effect on a success.
LEGENDARY
sorcerer, warlock, or wizard • You may expend 5 charges to emit a blast of purple
This huge glass orb once belonged to a great fire giant light around you in a 60 foot radius sphere centered
who used it to replace his lost eye. The giant’s power and on you. All magically invisible creatures and objects
temper infused the orb with his own fiery spirit, giving it a within the sphere lose their invisibility. Additionally,
number of magical powers. you gain truesight out to a range of 60 feet for 1 hour.

If the Eye of Truth is removed from your head, all active


Effect
effects end immediately.
While attuned to this orb you gain a +2 bonus to your
spell attack rolls and spell save DCs. You also have
resistance to fire damage. Fey-Touched Summoning Egg
VARIABLE Wondrous item
The orb has 10 charges. You can use an action to expend Some evil fey know the secret of perverting nature’s
some of its charges to cast one of the following spell creations to summon creatures of dread. One technique
from it, using your spell save DC and spellcasting ability. transforms a normal egg into a magical item by using
burning hands (1 charge); fireball (3 charges); protection arcane inks to inscribe arcane sigils on its surface.
from energy (fire only) (2 charges); scorching ray (2 The creatures summoned with these eggs are often
charges); sunbeam (6 charges); wall of fire (4 charges). commanded to do dark tasks.
The orb regains 1d6+3 charges daily at dawn. If you
expend the last charge, roll a d20. On a roll of 1 the orb Effect
explodes, releasing a 3rd level fireball centred on the As an action you
wielder with a save DC of 15. may break the
egg, destroying it
Eye of Truth and summoning a
monstrous creature.
RARE Wondrous item, requires attunement

The Eye of Truth is a dark purple sash made of magical For the period of one day,
cloth that shimmers with pearlescent color in direct light. the summoned creature will
On the sash is a silver plate with an eye pattern made of obey any verbal commands that you
colored crystals and a single large ruby, surrounded by five issue to them (no action required by you). If you don’t
small diamonds on the outer rim. While the sash is tied issue any commands to them, they defend themselves
around your head, the ruby glows with a dim red light. from hostile creatures, but otherwise take no actions.
After 24 hours the monstrous creature dissolves into mist.
Effect
The following monstrous creatures are known to have
While the Eye of Truth is tied around your head, you
been summoned using this magic item, though it is
gain immunity to the blinded condition and your sight
possible that other variants may exist.
is limited to 60 feet. Beyond 60 feet, you can see nothing
except swirling darkness with occasional purple streaks Creature Summoned Egg Rarity and Color
going through it. Blind creatures instead gain normal Dark Mantle (CR ½) uncommon (blue)
vision out to a range of 60 feet. Death Dog (CR1) uncommon (black)
The Eye has 5 charges. It regains 1 charge every 4 hours Grick (CR2) rare (green)
the plate is in direct sunlight, or every 8 hours in direct Shadow Mastiff (CR2) rare (purple)
moonlight. While wearing the Eye, you may use an action Manticore (CR3) very rare (red)
to expend some of its charges to create a magical effect. Banderhobb (CR5) legendary (orange)
• You may expend 1 charge to gain truesight out to a

28
Firetooth for Constitution saving throws against exhaustion in dry
conditions. The flask must be refilled with oasis water to
VERY RARE Weapon (war pick), requires attunement
retain its effect.
This throwing hammer is made from onyx and has tiny
skulls carved into the handle. The hammer was created
by a cleric of Bhaal, the god of Murder, and both sides of
Flayer’s Gauntlet
VERY RARE Wondrous item, requires attunement
the hammer are inscribed with his symbol, a human skull
circled by teardrops. The milky dead eyes still sit in the sockets of this
illithid skull, which has been repurposed into a deadly
weapon. Many githyanki hunters transform their mind
flayer trophies into a single gauntlet. Through careful
necromantic rites and psionic practices, a githyanki
hunter can preserve the skull and use it to attack with its
tentacles or even launch a deadly mind blast.

Effect
Effect While wearing this grotesque gauntlet, you can use
You gain a +2 bonus to attack and damage rolls made with an action to direct each of its four tentacles to attack a
this magic weapon. You also gain resistance to fire damage. creature you can see within 5 feet of you. Each tentacle
makes a melee attack roll with a +5 bonus. On a hit, the
As a bonus action you can to speak Firetooth’s command creature takes 1d6 psychic damage. If you hit a creature
word and cause flames to erupt from the head of the with all four tentacles in one round, the creature is
pick. The flames shed bright light in a 20-foot radius grappled and has disadvantage on saving throws against
and dim light for an additional 20 feet. Firetooth deals the gauntlet’s psionic blast.
an additional 1d6 fire damage while it is on fire and
stays aflame until you use a bonus action to speak the Psionic Blast (Recharge 6). By channeling bits of mental
command word again or until it leaves your hand. power, the wearer can project a small cone of psychic
energy from the illithid skull. As an action, the gauntlet
Once per day, as an action you can cause a sphere of fire emits a 30-foot cone of psychic energy. Each creature in
to erupt from Firetooth. All creatures within a 15-foot the area must succeed a DC 15 Intelligence saving throw
radius sphere centered on Firetooth must make a DC 15 or take 14 (4d6) psychic damage and be stunned for 1
Dexterity saving throw. A creature takes 6d6 fire damage minute. A creature can repeat the saving throw at the end
on a failed save, or half damage on a successful save. You of each of its turns, ending the effect on itself on a success.
are also caught in the blast and automatically take half
damage due to the resistance to fire provided by the pick.
Floral Scented Brooch
Flask of the Caravanserai UNCOMMON Wondrous item, requires attunement

“Okay, where’d the bard get that?!?”


COMMON Wondrous item
—Unknown
“We have walked these dunes for generations; God-willing,
we will walk them for many more.” This rose shaped brooch
—Almir Al Tajiri emits a pleasant, floral smell.

Nomads and travelers have crisscrossed the desert for Effect


generations, and groups of hardy merchants have built While wearing this brooch
their livelihood around doing so. Known as caravanserai, you have advantage on
these desert traders travel from oasis to oasis, risking Charisma (Persuasion)
dangers - both natural and unnatural - for great profit. checks against creatures
Heirlooms and enchantments, such as the flask of the within 5 feet of you who have
caravanserai, may not eliminate all the inherent risks of a sense of smell.
such voyages, but they certainly help to ease the burden.

Effect
A flask of the caravanserai is similar to a standard
adventurer’s flask, in that it holds a pint of water.
Drinking all the water in the flask provides a +5 bonus
29
Flutterin’ Fan Fornas
COMMON Wondrous item LEGENDARY Weapon (greataxe), requires attunement by a
creature who worships a being from the Far Realm
Effect This legendary greataxe was wielded by an emissary of the
As a bonus action you can use this fan’s command word Far Realm who cut a great swathe of destruction across
to cause it to flutter around you. It will continuously waft the planes millennia ago. The axehead appears as a hole
a slight breeze towards your face, cooling you and feeling in space and constant overlapping screams, whispers, and
pleasant. The fan will flutter for 1 minute at the end of chanting pour from it when wielded.
which you can use a bonus action to utter the command
word again. The axe now resides in an ancient underground temple
complex dedicated to a triumvirate of lawful deities, one
Foliage Ring each of good, neutral, and evil alignment. The temple
VERY RARE Ring guardians contain in their number modrons, archons, and
devils dedicated to keeping it hidden and secure.
This gold ring is fashioned in the shape of an ivy vine.
The leaf pattern is beautifully enamelled in a dark,
Effect
lustrous green.
You gain a +3 bonus to attack and damage rolls made
with this weapon. If you score a critical hit on an attack
Effect roll, all creatures within a 5-foot radius centered on you
As a bonus action you can create an ivy plant in a space
must make a DC 15 Charisma saving throw or take 1d10
within 15 feet that you can see. The plant grows at a
psychic damage.
speed of 5 feet per round to a maximum length of 120
feet over the course of one minute. If the plant is grown The axe has 6 charges and regains 1d4+1 charges at
up a wall, it is strong enough to support the weight of a midnight each day up to a maximum of 6.
Medium creature.
As an action you may expend 2 charges to swap positions
with a creature that you can see within 100 feet. The
creature must make a DC 15 Wisdom saving throw, or
switch spots with you instantaneously. A creature can

Forlorn Mantle
UNCOMMON Wondrous item

These tattered surcoats are awarded to men-at-arms who


show single-minded determination on the battlefield. Those
who receive a forlorn mantle are known for not giving up
and staying in the thick of the fight. Bearers of the forlorn
mantle have formed a close-knit fellowship united by
their deeds and blood, often in the face of haughty nobles,
knights and paladins and their heavy armor.

Effect
The bearer of a forlorn mantle doubles their proficiency
modifier when rolling a saving throw against the
frightened condition.

30
willingly choose to fail the saving throw. If a creature Effect
unwillingly switches positions, it must make a DC 15 When you are below half health and make a successful
Charisma saving throw or be stunned until the end of its attack against a creature, it must make a DC 15 Wisdom
next turn. saving throw. On a failed save, its next attack against you
has disadvantage.
As an action you may expend 3 charges to create an 10
foot circle of Far Realm space centred on you that lasts
until the start of your next turn. Any creature that starts Gift of Graz’zt
its turn inside this aura must make a DC 15 Charisma VERY RARE Wondrous item, requires attunement

saving throw or take 2d10 psychic damage and become A beautiful onyx pendant, the Gift of Graz’zt is bestowed by
paralyzed until the end of their next turn. A successful the Dark Prince upon those who have earned his favor or
save halves this damage and the creature is not paralyzed. captured his attention. The gift only bestows its powers on
the creature Graz’zt gave it to. If any other creature attempts
Froghemoth’s Boon to attune a Gift of Graz’zt, they must succeed on a DC 17
RARE Wondrous item, requires attunement
Charisma saving throw or endure the Curse of Graz’zt.
This foul smelling cloak conceals a single dark tentacle
within the folded fabric.

Effect
While wearing this cloak you smell like a swamp,
imposing disadvantage on Charisma skill checks.
Attuning to this cloak allows the wearer to breathe both
air and water. As an action you can make a melee attack
with the tentacle that is hidden within the cloak.

Tentacle Strike. Melee Weapon Attack: +6 to hit, reach 20


feet, one target. Hit: 12 (3d6 +2) bludgeoning damage, and
the target is grappled (escape DC 14). Until the grapple Effect
ends, you cannot use the tentacle to attack another target. Once per day as an action while wearing the pendant you
can caress it, summoning one or more fiendish servants
Gauntlets of Burrowing who appear in unoccupied spaces you can see within 60
RARE Wondrous item, requires attunement
feet of you. They remain as long as you concentrate (as
if concentrating on a spell), to a maximum of 1 hour, or
These heavy gauntlets are made from the front claws of a
until they drop to 0 hit points. They then return to their
bulette.
home plane.
Effect While summoned, the demons are friendly to you and your
While wearing these gauntlets, you can burrow through companions. They obey any commands you give, no matter
earth as easily as you can walk on land. As an action, you what language you use. If you fail to command them, the
can speak the gauntlets’ command word to gain a burrowing demons defend themselves but take no other actions.
speed equal to your walking speed for 1 hour. Once used, this
effect can’t be used again until the next dawn. The demons summoned are determined randomly. Roll 1d6
to determine the type of demon or demons that appear.
In addition, you can use the gauntlets to make unarmed
strikes. If you hit with them, you deal piercing damage 1d6 Number and Type of Demon(s)
equal to 1d4 + your Strength modifier, instead of the 1 2d4 Dretches
bludgeoning damage normal for an unarmed strike. 2 2d4 Manes
3 1d2 Shadow Demons
Gauntlets of Forgotten Anger 4 1 Barlgura
VERY RARE Wondrous item 5 1 Chasme
This item is part of the Armor of Forgotten Heroes set. 6 1 Vrock

These gauntlets call upon the warrior spirits to guide your Curse of Graz’zt
actions with the experience of a thousand battles. Should anyone other than the original recipient attune

31
to the pendant they must succeed on a DC 17 Charisma god of death. When either glove is used, the brand on the
saving throw or become cursed. The pendent cannot be other faintly glows for a moment.
removed by any means other than a remove curse or wish
spells, or divine intervention. Only a wish can allow the These gloves were worn by a cleric who was corrupted by
pendant to be used by an unintended recipient. On a a vile deity that sought death and destruction. For years
successful saving throw, the pendant appears to have no she did its bidding until her heart ached and she turned
function. her back on this path. She found sanctuary by healing
the sick and wounded, many of which were harmed by
Once per day, at midnight, the Curse of Graz’zt her own actions. She pledged her fealty to the god of
automatically summons demons per the table above. healing and kindness, still struggling with her old life
These demons are immediately hostile to the wearer, that she left behind.
doing everything in their power to kill the wearer and
then attacking any other living creature they can find. The Effect
demons disappear and return to the abyss when reduced These gloves have 15 charges, regaining 1d6+1 charges
to zero hit points or after one hour passes. daily at dawn. As an action you can use the gloves to cast
cure wounds or inflict wounds, expending a number of
Gloves of Dagger-Throwing charges equal to the level at which you cast the spell. If
UNCOMMON Wondrous item
you expend the last charge roll a d20. On a 20, the gloves
regain 1d12+1 charges.
Effect
These leather gloves
were made by a
Goggles of Naldrichor
VERY RARE Wondrous item, requires attunement
master glovemaker.
While wearing them Milton Naldrichor is a legendary character, often the
you gain a +1 bonus subject of myths told by rock gnomes. Most stories involve
to attack and damage him overcoming problems in unpredictable ways, mainly
rolls while making a through his magical inventions. The story of “Naldrichor’s
ranged attack with a Noggin” tells the tale of how Milton was so focused on
dagger. In addition, minute details that he would miss the bigger picture. It is
your normal and said that after nearly being killed by a band of kobolds, he
maximum range for a ranged weapon attack with a dagger invented these goggles to help him dodge enemy attacks.
is doubled.
Effect
While you are attuned to the goggles you gain advantage on
Gloves of Darkness any saving throw that would cause blindness if you failed.
UNCOMMON Wondrous item, requires attunement by a wizard,
warlock, or sorcerer
Additionally, while you are attuned to the goggles and you
These gothic gloves are imbued with dark magic that can are not wearing armor, your armor class becomes equal to
be called upon in time of need. With a clap of your hands your Passive Perception, up to the maximum determined
you can be immersed in a magical darkness. by your armor proficiency in the chart below. If your
Passive Perception is higher than the value given for your
Effect highest level of armor proficiency, use the capped value
Once per day as a bonus action, you can clap your hands instead.
to cast the darkness spell centered on yourself, taking
the form of a dark cloud. The cloud follows you for the
duration of the spell. You cannot use this feature again
until you finish a long rest.

Gloves of Life and Death


VERY RARE Wondrous item, requires attunement by a cleric
or paladin
This pair of gray leather gloves are finely stitched and fit
perfectly. The left glove is branded with the symbol of the
god of healing and the right glove has the symbol of the

32
Armor Proficiency
None
Armor Cap Value
16
Granfang
VERY RARE Weapon (any sword)
Light 17
This sword is an intact hilt with the blade shattered into
Medium 18
many pieces. The ‘blade’ is a collection of steel fragments
Heavy 19 held together by a barely perceptible magic field.
Wielding a shield provides no benefit to your armor class
while you are wearing the goggles, and your armor class While resting flat, Granfang looks broken and ineffective,
also cannot be improved by feats or class features. but acts in all ways as a well crafted sword. The weapon is
solid, and the sections cannot be removed unless subject
to anti-magic effects.
Golden Lord’s Plate
LEGENDARY Armor (full plate), requires attunement Effect
This plate was forged in the depths of the Abyss for a While holding this weapon, you gain a +1 to AC. You gain
glabrezu known as the Golden Lord. Made of pure, a +1 to attack and damage rolls made with this weapon.
magically-reinforced gold, it shines brightly, seeming to Additionally, the sword deals force damage rather than
suck the light out of all flames and light sources nearby, slashing damage.
and it is inlaid with runes written in archaic infernal.
If Granfang is subject to a 7th level or higher dispel magic
Effect or anti-magic effect, the sections fall to the ground and
You have a +2 bonus to your AC and resistance to radiant the weapon is temporarily destroyed. Granfang magically
damage while wearing this plate. All non-magical light reassembles itself once all pieces are removed from the
within 30 feet of you is reduced in brightness until it is area or the anti-magic effect ends. All pieces of Granfang
considered dim light. While this is happening, you give off must be within 20 feet of each other in order for the blade
light in a 30 foot radius, and dim light for an additional 30 to reform. If pieces are ever separated, they automatically
feet beyond that. rejoin the hilt if it is brought within 20 feet, bursting
through containers and barriers with an equivalent
Once per long rest you may use an action to emit a flash Strength of 30.
of bright light. All creatures within 60 feet of you that can
see you must make a DC 18 Constitution saving throw or
be blinded. Any creature blinded by this effect can repeat
the saving throw at the end of each of their turns to end
the effect.

Curse
Any creature other than the Golden Lord who dons
this suit of armor is affected by its curse. Once you have
completely donned the armor you immediately take 8d10
necrotic damage, reducing your hit point maximum to
your current hit points. If you would be brought to 0 hit
points by this effect, you are instead reduced to 1. Your
maximum hit points increases by 10 after each long rest
until they return to its original level. The armor may not
be doffed until the wearer’s hit points are returned entirely
to normal.

The runes inscribed into the armor describe the curse


in an archaic form of Infernal. A creature that can read
Infernal may make a DC 15 Intelligence check to attempt
to decipher the runes.

33
Gruumsh’s Blessing Ability Score Increase. Your Strength and Constitution
scores are both increased to 22. If your Strength and/or
LEGENDARY Weapon (greataxe), requires attunement by an
orc, half-orc, or a worshipper of Gruumsh Constitution scores are already greater than this, you use
the better score.
Gruumsh’s Blessing: Ugurz-Uruk, or Ugurz-Uruk for
short (Ugurz: dire, Uruk: orc) is a one-of-a-kind weapon Alignment. Your alignment shifts to embrace chaos,
found in the hands of either the champion or the leader but you retain the good, neutral, or evil aspect of your
of an orc clan. This greataxe looks to be an exact replica alignment.
of Gruumsh’s Greataxe, causing wielders of Ugurz-Uruk
to often believe they are avatar’s of Gruumsh due to the Size. You grow to 9 feet tall, and your weight increases to
transformation and power they receive from wielding it. 450 pounds. Your size is medium, but you gain 5 feet to
your reach when you make an attack with Ugurz-Uruk.
Effect
Upon attuning to Ugurz-Uruk, the wielder undergoes a Speed. Your base walking speed is 45 feet.
physical transformation becoming a dire orc, increasing Darkvision. You can see in dim light within 90 feet
in size, strength, and endurance. The transformation of you as if it were bright light, and in darkness as if it
grants a combination of some racial traits of the orc, were dim light. You can’t discern color in darkness, only
half-orc, and goliath. shades of gray.
The transformation remains in effect until the wielder is Aggressive. As a bonus action, you can move up to your
killed, or no longer attuned to the weapon. speed toward an enemy of your choice that you can see
Dire Orc Traits. As a dire orc, you gain the following or hear. You must end this move closer to the enemy than
racial traits. These traits replace your current orc or half- from where you started.
orc traits while you are attuned. If you happen to be of Menacing. You gain expertise in the Intimidation skill,
another race, but are a worshipper of Gruumsh, you gain doubling your proficiency bonus.
all the traits and retain your own racial traits, but they do
not stack with any racial traits of the wielder if they have Natural Athlete. You gain proficiency in the Athletics skill.
something similar. The better trait is always chosen.
Powerful Build. You count as two sizes larger (huge)
when determining your carrying capacity and the weight
you can push, drag, or lift.

Endurance (Recharge 5-6). You can focus yourself to


occasionally shrug off injury. When you take damage, you
can use your reaction to roll 1d12. Add your Constitution
modifier to the number rolled, and reduce the damage by
that total. If this ability doesn’t get recharged on the first
attempt, you can’t use this feature again until you finish a
short or long rest.

Relentless Endurance (Recharge 5-6). When you are


reduced to 0 hit points but not killed outright, you can
drop to 1 hit point instead. Immediately after you use
this trait, you can use your reaction to make one weapon
attack. After you use this ability, roll a d6. On a 5 or a 6
this ability recharges. If it doesn’t get recharged, you can’t
use this feature again until you finish a short or long rest.

Orcish Fury. When you hit with an attack, you can roll
one of the weapon’s damage dice an additional time and
add it as extra damage. Once you use this ability, you can’t
use it again until you finish a short or long rest.

Savage Attacks. When you score a critical hit with a melee


weapon attack, you can roll one of the weapon’s damage

34
dice one additional time and add it to the extra damage of aggressive behavior and become standard caltrops.
the critical hit.

Deadly Damage. Base weapon damage is doubled,


Guardwell’s Alarming
becoming 2d12. Caltrops
UNCOMMON Wondrous item
Guardwell’s Aggressive These caltrop were developed to not only slow intruders
Caltrops but to announce their presence as well. Tiny flecks of
sapphire dust embedded in the metal and a whisper-soft
UNCOMMON Wondrous item
hum identify their nature. When a creature steps on the
This bag of otherwise unassuming caltrops would be caltrops, the caltrops let out a loud bang.
indistinguishable from their more common counterparts,
were it not for the tiny flecks of amber dust embedded in Effect
the metal and their subtle but constant vibration. When As an action, you can spread a single bag of these caltrops
a creature steps on the caltrops and takes damage, the to cover a 5-foot-square area. Any creature that enters
caltrops activate to continue striking the creature. the area must succeed on a DC 15 Dexterity saving throw
or stop moving and take 1 piercing damage. Until the
Effect creature regains at least 1 hit point, its walking speed is
As an action, you can spread a single bag of these caltrops reduced by 10 feet. A creature moving through the area at
to cover a 5-foot-square area. Any creature that enters half speed doesn’t need to make the saving throw.
the area must succeed on a DC 15 Dexterity saving throw
or stop moving and take 1 piercing damage. Until the When stepped on, the caltrop breaks down and lets out an
creature regains at least 1 hit point, its walking speed is explosive noise that can be heard up to 100 feet away. The
reduced by 10 feet. A creature moving through the area at sound of the noise is diminished by solid barriers such as
half speed doesn’t need to make the saving throw. walls or doors.

If a creature takes damage from stepping on the caltrops,


the caltrops will follow the creature, up to 20 feet per
Guardwell’s Entangling
turn, causing 1 piercing damage each turn. Additional Caltrops
damage does not further reduce the creature’s speed. After UNCOMMON Wondrous item
the creature is killed, or has moved more than 20 feet These barbed caltrops have been crafted with flecks of
away from the caltrops in one turn, the caltrops lose their emerald dust embedded in the metal. When a creature
steps on the caltrops, tendrils sprout from them,
restraining anyone unlucky enough to get caught.

Effect
As an action, you can spread a single bag of these caltrops
to cover a 5-foot-square area. Any creature that enters
the area must succeed on a DC 15 Dexterity saving throw
or stop moving and take 1 piercing damage. Until the
creature regains at least 1 hit point, its walking speed is
reduced by 10 feet. A creature moving through the area at
half speed doesn’t need to make the saving throw.

When stepped on, the caltrop disintegrates.


From the ashes springs forth long tentacles
which are anchored to the ground. The creature
that stepped on the caltrop must succeed on a
DC 15 Strength saving throw or be restrained. At the start
of each of its turns, a restrained creature can repeat the
saving throw, freeing itself on a success. The tendrils turn
to dust after 1 minute.

35
Hagiographer’s Handbook are still considered to be dying but you have gained a
reprieve this round. You continue making death saving
COMMON Wondrous item, requires attunement by a cleric
or paladin throws as normal in the next round. Once this effect has
been used, the hanged man’s pardon is destroyed.
This book is filled with stories of long dead heroes and the
sacrifices they made to light the path ahead.
Heart of Hydrathis
Effect LEGENDARY Wondrous item, requires attunement by a cleric,
druid, sorcerer, warlock or wizard
While holding this book, you may cast the ceremony spell
as a ritual. The Heart of Hydrathis is a 6 foot metal staff of pure gold
with a flat top and rounded base. Suspended above the
Halfling’s Exit staff top is a clear crystal sphere containing a volume of
ever-swirling water. The sphere hovers above the staff, but
RARE Weapon (javelin), requires attunement
moves with it as if affixed. It cannot be removed or parted
In certain parts of the Realms, halflings are notorious from the staff. An attuned wielder can cause the water
for being cheap, and this weapon may just be part of the inside the globe to move, swirl or spin as they will, freeze
reason. This javelin was created by a halfling artificer to ice or turn to steam. When not specifically directed, the
who was well known for using it, though not for martial water returns to its normal state.
means. The javelin was most often used to escape paying a
bar tab or leaving without the awkwardness of goodbyes. Effect
Despite its origins, the weapon is quite useful in combat. While attuned to this item, you gain the following benefits:

Effect • The Heart of Hydrathis floats in water, with a


You have a +1 bonus to attack and damage rolls made with buoyancy that can support up to 200 lbs. before
this weapon. Additionally, once per day immediately after sinking. You may suppress this property at will.
throwing the javelin, you can use a bonus action to teleport • While attuned to this staff, you gain a swim speed
directly to the javelin’s location. You cannot use this feature equal to your walking speed and can breathe
again until you have completed a short or long rest. underwater.
• While attuned to the staff, you
Hands of the Crafter gain the benefits of the freedom of
movement spell.
UNCOMMON Wondrous item
• The staff has 10 charges and regains
Hags crafted these sturdy leather gloves, which feature a 1d6+4 expended charges each
large cat’s eye embossed on the back. Sets of these gloves dawn.. While holding it you can use
would be given to artisans in exchange for the lives of their an action to expend one or more
children. Each time you put on these gloves, you experience charges to cast the following
a powerful memory of a loved one you have lost. spells, using your spell DC and
spell attack bonus: control
Effect water (4 charges), conjure
While you wear these gloves the time it takes to create
elemental (5 charges –
a nonmagical object is cut in half. Additionally, crafting
Water Elemental only),
the item only takes a third of the material costs normally
create or destroy water
required.
(1 charge per spell
level, up to 4th
Hanged Man’s Pardon level), ray of frost
COMMON Wondrous item, requires attunement (1 charge).
This simple leather pouch has been strung to a piece of
twine, presumably to be worn around a person’s neck.
Inside the pouch is a handful of dirt gathered from below
a hangman’s gallows.

Effect
The first time you fail a death saving throw while attuned
to this item, the pouch splits open, spilling its contents.
Instead of failing the saving throw, nothing happens. You
36
Hearthmead Hell’s Scream
UNCOMMON Potion VERY RARE Weapon (staff), requires attunement

This potion is kept in a curled drinking horn filled with a This long staff is carved out of a single piece of ebony,
glowing pale purple liquid. which has been polished smooth. The handle is shaped
into a gaping maw with a single black crystal set into it.
Effect
When you drink this potion during a short rest, you may Effect
restore an additional 1d4+2 hit points. The horn slowly This staff can be wielded as a magic quarterstaff that
refills, becoming completely full each morning at dawn. grants a +3 bonus to attack and damage rolls made with it.

Hedge’s Handy Herbal The staff has 10 charges. When you hit with a melee
attack using it, you can expend up to 3 of its charges. For
VERY RARE Wondrous item, requires attunement by a wizard,
sorcerer, or druid
each charge you expend, the target takes an extra 1d6
psychic damage as a scream emanates from the staff. The
This pouch of herbs once belonged to the arcanist/hermit
staff regains 1d6 + 4 expended charges daily at dawn. If
Hedge, who loved nothing more than his garden, his little
you expend the last charge, roll a d20. On a 1, the staff
cottage, and his quiet lifestyle. Hedge’s little house and his
becomes a non-magical quarterstaff.
garden have long since been lost to time, death, and decay
but some small part of his magic remains in the form of
his herb pouch, which he was never seen without. Hellfire Stone
UNCOMMON Wondrous item, requires attunement
Effect This dark red crystal seems to flicker like fire. If you listen
While you are attuned to the pouch, you may treat it as a carefully you can hear distant infernal whispers.
component pouch or druidic focus.
Effect
As an action you may reach into the bag and pull out a While you are attuned to this stone you can harness
herb of your choice. As a bonus action you or a creature the unholy fires of the Nine Hells. Three times per day,
within 5 feet may ingest the herb to gain the benefits of whenever you deal fire damage from a spell or ability, you
the associated spell at its lowest level for its full duration can add your Charisma modifier to the damage. The stone
(where relevant). Once you have used a herb, you must recharges after finishing a long rest.
use each remaining herb in the bag once before you may
use that herb again. Once you have taken three herbs from
the bag, the bag cannot be used again until the following
Hello World Shield
UNCOMMON
morning at dawn. Armor (shield), requires attunement

The face of this shield is adorned with hundreds of stars of


The following herbs can be found inside the pouch: various sizes.
• Bloodpurge. lesser restoration
• Bloodstaunch. spare the dying
Effect
While attuned to this
• Dathlil. protection from poison
shield, you gain a +1
• Fleshwort. false life
bonus to AC. This bonus
• Harlthorn. calm emotions
is in addition to the
• Nightlight. light
shield’s normal bonus
• Tansabra. feign death
to AC.
• Tatterskyre. sleep
• Tonandurr Bark. cure wounds (humans, gnomes, Curse
dwarves, halfling), no effect (elves), inflict wounds This shield is cursed.
(goblins, orcs) Attuning to it curses
• Vornduir [Roll a d6]. 1-2: cure wounds 3-4: haste 5-6: you until you are
blindness/deafness targeted by the remove
curse spell or similar magic.
You feel compelled to always have
the shield within 20 feet of you and
become distressed if it is beyond that distance.

37
In addition, once per day when you first make a melee Curse
attack against a hostile target, the shield casts the faerie When you put on this helm you are affected by its curse.
fire spell, targeting you and all creatures within a 20-foot The helm causes an overwhelming feeling of apathy. You
radius. Targeted creatures must make a DC 12 Dexterity have disadvantage on Charisma skill checks and saving
saving throw. On a failed save, the target is outlined by throws. Additionally you have a -2 modifier to initiative
blue, green or violet lights for 1 minute, and attacks made rolls. The helm can only be removed with a remove curse
against those creatures have advantage. spell or similar magic.

Hellrazor Helm of Forgotten Memories


UNCOMMON Weapon (sword), requires attunement VERY RARE Wondrous item, requires attunement

This is a single-edged longsword made from red colored This item is part of the Armor of Forgotten Heroes set.
steel. The sword has a vicious, spiked design and feels
as if it were balanced for a wielder that was not quite Effect
humanoid. The hilt is curved and wrapped in black While wearing this helm, the memories of hundreds of
leather, ending in a sharp hooked pommel. fallen warriors float through your consciousness, guiding
and teaching you. In addition, you have advantage on spell
Effect saving throws against any spells while you are within 5
You gain a +1 to attack and damage rolls made with this feet of the caster.
magical sword, and you deal an additional +1 slashing
damage to celestials and fiends. This helm has 3 charges, and it regains 1d3 expended charges
daily at dawn. While wearing the helm, you can use an action
While you are attuned to to expend 1 of its charges to cast one of the following spells:
this sword, you gain a +1 speak with dead, spare the dying, gentle repose.
to ability checks for
Charisma (Deception), Hood of the Falconer
Wisdom (Insight), RARE Wondrous item
and Charisma
This collared leather coif resembles a falconry hood. It covers
(Persuasion).
all of the face, with only a protruding beak to allow for a
small opening for the mouth. A leather cord adorned with
small brass bells can be tied around the back to keep the
hood on its wearer. Painted on the side is a scene of a falcon
sat calmly on a post, awaiting its master’s instructions.

Effect
When this hood is placed over the head of a creature, it
must make a DC 18 Wisdom saving throw. On a failed
save the creature becomes placid and calm as if they were
under the effects of the charm person spell. The creature
can repeat the saving throw once per minute during
combat, or once per hour outside combat.

Helm of Apathy Hu’i Wing


UNCOMMON Wondrous item, requires attunement
LEGENDARY Wondrous item
This magical helmet was created by a vampire spellcaster Known only in legends told by the Han of Koryo, this
named Lord Benjamin Adelman. His aim in life was to suck brazier was stolen from its original temple within the
out both the joy and blood from life. He fashioned this gaudy fortress beneath the city of Karak in Kara-Tur.
item to lure foolish souls into living a life full of apathy and
boredom. This ugly vampire lived in Neverwinter for many Effect
years and is believed to have left his helm there. While a fire burns in this golden brazier, you may perform
a ritual and speak the brazier’s command word, gaining
Effect the benefits of the foresight spell. You also see visions of an
While attuned to and wearing this helm, you are immune
event from the same year that has not come to pass of the
to fear.
38
DM’s choosing. These visions unfold When he arrived back in Suzail
from the perspective of someone to great acclaim, he wished to
present at the event. Once used have a weapon suitable to his
in this way, the brazier cannot be status made. It was a powerful
activated again for 72 hours. weapon; its blade was etched
with mighty runes of magic that
Subsequent use of the brazier invoked the powers of the storm,
reveals new aspects of the same and it cleaved through armor as
event, but each time from a different easily as a silken doublet.
perspective. Once the event has come
to pass, the brazier begins to show Alas, the magical artificer from
visions of a new event. whom Sir Jehanel commissioned the
sword was treated most dismissively
Humerus of St. Hildegaard by that great warrior and she vowed
UNCOMMON Weapon (club), requires attunement by
vengeance. Immediately after delivering
barbarian, cleric, fighter. or paladin the blade, she disappeared to the far south
This hefty bone has a comforting weight in your hand. and did not return.
You have the uncomfortable feeling that it once belonged
Weeks after receiving the sword, the barons of
to someone with absolutely no sense of humor.
the northern provinces sent emissaries to Sir
Jehanel, begging him to ride north and rid them
Effect
of a great green dragon. Sir Jehanel indeed rode
You have a +1 bonus to the attack rolls and damage rolls
forth, accompanied by his faithful squire Harry. A
you make with this weapon.
week after entering the wilderness, Harry staggered
Curse back to the Purple Dragon outpost from which he and his
A character attuned to the Humerus of St. Hildegaard gains master had set out, gravely wounded by acid.
the following personality trait — “I find myself becoming
Harry described his master being unmanned after he
irrationally angry when people make jokes or puns”.
dropped his sword. Sir Jehanel had just struck a mighty
blow with the sword, causing lightning to arc out of
Hush Money it and into the dragon’s body, when the sword slipped
RARE Wondrous item from the knight’s masterful fingers as though he was a
This gold coin appears to be an ordinary bit of currency bumbling page boy. Stunned, the mighty knight gaped
on the surface, but features a pair of lips with a finger held in astonishment as the dragon snapped him up in her
up to them as if shushing the viewer. Once used, the coin’s massive jaws and swallowed him, armor and all.
golden sheen fades to a dull silver color.
Sir Jehanel’s sword still finds its way into the hands of
Effect warriors from time to time, if only until it can be gotten
When this coin is tossed or flipped upwards and then rid of again.
caught, it casts the silence spell centered on itself.
The effect lasts up to 10 minutes, does not require Effect
concentration, and moves with the coin. As a bonus You gain a +1 bonus to attack and damage rolls made with
action, you can flip the coin again to end the effect of the this magic weapon. When you score a critical hit with this
spell immediately. Use of this item restores the following weapon, the target takes an extra 3d8 lightning damage
morning at dawn. and must succeed on a DC 15 Constitution saving throw
or be stunned until the end of your next turn.
Jehanel’s Folly Curse
LEGENDARY Weapon (longsword), requires attunement When you attune to this sword you are affected by its
Legend tells of a renowned knight, Sir Jehanel the Dragonheart, curse. While cursed, every time to make a successful
who rode around the Sea of Fallen Stars, performing deeds of attack roll with any weapon, you must make a DC 18
great renown. However, his was a haughty nature. Sir Jehanel Dexterity saving throw or drop your weapon into a space
was well aware of his fame and dealt arrogantly with all except 10 feet away from you. This curse can only be removed
the King and Royal Court of Cormyr. when you are targeted with the remove curse spell or
similar magic.

39
Key to the Heart 1d10
1
Area of Knowledge
Agriculture and Economics
VERY RARE Wondrous item, requires attunement
2 Animals and Creatures
This platinum key with a heart-shaped ruby embedded
3 Building and Crafting
in its bow is enchanted with magic to touch the hearts of
4 Health and Medicine
those you come into contact with.
5 History and Geography
Effect 6 Law and Judgements
While attuned to this item you become proficient in all 7 Magic and the Arcane
Charisma-based skills. If you are already proficient, then 8 Military and Combat
you instead gain expertise in those skills. You also make
9 Music and the Arts
all Charisma-based skill and ability checks with advantage
10 Religion and Worship
against non-hostile creatures.
Curse
When you cast a charm-based spell, it is treated as having The kiira do not waste time on fools. If you attempt to
been cast at a spell slot 1 level higher, the DC to resist attune to a gem and your Intelligence is less than 12, it will
your Charm-based spells gains a +2, and you can affect curse you with the feeblemind spell (DC 18).
creatures that are normally immune to magical charm
effects. When the spell’s effect ends, any affected creatures
do not know they were charmed by you. Instead, they feel
Kildirn’s Singing Stein
UNCOMMON Wondrous item
lingering feelings of friendship and have fond memories
of their experiences with you. This pint stein is cast in the likeness of Harradin Kildirn,
a famous bard and drunkard. His bawdry drinking songs
Kiira are still sung, sometimes bellowed, across the realm.
RARE Wondrous item, requires attunement
Effect
Created by the high elves, kiira are rainbow tourmaline When filled with an alcoholic beverage, the stein sings
that are sometimes referred to by non-elves as lore stones. some of Kildirn’s well-known tavern drinking songs. The
These gems are imbued with incredible knowledge and longer it is kept topped-up, the more rowdy and bawdy
sentience through complex rituals that are tightly guarded the songs become. It can be heard up to 500 feet away
by elven enchanters. These stones were originally created once it gets going.
as magical tutors for young elves, and some elven schools
still employ several of these relics as teachers or lecturers.
Kohl’vil
In centuries past, kiira were used in remote settlements ARTIFACT Weapon (greatsword), requires attunement
by a paladin
where it was difficult to access traditional elven
education. Stones recovered from ancient ruins are often In ages past, when ancient evils stalked the land, a
filled with outdated knowledge, having been hidden and Halruaan paladin by the name of Kohl’vil stood against
isolated for eons. the Red Hand of Doom. As the terrifying avatar of Tiamat
herself manifested in the lands of the River People of
Effect Halruaa that Kohl’vil had sworn to protect at any cost,
While holding a kiira, you can ask the gem any question, he rode out to meet her. Brandishing a simple silver
and it will answer to the best of its ability. Most kiira have greatsword, he fought side-by-side with his comrades
very narrow bands of knowledge and are considered to against her minions in order to defeat her in combat and
be experts in one area. Many are also familiar with major smite her down to the Abyss.
events in history and common facts, although this varies
As his allies were torn apart, he doggedly fought on.
between stones.
Focusing his faith into a single blow, he struck her in the
When a kiira is discovered, roll on the chart below to chest as all five heads reared up around him, unleashing a
determine the area where the it is most knowledgeable. mortal wound that succeeded in sending her back to the
depths of the Abyss. Alas, in a final act of spite, Tiamat
Sentience. Kiira are sentient lawful neutral gems with an breathed down upon the faithful hero, irradiating his body
Intelligence of 16, a Wisdom of 14, and a Charisma of 10. and trapping his soul within his sword so that it might
The stones can communicate telepathically to any creature never know peace in the company of his god.
holding them.

40
The sword lay dormant, but Kohl’vil’s spirit watched on. If you ever run from battle against
Despite thwarting Tiamat herself, her forces ravaged the an ancient chromatic dragon, or
riverlands of his people, wiping them from face of the Tiamat herself, you must make a
Material Plane. Enraged with remorse for failing to defend DC 18 Charisma saving throw. If
his people despite ending Tiamat, Kohl’vil watched and you succeed, suffer 5d6 psychic
lay in wait for Tiamat’s inevitable return, at which time damage and lose attunement to
he would reveal himself to a hero of the same conviction Kohl’vil (who will disappear into
and faith as his own. He would guide that hero into battle its pocket plane as soon as it is
against Tiamat, but this time to ensure that no innocents able). If you fail, your soul swaps
would suffer as he enacted his duty. places with Kohl’vil, who uses your
mortal coil to take the fight directly
Effect to its most hated enemy. Your soul
Kohl’vil is a magic, sentient greatsword that grants a +3 can only be restored to your body via
bonus to attack and damage rolls made with it. It deals 3d6 a wish spell.
slashing damage, and deals an extra 3d6 radiant damage
to dragons. It has no scabbard and is instead drawn from Oath of the River. Kohl’vil expects
and stowed in a pocket plane of its own creation. It cannot any paladin that aligns with it to seek
return to the pocket plane if Tiamat, Bahamut, Ahamkara and destroy all servants of Tiamat
or an ancient dragon are within one mile of it. in vengeance for the decimation she
wrought upon the River People of
Random Properties. Kohl’vil has the following random Halruaa. Any paladin that attunes to
properties: it is expected to uphold the following
tenets (some of which might already
• 2 minor beneficial properties align with their own Oath).
• 1 major beneficial property
• Be the Light. Be a glorious beacon
Spirit of Kohl’vil. You always have advantage on for all who live in despair. I let the
initiative rolls, even if something would cause you to have light of my courage and vengeance
disadvantage. You also gain an additional 2nd, 3rd, 4th shine forth in all my deeds.
and 5th level spell slot, if you have at least one spell slot • River to Your People. I share all of
of that level. You may only use these spell slots to cast my treasure with the common folk,
paladin spells or use them for Divine Smite. keeping only what I need to wage a
Protection. You gain a +2 bonus to your Armor Class crusade for myself.
whilst wielding Kohl’vil. • Fight the Greatest Evil. Faced with
a choice of fighting agents of Tiamat or combating a
Sentience. Kohl’vil is a sentient, Lawful Good weapon lesser evil, I choose the greater evil.
with an Intelligence of 15, a Wisdom of 14, and a • Duty. Be responsible for my actions and their
Charisma of 18. The weapon communicates telepathically consequences, and protect those entrusted to my care.
with its wielder and reads, speaks, and understands
Common and Draconic. Destroying the Sword. Kohl’vil can only be destroyed in
three ways.
Spells. Kohl’vil has 3 charges, which restore each day at
dawn upon recital of the Oaths of the River. While the • By the combined breath weapons of ancient red, green,
sword is on your person, you can use your reaction to blue, black and white dragons breathing in unison
expend a charge and cast absorb elements or shield. whilst the sword lays upon the altar at Tiamat’s Temple.
• By the combined breath weapons of ancient copper,
Personality. The sword’s purpose is to bring ruin to bronze, silver, brass and gold dragons breathing
Tiamat and all her spawn, banishing them forever to the in unison whilst the sword lays upon the altar at
Abyss, but it abhors all evils only slightly less. Bahamut’s Temple in the Spine of the World.
• By the combined breath weapons of ancient amethyst,
Whilst you pursue such causes and uphold the Oath of the emerald, topaz, sapphire and ruby dragons whilst
River, it will bellow its approval of your deeds. Fail to do the sword lays upon the altar at Ahamkara’s Temple
so, and it might just remain in its pocket plane until you beneath the Material Plane.
demonstrate your commitment to its cause, or at the very
least it chastises you for your apparent lack of conviction.

41
Lantern Helmet points equal to the damage dealt. The gem exerts no
control over the victim otherwise, but you know the
COMMON Wondrous item
direction and distance to the emerald at all times. If the
This hard pith helmet is fashioned with a 3-inch cylinder emerald crosses into another plane, you know which one.
centered just above the brow.
Extraction. A greater restoration spell can be used to eject
Effect the gem. A skilled physician can also remove the gem with
A continual flame spell is cast inside the cylinder, emitting a successful DC 17 Wisdom (Medicine) check, but the
a 30-foot cone of white light while the cylinder cap is patient suffers 4d10 piercing damage with each attempt.
removed. You can use a bonus action to adjust the piece
of pith covering the cylinder, reducing the size of the cone Life Drain
down to 10 feet or turning it off completely. RARE Weapon (any sword), requires attunement

This is a short black blade with one edge, a black leather hilt,
Lantern of the Morning and a chain from which a sharpened purple crystal hangs.
Lord Effect
UNCOMMON Wondrous item
This sword has 3 charges, and all 3 charges restore each
These undead-destroying lanterns were created by the morning at dawn. As a bonus action you can speak the
clerics of Lathander, the Morning Lord. They are infused sword’s command word and expend one charge to activate
with his divine magic, giving them the ability to turn the purple crystal, which stabs into you and drains a little
undead. The lanterns are often adorned with silver or gold of your blood. Roll one hit die. You suffer damage equal
filigree and occasionally with scripture. to that roll, and gain +10 on your next damage roll made
with this weapon.
Effect
Once per day as an action, you may speak the lantern’s
command word to use its Destroy Undead ability. Any Lightning Surge
undead creatures within 30 feet of the lantern must VERY RARE Weapon (any spear or sword), requires attunement

make a DC 20 Wisdom saving throw. On a failed save Electricity arcs along the bladed edge of this weapon and
any undead creatures of CR 3 or lower are permanently the distant sounds of thunder crashing can be heard while
destroyed and cannot be reanimated or resurrected. wielding it.

Any remaining undead creatures must use their turns to Effect


move as far away from the lantern as it can, and cannot While attuned to this weapon, you
willingly move to a space within 30 feet of the lantern. For have advantage on initiative
their actions, any undead creatures can use only the Dash rolls. When you hit with an
action or try to escape from an effect that prevents it from attack using this weapon, the
moving. If there’s nowhere to move, the creature can use target takes an additional
the Dodge action. 1d6 lightning damage.
If you attack a target
Leacher’s Emerald wearing armor made
RARE Wondrous item, requires attunement

This green emerald is an ancient relic that was imbued


with necrotic energy by an evil necromancer.

Effect
Once attuned, you can attempt to magically implant the
emerald into the chest of any living creature. If the target
is unwilling, you must win a contested grapple check with
the target to implant the emerald.

The emerald has 2 charges and regains all of its charges


daily at dawn. As an action you can expend one of the
charges and command the emerald to deal 3d6 necrotic
damage to the creature it is implanted in, regaining hit
42
of metal, you deal an additional 2d6 lightning damage Effect
instead. On a successful attack, a surge of electricity The loaded dice have up to 6 charges and regain 1d6
sheds bright light in a 10-foot radius and dim light for an charges seven days after the first use. After you make an
additional 10 feet until the start of your next turn. You can ability check, attack roll, or saving throw, but before the DM
speak the sword’s command word as an action, channeling declares whether it was a success or failure, you may expend
a bolt of lightning in a line 100 feet long and 5 feet wide 1 charge to reroll.
from you in a direction you choose. Each creature in
the line must make a DC 17 Dexterity saving throw. A If these dice are used to play a dice game, you have
creature takes 8d6 lightning damage on a failed save, or advantage on any ability check made to determine the
half as much damage on a successful one. Once you use winner of the game.
this feature, you cannot use it again until the following
morning at dawn. Locking Plates
RARE Armor (plate)
Llewyrrian Blinders This set of mechanical, heavy plate armor has been
UNCOMMON Wondrous item, requires attunement engineered with several curious mechanisms underlying
These enchanted blinders were crafted by the warriors the sheets of silvery steel. It repels liquid and seemingly
of the Llewyrr elves to calm their animal companions in can’t get wet.
the heat of battle. Since the Llewyrr have retreated into
the ancient elven kingdom of Synnoria in the Moonshae Effect
isles, these blinders have become increasingly uncommon. The hydrophobic cover of this armor grants you resistance
When discovered, many might overlook the blinder’s to acid damage. As a reaction, you may activate or
magical power. deactivate the mechanism in the armor. When activated,
the steel plates extend and cover your entire body. You
Effect gain +4 AC, immunity to piercing and slashing damage,
Once you place these over your animal companion’s your movement is reduced to 0, and you can’t be knocked
eyes, they gain Advantage on all saves against becoming prone or forcefully moved. When the armor is activated,
frightened, charmed, or petrified. you are restrained and incapacitated (except for the
purposes of deactivating the armor).
Loaded Dice
VERY RARE Wondrous item, requires attunement
Logbow
UNCOMMON Weapon (longbow)
This set of six sided dice are indistinguishable from
mundane dice but have been blessed with good fortune. When you describe what you want to the artificer, make
Years ago, a common thief performed a great deed for a absolutely sure you spell everything correctly. They are
demigod of chance. The thief was gifted with loaded dice very, very literal people, and never, ever give refunds.
that she quickly used to gamble herself to great wealth.
With her newfound fortune, the thief opened a highly Effect
successful casino. Attack rolls with this magic weapon are made with
disadvantage. When you attack using the Logbow, your
These days the thief has distanced arrow transforms into a log 8 inches in diameter with a
herself from her underworld length equal to the arrow you
contacts which has lent fired. On a hit, the log deals
an air of legitimacy 2d8 bludgeoning damage and,
to her establishment, if your target is a creature of
however, this has Medium size or smaller, it
emboldened high must make a successful DC
ranking members of 12 Strength saving throw or
the thieves’ guild to be stunned until the end of its
consider her casino as the target of a heist. Adventurers next turn.
in your campaign might recover the loaded dice from the
thieves’ guild. The casino owner is unlikely to willingly
hand over the source of her fortune to anyone unless she
owed the individual her life or fell in love with them.

43
Longshot Luminaria (Lightsong)
RARE Weapon (longbow), requires attunement ARTIFACT Weapon (morningstar), requires attunement by a non-
fiend/non-undead creature of good alignment
This remarkable bow has been passed down from hunter
to hunter throughout the generations and is capable of Luminaria is a feminine, sentient morningstar infused
firing an arrow as far as the eye can see. Legend has it with divine energy and created in a celestial forge on
that the bow was forged by an archfey, who offered it to a Mount Celestia, designed to eradicate fiends and undead
huntress in return for her hand in marriage. creatures from existence. Her name translates to Lightsong
and was named such because when she illuminates, the
Effect faint sound of heavenly female vocal harmonies can be
You gain a +1 bonus to attack and damage rolls made heard emanating from her fiery radiance. Luminaria is
with this magic weapon. In addition, the bow’s maximum not a typical morningstar, she has the versatile property
range is as far as you can see, and range never imposes and can be wielded with one or two hands, dealing 1d4
disadvantage on the attack roll. bludgeoning and 1d4 piercing damage (one-handed),
or 1d6 bludgeoning and 1d6 piercing (two-handed) on
Lot #184 a successful melee hit. If the target is a fiend or undead,
Luminaria gains advantage on all attack rolls against them,
UNCOMMON Weapon (handaxe and hand crossbow)
and her damage die increases to 1d6 and 1d8 respectively.
Sold at one of the auction houses in the city of Waterdeep
with at least 183 other items, this weapon is the Luminaria’s Base Weapon Damage Table
unnecessary fusion of a handaxe and a hand crossbow. Weapon Damage Damage Type
Both weapons would undoubtedly be quite useful in their Morningstar
own right, but the craftsmanship is somewhat tarnished One-Handed 2d4 1d4 bludgeoning, 1d4 piercing
by the rivets binding the two together. Whoever the Two-Handed 2d6 1d6 bludgeoning, 1d6 piercing
inventor was who created these items, one would hope Critical Hit Divine Radiance +4d6 radiant on failed
they have found a new career in the days since. DC 17 Constitution save
One-Handed 4d4 2d4 bludgeoning, 2d4 piercing
Effect Two-Handed 4d6 2d6 bludgeoning, 2d6 piercing
This weapon has the statistics of both a handaxe and a
vs. Fiends/Undead
hand crossbow and can be wielded in one hand. You
must have proficiency with both weapons in order to One-Handed 2d6 1d6 bludgeoning, 1d6 piercing
wield it. You gain a +1 bonus to attacks and damage with Two-Handed 2d8 1d8 bludgeoning, 1d8 piercing
this weapon, but have disadvantage when attempting to Critical Hit Divine Radiance +4d6 radiant on failed
throw it. DC 17 Constitution save
One-Handed 4d6 2d6 bludgeoning, 2d6 piercing
Louqui’s Luck Two-Handed 4d8 2d8 bludgeoning, 2d8 piercing
UNCOMMON Wondrous item

Bodai Louqui was a mischevious prophet of Tymora, Luminaria’s Holy Flame Weapon Damage Table
goddess of chance. This twenty sided dice is blank save
Holy Flame Weapon Damage Damage Type
for a depiction of the rising sun on one side and a cracked Morningstar
skull on another. It is uncertain whether these dice were
One-Handed 2d4 + 2d6 1d4 bludgeoning, 1d4 piercing,
created by Louqui himself or a particularly malicious 1d6 fire, 1d6 radiant
servant, but they have caused a lot of trouble in their time.
Two-Handed 2d6 + 2d6 1d6 bludgeoning, 1d6 piercing,
1d6 fire, 1d6 radiant
Effect Critical Hit Divine Radiance +4d6 Radiant on failed
As an action, you can roll this dice to activate it’s magical DC 17 Constitution save
abilities. Roll a d20. On a 20, you gain all the benefits
One-Handed 4d4 + 4d6 2d4 bludgeoning, 2d4 piercing,
of a long rest. On a 1, you immediately drop to 0 hit 2d6 fire, 2d6 radiant
points, lose any unspent hit dice, and are considered to be
Two-Handed 4d6 + 4d6 2d6 bludgeoning, 2d6 piercing,
dying. This item cannot be used again until the following 2d6 fire, 2d6 radiant
morning at dawn.
vs. Fiends/Undead
One-Handed 2d6 + 4d6 1d6 bludgeoning, 1d6 piercing,
1d6 fire, 3d6 radiant

44
Two-Handed 2d8 + 4d6 1d8 bludgeoning, 1d8 piercing,
1d6 fire, 3d6 radiant
Critical Hit Divine Radiance +4d6 radiant on failed
DC 17 Constitution save
One-Handed 4d6 + 8d6 2d6 bludgeoning, 2d6 piercing,
2d6 fire, 6d6 radiant
Two-Handed 4d8 + 8d6 2d8 bludgeoning, 2d8 piercing,
2d6 fire, 6d6 radiant

Effect
While attuned to this weapon, you gain the following
benefits:

Multiattack. While attacking with Luminaria, you can


make one extra melee weapon attack when you take the
attack action. This attack is made in addition to any other
attacks you may receive from the Extra Attack class ability.

Magic Resistance. You have advantage on saving throws


against spells and other magical effects.

Damage Resistances. You are resistant to radiant damage.

Condition Immunities. You cannot be charmed,


exhausted, or frightened.

Divine Inspiration. Luminaria is constantly pulsing with


divine energy. As an action, you can cast the guidance or
resistance cantrips at will.

Divine Radiance. On a critical hit, Luminaria flares with


a bright flash of light in a 40-foot radius and dim light
for an additional 40 feet. Each creature of your choice
that can be seen within 10 feet of you must succeed on
a DC 17 Constitution saving throw or take 4d6 radiant
damage and be blinded. A creature blinded by this attack
can repeat the saving throw at the end of each of its turns,
ending the effect on a success. If the targets are fiend or
undead creatures, they must also make a DC 17 Wisdom
word again or until you drop or stow Luminaria.
saving throw or become frightened of you until the end of
your next turn. When you hit a fiend or an undead creature with
Luminaria while she is illuminated, that creature takes
Illuminating Radiance. As a bonus action, you may speak
an additional 2d6 radiant damage. If the target has 25
Luminaria’s command word to transform her into a Holy
hit points or less after taking this radiant damage, it
Flame Weapon, causing fiery radiant energy to erupt from
must succeed on a DC 17 Wisdom saving throw or be
her head. This fiery radiance sheds bright light in a 20-
destroyed. On a successful save, the creature becomes
foot radius and dim light for an additional 20 feet.
frightened of you for 1 minute. While it is frightened
While Luminaria is illuminated, a faint sound of heavenly in this way, a creature must spend its turns trying to
female vocal harmonies can be heard. All allies within move as far away from you as it can, and it can’t willingly
her 20-foot radius of bright light that can hear these vocal move to a space within 30 feet of you. It also can’t take
harmonies receive maximum healing from spells, effects, reactions. For its action, it can use only the Dash action
and expended hit dice. On a successful melee attack, or try to escape from an effect that prevents it from
Luminaria deals an extra 1d6 fire damage and 1d6 radiant moving. If it has nowhere it can move, the creature can
damage to any target she hits. The fiery radiant energy use the Dodge action. At the end of each of its turns, a
lasts until you use a bonus action to speak the command creature can repeat the saving throw, ending the effect on
itself on a success.
45
Divine Sense. As an action you can cast the detect evil personality and is incapable of straying from the path of
and good spell at will. Additionally, you can cast the law and good. She will slay evil creatures without remorse,
dispel evil and good spell 3 times per day, restoring uses and feels she is never mistaken in her judgements. This
after a long rest. quality gives off a sense of superiority in her, which is
shown when her will conflicts with goals of others. She
Healing Touch. As an action you can touch another always speaks to her wielder in a respectful and courteous
creature, causing it to magically regain 4d8+2 hit points. tone, but is far from being a pushover. She is here to aid
It is also freed from any curse, disease, poison, blindness, mortals, not serve them.
or deafness.
If Luminaria feels you are regularly straying from the divine
This ability can be used 3 times per day, restoring uses path of law and good, she will give you warnings through
after a long rest. telepathic communication. She does not want to have any
Raise Dead. Once per day, you can cast the raise dead part of assisting in acts she feels go against her divine nature
spell. This ability recharges upon the completion of a long and will try to persuade you to do the right thing.
rest.
Lyre of Building
Radiant Bolt (Recharge 5-6). As an action you can make VERY RARE Wondrous item, requires attunement by a bard
a ranged spell attack against the target with a +9 to the
This magical lyre is made of gold inlaid with a variety of
attack roll, causing a flash of light to streak towards a
gemstones and it is strung with pegasus gut strings. The
creature of your choice within 120 feet. On a hit, the target
history of these items is somewhat unknown, but most
takes 4d6 radiant damage, and the next attack roll made
believe that they came from a collaboration between the
against this target before the end of your next turn has
dwarves and rock gnomes. Although only a few of these
advantage, thanks to the mystical dim light left glittering
items exist, all of them have storied histories relating to
on the target.
the castles and keeps they have been used to build.
This ability recharges on the roll of a 5 or 6 on a 1d6 and
upon completion of a short or long rest. If you have 1st Effect
level spell slots or greater, you can use them to activate 5 times per day, you can
this spell-like ability again, and cast it at a higher level use a reaction to play
similar to the guiding bolt spell. a specific sequence of
chords that negates
Radiant Blast (Recharge 6). As an action, you create a one attack against an
bright streak of light to a point you choose within 150 feet, inanimate object
which erupts into an explosion of fiery radiance. Each that you can see
creature in a 20-foot-radius sphere centered on that point within 60 feet.
must make a DC 17 Dexterity saving throw. A target takes The lyre can
4d6 fire and 4d6 radiant damage on a failed save, or half negate effects
as much damage on a successful one. The fiery radiance such as attacks
spreads around corners. It ignites flammable objects in the from siege
area that aren’t being worn or carried. weapons, the
effects of a horn
This ability recharges on the roll of a 6 on a 1d6 and upon of blasting, or
completion of a short or long rest. If you have 3rd level a disintegrate
spell slots or greater, you can use them to activate this spell. Uses of
spell-like ability again, and cast it at a higher level similar this ability restore the
to the fireball spell. following morning at dawn.
Sentience. Luminaria is a sentient lawful good The lyre can also be used to build structures. Once a
morningstar with an Intelligence of 17, a Wisdom of 20, week, you can attempt a DC 20 Charisma (Performance)
and a Charisma of 20. She has hearing and darkvision out check to play the lyre for thirty minutes, producing arcane
to a range of 120 feet. She can speak and understand all chords that magically construct buildings, mines, tunnels
languages, and can communicate telepathically up to a or ditches while the lyre is being played. This effect is
range of 120 feet. Her voice is divine and melodic. equal to the work of 100 humans labouring for three days.
Personality. Luminaria has many angelic qualities to her

46
Magic Magnifier Manual: About the Art of
RARE Wondrous item
Fighting, Volumes I to VI
This is a six-inch diameter magnifying glass held in a ring RARE Wondrous item
of brass attached to a six-inch wooden handle.
About the Art of Fighting is a series of heavy tomes bound
in thick leather, their corners reinforced with heavy steel
Effect
fittings. The pages are relatively rough parchment, to better
This item is cursed.
withstand time and use, written in the clear handwriting of
Curse a dwarf. Each volume is lavishly illustrated with diagrams of
When you touch this magnifying glass you are affected by stances and guards, bearing the images of differently armed
its curse. You believe that this magnifying glass helps you warriors of great renown on their first pages.
locate clues and secret passages. Whenever you perform a
Wisdom (Perception) or Intelligence (Investigation) check Effect
you must bring the magnifying glass to your eye or have These magical manuals contain the necessary excercises
disadvantage on the roll. and teachings to quickly gain a Fighting Style. If you spend
48 hours over a period of 6 days or fewer studying a book’s
In addition, you will always keep the magnifying glass contents and practicing its guidelines, you permanently
in your possession and you will not want to give it away, obtain the specified Fighting Style feature. The manual then
sell it, or leave it. The curse remains in effect until you are loses its magic, but regains it in thirty years.
targeted by the remove curse spell or similar magic.
d6 Fighting Style

Manacles of the Mundane 1 Defense

RARE 2 Protection
Wondrous item
3 Duelling
These heavy iron manacles are a dull grey with no sheen.
They are linked by a very short chain and have no visible 4 Archery
locking mechanism. 5 Two-weapons
6 Great Weapon
Effect
While both wrists
are bound by these
manacles, you are under
an effect similar to the
geas spell that forces you
to refrain from casting
spells or cantrips. The
manacles can only be
removed by speaking
their command word.

Mantle of the Mage


RARE Wondrous item, requires attunement by a spellcaster

This nearly invisible cloak shimmers like starlight reflected


in a slow moving river. The mastery of countless wizards is
woven into each thread.

Effect
You gain a +2 to spell attack rolls and your spell save DC.
Additionally, once per day, as a bonus action you may use
the mantle to grant advantage to your next spell attack roll
or force a creature you have targeted with a spell to make
its saving throw with disadvantage. This ability recharges
at dawn of the next day.

47
Manual: About the Clashing of d20 Volume
1 I, Of Culling and Clashing
Weapon
Battleaxe
Steel, Volumes I to XX 2 II, Of Gravity and Graves Flail
UNCOMMON Wondrous item 3 III, Of the Gaudy and the Gallant Glaive
Of the many hundreds of treatises on the usage of 4 IV, Of Cleaving and Crushing Greataxe
weapons, About the Clashing of Steel is perhaps most 5 V, Of Whirling and Weaving Greatsword
peculiar for its sheer mass and that the only thing known
6 VI, On How to Disembowel a Knight Halberd
of the author was that they were human. The author’s
name has since been lost to the sands of time, although 7 VII, Of Chopping and Splitting Handaxe
the legend and heft of their literary task, as well as the 8 VIII, A Knight’s Guide to Mounted Mayhem Lance
lengths they went to accomplish it, is well known between 9 IX, A Gentleman’s Weapon Longsword
scholars. It is said that after a life as a mercenary and an 10 X, Of Mashing and Mangling Mace
adventurer, they set out to teach their extensive knowledge 11 XI, Of Hammers and Nails Maul
of all weapons in parchment form, asking to be killed and
12 XII, A New Star Arises Morningstar
resurrected as an undead so they could have enough time
to write what would take many lifetimes. 13 XIII, Of Cavalry’s Worst Nightmare Pike
14 XIV, Of Armors and Joints Rapier
A complete collection of all twenty volumes is extremely 15 XV, The Noble Art of Drawing a Cut Scimitar
rare and usually found only in academies, with one or
16 XVI, Of Close Quarters Personal Defense Shortsword
two copies often owned by private collectors. Copies of
17 XVII, The Showoff’s Guide to Quick Success Trident
the manuals have no standard style, but they are often
coverless and kept in glass cases or watertight satchels, 18 XVII, A Knight’s Worst Nightmare Warpick
each bearing an armored grim reaper wielding the 19 IXX, An Armiger’s Best Friend Warhammer
weapon relevant to the individual volume. Some legends 20 XX, The Showoff’s Guide to a Quick Grave Whip
say the original copy’s parchment was from the author’s
enemies, made using their flayed and tanned hides.
Manual: Armorer’s Guide to
Effect
This manual contains the necessary exercises and
Survival
RARE Wondrous item
teachings to gain proficiency with one martial weapon,
chosen by the DM from the table below. After use, the The Armorer’s Guide to Survival is the seminal work in
manual then loses its magic for three decades. military study dealing with pitched battles and sieges. It
contains a staggering wealth of experience, with dozens
If found as a set, the collection counts as Very Rare for the of quartermasters, armorers, and blacksmiths from across
purposes of awarded treasure. the lands, both faithful and lay, contributing to the four
revered volumes.

Within its hallowed pages, countless hundreds of fighters,


soldiers, knights, and squires have found detailed
teachings on the use, workings, and maintenance of all
kinds of armors and shields, both on the battlefield and in
peacetime.

The Guide is a brick-like collection of four, heavy-set


volumes, bound in leather-wrapped wood panels, with
the most expensive editions featuring a wood case for
storage and transport. Its pages are printed on magically-
hardened paper so they do not fade away easily. The oldest
known edition still has all of its original pages, with its
content crystal clear even after centuries.

Each volume bears not just text, but detailed diagrams


of the many suits of armor’s weaknesses and strengths,
alongside notes detailing their crafting.

48
Effect
This manual contains the necessary exercises and
Maximus’s Broom of Sweeping
COMMON Wondrous item
teachings to become proficient with one kind of armor or
shields, randomly determined or chosen by the DM. After This broom once belonged to a fastidious halfling wizard
use, the manual loses its magic for two decades. named Maximus who was very particular about how
his laboratory was kept. Rather than practicing his
d4 Proficiency magic, Maximus spent his days organizing his things,
1 Light Armor ensuring everything was “just so”. Eventually, after much
2 Medium Armor procrastinating, he created this broom to help him keep
3 Heavy Armor things organized.
4 Shields
Effect
As an action you can command the broom to clean and
Mask of Truth organise an area by saying “sweep”. The broom will begin
UNCOMMON Wondrous item
to tidy the surrounding area, removing dust, grime, and
other unpleasant substances. If the broom is cleaning an
This mask is painted with a red face that has a single large
area you are familiar with, it will magically tidy it to your
gold eye in the center.
liking. If you are not familiar with the area, the broom will
tidy and organise items in the most efficient way possible.
Effect
The mask has 3 charges and regains 1d3 expended charges The broom continues to clean until everything is tidied
daily at dawn. While wearing it, you can use an action and away or until it is commanded to stop by saying “all done!”
expend 1 charge to cast the zone of truth spell (save DC 13) The broom can clean and organise a 5 foot square cube
in a 15-foot cone that emerges from the mouth of the mask. every round. It cannot mend broken items within the area.

Message Mirror
UNCOMMON Wondrous item

These mirrors, mostly used by politicians, nobles, and


especially well equipped thieves and spies, can carry a
projection of your face and voice to a
person of your choosing.

Effect
You may record a
message in the mirror
of up to 50 words,
over a period as long
as 5 minutes. You must imagine the face of a person
you know while you are recording the message. The
message is triggered by reflecting the face of the person
you imagined. Another message cannot be recorded on
the mirror until the current message is triggered and the
mirror can hold only one message at a time.

Metrigash
RARE Wondrous item, requires attunement

Wood elf communities are known to craft these items to


allow short bursts of flight while making long journeys in
their woodlands.

Effect
While you wear the metrigash, you have a flying speed
equal to your walking speed. You can use this backpack

49
to fly for up to 10 minutes, all at once or in several shorter Effect
flights, each time using a minimum of 1 minute from the This item acts as a normal
duration. If you are flying when the duration expires, you bullseye lantern, but can be
descend at a rate of 30 feet per round until you land. The activated with a bonus
metrigash regains 1 minute of flying capability for every 4 action to throw dazzling
hours it is not in use. multicolored lights
in a 15 ft. cone. Any
Minsc’s Magnificent Miniature creature in that cone
must make a DC 10
Menagerie Constitution saving
UNCOMMON Wondrous item, requires attunement throw or be blinded
“Go for the eyes, Boo? It has eleven of them, do you think it’s for one minute. At the
seen us?” end of each of it’s turns
—Minsc a blinded creature can
make another saving
Effect. throw. On a success the effect ends for that creature.
This unevenly hewn wooden cube has several differing
portraits of a hamster roughly etched into its facings,
each with glowing pieces of malachite for eyes. It has 6 Necklace of Missals
charges when discovered by you and the charges cannot UNCOMMON Wondrous item

be restored after use. No sage is entirely sure what caused these curious items to
be made. Some ascribe it to a misspelling in an artificer’s
Once per day when you make an attack roll, ability check, contract. One popular theory is they were made by priests
or saving throw you can expend a charge to cause a of Mask or Tymora and given as gifts to unsuspecting
spectral space hamster to emerge from one of the cube’s associates simply for the pleasure of watching the surprise
facings to assist you, allowing you to reroll the dice. You when a necklace of missals was first used.
can choose to expend the charge after you roll the die, but
before the outcome is determined. Effect
If you choose to end your attunement with this item and This necklace has 1d6+3 beads hanging from it. You can
another character attunes to it, the cube will have the use an action to detach a bead and throw it up to 60 feet
same number of charges remaining. Whenever a charge is away. When it is thrown, the bead magically transforms
used, the glow of the malachite from the hamster’s eyes on into a heavy prayerbook. When the book reaches the end
one portrait fade. of its trajectory, it explodes into a shower of glitter and
confetti filling a 10-foot radius sphere.
When the last charge is used, the cube unfolds and reveals
a spectral space hamster, and you are no longer attuned Creatures within the area of effect must make a successful
to the cube. The spectral space hamster joins you as a pet DC 15 Dexterity saving throw or be blinded until the
that you can play and interact with (they’re especially fond beginning of your next turn, or it leaves the area of effect.
of answering philosophical questions on the nature of the Creatures within the area of effect have concealment.
multiverse), but otherwise has no function. If it somehow
becomes the target of an attack, it will hide in a pocket Necklace of Readiness
plane before re-emerging when the coast has cleared. As RARE Wondrous item, requires attunement
a spectral space hamster, it requires no sustenance and This necklace is a light chain made of tempered glass
doesn’t breathe. encasing a light brown liquid within each link. It seems to
vibrate with energy around the neck of those who attune
Mummer’s Lantern to it. These necklaces were originally designed for couriers
UNCOMMON Wondrous item so they could rest as little as possible.
This flamboyantly patterned lantern was initially created
by charlatan theatre troupes to make a grand and
Effect
While attuned to this necklace you may choose to move to
mysterious exit from their audience while making off with
the top of the initiative order in the first round of combat as
pickpocketed items. Adventurers have found a secondary
long as you are not surprised. When this ability is used, you
use for it, utilizing it to turn the tide when ambushed by
may also dash as a bonus action on your first turn. If you
dark dwelling creatures.
use this necklace multiple times between long rests, you
50
suffer 1 point of exhaustion for each use beyond the first.
Necrosis Sanctum
ARTIFACT
Necklace of Thirst
Wondrous item, requires attunement

UNCOMMON
Created from the remains of a lich’s destroyed phylactery,
Wondrous item
the Necrosis Sanctum appears like a black crystal shaped
“Sieges are no different to the open field of combat; it is not and sized like a human heart. The gem was once a crystal
the mightiest warrior who wins, but the cleverest.” that contained the essence of Kharick Sha’zi, a lich of great
—Alcalá the Twisted power. After he was destroyed by a group of adventurers
Many moons ago, when conflict was commonplace and and his phylactery sundered, the shards of the crystal were
alliances unsteady, the great walled cities of the south gathered by the party’s wizard.
stockpiled supplies in order to hold off invaders during
sieges. Barrels of fresh water, dried meats, and bags of The scattered
flour were traditionally safely stored behind sturdy walls. essence of the
The goblin forces found a unique way to circumvent such lich still clung
precautions thanks to Alcalá the Twisted, the gnarled to the shards,
enchanter who bestowed their general with the power to whispering
turn water to dust. They used it to great effect on the stoic corruptive
defenders of the frontier outposts, forcing them to choose musings
between thirst or conflict. into the
wizard’s mind.
Effect Eventually
When found, the necklace of thirst will contain 1d6+2 curiosity and a
chalky beads. As an action you can crush a bead to desire for power
destroy water as if you had cast the create or destroy befell the mage
water transmutation spell. You can turn up to 20 gallons and she decided
of water within a range of 50 feet into dust. Only visible to reconstruct the
water or visible water vessels, such as barrels or flasks, gem, wondering
can be targeted. If liquid other than water, such as beer if the soul was
or wine, is targeted then the water within it is evaporated, still reachable and
ruining it. Enchanted or magical liquid, such as potions, if lessons could be
are unaffected by the necklace as well as magical beings learned from the once
composed of water, such as Water elementals. powerful wizard.

If you are dealt any bludgeoning damage, or you are Many years of research and toil followed and finally the
successfully grappled, you must make a DC 10 Dexterity gem was reconstructed. The gem took on the shape of
check. On a failed check, 1d4 beads are a human heart, said to be an exact replica of the mage’s
permanently destroyed without heart who reconstructed it.
activating their magical As the last sliver was added, a sickness came over the
effect. mage. The heart-shaped crystal turned black and the body
of the mage withered and died. Her magical power was
infused into the gem and the combination of the lich and
new life seemed to awaken it.

Those who wield this crystal gain the use of necromantic


magic, and they can control undead creatures en masse. It
is said that those who are in possession of the crystal can
sometimes hear the whisperings of a malevolent spirit or
the far off sounds of two battling spellcasters.

Effect
While attuned to this item, you gain the following benefits:

Random Properties. The Necrosis Sanctum has the


following random properties:

51
• 1 minor beneficial property
• 2 minor detrimental properties
Nullmagic Shield
UNCOMMON Armor (shield)
Spells. The Necrosis Sanctum has 5 charges and regains This shield appears well-constructed, but otherwise
1d4 charges daily at dawn. While holding it, you can use ordinary.
an action to expend one or more of its charges to cast one
of the following spells (save DC 18) from it: chill touch (0 Effect.
charges); animate dead (1 charge); bestow curse (1 charge); This shield cannot be the target of magical spells of effects.
blight (2 charges) speak with dead (1 charge); vampiric For example, divination spells cast on the shield such as
touch (1 charge). identify or locate object will fail. It can’t be moved by direct
magical means such as mage hand or wind wall, nor can
Control Undead. As an action, the wielder of the Necrosis a conjured creature move it. It cannot be carried across a
Sanctum can target an undead creature that they can see planar portal, put into an extradimensional space, and will
within 30 feet. The target must make a DC 18 Wisdom be left behind if you teleport.
saving throw. On a failed save the target must obey your
commands for the next 24 hours, or until you willingly end Additionally, once per long rest, you can use the shield
the control or the crystal is removed from your possession. to gain advantage on a saving throw against a spell’s
effects, or to impose disadvantage on a spell attack roll
The number of undead you can have under you control is that targets you.
based on the following:

Maximum Number of Undead Controlled by CR Nyoom


Undead Example Creatures Max Number at LEGENDARY Staff, requires attunement
CR One Time Legend holds that this staff was once a simple broom
¼ Zombie/Skeleton 20 enchanted with the ability to fly, but was changed forever
½ Shadow /Skeletal Warhorse 14 by the young woman who found it. The love and magic
1 Spectre/Ghoul 10 of the original owner of Nyoom seeped into
2 Ogre Zombie/Ghast/Minotaur Skelton/Will-o’-Wisp 8
its very core and soon it began to grow
until its power changed it into the staff it
3 Wight/Mummy 5
is today. The legend goes on to say that
4 Ghost 4 the original owner freed it into the world
5 Wraith/Vampire Spawn 3 so that it could help others as it helped
13 Vampire 1 her: keeping the adventurer who found it
15 Mummy Lord 1 safe so they could return home to the ones
they loved.

Noisy Cricket Upon one end is woodwork done in the


VERY RARE Wand, requires attunement style of twisting vines, at its heart is a ruby
red crystal rose. The other end bears a
This tiny wand is the size of a toothpick, but darker in
gem that seems to shift between blue and
color.
green depending on the light. Nyoom
always smells vaguely of roses and a soft
Effect
summer breeze. Carved upon the shaft
This wand has 3 charges and regains
of the staff seems to be a prayer written
1d3 charges at dawn each day.
in Sylvan. “Give me strength to keep us
When activated, it
safe. Give me wisdom to see us home.
fires a 25 foot cone of
Give me a tune to sing of our glory.”
energy. Any creatures
in the area of effect
must make a DC 18
Effect
This staff can be wielded as a magic
Dexterity saving throw or take 6d8
quarterstaff that grants a +2 bonus to
force damage, saving for half damage.
attack and damage rolls made with
You must also make a DC 15 Strength
it. While you hold it, you also gain a
saving throw or be knocked prone as
+2 bonus to spell attack rolls and to
well from the recoil.
your spell save DC.

52
Give Me Wings. Using a bonus action, you can stand Effect
astride the staff and speak the command words, causing When these crystals are touched by another magical item,
the staff to hover beneath you. It can then be ridden in they immediately nullify all magical effects around them
the air with a flying speed of 50 feet. It can carry up to as if the antimagic field spell had been cast. The duration,
400 pounds, but its flying speed becomes 30 feet while radius, and power of that antimagic field is dependant on
carrying over 200 pounds. The staff stops hovering when the size and the clarity of each crystal.
you land.
Size Rarity Effect Area of Number
Not Today. While grasping Nyoom and declaring “Not Duration Effect of Uses
today!” you can reroll one of your rolls or allow one of Tiny (1 in.) Rare 1d4 rounds One magical None, shatters after use
your allies within 30 feet of you to reroll one of theirs object and is destroyed
before the outcome of the roll is determined. You can use Small (2 in.) Rare 1d6 rounds 5 foot radius One per day. If used more
this ability once per long rest. sphere than once per day, it
shatters after use
and is destroyed
Olhydra’s Tear Medium (4 in.) Very Rare 1d8 rounds 10 foot radius Roll a d6. On a 1 it shatters
VERY RARE Weapon (any sword), requires attunement sphere and is destroyed. If used
more than once per day,
A rippling blade of pure water extends from the pale
cumulatively subtract 1
driftwood hilt. When the sword is swung in battle, flickers from the dice result to
of purple electricity surge through the blade. This sword see if it shatters
was created to aid in the defeat of Chaos, an elemental Large (8 in.) Very Rare 1d4 minutes 100 foot Roll a d12. On a 1 it shatters
titan able to wreck devastation across the material plane radius sphere and is destroyed. If used
with its ability to harness all four elements. more than once per day,
cumulatively subtract 1
from the dice result to
Effect see if it shatters
You gain a +2 bonus to attack with this magical sword.
Giant (12 in.) Legendary 1d6 minutes 300 foot Roll a d20. On a 1 it shatters
When an attack hits, the sword deals an extra 1d6 radius sphere and is destroyed. If used
lightning damage. Once per turn you can choose another more than once per day,
creature within 5 feet of the target to make a DC 14 cumulatively subtract 1
Dexterity saving throw. On a failed save the creature also from the dice result to
see if it shatters
takes the full lightning damage, and takes half the damage
on a successful save.
Painted Lady
Oykron Crystals RARE Wand, requires attunement by a wizard, bard or sorcerer

This elegant wand once belonged to an Elven High Mage


VARIABLE Wondrous item
known as Iris. She saw beauty in the ephemeral.
These emerald green crystals can only be found and
harvested from a few highly secret and guarded locations Effect
on the prime material plane. They form when a magical This wand attracts small and colorful winged
waterfall or stream permeates its way through the cracks insects to you whenever they are present in
and crevices of solid rock and deposits its minerals on the local environment. These insects are
the surface of a cave wall, deep below the surface. Over non-hostile, and flutter about harmlessly.
millennia these minerals
can grow to become The wand has 4 charges. It regains 1d4
crystals. expended charges daily at dawn. While
holding the wand, you can use an
It takes extraordinary action to expend some of its charges
care to harvest these to cast one of the following spells
crystals without from it, using your spell save DC
damaging them when and spellcasting ability: disguise
they are found. This is a self (1 charge), color spray (1
job which is extensively charge), animal messenger
left to deep gnome (Butterfly) (2 charges), fly (4
(svirfneblin) artisan charges).
gem cutters.

53
Pendant of the Unrelenting Performer’s Topaz
March LEGENDARY Wondrous item, requires attunement by a bard

UNCOMMON Wondrous item, requires attunement by a This glittering yellow stone captivates
paladin, cleric, or monk your audience while you perform.
A necklace of heavenly origin, these are worn by many
foot soldiers of good-aligned temples, churches, and Effect
knightly orders. The stronger their faith, the harder it is to While you possess this
bring them down in battle. gem, you have advantage
on Charisma (Performance)
Effect checks. Additionally, this gem
While attuned to this pendant, you gain damage reduction has 5 charges, and it regains
equal to your Charisma modifier to bludgeoning, piercing 1d3+2 expended charges daily at
and slashing damage from non magical sources. dawn. These charges can be used
to activate the following abilities:
Pendygraft’s Living Bestiary • Song of Action (3 charges). As an action you grant
RARE Wondrous item, requires attunement one ally that can hear you an extra action on their
Due to a clerical error, the small-time artificer Guy turn.
Pendygraft purchased the supplies necessary to create one • Song of Healing (5 charges). As an action you cast the
hundred of these volumes, plunging him into debt and mass cure wounds spell
forcing him to pawn these off to any adventurer that can • Song of Protection (1 charge). As a reaction you
offer the coin. grant magical protection to an ally that can hear you.
They gain a +5 AC bonus for one round. You can sing
The book, which is a this song after a creature makes its roll, but before the
thick leather-bound DM determines the outcome.
tome, bears the • Song of Recall (3 charges). The power of your song
image of a red eye restores a spell slot of level 3 or lower for an ally that
on the cover and can hear you.
is initially filled
with hundreds of
blank pages that
Pick Insects
VERY RARE Wondrous item, requires attunement by a rogue
magically fill
in as the owner These lockpicks have a thin grooves running across their
encounters surface. When activated, they unfold spindly metal legs
creatures. and skitter around in a jerky manner.

Effect Effect
You may use an As an action, you can command these lockpicks to walk
action to observe a creature, which fills in a single page of up to 30 feet to pick a lock, using your Dexterity (Sleight
the bestiary with an illustration and several annotations of Hand) ability modifier. You must be able to see the lock
of the creature being observed. Witnessing the death of at all times, and the lockpicks cannot move more than
a creature also fills in a page if one has not been filled in 30 feet away from you or they get confused and start to
already. Once a creature has an entry in the bestiary you wander.
can take 1 minute to read the entry, gaining advantage
on all Arcana, Nature, or Religion checks made to learn
details about the creature. The bestiary can only create
entries for types of creatures (such as owlbears, goblin
archers, or steam mephits) and not individual creatures
(such as Gregory the cleric).

The bestiary never runs out of pages; a new page is


magically added if a new entry would ever completely fill
the book.

54
Pin of Glacial Cold Effect
Once per day, you can place the piton on the palm of your
RARE Wondrous item, requires attunement
hand and use one of the following features:
This silver climbing pin is 6 inches long and a half an inch
across. Frost forms on the surface of the metal and it is Empty Stomach. The piton spins counter-clockwise, and
always cold to the touch. then points to the nearest source of food within one mile.
You know the direction and distance to the food source,
Effect and can find it with relative ease. When you arrive, you
As a bonus action, you can hammer the pin into earth find enough food to provide a day’s rations for the party.
or stone, instantly transforming the ground in a 30 foot You find enough food for 1d6+2 Medium or smaller
radius into a slippery, icy surface. The area considered creatures for one day. If there is no food within one mile,
difficult terrain and any creatures touching the ice or the piton doesn’t spin.
starting their turn on top of it suffer 5d8 cold damage.
If you are attuned to the pin you are immune to damage Room and Board. You imagine a location that you know
caused by its cold effect and can treat the area as regular by name and serves food, such as an inn or tavern. The
terrain. piton spins clockwise, and fixes on that location. You have
advantage on the first Wisdom (Survival) ability check
Pipes of the Damned you make to find your way to that location that day.
RARE Wondrous item, requires attunement The piton can also be used as a part of a Climber’s Kit (see
These pipes are made from a series of skeletal femurs the Player’s Handbook, p.151).
fastened together with leather. Each of the bones have
small holes similar to a flute or recorder. The pipes Portable Campsite
produce an eerie, uncomfortable sound, similar to a lover’s LEGENDARY Wondrous item
lament.
The portable campsite is a must have for all of you happy
adventurers out there in the realms! It’s the answer to
Effect camping in the rain, camping in deserts, camping on
You must be proficient with wind instruments to use these
hard ground, yes, even camping in the clouds! With a
pipes. While attuned to the pipes, undead creatures with
simple word, this little 5 inch by 5 inch cube can unpack
a challenge rating of 1 or lower are indifferent toward you
itself into a cozy campsite that will keep your adventuring
and will not attack you unless you threaten or harm them.
troupe of up to eight members well accounted for after
The pipes have 3 charges, and regains all charges daily at a long day of hard adventuring. Need a roaring campfire
dawn. While playing the pipes you may use an action to (smokeless I might add!)? It’s got that! Need waterproof
expend 1 to 3 charges to cast the animate dead spell. The tents? It has one for each of you! Need to keep those nasty
number of charges expended in this manner determines biting insect pests away? I’ve got a wonderful smelling
the level that the spell is cast: 1 charge to cast it at 3rd- salve I’ll throw in for a silver! But what it does best is give
level, 2 charges to cast it at 4th-level, and 3 charges to cast you that little ‘something extra’ that your run-of-the-
it at 5th-level. Charges are expended even if there are not mill campfire can’t...bountiful rest! That’s right...sleeping
enough corpses or skeletons required for the level that the in a portable campsite is the most restful sleep you will
spell is cast. find outside of the most luxurious (and might I add,
expensive) inns. Oh, you’ll be thanking me for this. Think
Polarizing Piton of the money you will save in room fees alone! I think
you’ll find there’s not better way to adventure than with
COMMON Wondrous item, requires attunement
this amazing little gadget! What do you say?
Halflings are renowned for their wanderlust, especially
their adventuring chefs who often end up feeding any Effect
party they find themselves questing alongside. No halfling The portable campsite is a five pound cube that unpacks
would ever consider the possibility that their comrades into 8 single person waterproof tents, complete with cots,
would adventure on empty stomachs. Some halfling wool blankets, and pillows; conjures a fully ignited cook
communities have created means of enchanting sets fire (smokeless) with sitting stumps arranged around it in
of silvered pitons to also function as compasses, with a circle, an iron pot, iron skillet, cooking spit and roasting
the added benefit of being able to snuffle out delicious rack. Land about the site is cleared of natural, inanimate
ingredients to help its owner keep cooking delicious meals obstacles while the cube is unpacked returning to normal
for the party. once packed up again.
55
Unpacking/Packing time. 1 minute (uninterruptible) Creatures walking over the pitfall in, taking 4 (1d6)
Range. Self, 25 foot diameter sphere (5x5 grid) bludgeoning damage from the fall and an additional 11
Components. V, portable campsite cube (2d10) piercing damage from the spikes.
Duration. 12 hours or until dispelled, Resets after
another 12 hours In all other ways the portable pit behaves as a portable
hole, although using it as a storage device would reduce or
The portable campsite has the following magical effects: eliminate its usefulness as a trap.

• The campsite looks fresh and new with each


unpacking. Any object or creature brought into
Potion of Shadow Form
RARE Potion
the campsite is left on the ground when the cube is
packed up. Anything taken disappears outside of its Effect
area of effect. This liquid is greyish in color with black flecks. When
• A permanent campfire (As per the spell create you drink this potion your body is subsumed by your
bonfire). shadow. In light you appear as an unattached shadow and
• A light and gentle song is always present within the in darkness you vanish completely unless viewed with the
confines of the campsite. Ill effects are cured after truesight spell or similar magic.
8 hours of continuous sleep. (As per the spell lesser
restoration). You can move your normal speed on any solid or liquid
• The campsite is a comfortable temperature no matter surface, such as walls, ceilings, lakes, or even up the face
the current local climate. Although physical weather of a waterfall. However you cannot fit inside or through a
still affects the camp. Rain falls, snow falls (and melts), space smaller than your normal size.
wind blows, etc.
You have resistance to all damage except psychic damage.
The portable campsite is not a weapon and will not You cannot cast spells, use spell-like abilities, harm anyone
function if used as such. It can not be used to cause harm physically, or manipulate objects. The effect lasts for 1
to another creature of any size, type, or alignment in hour and can be ended as a bonus action.
any way. Attempting to do so destroys the cube which
dissolves into fine dust. Potion Purse
COMMON Wondrous item
Portable Pit This small purse is 8 inches wide, 5 inches tall, and 4
RARE Wondrous item inches deep. The purse has a shoulder strap, which can be
In his youth the legendary kobold mage Metathraxicus removed to allow the purse to be fastened to a belt.
Shade came upon a magnificent device: a portable hole.
Budding genius that he was, it didn’t take Metathraxicus Effect
long to see its obvious potential as a devious kobold Up to twelve potions may be stored in the purse. When
trap. After adding width, depth, spikes, and illusory you place a potion in this purse, the potion decreases in
concealment to the original design his vision was realized, size and remains that way until removed from the purse.
and the first portable pit was created. In addition, any potion placed in the purse is immune to
all damage types. The purse has the same effects as the bag
Effect of holding if it is placed inside an extradimensional space.
You can use an action to unfold a portable pit and
place it against a solid surface, presumably a floor or
the ground, whereupon the portable pit creates an
extradimensional pit. The pit is 10 feet deep, with spikes
in its bottom. Additionally, the pit magically conceals
itself, creating an illusory surface that is virtually identical
to the surface it was placed upon. A successful DC 15
Wisdom (Perception) check is required to notice a slight
shimmering in the illusory surface of the pit, and a
successful DC 15 Intelligence (Investigation) check reveals
that the shimmering has an edge that can be lifted or
rolled up, deactivating the pit.

56
Pouch of Slumber Psyforged Blade
COMMON Wondrous item UNCOMMON Weapon (shortsword or longsword), requires
attunement by a fighter or barbarian
This small dark blue pouch contains a mixture of flower
petal, ground up crickets, and sand. This sword is a beautiful straight blade forged of a blue-
tinted metal. The hilt is composed of meteorite, wrapped
Effect with soft leather straps. Just above the hilt is a scintillating
This pouch has 3 charges. You can expend 1 charge as an gyroscope that casts a purple glow in two lines running to
action to reach into the pouch and remove a single dose the blade.
of its contents. You may throw this dose into the face
of one creature within 5 feet of you, or add it to a single Effect
portion of food or water to be ingested. When you do so, You gain a +1 bonus to attack and damage rolls made with
roll 5d8. Any creature affected by the dose whose current this weapon.
hit point are equal to or less than the result of the roll falls Once per turn, you may make a ranged attack on a single
unconscious. They remain unconscious for 1 minute, until target within 60 feet using this blade. A bolt of psychic
they take damage, or until someone uses their action to energy that discharges from the tip of the blade, dealing
slap or otherwise wake the creature up. 1d10 psychic damage on a hit.
Undead and creatures immune to being charmed cannot As a bonus action you may make a DC 10 Charisma check
be affected by the pouches contents. The pouch regains all to establish a psychic link with the blade. On a success,
charges daily at dusk. the gyroscopes spins around with great intensity making
the two lines on the blade light up with a purple light. For
Prospero’s Mask 1 minute, or until you choose to end the effect or become
RARE Wondrous item, requires attunement incapacitated, your eyes emit a bright purple glow and all
Prospero’s mask belongs to Prospero, the Marquis di of your melee attacks deal an additional 1d10 points of
Maschera, a cambion prince of the Nine Hells. The mask psychic damage. On a failure, the gyroscope overcharges
depicts three faces, each with a different expression: one of and the blade can not be activated again until the end of a
horror, one of joy, and one of anger. short rest.

Puppeteer’s Vial
VERY RARE Wondrous item

This small glass vial is sealed with a cork that has been
imprinted with a ring of arcane symbols. The transparent
glass in these vials can only be blown from very particular
materials: sand that has been touched by the fingertips of
a dao, sprinkled with blood drawn from a still-living flesh
golem. They are typically sold only by particular high-end
black market dealers, especially those on planes other than
the Material.

Effect
The vial can hold one ounce of liquid. When it is filled to
the brim with the blood of a single, living creature, you
may insert the cork, sealing the vial. Once this is done,
Effect you may use your action to cast the dominate monster
While attuned to the mask you gain a +3 bonus to spell (DC 18) on that creature once per long rest. The vial
Charisma (Deception) and Charisma (Performance) must be on your person when you cast the spell, and you
checks. In addition, you can cast the disguise self spell at do not need to maintain concentration when casting the
1st-level 3 times per day. Expended uses of the spell are spell in this way.
regained after a long rest. The cork may be removed as an action and doing so will
This mask stores 3 1st-level disguise self spells that immediately end a dominate monster spell cast from the
regenerate every 24 hours. vial.

57
Pylon of Blessed Power Redbeard’s Eyepatch
UNCOMMON Armor (any medium), requires UNCOMMON Wondrous item, requires attunement
attunement by a spellcaster
Worn leather eyepatch has the faded remnants of an eye
A bulky, yet surprisingly lightweight pearlescent armor embossed on it in gold leaf. It once belonged to a fearsome
with symbols of the sun and moon surrounded by a pirate, known as Redbeard, who was known for scouring
lightning wreath on the chestpiece. It includes a gauntlet, every inch of the ships he boarded to find hidden gold.
adorned with two parallel lightning bolts going along the
sides, with and image of a sun and a moon on the back. Effect
Once attuned and worn, this patch allows you to detect
Effect hidden gold— be they coins or objects— from up to 100
Any time you cast a spell that deals radiant damage, or feet away.
heals a non-undead creature, the glove glows slightly.
Until the end of your next turn, any time you deal damage
with a melee weapon wielded in the gloved hand, the
Returning Weapon
RARE
attack deals an extra 1d4 radiant damage. Also, the glove Weapon (any), requires attunement

is heavy enough to be treated as a club when worn, Returning weapons are famed for their lighter
dealing 1d6 bludgeoning damage on a hit. construction and deadly balance, allowing them to be
thrown and then caught back again with a mere thought.
Quaal’s Feather Token – Returning weapons can be identified by the endless rows
Serpent of micrometric glyphs running across their entire length.
RARE Wondrous item Scholars believe they convey the magic that allows even
extremely heavy items to be flung and caught. Others believe
This tiny object looks like a coin, with a feather on one
that they fly as similar etchings emulate the flow of the wind.
side and a serpent on the opposite. Different types of
feather tokens exist, each with a different single-use effect.
Effect
A returning weapon is a +1 version of a standard weapon.
Effect
As an action, it can be thrown within 30 feet of you and
You can use an action to throw the
commanded to return to you hand as a bonus action.
token to a point within 10 feet of
you. The token disappears, and a
spectral serpent takes its place. Ring of Displeasure
You can then use a bonus action UNCOMMON Ring
to make a melee spell attack A rather bland looking brass ring.
against a creature within 10 feet of
the serpent, with an attack bonus of Effect
+8. On a hit, the target takes 1d8+3 force Once per long rest, you can use this ring to cause a
damage. creature within 30 feet to have disadvantage on one
Charisma-based skill check.
As a bonus action on your turn, you can direct the snake
to fly up to 20 feet and repeat the attack against a creature
within 10 feet of it. The serpent disappears after one
Ring of High Magic
LEGENDARY Ring, requires attunement by a spellcaster
minute, when you use an action to dismiss it, or when you
are incapacitated or die. Effect
While you are wearing and attuned to
Raskin’s Splenectomy Knife this ring, all of your spells of 5th level
COMMON Weapon (dagger) or lower function as if they were cast
Though otherwise mad as a box of frogs, Raskin had a using a spell slot of one level higher.
disturbing talent for roadside surgery. In addition, you gain two extra spell
slots; one equal to your spellcasting
Effect modifier (minimum of +1), and one
When wielding Raskin’s splenectomy knife, you gain equal to your highest spell slot level.
advantage on Wisdom (Medicine) checks made to Both of these slots are regained after a
stabilize the dying. short or long rest.

58
Ring of Moxie Ring of Tongues
UNCOMMON Ring, requires attunement UNCOMMON Ring

An emblem of a pair of crossed swords are set into this cold “They say Aurus Silverquill has a real gift for languages—
iron ring. When used, the ring feels warm to the touch. perhaps travel really is the best teacher…”
—Old Stevan
Effect Bard-in-residence at The Suckling Pig, Aurus Silverquill
While attuned to this ring, you was once a traveling minstrel who traversed the Realms.
feel a surge of power after felling He commanded an impressive use of languages and
an opponent. When you reduce locals reported him chatting in Elvish, singing in Orcish,
an enemy to 0 hit points with a laughing in Gnomish and even telling raucous jokes with
melee weapon attack, you can an exiled drow noble. Little did they know that the dull-
add an extra 1d6 force damage to looking copper ring on his right hand played a key role in
the damage dealt by your next successful attack. his linguistic charm.

Ring of the Beast Effect


UNCOMMON Ring, requires attunement When you don the ring of tongues and shake the hand of
This thick wooden ring is flecked with diamond dust and another humanoid creature, you gain the ability to speak
carved with images of an animal. and understand their native tongue, but not to read or
write it. The effect will last as long as the ring is worn.
Effect Removing the ring resets the effect.
While wearing this ring, you can polymorph into the
creature pictured on the ring, retaining your original Ring of Transformative
form’s Intelligence, Wisdom, and Charisma scores. Once
expended, you cannot use this effect again until you
Luminescence
RARE Ring, requires attunement
complete a short or long rest.
A stout gold band which is slightly translucent under very
Roll on the chart below to determine the type of beast bright light. Under such light, a thin inscription reading
depicted on the ring. “light finds a way” appears.

d20 Creature d20 Creature
1 Baboon 11 Jackal
Effect
Once per day, you can
2 Badger 12 Lizard
turn into a floating ball
3 Bat 13 Octopus of light for 1 minute.
4 Cat 14 Owl While in this form, you
5 Crab 15 Quipper can move at normal
6 Deer 16 Rat speed and can pass
through glass and other
7 Eagle 17 Raven
translucent or transparent
8 Frog 18 Scorpion
objects. You can also
9 Hawk 19 Spider pass through any tiny spaces light could penetrate, such

10 Hyena 20 Weasel as under doors or through prison bars. You cannot
communicate, cast spells, or take any action other than
the move action while transformed.
Ring of the Mighty Fist
VARIABLE Ring, uncommon (+1), rare (+2), or very rare (+3)

This simple gold band is topped with one or more jade


Rings of Enmity
COMMON Ring
stones shaped like a fist.
These rings are iron with a flint insert, when set beside
Effect each other they clash and spark crazily in some sort of
The number of stones (maximum three) in the ring constant battle.
determines the bonus to unarmed attack and damage rolls
you receive while wearing the ring. Effect
When worn by two separate creatures these rings cause

59
the wearers attitudes toward each other to become hostile Effect
until the rings are taken off. When either wearer removes When activated, this rod draws you to the largest
a ring, the effect ends and they immediately understand contiguous mass of gold within 1000 feet. It will detect a
the ring was the cause of their hostility. The rings will mass of gold as small as a single coin. You can’t use this
also slip from the wearers’ fingers if either wearer enters property again until you finish a short rest.
an antimagic field or is subject to an effect such as a
beholder’s antimagic eye ray. Rod of Tentacles, Eyes, and
If a creature attempts to wear both rings themselves they Mouths
take 1d6 fire damage, are hurled 1d10 feet in a random LEGENDARY Rod, requires attunement
direction and the rings slip from their fingers.
This rod is warm to the touch and covered in living
human skin. Along the length of the rod, eyes of all colors
Robes of Shadowmyst stare endlessly. Between the eyes are mouths of all shapes,
VERY RARE Wondrous item, requires attunement silently closed. At either end of the rod hang short squid-
These robes are barely palpable to the touch. Much like like tentacles that can suddenly elongate.
the diaphanous strands of a spider’s web, the robes have
the appearance of being delicate but in truth are very Effect
sturdy. In the fey realms, there is a glade where nymphs While holding this rod you gain the following benefits:
and fairies play. It is also said that once every thousand
years, they gift a boon to the high fey court. One such • You gain darkvision out to a range of 120 feet.
noble, Yarrow Shadowmyst, requested a commision of • You gain truesight out to a range of 120 feet.
a garment that would protect him from high intrigues • The tentacles on the rod function as +3 whips. As
and allow him to study his craft in safety. His request was an action, you can use one of the whips to attempt
granted, and history suggests that nine in all were made. to disarm a creature that is wielding a weapon by
These robes are highly coveted by spell casters for their making a Dexterity ability check contested by the
abjurative properties. target’s Strength or Dexterity ability check (whichever
is greater). If you win
Effect the contest, the target is
The robes of Shadowmyst are woven together with shadow disarmed and the object
and moonbeams, spider silk, and ether. Imbued with you disarmed lays at
fey power, the robe allows you to cast mage armor as a your feet.
bonus action twice per day. In addition, if you are already
capable of casting mage armor as an action and do so, the
robe grants a bonus of +2 AC above the current spell’s
power (also only twice per day). This power recharges
each sunrise.

You can also cast misty step twice per day as an action. If
you are already capable of casting misty step and do so,
the robe grants double the teleportation distance (60 feet).
This also recharges each sunrise.

Lastly, the robe gives you a +5 bonus to Charisma


checks when speaking with any creature of fey ancestry.
A DC 20 Wisdom (Insight) check is required for any
fey creature to realize that the robe is present and
influencing them. Any non-fey must use the identify
spell to realize what you are wearing

Rod of Fortune Seeking


UNCOMMON Rod, requires attunement by a dwarf

Made by the dwarves, this short iron rod ends in a hand


holding a golden coin.

60
Rod of the Purple Sun The Save DC for Daunting Roar and Unbalancing
Strike is equal to 8 + your proficiency bonus + either
LEGENDARY Wondrous item, requires attunement
the animal companion’s Strength or Dexterity bonus
This branding rod is made of an unknown oily metal (whichever is greater).
that causes a feeling of revulsion when held. The head
is shaped like Cyric’s burning sun motif and its metal is Once combat ends, if your animal companion attacked
tinted purple. a party member while it was maddened, your animal
companion must make a Wisdom saving throw against
a DC equal to the highest amount of damage it inflicted
on any party member in one round. If it fails the saving
throw, it will abandon you and flee into the wilderness.

Curse
Once an animal companion is branded by this item, it
must always go mad in combat. The brand can only be
removed by a remove curse spell or similar.

Rogue’s Vest
RARE Armor (light), requires attunement

This black, sleeveless leather vest possesses several pockets


and pouches. A small emblem is etched in a golden thread
along the collar.

Effect
The vest can magically produce the various items that
Effect are often found in a standard burglar’s kit along with a
Upon branding your animal companion, the rod liquifies set of thieves’ tools. While attuned, you can spend an
and flows into the brand. From this point on, at the action to whisper what item you need and retrieve it
start of each combat encounter, your animal companion out of a pocket. If an item produced by the vest is lost or
descends into madness. For the remainder of the combat, destroyed, it will not replenish until dawn the following
your companion will always attack on its turn as if you day. The vest also can store 8 cubic feet of additional
had commanded it to attack. You do not need to spend an materials and items.
action to command it to attack. It will always target the
nearest creature—friend or foe— moving to the target by Additionally,
the shortest route necessary. If there are two creatures that you have
are equidistant from the animal companion, it will choose advantage
a target at random. on Dexterity
checks when
Your animal companion gains an additional bonus to using your
damage rolls equal to half your level. Whenever your thieves’ tools
companion deals damage to its target, you may choose to on mechanical
have your animal companion perform one of the following: devices or
Mighty Sweep. The animal companion swings at the locks.
target and another creature within 5 feet of the target. If
the original attack roll would hit the second creature, the
second creature takes half the damage inflicted on the
initial target.

Daunting Roar. The target must make a Wisdom saving


throw. On a failed save, it is frightened of the animal
companion until the end of your companion’s next turn

Unbalancing Strike. The target must make a Strength


saving throw. On a failed save, the target is knocked prone.

61
Runehammer Rustic Charm
VERY RARE Weapon (warhammer), requires attunement COMMON Wondrous item, requires attunement

The Runehammer is a solid warhammer with a bronze This bundle of herbs, tokens and other simple accessories
haft and a head of blue-grey steel. Etched into the sides of is a must have for any noble on the go in less privileged
the hammer are runes in an ancient dwarven script that areas, transforming the cheap and cheerful offerings of the
glow with an inner blue fire – one side reads “Knowledge” humble into the artisanal craft they are used to.
and the other “History.”
Effect
Effect While wearing this charm, any food or drink you
While attuned to this warhammer, you gain the following consume of a low quality becomes tasteful and pleasant.
benefits: This includes rations or scavenged food.

• You gain a +1 bonus to attack and damage rolls made


with this weapon.
Sanguine Shield (The Bloody
• You are able to read any written dwarven script, Bulwark)
current, ancient or derivations. It will not decipher ARTIFACT Armor (shield), requires attunement
cryptic or coded messages, though the letters or The sanguine shield is a large shield around 2 and a
words used can be discerned verbatim. half feet tall and 2 feet wide (at its widest point). Its
• If used as a thrown weapon, the hammer returns to steel surface is blood red, and a deep crimson tower is
your hand after the attack, flying through the air and emblazoned on its face. The red face swirls and shifts
taking the shortest possible root back while avoiding like liquid beneath the surface, and the tower radiates a
any obstructions. It can only be thrown and return in menacing glow during the night hours.
this manner once per round, regardless of the number
of attacks its owner may be able to perform. The sanguine shield was forged in antiquity for a knight
• The runes engraved on the hammer glow with a pale who bore a tower crest. Originally the shield was a shining
blue radiance. While attuned to this weapon, you can silver and protected the knight in countless battles. It was
cast the light spell, with the target centered on head of entombed with him upon his death from old age.
the hammer. While the spell is active, all magical and
nonmagical runes within 60 feet of the hammer begin Many years later, it was unearthed by an adventuring
to glow. All paladin, Everam Talshar, who discovered it while battling
magical runes an infestation of ghouls menacing a nearby town. They
illuminated had been using the tomb as a lair, and the paladin had
in this taken up the shield in desperate defense as the pack
way become was about to overwhelm him. He prevailed, though was
nonmagical, as if bloodied in the battle. The grateful mayor, a descendant
under the effects of the of the ancient knight, bestowed the shield on Everam
spell antimagic field. as reward. Everam travelled the lands, making a name
Magical runes return for himself as an undead slayer, and always the shield
to normal when protected and revitalized him.
the light spell is
However, as the years wore on, the constant battle and
inactive or when
strain took its toll, and Everam’s hope became despair
the hammer
and his desire became fatalism. He became callous and
moves more
hardened, uncaring and lacking empathy.
than 60-feet
from them. In time he found himself at an ancient castle on a
mountain overlooking a small village, in which a vampire
had installed himself as ruler of the small community,
calling himself the Dark Count. In exchange for
protection and “benevolent governance” the vampire took
tribute in villagers for sustenance. Everam assaulted the
stronghold, more out of habit than anything else. He battle
the undead, and quickly realized he was out matched. In
a desperate attempt to revitalize the depleted shield, he

62
accidentally drew life from an imprisoned villager, slaying
the poor man. It was at this point his will broke and his
dark adversary overwhelmed him. He was not slain.
Instead he was turned by the vampire and became what he
had hunted: a dark creature of the night.

Still bearing the shield, Everam was dispatched by his


master time and time again as a herald of punishment
and death, assaulting either enemies of his kind or to
consolidate the Dark Count’s rule. Lost in evil and despair
Everam figuratively and literally waded in the blood of any
who stood against his master’s designs. Many, many years
passed this way.

Eventually a young maiden, Lillian, was brought to the


castle as a sacrifice by the cowed villagers. She was tough
and fiery, and it was these traits that caused the people
to select her, fearing her outspoken defiance would reach
the castle and cause the Count to punish them. Instead
they sought to appease him with her offering. She would
not go quietly, and fought through the Dark Count’s
subtle charms and crushing grip, managing to strike and
wound the powerful undead. In that moment Everam’s
lost hope reignited.

The girl’s fierce will in the face of certain death sparked his
own rebellious flame.

Crying bloody tears of joy, he hurled himself upon his


master, and the two slew each other in a horrific display
of savage bloodletting. By that dawn the young woman “feed” the shield to regain charges (as below).
returned to the village, bitterly telling the tale of the
redeemed vampire Everam, who did what her people Hunger. As a reaction, you can cause the shield to regain
would not. charges by suffering damage. The shield regains 1 charge
for every 10 hit points of damage you suffer in this way, to
She bore the shield of her saviour, and left the village for a maximum of 3 charges. The shield can only be fed by the
the wider world, vowing to seek out and destroy evil as he attuned owner, and such wounds can be healed normally.
had before her.
Exsanguinate. As an action you can expend all 3 charges
Effect and sacrifice 30 hit points worth of your own blood to
While attuned to this shield, you gain the following benefits: feed the shield, allowing you to cast the harm spell (DC
18 spell save). This takes the form of massive blood
• The shield is a +2 shield. loss, and can only affect creatures that have blood, or
• You gain resistance to poison and necrotic damage. a blood analogue. This ability does not affect undead
• Any creature attacking you with nonmagical weapons or constructs. Using this ability expends all the shield’s
or unarmed strikes while you are using this shield charges, and you cannot use the shield’s Hunger feature
suffers 1d4 points of necrotic damage per attack that until you have completed a long rest.
hits, as the shield exacts an “eye for an eye” toll.
• The shield has 3 charges and regains 1d3 expended A Price to Pay. Bearing the sanguine shield is a burden
charges each day at dawn. While holding the shield for most, and the righteous most of all. The shield’s bloody
you can expend one or more charges as an action to history and reputation are like a supernatural weight, and
cast the following spells: false life (1 charge per spell ill fortune follows in its wake.
level), shield (1 charge), vampiric touch (3 charges).
Wherever you go, there is possibility of the shield
Each successful use of vampiric touch recharges 1
being recognized by reputation, which will generally
blood charge. This replaces the need for the wielder to
provoke negative reactions for most who do. You are

63
at disadvantage on Charisma checks when seeking to
favorably influence good aligned individuals. At the DMs
discretion there may be a benefit when dealing with
evil aligned individuals, though they are just as likely to
react with avarice or fear in its presence, incurring the
disadvantage as above.

In addition, you bear the spectral weight of the previous


owner’s sins. You appear as a fiend to abilities that sense
such things— paladin or clerical detection for example.
You also suffer a constant haunting of dark emotions and
desires. These visions do not affect evil bearers or those
who relent and give in to the dark desires borne by the
shield. If they do so, their alignment shifts to evil.

Means of Destruction. The sanguine shield is steeped in


so much blood and death it has lost all connection to its
original purpose— as a symbol of protection for the weak.
If you bear it for 1 year without ‘feeding’ it through blood
(or the use of the vampiric touch ability) and commit
no evil or selfish acts, the shield will pale in the dawn of
the next day, the crimson bleeding from the surface, to
leave behind a shining +2 shield, with no other powers or
features, its sins washed clean.

Scarmantle
VERY RARE Armor (plate), requires attunement by a good-aligned
paladin or cleric
“Bear your failure with honor, for without penance there
cannot be purity.”
—Unknown

Scarmantle is a suit of plate armor fashioned by celestial


master smiths to clad the bodies of those champions who
have fallen from grace, so that their penance can never
truly end.

It is rumored that a powerful angel, clad in golden


plates with a fiery halo, descends from the heavens to
gift the Scarmantle to a worthy supplicant who has fully
surrendered themselves to make amends for their shame. resistance to the damage type.

Should the supplicant ever be absolved of their sins, either You may utilize its reaction effect a number of times
by deed of sacrifice or heavenly judgement, the golden- equal your spellcasting ability modifier (minimum of 1),
armored angel comes again to retrieve the Scarmantle. refreshing at dawn.

Should the supplicant die while questing for absolution Scentless Brooch
while wearing the Scarmantle, the golden armored angel COMMON Wondrous item, requires attunement
descends from the heavens to help in the resurrection
This small green brooch has been molder in the shape of a
ritual, for the supplicant is not yet worthy of eternal rest.
pine tree.
Effect Effect
The Scarmantle is a suit of plate armor +2. While attuned
While wearing this brooch you are undetectable by
to it, when an ally within 15 feet of you takes damage,
Wisdom (Perception) checks that rely on smell.
you may use a reaction to suffer it in their stead, gaining

64
Serpent Stride Armor Shard of the Namestone
VERY RARE Armor (medium), requires attunement RARE Wondrous item, requires attunement

Snakes twist and turn across the hardened leather of this There are legends of gnoll tribes who worshipped an
armor, each at the cusp of striking out with their fangs, ancient, mysterious obelisk. Strange rituals abolished the
their small red eyes glaring and shifting. They shed their memories and identities of their members. When the
skin to ward off harm and guide their wearer through obelisk fell, the truth was destroyed with it. Only this
dense jungles and mud. shard remains.

Effect Effect
You gain a +1 bonus to AC while wearing this armor. Once attuned, you can use
While attuned to this armor, you are immune to the the shard of the Namestone to
effects of difficult terrain. Additionally, you gain advantage attempt to modify the memories
on saving throws and ability checks versus being grappled. of other creatures. The shard has
5 charges. As an action, you can
Once per day, you may choose to succeed on a saving expend 2 charges and target a
throw against an effect that would paralyze, restrain, creature within 30 feet that you
or incapacitate you. Being incapacitated from going can see, focusing on a specific
unconscious cannot be undone with this effect. point in time that occurred in the
past five minutes. The target must
Seven Coin Purse make a DC 16 Wisdom saving
UNCOMMON Wondrous item, requires attunement throw or forget the span of time
This small leather purse always jingles as if it is filled with you chose, lasting approximately six seconds (one round).
coins. As part of the same action, you can expend additional
charges to increase the timespan of memory loss by one
Effect round per charge. A target cannot forget information
When you reach into the pouch, you can pull out a coin like injuries or attacks sustained during the forgotten
that mimics the shape, material, and denomination of a timespan, though details might become vague and fuzzy.
coin you are thinking about and have previously seen. Once
The shard regains 1d4+1 charges each day at dawn. If
removed from the purse, all coins magically return inside
all of the charges are expended, you must make a DC 16
it the following morning at dawn. If you pull an 8th coin
Wisdom saving throw, taking 6d8 psychic damage on a
from the purse before dawn, the oldest coin pulled from the
failed save, or half as much damage on a successful one. In
purse that day disappears and returns to the purse.
addition, on a failure, you have a 50% chance of forgetting
the past 30 days of your life. Only a greater restoration or a
wish spell can restore these memories.

Shard of Healing
VARIABLE Wondrous item

A shard of healing is an enchanted clay tile created by


a very select group of clerics of Chauntea. A devoted
and esoteric group, the clerics are primarily female and
potters, calling themselves Chauntea’s Claymaidens. They
see themselves as the embodiment of Chauntea’s creative
muse. Espousing earth as the womb of all agriculture, the
clerics throw clay in all shapes. Their vases are prized for
their beauty and are found in noble houses all over the
lands, but they are best known for embedding healing
runes into baked tiles called shards.

Effect
As a bonus action you may snap or crush a tile, breaking
the healing rune inscribed on the surface. Upon doing so,

65
the tile releases a burst of curative power that heals you
or a target of your choosing within 5 feet. Once a tile is
Shield of Tall Tales
RARE Armor (shield), requires attunement
broken, it is destroyed permanently.
On the front of this magic shield an unarmed halfling,
Type Effect Rarity bravely fighting three displacer beasts, is depicted.
Shard of healing Regain 1d8+4 hit points Common
Artful shard of healing Regain 2d8+6 hit points Uncommon Effect
Masterful shard of healing Regain 5d8+8 hit points Rare Each day at dawn you can tell the shield a story of how
Exquisite shard of healing Regain 8d8+10 hit points Very Rare
you fought a specific monster. To make the shield believe
your story you must succeed on a DC 11 Charisma
(Persuasion) check if the story is true, or a DC 15
Shatterrain Charisma (Deception) check if the story is false. If you
succeed, a depiction of your story is emblazoned on the
VERY RARE Weapon (scimitar), requires attunement
shield, and you gain +2 to AC and advantage on Dexterity
This blade is as black as the darkness between stars. It saves against attacks and abilities from that specific
betrays no glint nor glimmer, even in bright light. In the monster type, in addition to the shield’s normal AC bonus,
pommel is a gem piece of obsidian that is said to have until dawn the following day.
become dark from all the blood that has been shed by
the blade. This item was inspired by the Adventure Zone podcast.

Effect Shocking Glove


This scimitar adds +2 to attack and damage. Any attacks UNCOMMON Wondrous item
of opportunity made with this weapon have advantage
This small leather glove has an egg-sized metal cylinder
and deal an extra 2d6 damage.
attached to the back of the hand. Fine silver threads
connect the metal cylinder to small, coin-sized metal discs
Shield of Consent at the ends of each finger.
RARE Armor (shield)

This nearly 5-foot tall tower shield is made entirely of Effect


steel. The front is a flat surface, magically polished to be as This glove fits on
reflective as the finest glass mirror. The enchanting of this one hand of a small
item is known to be devilishly tricky, despite its simple or medium sized
appearance, and it’s easy to tell a botched or fake job by humanoid. If that
the imperfections in the reflective surface. hand is not holding
another item,
Effect you may make an
The shield of consent is unarmed melee attack
considered a +1 shield. against a target. You
Additionally, if you, or any have advantage on
ally within 5 feet of you, are the attack roll if the
targeted by a charm spell target is metallic or
or spell-like effect, you may wearing armor made
use your reaction to impose of metal. On a hit the
the shield in between the target takes 1 point of lightning damage and must succeed
target and the creature or on a DC 12 Constitution saving throw or be stunned until
object creating the effect. the end of its next turn.
The effect does not reach its
target, and if the caster is a The glove’s ability can be used again once you’ve finished
creature who is not immune a long rest or you have taken at least 1 point of lightning
to charm effects, they must damage.
succeed on a Wisdom Any checks involving fine motor control are made with
saving throw against their disadvantage if using the hand wearing the glove, such
own spell DC or become incapacitated until the end of as lock picking, sleight-of-hand checks, or playing a
their next turn. musical instrument.

66
Silver Sorrow Sky Piercer
VERY RARE Weapon (sword), requires attunement UNCOMMON Weapon (rapier)

Silver Sorrow is a glittering, silver sword, with a jagged hilt This is a majestic, silvery rapier, with exceptionally thin
reminiscent of claws, and an intricately carved— almost grooves going from the hilt to the very tip of the blade. It
lifelike— silver dragon head for a pommel. The hilt is is forged of a silver alloy and the handle is adorned with
wrapped in soft brown leather. elegant flowing lines.

Silver Sorrow was forged by an infernal smith by Effect


sacrificing a silver dragon. The means by which Silver You gain a +1 bonus to attack and damage rolls made with
Sorrow was created has left an indelible impression on this weapon. If you attack with the sky piercer after falling
the blade, though little of the original dragon’s personality for at least 20 feet, the attack deals an additional 10 points
remains. You feel the weight of the loss and loneliness of piercing damage.
of the slain dragon (Ailishandaver), and is given to long
bleak periods of dark brooding.

Effect
This is a +1 sword, and is cold to the touch, dealing an
additional 1 point of cold damage on attacks. Silver
Sorrow is a mithral longsword, but you can alter the blade
to form any other hilted blade (sword or dagger) as an
Sliver of Far Realm
VERY RARE Wondrous item
action, the blade flowing like liquid until the desired size
and shape is reached, then hardening once more. The This glass box contains a sliver of matter from the Far
blade remains in its new form until changed by you, or is Realm. Magics imbued in the glass hold it in check,
no longer attuned (where it reverts to its original shape). preventing it from corrupting our reality.

The sword has 3 charges and expended charges all refill Effect
each day at dawn. When held you can expend a charge to When the glass holding the sliver is shattered, the sliver
cast any of the following spells: bless (1 charge), feather fall expands into a sphere of radius 2d10+10 feet, centered
(1 charge), fog cloud (1 charge) on the broken cube. The sphere remains in place for 1d4
minutes until reality snaps back into place around it. Any
creature that starts its turn inside the sphere must make a
DC15 Charisma saving throw. On a failure they take 8d6
psychic damage and are poisoned until the end of their
next turn. A successful save reduces this damage to half
and the creature is not poisoned. Once the cube is broken,
it is destroyed.

Smash and Bright


UNCOMMON Wondrous item

A gnomish invention to cut down on the weight of mining


expeditions, a Smash and Bright is a flexible, one-foot
translucent stick with green, blue, red, yellow, purple
or clear liquid and a small tube floating inside. When
someone uses an action to bend the stick and break the
small tube the stick glows brightly in the color of the
liquid brighter than a torch.

Effect
This single use item casts daylight when the tube inside is
broken, but the spell is always centered on the stick. The
effect lasts 1 hour, and creates bright light in a 60 ft sphere
radius and sheds dim light an additional 60 feet.

67
Speaking Stone Effect
While wearing this pendant, once per day, you may use
LEGENDARY Wondrous item, requires attunement by a living
creature your action to become incorporeal for 1 minute. You,
This small purple stone contains the three dimensional along with everything you are wearing or carrying,
audio-visual record of one event lasting no longer than become translucent. You cannot interact with or touch
2 minutes and taking up no more than 30 cubic feet of any objects, nor can anything touch you. You are immune
space. It was originally created by the Mages of Kir to pass to all nonmagical damage, and resistant to magical
detailed messages between commanders, but it fell into bludgeoning, piercing, and slashing damage. You cannot
disuse when the base stones became exceedingly rare. attack, cast spells that require material components, or
cast spells with a range of touch.
Effect While incorporeal, your walking speed instead becomes
Once attuned, you can speak the command word in
a fly speed, and you may pass through any walls or
draconic and the speaking stone will start absorbing
surfaces that are 5 feet thick or less. This effect cannot be
information. You simply need to touch the stone when
ended early.
the event is over to stop recording, or it will stop naturally
after two minutes. The stone then begins to pulse with a
steady purple glow, signifying that it has an event stored. Sphere of the Wretched
LEGENDARY Wondrous item
Any living creature that touches a flashing speaking This dark glass sphere swirls with shadows, occasionally
stone activates the recording. The stone then dissolves taking the form of a twisted, screaming face.
into a mist of light that takes on the shape and form of
the recorded scene. When the scene is set, the recording Effect
begins with lifelike quality. At the conclusion of the Twice per day, as an action, you can call upon the soul
playback, the stone reforms in the creature’s hand, empty trapped inside the sphere. The specter leaps from the
and ready to be recorded once again. glass at a creature within
30 feet. The creature
Spectacles of Mind-Shuttering must succeed on a
LEGENDARY Wondrous item, requires attunement DC 15 Wisdom
The lenses of these spectacles are nearly opaque and saving throw
surrounded by gold, wire frames. or take 8d6
psychic
Effect damage, or
When worn and attuned, these spectacles grant you half as much
immunity to any mind reading or altering magic. Only the damage on
power of a wish spell can overcome this item’s ability to a success.
shield the thoughts and will of the wearer. When you
use the sphere
in this manner
you must also
succeed on a DC 15
Wisdom saving throw,
or take 2d6 psychic damage, saving for half damage. Uses
of this ability restore the following morning at dawn.

If the sphere is broken, the soul escapes from its prison.


You and any creatures within 15 feet must all succeed on
a DC 18 Wisdom saving throw or suffer 10d6 psychic
damage, or half on a success. The spirit then disappears
Specter’s Pendant into the hereafter.
RARE Wondrous item

This tarnished silver pendant only reflects vague shapes


and shadows, and cannot be polished.

68
Spring Boots head of the staff is relatively big. Each gem has a color of
its own, corresponding with the damage type it affects as
UNCOMMON Wondrous item
follows:
Resembling a pair of heavy metallic slippers, this
contraption attaches snugly to the soles of humanoid Damage Type Color Damage Type Color
shoes or boots. Acid Green Lightning Yellow
Fire Red Psychic Light Green
Effect Cold Light Blue Thunder Orange
Any small or medium sized humanoid may spend 1 Poison Purple Force White
minute to properly attach this item onto its shoes or boots.
Necrotic Dark Blue Focus Transparent
Attaching the contraption to bare feet is painful and
will result in all Dexterity-based attacks, skills or saving Radiant Bright Yellow
throws being made at disadvantage. The spring boots may
be removed using an action.
Staff of the Dragon
While worn, you may use an action to activate the LEGENDARY Staff, requires attunement
device and make a single, exceptional jump of 60 feet Each of these staves is decorated in a colored scale motif
horizontally, or 24 feet vertically if you move at least 10 appropriate to the color dragon it represents. The end of
feet before either kind of jump. The distance is halved for each ornate staff bears the likeness, cast in iron, of one of
a standing start. five dragon heads: black, blue, green, red or white.
After this ability is used and the device is still attached,
you may only move at half your normal speed until either Effect
the device is reset as an action, or it is removed. This staff can be wielded as a magic quarterstaff that
grants a +2 bonus to attack and damage. While holding
Each time the device is activate, roll a d20. On a 1, the this staff you can speak and understand the draconic
internal springs break, preventing the device from being reset language, and gain a +2 bonus to your armor class and
until repaired. The device may be repaired using Tinker’s saving throws.
Tools if a successful DC 15 Intelligence check is made.
Each type of staff has 10 charges for the following properties.
It regains 1d6+4 expended charges per day at dawn. If you
Staff of Arcane Empowerment expend the last charge roll a d20. On a 1 the staff loses its
VERY RARE Staff, requires attunement
properties and becomes a non magical quarterstaff.
This item is a rough wooden staff that ends
in a circular formation at the top. In it, Dragon’s Breath. While holding the staff you can use an
there are eleven gems. The central one is action to expend 3 charges to cause the dragon head to
used as an arcane focus, while the other ten animate, enlarge, and use its breath weapon emanating
correspond to each magical damage type: from your space. The breath weapon’s effects vary based
acid, fire, cold, poison, necrotic, radiant, on dragon type and are outlined below.
lightning, psychic, thunder, and force.
Dragon’s Fear. While holding the staff you can use an
action to expend 4 charges to cause the dragon head to
Effect animate, enlarge, and roar. Each creature of your choice
After each short or long rest, you may choose
within 120 feet of you must succeed on a DC 18 Wisdom
one of the damage types. Spells you cast
saving throw or become frightened for 1 minute. A
ignore resistance to damage of the chosen
creature can repeat the saving throw at the end of each
type. In addition, when you roll damage for a
of its turns, ending the effect on itself on a success. If a
spell you cast that deals damage of that type,
creature’s saving throw is successful or the effect ends for
you can treat any 1 on a damage die as a 2.
it, the creature is immune to that dragon head’s roar for
Once, while the staff ’s effect is active, you the next 24 hours.
may use your reaction to gain resistance to
Dragon’s Immunity. While holding the staff you can use
this damage type the next time you are hit
a reaction to expend 1 charge and gain immunity for one
with it.
round to the damage type appropriate to the color of the
The wood is dark, not very worked upon, dragon staff as outlined below.
and the staff is long. The circle on the
69
Dragon’s Strike. While holding the staff you can use a Staff of the Blue Dragon
bonus action to expend 2 charges to cause the dragon • Damage Immunity. lightning
head to animate, enlarge, and make a bite attack with • Bite. Melee Weapon Attack +12 to hit, reach 10 ft.,
a reach of ten feet. The to hit and damage amounts for one target. Hit: 18 (2d10+7) piercing damage plus 5
dragon’s strike are color specific and are outlined below. (1d10) lightning damage.
• Breath. The blue dragon head exhales lightning in
Staff of the Black Dragon a 90-foot line that is 5 feet wide. Each creature in
• Damage Immunity. acid that line must make a DC 19 Dexterity saving throw,
• Bite. Melee Weapon Attack +11 to hit, reach 10 ft., taking 66 (12d10) lightning damage on a failed save,
one target. Hit:17 (2d10+6) piercing damage plus 4 or half as much damage on a successful one.
(1d8) acid damage.
• Breath. The black dragon head exhales acid in a 60- Staff of the Green Dragon
foot line that is 5 feet wide. Each creature in that line • Damage Immunity. poison
must make a DC 18 Dexterity saving throw, taking 54 • Bite. Melee Weapon Attack +11 to hit, reach 10 ft.,
(12d8) acid damage on a failed save, or half as much one target. Hit: 17 (2d10+6) piercing damage plus 7
damage on a successful one. (2d6) poison damage.
• Breath. The green dragon head exhales poisonous
gas in a 60-foot cone. Each creature in that area must
make a DC 18 Constitution saving throw, taking 56
(16d6) poison damage on a failed save, or half as
much damage on a successful one.

Staff of the Red Dragon


• Damage Immunity. fire
• Bite. Melee Weapon Attack +14 to hit, reach 10 ft.,
one target. Hit: 19 (2d10+8) piercing damage plus 7
(2d6) fire damage.
• Breath. The red dragon head exhales fire in a 60-
foot cone. Each creature in that area must make a
DC 21 Dexterity saving throw, taking 63 (18d6) fire
damage on a failed save, or half as much damage on a
successful one.

Staff of the White Dragon


• Damage Immunity. cold
• Bite. Melee Weapon Attack +11 to hit, reach 10 ft.,
one target. Hit: 17 (2d10+6) piercing damage plus 4
(1d8) cold damage.
• Breath. The white dragon head exhales an icy blast in
a 60-foot cone. Each creature in that area must make
a DC 19 Constitution saving throw, taking 54 (12d8)
cold damage on a failed save, or half as much damage
on a successful one.

Staff of the Wyrmling


RARE Staff, requires attunement

Each of these staves is decorated in a colored scale motif


appropriate to the color dragon it represents. The end of
each ornate staff bears the likeness, cast in iron, of one of
five dragon heads: black, blue, green, red or white.

Effect
This staff can be wielded as a magic quarterstaff that
grants a +1 bonus to attack and damage. While holding

70
this staff you can speak and understand the draconic • Breath. The green dragon head exhales poisonous
language, and gain a +1 bonus to your armor class and gas in a 15-foot cone. Each creature in that area must
saving throws. make a DC 11 Constitution saving throw, taking 21
(6d6) poison damage on a failed save, or half as much
The staff has 10 charges for the following properties. It damage on a successful one.
regains 1d6+4 expended charges per day at dawn. If you
expend the last charge roll a d20. On a 1 the staff loses its Staff of the Red Wyrmling
properties and becomes a non magical quarterstaff. • Damage Resistance. fire
• Bite. Melee Weapon Attack +6 to hit, reach 5 ft., one
Dragon’s Breath. While holding the staff you can use an target. Hit: 9 (1d10+4) piercing damage plus 3 (1d6)
action to expend 3 charges to cause the dragon head to fire damage.
animate, enlarge, and use its breath weapon emanating • Breath. The red dragon head exhales fire in a 15-
from your space. The breath weapon’s effects vary based foot cone. Each creature in that area must make a
on dragon type and are outlined below. DC 13 Dexterity saving throw, taking 24 (7d6) fire
Dragon’s Resistance. While holding the staff you can use damage on a failed save, or half as much damage on a
a reaction to expend 1 charge and gain resistance for one successful one.
round to the damage type appropriate to the color of the Staff of the White Wyrmling
dragon staff, as outlined below. • Damage Resistance. cold
Dragon’s Strike. While holding the staff you can use a • Bite. Melee Weapon Attack +4 to hit, reach 5 ft., one
bonus action to expend 2 charges to cause the dragon target. Hit: 7 (2d10+2) piercing damage plus 2 (1d4)
head to animate, enlarge, and make a bite attack with cold damage.
a reach of 5 feet. The to hit and damage amounts for • Breath. The white dragon head exhales an icy blast in
dragon’s strike are color specific and are outlined below. a 15-foot cone. Each creature in that area must make
a DC 12 Constitution saving throw, taking 22 (5d8)
The resistance, bite, and breath weapon data for each type cold damage on a failed save, or half as much damage
are as follows: on a successful one.

Staff of the Black Wyrmling


• Damage Resistance. acid
Staff of Tiamat
ARTIFACT Staff, requires attunement
• Bite. Melee Weapon Attack +4 to hit, reach 5 ft., one
target. Hit: 7 (1d10+2) piercing damage plus 2 (1d4) The end of this ornately scaled staff bears the cast iron
acid damage. likenesses of five dragon heads: black, blue, green, red
• Breath. The black dragon head exhales acid in a 15- and white.
foot line that is 5 feet wide. Each creature in that line
Legend has it that Tiamat forged this staff with her own
must make a DC 11 Dexterity saving throw, taking 22
breath and gifted it to her first defender, Kurtelmak, as
(5d8) acid damage on a failed save, or half as much
a reward for his his faithful servitude in defense of her
damage on a successful one.
lair. Kurtelmak later lost the staff when the vile Garl
Staff of the Blue Wyrmling Glittergold collapsed Kurtelmak’s hall. Through the ages
• Damage Resistance. lightning many kobold sorcerers have tried and failed to craft its
• Bite. Melee Weapon Attack +5 to hit, reach 5 ft., one equal, but the staff of Tiamat has been lost in legend since.
target. Hit: 8 (1d10+3) piercing damage plus 3 (1d6)
lightning damage. Effect
• Breath. The blue dragon head exhales lightning in This staff can be wielded as a magic quarterstaff that grants
a 30-foot line that is 5 feet wide. Each creature in a +3 bonus to attack and damage rolls. You deal an extra
that line must make a DC 12 Dexterity saving throw, 1d6 acid, 1d6 cold, 1d6 fire, 1d6 lightning, and 1d6 poison
taking 22 (4d10) lightning damage on a failed save, or damage on a hit. While holding this staff you can speak
half as much damage on a successful one. and understand the draconic language, you are immune
to the charmed and frightened conditions, you gain a +3
Staff of the Green Wyrmling bonus to your armor class and saving throws, and you gain
• Damage Resistance. poison advantage on Charisma checks versus kobolds.
• Bite. Melee Weapon Attack +4 to hit, reach 5 ft., one
target. Hit: 7 (1d10+2) piercing damage plus 3 (1d6) Dragon’s Avarice. While attuned to this staff, you gain
poison damage. a dragon’s lust to horde treasure and wealth. You cannot

71
take a successful long rest Black Dragon Head
unless you sleep on a bed of • Bite. Melee Weapon Attack +15 to hit, reach 15 ft.,
coins worth at least ten times one target. Hit:19 (2d10+8) piercing damage plus 4
your weight in gold pieces. (1d8) acid damage.
• Breath. The black dragon head exhales acid in a 90-
Metallic Bane. While foot line that is 5 feet wide. Each creature in that line
attuned to this staff, metallic must make a DC 22 Dexterity saving throw, taking 67
dragons are automatically (15d8) acid damage on a failed save, or half as much
hostile to you. damage on a successful one.
The staff has 50 charges for Blue Dragon Head
the following properties. • Bite. Melee Weapon Attack +16 to hit, reach 15 ft.,
It regains 3d10+20 expended one target. Hit: 20 (2d10+9) piercing damage plus 11
charges per day at dawn. (2d10) lightning damage.
Dragon’s Breath. While holding • Breath. The blue dragon head exhales lightning in
the staff you can use an action to a 120-foot line that is 5 feet wide. Each creature in
expend 10 charges to cause one that line must make a DC 23 Dexterity saving throw,
of the dragon heads to animate, taking 88 (16d10) lightning damage on a failed save,
enlarge, and use its breath weapon or half as much damage on a successful one.
emanating from your space. The Green Dragon Head
breath weapon’s effects vary based • Bite. Melee Weapon Attack +15 to hit, reach 15 ft.,
on dragon type and are outlined one target. Hit: 19 (2d10+8) piercing damage plus 10
below. (3d6) poison damage.
Dragon’s Fear. While holding • Breath. The green dragon head exhales poisonous
the staff you can use an action to gas in a 90-foot cone. Each creature in that area must
expend 4 charges to cause all of the make a DC 22 Constitution saving throw, taking 77
dragon heads to animate, enlarge, (22d6) poison damage on a failed save, or half as
and roar. Each creature of your much damage on a successful one.
choice within 120 feet of you must Red Dragon Head
succeed on a DC 21 Wisdom • Bite. Melee Weapon Attack +17 to hit, reach 15 ft.,
saving throw or become frightened one target. Hit: 21 (2d10+10) piercing damage plus 14
for 1 minute. A creature can repeat (4d6) fire damage.
the saving throw at the end of each • Breath. The red dragon head exhales fire in a 90-
of its turns, ending the effect on foot cone. Each creature in that area must make a
itself on a success. If a creature’s DC 24 Dexterity saving throw, taking 91 (26d6) fire
saving throw is successful or the damage on a failed save, or half as much damage on a
effect ends for it, the creature is immune to this effect for successful one.
the next 24 hours.
White Dragon Head
Dragon’s Flight. While holding the staff you can use a • Bite. Melee Weapon Attack +14 to hit, reach 15 ft.,
bonus action to expend 5 charges to cause dragon wings one target. Hit: 19 (2d10+8) piercing damage plus 9
to appear upon your back, granting you a fly speed of 80 (2d8) cold damage.
feet for one minute. • Breath. The white dragon head exhales an icy blast in
Dragon’s Immunity. While holding the staff you can use a 90-foot cone. Each creature in that area must make
a reaction to expend 1 charge and gain immunity to acid, a DC 22 Constitution saving throw, taking 72 (16d8)
cold, fire, lightning and poison damage for one round. cold damage on a failed save, or half as much damage
on a successful one.
Dragon’s Strike. While holding the staff you can use
a bonus action to expend 3 charges to cause one of Destroying the Staff of Tiamat. The staff can only be
the dragon heads to animate, enlarge, and make a bite destroyed by enduring 500 hit points of dragon’s breath
attack with a reach of fifteen feet. The to hit and damage damage from each of Tiamat’s five heads.
amounts for dragon’s strike are color specific and are
outlined below.
72
Staff of Warding Starlight
VERY RARE Staff, requires attunement by a bard, sorcerer, LEGENDARY Wondrous item, requires attunement
warlock, or wizard
This item is a simple six-inch long candle comprised of
Designed by the devious genius kobold mage tallow.
Metathraxicus Shade, this sturdy, crooked wooden staff is
intentionally simple in design, so as not to call attention Effect
to itself. On close inspection, small magical When this candle is held out toward a
glyphs can be seen etched in its wooden celestial or infernal creature within 60 feet,
surface. an impenetrable shield of either blinding
light (for infernals) or depthless darkness
Effect (for celestials) appears, repelling the
This staff can be wielded as a magic creature 10 feet. It is activated when it is
quarterstaff that grants a +1 bonus to attack held out, and deactivated when it is lowered.
and damage. While holding it, you have The shield expands to engulf as many
advantage on Wisdom (Perception) and infernals or celestials as it detects within
Intelligence (Investigation) checks made to range. It will continue to “burn” forever
detect the presence of traps, and you may unless it is deactivated. Each use melts 1
search for traps while traveling at a normal inch of wax. It has 6 uses, after which the
pace rather than a slow pace. candle is destroyed.
The staff has 10 charges. It regains 1d6+4 Note: attunement for this item is immediate
expended charges daily at dawn. If you if the character is of infernal or celestial
expend the last charge roll a d20. On a 1 the blood; for other characters, attunement takes the normal
staff loses its properties and becomes a non one hour.
magical quarterstaff.

While holding the staff, you can use an Statue Scepter


action to expend 3 charges and cast glyph COMMON Rod
of warding, with your choice of explosive This bronze scepter terminates in four prongs holding a
runes, which immediately appears in glowing porcelain orb. It sheds dim light to a radius of 10
a space that you can see within 30 feet feet.
of you. As an alternative to spending
3 charges on the glyph, you can use an Effect
action to expend charges and cast glyph This scepter functions as an arcane focus. Additionally, it
of warding, programmed with one of the stores mass in an extradimensional space inside itself. As
spells below, to appear in a space that you an action, you may eject this mass, causing a 5 ft cube to
can see within 30 feet of you. In either materialize on a flat surface within 60 ft. The cube weighs
case, the glyph’s trigger conditions are 100 pounds, and is made of an obviously magical material,
programmed by you as per the spell, and it resembling a faintly-glowing white porcelain that sheds
uses your spell attack bonus and your spell dim light in a 10-foot radius. As a bonus action, you may
save DC. return the cube to the sceptre, otherwise the cube lasts
until you travel to a different plane.
alarm (3 charges), burning hands (3
charges*), cloud of daggers (4 charges*),
fireball (5 charges), lightning bolt (5 Step Back
charges), magic missile (3 charges*), sleep VERY RARE Ring
(3 charges*), slow (5 charges), web (4 Effect
charges). Once per long rest, as a
Note: for effects with an *, additional charges, to a bonus action, you may
maximum of 5 total charges, may be spent to increase the teleport to any place within
spell slot used for the effect. 300’ that you have been
within the past 24 hours.

73
Stolen Star Studded Leather of Orcish
LEGENDARY Wondrous item
Unkind
This star sapphire was born of a RARE Armor (studded leather), requires attunement
disagreement between the twin
A leatherworker named Marco Nazario was the only survivor
goddesses Selûne and Shar. Shar
of an orc raid on his town. Marco vowed revenge not only
sought to steal the stars from
on the band of orcs that slaughtered everyone he knew but
Selûne’s domain and transport
to any orc that crossed his path. As he laid waste to the first
them into the Underdark where
pack of orcs he encountered after several years of training,
they could be admired only by the
a feeling of bliss came over him as he sliced them down one
creatures of the underworld. As
by one. When Marco finished his first act of revenge an idea
Shar began plucking stars from
came to mind and he fashioned a set of armor from the hides
the sky a great battle erupted. In the end nearly all were
of the orcs to protect him on his quest.
returned to the night above, but a scattered few remain on
Toril, waiting to be reunited with their goddess.
Effect
You have a +1 bonus to AC while wearing this armor.
Effect Additionally, when you are reduced to 0 hit points, but not
When you hurl the star at the ground, it breaks free of the
killed outright, you can drop to 1 hit point instead. You
gem and blasts upward, burning through everything in its
can’t use this feature again until you finish a long rest.
path as it shoots towards the sky. A 10 mile radius around
the star is illuminated as if it were daylight.
Styler’s Hairpin
Any creature in a 100 foot radius sphere must make a COMMON Wondrous item
DC 24 Dexterity saving throw. Each creature takes 20d6
bludgeoning damage and 20d6 fire damage on a failed Effect
save, or half damage on a successful save. While wearing this hairpin you can change the color,
length and styling of your hair with just your thought. You
In addition, all creatures are automatically pushed 30 feet can only use the hairpin’s ability once per day.
away from the star and start their next turn prone. Any
nonmagical objects caught in the blast are incinerated, Sunray
destroyed, or otherwise damaged. LEGENDARY Weapon (longsword), requires attunement

This longsword, once wielded by a paladin of the Order


Stone of True Resurrection of the Gauntlet, was lost when Camp Righteous was
LEGENDARY Wondrous item destroyed by undead. The blade’s history stretches back
This polished yellow stone seems much further than this and through many wars and tales
to glow with a golden light which it became renowned as a blade for heroes; most of its
pulsates when in the hands of a wielders throughout history have met untimely ends due
living being. These stones appeared to the heroic nature the sword inspires.
throughout the planes after the
death of an archangel, whose body Within the weapon rests the spirit of a former member of
shattered into hundreds of pieces. the Order of the Gauntlet and a follower of Lathander. The
As these pieces fell, like meteors spirit gives Sunray sentience, and a will and drive to uphold
from the heavens, they became the tenets of the Order of the Gauntlet as well as inspiring
polished and hardened into stones its wielder to “bring light to the shadows of the world.”
which held some of the divine
magic of the archangel. Effect
You gain a +2 bonus to attack and damage rolls made with
Effect this magic weapon. The first time you sleep after wielding
The stone holds enough magic for one casting of true the weapon in combat you start to have your dreams
resurrection, after which its magic fades and it becomes a manipulated by Sunray. The magic weapon desires to
mundane polished rock. The only requirement is that you bring its wielder into line with the tenets of the Order of
speak the target’s true name. the Gauntlet:

• Be armed and vigilant against evil.

74
• Identify evil threats such as
secretive power groups and
Swapping Shackles
UNCOMMON Wondrous item, requires attunement
inherently evil creatures.
• Enforce justice. A pair of rusty iron shackles with only a few chain links
• Enact retribution against attached to each cuff. When the two cuffs are near each
evil actions – do not strike other, the chain links lift up and point towards the other.
preemptively.
• Faith is the greatest weapon Effect
against evil – faith in one’s god, The swapping shackles have 3 charges and regains all
one’s friends, and one’s self. expended charges daily at dawn. While attuned to this
• Battling evil is an extraordinary item and wearing one of the cuffs, the user can expend
task that requires strength and a charge as an action to switch positions with a willing
bravery. creature within 100 feet if they are wearing the other cuff,
• Punishing an evil act is just – as if using the teleport spell. The other creature does not
punishing an evil thought is need to be attuned to the shackles.
not.

Sentience. Sunray is a sentient


Sword of Corruption
UNCOMMON Weapon (any sword), requires attunement
weapon of Lawful Good
alignment, with an Intelligence This sword is made of silver and appears to be in an
of 10, a Wisdom of 9, and a advanced state of decomposition, with parts of the blade
Charisma of 18. It has hearing completely corroded and worn. Despite the decrepit
and darkvision out to a range appearance, its blade is magically sharp and able to cut
of 120 feet. The weapon meat or steel as if it were hot butter.
communicates by transmitting
emotions to the creature
Effect
You gain +1 bonus to attack and damage
carrying or wielding it when the
rolls made with this magical weapon.
creature is awake and, when the
creature is asleep, Sunray uses Any creature damaged by this weapon
dreams to inspire heroics and a must succeed on a DC 11 Constitution
sense of good. saving throw or suffer an additional
1d10 necrotic damage.
Daylight. As an action you
can use Sunray to cast the Curse
daylight spell with the sword Immediately after you attune to
as the target. Once used, you this weapon, your Constitution
cannot use this feature again score is reduced by 1.
until you complete a long Additionally, each time you
rest. hit a creature with an
attack using this weapon
Searing Smite. While attuned to Sunray you can cast
it causes you pain. You
searing smite at 1st level with a spell save DC of 13. Once
must succeed on a DC
used, you cannot use this feature again until you complete
11 Constitution check
a long rest.
to avoid dropping
Personality. Sunray restlessly wishes to convert all those the weapon
near it to the ways of the Order of the Gauntlet, inspiring immediately.
the wielder to encourage their companions, friends, and
families to follow the same tenets. Sunray wishes to be the
weapon of the greatest heroes and will look to belong to
the most heroic creature around. The sword harbours a
secret doubt: all its wielders have died and the sword takes
responsibility for their deaths and wonders deep down if it
is too zealous.

75
Sword of the Chameleon jeweled pommel upwards and use an action to expend
1 or more of its charges to cast the magic missile spell
UNCOMMON Weapon (any sword)
from it. For 1 charge, you cast the 1st-level version of the
Long ago, a fighter from Daggerford named Hammish spell, and you can increase the spell slot level by one for
Warwick decided he wanted to hide the presence of his each additional charge you expend. The sword regains
sword. He had a blacksmith work alongside a young 1d6 + 1 expended charges daily at dawn. If you expend
mage named Sam Pardy. Together these men created a the weapon’s last charge, roll a d20. On a 1, the scimitar
sword unlike any other, and Hammish used it to surprise crumbles into ashes and is destroyed.
his enemies.

Effect
Talking Skull
RARE Wondrous item
When wielding the sword, you may use an action to
change it into an ordinary item that can be held in one In spite of its obvious
hand. You can then use a bonus action to change the lack of eyeballs, this old
sword back into its original shape. yellowed skull seems to
be constantly judging
Syti Necklace you.
RARE Wondrous item, requires attunement
Effect
This necklace was one of the scholar king’s favorite As an action, you can
inventions as it allowed him to get right to the heart of any animate this old skull,
problem. Whenever he presided over his court, it could be lighting up its eyes with
seen dangling from his dainty neck as a symbol to those a pale blue light. Once
who would try to deceive the high court. animated it must speak
with you and answer
Effect any questions to the best
Whenever a falsehood is spoken within 15 feet of the of its ability. The skull
wearer, the necklace cools suddenly. This is a passive is well versed in most
ability and works even when the wearer is asleep. While topics, and may be able
helpful, this necklace can prove uncomfortable if the to give useful advice and
wearer is exposed to too many lies at once. insights, at the DM’s discretion.

Tajak Scimitar The skull also has limited insights into the near future.
This ability effectively works like casting the augury spell,
VERY RARE Weapon (scimitar), requires attunement by a
spellcaster except that the skull delivers the omen of the spell and can
The Tajak are a tribe of desert walkers from the Rajas only be used once per activation.
people. They keep the border of the Volstok Empire safe
Each time you animate the skull roll on the table below to
from the savage Tuli people sandwiched between the
see its current mood. It stays animated for 10 minutes, and
empire and the the dwarven kingdom of Ungar. The
will keep talking even if you have no further questions.
Tajak have served as the last line of defense against the
Tuli for generations, many kingdoms have employed the Once used, this ability can’t be used again until you finish
devastating might of the Tajak’s swordsmanship cross- a long rest.
bred with their ease with the arcane.
d6 Mood d6 Mood
Effect 1 Wrathful 4 Chatty
This scimitar is a +1 weapon, giving the wielder a +1 2 Sullen 5 Pleasing
bonus to attack and damage rolls. The sword has 7 3 Suspicious 6 Overjoyed
charges. While wielding the sword you can point the

Tears of Akadi
RARE Wondrous item, requires attunement

This is a perfectly spherical globule of crystal blue


liquid, the actual tears of the primordial Akadi. It has no
container, but stays in its form if it is handled gently.
76
Effect When you press it, time itself seems to go back a couple of
If a beast drinks the tears, its Intelligence permanently seconds.
increases to 7 (if it wasn’t higher already) and it gains the
ability to speak Common. Effect
Once per day, as a reaction, you can press the button on the
Tempest’s Howl side of the clock after any creature has made an attack roll,
saving throw, or ability check and make that creature reroll
RARE Weapon (rapier), requires attunement
the die. That creature must then use the outcome of the
Holding this weapon invokes the feeling second roll. Only you notice that time was turned back.
of being in the center of a powerful
storm upon a great sea and allows the
wielder to strike like a bolt of lightning.
Tinsel’s Prismatic Quill
COMMON Wondrous item
The glass orb on the pommel looks like
rolling waves and when the light hits The vanes of this feather quill shimmer with rainbow hues.
it just right it seems to hold lightning
striking the open water. Effect
This quill has a never-ending supply of iridescent
Effect glitter ink which can be used to write on any surface
You have a +2 bonus to attack and permanently. Think carefully before you write with it.
damage rolls made with this magic Good for autographs.
weapon. The rapier deals an additional
2d6 lightning damage with each Title Belt
successful attack. Additionally, you RARE Wondrous item, requires attunement
gain resistance to lightning damage and This overly large leather belt is covered with multiple
have advantage on any saving throw relatively cheap gemstones and thin layers of precious metals.
or ability check made to resist being
knocked prone. Effect
While wearing this belt you gain a +1 bonus to AC and your
Thief’s Dagger Constitution score increases to 16. If your Constitution
RARE Weapon (dagger) score is already 16 or greater, your Constitution score does
not change. Additionally, you and all friendly creatures
Effect within 30 feet of you cannot be frightened while you are
You gain a +1 bonus to attack and damage rolls made with
conscious and the belt is visible to them.
this magic weapon. This dagger makes no sound when
it is dropped or hits any surface. As an action you can
transform it and its scabbard into a belt pouch, adjusting Tome of the White Hand
its appearance so it matches your outfit. While in this VERY RARE Wondrous item, requires attunement by a warlock
form it does not radiate magic and can only be seen with Wrapped in black velvet cloth and bound with glistening
a true seeing spell or similar magic. As a bonus action you silver twine is a blue leather-bound book imprinted with a
can make the dagger revert to its normal form. white hand.

Tick-Tock-Time-Travel Clock Effect


RARE Wondrous item, requires attunement
When attuned to this item you gain the following benefits:
This simple bronze pocket • You gain the level 3 warlock Pact Boon feature Pact
watch was clearly designed of the Tome (PHB p.108). If you already have this
by an expert clock maker. It feature, you gain it again but must choose the cantrips
seems to never be in need from a different class spell list.
of a wind-up. In fact, • You learn the misty step spell if you do not already
the place where know it.
the winding
mechanism Curse
should be holds This item is cursed, and becoming attuned to it extends
a button of some sort. the curse to you. The curse can be broken with a spell
such as remove curse or wish. In order to attune to
77
this item, you • Greater Elemental Protection Trinket: Absorbs 40
must place your points of elemental damage. (uncommon)
hand over the • Superior Elemental Protection Trinket: Absorbs 60
imprint of the points of elemental damage. (rare)
white hand • Supreme Elemental Protection Trinket: Absorbs 100
and complete points of elemental damage. (very rare)
a short or
long rest Troll Claw
as normal. VERY RARE Wondrous item, requires attunement
When
This grisly item is a large, green-skinned, leathery hand
attunement
suspended from a thick iron chain. The long fingers end in
is complete
yellowed claws which flex periodically of their own accord.
you suffer
1d10 cold
damage and your left cheek
Effect
Once attuned, you gain a
becomes scarred with the image of a white hand.
regeneration rate of 1d6 hp
By attuning to this tome you have made yourself known every 10 minutes provided
to the Lady of the White Hand, a powerful archfey. If you have at least 1 hp. The
the curse is not broken within 3d10 days, your warlock regeneration ability ceases to
patron changes permanently to archfey if it is not already. function for 1 hour if you are
You lose all features associated with your previous patron damaged by fire or acid. The troll
and gain the equivalent features of the archfey patron. claw does not allow the owner to
From this point on you are bound to the Lady of the regenerate lost limbs.
White Hand. Exactly what has happened to your previous
The troll claw grants you
patron is unknown. The Lady may have purchased your
advantage on Constitution
“contract” legitimately or she may have dispensed with
saving throws against effects that
your previous patron in some other manner. If you break
alter your physical body, such as
the curse after you have become bound to the Lady, you
polymorph or petrification.
will need to seek out a new patron and may very well draw
the ire of the Lady herself. Attunement to the claw requires eating a portion of the
flesh on the item (which promptly regrows). The act itself
Trinket of Elemental is nauseating, and most creatures find stomaching the
flesh difficult. While stomach acid will keep the flesh from
Protection growing, it is never fully digested. Each morning at dawn
VARIABLE Wondrous item, requires attunement
you must make a DC 10 Constitution saving throw or suffer
These trinkets of metal, bone, or wood hang from the the poisoned condition for 24 hours. On a successful save,
neck or wrist by a leather strap. The element in question you feel mildly queasy but suffer no adverse effects. The
is always represented as a lightning bolt, flame, etc., or a poisoned condition can be alleviated via magic, but while
foreign rune for the element etched into the trinket. while attuned to this item it can never be permanently
avoided. Three consecutive failed saves causes the creature
Effect to vomit up the flesh, losing attunement.
Each trinket is aligned to one single element: cold, fire,
lightning or thunder. Activation requires one word spoken
softly to the trinket itself. Once the trinket is activated it
True Death Arrow
LEGENDARY Weapon (arrow)
will absorb a number of points of damage of the elemental
type the trinket is aligned to. The trinket will absorb either The shaft of this arrow is carved from the snow-white
20, 40, 60, or 100 points of elemental damage of its aligned bark of Kelemvor’s Yew, a famous tree in the middle
type, depending on the quality of the trinket. When the of Kelemvor’s grandest temple. It is fletched with the
trinket absorbs its maximum amount of damage it breaks midnight-black feather of a raven that has nested in the
and can no longer be used. graveyard of the Raven Queen’s first sanctuary for as long
as anyone can remember. The arrowhead is carved from the
• Elemental Protection Trinket: Absorbs 20 points of grey spine of a long-dead titan. Runes in ancient celestial
elemental damage. (common) are carved into the shaft, and glow lightly when nocked.

78
It has been used to slay tyrants and revolutionaries,
dragons and demons, gods and mortals. No one knows
Tuning Fork
UNCOMMON Wondrous item, requires attunement by a bard
the entire story of the arrow, as it stretches back for
millennia. The arrow can only be shot once. Upon A two-pronged metallic device that fits easily in one’s
landing, it vanishes, to reappear at some other place, in pocket. When struck, it vibrates to give a note of a
some other time. specific pitch.

Effect Effect
The arrow is a +1 arrow. When you successfully hit a While attuned to this item, you gain the following benefits:
creature that has 100 hit points or less with this arrow,
• You can use the tuning fork as a spellcasting focus for
it must make a DC20 Constitution saving throw. On a
your bard spells.
failure, the creature dies and it cannot be brought back to
• You have advantage on Charisma (Performance)
life by any means other than the wish spell. If the creature
checks with a musical instrument if you take an action
has more than 100 hit points, it takes damage as though
to use the tuning fork prior to playing
this were a simple +1 arrow.
• While attuned to this item, you can cast a cantrip you
Immediately upon use, whether it hits the target or not, do not know. The cantrip must be on the bard spell
the arrow disappears. It reappears at a random location on list, and you must make a DC 10 Intelligence (Arcana)
the material plane in 1d100 years. check. If the check succeeds, you cast the spell. If the
check fails, so does the spell, and the action used to
Tsarina’s Balalaika cast the spell is wasted. In either case, you can’t use
this property again until you finish a long rest.
RARE Wondrous item, requires attunement

This triangular-shaped stringed instrument


is adorned with painted flowers.
Vengeance for the Desecrated
ARTIFACT Weapon (longsword), requires attunement

Effect A powerful wizard created this magical weapon in


When the balalaika is played by a exchange for power. Using the magic at his command, he
proficient musician, creatures within summoned powerful elementals, demons, and celestials
30 feet that can hear must make to use in his dark experiments. Extracting the blood and
a DC12 Wisdom saving throw essences of these beings, he used them to create items that
or be charmed until the music could topple the heavens. This dark steel longsword was
ends. On a successful save the forged with the blood and soul of a celestial, thus binding
creature is immune to this them to it. Over the years the spirit inside has grown
effect for 24 hours. Once the twisted by its rage and now seeks to exert its power to end
performance is finished, those that were the cause of its imprisonment.
creatures in the area of
effect are unaware they Effect
were charmed. You gain a +3 bonus to attack and damage rolls made with
this magic weapon.

Sweet Revenge. When a creature is reduced to 0 hit points


by a hit from this sword, it dies and its soul is drawn into
the weapon. While a soul is trapped in the sword, it deals an
extra 1d6 necrotic damage. The sword can hold 4 souls in this
manner, dealing a 1d6 extra necrotic damage per soul. At the
end of combat, the souls trapped in the blade are released.

Unholy Might. While attuned to this blade your Strength


increases by 2, to a maximum of 24.

Sacrifice. You can use an action to anoint the blade with


your own blood, empowering both yourself and the
sword. You suffer 1d8 necrotic damage and one point of
exhaustion, but gain an additional action every turn for

79
one minute. This
feature can only
Verdaer Imperial Quiver
VERY RARE Wondrous item, requires attunement by a fighter or
be used once. You ranger
regain its use when
This quiver makes any bow into a powerful, magical
you finish a long
weapon. The quiver is short and wide, allowing the arrows
rest.
to spread out like a fan. The quiver has highly decorative
Sworn Enemy. cross-straps on the front held by circular fittings, and a
As an action you triangular bottom plate. One side of the quiver is colored
can cast bane on an ice blue with the other side is a fiery orange. The two
a singular target colors meet in the middle into a gradient of purple.
within 30 feet of
you. You can’t use Effect
this ability again The quiver appears to only hold 20 arrows, but it can
until you complete actually hold 40. The arrows in the quiver are +1 magical
a short rest. arrows. 20 of the arrows are fire arrows, which deal an
additional 1d6 fire damage, and 20 of the arrows are ice
Sentience. Vengeance arrows which deal an additional 1d6 cold damage. Once
for the Desecrated the arrow hits a target, the ammunition is no longer
is a sentient, neutral magical. The 40 arrows replenish daily at dawn.
evil weapon with
Intelligence of 15, a Wand of Light
Wisdom of 14, and a UNCOMMON Wand
Charisma of 18. It has
These wands are created by infusing a switch of wood with
hearing and darkvision
light-creating magic. They often have a firefly or a ball of
out to a range of 120 feet.
phosphorescent moss bound to their tips.
The weapon communicates
telepathically with its wielder
and can speak, read, and
Effect
This wand has 3 charges. While holding it, you can expend
understand Common.
1 charge as an action to cast the light spell. The wand
Personality. Whatever the weapon crafter’s original intent regains 1d3 expended charges daily at dawn.
was has long been twisted to meet its own ends. It wishes
to destroy magic users and bring them low for their Wand of Ooze
hubris. Destroying magical items or tomes also satisfies it. RARE Wand, requires attunement
This purpose is an obsession, one which will become your This length of porous stone, flecked with emerald and
fixation as well. sapphire dust, always feels damp to the touch.
Curse
The desire to kill wizards is so great that upon being near Effect
them, the sword will attempt to force you to do so. If you This wand has 7 charges and regains 1d6 + 1 expended
are within 30 feet of a wizard and do not attack it within charges daily at dawn. If you expend the wand’s last
one minute, you must make a DC 15 Charisma saving charge, roll a d20. On a 1, the wand crumbles into ash and
throw. On a failure you suffer 10d6 psychic damage or half is destroyed.
on a successful save. This repeats once per minute until Command Ooze. While holding the wand, you can use an
the wizard is dead or the wielder is more than 30 feet away action to expend 1 charge to command any ooze per the
from the wizard. spell (DC 15 spell save). This works on any ooze, even if the
Personal Flaw. You gain the flaw: “Shall not suffer a creature would not normally be able to understand you.
wizard to live.” Ooze Polymorph. While holding the wand, you can use
an action to expend 2 charges to polymorph any non-
ooze creature per the spell (save DC 15). On a failed save,
the target creature is transformed into an ooze of your
choosing, rather than a beast.

80
Widow’s Fangs around half the expected weight a bronze helm should
be— and appears fragile, almost delicate in its age but
RARE Wondrous item, requires attunement
stronger than steel.
These dark grey and crimson gloves are softer than silk,
and would fit perfectly as an accoutrement to a ball Effect
gown or fine suit. When closely inspected, the tip of each The helm grants a +1 bonus to AC.
finger holds a small, sharp point: the fang of a venomous
spider. The gloves are made with painstaking care by The helm allows the wearer to more easily “center”
the finest tailors and enchanters and require at least 300 themselves, maintaining concentration and focus. You
gp worth of spider’s silk and five pairs of fangs from have advantage on Constitution saving throws that you
venomous spiders to craft. make to maintain your concentration on a spell when you
take damage.
Effect
The wearer gains immunity to the charmed condition.
While wearing these gloves you may choose to deal
If the helm is placed on a creature with the charmed
piercing damage instead of bludgeoning damage with
condition, the condition is ended.
your unarmed strikes. When you do so, your unarmed
strikes are considered magical for the purposes of The helm has 6 charges. While wearing the helm the
overcoming resistance or immunity, and deal an attuned owner can use an action to expend one or more
additional 1d4 poison damage. charges to cast the following spells: bless (1 charge),
sanctuary (1 charge), calm emotions (2 charges), beacon of
Also, you may cast the web spell once per long rest.
hope (3 charges)
Dexterity is your spellcasting ability for this spell.
All spells have a DC equal to 8 + the attuned wearer’s
Will of the One proficiency bonus + Wisdom modifier. The helm regains
VERY RARE Wondrous item, requires attunement a number of charges at dawn equal to 1+ the wearer’s
The Will of the One is a helmet of bronze, its sides splayed Wisdom modifier (minimum 1).
back in draconic wings. A shimmering sapphire is set in
the center of the brow. The helm is scuffed and dented, Willow-Dark Tome
and has a palpable sense of antiquity to it. It is light— RARE Wondrous item, requires attunement by a spellcaster

A dark story follows this small spellbook, which is little


more than a collection of pages bound with willow bark.
Rumor has it that the owner of the tome unlocked its
foulest secrets and used them to take the lives of children.
Some say the perpetrator was caught and hanged by a
mob of townsfolk; others say some wandering adventurers
slew the culprit. In either case, the book was left behind.
Full of rituals and notations in no known language, much
of its secrets may remain hidden forever. Those who have
borne it swear it whispers from time to time, as quiet as
wind rustling a willow-tree.

Effect
The tome has 10 charges, which can be expended to create
one of the following effects:

Hex. While holding the book, you can use an action to


expend 1 charge to cast hex on a target within range that
you can see.

Psychic Lash. While holding the book, you can use an


action to expend 3 or more charges and force a creature
within 60 feet to make a DC 15 Wisdom saving throw,
taking 4d6 psychic damage on a failed save, or half
as much damage on a successful one.You can expend

81
additional charges to increase the damage dealt by 1d6 per commonly worn as an amulet or brooch.
charge expended in this manner.
Effect
Curse of Sleep. While holding the book, you can use your The wearer of the wooden canary can detect harmful gas
action to expend 1 charge to cast sleep as a 1st-level spell. within 30 ft. of the wearer. The canary will emit a low-pitched
You can expend additional charges as part of the initial whistling as long as it is within range of the gas. It will also
action, increasing the spell’s level by 1 for each additional detect individuals or creatures in gaseous form nearby.
charge.

The dark tome regains 1d6+1 charges daily at dawn. If Wrath of the Sea
the tome’s last charge is expended, the DM rolls a d20 RARE Weapon (rapier), requires attunement
in secret. On a 1, the book’s notorious original owner is Both the priests of Umberlee and Valkur claim that this
returned to life, its body reforming in the nearest space to weapon was created to honor their respective god. It shares
where its remains were buried. If the owner’s remains were a deep connection with the sea and can only unleash its full
destroyed, it reforms in a location within 1d4 miles of potential in the immediate vicinity of a body of water. Many
you. The DM determines who or what the original owner famous pirates, privateers, and skippers wielded it over the
of the book was. The owner is always aware of the tome’s years, but eventually it was always reclaimed by either the
direction and distance from its current location. followers of Umberlee or Valkur.

Wishbone During the War of the Twelve Saints, three temples were
reduced to rubble, and hundreds of priests lost their lives.
RARE Weapon (club)
Over the course of this war, the weapon changed hands
This white club is perfectly smooth and wrapped with many times but was eventually lost when Umberlee’s
a simple leather strap for grip. The unusual shape is no archpriestess Safron conjured a tidal wave which flooded
doubt due to the fact that the weapon was fashioned from half of Athkatla. Hundreds of people, animals, and houses
a huge wishbone and enchanted with cockatrice feathers. were flushed out into the sea, as well as
Exactly who thought it was a good idea to create such a this weapon. The people of Athkatla still
weapon is anyone’s guess, but it is useful nonetheless. remember this occurrence because the
city was never so clean up until then,
Effect and hasn’t been since.
When you hit a creature with an attack with this weapon
it must make a DC 11 Constitution saving throw. On a Effect
successful save, nothing happens and the target is immune You gain a +1 bonus to attack
to this effect for the next 24 hours. On a failed save, the and damage rolls made with
creature is restrained and begins to turn to stone, and it this magic weapon. This
must repeat the saving throw at the end of its next turn. If weapon deals an additional
the target fails the second saving throw, they turn to stone 1d6 piercing damage
and become petrified for the next 24 hours, after which while the wielder is
they return to normal. The effect can be ended with a located above water,
remove curse spell. such as on a ship,
or is submerged
Wooden Canary in water.
COMMON Wondrous item, requires attunement by a dwarf

“I lost me father an’ brother to tha’ wretched gas. I swore it


would ne’er happen again.”
—Balor Battleaxe

In their traditional mountain homes, dwarves dug deep into


the mountains. Occasionally, as the clans grew larger, they
would branch off and establish new settlements, or undertake
speculative digging in areas that showed promise. Both such
tasks were dangerous work. To help protect his brethren, the
dwarven mage Hjarsson created devices small enough for
them to wear. A wooden canary is a small wooden token,

82
Once per day, as an action, you can turn the hilt of this While attuned to this item, you gain the following benefits:
weapon into a hempen rope with a length of up to 30 ft.,
giving it the reach of 30 feet. Alternatively, you can turn Defensive Flying. Anyone riding Zephyr during combat
this weapon into a net. It follows the rules of a mundane receives a +1 to their Armor Class as the extremely
net (PHB, p. 148) but it is indestructible. In both cases, the defensive broom attempts to dodge incoming attacks.
weapon reverts to its original form after one hour or when Sentience. Zephyr is a partially-sentient neutral good
the wielder wills it. magical broom with an Intelligence of 8, a Wisdom of 16,
and a Charisma of 8. It has hearing and low-light vision
Zephyr, the Broom of Flying up to 120 feet. Once attuned to a rider, Zephyr cannot be
VERY RARE Wondrous item, requires attunement flown by another creature.
This wooden broom, which weighs 3 pounds, seems
The broom understands spoken Auran and will respond
poised to fly away at any moment.
to commands of flying in any language spoken by you.
While partially-sentient, Zephyr wasn’t created with the While Zephyr cannot communicate, it often makes its
capacity for independent thought. Zephyr’s weakness is feelings known through more physical means.
its complete inability to fly without a direct command.
Personality. Zephyr has two important personality quirks
Characters may discover the broom resting underwater
which become noticeable to any attuned rider: the broom
near the corpse of its former rider. Arvilla Te’nar was
loves to fly and strains to reach higher speeds; it is also a
once a wealthy wizard with a passion for ancient history.
bit of a coward, refusing to get within 30 feet of anything it
During an expedition deep beneath his home city, Arvilla
perceives to be dangerous.
failed to outrace the flooding corridors, leaving his broom
trapped beneath a stagnant pool for decades. Whenever Zephyr is commanded to approach an enemy
or dangerous scenario, the broom zig-zags wildly, forcing
Effect you to succeed a DC 13 Dexterity saving throw or lose
You may mount or dismount Zephyr as a free action. It your turn holding onto the broomstick.
then hovers beneath you and can be ridden in the air.
Zephyr has a flying speed of 50 feet. It can carry up to
400 pounds, but its flying speed becomes 30 feet while
carrying over 200 pounds. When not being used, the
broom hovers near a belt or backpack, instinctually
moving with its owner as if it were physically attached.

83
Items by Rarity
RARITY VARIES Guardwell’s Entangling Caltrops . . . . . . 35 RARE
Hands of the Crafter . . . . . . . . . . . . . . . . 36
Oykron Crystals . . . . . . . . . . . . . . . . . . . . 53 Airstep Shroud . . . . . . . . . . . . . . . . . . . . . . 4
Hearthmead . . . . . . . . . . . . . . . . . . . . . . . 37
Ring of the Mighty Fist . . . . . . . . . . . . . . 59 Alamire’s Alchemical Alembic . . . . . . . . . 4
Hellfire Stone . . . . . . . . . . . . . . . . . . . . . . 37
Shard of Healing . . . . . . . . . . . . . . . . . . . 65 Amber Tarantula Hawk . . . . . . . . . . . . . . . 4
Hello World Shield . . . . . . . . . . . . . . . . . 37
Trinket of Elemental Protection . . . . . . . 78 Amulet of Armoring . . . . . . . . . . . . . . . . . 5
Hellrazor . . . . . . . . . . . . . . . . . . . . . . . . . 38
Anvil of Kings . . . . . . . . . . . . . . . . . . . . . . 5
COMMON Helm of Apathy . . . . . . . . . . . . . . . . . . . . 38
Bag of Enveloping Darkness . . . . . . . . . . . 7
Humerus of St. Hildegaard . . . . . . . . . . . 39
Armor of Questionable Taste . . . . . . . . . . 6 Battlecrazed Axe . . . . . . . . . . . . . . . . . . . . 8
Kildirn’s Singing Stein . . . . . . . . . . . . . . . 40
Bag of Barking Stones . . . . . . . . . . . . . . . . 7 Blade of the Icequeen’s Champion . . . . . 11
Lantern of the Morning Lord . . . . . . . . . 42
Bag of the Bookworm . . . . . . . . . . . . . . . . 7 Bone Blowpipe . . . . . . . . . . . . . . . . . . . . . 12
Llewyrrian Blinders . . . . . . . . . . . . . . . . . 43
Belt of Insignificance . . . . . . . . . . . . . . . . . 9 Boots of Deadly Leaping . . . . . . . . . . . . . 13
Logbow . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Brooch of Authority . . . . . . . . . . . . . . . . 15 Boots of the Forest . . . . . . . . . . . . . . . . . 13
Lot #184 . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Coin of Favour . . . . . . . . . . . . . . . . . . . . . 17 Bracers of Infinite Blades . . . . . . . . . . . . 13
Louqui’s Luck . . . . . . . . . . . . . . . . . . . . . . 44
Crescendo Batons . . . . . . . . . . . . . . . . . . 17 Bracers of Lifestealing . . . . . . . . . . . . . . . 13
Manual: About the Clashing of Steel,
Dante’s Box of Chocolates . . . . . . . . . . . 18 Call to Prayer . . . . . . . . . . . . . . . . . . . . . . 15
Volumes I to XX . . . . . . . . . . . . . . . . . 48
Equinculus Potion . . . . . . . . . . . . . . . . . . 27 Charred Cloak . . . . . . . . . . . . . . . . . . . . . 15
Mask of Truth . . . . . . . . . . . . . . . . . . . . . 49
Flask of the Caravanserai . . . . . . . . . . . . 29 Coin of Many . . . . . . . . . . . . . . . . . . . . . . 17
Message Mirror . . . . . . . . . . . . . . . . . . . . 49
Flutterin’ Fan . . . . . . . . . . . . . . . . . . . . . . 30 Creeping Rot . . . . . . . . . . . . . . . . . . . . . . 17
Minsc’s Magnificent Miniature
Hagiographer’s Handbook . . . . . . . . . . . 36 Deadhead Pennies . . . . . . . . . . . . . . . . . . 20
Menagerie . . . . . . . . . . . . . . . . . . . . . . 50
Hanged Man’s Pardon . . . . . . . . . . . . . . . 36 Dowager’s Finger . . . . . . . . . . . . . . . . . . . 24
Mummer’s Lantern . . . . . . . . . . . . . . . . . 50
Lantern Helmet . . . . . . . . . . . . . . . . . . . . 42 Dreamer’s Eye . . . . . . . . . . . . . . . . . . . . . 25
Necklace of Missals . . . . . . . . . . . . . . . . . 50
Maximus’s Broom of Sweeping . . . . . . . 49 Eavesdropper Guantlet . . . . . . . . . . . . . . 26
Necklace of Thirst . . . . . . . . . . . . . . . . . . 51
Polarizing Piton . . . . . . . . . . . . . . . . . . . . 55 Elemental Fists . . . . . . . . . . . . . . . . . . . . . 26
Nullmagic Shield . . . . . . . . . . . . . . . . . . . 52
Potion Purse . . . . . . . . . . . . . . . . . . . . . . . 56 Exploding Studded Leather . . . . . . . . . . 27
Pendant of the Unrelenting March . . . . 54
Pouch of Slumber . . . . . . . . . . . . . . . . . . 57 Eye of Truth . . . . . . . . . . . . . . . . . . . . . . . 28
Psyforged Blade . . . . . . . . . . . . . . . . . . . . 57
Raskin’s Splenectomy Knife . . . . . . . . . . 58 Fey-Touched Summoning Egg . . . . . . . . 28
Pylon of Blessed Power . . . . . . . . . . . . . . 58
Rings of Enmity . . . . . . . . . . . . . . . . . . . . 59 Froghemoth’s Boon . . . . . . . . . . . . . . . . . 31
Redbeard’s Eyepatch . . . . . . . . . . . . . . . . 58
Rustic Charm . . . . . . . . . . . . . . . . . . . . . . 62 Gauntlets of Burrowing . . . . . . . . . . . . . 31
Ring of Displeasure . . . . . . . . . . . . . . . . . 58
Scentless Brooch . . . . . . . . . . . . . . . . . . . 64 Halfling’s Exit . . . . . . . . . . . . . . . . . . . . . . 36
Ring of Moxie . . . . . . . . . . . . . . . . . . . . . 59
Statue Scepter . . . . . . . . . . . . . . . . . . . . . . 73 Hood of the Falconer . . . . . . . . . . . . . . . 38
Ring of the Beast . . . . . . . . . . . . . . . . . . . 59
Styler’s Hairpin . . . . . . . . . . . . . . . . . . . . 74 Hush Money . . . . . . . . . . . . . . . . . . . . . . 39
Ring of Tongues . . . . . . . . . . . . . . . . . . . . 59
Tinsel’s Prismatic Quill . . . . . . . . . . . . . . 77 Kiira . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Rod of Fortune Seeking . . . . . . . . . . . . . 60
Wooden Canary . . . . . . . . . . . . . . . . . . . . 82 Leacher’s Emerald . . . . . . . . . . . . . . . . . . 42
Seven Coin Purse . . . . . . . . . . . . . . . . . . . 65
Life Drain . . . . . . . . . . . . . . . . . . . . . . . . . 42
UNCOMMON Shocking Glove . . . . . . . . . . . . . . . . . . . . 66
Locking Plates . . . . . . . . . . . . . . . . . . . . . 43
Sky Piercer . . . . . . . . . . . . . . . . . . . . . . . . 67
Barryat the Vicious . . . . . . . . . . . . . . . . . . 8 Longshot . . . . . . . . . . . . . . . . . . . . . . . . . 44
Smash and Bright . . . . . . . . . . . . . . . . . . 67
Beans of Jumping . . . . . . . . . . . . . . . . . . . 8 Magic Magnifier . . . . . . . . . . . . . . . . . . . 47
Spring Boots . . . . . . . . . . . . . . . . . . . . . . . 69
Bow of the Wood Elves . . . . . . . . . . . . . . 13 Manacles of the Mundane . . . . . . . . . . . 47
Swapping Shackles . . . . . . . . . . . . . . . . . . 75
Brava’s Bustling Beetles . . . . . . . . . . . . . . 14 Mantle of the Mage . . . . . . . . . . . . . . . . . 47
Sword of Corruption . . . . . . . . . . . . . . . . 75
Breath Mask . . . . . . . . . . . . . . . . . . . . . . . 14 Manual: About the Art of Fighting,
Sword of the Chameleon . . . . . . . . . . . . 76
Burglar’s Dagger . . . . . . . . . . . . . . . . . . . 15 Volumes I to VI . . . . . . . . . . . . . . . . . 47
Tuning Fork . . . . . . . . . . . . . . . . . . . . . . . 79
Collar of Articulation . . . . . . . . . . . . . . . 17 Manual: Armorer’s Guide to Survival . . 48
Wand of Light . . . . . . . . . . . . . . . . . . . . . 80
Deathbane Berries . . . . . . . . . . . . . . . . . . 22 Metrigash . . . . . . . . . . . . . . . . . . . . . . . . . 49
Dragon’s Blood . . . . . . . . . . . . . . . . . . . . 24 Necklace of Readiness . . . . . . . . . . . . . . . 50
Dragon’s Remnant . . . . . . . . . . . . . . . . . . 24 Painted Lady . . . . . . . . . . . . . . . . . . . . . . 53
Earplugs of the Bulette . . . . . . . . . . . . . . 25 Pendygraft’s Living Bestiary . . . . . . . . . . 54
Ejection Amulet . . . . . . . . . . . . . . . . . . . . 26 Pin of Glacial Cold . . . . . . . . . . . . . . . . . 55
Elemental Touched Mesh . . . . . . . . . . . . 26 Pipes of the Damned . . . . . . . . . . . . . . . . 55
Emir’s Ring . . . . . . . . . . . . . . . . . . . . . . . . 27 Portable Pit . . . . . . . . . . . . . . . . . . . . . . . 56
Extend-o-Matic . . . . . . . . . . . . . . . . . . . . 27 Potion of Shadow Form . . . . . . . . . . . . . 56
Floral Scented Brooch . . . . . . . . . . . . . . . 29 Prospero’s Mask . . . . . . . . . . . . . . . . . . . . 57
Forlorn Mantle . . . . . . . . . . . . . . . . . . . . 30 Quaal’s Feather Token – Serpent . . . . . . 58
Gloves of Dagger-Throwing . . . . . . . . . . 32 Returning Weapon . . . . . . . . . . . . . . . . . 58
Gloves of Darkness . . . . . . . . . . . . . . . . . 32 Ring of Transformative Luminescence . 59
Guardwell’s Aggressive Caltrops . . . . . . . 35 Rogue’s Vest . . . . . . . . . . . . . . . . . . . . . . . 61
Guardwell’s Alarming Caltrops . . . . . . . 35 Shard of the Namestone . . . . . . . . . . . . . 65

84
Shield of Consent . . . . . . . . . . . . . . . . . . 66 Olhydra’s Tear . . . . . . . . . . . . . . . . . . . . . 53 Gruumsh’s Blessing . . . . . . . . . . . . . . . . . 34
Shield of Tall Tales . . . . . . . . . . . . . . . . . . 66 Pick Insects . . . . . . . . . . . . . . . . . . . . . . . . 54 Heart of Hydrathis . . . . . . . . . . . . . . . . . 36
Specter’s Pendant . . . . . . . . . . . . . . . . . . . 68 Puppeteer’s Vial . . . . . . . . . . . . . . . . . . . . 57 Hu’i Wing . . . . . . . . . . . . . . . . . . . . . . . . . 38
Staff of the Wyrmling . . . . . . . . . . . . . . . 70 Robes of Shadowmyst . . . . . . . . . . . . . . . 60 Jehanel’s Folly . . . . . . . . . . . . . . . . . . . . . 39
Studded Leather of Orcish Unkind . . . . 74 Runehammer . . . . . . . . . . . . . . . . . . . . . . 62 Nyoom . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Syti Necklace . . . . . . . . . . . . . . . . . . . . . . 76 Scarmantle . . . . . . . . . . . . . . . . . . . . . . . . 64 Performer’s Topaz . . . . . . . . . . . . . . . . . . 54
Talking Skull . . . . . . . . . . . . . . . . . . . . . . 76 Serpent Stride Armor . . . . . . . . . . . . . . . 65 Portable Campsite . . . . . . . . . . . . . . . . . . 55
Tears of Akadi . . . . . . . . . . . . . . . . . . . . . 76 Shatterrain . . . . . . . . . . . . . . . . . . . . . . . . 66 Ring of High Magic . . . . . . . . . . . . . . . . . 58
Tempest’s Howl . . . . . . . . . . . . . . . . . . . . 77 Silver Sorrow . . . . . . . . . . . . . . . . . . . . . . 67 Rod of Tentacles, Eyes, and Mouths . . . . 60
Thief ’s Dagger . . . . . . . . . . . . . . . . . . . . . 77 Sliver of Far Realm . . . . . . . . . . . . . . . . . 67 Rod of the Purple Sun . . . . . . . . . . . . . . . 61
Tick-Tock-Time-Travel Clock . . . . . . . . 77 Staff of Arcane Empowerment . . . . . . . . 69 Speaking Stone . . . . . . . . . . . . . . . . . . . . . 68
Title Belt . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Staff of Warding . . . . . . . . . . . . . . . . . . . . 73 Spectacles of Mind-Shuttering . . . . . . . . 68
Wand of Ooze . . . . . . . . . . . . . . . . . . . . . 80 Step Back . . . . . . . . . . . . . . . . . . . . . . . . . 73 Sphere of the Wretched . . . . . . . . . . . . . . 68
Widow’s Fangs . . . . . . . . . . . . . . . . . . . . . 81 Tajak Scimitar . . . . . . . . . . . . . . . . . . . . . 76 Staff of the Dragon . . . . . . . . . . . . . . . . . 69
Willow-Dark Tome . . . . . . . . . . . . . . . . . 81 Tome of the White Hand . . . . . . . . . . . . 77 Starlight . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Wishbone . . . . . . . . . . . . . . . . . . . . . . . . . 82 Troll Claw . . . . . . . . . . . . . . . . . . . . . . . . . 78 Stolen Star . . . . . . . . . . . . . . . . . . . . . . . . 74
Wrath of the Sea . . . . . . . . . . . . . . . . . . . 82 Tsarina’s Balalaika . . . . . . . . . . . . . . . . . . 79 Stone of True Resurrection . . . . . . . . . . . 74
Verdaer Imperial Quiver . . . . . . . . . . . . . 80 Sunray . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
VERY RARE Will of the One . . . . . . . . . . . . . . . . . . . . 81 True Death Arrow . . . . . . . . . . . . . . . . . . 78
Amulet of the Dimensions . . . . . . . . . . . . 5 Zephyr, the Broom of Flying . . . . . . . . . 83
Armor of Animal Aspects . . . . . . . . . . . . . 6 ARTIFACT
Bandage of the Blind Monk . . . . . . . . . . . 8 LEGENDARY Blackheart . . . . . . . . . . . . . . . . . . . . . . . . . 9
Bell Ringer . . . . . . . . . . . . . . . . . . . . . . . . . 8 Authority . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Blades of the Archrogue . . . . . . . . . . . . . 10
Black Blade of Vartigan . . . . . . . . . . . . . . . 9 Baldur’s Gatehouse . . . . . . . . . . . . . . . . . . 7 Darkteeth (Olath Yinnin) . . . . . . . . . . . . 18
Blade of the Elements . . . . . . . . . . . . . . . 11 Black Kumade . . . . . . . . . . . . . . . . . . . . . . 9 Divine Shard . . . . . . . . . . . . . . . . . . . . . . 23
Blanket of Blending . . . . . . . . . . . . . . . . . 11 Death Knight’s Dread Helm . . . . . . . . . . 21 Kohl’vil . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Blood Mask . . . . . . . . . . . . . . . . . . . . . . . 11 Death Knight’s Dread Plate . . . . . . . . . . 21 Luminaria (Lightsong) . . . . . . . . . . . . . . 44
Bloodhound . . . . . . . . . . . . . . . . . . . . . . . 12 Death Knight’s Dread Shield . . . . . . . . . 21 Necrosis Sanctum . . . . . . . . . . . . . . . . . . 51
Boomeraxe . . . . . . . . . . . . . . . . . . . . . . . . 12 Death Knight’s Dread Sword . . . . . . . . . 22 Sanguine Shield (The Bloody Bulwark) . . . 62
Breastplate of Forgotten Anguish . . . . . . 14 Dimensional Lock Picks . . . . . . . . . . . . . 23 Staff of Tiamat . . . . . . . . . . . . . . . . . . . . . 71
Breath of Zephyr . . . . . . . . . . . . . . . . . . . 14 Eye of the Firestorm . . . . . . . . . . . . . . . . 28 Vengeance for the Desecrated . . . . . . . . . 79
Chainmail of Lion’s Roar . . . . . . . . . . . . 15 Fornas . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Cloak of the Wind Rider . . . . . . . . . . . . . 16 Golden Lord’s Plate . . . . . . . . . . . . . . . . . 33
Clockwork Companion . . . . . . . . . . . . . 16
Crown of Black Pearls . . . . . . . . . . . . . . . 18
Dagger of Banishing . . . . . . . . . . . . . . . . 18
Deck of a Few Things . . . . . . . . . . . . . . . 22
Earthbreaker Gauntlet . . . . . . . . . . . . . . 25
Earthen Bell . . . . . . . . . . . . . . . . . . . . . . . 25
Extinguish . . . . . . . . . . . . . . . . . . . . . . . . 27
Firetooth . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Flayer’s Gauntlet . . . . . . . . . . . . . . . . . . . 29
Foliage Ring . . . . . . . . . . . . . . . . . . . . . . . 30
Gauntlets of Forgotten Anger . . . . . . . . . 31
Gift of Graz’zt . . . . . . . . . . . . . . . . . . . . . 31
Gloves of Life and Death . . . . . . . . . . . . 32
Goggles of Naldrichor . . . . . . . . . . . . . . . 32
Granfang . . . . . . . . . . . . . . . . . . . . . . . . . 33
Hedge’s Handy Herbal . . . . . . . . . . . . . . 37
Hell’s Scream . . . . . . . . . . . . . . . . . . . . . . 37
Helm of Forgotten Memories . . . . . . . . . 38
Key to the Heart . . . . . . . . . . . . . . . . . . . . 40
Lightning Surge . . . . . . . . . . . . . . . . . . . . 42
Loaded Dice . . . . . . . . . . . . . . . . . . . . . . . 43
Lyre of Building . . . . . . . . . . . . . . . . . . . . 46
Noisy Cricket . . . . . . . . . . . . . . . . . . . . . . 52

85
Index of Creators
A. D. Pancyrev: Airstep Shroud; Armor of Animal Aspects; Dungeon Rollers: Breastplate of Forgotten Anguish;
Charred Cloak; Elemental Touched Mesh; Eye of Truth; Gauntlets of Forgotten Anger; Helm of Forgotten Memories
Locking Plates; Psyforged Blade; Pylon of Blessed Power;
Sky Piercer Emmet Byrne: Blades of the Archrogue; Call to Prayer;
Clockwork Companion; Creeping Rot; Halfing’s Exit;
Alan Tucker: Noisy Cricket; Spectacles of Mind Shuttering Hanged Man’s Pardon; Lot #184; Louqui’s Luck; Maximus’
Broom of Sweeping; Tome of the White Hand; Wishbone
Alex Clippinger: Brava’s Bustling Beetles; Shard of the
Namestome; Willow-Dark Tome Federico Gavioli: Forlorn Mantle; Manual: About the Art
of Fighting, Volume I to VI; Manual: About the Clashing
Andrew Cawood: Baldur’s Gatehouse; Bean of Jumping; Deck of Steel, Volumes I to XX; Manual: Armorer’s Guide on
of a Few Things; Helm of Apathy; Sword of the Chameleon Survival; Metrigash; Pendant of the Unrelenting March;
Returning Weapon; Scarmantle
Andrew Clissold: Burglar’s Dagger; Gloves of Dagger Throwing;
Potion of Shadow Form; Thief ’s Dagger Florian Emmerich & JVC Parry: Crown of Black Pearls
Andrew Morley: Necklace of Readiness FreshRad Games: Dragon’s Blood; Hearthmead;
Llewyrrian Blinders; Rod of the Purple Sun; Tears of Akadi
Andy Dodds: Goggles of Naldrichor
George Kormis: Gloves of Darkness
Ashley Warren: Dante’s Box of Chocolates; Prospero’s Mask;
Starlight; Tsarina’s Balalaika Glen Cooper: Oykron Crystal
Bayley Gillier: Eavesdropper Guantlet; Serpent Stride Armor Harrison Swift: Dimensional Lockpicks; Equinculus Potion;
Nullmagic Shield; Statue Sceptre
Benjamin Huffman: Armor of Questionable Taste; Earthen
Bell; Loaded Dice Jack C. Fejer: Kohl’vil; Minsc’s Magnificent Miniature
Menagerie; Polarizing Piton
CD Flanigan: Bow of the Wood Elves
Jacky Leung: Chainmail of Lion’s Roar; Flayer’s Gauntlet;
Chris Bissette: Boots of Deadly Leaping; Earplugs of the
Hellfire Stone; Lightning Surge; Mantle of the Mage;
Bulette; Gauntlets of Burrowing; Manacles of the Mundane;
Pipes of the Damned; Rogue’s Vest; Tuning Fork
Mask of Truth
James Introcaso: Bell Ringer; Boomeraxe; Dagger of Banishing;
Christian Eichhorn: Blade of the Icequeen’s Champion;
Exploding Studded Leather; Hands of the Crafter; Ring of
Wrath of the Sea
the Beast; Ring of the Mighty Fist; Rod of Tentacles, Eyes,
David Adams: Black Kumade and Mouths; Wand of Ooze

Drill Soul Gaming: Dragon’s Remnant; Ejection Amulet; Jason Bakos: Authority; Bag of the Bookworm; Bracers of
Ring of Moxie; Swapping Shackles Infinite Blades; Elemental Fists; Life Drain; Staff of Arcane
Empowerment; Styler’s Hairpin

Jeff C. Stevens: Firetooth; Hello World Shield; Lantern Helmet;


Magic Magnifier; Potion Purse; Step Back

Jess Harding: Hush Money; Nyoom; Shatterrain; Tempest’s


Howl; Vengeance for the Desecrated

Jill Poisson: Coin of Many; Gloves of Life and Death; Smash


and Bright; Studded Leather of Orc Unkind; Tajak Scimitar;
Trinket of Elemental Protection; Verdaer Imperial Quiver

Joe Raso: Breath Mask; Extend-o-Matic; Fey Tainted


Summoning Eggs; Shocking Glove; Spring Boots

John Huser: Amulet of Armoring; Darkteeth; Death Knight’s


Dread Armor; Death Knight’s Dread Helm; Death Knight’s
Spellguard Shield; Death Knight’s Unholy Longsword;
Gruumsh’s Blessing: Ugurz-Uruk; Key to the Heart;
Luminaria (Lightsong); Ring of High Magic

86
Justyn Johnston: Bracers of Lifestealing; Pin of Glacial Cold; Richard Malena-Webber: Zephyr, the Broom of Flying
Ring of Displeasure
SG Tillings: Rustic Charm
JVC Parry: Blackheart; Lantern of the Morning Lord; Longshot;
Lyre of Building; Quaal’s Feather Token: Serpent; Stone of Stuart Kehoe: Coin of Favor; Fornas; Message Mirror;
True Resurrection; Wand of Light Pouch of Slumber; Rings of Enmity; Rod of Fortune
Seeking; Sliver of Far Realm
Krish: Amulet of the Dimensions; Hell’s Scream Staff
Terry Herc: Cloak of the Windrider; Deadhead Pennies;
Larry Hawley: Portable Camp Site; Robes of Shadowmyst; Deathbane; Kiira; Performer’s Topaz; Seven Coin Purse;
Shards of Healing Sphere of the Wretched; Stolen Star

Matt Sanders: Bag of Enveloping Darkness; Bloodhound; Tony Petrecca: Floral Scented Brooch; Gift of Graz’zt; Portable
Foliage Ring; Hood of the Falconer; Kildirn’s Singing Stein; Pit; Scentless Brooch; Staff of the Dragon; Staff of the
Pick Insects; Redbeard’s Eyepatch; Ring of Transformative Wyrmling; Staff of Tiamat; Staff of Warding
Luminescence
Wizards Familiar (James Baxter): Eye of the Firestorm;
Matthew Butler: Blanket of Blending; Speaking Stone; Figurine of Wondrous Power: Amber Tarantula Hawk;
Syti Necklace Fluttering Fan; Froghemoth’s Boon; Necrosis Sanctum;
Sunray
mazzmatazz: Tinsel’s Prismatic Quill
Zargo Games: Pendygraft’s Living Bestiary
Micah Watt: Alamire’s Alchemical Alembic; Anvil of Kings;
Black Blade of Vartigan; Dreamer’s Eye; Granfang; Heart
of Hydrathis; Hellrazor; Runehammer; Sanguine Shield;
Silver Sorrow; Troll Claw; Will of the One

Michael Lippert: Shield of Tall Tales; Talking Skull

Michael Proteau: Guardwell’s Aggressive Caltrops; Guardwell’s


Alarming Caltrops; Guardwell’s Entangling Caltrops

Molly Meadows: Barryat the Vicious; Breath of Zephyr; Collar


of Articulation; Crescendo Batons; Earthbreaker Gauntlet;
Extinguish; Mummer’s Lantern; Olhydra’s Tear

Mr. Tarrsaque: Tick-Tock Time Travel Clock

Oliver Clegg: Dowager’s Finger; Hagiographer’s Handbook;


Hedge’s Handy Herbal; Humerus of St. Hildegaard; Credits
Painted Lady; Raskin’s Splenectomy Knife Design & Layout: Emmet Byrne & Alan Tucker
Outlandish Adventure Press: Blade of the Elements; Hu’i Wing Art: Fezbra, Dean Spencer, Nathanaël “Barkles” Roux,
Phil Beckwith (P.B. Publishing): Leacher’s Emerald Jason Bakos, Daniel F. Walthall, Jacob Blackmon, Alan
Tucker, and licensed and modified stock art from
Phillip O’Brien: Bag of Barking Stones; Bone Blowpipe; Boots DepositPhotos.com, Pixabay.com, Publisher’s Choice
of the Forest; Brooch of Authority; Emir’s Ring; Flask of Quality Stock Art ©Rick Hershey/Fat Goblin Games, and
the Caravanserai; Necklace of Thirst; Ring of Tongues; DMsGuild Community Resources
Wooden Canary
Editing: Emmet Byrne, Terry Herc, TK Johnson, Justyn
Quintessential Gaming: Bandage of the Blind Monk; Belt of
Insignificance; Blood Mask; Divine Shard; Golden Lord’s Johnston, & Alan Tucker
Plate; Puppeteer’s Vial; Shield of Consent; Specter’s Pendant; DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the
dragon ampersand, Ravnica, and all other Wizards of the Coast product names, and their
Title Belt; True Death Arrow; Widow’s Fangs
respective logos are trademarks of Wizards of the Coast in the USA and other countries.

R P Davis: Battlecrazed Axe; Jehanel’s Folly (Greased This work contains material that is copyright Wizards of the Coast and/or other authors.
Such material is used with permission under the Community Content Agreement for
Lightning); Logbow; Necklace of Missals Dungeon Masters Guild.
All other original material in this work is copyright ©2019 by the contributors listed in
Rafael Martins: Sword of Corruption the index above and published under the Community Content Agreement for Dungeon
Masters Guild.

87
Monsters of the Guild
is a DMs Guild community driven project which includes
100+ incredible monsters for your Dungeons & Dragons 5e
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monster creators.

This product is availble as a PDF, Hardback Book and


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