Artifact of The Guild
Artifact of The Guild
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
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 Random Loot Tables . . . . . . . . . . . . . . . . 86
Minsc’s Magnificent Miniature Shield of Consent . . . . . . . . . . . . . . . . . . 66 Index of Creators . . . . . . . . . . . . . . . . . . . 90
Menagerie . . . . . . . . . . . . . . . . . . . . . . 50 Shield of Tall Tales . . . . . . . . . . . . . . . . . . 66 Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
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 is in the shape of a
different styles: either black-dyed and featureless, or tarantula hawk, small enough to fit in a pocket but
colorful and adorned with patterns of gusts and wind. Some 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 and at the end
Alamire’s Alchemical Alembic of this duration the creature reverts to its figurine form.
RARE Wondrous item It 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.
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
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 crafted using the anvil, the created item is
infused with magical energy, making it extraordinary
Amulet’s Contents in some way. 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
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 animal. locked inside ride across the surface, causing the metal
When you do so, you benefit from the effects of the itself to move.
enhance ability spell, targeting only self, for 10 minutes.
The set includes the Breastplate of Forgotten Anguish
Once used, you may not use this ability again until the end
(pg 14), the Gauntlets of Forgotten Anger (pg 31), and
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 the 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 the
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 you can call forth the spirits from within the armor to
feline mask 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
the shape of an eagle’s head with a beak and becomes effect on itself on a success.
more aerodynamic with several grooves covering it.
A pair of wings with ghostly feathers sprouts from the
armor, granting you a flight speed of 30 feet.
Armor of Questionable Taste
COMMON Armor (any)
• Fox’s Cunning. The armor conjures a helmet in the
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 you can see to determine its lowest functions like normal, nonmagical armor of its type.
saving throw.
• Owl’s Wisdom. The armor conjures a helmet in the Authority
shape of an owl’s head and the armor gains a more LEGENDARY Weapon (any sword), requires attunement
feathery motif. You gain darkvision out to a range of Wielded by generals and royal guards, this sword represents
120 feet and may magnify your vision by four times. 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
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:
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 (See Chapter 7 of the Dungeon Master’s the stolen tomes allowed the thief to become a powerful
Guide): wizard, dubbing himself an “Archrogue”. These blades are
a boon to any who would follow a similar path.
• 3 minor beneficial properties
• 1 major beneficial property The life of a thief is rarely one that ends tucked up in bed,
• 3 minor detrimental properties surrounded by loved ones. The life of the Archrogue, as
• 2 major detrimental properties he was known, certainly did not end like this. Feeling his
enemies closing in, the Archrogue decided on one last
Adjusted Ability Scores. After you spend the requisite
great heist. He let it be known that he had retired to an
amount of time worshipping the item and while you are
old mansion, known as Liudrieks. Some believe he still
attuned to it, one ability score of your choice
possesses the blades there.
increases by 2, to a maximum
of 24. Another ability score The blades are wickedly curved and fashioned from a dark
of your choice decreases by grey steel. They are identical save for the engraving on
2, to a minimum of 3. The the pommel: one bears the silhouette of a cat, the other a
item can’t adjust your ability stylized eye.
scores again.
Effect
Aspect of the Serpent. After
If attuned to only one of the daggers you gain the benefits
spending time studying the
listed below dependent on which dagger you are attuned to:
item, you 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 a spell attack rolls.
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 Chilling Blow. On a critical hit, the target must succeed
one of the central territories in ancient Kara-Tur in a in 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 Deep Freeze. Once per day, when the weapon is submerged
threads in such a manner so that when unsheathed, only in a 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. You will slowly fall
failed save the target takes an additional 3d10 slashing
under the influence of Auril. Your lips will turn blue, and
damage and is stunned until the end of its next turn. On
you will become increasingly difficult to anger. You will
a successful save the target takes half damage and isn’t
resist traveling through warm regions and prefer to stay in
stunned. An elemental slain by this blade while on the
cooler areas.
Material Plane cannot return for 100 years.
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 4d6 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.
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
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.
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 on the back face.
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 nonmagical 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 16) 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 • When the clockwork companion drops to 0 hit
points, it breaks. It takes 8 hours of work utilizing
VERY RARE Wondrous item, requires attunement
the instruction book to repair it, along with 50 gp
This cloak flutters in even the slightest breeze, and makes of raw materials that can be purchased in most
each of your steps feel lighter. cities or markets. You can choose to reassemble the
companion into a different form as part of the time
Effect taken to conduct these repairs. A character who
Once per day, as an action, you can extend the cloak to is proficient with alchemist’s tools, smith’s tools,
catch a gust of wind, and it propels you as if you cast the tinker’s tools or other relevant tools can reduce this
fly spell. The effect lasts 1d4+2 rounds, and your fly speed time by half.
is 60 feet per round. • A character who studies the instruction book for
a total of 24 hours no longer needs the book to
The cloak cannot be activated in areas where there is no
change the companion’s form and perform repairs.
wind or the air movement is artificially stilled. If the cloak
They also reduce the time needed to perform those
is active and the wind is disrupted or stops, the effect
actions by half (this can potentially reduce repair
ends, and you fall to the ground as if you had cast the
time by half again if they are proficient with any of
feather fall spell. Use of the cloak restores the following
the tools listed above).
morning at dawn.
Clockwork Companion
VERY RARE Wondrous item, requires attunement
Effect
This device functions almost exactly as the find familiar
spell, with the following exceptions:
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
favor 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 with were not thorough, as this misshapen yellowed dagger
the same smirking face on both sides, with the monetary appears to be made from the sharpened fang of a rot rat.
value listed as zero. Under careful inspection the smirking
face stamped on one side Effect
seems to shift as if there When you hit a creature with an attack using this weapon
were more than one face on the creature must succeed on a DC 13 Constitution saving
it. If you are attuned to the throw or contract the creeping rot disease.
coin and it is flipped in the
air, the shifting side of the A creature infected by the disease cannot regain hit points
coin changes its indicated except by magical means. At the end of each long rest an
value to a number from infected creature must make a DC 13 Constitution saving
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.
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 a 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)
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.
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
19
completing a long rest. The recharge die can only be rolled Darkteeth loves excelling in combat and dwelling in
once when taking a short rest. Your spell slots can be darkness, so they often try to do both simultaneously.
consumed to use this spell-like ability again, using up a Anytime Darkteeth can sink their blades into some flesh
4th level spell slot or greater, similar to the shadow of moil and release necrotic energy feels good to them. Darkteeth
spell except that it does not require concentration. doesn’t care what others think about how they like to do
things. In Darkteeth’s mind, those who hold low opinions
Destructive Wave (1/day, Recharge 6). As an action, you of their way of doing things are just jealous because they
can strike Darkteeth’s blades together, creating a burst can’t do it too.
of thunderous necrotic energy to ripple outward from
you. Each creature you choose within 30 feet of you must Darkteeth has no desire to control and dominate for
succeed on a DC 17 Constitution saving throw or take sadistic purposes, instead seeking renown for themselves
5d6 thunder damage, as well as 5d6 necrotic damage, and and their wielder. They are convinced that they and their
be knocked prone. A creature that succeeds on its saving wielder have key roles to play in the grand scheme of
throw takes half as much damage and isn’t knocked prone. things. They consider themselves superior and whoever
wields them must be superior too. As a result they are
This ability can be used once per day and recharges upon protective of their wielder, and do not take well to insults
completing a long rest. The recharge die can only be against them.
rolled once while taking a short rest. Your spell slots can
be consumed to use this spell-like ability again, using up
a 5th level spell slot or greater, similar to the destructive
Deadhead Pennies
RARE Wondrous item
wave spell except that it does not deal radiant damage.
Most often found in pairs, these coins are used to sanctify
Sentience. Darkteeth is a sentient chaotic neutral, the recently deceased.
bordering on neutral evil, pair of scimitars with an
Intelligence of 19, a Wisdom of 17, and a Charisma of 21. Effect
They have hearing and darkvision out to a range of 120 If two of these coins are placed on the eyes of a dead
feet and can see through magical darkness, a quality which creature, the body becomes consecrated and cannot be
they share with you, their attuned wielder. Darkteeth can raised as an undead. Additionally, while you possess two of
speak and understand Common, Elvish, Undercommon, these coins, you have advantage on all death saving throws.
Abyssal, and can communicate telepathically with you.
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.
20
Death Knight’s Dreadful Death Knight’s Dread Plate
Accoutrements LEGENDARY Armor (plate), requires attunement
Effect
While attuned to this shield, you gain the following benefits:
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 somewhere in
None can say for certain who created these lockpicks, only the planes. Some claim a shard will appear in a location
that multiple sets exist across the multiverse, and each favored by the fallen deity, while others believe it is
copy of the fifth key leads to the same dungeon. They are random. For centuries a shard will appear as nothing
highly sought after by master burglars for being fine tools more than a stone until the shard awakens, granting
and allowing safe getaways. Owning a set will attracts fabulous powers to any creature that possesses it. As the
attention from those who can recognize them or carry shard matures, it begins to merge with the creature that
their own set. It is said that when the last lockpick is used, possesses it, consuming it as the shard re-ascensends
all six will reform somewhere in the multiverse. to godhood. It is said that the new deity retains the
personality of the consumed creature, but none can say
Effect 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 the mishap table of collector of magical items, a jealous celestial, or by a
their choice from the teleport spell. 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 lower,
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
nonmagical weapon or piece of ammunition, you may use action to expend some of its charges to cast one of the
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.
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.
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 your reaction to expend a charge and teleport touch. It deals additional lightning damage.
yourself up to 100 feet to an unoccupied space that you • Acerbic Touched. The metal of this glove is green
can see. When the last charge on this amulet is expended, and harmlessly irritates the skin if in direct contact. It
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. In
within the royal court, addition, as an action you can cast the fireball spell centered
he was charged with on yourself (save DC 15). You do not take damage from this
protecting the Emir effect when you use the armor to cast this spell. You cannot
and his family, as 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,
devised a special ring to ensure which is affixed to 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. Treat this as a melee attack against
Effect a target, dealing 1d4 bludgeoning damage on a hit. On a
The emir’s ring appears as a golden ring, inlaid with small critical hit, the target must make a DC 12 Strength saving
green stones. When worn, the ring can detect poison as 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 spew up a “extinguish.” The bowstring becomes imbued with curling
mucus-covered amniotic sac that, over the course of the blue flames, turning a nocked arrow into a bomb of
following rounds, rapidly gestates into a full-sized adult cold energy. Make the attack roll as normal. Instead of
horse. Using this potion draws upon your own energy the weapon’s normal damage, the target takes 4d8 cold
reserves, causing you to suffer one level of exhaustion. damage 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.
choosing within 30 feet must make a DC 13 Wisdom • You may expend 3 charges to release a flash of light
saving throw or be affected by the slow spell for 1 minute. in a 60-foot cone. All creatures that can see and
All unprotected flames within the area are extinguished. are within the area of effect must make a DC 15
Uses 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
LEGENDARY Wondrous item, requires attunement by a effect on a success.
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.
The Eye of Truth is a dark purple sash made of magical Until destroyed, the
cloth that shimmers with pearlescent color in direct light. 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 deadly weapon 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 the
Flayer’s Gauntlet
VERY RARE Wondrous item, requires attunement
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 pick. with all four tentacles in one round, the creature is
The flames shed bright light in a 20-foot radius and dim grappled and has disadvantage on saving throws against
light for an additional 20 feet. Firetooth deals an additional the gauntlet’s psionic blast.
1d6 fire damage while it is on fire and stays aflame until
you use a bonus action to speak the command word again Psionic Blast (Recharge 6). By channeling bits of mental
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
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
Effect
While wearing a forlorn mantle, you double your
proficiency modifier when rolling a saving throw against
the frightened condition.
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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 your maximum hit points and
Charisma saving throw or be stunned until the end of its make a successful attack against a creature, it must make
next turn. a DC 15 Wisdom saving throw. On a failed save, its next
attack against you has disadvantage.
As an action you may expend 3 charges to create a 10-foot
circle of Far Realm space centered on you that lasts until
the start of your next turn. Any creature that starts its Gift of Graz’zt
turn inside this aura must make a DC 15 Charisma saving VERY RARE Wondrous item, requires attunement
throw or take 2d10 psychic damage and become paralyzed A beautiful onyx pendant, the Gift of Graz’zt is bestowed by
until the end of their next turn. A successful save halves the Dark Prince upon those who have earned his favor or
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.
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.
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 armor. All nonmagical 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 point total increases by 10 after each long
rest until they return to its original level. The armor may
not be doffed until your hit points are returned entirely to
normal.
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 found Alignment. Your alignment shifts to embrace chaos,
in the hands of either the champion or the leader of an but you retain the good, neutral, or evil aspect of your
orc clan. This greataxe looks to be an exact replica of alignment.
Gruumsh’s Greataxe. Wielders of Ugurz-Uruk often believe
they are avatars of Gruumsh due to the transformation Size. You grow to 9 feet tall, and your weight increases to
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- 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 a Natural Athlete. You gain proficiency in the Athletics skill.
similar effect. 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.
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.
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the critical hit.
Guardwell’s Alarming
Deadly Damage. Base weapon damage is doubled,
becoming 2d12.
Caltrops
UNCOMMON Wondrous item
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.
Effect
The first time you fail a death saving throw while attuned
to this item, the pouch splits open, spilling its contents.
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 that
glowing pale purple liquid. 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 nonmagical 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 an 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 an 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
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.
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. Because of this, you have advantage on
Effect saving throws against any spell while you are within 5 feet
You gain a +1 to attack and damage rolls made with this 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,
sitting 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
UNCOMMON Wondrous item, requires attunement Hu’i Wing
This magical helmet was created by a vampire spellcaster LEGENDARY Wondrous item
named Lord Benjamin Adelman. His aim in life was to suck Known only in legends told by the Han of Koryo, this
out both the joy and blood from life. He fashioned this gaudy brazier was stolen from its original temple within the
item to lure foolish souls into living a life full of apathy and fortress beneath the city of Karak in Kara-Tur.
boredom. Lord Adelman lived in Neverwinter for many
years and is believed to have left his helm there. Effect
While a fire burns in this golden brazier, you may perform
Effect a ritual and speak the brazier’s command word, gaining
While attuned to and wearing this helm, you are immune the benefits of the foresight spell. You also see visions of an
to fear. event from the same year that has not come to pass of the
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
Once per day, as an action when this coin is tossed or rid of again.
flipped upwards and then caught, it casts the silence spell
centered on itself. The effect lasts up to 10 minutes, does Effect
not require concentration, and moves with the coin. As a You gain a +2 bonus to attack and damage rolls made with
bonus action, you can flip the coin again to end the effect this magic weapon. When you score a critical hit with this
of the spell immediately. Use of this item restores the weapon, the target takes an extra 3d8 lightning damage
following 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 you 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 double your proficiency bonus in those skills. You
9 Music and the Arts
also make all Charisma-based skill and ability checks with
10 Religion and Worship
advantage 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 (See Chapter 7 of the Dungeon Master’s Guide): 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.
while wielding this weapon. • 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. while 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 while 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,
While you pursue such causes and uphold the Oath of the emerald, topaz, sapphire and ruby dragons while
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.
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 charges
sheds bright light in a 10-foot radius and dim light for an seven days after the first use. After you make an ability
additional 10 feet until the start of your next turn. You can 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, lending an fired. On a hit, the log deals
air of legitimacy to her 2d8 bludgeoning damage and,
establishment. This has, if your target is a creature of
however, emboldened Medium size or smaller, it
high ranking members must make a successful DC
of the thieves’ guild to 12 Strength saving throw or
consider her casino as be stunned until the end of its
the target of a heist. Adventurers in your campaign might next turn.
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. The faces of this twenty sided dice are
Holy Flame Weapon Damage Damage Type
blank, save for a depiction of the rising sun on one side Morningstar
and a cracked skull on another. It is uncertain whether
One-Handed 2d4 + 2d6 1d4 bludgeoning, 1d4 piercing,
these dice were created by Louqui himself or a particularly 1d6 fire, 1d6 radiant
malicious servant, but they have caused a lot of trouble in
Two-Handed 2d6 + 2d6 1d6 bludgeoning, 1d6 piercing,
their time. 1d6 fire, 1d6 radiant
Critical Hit Divine Radiance +4d6 Radiant on failed
Effect DC 17 Constitution save
As an action, you can roll this die to activate it’s magical
One-Handed 4d4 + 4d6 2d4 bludgeoning, 2d4 piercing,
abilities. Roll a d20. On a 20, you gain all the benefits 2d6 fire, 2d6 radiant
of a long rest. On a 1, you immediately drop to 0 hit
Two-Handed 4d6 + 4d6 2d6 bludgeoning, 2d6 piercing,
points, lose any unspent hit dice, and are considered to be 2d6 fire, 2d6 radiant
dying. This item cannot be used again until the following
vs. Fiends/Undead
morning at dawn.
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:
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
RARE 2 Protection
Wondrous item
3 Dueling
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-Weapon
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.
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 XVIII, A Knight’s Worst Nightmare Warpick
each bearing an armored grim reaper wielding the 19 XIX, 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.
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 of a painted red face with a single large
area you are familiar with, it will magically tidy it to your
golden eye in the center of the forehead.
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
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
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 separate flight uses up a minimum of 1 This item acts as a normal
minute of the available duration. If you are flying when bullseye lantern, but can be
the duration expires, you descend at a rate of 30 feet per activated with a bonus
round until you land. The metrigash regains 1 minute of action to throw dazzling
flying capability for every 4 hours it is not in use. multicolored lights in a
15 ft. cone. Any creature
Minsc’s Magnificent Miniature in that cone must make
a DC 10 Constitution
Menagerie saving throw or be
UNCOMMON Wondrous item, requires attunement blinded for one minute.
“Go for the eyes, Boo? It has eleven of them, do you think it’s At the end of each of it’s
seen us?” turns a blinded creature
—Minsc can make another saving
This unevenly hewn wooden cube has several differing throw. On a success the effect ends for that creature.
portraits of a hamster roughly etched into its facings, each
with glowing pieces of malachite for eyes. Necklace of Missals
UNCOMMON Wondrous item
Effect No sage is entirely sure what caused these curious items to
This item has 6 charges when you discover it and the be made. Some ascribe it to a misspelling in an artificer’s
charges cannot be restored after use. contract. One popular theory is they were made by priests
Once per day when you make an attack roll, ability check, of Mask or Tymora and given as gifts to unsuspecting
or saving throw, you can expend a charge to cause a associates simply for the pleasure of watching the surprise
spectral space hamster to emerge from one of the cube’s when a necklace of missals was first used.
facings to assist you, allowing you to reroll the dice. You
can choose to expend the charge after you roll the die, but Effect
before the outcome is determined. This necklace has 1d6+3 beads hanging from it. You can
use an action to detach a bead and throw it up to 60 feet
If you choose to end your attunement with this item and away. When it is thrown, the bead magically transforms
another character attunes to it, the cube will have the into a heavy prayerbook. When the book reaches the end
same number of charges remaining. Whenever a charge is of its trajectory, it explodes into a shower of glitter and
used, the glow of the malachite from the hamster’s eyes on confetti filling a 10-foot radius sphere.
one portrait fades.
Creatures within the area of effect must make a successful
When the last charge is used, the cube unfolds and reveals DC 15 Dexterity saving throw or be blinded until the
a spectral space hamster, and you are no longer attuned beginning of your next turn, or it leaves the area of effect.
to the cube. The spectral space hamster joins you as a pet Creatures within the area of effect have concealment.
that you can play and interact with (they’re especially fond
of answering philosophical questions on the nature of the Necklace of Readiness
multiverse), but otherwise has no function. If it somehow RARE Wondrous item, requires attunement
becomes the target of an attack, it will hide in a pocket plane
This necklace is a light chain made of tempered glass
before re-emerging when the coast has cleared. As a spectral
encasing a light brown liquid within each link. It seems to
space hamster, it requires no sustenance and doesn’t breathe.
vibrate with energy around the neck of those who attune
to it. These necklaces were originally designed for couriers
Mummer’s Lantern so they could rest as little as possible.
UNCOMMON Wondrous item
“Sieges are no different to the open field of combat; it is not Created from the remains of a lich’s destroyed phylactery,
the mightiest warrior who wins, but the cleverest.” the Necrosis Sanctum is a black crystal, shaped and sized
—Alcalá the Twisted like a human heart. The gem was once a crystal that
Many moons ago, when conflict was commonplace and contained the essence of Kharick Sha’zi, a lich of great
alliances unsteady, the great walled cities of the south power. After he was destroyed by a group of adventurers
stockpiled supplies in order to hold off invaders during and his phylactery sundered, the shards of the crystal were
sieges. Barrels of fresh water, dried meats, and bags of gathered by the party’s wizard.
flour were traditionally safely stowed behind sturdy walls.
The scattered
The goblin forces found a unique way to circumvent such
essence of the
precautions thanks to Alcalá the Twisted, the gnarled
lich still clung
enchanter who bestowed their general with the power to
to the shards,
turn water to dust. They used it to great effect on the stoic
whispering
defenders of the frontier outposts, forcing them to choose
corruptive
between thirst or conflict.
musings
into the
Effect wizard’s mind.
When found, the necklace of thirst will contain 1d6+2
Eventually
chalky beads. As an action you can crush a bead to
curiosity and a
destroy water as if you had cast the create or destroy
desire for power
water transmutation spell. You can turn up to 20 gallons
befell the mage
of water within a range of 50 feet into dust. Only visible
and she decided
water or visible water vessels, such as barrels or flasks,
to reconstruct the
can be targeted. If liquid other than water, such as beer
gem, wondering
or wine, is targeted then the water within it is evaporated,
if the soul was still
ruining it. Enchanted or magical liquid, such as potions,
reachable and if lessons
are unaffected by the necklace as well as magical beings
could be learned from the
composed of water, such as Water elementals.
once 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 effect. As the last sliver was added, a sickness came over the
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.
Effect
While attuned to this item, you gain the following benefits:
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, you can target an undead a conjured creature move it. It cannot be carried across a
creature you can see within 30 feet. The target must make planar portal, put into an extradimensional space, and will
a DC 18 Wisdom saving throw. On a failed save the target be left behind if you teleport.
must obey your commands for the next 24 hours, or until
you willingly end the control or the crystal is removed from Additionally, once per long rest, you can use the shield
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:
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 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.), 1d4 rounds One magical None, shatters after use
your allies within 30 feet of you to reroll one of theirs rare object and is destroyed
before the outcome of the roll is determined. You can use Small (2 in.), 1d6 rounds 5 foot One per day. If used more
this ability once per long rest. rare radius sphere than once per day, it
shatters after use
and is destroyed
Olhydra’s Tear Medium (4 in.), 1d8 rounds 10 foot Roll a d6. On a 1 it shatters
VERY RARE Weapon (any sword), requires attunement very rare radius 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.), 1d4 minutes 100 foot Roll a d12. On a 1 it shatters
titan able to wreck devastation across the material plane very rare 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.), 1d6 minutes 300 foot Roll a d20. On a 1 it shatters
When an attack hits, the sword deals an extra 1d6 legendary 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 and strike them for 1d6 cumulatively subtract 1
lightning damage as well. That creature must make a DC from the dice result to
see if it shatters
14 Dexterity saving throw, and only takes half the damage
on a success.
Painted Lady
Oykron Crystals RARE Wand, requires attunement by a wizard, bard or sorcerer
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 nonmagical 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).
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 is 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 take 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.
These pipes are made from a series of skeletal femurs
fastened together with leather. Each of the bones have Portable Campsite
small holes similar to a flute or recorder. The pipes LEGENDARY Wondrous item
produce an eerie, uncomfortable sound, similar to a lover’s
The portable campsite is a must have for all of you happy
lament.
adventurers out there in the realms! It’s the answer to
camping in the rain, camping in deserts, camping on
Effect hard ground, yes, even camping in the clouds! With a
You must be proficient with wind instruments to use these
simple word, this little 5 inch by 5 inch cube can unpack
pipes. While attuned to the pipes, undead creatures with
itself into a cozy campsite that will keep your adventuring
a challenge rating of 1 or lower are indifferent toward you
troupe of up to eight members well accounted for after
and will not attack you unless you threaten or harm them.
a long day of hard adventuring. Need a roaring campfire
The pipes have 3 charges, and regains all charges daily at (smokeless I might add!)? It’s got that! Need waterproof
dawn. While playing the pipes you may use an action to tents? It has one for each of you! Need to keep those nasty
expend 1 to 3 charges to cast the animate dead spell. The biting insect pests away? I’ve got a wonderful smelling
number of charges expended in this manner determines salve I’ll throw in for a silver! But what it does best is give
the level that the spell is cast: 1 charge to cast it at 3rd- you that little ‘something extra’ that your run-of-the-
level, 2 charges to cast it at 4th-level, and 3 charges to cast mill campfire can’t...bountiful rest! That’s right...sleeping
it at 5th-level. Charges are expended even if there are not in a portable campsite is the most restful sleep you will
enough corpses or skeletons required for the level that the find outside of the most luxurious (and might I add,
spell is cast. expensive) inns. Oh, you’ll be thanking me for this. Think
of the money you will save in room fees alone! I think
Polarizing Piton you’ll find there’s not better way to adventure than with
this amazing little gadget! What do you say?
COMMON Wondrous item, requires attunement
55
The portable campsite has the following magical effects: In all other ways the portable pit behaves as a portable
hole, although using it as a storage device would reduce or
• The campsite looks fresh and new with each eliminate its usefulness as a trap.
unpacking. Any object or creature brought into
the campsite is left on the ground when the cube is
packed up. Anything taken disappears outside of its
Potion of Shadow Form
RARE Potion
area of effect.
• A permanent campfire (as per the spell create bonfire). This liquid is grayish in color with black flecks.
• A light and gentle song is always present within the
confines of the campsite. Ill effects are cured after Effect
8 hours of continuous sleep (as per the spell lesser When you drink this potion, your body is subsumed by
restoration). your shadow. In light you appear as an unattached shadow
• The campsite is a comfortable temperature no matter and in darkness you vanish completely unless viewed with
the current local climate. Although physical weather the truesight spell or similar magic.
still affects the camp. Rain falls, snow falls (and melts),
You can move your normal speed on any solid or liquid
wind blows, etc.
surface, such as walls, ceilings, lakes, or even up the face
• The portable campsite remains activated for 12 hours,
of a waterfall. However you cannot fit inside or through a
or until repacked by speaking its command word as
space smaller than your normal size.
an action.
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
Portable Pit COMMON Wondrous item
RARE Wondrous item This small purse is 8 inches wide, 5 inches tall, and 4
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
at the 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 the
slight shimmering of 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
This worn leather eyepatch has the faded remnants of an eye
This is a bulky, yet surprisingly lightweight pearlescent set embossed on it in gold leaf. It once belonged to a fearsome
of armor with symbols of the sun and moon surrounded by pirate, known as Redbeard, who was known for scouring
a 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 along the sides,
and an image of a sun and a moon on the back. Effect
As an action, you can detect the presence of gold and
Effect golden items that are hidden from view — be they coins
Any time you cast a spell that deals radiant damage, or or objects — from up to 100 feet away.
heals a non-undead creature, the gauntlet glows slightly.
Until the end of your next turn, any time you deal damage
with a melee weapon wielded in the gauntleted hand, the
Returning Weapon
RARE
attack deals an extra 1d4 radiant damage. Also, when Weapon (any), requires attunement
making an unarmed strike with the gaunleted hand, you Returning weapons are famed for their lighter
deal an extra 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 up to 30 feet away and
You can use an action to throw the
commanded to return to your 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 This is 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.
59
each wearer’s attitude toward the 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 closed and silent. At either end of the rod hang short
These light, translucent robes are only barely palpable. squid-like tentacles that can suddenly elongate.
Like strands of a spider’s web, however, the delicate
appearance belies their sturdiness. In the fey realms, Effect
there is a glade where nymphs and fairies play. It is also While holding this rod you gain the following benefits:
said that once every thousand years, they gift a boon to
the high fey court. One such noble, Yarrow Shadowmyst, • You gain darkvision out to a range of 120 feet.
commisioned a garment that would protect him from • You gain truesight out to a range of 120 feet.
high intrigues and allow him to study his craft in safety. • The tentacles on the rod function as +3 whips. As
His request was granted, and history suggests that nine an action, you can use one of the whips to attempt
in all were made. These robes are highly coveted by spell to disarm a creature that is wielding a weapon by
casters for their abjurative properties. making a Dexterity ability check contested by the
target’s Strength or Dexterity ability check (whichever
Effect is greater). If you win
The robes of Shadowmyst are woven together with shadow the contest, the target is
and moonbeams, spider silk, and ether. Imbued with disarmed and the object
fey power, the robe allows you to cast mage armor as a you disarmed lays at
bonus action twice per day. In addition, if you are already your feet.
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.
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
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 act on its turn as if you had day. The vest also can store 8 cubic feet of additional
commanded it to attack. It will always target the nearest materials and items.
creature—friend or foe— moving to the target by the
shortest route necessary. If there are two creatures that are Additionally,
equidistant from the animal companion, it will choose a you have
target at random. advantage
on Dexterity
Your animal companion gains an additional bonus to checks when
damage rolls equal to half your level. Whenever your using your
companion deals damage to its target, you may choose to thieves’ tools
have your animal companion perform one of the following: on mechanical
Mighty Sweep. The animal companion swings at the devices or
target and another creature within 5 feet of the target. If locks.
the original attack roll would hit the second creature, the
second creature takes half the damage inflicted on the
initial target.
61
Runehammer Rustic Charm
VERY RARE Weapon (warhammer), requires attunement COMMON Wondrous item, requires attunement
The runehammer is a solid warhammer with a bronze haft This bundle of herbs, tokens and other simple accessories
and a head of blue-grey steel. Etched into the sides of the is a must-have for any noble on the go in less privileged
hammer are runes in an ancient dwarven script that glow areas, transforming the cheap and cheerful offerings of the
with an inner blue fire – one side reads “Knowledge” and humble into the artisanal craft they are accustomed to.
the other “History.”
Effect
Effect While wearing this charm, any food or drink you
While attuned to this warhammer, you gain the following consume becomes tasteful and pleasant. This includes
benefits: rations or scavenged food.
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.
The girl’s fierce will in the face of certain death sparked his
own rebellious flame.
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.
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
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 molded into the shape
ritual, for the supplicant is not yet worthy of eternal rest.
of a 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 the
While attuned to this armor, you are immune to the shard of the Namestone to attempt
effects of difficult terrain. Additionally, you gain advantage to modify the memories of
on saving throws and ability checks versus being grappled. 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
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.
An unarmed halfling bravely fighting three displacer
Type Effect Rarity beasts is depicted on the front of this magic shield.
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.
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.
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 action, the
Sliver of Far Realm
VERY RARE Wondrous item
blade flowing like liquid until the desired size and shape is
reached, then hardening once more. The blade remains in This glass box contains a sliver of matter from the Far
its new form until changed by you, or is no longer attuned Realm. Magics imbued in the glass hold it in check,
(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
DC 15 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.
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 stone This dark glass sphere swirls with shadows, occasionally
activates the recording. The stone then dissolves into taking the form of a twisted, screaming face.
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.
68
Spring Boots Once, while the staff ’s effect is active, you may use your
reaction to gain resistance to this damage type the next
UNCOMMON Wondrous item
time you are hit with it.
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 activated, 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 nonmagical 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. The
Dragon’s Fear. While holding the staff you can use an
wood is dark, not very worked upon, and the
action to expend 4 charges to cause the dragon head to
staff is long. The circle on the head of the staff
animate, enlarge, and roar. Each creature of your choice
is relatively big. Each gem has a color of its
within 120 feet of you must succeed on a DC 18 Wisdom
own, corresponding with the damage type it
saving throw or become frightened for 1 minute. A
affects.
creature can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success. If a
Effect creature’s saving throw is successful or the effect ends for
After each short or long rest, you may
it, the creature is immune to that dragon head’s roar for
choose one of the damage types. Spells
the next 24 hours.
you cast ignore resistance to damage of
the chosen type. In addition, when you Dragon’s Immunity. While holding the staff you can use
roll damage for a spell you cast that deals a reaction to expend 1 charge and gain immunity for one
damage of that type, you can treat any 1 on round to the damage type appropriate to the color of the
a damage die as a 2. dragon staff as outlined below.
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 a • Bite. Melee Weapon Attack +12 to hit, reach 10 ft.,
reach of ten feet. The attack and damage information 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.
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 nonmagical 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 a cold damage.
reach of 5 feet. The attack and damage information 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.
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 the • Breath. The blue dragon head exhales lightning in
staff you can use an action to expend a 120-foot line that is 5 feet wide. Each creature in
10 charges to cause one of the dragon that line must make a DC 23 Dexterity saving throw,
heads to animate, enlarge, and use its taking 88 (16d10) lightning damage on a failed save,
breath weapon emanating from your or half as much damage on a successful one.
space. The breath weapon’s effects Green Dragon Head
vary based on dragon type and are • Bite. Melee Weapon Attack +15 to hit, reach 15 ft.,
outlined below. one target. Hit: 19 (2d10+8) piercing damage plus 10
Dragon’s Fear. While holding (3d6) poison damage.
the staff you can use an action to • Breath. The green dragon head exhales poisonous
expend 4 charges to cause all of the gas in a 90-foot cone. Each creature in that area must
dragon heads to animate, enlarge, make a DC 22 Constitution saving throw, taking 77
and roar. Each creature of your (22d6) poison damage on a failed save, or half as
choice within 120 feet of you must much damage on a successful one.
succeed on a DC 21 Wisdom Red Dragon Head
saving throw or become frightened • Bite. Melee Weapon Attack +17 to hit, reach 15 ft.,
for 1 minute. A creature can repeat one target. Hit: 21 (2d10+10) piercing damage plus 14
the saving throw at the end of each (4d6) fire damage.
of its turns, ending the effect on • Breath. The red dragon head exhales fire in a 90-
itself on a success. If a creature’s foot cone. Each creature in that area must make a
saving throw is successful or the DC 24 Dexterity saving throw, taking 91 (26d6) fire
effect ends for it, the creature is damage on a failed save, or half as much damage on a
immune to this effect for the next 24 hours. successful one.
Dragon’s Flight. While holding the staff you can use a White Dragon Head
bonus action to expend 5 charges to cause dragon wings • Bite. Melee Weapon Attack +14 to hit, reach 15 ft.,
to appear upon your back, granting you a fly speed of 80 one target. Hit: 19 (2d10+8) piercing damage plus 9
feet for one minute. (2d8) cold damage.
Dragon’s Immunity. While holding the staff you can use • Breath. The white dragon head exhales an icy blast in
a reaction to expend 1 charge and gain immunity to acid, a 90-foot cone. Each creature in that area must make
cold, fire, lightning and poison damage for one round. a DC 22 Constitution saving throw, taking 72 (16d8)
cold damage on a failed save, or half as much damage
Dragon’s Strike. While holding the staff you can use on a successful one.
a bonus action to expend 3 charges to cause one of
the dragon heads to animate, enlarge, and make a bite Destroying the Staff of Tiamat. The staff can only be
attack with a reach of fifteen feet. The attack and damage destroyed by enduring 500 hit points of dragon’s breath
information for dragon’s strike are color specific and are damage from each of Tiamat’s five heads.
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 held out, and deactivated when it is lowered.
attack and damage. While holding it, you The shield expands to engulf as many
have advantage on Wisdom (Perception) infernals or celestials as it detects within
and Intelligence (Investigation) checks range. It will continue to “burn” forever
made to detect the presence of traps, and unless it is deactivated. Each use melts 1
you may search for traps while traveling at inch of wax. It has 6 uses, after which the
a normal 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 if
expended charges daily at dawn. If you the character is of infernal or celestial blood;
expend the last charge, roll a d20. On a 1 for other characters, attunement takes the normal one hour.
the staff loses its properties and becomes
a nonmagical quarterstaff.
Statue Scepter
While holding the staff, you can use an COMMON Rod
action to expend 3 charges and cast glyph This bronze scepter terminates in four prongs holding a
of warding with your choice of explosive glowing porcelain orb. It sheds dim light to a radius of
runes, which immediately appears in a 10 feet.
space that you can see within 30 feet of
you. Alternatively, you can use an action Effect
to expend charges and cast glyph of This scepter functions as an arcane focus. Additionally, it
warding, programmed with one of the stores mass in an extradimensional space inside itself. As
spells below, to appear in a space that an action, you may eject this mass, causing a 5 ft cube to
you can see within 30 feet of you. In materialize on a flat surface within 60 ft. The cube weighs
either case, the glyph’s trigger conditions 100 pounds, and is made of an obviously magical material,
are programmed by you as per the spell, resembling a faintly-glowing white porcelain that sheds
and it uses your spell attack bonus and dim light in a 10-foot radius. As a bonus action, you may
your spell 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*), VERY RARE Ring
sleep (3 charges*), slow (5 charges), web Effect
(4 charges). Once per long rest, as a
Note: for effects with an *, additional bonus action, you may
charges, to a maximum of 5 total teleport to any place within
charges, may be spent to increase the 300 feet that you have been
spell slot used for the effect. 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
goddesses Selûne and Shar. Shar
survivor of an orc raid on his town. Marco vowed revenge
sought to steal the stars from
not only on the band of orcs that slaughtered everyone he
Selûne’s domain and transport
knew, but on any orc that crossed his path. After several
them into the Underdark where
years of training, he laid waste to a pack of orcs. A feeling
they could be admired only by the
of bliss came over him as he sliced them down one by one.
creatures of the underworld. As
When Marco finished his first act of revenge, an idea came
Shar began plucking stars from
to mind and he fashioned a set of armor from the hides of
the sky, a great battle erupted. In the end nearly all were
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
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.
75
Sword of the Chameleon action to expend 1 or more of its charges to cast the magic
missile spell from it. For 1 charge, you cast the 1st-level
UNCOMMON Weapon (any sword)
version of the spell, and you can increase the spell slot
Long ago, a fighter from Daggerford named Hammish level by one for each additional charge you expend. The
Warwick decided he wanted to hide the presence of his sword regains 1d6 + 1 expended charges daily at dawn. If
sword. He had a blacksmith work alongside a young you expend the weapon’s last charge, roll a d20. On a 1,
mage named Sam Pardy. Together these men created a the scimitar crumbles into ashes and is destroyed.
sword unlike any other, and Hammish used it to surprise
his enemies. Talking Skull
RARE
Effect Wondrous item
When wielding the sword, you may use an action to In spite of its obvious
change it into an ordinary item that can be held in one lack of eyeballs, this old
hand. You can then use a bonus action to change the yellowed skull seems to
sword back into its original shape. be constantly judging
you.
Syti Necklace Effect
RARE Wondrous item, requires attunement
As an action, you can
This necklace was one of the scholar king’s favorite animate this old skull,
inventions as it allowed him to get right to the heart of any lighting up its eyes with
problem. Whenever he presided over his court, it could be a pale blue light. Once
seen dangling from his dainty neck as a symbol to those animated it must speak
who would try to deceive the high court. with you and answer
any questions to the best
Effect of its ability. The skull
Whenever a falsehood is spoken within 15 feet of the is well versed in most
wearer, the necklace cools suddenly. This is a passive topics, and may be able
ability and works even when the wearer is asleep. While to give useful advice and
helpful, this necklace can prove uncomfortable if the insights, at the DM’s
wearer is exposed to too many lies at once. discretion.
Tajak Scimitar The skull also has limited insights into the near future.
This ability effectively works like casting the augury spell,
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 gives you a +1 bonus to attack and damage 2 Sullen 5 Pleasing
rolls. The sword has 7 charges. While wielding the sword 3 Suspicious 6 Overjoyed
you can point the jeweled pommel upwards and use an
Tears of Akadi
RARE Wondrous item
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 DC 20 Constitution saving throw. On a
your bard spells.
failure, the creature dies and 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.
• You can cast a cantrip you do not know. The cantrip
Immediately upon use, whether it hits the target or not, must be on the bard spell list, and you must make
the arrow disappears. It reappears at a random location on a DC 10 Intelligence (Arcana) check. If the check
the material plane in 1d100 years. succeeds, you cast the spell. If the check fails, so
does the spell, and the action used to cast the spell
Tsarina’s Balalaika is wasted. In either case, you can’t use this property
again until you finish a long rest.
RARE Wondrous item, requires attunement
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 is destroyed.
half on a successful save. This repeats once per minute Command Ooze. While holding the wand, you can use an
until the wizard is dead or the wielder is more than 30 feet action to expend 1 charge to command any ooze per the
away 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 (DC 15 spell save). On a failed save,
the target creature is transformed into an ooze of your
choosing.
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
Effect
The tome has 10 charges, which can be expended to create
one of the following effects:
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
action to expend 1 charge to cast sleep as a 1st-level spell. gas within 30 feet of the wearer. The canary will emit a
You can expend additional charges as part of the initial low-pitched whistling as long as it is within range of the
action, increasing the spell’s level by 1 for each additional gas. It will also detect individuals or creatures in gaseous
charge. form nearby.
The dark tome regains 1d6+1 charges daily at dawn. If
the tome’s last charge is expended, the DM rolls a d20 Wrath of the Sea
in secret. On a 1, the book’s notorious original owner is RARE Weapon (rapier), requires attunement
returned to life, its body reforming in the nearest space to Both the priests of Umberlee and Valkur claim that this
where its remains were buried. If the owner’s remains were weapon was created to honor their respective god. It shares
destroyed, it reforms in a location within 1d4 miles of a deep connection with the sea and can only unleash its full
you. The DM determines who or what the original owner potential in the immediate vicinity of a body of water. Many
of the book was. The owner is always aware of the tome’s famous pirates, privateers, and skippers wielded it over the
direction and distance from its current location. years, but eventually it was always reclaimed by either the
followers of Umberlee or Valkur.
Wishbone During the War of the Twelve Saints, three temples were
RARE Weapon (club)
reduced to rubble, and hundreds of priests lost their lives.
This white club is perfectly smooth and wrapped with Over the course of this war, the weapon changed hands
a simple leather strap for grip. The unusual shape is no many times but was eventually lost when Umberlee’s
doubt due to the fact that the weapon was fashioned from archpriestess Safron conjured a tidal wave which flooded
a huge wishbone and enchanted with cockatrice feathers. half of Athkatla. Hundreds of people,
Exactly who thought it was a good idea to create such a animals, and houses were flushed out
weapon is anyone’s guess, but it is useful nonetheless. into the sea, as well as this weapon.
The people of Athkatla still remember
Effect this occurrence because the city was
When you hit a creature with an attack with this weapon never so clean up until then, and
it must make a DC 11 Constitution saving throw. On a hasn’t been since.
successful save, nothing happens and the target is immune
to this effect for the next 24 hours. On a failed save, the Effect
creature is restrained and begins to turn to stone, and it You gain a +1 bonus to
must repeat the saving throw at the end of its next turn. If attack and damage rolls
the target fails the second saving throw, they turn to stone made with this magic
and become petrified for the next 24 hours, after which weapon. This weapon
they return to normal. The effect can be ended with a deals an additional
remove curse spell. 1d6 piercing
damage while
Wooden Canary
COMMON Wondrous item, requires attunement by a dwarf
82
the wielder is located above water, such as on a ship, or is broom hovers near a belt or backpack, instinctively
submerged in water. moving with its owner as if it were physically attached.
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 (see Chapter 5 of the Player’s Handbook) but it is defensive broom attempts to dodge incoming attacks.
indestructible. In both cases, the weapon reverts to its Sentience. Zephyr is a partially-sentient neutral good
original form after one hour or when 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
83
Items by Rarity
RARITY VARIES Guardwell’s Alarming Caltrops . . . . . . . 35 RARE
Guardwell’s Entangling Caltrops . . . . . . 35
Fey-Touched Summoning Egg . . . . . . . . 28 Airstep Shroud . . . . . . . . . . . . . . . . . . . . . . 4
Hands of the Crafter . . . . . . . . . . . . . . . . 36
Oykron Crystals . . . . . . . . . . . . . . . . . . . . 53 Alamire’s Alchemical Alembic . . . . . . . . . 4
Hearthmead . . . . . . . . . . . . . . . . . . . . . . . 37
Ring of the Mighty Fist . . . . . . . . . . . . . . 59 Amber Tarantula Hawk . . . . . . . . . . . . . . . 4
Hellfire Stone . . . . . . . . . . . . . . . . . . . . . . 37
Shard of Healing . . . . . . . . . . . . . . . . . . . 65 Amulet of Armoring . . . . . . . . . . . . . . . . . 5
Hello World Shield . . . . . . . . . . . . . . . . . 37
Trinket of Elemental Protection . . . . . . . 78 Anvil of Kings . . . . . . . . . . . . . . . . . . . . . . 5
Hellrazor . . . . . . . . . . . . . . . . . . . . . . . . . 38
Bag of Enveloping Darkness . . . . . . . . . . . 7
COMMON Helm of Apathy . . . . . . . . . . . . . . . . . . . . 38
Battlecrazed Axe . . . . . . . . . . . . . . . . . . . . 8
Humerus of St. Hildegaard . . . . . . . . . . . 39
Armor of Questionable Taste . . . . . . . . . . 6 Blade of the Icequeen’s Champion . . . . . 11
Kildirn’s Singing Stein . . . . . . . . . . . . . . . 40
Bag of Barking Stones . . . . . . . . . . . . . . . . 7 Blood Mask . . . . . . . . . . . . . . . . . . . . . . . 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 Gauntlet . . . . . . . . . . . . . . 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 Froghemoth’s Boon . . . . . . . . . . . . . . . . . 31
Pylon of Blessed Power . . . . . . . . . . . . . . 58
Rings of Enmity . . . . . . . . . . . . . . . . . . . . 59 Gauntlets of Burrowing . . . . . . . . . . . . . 31
Redbeard’s Eyepatch . . . . . . . . . . . . . . . . 58
Rustic Charm . . . . . . . . . . . . . . . . . . . . . . 62 Halfling’s Exit . . . . . . . . . . . . . . . . . . . . . . 36
Ring of Displeasure . . . . . . . . . . . . . . . . . 58
Scentless Brooch . . . . . . . . . . . . . . . . . . . 64 Hood of the Falconer . . . . . . . . . . . . . . . 38
Ring of Moxie . . . . . . . . . . . . . . . . . . . . . 59
Statue Scepter . . . . . . . . . . . . . . . . . . . . . . 73 Hush Money . . . . . . . . . . . . . . . . . . . . . . 39
Ring of the Beast . . . . . . . . . . . . . . . . . . . 59
Styler’s Hairpin . . . . . . . . . . . . . . . . . . . . 74 Kiira . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Ring of Tongues . . . . . . . . . . . . . . . . . . . . 59
Tinsel’s Prismatic Quill . . . . . . . . . . . . . . 77 Leacher’s Emerald . . . . . . . . . . . . . . . . . . 42
Rod of Fortune Seeking . . . . . . . . . . . . . 60
Wooden Canary . . . . . . . . . . . . . . . . . . . . 82 Life Drain . . . . . . . . . . . . . . . . . . . . . . . . . 42
Seven Coin Purse . . . . . . . . . . . . . . . . . . . 65
Locking Plates . . . . . . . . . . . . . . . . . . . . . 43
UNCOMMON Shocking Glove . . . . . . . . . . . . . . . . . . . . 66
Longshot . . . . . . . . . . . . . . . . . . . . . . . . . 44
Sky Piercer . . . . . . . . . . . . . . . . . . . . . . . . 67
Barryat the Vicious . . . . . . . . . . . . . . . . . . 8 Magic Magnifier . . . . . . . . . . . . . . . . . . . 47
Smash and Bright . . . . . . . . . . . . . . . . . . 67
Beans of Jumping . . . . . . . . . . . . . . . . . . . 8 Manacles of the Mundane . . . . . . . . . . . 47
Spring Boots . . . . . . . . . . . . . . . . . . . . . . . 69
Bow of the Wood Elves . . . . . . . . . . . . . . 13 Mantle of the Mage . . . . . . . . . . . . . . . . . 47
Swapping Shackles . . . . . . . . . . . . . . . . . . 75
Brava’s Bustling Beetles . . . . . . . . . . . . . . 14 Manual: About the Art of Fighting,
Sword of Corruption . . . . . . . . . . . . . . . . 75
Breath Mask . . . . . . . . . . . . . . . . . . . . . . . 14 Volumes I to VI . . . . . . . . . . . . . . . . . 47
Sword of the Chameleon . . . . . . . . . . . . 76
Burglar’s Dagger . . . . . . . . . . . . . . . . . . . 15 Manual: Armorer’s Guide to Survival . . 48
Tuning Fork . . . . . . . . . . . . . . . . . . . . . . . 79
Collar of Articulation . . . . . . . . . . . . . . . 17 Metrigash . . . . . . . . . . . . . . . . . . . . . . . . . 49
Wand of Light . . . . . . . . . . . . . . . . . . . . . 80
Deathbane Berries . . . . . . . . . . . . . . . . . . 22 Necklace of Readiness . . . . . . . . . . . . . . . 50
Dragon’s Blood . . . . . . . . . . . . . . . . . . . . 24 Painted Lady . . . . . . . . . . . . . . . . . . . . . . 53
Dragon’s Remnant . . . . . . . . . . . . . . . . . . 24 Pendygraft’s Living Bestiary . . . . . . . . . . 54
Earplugs of the Bulette . . . . . . . . . . . . . . 25 Pin of Glacial Cold . . . . . . . . . . . . . . . . . 55
Ejection Amulet . . . . . . . . . . . . . . . . . . . . 26 Pipes of the Damned . . . . . . . . . . . . . . . . 55
Elemental Touched Mesh . . . . . . . . . . . . 26 Portable Pit . . . . . . . . . . . . . . . . . . . . . . . 56
Emir’s Ring . . . . . . . . . . . . . . . . . . . . . . . . 27 Potion of Shadow Form . . . . . . . . . . . . . 56
Extend-o-Matic . . . . . . . . . . . . . . . . . . . . 27 Prospero’s Mask . . . . . . . . . . . . . . . . . . . . 57
Floral Scented Brooch . . . . . . . . . . . . . . . 29 Quaal’s Feather Token – Serpent . . . . . . 58
Forlorn Mantle . . . . . . . . . . . . . . . . . . . . 30 Returning Weapon . . . . . . . . . . . . . . . . . 58
Gloves of Dagger-Throwing . . . . . . . . . . 32 Ring of Transformative Luminescence . 59
Gloves of Darkness . . . . . . . . . . . . . . . . . 32 Rogue’s Vest . . . . . . . . . . . . . . . . . . . . . . . 61
Guardwell’s Aggressive Caltrops . . . . . . . 35 Shard of the Namestone . . . . . . . . . . . . . 65
84
Shield of Consent . . . . . . . . . . . . . . . . . . 66 Olhydra’s Tear . . . . . . . . . . . . . . . . . . . . . 53 Heart of Hydrathis . . . . . . . . . . . . . . . . . 36
Shield of Tall Tales . . . . . . . . . . . . . . . . . . 66 Pick Insects . . . . . . . . . . . . . . . . . . . . . . . . 54 Hu’i Wing . . . . . . . . . . . . . . . . . . . . . . . . . 38
Specter’s Pendant . . . . . . . . . . . . . . . . . . . 68 Puppeteer’s Vial . . . . . . . . . . . . . . . . . . . . 57 Jehanel’s Folly . . . . . . . . . . . . . . . . . . . . . 39
Staff of the Wyrmling . . . . . . . . . . . . . . . 70 Robes of Shadowmyst . . . . . . . . . . . . . . . 60 Nyoom . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Studded Leather of Orcish Unkind . . . . 74 Runehammer . . . . . . . . . . . . . . . . . . . . . . 62 Performer’s Topaz . . . . . . . . . . . . . . . . . . 54
Syti Necklace . . . . . . . . . . . . . . . . . . . . . . 76 Scarmantle . . . . . . . . . . . . . . . . . . . . . . . . 64 Portable Campsite . . . . . . . . . . . . . . . . . . 55
Tajak Scimitar . . . . . . . . . . . . . . . . . . . . . 76 Serpent Stride Armor . . . . . . . . . . . . . . . 65 Ring of High Magic . . . . . . . . . . . . . . . . . 58
Talking Skull . . . . . . . . . . . . . . . . . . . . . . 76 Shatterrain . . . . . . . . . . . . . . . . . . . . . . . . 66 Rod of Tentacles, Eyes, and Mouths . . . . 60
Tears of Akadi . . . . . . . . . . . . . . . . . . . . . 76 Silver Sorrow . . . . . . . . . . . . . . . . . . . . . . 67 Rod of the Purple Sun . . . . . . . . . . . . . . . 61
Thief ’s Dagger . . . . . . . . . . . . . . . . . . . . . 77 Sliver of Far Realm . . . . . . . . . . . . . . . . . 67 Speaking Stone . . . . . . . . . . . . . . . . . . . . . 68
Tick-Tock-Time-Travel Clock . . . . . . . . 77 Staff of Arcane Empowerment . . . . . . . . 69 Spectacles of Mind-Shuttering . . . . . . . . 68
Title Belt . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Staff of Warding . . . . . . . . . . . . . . . . . . . . 73 Sphere of the Wretched . . . . . . . . . . . . . . 68
Tsarina’s Balalaika . . . . . . . . . . . . . . . . . . 79 Step Back . . . . . . . . . . . . . . . . . . . . . . . . . 73 Staff of the Dragon . . . . . . . . . . . . . . . . . 69
Wand of Ooze . . . . . . . . . . . . . . . . . . . . . 80 Tempest’s Howl . . . . . . . . . . . . . . . . . . . . 77 Starlight . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Widow’s Fangs . . . . . . . . . . . . . . . . . . . . . 81 Tome of the White Hand . . . . . . . . . . . . 77 Stolen Star . . . . . . . . . . . . . . . . . . . . . . . . 74
Willow-Dark Tome . . . . . . . . . . . . . . . . . 81 Troll Claw . . . . . . . . . . . . . . . . . . . . . . . . . 78 Stone of True Resurrection . . . . . . . . . . . 74
Wishbone . . . . . . . . . . . . . . . . . . . . . . . . . 82 Verdaer Imperial Quiver . . . . . . . . . . . . . 80 Sunray . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Wrath of the Sea . . . . . . . . . . . . . . . . . . . 82 Will of the One . . . . . . . . . . . . . . . . . . . . 81 True Death Arrow . . . . . . . . . . . . . . . . . . 78
Zephyr, the Broom of Flying . . . . . . . . . 83
VERY RARE ARTIFACT
Amulet of the Dimensions . . . . . . . . . . . . 5 LEGENDARY Blackheart . . . . . . . . . . . . . . . . . . . . . . . . . 9
Armor of Animal Aspects . . . . . . . . . . . . . 6 Authority . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Blades of the Archrogue . . . . . . . . . . . . . 10
Bandage of the Blind Monk . . . . . . . . . . . 8 Baldur’s Gatehouse . . . . . . . . . . . . . . . . . . 7 Darkteeth (Olath Yinnin) . . . . . . . . . . . . 18
Bell Ringer . . . . . . . . . . . . . . . . . . . . . . . . . 8 Black Kumade . . . . . . . . . . . . . . . . . . . . . . 9 Divine Shard . . . . . . . . . . . . . . . . . . . . . . 23
Black Blade of Vartigan . . . . . . . . . . . . . . . 9 Death Knight’s Dread Helm . . . . . . . . . . 21 Kohl’vil . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Blade of the Elements . . . . . . . . . . . . . . . 11 Death Knight’s Dread Plate . . . . . . . . . . 21 Luminaria (Lightsong) . . . . . . . . . . . . . . 44
Blanket of Blending . . . . . . . . . . . . . . . . . 11 Death Knight’s Dread Shield . . . . . . . . . 21 Necrosis Sanctum . . . . . . . . . . . . . . . . . . 51
Bloodhound . . . . . . . . . . . . . . . . . . . . . . . 12 Death Knight’s Dread Sword . . . . . . . . . 22 Sanguine Shield (The Bloody Bulwark) . . . 62
Boomeraxe . . . . . . . . . . . . . . . . . . . . . . . . 12 Dimensional Lock Picks . . . . . . . . . . . . . 23 Staff of Tiamat . . . . . . . . . . . . . . . . . . . . . 71
Breastplate of Forgotten Anguish . . . . . . 14 Eye of the Firestorm . . . . . . . . . . . . . . . . 28 Vengeance for the Desecrated . . . . . . . . . 79
Breath of Zephyr . . . . . . . . . . . . . . . . . . . 14 Fornas . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Chainmail of Lion’s Roar . . . . . . . . . . . . 15 Golden Lord’s Plate . . . . . . . . . . . . . . . . . 33
Cloak of the Wind Rider . . . . . . . . . . . . . 16 Gruumsh’s Blessing . . . . . . . . . . . . . . . . . 34
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
Random Magic Items Magic Item Table B
d100 Magic Item
You can substitute these tables for those in the Dungeon
Masters Guide to roll for random treasure from the items 1-5 Brava’s Bustling Beetles
in this book. 6-10 Breath Mask
11-15 Deathbane Berries
Magic Item Table A
16-20 Earplugs of the Bulette
d100 Magic Item
21-25 Fey-Touched Summoning Egg, Blue (Darkmantle: CR 1/2)
1-3 Armor of Questionable Taste
26-30 Gloves of Darkness
4-6 Bag of Barking Stones
31-35 Hellfire Stone
7-9 Bag of the Bookworm
36-40 Helm of Apathy
10-12 Belt of Insignificance
41-45 Mask of Truth
13-15 Brooch of Authority
46-50 Necklace of Thirst
16-18 Coin of Favour
51-55 Nullmagic Shield
19-21 Crescendo Batons
56-60 Ring of Displeasure
22-24 Dante’s Box of Chocolates
61-65 Ring of Tongues
25-27 Equinculus Potion
66-70 Shard of Healing, Artful
28-30 Flask of the Caravanserai
71-75 Spring Boots
31-33 Flutterin’ Fan
76-80 Trinket of Elemental Protection, Greater
34-36 Hagiographer’s Handbook
81-85 Wand of Light
37-39 Hanged Man’s Pardon
86-88 Bag of Enveloping Darkness
40-42 Lantern Helmet
89-90 Deadhead Pennies
43-45 Maximus’s Broom of Sweeping
91-92 Eavesdropper Gauntlet
46-48 Polarizing Piton
93-94 Magic Magnifier
49-51 Potion Purse
95-96 Pendygraft’s Living Bestiary
52-54 Pouch of Slumber
97-98 Rogue’s Vest
55-57 Raskin’s Splenectomy Knife
99-00 Syti Necklace
58-60 Rings of Enmity
61-63 Rustic Charm
64-66 Scentless Brooch Magic Item Table C
67-69 Shard of Healing d100 Magic Item
70-72 Statue Scepter 1-7 Collar of Articulation
73-75 Styler’s Hairpin 8-14 Dragon’s Blood
76-78 Tinsel’s Prismatic Quill 15-21 Dragon’s Remnant
79-81 Trinket of Elemental Protection 22-28 Ejection Amulet
82-84 Wooden Canary 29-35 Extend-o-Matic
85-86 Barryat the Vicious 36-42 Fey-Touched Summoning Egg, Black (Death Dog: CR 1)
87-88 Beans of Jumping 43-49 Hands of the Crafter
89-90 Emir’s Ring 50-56 Mummer’s Lantern
91-92 Floral Scented Brooch 57-63 Ring of the Beast (roll 1d20 for type)
93-94 Forlorn Mantle 64-66 Airstep Shroud
95 Hearthmead 67-69 Anvil of Kings
96 Kildirn’s Singing Stein 70-72 Kiira (roll 1d10 for type)
97 Llewyrrian Blinders 73-75 Necklace of Readiness
98 Louqui’s Luck 76-78 Oykron Crystal, Tiny
99 Message Mirror 79-81 Potion of Shadow Form
00 Smash and Bright 82-84 Prospero’s Mask
86
d100 Magic Item d100 Magic Item
85-87 Quaal’s Feather Token - Serpent 53-56 Baldur’s Gatehouse
88-90 Ring of Transformative Luminescence 57-60 Dimensional Lock Picks
91-93 Shard of Healing, Masterful 61-64 Fey-Touched Summoning Egg, Orange (Banderhobb: CR 5)
94-96 Specter’s Pendant 65-68 Hu’i Wing
97-98 Talking Skull 69-72 Jehanel’s Folly
99-00 Tick-Tock-Time-Travel Clock 73-76 Oykron Crystal, Giant
77-80 Portable Campsite
Magic Item Table D 81-84 Speaking Stone
d100 Magic Item 85-88 Starlight
1-5 Guardwell’s Aggressive Caltrops 89-92 Stolen Star
6-11 Guardwell’s Alarming Caltrops 93-96 Stone of True Resurrection
12-17 Guardwell’s Entangling Caltrops 97-00 True Death Arrow
18-23 Minsc’s Magnificent Miniature Menagerie
24-29 Necklace of Missals Magic Item Table F
30-33 Alamire’s Alchemical Alembic d100 Magic Item
34-38 Coin of Many 1-4 Bow of the Wood Elves
39-43 Fey-Touched Summoning Egg, Green (Grick: CR 2) 5-8 Burglar’s Dagger
44-48 Fey-Touched Summoning Egg, Purple (Shadow Mastiff: CR 2) 9-12 Gloves of Dagger-Throwing
49-53 Hush Money 13-16 Hello World Shield
54-58 Oykron Crystal, Small 17-20 Humerus of St. Hildegaard
59-63 Portable Pit 21-24 Logbow
64-68 Tears of Akadi 25-28 Lot #184
69-74 Trinket of Elemental Protection, Superior 29-32 Manual: About the Clashing of Steel, Volumes I to XX (roll 1d20)
75-77 Bandage of the Blind Monk 33-36 Pendant of the Unrelenting March
78-80 Black Blade of Vartigan 37-40 Pylon of Blessed Power
81-82 Blanket of Blending 41-44 Ring of Moxie
83-84 Cloak of the Wind Rider 45-48 Ring of the Mighty Fist, +1
85-86 Clockwork Companion 49-52 Shocking Glove
87-88 Deck of a Few Things 53-56 Sky Piercer
89-90 Foliage Ring 57-60 Sword of Corruption
91-92 Hedge’s Handy Herbal 61-64 Sword of the Chameleon
93-94 Manual: About the Clashing of Steel, Volumes I to XX 65-68 Tuning Fork
(Complete Set)
69-70 Battlecrazed Axe
95-96 Oykron Crystal, Medium
71-72 Blood Mask
97-98 Shard of Healing, Exquisite
73-74 Boots of the Forest
99-00 Sliver of Far Realm
75-76 Bracers of Infinite Blades
77-78 Bracers of Lifestealing
Magic Item Table E 79-80 Call to Prayer
d100 Magic Item 81-82 Creeping Rot
1-10 Hood of the Falconer 83-84 Elemental Fists
11-20 Manacles of the Mundane 85-86 Gauntlets of Burrowing
21-28 Fey-Touched Summoning Egg, Red (Manticore: CR 3) 87-88 Manual: Armorer’s Guide to Survival, Volumes I to IV (roll 1d4)
29-36 Oykron Crystal, Large 89-90 Shield of Consent
37-44 Puppeteer’s Vial 91-92 Thief’s Dagger
45-52 Trinket of Elemental Protection, Supreme 93-94 Title Belt
87
d100 Magic Item d100 Magic Item
95-96 Widow’s Fangs 64-65 Shard of the Namestone
97-98 Wishbone 66-67 Shield of Tall Tales
99-00 Wrath of the Sea 68-69 Staff of the Wyrmling
70-71 Tajak Scimitar
Magic Item Table G 72-73 Tsarina’s Balalaika
d100 Magic Item 74-75 Wand of Ooze
1-6 Elemental Touched Mesh (roll 1d4) 76-77 Willow-Dark Tome
7-12 Hellrazor 78 Amulet of the Dimensions
13-18 Psyforged Blade 79 Bell Ringer
19-23 Swapping Shackles 80 Blade of the Elements
24-25 Amber Tarantula Hawk (Figurine of Wondrous Power) 81 Crown of Black Pearls
26-27 Amulet of Armoring 82 Dagger of Banishing
28-29 Blade of the Icequeen’s Champion 83 Earthbreaker Gauntlet
30-31 Bone Blowpipe 84 Extinguish
32-33 Boots of Deadly Leaping 85 Goggles of Naldrichor
34-35 Charred Cloak 86 Granfang
36-37 Dowager’s Finger 87 Key to the Heart
38-39 Dreamer’s Eye 88 Loaded Dice
40-41 Froghemoth’s Boon 89 Olhydra’s Tear
42-43 Halfling’s Exit 90 Pick Insects
44-45 Life Drain 91 Robes of Shadowmyst
46-47 Leacher’s Emerald 92 Runehammer
48-49 Longshot 93 Serpent Stride Armor (Chain Shirt, Hide, Scale Mail, Spiked)
50-51 Mantle of the Mage 94 Shatterrain
52-53 Metrigash 95 Silver Sorrow
54-55 Painted Lady 96 Staff of Arcane Empowerment
56-57 Pin of Glacial Cold 97 Staff of Warding
58-59 Pipes of the Damned 98 Verdaer Imperial Quiver
60-61 Returning Weapon 99 Will of the One
62-63 Ring of the Mighty Fist, +2 00 Zephyr, the Broom of Flying
88
Magic Item Table H Magic Item Table I
d100 Magic Item d100 Magic Item
1-9 Lantern of the Morning Lord 1-10 Exploding Studded Leather
10-18 Redbeard’s Eyepatch 11-19 Locking Plates
19-27 Rod of Fortune Seeking 20-25 Armor of Animal Aspects
28-36 Seven Coin Purse 26-31 Armor of Forgotten Heroes (roll 1d3)
37-42 Eye of Truth 1 Breastplate of Forgotten Anguish
43-48 Manual: About the Art of Fighting, Volumes I to VI (roll 1d6) 2 Gauntlets of Forgotten Anger
49-54 Studded Leather of Orcish Unkind 3 Helm of Forgotten Memories
55-57 Boomeraxe 32-37 Chainmail of Lion’s Roar
58-60 Breath of Zephyr 38-43 Scarmantle
61-63 Earthen Bell 44-49 Serpent Stride Armor (Half-Plate)
64-66 Firetooth 50-52 Authority
67-69 Flayer’s Gauntlet 53-55 Black Kumade
70-72 Gift of Graz’zt 56-58 Death Knight’s Dreadful Accoutrements (roll 1d4)
73-75 Gloves of Life and Death 1 Death Knight’s Dread Helm
76-78 Hell’s Scream 2 Death Knight’s Dread Plate
79-81 Lightning Surge 3 Death Knight’s Dread Shield
82-84 Lyre of Building 4 Death Knight’s Dread Sword
85-87 Noisy Cricket 59-61 Eye of the Firestorm
88-90 Ring of the Mighty Fist, +3 62-64 Fornas
91-92 Serpent Stride Armor (Breastplate) 65-67 Golden Lord’s Plate
93-94 Step Back 68-70 Gruumsh’s Blessing: Ugurz-Uruk
95-96 Tempest’s Howl 71-73 Heart of Hydrathis
97-98 Tome of the White Hand 74-76 Nyoom
99-00 Troll Claw 77-79 Performer’s Topaz
80-82 Ring of High Magic
83-85 Rod of Tentacles, Eyes, and Mouths
86-88 Rod of the Purple Sun
89-91 Spectacles of Mind-Shuttering
92-94 Sphere of the Wretched
95-97 Staff of the Dragon
98-00 Sunray
89
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’s
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
90
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 Favour; 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
Terry Herc: Cloak of the Windrider; Deadhead Pennies;
Larry Hawley: Portable Camp Site; Robes of Shadowmyst; Deathbane Berries; Kiira; Performer’s Topaz; Seven Coin
Shards of Healing Purse; 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): Amber Tarantula Hawk;
Matthew Butler: Blanket of Blending; Speaking Stone; Eye of the Firestorm; Flutterin’ Fan; Froghemoth’s Boon;
Syti Necklace Necrosis Sanctum; Sunray
91
Monsters of the Guild
is a DMs Guild community driven project which includes
100+ incredible monsters for your Dungeons & Dragons 5e
game, from 40+ of the Guild’s most talented and exciting
monster creators.