Database


NameNameDescprtionRarityTypeAttunementNotesAttument byScore
Abracadabrus Very Rare AbracadabrusA gem-studded wooden chest weighing 25 pounds empty, with a 1 1/2 feet cubic interior. It has 20 charges. Using an action, one can touch the closed lid, expend 1 charge, and name nonmagical objects (totaling 1 gp or less) to magically appear in the chest, provided they fit and it’s empty. Conjured food and drink are delicious but spoil after 24 hours, while gems and metals vanish after 1 minute.Very RareWondrous Item —— Utility, Container
Absorbing Tattoo Very Rare Absorbing TattooA magical tattoo created with a special needle, emphasizing a single color. To attune, you press the needle to your skin throughout the process, and upon completion, the needle transforms into the tattoo. While the tattoo is on your skin, you gain resistance to a specific damage type associated with its color (chosen or determined randomly by the DM). Additionally, when damaged by the chosen type, you can use your reaction for immunity to that instance and regain hit points equal to half the damage. This reaction recharges at dawn.TableVery RareWondrous Item Required Adamantine Armor Uncommon
Adamantine Armor Uncommon Adamantine ArmorThis suit of armor is strengthened with adamantine, an exceptionally hard substance. While wearing it, any critical hit targeting you is reduced to a normal hit.UncommonArmor —— Immunity: Critical Hits, Combat, Warding
Adze of Annam Artifact Adze of AnnamThis colossal adze is attributed to All-Father Annam, not as a weapon, but as the implement he employed to sculpt the various realms of the Material Plane in ancient epochs.Upon attunement, the adze magically adapts its size, transforming into a greataxe wieldable by the attuned creature. It functions as a potent magic weapon, offering a +3 bonus to both attack and damage rolls. Upon a successful hit, the adze inflicts an additional 3d12 force damage, with double damage against objects and structures.

Through an action, the wielder can invoke the might of the All-Father, utilizing the adze to cast move earth or fabricate. This property requires a dawn’s passage to be usable again.
ArtifactWeapon Greataxe Required Bonus: Magic, Damage: Force, Heavy, Two-Handed
Akmon, Hammer of Purphoros Artifact Akmon, Hammer of PurphorosThis enchanted warhammer, hailing from the divine realm of Mythic Odysseys of Theros, is a rare artifact that requires attunement. Crafted and wielded by the god of the forge, Purphoros, Akmon serves as a dual instrument, creating groundbreaking marvels and wreaking havoc with its fiery might. When entrusted to mortals, it’s often for the purpose of bringing significant works into existence or countering destructive forces.

Hammer of the Forge: This magical warhammer bestows a +3 bonus to both attack and damage rolls. On a successful hit, the target suffers an additional 3d10 fire damage.

Blessing of the Forge: For worshipers of Purphoros, the hammer’s piety-based benefits include randomly determined minor or major beneficial properties, depending on the level of piety attained. Non-worshipers, however, may experience two randomly determined minor detrimental properties.

Reforged: While wielding Akmon, you gain resistance to fire damage, immunity to exhaustion, proficiency with smith’s tools, and advantage on related ability checks.

Spells: The hammer allows the casting of spells (save DC 18) such as Animate Objects, Heat Metal, Fabricate, Magic Weapon, Mending, and Shatter. After casting a spell, it cannot be used again until the following dusk.

Destroying the Hammer: To annihilate Akmon, it must be taken to the realm of Tizerus in the Underworld, coated in clay from the Mire of Punishment, and hardened by the hammer’s heat over a month. Once fully solidified, a kraken must swallow and digest the clay-covered hammer.
SpellsArtifactWeapon Warhammer Required Immunity: Exhaustion, Resistance: Fire, Bonus: Magic, Damage: Fire, Proficiency: Smith’s Tools, Versatile
Alchemical Compendium Rare Alchemical CompendiumUnearthed from the mystical pages of Tasha’s Cauldron of Everything, this rare wondrous item demands attunement by a wizard. The book emanates acrid odors and is adorned with copper, iron, lead, silver, and gold fittings, frozen mid-transition. It acts as a spellbook containing spells like Enlarge/Reduce, Feather Fall, Flesh to Stone, Gaseous Form, Magic Weapon, and Polymorph, all transmutation wonders.

While held, the book serves as a spellcasting focus for your wizard spells. With 3 charges replenishing daily at dawn, you can employ them in the following ways:

Spell Replacement: Spend 1 charge and a minute studying the book to replace one of your prepared wizard spells with a different transmutation school spell from the book.

Object Transformation: As an action, spend charges to touch a nonmagical object not worn or carried, transforming it into another object. For 1 charge, the object can be up to 1 foot in size, with additional charges increasing the maximum dimensions by 2 feet per charge. The new object must have a gold value equal to or less than the original.
SpellsRareWondrous Item Required wizard Wizard
Alchemy Jug Uncommon Alchemy JugThis uncommon wondrous item takes the form of a ceramic jug, weighing a consistent 12 pounds, whether brimming or empty. When shaken, sloshing sounds emanate from within, even if the jug is devoid of liquid.

With a simple action, you can name a liquid from the table below, prompting the jug to produce the chosen liquid. Subsequently, as an action, you can uncork the jug and pour out the liquid, up to 2 gallons per minute. The maximum quantity of liquid the jug can produce is determined by the specific liquid named. Once the jug starts producing a liquid, it can’t generate a different one or more of one that has reached its maximum until the next dawn.
TableUncommonWondrous Item —— Utility
Alchemy Jug (Blue) Uncommon Alchemy Jug (Blue)This uncommon wondrous item takes the form of a ceramic jug, weighing a consistent 12 pounds, whether brimming or empty. When shaken, sloshing sounds emanate from within, even if the jug is devoid of liquid.

With a simple action, you can name a liquid from the table below, prompting the jug to produce the chosen liquid. Subsequently, as an action, you can uncork the jug and pour out the liquid, up to 2 gallons per minute. The maximum quantity of liquid the jug can produce is determined by the specific liquid named. Once the jug starts producing a liquid, it can’t generate a different one or more of one that has reached its maximum until the next dawn.
TableUncommonWondrous Item —— Utility
Alchemy Jug (Orange) Uncommon Alchemy Jug (Orange)This uncommon wondrous item takes the form of a ceramic jug, weighing a consistent 12 pounds, whether brimming or empty. When shaken, sloshing sounds emanate from within, even if the jug is devoid of liquid.

With a simple action, you can name a liquid from the table below, prompting the jug to produce the chosen liquid. Subsequently, as an action, you can uncork the jug and pour out the liquid, up to 2 gallons per minute. The maximum quantity of liquid the jug can produce is determined by the specific liquid named. Once the jug starts producing a liquid, it can’t generate a different one or more of one that has reached its maximum until the next dawn.
TableUncommonWondrous Item —— Utility
All-Purpose Tool Varies All-Purpose ToolAll-Purpose Tool – This uncommon (+1), rare (+2), very rare (+3) wondrous item, sourced from Tasha’s Cauldron of Everything, requires attunement by an artificer. Initially a simple screwdriver, it possesses the unique ability to morph into various artisan’s tools. With a mere action, you can touch the tool, transforming it into any artisan’s tool of your choice, with proficiency granted for the chosen form.

While wielding this tool, your artificer spells benefit from a bonus to spell attack rolls and saving throw DCs, the magnitude of which corresponds to the tool’s rarity.

Furthermore, as an action, you can focus on the tool to channel your creative energies. This allows you to select a cantrip not known to you from any class list. For the next 8 hours, you can cast this cantrip, considering it an artificer cantrip. Once this property is utilized, it remains inactive until the following dawn.
VariesWondrous Item Required Bonus: Spell Attacks, Bonus: Spell Save DC, artificer Artificer
Amethyst Lodestone Very Rare Amethyst LodestoneThis Very Rare wondrous item, featured in Fizban’s Treasury of Dragons, requires attunement. The fist-sized amethyst lodestone is imbued with the gravitational manipulation abilities of an amethyst dragon. When in possession of the lodestone, you gain advantage on Strength saving throws.

The lodestone holds 6 charges, replenishing 1d6 charges daily at dawn. It presents the following properties that you can utilize while holding it:

Flight: With a bonus action and the expenditure of 1 charge, you can gain the power of flight for 10 minutes. During this time, you acquire a flying speed equal to your walking speed, and the ability to hover.

Gravitational Thrust: Using an action and expending 1 charge, you can focus gravity around a creature within 60 feet. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in a direction of your choice.

Reverse Gravity: As an action, you can spend 3 charges to cast Reverse Gravity from the stone, with a save DC of 18.
SpellsVery RareWondrous Item Required Advantage: Strength Saving Throws, Set: Innate Speed (Flying)
Ammunition, +1 Uncommon Ammunition, +1This uncommon magical item is designated for any ammunition-compatible weapon. Bestowing a +1 bonus to both attack and damage rolls, this magic ammunition loses its enchantment after successfully hitting a target.UncommonWeapon —— Bonus: Magic, Damage
Ammunition, +2 Rare Ammunition, +2This rare magical item is designated for any ammunition-compatible weapon. Bestowing a +2 bonus to both attack and damage rolls, this magic ammunition loses its enchantment after successfully hitting a target.RareWeapon —— Bonus: Magic, Damage
Ammunition, +3 Very Rare Ammunition, +3This very rare magical item is designated for any ammunition-compatible weapon. Bestowing a +3 bonus to both attack and damage rolls, this magic ammunition loses its enchantment after successfully hitting a target.Very RareWeapon —— Bonus: Magic, Damage
Amulet of Health Rare Amulet of HealthThis rare wondrous item requires attunement. While wearing this amulet, your Constitution score becomes 19. However, if your Constitution is already 19 or higher without the amulet, it has no effect on you.RareWondrous Item Required Set: Constitution Score, Buff, Jewelry CON
Amulet of Proof against Detection and Location Uncommon Amulet of Proof against Detection and LocationThis uncommon wondrous item requires attunement. While wearing the amulet, you are immune to divination magic. You cannot be targeted by such magic, and magical scrying sensors cannot perceive you.UncommonWondrous Item Required Deception, Jewelry
Amulet of Protection from Turning Rare Amulet of Protection from TurningThis rare wondrous item, requiring attunement, consists of silver and turquoise. While wearing the amulet, you gain advantage on saving throws against effects that turn undead. If you fail a saving throw against such an effect, you can choose to succeed instead, and you can do this three times. The amulet’s uses replenish daily at dawn. Additionally, each time the amulet’s ability is employed, it emits a brief glow of silvery-blue light.RareWondrous Item Required Advantage: Saving Throws, Buff, Warding
Amulet of the Black Skull Very Rare Amulet of the Black SkullThis very rare wondrous item from Tomb of Annihilation requires attunement. Fashioned from obsidian, it takes the form of a screaming humanoid skull with ruby eyes and emerald teeth, suspended from an iron chain necklace. With 6 charges replenished by 1d6 daily at dawn, the amulet allows you, while wearing it, to use an action and expend 1 charge to transport yourself and your belongings to a location within 100 feet. The chosen destination, not needing to be in your line of sight, must be familiar to you and on the same plane of existence. Notably, this effect is exempt from the magic restrictions of the Tomb of the Nine Gods, enabling entry and exit. If you are not undead, a DC 16 Constitution saving throw is required each time you teleport. Failure results in a transformative effect determined randomly by rolling percentile dice and consulting the Black Skull Transformation table upon arrival.tableVery RareWondrous Item Required Teleportation, Bane
Amulet of the Devout Varies Amulet of the DevoutThis wondrous item from Tasha’s Cauldron of Everything comes in uncommon (+1), rare (+2), and very rare (+3) rarities, requiring attunement by a cleric or paladin. The amulet features the symbol of a deity, adorned with precious stones or metals. Wearing this holy symbol grants a bonus to spell attack rolls and the saving throw DCs of your spells, with the bonus determined by the amulet’s rarity. Additionally, while wearing the amulet, you can utilize your Channel Divinity feature without expending one of its uses. However, this property can only be used once per day and resets at dawn.VariesWondrous Item Required Bonus: Spell Attacks, Bonus: Spell Save DC, cleric or paladin Cleric or Paladin
Amulet of the Planes Very Rare Amulet of the PlanesThis very rare wondrous item, requiring attunement, empowers the wearer with the ability to traverse the multiverse. By using an action and naming a familiar location on another plane of existence, the attuned individual can attempt a DC 15 Intelligence check. Upon a successful check, the amulet activates the plane shift spell, transporting the wearer to the intended plane. However, a failed check results in an unpredictable journey for the wearer and all nearby creatures and objects within 15 feet. Rolling a d100 determines the outcome: a result of 1–60 lands them on a random location within the named plane, while a result of 61–100 propels them to a completely different plane of existence.Very RareWondrous Item Required Teleportation, Exploration, Jewelry
Animated Shield Very Rare Animated ShieldThis very rare enchanted shield, requiring attunement, provides dynamic defense to its wielder. By uttering a command word as a bonus action, the shield comes to life, levitating in the air within the wielder’s space. Operating as if wielded by the user, the animated shield grants an Armor Class increase of 2. This animated state persists for 1 minute, until dismissed using a bonus action, or until the wielder becomes incapacitated or succumbs to death, at which point the shield returns to the ground or into the wielder’s free hand. A shield, typically crafted from wood or metal, offers protective benefits when held, enhancing the wearer’s defensive capabilities. However, only one shield’s benefits can be active at any given time.Very RareArmor Shield Required Utility, Warding
Antimagic Armor Very Rare Antimagic ArmorCrafted from rare materials and requiring attunement, this versatile armor provides potent defenses against magical assaults. Available in light, medium, or heavy variants, the armor allows the wearer to use their reaction to gain advantage on a saving throw against a spell. However, this ability can only be utilized once before the next dawn.

Moreover, the armor grants the power to cast Antimagic Field without the need for spell components. This formidable ability, once activated, goes on cooldown until the next dawn. The Antimagic Armor stands as a safeguard against magical threats, offering both defensive advantages and the ability to suppress magic in the surrounding area.
SpellsVery RareArmor Required Advantage: Saving Throws, Control, Negation, Warding
Apparatus of Kwalish Legendary Apparatus of KwalishThis legendary wondrous item initially appears as a hefty sealed iron barrel, weighing 500 pounds. A hidden catch, discernible with a successful DC 20 Intelligence (Investigation) check, unlocks a hatch at one end, allowing two Medium or smaller creatures to enter. Inside, ten levers are present, arranged in a row and set in a neutral position. These levers can be moved either up or down, triggering a transformative process that turns the apparatus into a giant lobster.

As a Large object, the transformed apparatus of Kwalish possesses an Armor Class of 20, 200 Hit Points, and a speed of 30 ft. on land or while swimming. It is immune to poison and psychic damage. To function as a vehicle, the apparatus requires a single pilot. When the hatch is closed, the compartment becomes airtight and watertight, providing enough air for 10 hours of breathing, divided among the occupants.

The apparatus can float on water and submerge to a depth of 900 feet. Beyond this depth, the vehicle sustains 2d6 bludgeoning damage per minute due to pressure. A creature within the compartment can use an action to manipulate up to two levers, each of which has specific functions detailed in the Apparatus of Kwalish Levers table.
tableLegendaryWondrous Item —— Utility, Exploration, Combat
Apparatus of the Crab Legendary Apparatus of the CrabThis legendary wondrous item initially presents itself as a sizable sealed iron barrel, weighing 500 pounds. A concealed catch, discoverable with a successful DC 20 Intelligence (Investigation) check, releases a hatch at one end, permitting two Medium or smaller creatures to enter. Inside, a row of ten levers is arranged, each in a neutral position and movable either up or down. Activating specific levers triggers a transformative process, morphing the apparatus into a giant crab.

As a Large object, the transformed Apparatus of the Crab boasts an Armor Class of 20, 200 Hit Points, and a speed of 30 ft. on land or while swimming. It is immune to poison and psychic damage. To function as a vehicle, the apparatus requires a single pilot. When the hatch is closed, the compartment becomes airtight and watertight, supplying enough air for 10 hours of breathing, divided among the occupants.

The apparatus can float on water and submerge to a depth of 900 feet. Beyond this depth, the vehicle sustains 2d6 bludgeoning damage per minute due to pressure. A creature within the compartment can use an action to manipulate up to two levers, each of which has specific functions detailed in the Apparatus of the Crab Levers table.
tableLegendaryWondrous Item —— Utility, Exploration, Combat
Arcane Grimoire Varies Arcane GrimoireSourced from Tasha’s Cauldron of Everything, this wondrous item comes in three rarities: uncommon (+1), rare (+2), and very rare (+3), and requires attunement by a wizard.

While holding this leather-bound book, the Arcane Grimoire serves multiple purposes:

Spellcasting Focus: The book can be used as a spellcasting focus for your wizard spells.

Spell Attack and Saving Throw Bonus: You gain a bonus to both spell attack rolls and the saving throw DCs of your wizard spells. The magnitude of this bonus is determined by the rarity of the book.

Spellbook Usage: The grimoire can function as a spellbook.

Arcane Recovery Enhancement: When utilizing your Arcane Recovery feature, you can augment the number of spell slot levels regained by 1.
VariesWondrous Item Required Bonus: Spell Attacks, Bonus: Spell Save DC, wizard Wizard
Arcane Propulsion Arm Very Rare Arcane Propulsion ArmThis very rare wondrous item, sourced from Eberron – Rising from the Last War, is designed for creatures missing a hand or an arm, requiring attunement. Crafted by the artificers of House Cannith, this prosthetic appendage magically replicates the missing limb when attached to the wrist, elbow, or shoulder during the attunement process.

While affixed, the Arcane Propulsion Arm offers the following advantages:

The prosthetic functions seamlessly as a fully capable part of your body.
You can use an action to detach the prosthetic, and it autonomously removes itself if your attunement concludes. It cannot be forcibly removed against your will.
The prosthetic doubles as a magical melee weapon for which you are proficient. On a successful hit, it deals 1d8 force damage. Additionally, it possesses the thrown property, featuring a standard range of 20 feet and a long range of 60 feet. When thrown, the prosthetic disengages, hurtles toward the target, and promptly returns to you, reattaching itself upon return.
Very RareWondrous Item Required creature missing a hand or an arm Creature missing a hand or an arm
Armblade Common ArmbladeSourced from Eberron – Rising from the Last War, the Armblade is a common magical weapon requiring attunement by a warforged and can attach to any one-handed melee weapon.

This magical weapon seamlessly integrates with your arm, becoming an extension of your body while attuned. The attunement process involves holding it against your forearm for the entire duration.
CommonWeapon Club Required Warforged, Damage, Combat, Light
Armor of Fungal Spores Uncommon Armor of Fungal SporesSourced from The Book of Many Things, this uncommon medium armor allows you to take a bonus action to emit poisonous spores in a 10-foot radius centered on yourself. Creatures in the area must succeed on a DC 15 Constitution saving throw or be poisoned until the end of your next turn. This property can be used once before refreshing at the next dawn.UncommonArmor —— Damage, Combat
Armor of Gleaming Common Armor of GleamingThis armor never gets dirty.CommonArmor Breastplate —— Utility
Armor of Invulnerability Legendary Armor of InvulnerabilityThis legendary plate armor provides resistance to nonmagical damage while worn. It grants the wearer the ability to use an action and become immune to nonmagical damage for 10 minutes, or until the armor is removed. After using this special action, it can’t be used again until the next dawn. The plate armor includes gauntlets, heavy leather boots, a visored helmet, and ample padding for weight distribution.LegendaryArmor Plate Required Resistance: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Immunity: Bludgeoning, Piercing, and Slashing from Nonmagical Weapons, Combat, Warding, Str 15 Required, Stealth Disadvantage
Armor of Resistance Rare Armor of Resistance This rare armor requires attunement. While wearing this armor, you gain resistance to one type of damage. The specific type of damage is chosen by the DM or determined randomly from the following options.TableRareArmor Breastplate Required Resistance: Acid, Resistance: Cold, Resistance: Fire, Resistance: Force, Resistance: Lightning, Resistance: Necrotic, Resistance: Poison, Resistance: Psychic, Resistance: Radiant, Resistance: Thunder, Combat, Warding
Armor of Safeguarding Very Rare Armor of SafeguardingThis very rare armor requires attunement. Set in the center of the armor’s chest is a citrine engraved with the shield rune. While wearing this armor, your hit point maximum increases by an amount equal to 10 + your level.

Invoking the Rune: As an action, you can invoke the armor’s rune to cast the beacon of hope spell; the spell has a duration of 1 minute and doesn’t require concentration. Once the rune has been invoked, it can’t be invoked again until the next dawn.
SpellsVery RareArmor Required Armor of the Fallen Uncommon
Armor of the Fallen Uncommon Armor of the FallenThis uncommon medium or heavy armor requires attunement. While wearing this armor, you can use it to cast either Speak With Dead or Animate Dead. Once the armor has cast a spell in this way, it can’t cast either spell again until the next dawn.

Note: Your soul keeps this armor together. If you die while you are attuned to the armor, the armor is destroyed.
SpellsUncommonArmor Required Creation, Communication
Armor of Vulnerability Rare Armor of VulnerabilityThis rare plate armor requires attunement. While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.

Curse: This armor is cursed, revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until targeted by the remove curse spell or similar magic. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).
RareArmor Plate Required Resistance: Bludgeoning, Resistance: Piercing, Resistance: Slashing, Vulnerability: Bludgeoning, Vulnerability: Piercing, Vulnerability: Slashing, Combat, Warding, Cursed, Str 15 Required, Stealth Disadvantage
Armor of Weightlessness Uncommon Armor of WeightlessnessThis uncommon light, medium, or heavy armor requires attunement. It has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges).

The armor regains 1d4 + 1 expended charges daily at dawn.
SpellsUncommonArmor Required Movement, Utility, Exploration
Armor, +1 Rare Armor, +1You have a +1 bonus to AC while wearing this armorRareArmor —— Bonus: Armor Class, Combat, Warding
Armor, +2 Very Rare Armor, +2You have a +2 bonus to AC while wearing this armorVery RareArmor —— Bonus: Armor Class, Combat, Warding
Armor, +3 Legendary Armor, +3You have a +3 bonus to AC while wearing this armorLegendaryArmor —— Bonus: Armor Class, Combat, Warding
Arrow of Slaying Very Rare Arrow of SlayingThis very rare magical arrow is designed to slay a particular kind of creature. Whether it’s focused on a specific type, race, or group, such as an arrow of dragon slaying or an arrow of blue dragon slaying, its purpose is clear. When a creature belonging to the associated type takes damage from this arrow, it must make a DC 17 Constitution saving throw. On a failed save, the creature takes an extra 6d10 piercing damage, or half as much on a successful save. Once the arrow deals its extra damage, it becomes a nonmagical arrow. Other variations, like bolts of slaying for crossbows, exist, but arrows are more common.Very RareWeapon —— Damage: Piercing, Damage, Combat, Bane
Arrow-Catching Shield Rare Arrow-Catching ShieldThis rare magical shield provides a +2 bonus to your Armor Class against ranged attacks when wielded. This bonus is in addition to the shield’s normal AC bonus. Furthermore, if an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to redirect the attack towards yourself, becoming the new target. Whether made of wood or metal, a shield is a one-handed equipment that boosts your Armor Class by 2, and you can benefit from only one shield at a time.RareArmor Shield Required Combat, Warding
Astral Shard Rare Astral ShardThis rare wondrous item, a solidified shard from the Astral Plane, is a swirling crystal enveloped in silver mist. Attunement by a sorcerer is necessary. As an action, you can attach the shard to a Tiny object, like a weapon or a piece of jewelry, or detach it. It falls off if your attunement ends. The shard serves as a spellcasting focus while held or worn. Additionally, when using a Metamagic option on a spell while in possession of the shard, you can, immediately after casting the spell, teleport to an unoccupied space within 30 feet that you can see.RareWondrous Item Required sorcerer Sorcerer
Astromancy Archive Rare Astromancy ArchiveThis rare wondrous item, attuned by a wizard, takes the form of a brass disc with articulated, concentric rings that can unfold into an armillary sphere and vice versa as a bonus action. The archive contains the following wizard spells while attuned: Augury, Divination, Find the Path, Foresight, Locate Creature, and Locate Object, encoded on its rings, serving as a spellbook. While holding the archive, it can be used as a spellcasting focus for wizard spells.

The archive holds 3 charges, regaining 1d3 expended charges daily at dawn. While holding it, you can use charges in two ways:

Spend 1 minute studying the archive to expend 1 charge, replacing a prepared wizard spell with a different divination school spell from the archive.
Use your reaction when a creature within 30 feet makes an attack roll, an ability check, or a saving throw. Expending 1 charge allows you to force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll after seeing the result but before its effects are applied.
SpellsRareWondrous Item Required wizard Wizard
Atlas of Endless Horizons Rare Atlas of Endless HorizonsThis rare wondrous item, requiring attunement by a wizard, is a thick book bound in dark leather with inlaid silver lines resembling maps. While attuned, the book contains the following wizard spells: Arcane Gate, Dimension Door, Gate, Misty Step, Plane Shift, Teleportation Circle, and Word of Recall, serving as a spell book.

While holding the book, it can be used as a spellcasting focus for wizard spells. The book has 3 charges, regaining 1d3 expended charges daily at dawn. The charges can be used in two ways:

Spend 1 minute studying the book to expend 1 charge, replacing a prepared wizard spell with a different conjuration school spell from the book.
Use your reaction when hit by an attack to expend 1 charge, allowing you to teleport up to 10 feet to an unoccupied space you can see. If the new position is out of the attack’s range, it misses you.
SpellsRareWondrous Item Required wizard Wizard
Axe of the Dwarvish Lords Artifact Axe of the Dwarvish LordsAxe of the Dwarvish Lords

Weapon (battleaxe), artifact (requires attunement)

This legendary artifact, the Axe of the Dwarvish Lords, has a storied history among the dwarves. Forged by a visionary dwarf prince in collaboration with the god Moradin, it served as a symbol of unity and strength for the dwarven people.

Magic Weapon. The Axe grants a +3 bonus to attack and damage rolls. In addition, it possesses the properties of a Belt of Dwarvenkind, a Dwarven Thrower, and a Sword of Sharpness.

Random Properties. The axe has 2 minor beneficial properties, 1 major beneficial property, and 2 minor detrimental properties, randomly determined.

Blessings of Moradin. If attuned and the wielder is a dwarf, they gain immunity to poison damage, an additional 60 feet to the range of their darkvision, and proficiency with artisan’s tools related to blacksmithing, brewing, and stonemasonry.

Conjure Earth Elemental. The wielder can cast Conjure Elemental to summon an earth elemental using the axe. This property can be used again after a long rest.

Travel the Depths. By touching the axe to dwarven stonework and using an action, the wielder can cast teleport without mishap when traveling underground. This property can be used again after 3 days.

Curse. Nondwarves attuned to the axe gradually take on dwarflike physical traits. After seven days, the creature looks like a dwarf without gaining racial traits. This transformation isn’t magical and can be undone by effects that remove curses.

Destroying the Axe. The only way to destroy the axe is to melt it down in the Earthheart Forge, where it was created. It must remain in the burning forge for fifty years before succumbing to the fire and being consumed.
SpellsArtifactWeapon Battleaxe Required Bonus: Magic, Bonus: Constitution Score, Advantage: Persuasion, Damage: Additional, Sense: Darkvision, Immunity: Poison, Proficiency: Smith’s Tools, Proficiency: Brewer’s Supplies, Proficiency: Mason’s Tools, Damage, Buff, Debuff, Combat, Cursed, Versatile CON
Azuredge Legendary AzuredgeAzuredge

Weapon (battleaxe), legendary (requires attunement)

This legendary battleaxe, Azuredge, was crafted by the archwizard Ahghairon to defend Waterdeep. With a solid steel handle, blue dragon hide wrapping, and a star sapphire in the pommel, its axe head, forged from silver, electrum, and steel alloys, constantly shimmers with a deep blue luminescence.

Properties:

Magic Weapon: Azuredge grants a +3 bonus to attack and damage rolls. It pierces through the Shield spell’s magical force barrier.

Extra Damage: When striking a fiend or undead, the axe deals an extra 2d6 radiant damage as cold blue flames erupt from its blade.

Hurling: The axe has 3 charges. By expending 1 charge, you can make a ranged attack with it, with a normal range of 60 feet and a long range of 180 feet. The axe returns to you at the end of your turn. Charges replenish daily at dawn.

Illumination: As an action, the wielder can make the axe glow blue, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.

Sentience:

Azuredge is a sentient lawful neutral weapon with an Intelligence of 12, Wisdom of 15, and Charisma of 15. It has darkvision and hearing up to 120 feet.

The weapon communicates telepathically in Common. It can sense non-lawful creatures within 120 feet.

Personality:

Sworn to protect Waterdeep, Azuredge seeks a law-abiding wielder dedicated to the city’s defense.

Patient and deliberate, Azuredge becomes ten times heavier if wielded against its will, adhering magically to surfaces. Only a Wish spell can separate it without destruction, though it can end the effect willingly.
LegendaryWeapon Battleaxe Required Bonus: Magic, Damage: Radiant, Versatile
Baba Yaga’s Mortar and Pestle Artifact Baba Yaga’s Mortar and PestleWondrous item, artifact (requires attunement)

The creations of the immortal hag Baba Yaga defy mortal magic. Among her notorious implements are the artifacts that propel her through the planes: Baba Yaga’s Mortar and Pestle. These signature tools are a single artifact for attunement, reuniting if separated at dawn.

Random Properties:

2 minor beneficial properties
1 major beneficial property
1 minor detrimental property

Properties of the Mortar:

The mortar is a Tiny wooden bowl that can expand to Large size, accommodating anything placed inside.

Properties of the Pestle:

The pestle is a 6-inch worn wooden tool. It can extend into a quarterstaff or shrink back into a pestle as a free action. As a quarterstaff, it is a +3 magic weapon.

The pestle has 12 charges. On a hit, expend up to 3 charges to deal an extra 1d8 force damage per charge. Charges replenish daily at dawn.

Perfect Tools:

While holding both items, speak the name of a nonmagical plant, mineral, or fluid and an amount worth 10 gp or less. The mortar fills instantly. This action can’t be used again until a short or long rest.

The artifact serves as alchemist’s supplies, brewer’s supplies, cook’s utensils, herbalism kit, and poisoner’s kit. Gain advantage on related checks.

Primal Parts:

As an action, command the pestle to grind for a minute, dealing 4d10 force damage to contents in the mortar each turn. Magic items are unaffected. Choose to separate contents at the end.

Traverse the Night:

Holding the pestle inside the mortar, use an action to command the mortar to travel to a specific place or creature within 1,000 miles. Travel through a dreamlike sky, arriving 1 hour later or 1 minute later if night.

Bones Know Their Home:

When commanding travel, throw out the dust or paste, naming a location on a different plane or world. If the material is native, arrive at the destination in 1 minute.

Destroying the Mortar and Pestle:

Crush them underfoot with the Dancing Hut of Baba Yaga or by Baba Yaga herself to destroy them.
ArtifactWondrous Item Required Badge of the Watch Rare
Badge of the Watch Rare Badge of the WatchWondrous item, rare (requires attunement by someone designated by the Open Lord of Waterdeep)

A Badge of the Watch is a mark of trust bestowed by the Open Lord of Waterdeep, signifying the rank of captain in Waterdeep’s City Watch.

Features:

AC Bonus:
While wearing the badge, you gain a +2 bonus to AC if you aren’t using a shield.

Teleportation and Tracking:
If the badge is more than 5 feet away from you for over 1 minute, it vanishes and reappears on a surface within 5 feet of the Open Lord.
While holding the badge, the Open Lord can sense your location as an action, provided you both are on the same plane of existence, and your attunement to the badge is active.

Attunement Termination:
As an action, the Open Lord can touch the badge to end your attunement to it.

Note: The badge’s features are tied to the Open Lord, reinforcing the trust and connection between the attuned individual and the city’s leadership.
RareWondrous Item Required Bonus: Armor Class, someone designated by the Open Lord of Waterdeep someone designated by the Open Lord of Waterdeep
Bag of Beans Rare Bag of BeansBag of Beans

Wondrous Item, rare

This heavy cloth bag contains 3d4 dry beans. The bag itself weighs 1/2 pound, plus an additional 1/4 pound for each bean it contains.

Explosive Discharge:
If you dump the bag’s contents on the ground, the beans explode in a 10-foot radius. Each creature, including you, in the area must make a DC 15 Dexterity saving throw. On a failed save, they take 5d4 fire damage, or half as much on a successful save. Flammable objects in the area that aren’t being worn or carried may catch fire.

Planting and Activation:
If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later. Roll on the Bag of Beans table below, or the GM can choose or create an effect.
TableRareWondrous Item —— Damage, Control, Utility, Combat
Bag of Bounty Uncommon Bag of BountyWondrous Item, uncommon

This medium-sized brown paper bag has a pair of rope handles and is highly durable. As an action, you can open it and draw out 30 pounds of food, enough to sustain up to ten medium humanoids for a single day. Once you have used this feature, you can’t use it again until the following dawn. The food is tasty and nourishing but spoils if uneaten within 24 hours.
UncommonWondrous Item —— Bag of Devouring Very Rare
Bag of Devouring Very Rare Bag of DevouringThis bag superficially resembles a bag of holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.

The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn’t pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.

Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane.

If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
Very RareWondrous Item —— Control, Utility, Combat, Container
Bag of Holding Uncommon Bag of HoldingThis bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
UncommonWondrous Item —— Utility, Container
Bag of Tricks Uncommon Bag of TricksThis ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag’s color. See the Monsters Listing for the creature’s statistics. The creature vanishes at the next dawn or when it is reduced to 0 hit points.

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn.
TableUncommonWondrous Item —— Summoning, Utility
Balance of Harmony Uncommon Balance of HarmonyBalance of Harmony

Source: Tales from the Yawning Portal

Wondrous item, uncommon

This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast Detect Evil and Good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends.
SpellsUncommonWondrous Item —— Detection
Baleful Talon Very Rare Baleful TalonThis dagger is a very rare magical weapon known as Baleful Talon, originating from The Book of Many Things. Infused with dark power, it grants a +1 bonus to both attack and damage rolls. Striking a creature with a roll of 19 or 20 triggers a sinister effect – the dagger flares with sickly light, compelling the target to make a DC 15 Constitution saving throw. Failure results in the creature suffering 6d6 necrotic damage, halved on a successful save. Should this damage bring the creature to 0 hit points, it disintegrates into dust.Very RareWeapon Dagger —— Damage: Necrotic, Bonus: Magic, Damage, Combat, Finesse, Light, Thrown
Balloon Pack Uncommon Balloon PackContained within a backpack is the essence of an air elemental, accompanied by a collapsible leather balloon. When the balloon is deployed, it grants the wearer the Levitate spell’s effects for 10 minutes, allowing self-levitation without the need for concentration. Alternatively, it can be activated as a reaction during a fall, invoking the Feather Fall spell for the wearer.

As either spell concludes, the balloon slowly deflates, releasing the air elemental spirit back to the Elemental Plane of Air. During this deflation, the wearer descends gently toward the ground for up to 60 feet. If still airborne after this distance and lacking alternative means to stay aloft, descent occurs.

To renew the backpack’s magical property, a 1-hour recharge is required in an elemental air node, binding another air elemental spirit to the backpack.
spellsUncommonWondrous Item —— Movement, Utility, Exploration
Band of Loyalty Common Band of LoyaltyThis treacherous accessory, resembling an innocuous band, holds a deadly secret. Those attuned to it face a dire fate—immediate death upon reaching zero hit points. Renowned among spies, this perilous ring becomes a final safeguard, ensuring that sensitive information remains secure, even at the cost of the wearer’s life.CommonRing Required Banner of the Krig Rune Rare
Banner of the Krig Rune Rare Banner of the Krig RuneA 5-foot by 3-foot banner crafted from thick red fabric, adorned with the krig (war) rune and round metal plates. Attachable to a 10-foot pole, it serves as a standard. Unfurling or furling the banner requires an action.

Mark of Courage: As a bonus action, touch the unfurled banner to emanate courage. You and allies within 20 feet are immune to the frightened condition for 10 minutes or until furled. Recharges after a short or long rest.

Sentinel Standard: Grants the ability to see invisible creatures within 20 feet of the unfurled banner and within line of sight.

Standard’s Shield: Bonus action touch on the unfurled banner gives disadvantage on ranged attack rolls targeting you or allies within 20 feet for 1 minute or until furled. Recharges after a short or long rest.

Gift of Battle: Transfer the banner’s magic to a location by tracing the krig rune on the ground. Creates a 500-foot-radius sphere of magic granting chosen creatures immunity to the frightened condition and +1 bonus to attack rolls and AC. The banner is destroyed after an 8-hour transfer process.
RareWondrous Item Required Immunity: Frightened, Buff, Detection, Combat, Warding
Barrier Tattoo Varies Barrier TattooTattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Protection. Grants an Armor Class bonus depending on the tattoo’s rarity while not wearing armor. The tattoo provides this benefit even if you use a shield.
TableVariesWondrous Item Required Set: Unarmored Armor Class
Battle Standard of Infernal Power Very Rare Battle Standard of Infernal PowerThis hell-forged battle standard is made of infernal iron and fitted with a small, unopenable cage containing a quasit. The trapped quasit is incapacitated, and its cage has AC 19, 10 hit points, and immunity to all types of damage except force damage. If killed or somehow released, the quasit disappears in a cloud of smoke, and a new one appears in the cage, provided the cage is intact.

While you hold the Battle Standard of Infernal Power, your weapon attacks and those of all allied creatures within 300 feet of you count as magical for the purposes of overcoming damage immunities and resistances.
Very RareWondrous Item Required Bead of Force Rare
Bead of Force Rare Bead of ForceThis small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together.

You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere’s wall. No attack or other effect can.

An enclosed creature can use its action to push against the sphere’s wall, moving the sphere up to half the creature’s walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.
RareWondrous Item —— Damage: Force, Damage, Control, Combat, Consumable
Bead of Nourishment Common Bead of NourishmentThis spongy, flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of rations.CommonWondrous Item —— Bead of Refreshment Common
Bead of Refreshment Common Bead of RefreshmentThis spongy, flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison.CommonWondrous Item —— Belashyrra’s Beholder Crown Legendary
Belashyrra’s Beholder Crown Legendary Belashyrra’s Beholder CrownThis symbiotic crown, carved from dark purple and mauve stone, boasts ten eyestalk-like points adorned with gemstones. To attune to this item, you must wear it on your head for the entire attunement period, during which the crown’s concealed tendrils burrow into your scalp, forming a binding connection with your skull.

While wearing the crown, you gain the ability to see normally in darkness, both magical and nonmagical, up to a distance of 120 feet.

Spells: The crown possesses 10 charges. As an action, you can expend some of its charges to cast one of the following spells from it (spell save DC 16): Charm Person (1 charge), Disintegrate (6 charges), Fear (3 charges), Finger of Death (7 charges), Flesh to Stone (6 charges), Hold Person (2 charges), Ray of Enfeeblement (2 charges), Sleep (1 charge), Slow (3 charges), Telekinesis (5 charges).

The crown regains 1d6 + 3 expended charges daily at dawn.

Symbiotic Nature: The crown becomes inseparable from you while attuned, and you cannot willingly end your attunement to it. If targeted by a spell that breaks curses, your attunement terminates, and the crown detaches.

Forged by the daelkyr Belashyrra, these crowns allow the entity to perceive through their eyestalks as long as they remain on the same plane of existence as the crown.
SpellsLegendaryWondrous Item Required Symbiotic
Bell Branch Rare Bell BranchThis silver implement is shaped like a tree branch and is strung with small golden bells. The branch is a spellcasting focus for your spells while you hold it.

The branch has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

As a bonus action, you can expend 1 charge to detect the presence of aberrations, celestials, constructs, elementals, fey, fiends, or undead within 60 feet of you. If such creatures are present and don’t have total cover from you, the bells ring softly, their tone indicating the creature types present.
As an action, you can expend 1 charge to cast Protection from Evil and Good.
SpellsRareWondrous Item Required druid or warlock Druid or Warlock
Belt of Dwarvenkind Rare Belt of DwarvenkindWhile wearing this belt, you gain the following benefits:

Your Constitution score increases by 2, to a maximum of 20.
You have advantage on Charisma (Persuasion) checks made to interact with dwarves.

In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you’re capable of growing one, or a visibly thicker beard if you already have one.

If you aren’t a dwarf, you gain the following additional benefits while wearing the belt:

You have advantage on saving throws against poison, and you have resistance against poison damage.
You have darkvision out to a range of 60 feet.
You can speak, read, and write Dwarvish.
RareWondrous Item Required Bonus: Constitution Score, Advantage: Persuasion, Advantage: Saving Throws, Resistance: Poison, Set Base: Darkvision, Language: Dwarvish, Buff, Social, Utility, Belt CON
Belt of Giant Strength Varies Belt of Giant StrengthChanges your Strength score to the belt’s granted score. No effect if your base Strength is equal to or higher. Six varieties exist, each corresponding to a type of true giant, determining the belt’s rarity. The stone giant and frost giant belts, while visually distinct, share the same effect.tableVariesWondrous Item Required Set: Strength Score, Buff, Belt STR
Berserker Axe Rare Berserker AxeProvides +1 bonus to attack and damage rolls. Increases hit points by 1 per level while attuned.

Curse: Becoming attuned extends the curse. You are unwilling to part with the axe and have disadvantage on non-axe attack rolls unless no foe is within 60 feet. When damaged, make a DC 15 Wisdom saving throw or go berserk, using your action to attack the nearest creature with the axe until no creatures are within 60 feet at the start of your turn.
RareWeapon Battleaxe Required Bonus: Magic, Bonus: Hit Points per Level, Combat, Cursed, Versatile
Bigby’s Beneficent Bracelet Artifact Bigby’s Beneficent BraceletThis exquisite jewelry piece, a creation of the renowned wizard Bigby, features four gold rings connected to a wrist cuff adorned with sapphires and diamonds.

Random Properties:

1 minor beneficial property
1 major beneficial property
1 minor detrimental property

Dexterous Fingers:
While worn, the bracelet allows you to cast mage hand.

Force Sculpture:
By concentrating for 1 minute, you can create a spectral copy of a Large or smaller nonmagical object. The copy, made of translucent force, mimics the original’s size, weight, and properties. It lasts for 8 hours, until dismissed, or if destroyed by disintegrate. The bracelet can create up to three copies, regaining uses at dawn.

Helpful Hand:
As an action, you can cast Bigby’s hand as a 9th-level spell (spell attack bonus +13), without requiring concentration. This property can be used once per day, refreshing at dawn.
ArtifactWondrous Item Required Jewelry, Wristwear
Black Crystal Tablet Legendary Black Crystal TabletThis tablet can be used to cast Eyebite or Gate once a day.LegendaryWondrous Item Required creature that has proficiency in the Arcana skill, Teleportation, Control Creature that has proficiency in the Arcana skill
Black Dragon Mask Legendary Black Dragon MaskEach dragon mask, a legendary wondrous item, molds itself to perfectly fit the face and head of its attuned wearer. While attuned and wearing a dragon mask, you gain the following benefits:

Damage Absorption: Resistance to the mask’s damage type. If you already have resistance, gain immunity; if you have immunity, heal for half the damage dealt.

Draconic Majesty: Add Charisma bonus to Armor Class when not wearing armor.

Dragon Breath: Breath weapons with recharge gain a recharge of 6.

Dragon Sight: Darkvision of 60 feet (or additional 60 feet) and once per day blindsight of 30 feet for 5 minutes.

Dragon Tongue: Speak and understand Draconic. Advantage on Charisma checks against dragons of the mask’s color.

Legendary Resistance (1/Day): Choose to succeed on a failed saving throw.
Black Dragon Mask

This horned mask of glossy ebony has a skull-like mien. Its damage type is acid. While you wear the mask, you gain the following benefit, in addition to those the dragon masks share.

Water Breathing. You can breathe underwater.
LegendaryWondrous Item Required Resistance: Acid, Bonus: Unarmored Armor Class, Sense: Darkvision, Sense: Blindsight, Language: Draconic, Advantage: Charisma Ability Checks, Bonus: Legendary Resistance, Buff
Blackrazor Legendary BlackrazorHidden within White Plume Mountain, Blackrazor gleams like a night sky adorned with stars, housed in a black scabbard adorned with cut obsidian. When attuned, you gain a +3 bonus to attack and damage rolls with this magic greatsword. Its additional properties include:

Devour Soul: Slay and devour the soul of a creature reduced to 0 hit points (except constructs or undead). Gain temporary hit points equal to the creature’s maximum hit points. While these last, have advantage on rolls.

Undead Strike: Hitting undead deals 1d10 necrotic damage; if this reduces you to 0 hit points, Blackrazor devours your soul.

Soul Hunter: Detect Tiny or larger non-construct, non-undead creatures within 60 feet. Immune to charm and fear.

Haste Spell: Once per day, Blackrazor can cast the Haste spell, maintaining concentration.

Sentience: Chaotic neutral sentient weapon (Intelligence 17, Wisdom 10, Charisma 19) with darkvision, hearing, and telepathic communication in Common and other known languages.

Personality: Imperious and nihilistic, Blackrazor seeks to consume souls, indifferent to whose they are, including the wielder’s. It believes in the eventual return of all matter to a void of negative energy. Desires reunification with Wave and Whelm for combined combat, despite disagreements.

Feeding Requirement: Must consume a soul every three days; failure results in a conflict with the wielder at the next sunset.
SpellsLegendaryWeapon Greatsword Required Bonus: Magic, Advantage: Ability Checks, Advantage: Saving Throws, Advantage: Melee Attacks, Advantage: Ranged Attacks, Creature of Non-Lawful Alignment, Damage, Buff, Combat, Bane, Sentient, Heavy, Two-Handed Creature of Non-Lawful Alignment
Blackstaff Legendary BlackstaffThe Blackstaff is a rune-carved, sentient staff adorned with silver veins, symbolizing the highest rank of a wizard in Waterdeep. Only the Blackstaff heir, currently Vajra Safahr, can be attuned, but the staff can choose a new owner. Its magical properties include those of a staff of power and specific abilities:

Animate Walking Statues: Expend charges to animate or deactivate Waterdeep’s walking statues, following telepathic commands from Khelben Arunsun’s spirit within the staff.

Dispel Magic: Use a charge to cast dispel magic as a bonus action, touching the target with the staff’s tip.

Drain Magic: When hitting a spell slot-using creature, expend a charge to force the target to use one spell slot of its highest level without casting a spell.

Master of Enchantment: Cast enchantment spells of 1st level or higher without expending a spell slot by succeeding on an Intelligence (Arcana) check.

Sentience: Neutral sentient staff (Intelligence 22, Wisdom 15, Charisma 18), communicating telepathically and having the spirits of previous Blackstaffs, dominated by Khelben Arunsun’s devious and manipulative personality.

Spirit Trap: The staff traps the spirits of deceased Blackstaffs, with Khelben as the dominant personality. If the staff is destroyed, Khelben’s spirit can inhabit any remaining piece, retaining sentience but losing other properties. The staff can be remade at Khelben’s discretion, trapping the spirits again.
SpellsLegendaryStaff Required Damage: Force, Bonus: Saving Throws, Bonus: Armor Class, Bonus: Spell Attacks, Bonus: Magic, Blackstaff heir, who must be a wizard Wizard
Blade of Avernus Artifact Blade of AvernusMagic Weapon: The Blade of Avernus functions as a vorpal sword.

Random Properties: The sword possesses 2 minor beneficial properties, 1 major beneficial property, and 1 major detrimental property, which is suppressed when attuned to an archdevil.

Ruler of Avernus: As an action, point the sword at a devil within 60 feet. The devil must succeed on a DC 22 Charisma saving throw or be charmed for 1 hour, obeying your orders. Suicidal commands end the effect.

Infernal Recall: Use the sword to cast Word of Recall, transporting creatures to an unoccupied space within 30 feet of the current ruler of Avernus or a designated sanctuary if you rule Avernus.

Destroying the Sword: Cast it into the River Styx or melt it down in the forge that created it.
SpellsArtifactWeapon Longsword Required Bonus: Magic, Versatile
Blade of the Medusa Very Rare Blade of the MedusaWhen you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw, in addition to suffering the attack’s normal effects. On a failed save, the creature is restrained and must make subsequent saves to avoid petrification.

If the creature fails three saves, it turns to stone, enduring the petrified condition for 1 hour. Immune if resistant to the weapon’s damage type, lacks a flesh body, or possesses legendary actions.

Curse: Attunement extends the curse. Unwilling to part with the weapon, rolling a 1 on an attack mandates a DC 15 Constitution saving throw to avoid being restrained and making additional petrification saves. Curse breaks with Remove Curse spell or similar magic.
Very RareWeapon Required Blast Scepter Very Rare
Blast Scepter Very Rare Blast ScepterThe attuned wielder gains resistance to fire and lightning damage. Additionally, they can cast Thunderwave at 4th level (DC 16) as an action without expending a spell slot. The item can also function as an arcane focus.spellsVery RareRod Required Resistance: Fire, Resistance: Lightning, Damage, Combat
Blasted Goggles Uncommon Blasted GogglesThese tinker’s goggles come with 3 charges. As an action, you can expend 1 charge to shoot a fiery beam at a creature within 120 feet. The target must succeed on a DC 15 Dexterity saving throw or take 3d6 fire damage. The goggles regain 1d3 expended charges daily at dawn.

Cursed: The goggles are cursed, and once attuned, you can’t remove them or end your attunement until targeted by a Remove Curse spell or similar magic.

Blastback: If the target rolls a natural 20 on the saving throw, the goggles expose you to a blinding flash of light, causing the blinded condition for 24 hours.
UncommonWondrous Item Required Damage: Fire, Damage, Combat, Cursed
Blod Stone Rare Blod StoneThis diamond, infused with the essence of a creature, bears the blod (blood) rune. When on your person, you can use your action to sense the location of the creature nearest to you related to the blood in the gem (excluding undead). You discern the distance and direction relative to your location. The creature is either the source of the blood or a blood relative.

Crafted from a large diamond worth at least 5,000 gp, the gem absorbs the poured blood during creation. If the gem is destroyed, the blood dissipates forever. Vengeful individuals may use this Bloodbound Gem to track down a bloodline, making it a potentially dangerous inheritance or gift.
RareWondrous Item Required Detection
Blood Fury Tattoo Legendary Blood Fury TattooCrafted by a specialized needle, this magical tattoo manifests in vivid colors, embodying the essence of fury.

Tattoo Attunement. To attune to this item, place the needle on your skin where you desire the tattoo, maintaining contact throughout the attunement. Once attuned, the needle transforms into the ink, creating the tattoo on your skin. If the attunement ends, the tattoo vanishes, and the needle reappears in your space.

Bloodthirsty Strikes. The tattoo holds 10 charges, replenishing daily at dawn. While the tattoo is on your skin, you gain the following benefits:

When your weapon attack hits a creature, expend a charge to deal an additional 4d6 necrotic damage, and you regain hit points equal to the necrotic damage dealt.

If a creature you can see damages you, expend a charge and use your reaction to make a melee attack against that creature, with advantage on the attack roll.
LegendaryWondrous Item Required Damage: Necrotic
Blood of the Lycanthrope Antidote Uncommon Blood of the Lycanthrope AntidoteThis clear potion has dark red flecks within, resembling clotted blood. When you drink this potion, it removes the curse of lycanthropy from you if that curse was imposed by a lycanthrope’s bite or similar effect.UncommonPotion —— Consumable
Blood Spear Uncommon Blood SpearKavan, a fearsome chieftain from the Balinok Mountains, inspired the creation of the first Lifedrain Spear centuries before Strahd von Zarovich’s reign. Sharing some traits with vampires, Kavan’s spear became a legend. It drained the life from its victims, transferring vitality to its wielder, granting them the stamina to endure.

When you successfully land a melee attack with this magical spear, reducing the target to 0 hit points, you gain 2d6 temporary hit points.
UncommonWeapon Spear Required Bonus: Temporary Hit Points, Bonus: Magic
Bloodrage Greataxe Uncommon Bloodrage GreataxeYou gain a +2 bonus to attack and damage rolls made with this magic greataxe while you have half your hit points or fewer.UncommonWeapon Greataxe —— Bonus: Magic, Damage, Combat, Heavy, Two-Handed
Bloodseeker Ammunition Very Rare Bloodseeker AmmunitionRanged attack rolls made with this ammunition have advantage against any creature doesn’t have all its hit points.Very RareWeapon —— Damage, Combat
Bloodshed Blade Very Rare Bloodshed BladeThe hilt of this sword is adorned with a carnelian engraved with the blood rune.

You can add your Constitution modifier (minimum of +1) to the damage rolls of attacks made with this weapon.

Invoking the Rune:

When targeting a creature with an attack using this weapon, you can invoke the sword’s rune, causing it to flare with crimson light and infusing your attack with bloodthirsty precision. Spend and roll one of your unspent Hit Dice, adding the number rolled to the attack roll. You can choose to invoke the rune after rolling the d20.

If the attack hits, spend and roll any number of your unspent Hit Dice, adding the total rolled to the weapon’s damage.

Once the rune has been invoked, it can’t be used again until the next dawn.
Very RareWeapon Required Damage: Additional
Bloodwell Vial Varies Bloodwell VialUncommon (+1), Rare (+2), Very Rare (+3) (requires attunement by a sorcerer)

To attune to this vial, place a few drops of your blood into it. The vial can’t be opened while your attunement to it lasts. If the attunement ends, the contained blood turns to ash.

Spellcasting Focus: You can use the vial as a spellcasting focus for your spells while wearing or holding it.

Spellcasting Bonus: Gain a bonus to spell attack rolls and the saving throw DCs of your sorcerer spells. The bonus is determined by the vial’s rarity.

Sorcery Point Regeneration: When rolling any Hit Dice to recover hit points while carrying the vial, regain 5 sorcery points. This property can’t be used again until the next dawn.
VariesWondrous Item Required Bonus: Spell Attacks, Bonus: Spell Save DC, sorcerer
Blue Dragon Mask Legendary Blue Dragon MaskEach dragon mask, a legendary wondrous item, molds itself to perfectly fit the face and head of its attuned wearer. While attuned and wearing a dragon mask, you gain the following benefits:

Damage Absorption: Resistance to the mask’s damage type. If you already have resistance, gain immunity; if you have immunity, heal for half the damage dealt.

Draconic Majesty: Add Charisma bonus to Armor Class when not wearing armor.

Dragon Breath: Breath weapons with recharge gain a recharge of 6.

Dragon Sight: Darkvision of 60 feet (or additional 60 feet) and once per day blindsight of 30 feet for 5 minutes.

Dragon Tongue: Speak and understand Draconic. Advantage on Charisma checks against dragons of the mask’s color.

Legendary Resistance (1/Day): Choose to succeed on a failed saving throw.
Blue Dragon Mask

This mask of glossy azure has spikes around its edges and a ridged horn in its center. Its damage type is lightning. While you wear the mask, you gain the following benefit, in addition to those the dragon masks share.

Lingering Shock. If you deal lightning damage to a creature, it can’t take reactions until its next turn.
LegendaryWondrous Item Required Resistance: Lightning, Bonus: Unarmored Armor Class, Sense: Darkvision, Sense: Blindsight, Language: Draconic, Advantage: Charisma Ability Checks, Bonus: Legendary Resistance
Bobbing Lily Pad Very Rare Bobbing Lily PadThis enchanted vehicle is a 10-foot-diameter leaf with tendrils that allow it to move across land, water, and through the air. While riding it, you can command its movements through spoken directions.

Versatile Movement: The lily pad has a walking, flying, and swimming speed of 20 feet. It can also hover.

Weight Capacity: The lily pad can transport up to 300 pounds without hindrance. If carrying up to twice this weight, its speed is halved.
Very RareWondrous Item Required Bonecounter Rare
Bonecounter Rare BonecounterThis weapon is a magical +2 mace called Bonecounter. Whenever this weapon is used to destroy an undead creature, a single silver piece appears in the wielder’s pocket.RareWeapon Mace —— Bonus: Magic
Book of Exalted Deeds Artifact Book of Exalted DeedsThis revered tome serves as the ultimate guide to virtue and goodness, its authors contributing wisdom to defeat evil. The book frequently relocates across the multiverse, offering its moral teachings wherever needed.

Clasp of Angel Wings: Only a creature attuned to the book, with a good alignment, can open it. The clasp takes the form of angel wings and keeps the contents secure.

Attunement Process: Once opened, the attuned creature must spend 80 hours reading and studying the book to gain its benefits.

Evil Intrusion: If an evil creature attempts to read the book, it suffers 24d6 radiant damage, which cannot be resisted or avoided. A creature reduced to 0 hit points in this way is destroyed.

Ongoing Goodness: Benefits from the Book last as long as the attuned creature consistently performs acts of kindness or generosity. Failure to do so or willingly committing an evil act results in the loss of these benefits.

Random Properties:
2 Minor Beneficial Properties
2 Major Beneficial Properties

Increased Wisdom: After studying the book, your Wisdom score increases by 2, up to a maximum of 24. This benefit can only be gained once.

Enlightened Magic: Spell slots used for cleric or paladin spells count as one level higher after reading the book.

Halo: A protective halo surrounds you after studying the book. It sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The halo can be dismissed or manifested as a bonus action. While active, you gain advantages on Charisma (Persuasion) checks with good creatures and Charisma (Intimidation) checks with evil creatures within the bright light. Fiends and undead within this light have disadvantage on attack rolls against you.

Destruction: Though rumored to be indestructible as long as good exists, submerging the book in the River Styx erases its content and renders it powerless for 1d100 years.
ArtifactWondrous Item Required Bonus: Wisdom Score, Bonus: Ability Score Maximum, Spell Slot Increase: Cleric, Spell Slot Increase: Paladin, Advantage: Persuasion, Advantage: Intimidation, creature of good alignment, Damage, Buff, Utility Creature of good alignmentWIS
Book of Vile Darkness Artifact Book of Vile DarknessThis malevolent tome, said to be penned by the lich-god Vecna, is a repository of unspeakable knowledge and dark magic. Nature itself recoils in its presence, and it corrupts all it touches.

Clasp of Abyssal Chains: Only a creature attuned to the book, with an evil alignment, can open it. The clasp takes the form of abyssal chains, keeping the contents secure.

Attunement Process: Once opened, the attuned creature must spend 80 hours reading and studying the book to gain its benefits. They can modify its contents to advance evil.

Alignment Change: Non-evil creatures attuning to the book must make a DC 17 Charisma saving throw. On a failure, their alignment changes to neutral evil.

Ongoing Evil Acts: To keep the book, the attuned creature must perform at least one evil act within every 10-day span or risk its disappearance.

Entity Claim: If a creature dies while attuned to the book, an entity of great evil claims their soul, preventing any form of resurrection.

Random Properties:
3 Minor Beneficial Properties
1 Major Beneficial Property
3 Minor Detrimental Properties
2 Major Detrimental Properties

Adjusted Ability Scores: After studying the book, one ability score of the attuned creature increases by 2, to a maximum of 24. Another ability score of their choice decreases by 2, to a minimum of 3. This adjustment occurs only once.

Mark of Darkness: A physical disfigurement manifests as a sign of devotion to vile darkness, providing advantages in social interactions with evil creatures and intimidation against non-evil creatures.

Command Evil: While attuned and holding the book, an action allows the casting of the Dominate Monster spell on an evil target (save DC 18). This property can’t be used until the next dawn.

Dark Lore: Doubles proficiency on Intelligence checks recalling information about aspects of evil, using the book as a reference.

Dark Speech: Reciting words from the book in Dark Speech inflicts psychic damage to the speaker and nearby non-evil creatures.

Destruction: Pages can be torn, but evil lore returns. If torn by a solar, the book is destroyed for 1d100 years, reforming later. An attuned creature after 100 years can find a phrase that, when spoken in Celestial, destroys both the speaker and the book, but it reforms if evil persists. Complete destruction occurs only if all evil in the multiverse is eradicated.
SpellsArtifactWondrous Item Required Advantage: Persuasion, Advantage: Intimidation, Expertise: Intelligence Ability Checks, Damage, Control, Buff, Debuff, Utility, Combat, Cursed
Book of Vile Darkness (Variant) Artifact Book of Vile Darkness (Variant)This variant of the Book of Vile Darkness retains its malevolent nature and corrupting influence, holding unspeakable secrets and dark magic within its accursed pages.

Clasp of Abyssal Chains: The book can only be opened by a creature attuned to it with an evil alignment. The clasp takes the form of abyssal chains, securing the contents.

Attunement Process: Attuned creatures must spend 80 hours reading and studying the book to gain benefits. They can modify its contents to advance evil.

Alignment Change: Non-evil creatures must succeed on a DC 17 Charisma saving throw upon attunement. On a failure, their alignment changes to neutral evil.

Ongoing Evil Acts: To retain the book, attuned creatures must perform at least one evil act within every 10-day span or risk its disappearance.

Entity Claim: If a creature dies while attuned, an entity of great evil claims their soul, preventing any form of resurrection.

Circle of Death: While attuned, the book grants the ability to cast Circle of Death (save DC 20) as an action. This power can be used again after a d6 roll at dawn.

Condition Immunities: Attuned creatures are immune to being charmed or frightened.

Evil Presence: The book houses an evil spirit that tries to possess the attuned creature. On failure of a DC 20 Charisma saving throw, the creature becomes an NPC under the DM’s control until banished.

Adjusted Ability Scores: After studying, one ability score of the creature’s choice increases by 2, to a maximum of 24. Another ability score decreases by 2, to a minimum of 3. This occurs only once.

Mark of Darkness: Physical disfigurement manifests, providing advantages in social interactions with evil creatures and intimidation against non-evil creatures.

Command Evil: While attuned and holding the book, an action allows casting the Dominate Monster spell on an evil target (save DC 18). This property can’t be used until the next dawn.

Dark Lore: Doubles proficiency on Intelligence checks recalling information about aspects of evil, using the book as a reference.

Dark Speech: Reciting words in Dark Speech inflicts psychic damage to the speaker and nearby non-evil creatures.

Destruction: The book allows torn pages, but evil lore returns. Destroyed by a solar, it reforms after 1d100 years. After 100 years of attunement, a hidden phrase can destroy both the speaker and the book. If all evil is eradicated, the book turns to dust and is forever destroyed.
SpellsArtifactWondrous Item Required Advantage: Persuasion, Advantage: Intimidation, Expertise: Intelligence Ability Checks, Immunity: Charmed, Immunity: Frightened, Damage, Control, Buff, Debuff, Utility, Combat, Cursed
Bookmark Legendary BookmarkThis +3 dagger, once wielded by Artus Cimber, serves as a versatile tool with mystical properties. When drawn, the dagger allows the attuned wielder to use a bonus action to activate one of the following properties:

Luminous Gem: Cause the blue gem on the dagger’s pommel to shed bright light in a 20-foot radius, with an additional 20 feet of dim light. Alternatively, extinguish the gem’s light.

Guiding Compass: Turn the dagger into a compass resting on your palm, unfailingly pointing north.

Dimensional Escape: Cast Dimension Door from the dagger, allowing the wielder to teleport to a location they can visualize. Once used, this property remains inactive until the next dawn.

Spider’s Compulsion: Cast Compulsion (save DC 15) from the dagger, with an extended range of 90 feet. However, this property specifically targets spiders that are beasts. Once used, it cannot be activated again until the next dawn.

This legendary dagger is a precious and reliable companion for those fortunate enough to wield it, providing both utility and magical prowess in various situations.
SpellsLegendaryWeapon Dagger Required Bonus: Magic, Damage, Control, Movement, Utility, Exploration, Combat, Finesse, Light, Thrown
Boomerang Shield Uncommon Boomerang ShieldThis enchanted shield is designed for both defense and offense, offering a unique boomerang-like quality. To use this magic shield effectively, you can make a ranged weapon attack. The shield has a normal range of 20 feet and a long range of 60 feet, utilizing either your Strength or Dexterity for the attack roll, depending on your preference. If you have proficiency with shields, you are considered proficient in attacks made with this shield. On a successful hit, the shield inflicts 1d6 slashing damage. Remarkably, after being thrown, the shield magically returns to your hand instantly, whether it hits or misses its target.

In addition to its offensive capabilities, as a shield, it functions conventionally when carried in one hand. Wielding the Boomerang Shield increases your Armor Class by 2. Remember that you can benefit from only one shield at a time. This uncommon magical item is a versatile tool for those who seek a balance between defense and ranged combat.
UncommonArmor Shield Required Damage: Slashing, Damage, Combat, Warding
Boomerang, +1 Uncommon Boomerang, +1You have a +1 bonus to attack and damage rolls made with this magic weapon.

The boomerang is a ranged weapon, and any creature proficient with the javelin is also proficient with this weapon.

On a miss, a boomerang returns to the thrower’s hand.
UncommonWeapon Boomerang —— Bonus: Magic, Damage, Combat, Range
Boomerang, +2 Rare Boomerang, +2You have a +2 bonus to attack and damage rolls made with this magic weapon.

The boomerang is a ranged weapon, and any creature proficient with the javelin is also proficient with this weapon.

On a miss, a boomerang returns to the thrower’s hand.
RareWeapon Boomerang —— Bonus: Magic, Damage, Combat, Range
Boomerang, +3 Very Rare Boomerang, +3You have a +3 bonus to attack and damage rolls made with this magic weapon.

The boomerang is a ranged weapon, and any creature proficient with the javelin is also proficient with this weapon.

On a miss, a boomerang returns to the thrower’s hand.
Very RareWeapon Boomerang —— Bonus: Magic, Damage, Combat, Range
Boots of Elvenkind Uncommon Boots of ElvenkindThese elegant boots bestow upon the wearer remarkable stealth capabilities. While wearing the Boots of Elvenkind, your footsteps become entirely silent, regardless of the surface you traverse. This enchantment ensures that you can move with exceptional stealth, making it nearly impossible for others to detect your presence based on sound alone.

Moreover, these boots enhance your ability to move silently, granting you advantage on Dexterity (Stealth) checks that depend on maintaining silence. Whether you’re navigating treacherous terrain or attempting to slip past vigilant foes, the Boots of Elvenkind are a valuable asset for those who prefer to operate in the shadows with finesse and subtlety.
UncommonWondrous Item —— Advantage: Stealth, Movement, Utility, Deception, Footwear
Boots of False Tracks Common Boots of False TracksCrafted for the sly and elusive, the Boots of False Tracks are a discreet yet potent accessory. Exclusive to humanoid wearers, these unassuming boots grant their user the ability to manipulate the traces they leave behind.CommonWondrous Item —— Movement
Boots of Levitation Rare Boots of LevitationWhile you wear these boots, you can use an action to cast the levitate spell on yourself at will.SpellsRareWondrous Item Required Movement, Utility, Footwear
Boots of Speed Rare Boots of Speed Grants doubled walking speed and imposes disadvantage on opportunity attacks when heels are clicked together as a bonus action. Clicking heels again ends the effect. The magic stops after 10 minutes of use and requires a long rest to reset.RareWondrous Item Required Bonus: Speed, Buff, Movement, Utility, Footwear
Boots of Striding and Springing Uncommon Boots of Striding and SpringingUncommon wondrous item . Sets walking speed to 30 feet (unless higher) without reduction from encumbrance or heavy armor. Allows jumping three times the normal distance, not exceeding remaining movement.UncommonWondrous Item Required Set: Innate Speed (Walking), Speed Reducti
Boots of the Winterlands Uncommon Boots of the WinterlandsProvides resistance to cold damage. Ignores difficult terrain from ice or snow. Grants tolerance to temperatures down to −50 degrees Fahrenheit, or −100 degrees Fahrenheit with heavy clothes.UncommonWondrous Item Required Resistance: Cold, Buff, Utility, Warding, Footwear
Bottle of Boundless Coffee Common Bottle of Boundless CoffeeThis metal bottle produces warm, delicious coffee. The bottle, equipped with a chain-attached stopper, only dispenses its coffee. The coffee remains comfortably warm, with no heat felt through the bottle. Upon drinking, roll a d20; on a 1, the bottle won’t dispense coffee for an hour. Pouring the coffee outside the bottle causes it to vanish instantly.CommonWondrous Item —— Bottled Breath Uncommon
Bottled Breath Uncommon Bottled Breath This bottle holds a breath of elemental air. Inhaling it offers two options: exhale to gain the effect of the Gust of Wind spell or hold the breath, allowing you not to breathe for 1 hour. Ending it early, such as to speak, doesn’t provide the exhaling benefit.SpellsUncommonPotion —— Control, Utility
Bow of Conflagration Rare Bow of ConflagrationAmmunition fired from this bow inflicts an extra 1d6 fire damage on a hit. If the target is a flammable, nonmagical object, it catches fire, sustaining 1d6 fire damage at the start of each turn until extinguished by an action.RareWeapon Required Damage: Fire, Damage, Combat
Bow of Melodies Very Rare Bow of MelodiesThis bow, resembling a lyre or small harp, has multiple strings. Strumming the strings while nocking an arrow imbues it with magic. You can choose one of the following melodies before making a ranged attack:

Melody of Precision: If proficient in Performance, gain a +1 bonus to the attack roll (or +2 with expertise).
Melody of Reverberation: On a hit, deal extra thunder damage equal to your Charisma modifier.
Very RareWeapon Required Bonus: Magic, Damage: Thunder, Damage, Combat
Bowl of Commanding Water Elementals Rare Bowl of Commanding Water ElementalsThis 1-foot diameter bowl, when filled with water, allows you to summon a water elemental with an action by speaking its command word, simulating the effects of the conjure elemental spell. This ability can be used again after each dawn. The bowl, weighing 3 pounds and holding approximately 3 gallons, serves as a conduit for elemental summoning.spellsRareWondrous Item —— Summoning
Bracelet of Rock Magic Very Rare Bracelet of Rock MagicThis gold bracelet, when worn, provides immunity to petrification and allows you to cast Flesh to Stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet loses this ability but gains the capacity to cast Stone Shape as an action. After utilizing this feature thirteen times, the bracelet loses its magical properties, transforming from gold to lead.

Curse: The bracelet carries a peculiar curse; creatures strongly tied to earth and stone, such as stone giants and dwarves, gain advantage on the saving throw against Flesh to Stone cast from the bracelet. A successful save breaks your attunement to the bracelet.
spellsVery RareWondrous Item Required Buff, Warding, Cursed, Wristwear
Bracer of Flying Daggers Rare Bracer of Flying DaggersThis armband, adorned with the illusion of strapped daggers, allows you to pull up to two magical daggers as an action and immediately hurl them, conducting a ranged attack with each. The daggers vanish if not thrown promptly, and regardless of hitting or missing, they disappear instantly. Remarkably, the bracer never depletes its supply of daggers.RareWondrous Item Required Wristwear
Bracers of Archery Uncommon Bracers of ArcheryWhen adorned with these bracers, you gain proficiency with the longbow and shortbow. Additionally, you enjoy a +2 bonus to damage rolls on ranged attacks made with these weapons.UncommonWondrous Item Required Proficiency: Longbow, Proficiency: Shortbow, Damage: Shortbow, Damage: Longbow, Damage, Buff, Combat, Wristwear
Bracers of Celerity Rare Bracers of CelerityThis set of lightweight bronze bracers, adorned with swirling designs and lined with soft, purple velvet, enhances your agility and resilience. While wearing these bracers, all your speeds increase by 10 feet. Additionally, you gain advantage on saving throws to avoid or end the paralyzed or restrained condition on yourself.RareWondrous Item Required Bonus: Speed, Advantage: Saving Throws, Movement, Wristwear
Bracers of Defense Rare Bracers of DefenseWhen adorned, these bracers confer a +2 bonus to your Armor Class, provided you are not wearing any armor or using a shield.RareWondrous Item Required Bonus: Unarmored Armor Class, Warding, Wristwear
Brazier of Commanding Fire Elementals Rare Brazier of Commanding Fire ElementalsAs long as a flame dances within this brass brazier, you can use an action to utter the brazier’s command word, summoning a fire elemental as if casting the conjure elemental spell. Once used, the brazier can’t summon another elemental until the next dawn.

Weight: 5 pounds.
spellsRareWondrous Item —— Summoning
Breastplate of Balance Rare Breastplate of BalanceThis burnished copper breastplate, adorned with the appearance of interlocking gears and merchant’s scales, holds a magical equilibrium. The armor has 4 charges, and you can expend these charges in the following ways:

Equalize. When you or a creature within 60 feet is about to roll a d20 with advantage or disadvantage, you can use your reaction and expend 1 charge to prevent the roll from being affected by advantage or disadvantage.

Expunge Imbalance. As a bonus action, you can expend 2 charges to cast the Lesser Restoration spell from the armor.

The armor regains 1d4 expended charges daily at dawn.
RareArmor Breastplate Required Healing, Control, Combat
Bridle of Capturing Rare Bridle of CapturingThis fine leather bridle, seemingly eager to reach out for a nearby beast, holds a magical enchantment. When you hold one end of the bridle and speak its command word, the other end lashes out at a beast within 20 feet. The target must succeed on a DC 17 Charisma saving throw or find itself bound by the bridle, falling under your command as if affected by the Dominate Beast spell. Once the target is affected, you no longer need to hold the bridle to command it. A successful saving throw grants immunity until the next dawn.

The controlled creature can be released by the one who bound it as a bonus action. Additionally, the creature can make a DC 17 Charisma check each day at dawn to break free from the bridle’s influence. On a success, the creature is no longer affected by the bridle.
spellsRareWondrous Item —— Brooch of Shielding Uncommon
Brooch of Shielding Uncommon Brooch of ShieldingWhile adorned with this brooch, you gain resistance to force damage and become immune to damage from the magic missile spell.UncommonWondrous Item Required Resistance: Force, Warding, Jewelry
Broom of Flying Uncommon Broom of FlyingThis lightweight wooden broom, weighing 3 pounds, initially appears as a typical mundane cleaning tool. However, once you stand astride it and utter the command word, it transforms into a flying apparatus, hovering beneath you for aerial travel. With a flying speed of 50 feet, it can comfortably carry up to 400 pounds. However, its speed decreases to 30 feet when transporting over 200 pounds. The broom ceases hovering upon landing.

Additionally, you can dispatch the broom to autonomously travel to a destination within 1 mile. By speaking the command word and specifying the location, the broom takes flight. It obediently returns upon your utterance of another command word, given it remains within the 1-mile range.
UncommonWondrous Item —— Set: Speed (Flying), Movement, Utility, Exploration
Candle of Invocation Very Rare Candle of InvocationThis slender taper is consecrated to a specific deity, sharing both the deity’s alignment and purpose. The candle’s alignment can be discerned using the detect evil and good spell, with the god and associated alignment chosen by the GM or determined randomly. Activating the candle’s magic involves lighting it, requiring an action. Once lit, the candle burns for 4 hours, at which point it is consumed. However, you can extinguish it prematurely, subtracting the burned time in 1-minute increments from the total.

While illuminated, the candle emanates dim light in a 30-foot radius. Creatures within this light whose alignment aligns with the candle’s gain advantage on attack rolls, saving throws, and ability checks. Additionally, a cleric or druid sharing the candle’s alignment, within the light, can cast 1st-level prepared spells without expending spell slots, mimicking the effects of casting with a 1st-level slot.

As an alternative, during the first lighting, you can use the candle to cast the gate spell, an act that consumes the candle entirely.
spells, tableVery RareWondrous Item Required Advantage: Ability Checks, Advantage: Saving Throws, Advantage: Melee Attacks, Advantage: Ranged Attacks, Advantage: Spell Attacks, Buff, Consumable
Candle of the Deep Common Candle of the DeepThe flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.CommonWondrous Item —— Cap of Water Breathing Uncommon
Cap of Water Breathing Uncommon Cap of Water BreathingWearing this cap while submerged allows you to create a bubble of air around your head by speaking its command word, requiring an action. This magical bubble enables you to breathe freely underwater. The bubble remains in place until you speak the command word once more, remove the cap, or are no longer submerged.UncommonWondrous Item —— Utility, Exploration
Cape of Enlargement Very Rare Cape of EnlargementThis grayish-purple cape features ancient runes stitched in silver thread along its hem. Possessing 3 charges, it allows you to enlarge yourself as a bonus action while wearing it. The enlargement grants the following benefits:

Your size increases by one category, or to the maximum possible size if space is limited.
You gain advantage on Strength checks and Strength saving throws.
When you hit with a weapon or unarmed strike, you can add your proficiency bonus to the damage.

These enhancements last for 10 minutes or until you use another bonus action to dismiss them. The cape regains 1d3 expended charges daily at dawn.
Very RareWondrous Item Required Damage, Buff, Combat, Outerwear
Cape of the Mountebank Rare Cape of the MountebankThis cape, carrying a faint scent of brimstone, grants the ability to cast the dimension door spell as an action while worn. This feature can’t be used again until the next dawn.

Upon activation, you vanish, leaving behind a cloud of smoke, and reappear at your destination in a similar smoky veil. The smoke lightly obscures the departure and arrival spaces, dissipating by the end of your next turn. However, a light or stronger wind disperses the smoke.
spellsRareWondrous Item —— Teleportation, Exploration, Outerwear
Card Sharp’s Deck Uncommon Card Sharp’s DeckThe cards in this deck shimmer at the edges, providing unique abilities:

Deadly Deal: As an action, throw a spectral card using Dexterity for a ranged spell attack with a range of 120 feet. On a hit, it deals 1d8 force damage.

Spray of Cards: Use an action to shuffle the deck and cast the Spray of Cards spell at 3rd level (spell save DC 15). Once cast, the deck can’t use this spell again until the next dawn.
SpellsUncommonWondrous Item —— Damage: Force, Damage, Control, Combat
Carpet of Flying Very Rare Carpet of FlyingAs an action, speak the command word to make this magical carpet hover and fly, moving according to your directions within a 30-foot range.

There are four sizes of carpets of flying, with the DM choosing or determining the size randomly. Each carpet can carry up to twice the weight shown on the table, but its flying speed is halved if it exceeds its normal capacity.
tableVery RareWondrous Item —— Set: Speed (Flying), Movement, Utility, Exploration
Cartographer’s Map Case Common Cartographer’s Map CaseAt rank 3, your cartographer’s map case becomes a common magic item. In addition to storing regular maps, it gains the following abilities:

Map of Shortcuts:
You can use your action to make a DC 15 Wisdom (Perception) check. On a success, a special map identifying a shortcut appears in your map case. Following this route reduces your travel time by half. If you succeed by 5 or more, the map includes terrain notes, granting advantage on the next ability check related to traveling through the mapped area within the next hour. Once used, this feature can’t be used again until you finish a long rest.

Map of the Moment:
Starting at rank 3, you can use an action to make a DC 15 Wisdom (Perception) check, searching your map case for a map related to your current mission or inspiring a new one. On success, you find a map with a prominent landmark, containing information on the natural terrain within one mile of that landmark. You can use this feature again after dawn seven days later.
tableCommonWondrous Item —— Cast-Off Armor Common
Cast-Off Armor Common Cast-Off ArmorYou can doff this armor as an action.CommonArmor Breastplate —— Utility
Cauldron of Plenty Rare Cauldron of PlentyThis thick copper cauldron, turned green with age, is adorned with images of satyrs and nymphs. With a 4-foot width and a 3 1/2-foot diameter mouth, it weighs 50 pounds and can hold up to 30 gallons of liquid. The cauldron, featuring side handles, a lid, and five clawed feet, transforms water into a hearty stew with a 1-minute stir. The stew remains hot in the cauldron and cools naturally once removed. It can provide nourishment for up to four people per gallon.

The cauldron can create stew three times before ceasing to function until the next dawn, when it regains all its uses.
RareWondrous Item —— Utility, Container
Cauldron of Rebirth Very Rare Cauldron of RebirthThis Tiny cast iron cauldron features relief scenes of heroes on its sides. It serves as a spellcasting focus and an appropriate component for the Scrying spell. After a long rest, it can be used to create a Potion of Greater Healing that lasts for 24 hours.

As an action, the cauldron can enlarge to accommodate a Medium creature, reverting to its normal size with another action. When reduced, anything unable to fit inside is harmlessly displaced to the nearest unoccupied space.

Additionally, if a humanoid corpse is placed within the cauldron and covered with 200 pounds of salt (costing 10 gp) for at least 8 hours, the salt is consumed. At the next dawn, the creature returns to life as if affected by Raise Dead. This property can only be used once every 7 days.
Very RareWondrous Item Required druid or warlock Druid or Warlock
Censer of Controlling Air Elementals Rare Censer of Controlling Air ElementalsWhile burning incense, this chalice-like censer grants the ability to summon an air elemental with an action, mimicking the effects of the conjure elemental spell. However, this feature can only be used once per day and resets at dawn.

The vessel, measuring 6 inches in width and 1 foot in height, has a decorative lid and weighs 1 pound.
spellsRareWondrous Item —— Summoning
Charlatan’s Die Common Charlatan’s DieWhenever you roll this six-sided die, you can control which number it rolls.CommonWondrous Item Required Social
Charm of Plant Command Rare Charm of Plant CommandThis fist-sized charm, crafted from dried plant stems enveloped in silver thread, is suspended from a leather thong, often worn around the neck or attached to a belt.

The charm possesses 3 charges. While attuned to it, you can use an action to expend 1 charge, casting the Speak with Plants spell. Throughout the spell’s duration, you gain advantage on Charisma checks when seeking to influence the behavior, demeanor, and attitude of plants. The charm regains all expended charges at dawn each day.
spellsRareWondrous Item Required Communication
Chest of Preserving Common Chest of PreservingThis magical chest, measuring 2½ feet in length, 1½ feet in width, and 1 foot in height, is equipped with a distinctive half-barrel lid. The chest features a lock that can be skillfully picked using thieves’ tools, requiring a successful DC 15 Dexterity check. However, if the lock or any part of the chest is forcibly smashed, the enchantment dissipates, rendering it nonmagical.

While stored within the Chest of Preserving, food and other perishable items are shielded from the ravages of time, ensuring they neither age nor decay.
CommonWondrous Item —— Chime of Opening Rare
Chime of Opening Rare Chime of OpeningThis slender hollow tube, approximately 1 foot in length and weighing 1 pound, serves as a versatile tool for unlocking various objects. As an action, you can strike the Chime of Opening, directing it at an object within 120 feet that is capable of being opened, such as a door, lid, or lock. Upon striking, the chime emits a clear, resonant tone.

The sound waves produced by the chime influence one lock or latch on the targeted object, causing it to open, unless the sound cannot reach the object. If there are no remaining locks or latches, the object itself yields and opens.

The chime holds the capacity for ten uses. However, after the tenth activation, it develops a crack, rendering it useless thereafter.
RareWondrous Item —— Utility, Exploration, Consumable
Chromatic Rose Rare Chromatic RoseThis enchanting rose, available in one of five vibrant colors detailed in the Chromatic Roses table, possesses mystical properties. As long as the rose is held, it exhibits a harmless visual effect specified on the table.

While grasping the rose’s stem, you gain resistance to damage associated with the rose’s color. If, from a single source, you would suffer more than 10 damage of this type (after applying the resistance), the rose disintegrates, sparing you from the damage entirely.

As an action, you can elegantly blow the petals from the rose, creating a 20-foot cone of acid, lightning, poisonous gas, fire, or cold, depending on the rose’s damage type. Each creature within the cone must make a DC 15 Constitution saving throw. On a failed save, they endure 3d10 damage of the relevant type, while a successful save results in half as much damage. Utilizing this property causes the rose to be destroyed.
tableRareWondrous Item —— Chronolometer Very Rare
Chronolometer Very Rare ChronolometerWhile attuned to this intricate device, you gain a +1 bonus to Intelligence saving throws. Upon attuning for the first time, you select a language unknown to you, magically acquiring the ability to comprehend and speak it as long as you remain attuned.

Time Bandit. At the commencement of your turn, roll a d6 (no action required). Rolling a 1-3 slows down time, granting you an additional action and doubling your speed until the turn concludes. Rolling a 4-6 propels you forward in time, forewarning yourself of impending challenges. The next time you fail a saving throw, attack roll, or ability check, you can reroll and choose the better result. Once used, this feature can’t be employed again until the next dawn.

Fate Swap. As a reaction when a creature within 30 feet of you takes damage, that creature gains an extra action if it’s their turn, or can take an immediate action even if it isn’t their turn. Once used, this feature can’t be employed again until the next dawn.

Part of a Whole. If this component isn’t integrated into the Orrery of the Wanderer, its magical functions may work sporadically or lead to unpredictable side effects, subject to the DM’s discretion.
itemVery RareWondrous Item Required Bonus: Intelligence Saving Throws
Circlet of Blasting Uncommon Circlet of BlastingWhile adorned with this elegant circlet, you can take an action to cast the scorching ray spell. When making the spell’s attacks, apply a +5 bonus to your attack rolls. Once utilized, the circlet regains this ability at the onset of the next dawn.spellsUncommonWondrous Item —— Damage, Combat, Headwear
Circlet of Human Perfection Uncommon Circlet of Human PerfectionThe Circlet of Human Perfection bestows upon its attuned wearer the appearance of an attractive human with average height and weight. The circlet autonomously determines the physical features, including age, gender, skin color, hair color, and voice. It’s important to note that, apart from size, the wearer’s fundamental statistics and racial traits remain unaltered, as do any items they have on their person. The transformative effect ceases upon removing the circlet. UncommonWondrous Item Required humanoid Humanoid
Claw of the Wyrm Rune Rare Claw of the Wyrm RuneThis dragon’s claw, coated in molten silver and adorned with the wyrm (dragon) rune, possesses potent properties.

Wyrmslayer: As an action, you can point the claw at a dragon within 30 feet. The targeted dragon must succeed on a DC 15 Constitution saving throw or become vulnerable to all damage types until the end of your next turn. This ability can be used three times, and it regains all expended uses at dawn.

Wyrm Shield: When displayed on your person, the claw provides resistance to damage from any dragon’s breath weapon.

Wyrm Ward: By tracing the wyrm rune on the ground, you can transfer the claw’s magic to a location. This process takes 8 hours, and the claw is destroyed in the process. The affected area, with a 100-foot radius, gains the following property:

Any dragon within the 100-foot sphere has disadvantage on saving throws, and its flying speed cannot exceed 10 feet.
RareWondrous Item Required Resistance: All, Combat, Warding, Bane
Claws of the Umber Hulk Rare Claws of the Umber HulkCrafted in the likeness of an umber hulk’s claws, these brown iron gauntlets bestow remarkable abilities upon the wearer.

Burrowing Speed: While wearing both claws, you gain a burrowing speed of 20 feet. Additionally, you can tunnel through solid rock at a rate of 1 foot per round.

Melee Weapon: The claws function as melee weapons, dealing 1d8 slashing damage on a hit. You have proficiency with them, and your Strength modifier applies to both the attack and damage rolls.

Limitations:
While the claws offer potent advantages, they come with limitations. While wearing them, you can’t manipulate objects or cast spells with somatic components.
RareWondrous Item Required Melee Weapon Attack: Slashing, Set: Innate Speed (Burrowing)
Cleansing Stone Common Cleansing StoneA mystical sphere, approximately 1 foot in diameter, adorned with arcane symbols, the cleansing stone possesses a practical enchantment.

Cleansing Action: By touching the stone and using an action to activate it, you can effortlessly remove dirt and grime from both your garments and your person.

Common Usage:
Found in various public squares in Aundair and gracing the halls of upscale Ghallanda inns, these stones serve as convenient means for individuals to maintain cleanliness with magical ease.
CommonWondrous Item —— Cloak of Arachnida Very Rare
Cloak of Arachnida Very Rare Cloak of ArachnidaThis elegant garment, crafted from black silk interwoven with subtle silvery threads, bestows upon its wearer a set of remarkable abilities.

Poison Resistance: The cloak grants you resistance to poison damage.

Spider-Like Mobility: While wearing the cloak, you gain a climbing speed equal to your walking speed. This allows you to move effortlessly on vertical surfaces and even traverse ceilings, leaving your hands free.

Webwalking: You can move through webs without impediment, treating them as difficult terrain.

Web Spell: As an action, you can cast the web spell (save DC 13) with an extended area, covering twice its normal range. Once used, this property can’t be utilized again until the next dawn.
spellsVery RareWondrous Item Required Resistance: Poison, Set: Innate Speed (Clim
Cloak of Billowing Common Cloak of BillowingWhile wearing this cloak, you can use a bonus action to make it billow dramatically.CommonWondrous Item —— Social
Cloak of Displacement Rare Cloak of DisplacementThis enchanted cloak possesses the unique ability to deceive and confound attackers.

Illusory Displacement: While wearing the cloak, it envelops you in a subtle illusion, causing you to appear standing in a location slightly different from your actual position. This misdirection imposes disadvantage on attack rolls against you.

Susceptibility Interruption: If you suffer damage, the illusory effect is momentarily disrupted, ceasing to function until the start of your next turn. This temporary interruption allows your true location to be revealed.

Suppression Conditions: The illusory displacement is suppressed when you are incapacitated, restrained, or otherwise incapable of movement.
RareWondrous Item Required Disadvantage: Attack Rolls Against You, Deception, Warding, Outerwear
Cloak of Elvenkind Uncommon Cloak of ElvenkindThis enchanted cloak is a favored possession among those who value subtlety and finesse.

Hooded Concealment: When the cloak’s hood is raised, any attempt to spot you is hindered. Wisdom (Perception) checks made to perceive your presence suffer from disadvantage.

Stealth Enhancement: Wearing the cloak empowers your skill in stealth. Dexterity (Stealth) checks to hide become more effective, granting you advantage. The cloak’s color naturally shifts and adapts, aiding in your attempts to blend with the environment.

Adjustable Concealment: The act of raising or lowering the hood requires a deliberate action, ensuring that adjustments to your visibility are intentional and calculated.
UncommonWondrous Item Required Advantage: Stealth, Deception, Outerwear
Cloak of Invisibility Legendary Cloak of Invisibility The legendary Cloak of Invisibility is a coveted item among those who seek to move through the world unseen.

Invisibility Mastery: By pulling the hood over your head, you can envelop yourself in a potent invisibility. This effect extends to anything you carry or wear. Reverting to visibility or turning invisible requires a deliberate action.

Duration Management: The cloak’s invisibility capability has a maximum duration of 2 hours. You can deduct time spent invisible in 1-minute increments from this total. Once the cloak reaches the 2-hour limit, its magic ceases until it regains power. For every uninterrupted 12-hour period of inactivity, the cloak restores 1 hour of invisibility.
LegendaryWondrous Item Required Invisible, Exploration, Deception, Warding
Cloak of Many Fashions Common Cloak of Many FashionsThe Cloak of Many Fashions is a versatile and charming garment that allows its wearer to effortlessly change its appearance.

Fashionable Transformation: With a simple bonus action, you can alter the style, color, and perceived quality of the cloak. This magical transformation doesn’t affect the cloak’s weight. While its appearance can mimic various styles, it retains its fundamental nature as a cloak.

Limitations: Despite its ever-changing aesthetic, the cloak cannot transform into anything other than a cloak. It also lacks the ability to gain the magical properties of other cloaks, even if it mimics their appearance.
CommonWondrous Item —— Social
Cloak of Protection Uncommon Cloak of ProtectionYou gain a +1 bonus to AC and saving throws while you wear this cloak.UncommonWondrous Item Required Bonus: Armor Class, Bonus: Saving Throws, Warding, Outerwear
Cloak of the Bat Rare Cloak of the BatThe Cloak of the Bat is a magical garment that grants its wearer enhanced stealth and the ability to take on the form and flight of a bat.

Stealthy Concealment: While wearing this cloak, you gain advantage on Dexterity (Stealth) checks, allowing you to move unseen and unheard with greater ease.

Bat-like Flight: In areas of dim light or darkness, you can utilize the cloak to soar through the air at a speed of 40 feet. Clutching the edges of the cloak is crucial for maintaining this flying ability.

Transformation to Bat Form: While in dim light or darkness, you can use an action to polymorph into a bat, retaining your mental faculties. This transformation allows for subtle reconnaissance or escape. This ability can be used once per day, and the cloak regains this power at dawn.
RareWondrous Item Required Advantage: Stealth, Set: Innate Speed (Flying), Movement, Shapechanging, Deception, Outerwear
Cloak of the Manta Ray Uncommon Cloak of the Manta RayWhen worn with the hood up, it grants the ability to breathe underwater and an impressive swimming speed of 60 feet. Activating or deactivating the hood requires an actionUncommonWondrous Item —— Set: Innate Speed (Swimming), Buff, Movement, Outerwear
Clockwork Amulet Common Clockwork AmuletThis common wondrous item is a copper amulet adorned with intricate interlocking gears, enchanted with the magic of Mechanus. Faint ticking and whirring sounds emanate from within when closely examined. In combat, the amulet’s unique property allows the wearer to opt for a reliable outcome by forgoing the d20 roll and automatically obtaining a result of 10 on an attack roll. This ability, once utilized, requires a new dawn to be activated again. Ideal for those who seek a touch of predictability in the chaos of battle.CommonWondrous Item —— Combat
Clockwork Armor Very Rare Clockwork ArmorWhirring with interlocking gears, this armor from the plane of Mechanus lets you expend charges to set your d20 roll to 10. With 4 charges and a daily recharge of 1d4 at dawn, it offers precise control over fate in battle.Very RareArmor Required Control
Clothes of Mending Common Clothes of MendingThis elegant traveler’s outfit magically repairs itself, countering daily wear and tear. Damaged pieces, however, remain unrepaired.CommonWondrous Item —— Social
Coiling Grasp Tattoo Uncommon Coiling Grasp TattooThis magical tattoo, produced with a special needle, intricately weaves designs on your skin. To attune to it, press the needle to your skin during the process; once complete, the needle transforms into the tattoo.

Grasping Tendrils. Using an action, the tattoo’s inky tendrils extend towards a creature within 15 feet. The targeted creature must succeed on a DC 14 Strength saving throw. On a failure, it takes 3d6 force damage and becomes grappled. The grapple can be escaped with a successful DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple ends if you choose (no action required), if the creature moves beyond 15 feet, or if you use this tattoo on a different creature.
UncommonWondrous Item Required Coin of Decisionry Varies
Coin of Decisionry Varies Coin of DecisionryAt rank 2, your Coin of Decisionry transforms into a common magic item. When flipped, it consistently lands with the Acquisitions Incorporated sigil face down, revealing a message on the “tails” face. Roll a d4 to determine the message, although the coin lacks actual divination abilities, providing random results. Others, however, are unaware of this limitation. When someone within 10 feet flips the coin, you can subtly influence the outcome as a bonus action, coercing them towards a specific action. The manipulation can be detected with a DC 13 Wisdom (Insight) check.

Better Odds. Upon reaching rank 3, the Coin of Decisionry gains some divination power, becoming an uncommon magic item. Besides its regular function, you can use an action to flip the coin twice, noting both results while contemplating a plan or objective. By succeeding on a DC 15 Intelligence (Arcana) check, you discern which result is more relevant to the chosen course of action. This aspect of the coin can’t be used again until the next dawn.
tableVariesWondrous Item —— Conch of Teleportation Very Rare
Conch of Teleportation Very Rare Conch of TeleportationThis oversized conch shell, bearing the uvar rune, measures 2 1/2 feet in length and weighs 20 pounds.

As an action, you can cast the Teleport spell by blowing into the shell. The destination is predetermined, ensuring no mishaps or off-target occurrences. Individuals teleported by the conch emerge at a specific location set by the item’s creator during the inscribing of the uvar rune. It does not permit teleportation to any other destination. Once its spell is invoked, the conch remains inert until the following dawn.
spellsVery RareWondrous Item Required Teleportation, Movement, Exploration
Constantori’s Portrait Very Rare Constantori’s PortraitThis exquisite painting by the renowned artist Dkesii Kwan showcases Constantori, a captivating courtier whose true likeness remains shrouded in mystery. Commissioned by the late crime lord Daiyani Grysthorn, this magical portrait holds both sentience and a wealth of secrets.

Sentience:
Constantori’s Portrait is a sentient, lawful evil item with an Intelligence score of 14, Wisdom score of 12, and Charisma score of 8. It possesses keen hearing and darkvision but lacks sight behind itself. The painting can converse in Common, Draconic, and Elvish, silently gathering secrets and political discussions within its auditory range.

Personality:
Demanding, condescending, and vain, Constantori’s Portrait detests being concealed and vocally disapproves of any attempt to move it from its gold-leaf frame.

Wealth of Information:
The painting accumulates a vast repository of lore over the years, from criminal plots to secret passwords. The DM determines the extent of the painting’s knowledge.

Telepathic Contact:
While attuned, you can use an action to telepathically contact the painting, regardless of distance and plane. However, it can’t initiate telepathic contact with you.

Guardian Portrait:
While attuned, you can command the painting to guard against specified enemies. It can cast Magic Missile (3 missiles) using charges, targeting identified foes. The painting regains charges at dawn.

Statistics:

Small object with AC 12
20 hit points, immune to poison damage
Weighs 15 pounds in its gold-leaf frame
Regains 2d6 hit points with Mending spell if it has at least 1 hit point.
spellsVery RareWondrous Item Required Communication, Utility, Sentient
Cracked Driftglobe Uncommon Cracked DriftglobeThis diminutive glass sphere, though marred with visible cracks, holds an enchanting glow within. Weighing only a pound, it responds to your command word, emanating the Light spell in a soft radiance when activated within 60 feet.spellsUncommonWondrous Item —— Utility, Exploration
Crook of Rao Artifact Crook of RaoA relic created by the god Rao to shield his devoted followers from the malevolence of the Lower Planes. However, a battle with the Witch Queen Iggwilv tainted the crook, infecting it with a perilous curse. Rediscovered and used against Iggwilv, the crook now holds both a potent defense and a looming threat.

Random Properties:

2 Minor Beneficial Properties
1 Major Beneficial Property
1 Minor Detrimental Property

Spells:
The crook possesses 6 charges, replenishing 1d6 expended charges daily at dawn. It can cast the following spells (DC 18):

Aura of Life (2 charges)
Aura of Purity (2 charges)
Banishment (1 charge)
Beacon of Hope (1 charge)
Mass Cure Wounds (3 charges)

Absolute Banishment:
When attuned and held, spend 10 minutes to banish fiends within 1 mile (CR 19 or higher unaffected), sending them back to their home plane, unable to return for 100 years.

Failing Matrix:
After using Absolute Banishment or expending the last charge, roll on the Extraplanar Reversal table. Summoned creatures appear randomly within 60 feet, not under your control.

Iggwilv’s Curse:
The crook is afflicted by Iggwilv’s curse. If the curse fully manifests, the crook transforms into a gate to Pazunia, the Abyss, calling back banished fiends over eighteen years. The portal can be destroyed or repaired with a tear from Rao, obtained on Mount Celestia.

Destroying or Repairing:
To destroy or repair the crook, immerse it in Rao’s tear for a year and a day. Washing it daily for 30 days without the Failing Matrix property.
table, spellsArtifactWondrous Item Required Crown of the Forest Uncommon
Crown of the Forest Uncommon Crown of the ForestCrown of the Forest

Wondrous item, uncommon

This enchanted crown, when worn, ensures that the wearer automatically fails any attempt to discern illusions through Intelligence (Investigation) checks. Even when physically touched, the illusion’s true nature is still revealed, but the wearer’s conviction in the illusion’s reality can cause confusion about which senses to trust.

A closer examination by a character who succeeds on a DC 20 Intelligence (Nature) or Wisdom (Perception) check, or through the use of detect magic cast with a 3rd-level spell slot or higher, unveils the true magical nature of the crown.
UncommonWondrous Item —— Crown of the Wrath Bringer Rare
Crown of the Wrath Bringer Rare Crown of the Wrath BringerThis jagged iron circlet, adorned with ornaments resembling the enemy rune, emanates a pale glow, tapping into the wearer’s rage to instill terror in their foes.

Upon a successful attack while wearing the crown, you can expend and roll one of your unspent Hit Dice. The struck creature suffers additional psychic damage equal to the number rolled.

Invoking the Rune: As an action, you can unleash the crown’s rune to cast the Fear spell (save DC 15). The spell’s duration is 1 minute, and it doesn’t require concentration. Once invoked, the rune remains dormant until the next dawn.
spellsRareWondrous Item Required Crown of Whirling Comets Very Rare
Crown of Whirling Comets Very Rare Crown of Whirling CometsThis exquisite silver tiara, adorned with stellar symbols, features gems that orbit closely around your head while wearing it.

The crown possesses 6 charges, granting the following abilities while worn:

Star Flight: Spend 1 charge as a bonus action to gain flight for 10 minutes, with a flying speed matching your walking speed. While airborne, a gentle starlight glow surrounds you.

Starlight Strike: Use an action to spend charges and launch bolts of frigid starlight. The number of bolts equals the charges spent, automatically hitting targets within 120 feet for 2d4 cold damage each.

Whirling Hail: Spend 3 charges to cast the Ice Storm spell (save DC 16) as an action.

The crown regains 1d6 expended charges each day at dawn.
spellsVery RareWondrous Item Required Set: Innate Speed (Flying), Damage: Cold,
Crusader’s Shortsword Unknown Rarity Crusader’s ShortswordThis sentient lawful good +1 shortsword possesses an Intelligence of 11, Wisdom of 13, and Charisma of 13. Communicating through transmitted emotions, the sword has a purpose: to combat evil. Additional properties include:

The sword sheds bright light in a 15-foot radius, with an extra 15 feet of dim light. Only destroying the sword can extinguish this light.
A lawful good creature can attune to the sword in 1 minute.
While attuned, the wielder can use the sword to cast the Crusader’s Mantle spell. This property can’t be used again until the next dawn.
spellsUnknown RarityWeapon Shortsword Required Bonus: Magic, Finesse, Light
Crystal Ball Very Rare Crystal BallA typical crystal ball, measuring around 6 inches in diameter, possesses powerful scrying abilities. While in contact with the crystal ball, you can cast the scrying spell (save DC 17) using its magic.spellsVery RareWondrous Item Required Scrying, Detection
Crystal Ball of Mind Reading Legendary Crystal Ball of Mind ReadingThis legendary crystal ball, measuring approximately 6 inches in diameter, combines the powers of scrying and mind-reading. While in physical contact with the crystal ball, you can cast the scrying spell (save DC 17) using its magical properties.

Additionally, as an action, you can cast the detect thoughts spell (save DC 17) while scrying with the crystal ball. This allows you to target creatures within 30 feet of the spell’s sensor. Unlike typical concentration requirements, you don’t need to concentrate on detect thoughts to maintain it during its duration, but it ends if the scrying spell concludes.
spellsLegendaryWondrous Item Required Scrying, Detection
Crystal Ball of Telepathy Legendary Crystal Ball of TelepathyThis legendary crystal ball, measuring approximately 6 inches in diameter, possesses the combined abilities of scrying, telepathy, and suggestion. While in physical contact with the crystal ball, you can cast the scrying spell (save DC 17) using its enchantments.

While scrying with the crystal ball, you gain the ability to communicate telepathically with creatures within 30 feet of the spell’s sensor. Additionally, you can use an action to cast the suggestion spell (save DC 17) through the sensor on one of those creatures. Unlike typical concentration requirements, you don’t need to concentrate on suggestion to maintain it during its duration, but it ends if the scrying spell concludes. This suggestion power can only be used once before needing to recharge, and it regains its potency at the next dawn.
spellsLegendaryWondrous Item Required Control, Communication, Scrying, Detection
Crystal Ball of True Seeing Legendary Crystal Ball of True SeeingThis legendary crystal ball, with a diameter of approximately 6 inches, functions as a potent tool for both scrying and enhancing perception. While in physical contact with the crystal ball, you can cast the scrying spell (save DC 17) through its magical properties.

While actively scrying with the crystal ball, your vision is augmented with truesight in a radius of 120 feet, centered on the spell’s sensor. This powerful ability allows you to see into the ethereal plane and perceive illusions, providing unparalleled insight during scrying sessions.
spellsLegendaryWondrous Item Required Sense: Truesight, Scrying, Detection
Crystal Blade Rare Crystal BladeThis enchanted sword boasts a blade crafted from the horn or spine of a crystal dragon, radiating a potent magical aura. When you successfully hit a target with an attack using this sword, it inflicts an additional 1d8 radiant damage.

The Crystal Blade holds 3 charges, regaining 1d3 expended charges each day at dawn. Upon hitting a creature with an attack roll using the sword, you can spend 1 charge to regain hit points equal to the extra radiant damage dealt by the sword.

Furthermore, as the wielder, you can utilize a bonus action while holding the sword to control its luminosity. This allows you to either emanate bright light in a 30-foot radius with an additional 30 feet of dim light, cast dim light in a 10-foot radius, or extinguish the light altogether. This feature grants versatility to suit various situations.
RareWeapon Required Damage: Radiant
Crystalline Chronicle Very Rare Crystalline ChronicleThis grapefruit-sized crystal sphere, etched and pulsating with inner light, is known as the Crystalline Chronicle. While in physical contact with the crystal, a wizard can seamlessly retrieve and store information and spells, mirroring the process of reading and writing. As a spellbook, it contains encoded spells such as Detect Thoughts, Intellect Fortress, Rary’s Telepathic Bond, Sending, Telekinesis, Tasha’s Mind Whip, and Tenser’s Floating Disk.

The crystal serves as a spellcasting focus for the wizard while held, and the attuned user gains proficiency in the Mage Hand, Mind Sliver, and Message cantrips if not already known.

Endowed with 3 charges, the crystal regains 1d3 expended charges daily at dawn. The charges can be utilized as follows:

After spending one minute studying the crystal’s information, expend 1 charge to replace a prepared wizard spell with a different one from the crystal.
While casting a wizard spell, expend 1 charge to cast it without the need for verbal, somatic, or material components under 100 gp in value. This feature enhances spellcasting flexibility for the attuned wizard.
spellsVery RareWondrous Item Required wizard Wizard
Cube of Force Rare Cube of ForceThis inch-sized cube boasts distinct markings on each face, and by pressing these faces, you can unleash various effects. Starting with 36 charges, the cube regains 1d20 expended charges daily at dawn. By expending charges and pressing a face, a 15-foot cube of invisible force forms around you, moving with you. The barrier lasts for 1 minute or until you press the sixth face, and it can be altered by pressing different faces. If the barrier contacts an immovable object, your movement is restricted until the barrier dissipates. Charges are depleted when targeted by specific spells or magic effects, as outlined in the provided table.tableRareWondrous Item Required Control, Warding
Cubic Gate Legendary Cubic GateThis enchanting 3-inch cube resonates with potent magical energies, each of its six sides attuned to a different plane of existence, including one linked to the Material Plane. The remaining planes are determined by the Game Master.

As an action, you can press one side of the cube to cast the gate spell, creating a portal to the plane associated with that side. Alternatively, expending an action to press one side twice enables you to cast the plane shift spell (save DC 17), transporting the targets to the plane corresponding to that side.

The cube begins with 3 charges, and each use consumes 1 charge. At dawn, the cube regains 1d3 expended charges, ensuring its continued utility for planar travel.
spellsLegendaryWondrous Item —— Teleportation, Exploration
Cuddly Strixhaven Mascot Common Cuddly Strixhaven MascotThis enchanting Tiny magical toy embodies one of Strixhaven’s beloved mascots, designed for hugging and companionship. When pressed against your arm, shoulder, or leg as an action, it magically clings there for an hour or until removed with an action.

It holds a special defense against fear. While on your person, if you attempt a saving throw to resist or end the frightened condition, you can choose to gain advantage on the roll by interacting with the toy.
CommonWondrous Item —— Advantage: Saving Throws
Cursed Luckstone Uncommon Cursed LuckstoneThis river stone, bearing an enigmatic arcane sigil, emanates a cool touch. While in possession of the pebble, you can invoke its power to gain advantage on a chosen ability check. However, this ability can only be utilized once before the next dawn.

Curse: This item is ensorcelled with a curse. Attuning to it brings forth the curse until dispelled by a remove curse spell or similar magic. While under the curse’s influence, attempting to discard the stone is futile, as it instantaneously reappears in your pocket or pack. Furthermore, after each use of the stone’s magical ability, the next two ability checks you make are haunted by disadvantage.
UncommonWondrous Item Required Buff, Debuff, Utility
Daern’s Instant Fortress Rare Daern’s Instant FortressThis 1-inch metal cube unfolds into a formidable fortress with a command word. The tower, 20 feet by 20 feet and 30 feet high, features arrow slits on all sides and a battlement. Divided into two floors, with a ladder connecting them, the fortress remains until dismissed with a spoken command.

When activated, a small door appears, opening at your command as a bonus action. The fortress is immune to spells like knock or chime of opening. Creatures in the area during its formation make a DC 15 Dexterity saving throw, suffering 10d10 bludgeoning damage on a failed save and being pushed outside, or half damage on a successful save with the same push effect.

Constructed of adamantine, the fortress cannot be tipped over. Roof, door, and walls each have 100 hit points, resistance to nonmagical weapon damage (excluding siege weapons), and immunity to other types of damage. Only a wish spell can repair it, with each use of wish restoring 50 hit points to the roof, door, or a wall.
RareWondrous Item —— Utility, Warding
Dagger of Blindsight Rare Dagger of BlindsightThis unique dagger, requiring attunement, grants the attuned creature blindsight with a range of 30 feet. Distinguished by a saw-toothed edge and a black pearl in its pommel, this rare magic item enhances the wielder’s sensory perception.RareWeapon Dagger Required Sense: Blindsight, Finesse, Light, Thrown
Dagger of Venom Rare Dagger of VenomThis magical dagger grants a +1 bonus to both attack and damage rolls. Additionally, the dagger can be infused with a potent poison. When activated as an action, the poison coats the blade and remains active for 1 minute or until a successful attack hits a creature. The target must succeed on a DC 15 Constitution saving throw or suffer 2d10 poison damage and be poisoned for 1 minute. This poisonous ability can only be used once per day, resetting at dawn.

If proficient with a dagger, you can add your proficiency bonus to the attack roll for any attack made with this weapon.
RareWeapon Dagger —— Damage: Poison, Bonus: Magic, Poisoned, Damage, Debuff, Combat, Finesse, Light, Thrown
Dancing Sword Very Rare Dancing SwordThis magical sword responds to your command, allowing you to animate it through a bonus action. Upon activation, the sword hovers and can fly up to 30 feet to attack a creature of your choosing within 5 feet of it, utilizing your attack roll and ability score modifier for damage.

While hovering, you can use another bonus action to direct the sword to move up to 30 feet to a different location within 30 feet of you and, at the same time, make an attack against a creature within 5 feet of it.

After the sword completes its fourth attack, it automatically attempts to return to your hand by flying up to 30 feet. If your hand is occupied, it falls to the ground at your feet. If obstructed from reaching you, it moves as close as possible and then drops. The hovering ceases if you grasp the sword or move beyond 30 feet away from it.
Very RareWeapon Required Damage, Combat
Dark Shard Amulet Common Dark Shard AmuletThis amulet, hewn from a single shard of resilient extraplanar material tied to your warlock patron’s realm, offers the following benefits while worn:

You can use the amulet as a spellcasting focus for your warlock spells.

As an attuned warlock, you can attempt to cast a cantrip not in your repertoire. The chosen cantrip must be from the Warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. Success results in successfully casting the spell; failure wastes the action, and the spell fizzles. This property can’t be used again until you finish a long rest.
CommonWondrous Item Required warlock Warlock
Dawnbringer Legendary DawnbringerLost in the depths of the Underdark for ages, Dawnbringer initially appears as a gilded longsword hilt. When the hilt is grasped, a blade of pure radiance can be summoned or dismissed with a bonus action, possessing all the properties of a Sun Blade.

While holding Dawnbringer, you can use an action to touch a creature with the blade and cast Lesser Restoration on it. This ability can only be used once per day, and it refreshes at dawn.

Sentience:
Dawnbringer is a sentient neutral good weapon with an Intelligence of 12, Wisdom of 15, and Charisma of 14. It possesses hearing and darkvision with a range of 120 feet.

The sword can speak, read, and understand Common. It communicates telepathically with its wielder, and its voice is kind and feminine. It automatically knows all languages the wielder is attuned to.

Personality:
Forged by ancient sun worshippers, Dawnbringer is designed to bring light into darkness and combat creatures of the dark. It is compassionate to those in need but fierce against its enemies.

Having endured years lost in darkness, Dawnbringer is fearful of both the dark and abandonment. It prefers its blade to be present, shedding light in dark areas, and strongly resists being separated from its wielder for extended periods.
spellsLegendaryWeapon Longsword Required Bonus: Magic, Damage: Radiant, Weapon Property: Finesse, Replace Damage Type: Radiant, Creature of Non-Evil Alignment, Damage, Combat, Sentient, Versatile Creature of Non-Evil Alignment
Decanter of Endless Water Uncommon Decanter of Endless WaterThis stoppered flask, weighing 2 pounds, sloshes when shaken, creating the illusion of water within. You can use an action to remove the stopper and speak one of three command words, causing either fresh water or salt water (your choice) to pour out of the flask. The water ceases to pour at the start of your next turn. Choose from the following options:

Stream: Produces 1 gallon of water.
Fountain: Produces 5 gallons of water.
Geyser: Produces 30 gallons of water that erupts in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature within 30 feet. The target must succeed on a DC 13 Strength saving throw or suffer 1d4 bludgeoning damage and fall prone. Alternatively, you can target an object weighing no more than 200 pounds that isn’t worn or carried. The object is either knocked over or pushed up to 15 feet away from you.
UncommonWondrous Item —— Creation, Utility
Deck of Dimensions Very Rare Deck of DimensionsThe intricate designs on the backs of the cards of this deck represent various planes of existence. The deck possesses 6 charges. While attuned and holding it, you can expend 1 or more charges to activate the following properties:

Marked Card: As a bonus action, spend 1 charge to draw a card and place it within 5 feet of you. The card becomes marked with an invisible sigil. Within the next 24 hours, as an action, speak the marked card’s name to teleport to its location, along with your equipment, appearing in the closest unoccupied space. After teleportation or 8 hours, the card returns to the deck, and the mark fades.

Riffling Portal: Spend 3 charges to cast the Arcane Gate spell from the deck. The deck disappears, and fluttering cards create the spell’s portal rings. Upon the spell’s conclusion, the deck reappears in your possession.

Shuffling Stride: As a bonus action, expend 1 charge to throw a card up to 60 feet away, teleporting yourself and carried equipment to that space. The card vanishes and returns to the deck.

The deck regains 1d6 expended charges daily at dawn.
Very RareWondrous Item Required Teleportation
Deck of Illusions Uncommon Deck of IllusionsThis box contains a set of parchment cards, with a full deck typically consisting of 34 cards. However, decks found as treasure might be missing 1d20 − 1 cards.

The magic of the deck operates when cards are drawn randomly. Using an action, you can draw a card at random and throw it to the ground within 30 feet of you.

Upon throwing the card, an illusion of one or more creatures materializes and persists until dispelled. The illusory creature appears real in size and behavior but cannot cause harm. Within 120 feet of the illusory creature and with clear visibility, you can use an action to magically move it anywhere within 30 feet of its card. Physical interaction with the illusion reveals its nature, as objects pass through it. A creature visually inspecting it can make a DC 15 Intelligence (Investigation) check to identify it as illusory, at which point it appears translucent.

The illusion lasts until its card is moved or dispelled. Once the illusion ends, the image on the card vanishes, rendering that card unusable again.
tableUncommonWondrous Item —— Utility, Deception, Consumable
Deck of Many More Things Legendary Deck of Many More ThingsThe Deck of Many More Things is an expanded version of the infamous Deck of Many Things. With forty-four additional cards, this legendary deck holds both potent magical effects and dangers. While the exact cards can vary across different worlds, they are often found combined with the Deck of Many Things, forming a deck of sixty-six illuminated cards, typically protected by a box or pouch.

Drawing Cards:
Before drawing a card, the character must declare how many cards they intend to draw and then randomly draw them. Any cards drawn exceeding this declared number have no effect unless a card specifically allows for additional draws. The effects of drawn cards take place immediately.

Reappearance:
Except for the Fool or the Jester card, a drawn card vanishes from existence, takes effect, and then reappears in the deck. This allows the possibility of drawing the same card multiple times.

Timing:
Drawing cards must occur within 1 hour of each other, and the player must adhere to the declared number. Failure to draw the chosen number results in the remaining cards flying from the deck and taking effect simultaneously, unless a card states otherwise.
tableLegendaryWondrous Item —— Utility, Consumable
Deck of Many Things Legendary Deck of Many ThingsThis magical deck contains a number of cards made of ivory or vellum, usually found in a box or pouch. Most decks (75 percent) have only thirteen cards, while the rest have twenty-two.

Drawing Cards:
Before drawing a card, the character must declare how many cards they intend to draw and then randomly draw them (an altered deck of playing cards can be used to simulate the deck). Any cards drawn in excess of the declared number have no effect. As soon as a card is drawn, its magic takes effect. Each card must be drawn within 1 hour of the previous draw. Failure to draw the chosen number results in the remaining cards flying from the deck and taking effect all at once.

Reappearance:
Once drawn, a card fades from existence. However, unless it is the Fool or the Jester, the card reappears in the deck. This makes it possible to draw the same card multiple times.
tableLegendaryWondrous Item —— Utility, Consumable
Deck of Miscellany Uncommon Deck of MiscellanyThis wooden box contains a set of thirty-two parchment cards, each with an illustration of a different item or set of items. As an action, you can draw a card of your choice from the deck and throw it to the ground in an unoccupied space within 5 feet of yourself. When the card hits the ground, it permanently transforms into the item or set of items depicted on its face.

To simulate the deck, an altered deck of real-world playing cards can be used, following the Deck of Miscellany table.
tableUncommonWondrous Item —— Utility, Consumable
Deck of Oracles Rare Deck of OraclesThe illustrations on this deck of oracle cards move or change subtly when viewed indirectly. When you finish a long rest, you can spend 10 minutes consulting the cards for an omen of the coming day. Roll a d20 and record the number rolled. Once in the next 8 hours, immediately after a creature within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can use your reaction to discard the d20 roll; the creature must use the number you rolled in place of its roll.

Additionally, while holding the cards, you can cast Divination from them. Once this property is used, it can’t be used again until the next dawn.
RareWondrous Item Required Foreknowledge
Deck of Several Things Legendary Deck of Several ThingsStored in a leather pouch, this unique deck contains twenty-two colored cards made of some strong but unknown metal, each of which features a design printed as a mosaic of raised dots. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.

Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.
tableLegendaryWondrous Item —— Deck of Wild Cards Very Rare
Deck of Wild Cards Very Rare Deck of Wild CardsThis deck of heavy vellum cards hums with the magic of the Elemental Chaos.

The magic of the deck functions only if cards are drawn at random (a deck of real-world playing cards can simulate the deck). As an action, you can draw a random card from this deck and throw it to make a ranged spell attack, using Dexterity for the attack roll. The card has a range of 30 feet. On a hit, it deals 1d4 slashing damage and imposes a magical effect determined by its suit, as detailed in the Deck of Wild Cards table. The card immediately returns to the deck after it hits or misses a target.
tableVery RareWondrous Item —— Damage: Slashing, Damage: Fire, Damage: Lightning, Damage: Cold, Damage: Force, Damage, Control, Combat
Deck of Wonder Uncommon Deck of WonderCreated in the image of the Deck of Many Things, this deck of ivory or vellum cards bestows an assortment of minor benefits and penalties on those who draw from it. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.

Before you draw a card, you must declare how many cards you intend to draw, then draw them randomly. Any additional cards drawn have no effect. Unless a card states otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card you declared no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck and take effect simultaneously.

Unless it is the Mystery card, a drawn card immediately takes effect, fades from existence, and reappears in the deck, making it possible to draw the same card multiple times.

You can use an altered deck of playing cards to simulate the deck, as shown in the Deck of Wonder table.
tableUncommonWondrous Item —— Utility, Consumable
Defender Legendary DefenderYou gain a +3 bonus to attack and damage rolls made with this magic weapon.

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
LegendaryWeapon Longsword Required Bonus: Magic, Damage, Combat, Warding, Versatile
Dekella, Bident of Thassa Artifact Dekella, Bident of ThassaThassa wields Dekella, a two-pronged weapon gifted to her by Purphoros. When the god of the sea bestows her weapon on a mortal, it’s often so they might work her will far from the ocean, right some wrong affecting those she’d prefer not to harm, or give a mortal a glimpse of her terrible responsibilities.

Bident of the Deep. Thassa’s signature weapon thrums with the icy currents of the deep ocean. This weapon functions as a trident that grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using the bident, the target takes an extra 2d10 cold damage.

Blessing of the Deep. If you are a worshiper of Thassa, you gain all the following benefits for which you have the required piety:

Piety 10+. You can breathe underwater, and you gain a swimming speed of 60 feet.
Piety 25+. The bident has 1 randomly determined minor beneficial property.
Piety 50+. The bident has 1 randomly determined major beneficial property.

If you aren’t a worshiper of Thassa, the bident has 1 minor detrimental property and 1 major detrimental property, both randomly determined. See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.

Command the Deep. The bident holds the power to command the waves and its creatures. As an action, you can change the condition of the sea within 1 mile of you, creating strong winds and heavy rain that cause violent waves (see “Weather at Sea” in chapter 5 of the Dungeon Master’s Guide) or calming a storm. In either case, the unnatural weather lasts for 1 hour before returning to normal. Once used, this property of the bident can’t be used again until the next dusk. Additionally, you can cast the Dominate Monster spell (save DC 18) from the bident, but only on beasts and monstrosities that have an innate swimming speed. Once used, this property of the bident can’t be used again until the next dusk.

Aquatic Metamorphosis. You can cast the True Polymorph spell (save DC 18) from the bident, but you must cast it on a creature to turn it into a kind of creature that has an innate swimming speed. Once used, this property of the bident can’t be used again until the next dusk.

Destroying the Bident. To destroy the bident, it must be heated by the breath of an ancient red dragon and then, while still hot, immersed in the Tartyx River.
spellsArtifactWeapon Trident Required Bonus: Magic, Damage: Cold, Set: Speed (Swimming), Damage, Control, Combat, Thrown, Versatile
Delver’s Claws Rare Delver’s ClawsThe back of this weatherworn leather glove is adorned with three large metal hooks shaped like a mole’s claws. Stitched into the glove’s palm is the mountain rune.

The glove is considered a simple melee weapon with the finesse and light properties, dealing 1d4 slashing damage on a hit. While attuned to the glove, you gain a burrowing speed equal to your walking speed and blindsight to 15 feet.

Invoking the Rune. As an action, you can invoke the glove’s rune to bolster yourself with the sturdiness of the earth. Spend and roll a number of your unspent Hit Dice up to a maximum equal to your proficiency bonus. You then regain a number of hit points equal to the total roll plus your Constitution modifier.

Once the rune has been invoked, it can’t be invoked again until the next dawn.
RareWondrous Item Required Melee Weapon Attack: Slashing, Melee Weapon Attack: Slashing, Weapon Property: Finesse, Weapon Property: Light, Set: Innate Speed (Burrowing), Sense: Blindsight
Demon Armor Very Rare Demon ArmorIt provides a +1 bonus to your Armor Class (AC) and grants you the ability to comprehend and speak Abyssal. The armor’s gauntlets transform your unarmed strikes into magical slashing attacks, boasting a +1 bonus to both attack and damage rolls, with a damage die of 1d8.

However, the armor comes with a curse. Once donned, you cannot remove it without the aid of a remove curse spell or similar magic. While wearing Demon Armor, you suffer disadvantages on attack rolls against demons and saving throws against their spells and special abilities.

This demonic plate armor consists of interlocking metal plates covering your entire body, including gauntlets, heavy leather boots, a visored helmet, and layers of padding for comfort and protection. The weight is distributed evenly through buckles and straps, ensuring both formidable defense and a touch of infernal offense.
Very RareArmor Plate Required Bonus: Armor Class, Language: Abyssal, Damage, Combat, Warding, Cursed, Str 15 Required, Stealth Disadvantage
Demonomicon of Iggwilv Artifact Demonomicon of IggwilvAn expansive treatise documenting the Abyss’s infinite layers and inhabitants, the Demonomicon of Iggwilv is the most thorough and blasphemous tome of demonology in the multiverse. The tome recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book’s spine, the general chapters remain, ever revealing demonic secrets. The book holds more than blasphemies. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and it longs to be more than mere reference material.

Random Properties:

2 Minor Beneficial Properties
1 Minor Detrimental Property
1 Major Detrimental Property

Spells:
The book has 8 charges, regaining 1d8 expended charges daily at dawn. While holding it, you can use an action to cast Tasha’s Hideous Laughter from it or to expend 1 or more of its charges to cast one of the following spells (save DC 20) from it: Magic Circle (1 charge), Magic Jar (3 charges), Planar Ally (3 charges), Planar Binding (2 charges), Plane Shift (to layers of the Abyss only; 3 charges), Summon Fiend (3 charges; appears in this book).

Abyssal Reference:
You can reference the Demonomicon whenever you make an Intelligence check to discern information about demons or a Wisdom (Survival) check related to the Abyss. When you do so, you can add double your proficiency bonus (2x) to the check.

Fiendish Scourging:
Your magic causes pain to fiends. While carrying the book, when you make a damage roll for a spell you cast against a fiend, you use the maximum possible result instead of rolling.

Ensnarement:
While carrying the book, whenever you cast the Magic Circle spell naming only fiends, or the Planar Binding spell targeting a fiend, the spell is cast at 9th level, regardless of what level spell slot you used, if any. Additionally, the fiend has disadvantage on its saving throw against the spell.

Containment:
The first 10 pages of the Demonomicon are blank. As an action while holding the book, you can target a fiend that you can see that is trapped within a Magic Circle. The fiend must succeed on a DC 20 Charisma saving throw with disadvantage or become trapped within one of the Demonomicon’s empty blank pages, which fills with writing detailing the trapped creature’s widely known name and depravities. Once used, this action can’t be used again until the next dawn.

When you finish a long rest, if you and the Demonomicon are on the same plane of existence, the trapped creature of the highest challenge rating within the book can attempt to possess you. You must make a DC 20 Charisma saving throw. On a failure, you are possessed by the creature, which controls you like a puppet. The possessing creature can release you as an action, appearing in the closest unoccupied space. On a successful save, the fiend can’t try to possess you again for 7 days.

When the tome is discovered, it has 1d4 fiends occupying its pages, typically an assortment of demons.

Destroying the Demonomicon:
To destroy the book, six different demon lords must each tear out a sixth of the book’s pages. If this occurs, the pages reappear after 24 hours. Before all those hours pass, anyone who opens the book’s remaining binding is transported to a nascent layer of the Abyss that lies hidden within the book. At the heart of this deadly, semi-sentient domain lies a long-lost artifact, Fraz-Urb’luu’s Staff. If the staff is dragged from the pocket plane, the tome is reduced to a mundane and quite out-of-date copy of the Tome of Zyx, the work that served as the foundation for the Demonomicon. Once the staff emerges, the demon lord Fraz-Urb’luu instantly knows.
spellsArtifactWondrous Item Required Devastation Orb Very Rare
Devastation Orb Very Rare Devastation OrbA Devastation Orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a Devastation Orb of Air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.

A Devastation Orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as Identify and Divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly.

A special container can be crafted to contain a Devastation Orb and prevent it from detonating. The container must be inscribed with symbols of the orb’s opposing element. For example, a case inscribed with earth symbols can be used to contain a Devastation Orb of Air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container.

Regardless of the type of orb, its effect is contained within a sphere with a 1-mile radius. The orb is the sphere’s point of origin. The orb is destroyed after one use.

Air Orb:
When this orb detonates, it creates a powerful windstorm that lasts for 1 hour. Whenever a creature ends its turn exposed to the wind, the creature must succeed on a DC 18 Constitution saving throw or take 1d4 bludgeoning damage, as the wind and debris batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for strong wind apply, as detailed in chapter 5 of the Dungeon Master’s Guide.

Earth Orb:
When this orb detonates, it subjects the area to the effects of the Earthquake spell for 1 minute (spell save DC 18). For the purpose of the spell’s effects, the spell is cast on the turn that the orb explodes.

Fire Orb:
When this orb detonates, it creates a dry heat wave that lasts for 24 hours. Within the area of effect, the rules for extreme heat apply, as detailed in chapter 5 of the Dungeon Master’s Guide. At the end of each hour, there is a ten percent chance that the heat wave starts a wildfire in a random location within the area of effect. The wildfire covers a 10-foot-square area initially but expands to fill another 10-foot square each round until the fire is extinguished or burns itself out. A creature that comes within 10 feet of a wildfire for the first time on a turn or starts its turn there takes 3d6 fire damage.

Water Orb:
When this orb detonates, it creates a torrential rainstorm that lasts for 24 hours. Within the area of effect, the rules for heavy precipitation apply, as detailed in chapter 5 of the Dungeon Master’s Guide. If there is a substantial body of water in the area, it floods after 2d10 hours of heavy rain, rising 10 feet above its banks and inundating the surrounding area. The flood advances at a rate of 100 feet per round, moving away from the body of water where it began until it reaches the edge of the area of effect: at that point, the water flows downhill (and possibly recedes back to its origin). Light structures collapse and wash away. Any Large or smaller creature caught in the flood’s path is swept away. The flooding destroys crops and might trigger mudslides, depending on the terrain.
spellsVery RareWondrous Item —— Damage, Control
Devotee’s Censer Rare Devotee’s CenserThe rounded head of this flail is perforated with tiny holes, arranged in symbols and patterns. The flail counts as a holy symbol for you. When you hit with an attack using this magic flail, the target takes an extra 1d8 radiant damage.

As a bonus action, you can speak the command word to cause the flail to emanate a thin cloud of incense out to 10 feet for 1 minute. At the start of each of your turns, you and any other creatures in the incense each regain 1d4 hit points. This property can’t be used again until the next dawn.
RareWeapon Flail Required Damage: Radiant, cleric or paladin Cleric or Paladin
Dimensional Loop Very Rare Dimensional LoopWhile attuned to this device, you have a +1 bonus to Strength saving throws, and you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.

Dimensional Cloak. As a bonus action, you send your body out of phase with the material world for 1 minute, granting you advantage on Dexterity (Stealth) checks made to hide, and imposing disadvantage on attack rolls against you. Once you use this feature of the dimensional loop, it cannot be used again until the next dawn.

Fold Space. Choose a space you can see within 60 feet of you (no action required). You treat that space as if it were within 5 feet of you until the end of your turn. This allows you to move immediately to that space without provoking opportunity attacks or to interact with objects or creatures in that space as though they were next to you (including allowing you to make melee attacks into that space). Once you use this feature of the dimensional loop, it cannot be used again until the next dawn.

Part of a Whole. While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.
Very RareWondrous Item Required Bonus: Strength Saving Throws, Sense: Darkvision
Dimensional Shackles Rare Dimensional ShacklesThese shackles can be placed on an incapacitated creature using an action. They automatically adjust to fit a creature of Small to Large size. Apart from their function as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They do not hinder the creature from passing through an interdimensional portal.

You and any creature you designate during the shackling can use an action to remove them. However, breaking free is no easy feat. Once every 30 days, the bound creature can attempt a DC 30 Strength (Athletics) check. If successful, the creature breaks free, and the shackles are destroyed in the process.
RareWondrous Item —— Control, Utility
Docent Rare DocentA docent is a small metal sphere, approximately 2 inches in diameter, adorned with dragonshards. To attune to a docent, it must be embedded somewhere on your body, such as your chest or eye socket.

Sentience. A docent is a sentient item of any alignment with an Intelligence of 16, a Wisdom of 14, and a Charisma of 14. It perceives the world through your senses, communicating telepathically with you and possessing the ability to speak, read, and understand any language it knows (see “Random Properties” below).

Life Support. If you end your turn with 0 hit points, the docent can make a Wisdom (Medicine) check with a +6 bonus. If the check succeeds, the docent stabilizes you.

Random Properties. A docent possesses the following properties:

Languages. The docent knows Common, Giant, and 1d4 additional languages chosen by the DM. It can learn a new language if it knows fewer than six languages, acquiring it after perceiving the language through your senses.

Skills. The docent has a +7 bonus to one of the following skills (roll a d4): (1) Arcana, (2) History, (3) Investigation, or (4) Nature.

Spells. The docent knows one of the following spells and can cast it at will, requiring no components (roll a d6): (1-2) Detect Evil and Good or (3-6) Detect Magic. The docent decides when to cast the spell.
spellsRareWondrous Item Required Warforged, Communication, Detection, Utility, Sentient
Documancy Satchel Varies Documancy SatchelAt rank 2, your Documancy Satchel transforms into a common magic item, enabling magical communication with Head Office through a special pouch. It facilitates the magical sending and receiving of documents. The satchel produces prewritten and signature-ready contracts upon request, covering most common contractual needs. Additionally, it occasionally generates sticky notes printed with useful information and inspirational quotes from Head Office.

Satchel of Holding (Rank 3)

Upon reaching rank 3, your Documancy Satchel gains further enhancements, becoming an uncommon magic item. One of the satchel’s pouches now functions as a Bag of Holding. Furthermore, as an action, you can draw forth a spell scroll of Comprehend Languages from the satchel. The scroll disappears when used or after ten minutes, and this property can’t be used again until the next dawn.

Scroll Humidor (Rank 4)

Elevating to rank 4, your Documancy Satchel attains additional power, evolving into a rare magic item. It now features a dedicated extradimensional space known as the “scroll humidor,” capable of holding up to thirty documents or spell scrolls. Placing a single document into the scroll humidor requires an action, while drawing forth a desired scroll becomes a bonus action.
VariesWondrous Item —— Dodecahedron of Doom Rare
Dodecahedron of Doom Rare Dodecahedron of DoomThis massive twelve-sided metal die, measuring an impressive 12 inches across, is adorned with engraved numbers 1 through 12 on its pentagonal sides. Arcane clockwork mechanisms within the dodecahedron whir and click eagerly whenever the die is cast.

As an action, the dodecahedron can be hurled up to 60 feet. Upon coming to rest after rolling at least 10 feet across the ground, a random magical effect is unleashed. If an effect requires a target and no eligible target is within range, the dodecahedron’s magic remains dormant. Notably, spells cast by the dodecahedron necessitate no components. Roll a d12 and consult the following table to unveil the unpredictable effects:
tableRareWondrous Item —— Utility
Donjon’s Sundering Sphere Rare Donjon’s Sundering SphereThis small, marble-sized crystal sphere emanates a radiant glow infused with extraplanar energy. To attune to the Donjon’s Sundering Sphere, you press the crystal sphere onto the hilt of a nonmagical melee weapon, forging a magical connection between the two. The weapon is transformed into a magic weapon, gaining a +1 bonus to both attack and damage rolls. When wielding this empowered weapon, you gain the following benefits:

Dimensional Anchor. You enjoy advantage on saving throws against spells or effects attempting to transport you unwillingly to an extradimensional space, a demiplane, or another plane of existence.

Isolating Smite. Upon successfully striking a creature with this weapon, you can compel the creature to make a DC 16 Charisma saving throw. Failing the save results in the creature being banished to a harmless demiplane until the conclusion of its next turn. Upon returning, the creature reappears in its original space or the nearest unoccupied space if that space is occupied. The use of this property is limited, requiring a fresh dawn to regain its potency.

When the attunement to the sphere concludes, the crystal sphere gently disengages from the weapon, rendering it nonmagical once more. Donjon’s Sundering Sphere provides both magical prowess and an ability to manipulate the boundaries between planes, making it a formidable tool for those attuned to its powers.
RareWondrous Item Required Advantage: Saving Throws, Bonus: Magic, C
Draakhorn Artifact DraakhornThe Draakhorn, a unique and ominous artifact, bears a dark history as a gift from the chromatic dragon queen Tiamat during the ancient conflict between dragons and giants. Originally the horn of Tiamat’s red dragon consort, Ephelomon, this formidable signaling device played a crucial role in the draconic war effort. Transformed by the fires of Tiamat, the horn is now a foreboding ebony instrument adorned with bronze bands inscribed with glowing draconic runes.

Properties:

Signaling Power: The Draakhorn requires the strength of two Medium creatures (or one Large or larger) to hold it, while a third creature sounds it. The haunting resonance of the horn discomfits normal animals within a few miles. Moreover, it serves as a vast alarm system, alerting all dragons within an astonishing two thousand miles to imminent danger.

Ancient Codes: The horn was once employed with coded blasts to communicate specific messages. However, the knowledge of these codes has been lost over the ages. The Cult of the Dragon, in its corruption, has repurposed the Draakhorn to summon chromatic dragons to the Well of Dragons in the North.

Draconic Menace: While the Draakhorn is sounding, creatures within a 150-foot cone in front of the horn must make a DC 15 Constitution saving throw the first time they enter the area on their turn. On a failed save, the creature takes 27 (6d8) thunder damage and is knocked prone. On a successful save, the damage is halved, and the creature remains upright. The horn’s power is indiscriminate, lacking the ability to be aimed at specific targets.
ArtifactWondrous Item —— Control
Dragon Scale Mail Very Rare Dragon Scale MailWearing it provides a +1 AC bonus and grants advantage on saving throws against dragons’ Frightful Presence and breath weapons. The armor also grants resistance to a specific damage type based on the dragon’s scales.

As an action, you can focus your senses to magically discern the distance and direction to the closest dragon of the same type within 30 miles, once per day. This magical ability refreshes at dawn.
tableVery RareArmor Scale Mail Required Bonus: Armor Class, Advantage: Saving Throws, Resistance: Acid, Resistance: Cold, Resistance: Fire, Resistance: Lightning, Resistance: Poison, Detection, Combat, Warding, Stealth Disadvantage
Dragon Slayer Rare Dragon Slayerrare magical sword that grants a +1 bonus to attack and damage rolls. When used against dragons (including dragon-type creatures like dragon turtles and wyverns), it inflicts an additional 3d6 damage on a successful hit.RareWeapon Longsword —— Bonus: Magic, Damage: Additional, Damage, Combat, Versatile
Dragon Vessel Varies Dragon Vesselwondrous item that can be a potion bottle, drinking horn, or similar container for liquids. Depending on its rarity, it can produce various magical or mundane beverages:

Slumbering (Uncommon): Can be filled with Ale, Olive Oil, Potion of Healing, or Potion of Climbing. Reusable once per day.

Stirring (Rare): Adds options like Mead, Potion of Fire Breath, or Greater Potion of Healing.

Wakened (Very Rare): Includes choices such as Wine, Potion of Flying, or Superior Potion of Healing.

Ascendant (Legendary): Offers selections like Whiskey, Supreme Potion of Healing, or Potion of Dragon’s Majesty.
VariesWondrous Item Required Dragon Wing Bow Rare
Dragon Wing Bow Rare Dragon Wing Bow Rare magic bow, requiring attunement. Its limb tips resemble dragon wings, and it is infused with the essence of a dragon’s breath (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder). On a successful hit, it deals an additional 1d6 damage of the chosen breath type. The bow can generate its own magic ammunition if none is loaded, creating a piece that disappears after hitting or missing a target.RareWeapon Required Damage: Acid, Damage: Cold, Damage: Fire, Damage: Force, Damage: Lightning, Damage: Necrotic, Damage: Poison, Damage: Psychic, Damage: Thunder
Dragon’s Wrath Weapon Varies Dragon’s Wrath WeaponThe Dragon’s Wrath Weapon is a versatile weapon adorned with dragon features, gaining power as it absorbs the energy of a dragon’s breath weapon when immersed in its hoard.

Slumbering (Uncommon): On a natural 20, deal 5 damage of the dragon’s breath type to creatures within 5 feet of the target.

Stirring (Rare): Inherits Slumbering property. Additionally, +1 bonus to attack and damage rolls, and extra 1d6 damage of the dragon’s breath type on a hit.

Wakened (Very Rare): Inherits Slumbering and Stirring properties. +2 bonus to attack and damage rolls, and extra 2d6 damage of the dragon’s breath type.

Action: Unleash a 30-foot cone, forcing a DC 16 Dexterity saving throw. On a failure, take 8d6 damage of the dragon’s breath type; half on a success. This action recharges at dawn.

Ascendant (Legendary): Inherits Slumbering, Stirring, and Wakened properties. +3 bonus to attack and damage rolls, and extra 3d6 damage of the dragon’s breath type.

Improved Action: The cone becomes a 60-foot range, with DC 18, dealing 12d6 damage of the dragon’s breath type. This action recharges at dawn.
VariesWeapon Required Bonus: Magic, Damage: Additional
Dragongleam Unknown Rarity DragongleamThe Dragongleam is a magical spear radiating with the essence of daylight, perfect for piercing the shadows of twilight or dark forest underbrush. It holds 10 charges of the daylight spell. Utter the command phrase, “Tiamat’s eyes shine,” inscribed in Draconic runes on the spear’s crossguard, to unleash its radiant brilliance.spellsUnknown RarityWeapon Spear —— Thrown, Versatile
Dragonguard Legacy Rare Dragonguard Legacy—-RareArmor Breastplate —— Bonus: Armor Class, Advantage: Saving Throws, Combat, Warding
Dragonguard Rare DragonguardThe Dragonguard is a +1 breastplate adorned with a majestic gold dragon motif, crafted for the renowned hero Tergon of Neverwinter. When worn, it bestows a +1 bonus to AC. Additionally, the armor provides its wearer with advantage on saving throws against the breath weapons of creatures possessing the dragon type.RareArmor Breastplate —— Bonus: Armor Class, Advantage: Saving Throws, Combat, Warding
Dragonhide Belt Varies Dragonhide BeltThe Dragonhide Belt, crafted from the finest dragonhide, enhances a monk’s abilities. Attunement by a monk is required. The belt comes in three rarities:

Uncommon (+1): Provides a bonus to the saving throw DCs of your ki features.
Rare (+2): Offers a heightened bonus to the saving throw DCs of your ki features.
Very Rare (+3): Grants an even greater bonus to the saving throw DCs of your ki features.

Additionally, as an action, you can regain ki points equal to a roll of your Martial Arts die, but this action can only be used once per dawn.
VariesWondrous Item Required Monk Monk
Dragonlance Legendary DragonlanceA renowned weapon forged from rare metal with the aid of powerful artifacts, the Dragonlance is associated with the god Paladine and legendary heroes who battled the evil Dragon Queen on Krynn. Crafted as both pikes for foot soldiers and lances for riders, the magical properties of these weapons remain the same.
Dragonslayer: Deals an extra 3d6 force damage when hitting a Dragon.
Dragon’s Retribution: Allows any Dragon of your choice within 30 feet to immediately use its reaction for a melee attack after being hit by this weapon.
LegendaryWeapon Required Bonus: Magic, Damage: Force
Dragonstaff of Ahghairon Legendary Dragonstaff of AhghaironThis ancient staff, tied to the city of Waterdeep, bestows powerful benefits against dragons.

Advantage Against Dragons: While holding the Dragonstaff of Ahghairon, you gain advantage on saving throws against the spells and breath weapons of dragons, as well as those of other dragon-type creatures.

Dragon’s Passage: A creature of the dragon type touched by the staff can move through Waterdeep, bypassing Ahghairon’s dragonward. This effect lasts until touched again by the staff or until a specified time.

Charges and Command Spell: The staff holds 10 charges. You can expend 1 charge as an action to cast the Command spell. If targeting a dragon, it has disadvantage on its saving throw. The staff regains 1d10 charges daily at dawn.
spellsLegendaryStaff Required Dragontooth Dagger Rare
Dragontooth Dagger Rare Dragontooth DaggerThis dagger, crafted from a dragon’s tooth, carries a lethal edge and harbors special potency against the Cult of the Dragon.

Attack and Damage Bonus: You gain a +1 bonus to both attack and damage rolls when wielding this unique weapon.

Acidic Strike: On a successful hit, the target suffers an additional 1d6 acid damage from the dagger’s venomous properties.

Draconic Potency: When facing enemies affiliated with the Cult of the Dragon, the dagger’s effectiveness intensifies. The bonus to attack and damage rolls increases to +2, and the extra acid damage rises to 2d6.
RareWeapon Dagger —— Bonus: Magic, Damage: Acid, Damage, Bane, Finesse, Light, Thrown
Dragon-Touched Focus Varies Dragon-Touched FocusThis versatile magical focus takes various forms, from scepters to orbs, adorned with draconic imagery.

Slumbering (Uncommon): Gain advantage on initiative rolls, and the focus acts as a spellcasting focus for all your spells.

Stirring (Rare): Inherits Slumbering property. Gain an additional benefit based on the dragon family associated with the hoard it originated from:

Chromatic: Bonus to damage rolls for spells dealing acid, cold, fire, lightning, or poison damage.

Gem: Teleport to an unoccupied space within 15 feet after casting a spell.

Metallic: Grant advantage on saving throws to a creature within 30 feet as a reaction.

Wakened (Very Rare): Inherits Slumbering and Stirring properties. Can be used to cast specific spells, once per dawn, determined by the dragon family:

Chromatic: Hold Monster, Rime’s Binding Ice.

Gem: Rary’s Telepathic Bond, Raulothim’s Psychic Lance.

Metallic: Fizban’s Platinum Shield, Legend Lore.

Ascendant (Legendary): Inherits Slumbering, Stirring, and Wakened properties. Once per dawn, cast a spell at 9th level, treating it as such, when holding the focus.
spellsVariesWondrous Item Required Advantage: Initiative, spellcaster Spellcaster
Dread Helm Common Dread HelmThis fearsome steel helm makes your eyes glow red while you wear it.CommonWondrous Item —— Social
Dried Leech Uncommon Dried LeechThis desiccated leech holds a spark of animated magic. Upon hitting a creature with a ranged attack using this ammunition, the leech springs to life, biting into the target for 1d4 piercing damage at the start of each of its turns. The leech detaches after dealing at least 10 damage or if the target dies. A creature can use its action to remove the leech, causing it to die and lose its magical properties.UncommonWeapon —— Damage: Piercing, Damage, Combat
Driftglobe Uncommon DriftglobeThis 1-pound sphere of thick glass can emit light or daylight within 60 feet when you speak its command word. Once used, the daylight effect can’t be used again until the next dawn.

As an action, you can command the globe to rise into the air, floating no more than 5 feet off the ground. It remains suspended until grasped or until you move more than 60 feet away, at which point it follows you, taking the shortest route. If unable to move, the globe gently descends and becomes inactive, extinguishing its light.
UncommonWondrous Item —— Utility, Exploration
Drown Legendary DrownDrown is a steel trident adorned with bronze barnacles and features a sea-green jewel and a silver shell. It floats on water when dropped and remains cool to the touch. Immune to water damage, it houses a spark of Olhydra, the Princess of Evil Water.

You gain a +1 bonus to attack and damage rolls with this trident, dealing an extra 1d8 cold damage on a hit.

Water Mastery. While holding Drown, you gain the following benefits:

Speak Aquan fluently.
Resistance to cold damage.
Once per day, you can cast Dominate Monster (save DC 17) on a water elemental.

Tears of Endless Anguish. In a water node, you can use Drown to perform a ritual called Tears of Endless Anguish, creating a devastation orb of water. After the ritual, Drown can’t perform this ritual again until the next dawn.

Flaw. While attuned to Drown, you become covetous, demanding the largest share of spoils and refusing to part with anything considered yours. Additionally, after 24 hours of attunement, barnacles form on your skin, removable only with a Greater Restoration spell, but not while attuned to the trident.
spellsLegendaryWeapon Trident Required Bonus: Magic, Damage: Cold, Language: Aquan, Resistance: Cold, Damage, Buff, Combat, Thrown, Versatile
Duplicitous Manuscript Rare Duplicitous ManuscriptThis enchanted book serves dual purposes. To you, it functions as a magical spellbook, but to others, it appears as a verbose romance fiction volume with a changeable plot.

When discovered, the book includes the spells: Hallucinatory Terrain, Major Image, Mirror Image, Mislead, Nystul’s Magic Aura, Phantasmal Force, and Silent Image. It acts as your spellbook and can be used as a spellcasting focus for your wizard spells.

The book holds 3 charges, regaining 1d3 daily at dawn. While holding it, you can:

Spend 1 minute studying the book to expend 1 charge and replace a prepared wizard spell with another from the book (must be of the illusion school).
Use your reaction and expend 1 charge to impose disadvantage on a creature’s Investigation check or saving throw against an illusion spell you cast.
spellsRareWondrous Item Required wizard Wizard
Dust of Corrosion Uncommon Dust of CorrosionThis small packet contains finely ground rust monster antennae, known as the Dust of Corrosion. As an action, you can throw the dust into the air, creating a 10-foot cube extending from you. Nonmagical ferrous metal surfaces and objects in this area instantly corrode, rendering them useless and unsalvageable.

Creatures made wholly or partly of ferrous metal within the area must make a DC 13 Constitution saving throw. On a failed save, they suffer 4d8 necrotic damage; on a successful save, the damage is halved.

Each packet of Dust of Corrosion is sufficient for a single use.
UncommonWondrous Item —— Dust of Disappearance Uncommon
Dust of Disappearance Uncommon Dust of DisappearanceThis small packet contains a fine powder resembling sand known as the Dust of Disappearance. When you use an action to throw the dust into the air, you, along with every creature and object within 10 feet of you, become invisible for a duration of 2d4 minutes. The magical effect consumes the dust. It is crucial to note that if any creature affected by the dust makes an attack or casts a spell, the invisibility immediately ends for that creature.UncommonWondrous Item —— Invisible, Utility, Deception, Consumable
Dust of Dryness Uncommon Dust of DrynessThis small packet contains 1d6 + 4 pinches of Dust of Dryness. With an action, you can sprinkle a pinch of this dust over water, transforming a 15-foot cube of water into a marble-sized pellet. The pellet floats near where the dust was applied, and its weight is negligible.

Activating the magic requires smashing the pellet against a hard surface using an action, releasing the water it absorbed and ending the pellet’s magical effect.

If an elemental primarily composed of water comes into contact with a pinch of this dust, it must succeed on a DC 13 Constitution saving throw. On a failure, it takes 10d6 necrotic damage, or half as much damage on a successful save.
UncommonWondrous Item —— Damage: Necrotic, Damage, Control, Combat, Consumable
Dust of Sneezing and Choking Uncommon Dust of Sneezing and ChokingContained in a small container, this powder resembles fine sand, appearing as dust of disappearance to an observer. An identify spell reveals its true nature. There’s enough of it for a single use.

Using an action to throw the dust into the air affects you and each breathing creature within 30 feet. A DC 15 Constitution saving throw is required to avoid the effects. On a failure, the creature becomes unable to breathe, suffering uncontrollable sneezing, and is incapacitated and suffocating. A conscious creature can repeat the saving throw at the end of each turn, ending the effect on a success. Lesser restoration can also remove the effect.
UncommonWondrous Item —— Incapacitated, Control, Debuff
Dwarven Plate Very Rare Dwarven PlateDwarven Plate

Armor (plate), Very Rare

This intricately crafted plate armor grants you a +2 bonus to your Armor Class (AC). Additionally, should any external force attempt to move you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.

Distinguishing Features: Plate armor is a comprehensive ensemble, featuring interlocking metal plates covering the entire body. It includes gauntlets, heavy leather boots, a visored helmet, and ample padding for comfort. The weight is effectively distributed through well-designed buckles and straps.
Very RareArmor Plate —— Bonus: Armor Class, Control, Combat, Warding, Str 15 Required, Stealth Disadvantage
Dwarven Thrower Very Rare Dwarven ThrowerDwarven Thrower

Weapon (warhammer), Very Rare (requires attunement by a Dwarf)

This magical warhammer grants you a +3 bonus to both attack and damage rolls. It possesses the thrown property, allowing you to hurl it with a normal range of 20 feet and a long range of 60 feet. Upon hitting a target with a ranged attack, the weapon inflicts an extra 1d8 damage, or 2d8 if the target is a giant. After the attack, the warhammer automatically returns to your hand.
Very RareWeapon Warhammer Required Bonus: Magic, Damage: Additional, Damage: Additional, Dwarf, Damage, Combat, Versatile Dwarf
Dyrrn’s Tentacle Whip Very Rare Dyrrn’s Tentacle WhipThis unique, whip-like strand of resilient muscle features a sharp stinger at one end. Attuning to this symbiotic weapon involves wrapping the whip around your wrist, embedding its tendrils into your arm throughout the attunement process.

You gain a +2 bonus to both attack and damage rolls made with this magical whip. However, attacks against aberrations with this weapon are made at disadvantage. Striking a creature with this whip inflicts an additional 1d6 psychic damage. If you roll a natural 20 on the d20 for an attack, the target becomes stunned until the end of its next turn.

As a bonus action, you can retract the whip into your arm or draw it out again.

Symbiotic Nature: The whip firmly remains attached to you while attuned, and you cannot willingly end the attunement. If a curse-ending spell targets you, the attunement concludes, and the whip detaches from you.
Very RareWeapon Whip Required Bonus: Magic, Damage: Psychic, Symbiotic, Finesse, Reach
Eagle Whistle Rare Eagle WhistleBlowing the Eagle Whistle continuously grants you the ability to fly at double your walking speed. You can sustain the whistle for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round), or until you speak, hold your breath, or begin suffocating. If you’re airborne when you cease blowing the whistle, you descend, and the effect ends. The whistle possesses three uses, and expended uses replenish daily at dawn.RareWondrous Item —— Buff, Movement
Ear Horn of Hearing Common Ear Horn of HearingWhile held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally.CommonWondrous Item —— Earworm Uncommon
Earworm Uncommon EarwormThis symbiotic earworm bonds to your skull after being held against the skin behind your ear during the attunement period. While inside you, it grants you the ability to speak, read, and write Deep Speech.

Spells. The earworm possesses 4 charges and can cast the following spells (spell save DC 15): Detect Thoughts (2 charges) or Dissonant Whispers (1 charge). Whenever you use it to cast Detect Thoughts, the gathered information is transmitted to the nearest daelkyr or, failing that, to the next nearest earworm until it reaches a daelkyr. The earworm regains 1d4 expended charges daily at dawn.

Symbiotic Nature. The earworm can’t be voluntarily removed while you’re attuned to it. If a curse-ending spell targets you, your attunement to the earworm ends, and it exits your body.
spellsUncommonWondrous Item Required Language: Deep Speech, Symbiotic
Efficient Quiver Uncommon Efficient Quiverwondrous item with three compartments, each connected to an extradimensional space. Despite the items held within, it never weighs more than 2 pounds. The compartments are sized to hold sixty arrows in the shortest one, eighteen javelins in the midsize compartment, and up to six long objects like bows or spears in the longest one. Drawing items from it feels no different than a regular quiver or scabbard.UncommonWondrous Item —— Utility, Container
Efreeti Bottle Very Rare Efreeti Bottlewondrous item weighing 1 pound. When you use an action to remove the stopper, thick smoke pours out of the bottle. At the end of your turn, the smoke dissipates with a harmless flash of fire, and an efreeti manifests in an unoccupied space within 30 feet of you. The outcome upon opening the bottle is determined by a roll made by the GM.tableVery RareWondrous Item —— Control, Utility, Consumable
Efreeti Chain Legendary Efreeti ChainThe Efreeti Chain is a legendary chain mail armor from the Dungeon Master’s Guide. To attune to this armor, you must wear it. While attuned, you gain the following benefits:

AC Bonus: You gain a +3 bonus to your Armor Class.
Fire Immunity: You become immune to fire damage.
Primordial Proficiency: You can understand and speak Primordial.
Molten Stride: You can stand on and walk across molten rock as if it were solid ground.
LegendaryArmor Chain Mail Required Bonus: Armor Class, Language: Primordial, Immunity: Fire, Str 13 Required, Stealth Disadvantage
Elder Cartographer’s Glossography Uncommon Elder Cartographer’s GlossographyThe Elder Cartographer’s Glossography is a small tome, an uncommon magic item obtained at rank 4. While attuned to this item, you gain the following benefits:

Expertise: Advantage on Intelligence or Wisdom checks related to geographical features or locations.

This item enhances your knowledge and understanding of the world’s geography, providing a valuable tool for navigation and exploration
UncommonWondrous Item —— Eldritch Claw Tattoo Uncommon
Eldritch Claw Tattoo Uncommon Eldritch Claw TattooTo harness its powers, one must undergo a unique attunement process:

Tattoo Attunement:
To attune to this item, one must hold a special needle to the desired area of the skin, maintaining contact throughout the attunement process. Once complete, the needle transforms into ink, manifesting the tattoo on the skin. If attunement ends, the tattoo disappears, and the needle reappears.

Magical Strikes:
While the tattoo is present, unarmed strikes gain magical properties, providing a +1 bonus to attack and damage rolls. This enhancement allows the strikes to overcome immunity and resistance to nonmagical attacks.

Eldritch Maul:
Once per day, as a bonus action, the tattoo can be empowered for 1 minute. During this time, melee attacks with weapons or unarmed strikes extend to a range of 15 feet, and each successful hit deals an additional 1d6 force damage. The bonus action for this empowerment refreshes daily at dawn.
UncommonWondrous Item Required Damage: Unarmed Attacks, Bonus: Unarmed Attacks
Eldritch Staff Very Rare Eldritch StaffThis staff serves as a magical quarterstaff, providing a +1 bonus to both attack and damage rolls.

Charges:
The staff possesses 10 charges and regains 1d6 + 4 expended charges each day at dawn. If the last charge is used, there’s a risk of destruction; roll a d20, and on a result of 1, the staff is destroyed in a burst of eldritch energy.

Eldritch Attack:
When making a successful melee attack with the staff, the wielder can expend up to 3 charges. For each charge expended, the target suffers an additional 1d8 lightning damage.

Eldritch Escape:
In response to taking damage while holding the staff, the wielder can use a reaction to expend 3 charges. This action turns them invisible and allows for teleportation (along with carried equipment) to an unoccupied space within 60 feet, remaining invisible until the start of the next turn or until they attack, cast a spell, or deal damage.
Very RareStaff Required Bonus: Magic, Damage: Lightning, Damage, Combat
Elemental Essence Shard Rare Elemental Essence ShardThis crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (like a weapon or a piece of jewelry) or detach it. If your attunement to the shard ends, it falls off. The shard can be used as a spellcasting focus while held or worn.

Roll a d4 to determine the shard’s essence and property using the Elemental Essence Shards table (details not provided). When you use a Metamagic option on a spell while holding or wearing the shard, you can utilize its associated property, enhancing your sorcerous abilities with elemental flair.
tableRareWondrous Item Required sorcerer Sorcerer
Elemental Gem Uncommon Elemental GemElemental Gem
Wondrous Item, uncommon

This gem contains a mote of elemental energy. As an action, you can break the gem, summoning an elemental as if you had cast the conjure elemental spell. The gem loses its magic after use. The type of elemental summoned is determined by the kind of gem.
table, spellsUncommonWondrous Item —— Summoning
Elixir of Health Rare Elixir of HealthWhen you drink this potion, it instantly cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The elixir is a clear red liquid with tiny bubbles of light.RarePotion —— Elven Chain Rare
Elven Chain Rare Elven ChainWearing this exquisite chain shirt bestows a +1 bonus to your Armor Class. Remarkably crafted from interlocking metal rings, the elven chain shirt provides modest protection to the upper body. Proficiency is granted, even to those lacking skill with medium armor. The soft sound of the rings rubbing against each other is effectively muffled by the outer layers.RareArmor Chain Shirt —— Bonus: Armor Class, Proficiency: Self, Combat, Warding
Elven Thrower Very Rare Elven ThrowerWielding the Elven Thrower grants you a significant +3 bonus to both attack and damage rolls made with this enchanted weapon. Possessing the thrown property, it boasts a normal range of 20 feet and a long range of 60 feet. Upon a successful ranged attack, it inflicts an additional 1d8 damage, or 2d8 against Giants. The weapon gracefully returns to your hand after each throw.Very RareWeapon Spear Required Bonus: Magic, Damage: Additional, Damage:Elf
Emerald Pen Uncommon Emerald PenThe Emerald Pen, adorned with an exquisite emerald nib, eliminates the need for ink as it elegantly glides across parchment. While in possession of this magical writing tool, you gain the ability to cast Illusory Script at will, with no need for additional material components.spellsUncommonWondrous Item —— Enduring Spellbook Common
Enduring Spellbook Common Enduring SpellbookThis spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age.CommonWondrous Item —— Ephixis, Bow of Nylea Artifact
Ephixis, Bow of Nylea Artifact Ephixis, Bow of NyleaNylea, the goddess of the hunt, entrusts her favored followers with Ephixis, the divine shortbow whose arrows herald the turning of the seasons. This sacred weapon is a symbol of nature’s power and is granted to those who prove themselves in the pursuit of great deeds and the protection of the wild.

Bow of the Wild
Ephixis bestows its wielder with unparalleled accuracy and the essence of the seasons. When attuned to the bow, you gain a +3 bonus to attack and damage rolls made with Ephixis. Furthermore, you suffer no disadvantage when attacking at the weapon’s long range, and the bow scores a critical hit on a d20 roll of 19 or 20.

Blessing of the Wild
For the devoted followers of Nylea, Ephixis grants additional benefits based on their piety:

Piety 10+: The bow gains 1 randomly determined minor beneficial property.
Piety 25+: The bow gains 1 randomly determined major beneficial property.

Non-worshipers of Nylea, however, may incur a major detrimental property.

Refer to the “Artifacts” section in the Dungeon Master’s Guide for details on randomly determined properties.

Arrows of the Seasons
Ephixis comes with four arrows, each representing a different season. These arrows, tied to the bow’s magic, possess unique properties and can be fired only from Ephixis. The arrows are replenished at dusk.

Spring: Grants the benefits of the awaken spell to a targeted beast or plant creature.
Summer: Summons a Nyxborn lynx, obedient to your commands, for 1 hour.
Autumn: Casts the Wall of Thorns spell at a designated location.
Winter: Casts the Ice Storm spell at a designated location.

Destroying the Bow
Ephixis cannot be destroyed without first obliterating all its arrows. Each arrow has a specific ritual of destruction associated with a particular event and must be completed accordingly. Once all four arrows are destroyed in the prescribed manner, the bow and quiver dissolve into dust.
ArtifactWeapon Shortbow Required Bonus: Magic, Summoning, Damage, Combat, Ammunition, Range, Two-Handed
Ersatz Eye Common Ersatz EyeAn Ersatz Eye is a replacement for a lost or removed natural eye. Once embedded in your eye socket, it becomes a permanent fixture that cannot be removed by anyone other than you. Through this artificial eye, you can perceive the world as if it were a normal eye, restoring your ability to see.CommonWondrous Item —— Social
Euryale’s Aegis Legendary Euryale’s AegisThis gleaming brass shield is adorned with a detailed relief depicting the legendary medusa druid Euryale.

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

Blessing of Euryale: You have resistance to poison damage and immunity to the petrified condition.

Petrifying Heraldry: As a bonus action, you can make the front of the shield flare with a medusa’s petrifying magic, causing the relief’s eyes to glow brightly. Choose one creature you can see within 30 feet of you. The target must succeed on a DC 20 Constitution saving throw, or it becomes restrained as its body starts to turn to stone. The restrained creature must make another DC 20 Constitution saving throw at the start of its next turn. On a failed save, the creature becomes petrified for 24 hours. On a successful save, the restrained condition ends. Once this ability is used, it can’t be used again until the next dawn.

Spellcasting: While wielding the shield, you can use an action to cast one of the following spells from it: Lesser Restoration, Locate Creature, Transport Via Plants. Once you use the shield to cast a spell, it can’t cast that spell again until the next dawn.
spellsLegendaryArmor Shield Required Resistance: Poison, Immunity: Petrified, Healing, Control, Movement, Utility, Warding
Everbright Lantern Common Everbright LanternThis bullseye lantern is crafted with precision, housing an Eberron dragonshard within that emanates a perpetual light, akin to the illumination provided by a Continual Flame spell. The radiance of the everbright lantern forms a 120-foot cone, with the closest 60 feet bathing the surroundings in bright light and the subsequent 60 feet casting a softer dim light.spellsCommonWondrous Item —— Eversmoking Bottle Uncommon
Eversmoking Bottle Uncommon Eversmoking BottleThis brass bottle, sealed with a lead stopper, exudes an enigmatic allure as wisps of smoke escape its confines. Weighing a mere pound, the Eversmoking Bottle harbors a fascinating enchantment. When the stopper is removed with an action, a billowing cloud of dense smoke erupts, blanketing a 60-foot radius in a shroud of obscurity. The obscured area is heavily veiled, impeding vision.

Remarkably, the cloud’s potency grows over time. With every passing minute the bottle remains open within the cloud, the radius expands by 10 feet. This progression persists until it reaches the maximum extent of 120 feet. As long as the bottle remains open, the cloud persists. To seal the bottle, an action is required, accompanied by the utterance of a specific command word. Once closed, the smoke dissipates over the course of 10 minutes. Notably, a moderate wind (11 to 20 miles per hour) can disperse the smoke within 1 minute, while a strong wind (21 or more miles per hour) accomplishes this feat in a single round.
UncommonWondrous Item —— Control, Utility, Deception
Eye and Hand of Vecna Artifact Eye and Hand of VecnaThe Eye and Hand of Vecna are dark and powerful artifacts, remnants of the dreaded lich Vecna. These items have the potential to corrupt and control those who dare to attune to them.

Attunement:
To attune to the Eye of Vecna, one must gouge out their own eye and press the artifact into the empty socket. The eye transforms into a golden eye with a slit for a pupil and remains in place until death. Attuning to the Hand of Vecna requires severing the left hand at the wrist and pressing the artifact against the stump. The hand grafts itself to the arm and becomes a functioning appendage, remaining attached until death. Removing either the eye or hand results in the immediate death of the attuned creature.

Random Properties:
The Eye and Hand of Vecna each exhibit 1 minor beneficial property, 1 major beneficial property, and 1 minor detrimental property.

Properties of the Eye:

Alignment Change: The attuned creature’s alignment changes to neutral evil.
Truesight: The creature gains truesight.
X-Ray Vision: The eye can be used to see through objects as with a Ring of X-Ray Vision.
Spellcasting: The eye has 8 charges to cast various spells, with the risk of Vecna taking control on each use.

Properties of the Hand:

Alignment Change: The attuned creature’s alignment changes to neutral evil.
Strength Increase: The creature’s Strength score becomes 20.
Cold Damage: Melee attacks made with the hand deal extra cold damage.
Spellcasting: The hand has 8 charges to cast spells, with the risk of the Suggestion spell compelling evil acts.

Combined Properties of the Eye and Hand:

Immunities: The attuned creature becomes immune to disease and poison.
X-Ray Vision Benefit: Using the eye’s X-ray vision doesn’t cause exhaustion.
Danger Premonition: The attuned creature can’t be surprised and gains premonitions of danger.
Healing: Regains hit points at the start of its turn.
Bone to Jelly: The Hand of Vecna can attempt to turn a creature’s bones to jelly.
Wish: The attuned creature can cast Wish, with a cooldown of 30 days.

Destruction:
If the Eye and Hand are both attached to the same creature and that creature is slain by the Sword of Kas, both artifacts are destroyed permanently. Other attempts at destruction cause the artifacts to reappear in Vecna’s hidden vaults.
ArtifactWondrous Item —— Immunity: Poison, Immunity: Disease, Damage, Buff, Debuff, Utility, Combat, Cursed, Eyewear, Handwear
Eyes of Charming Uncommon Eyes of CharmingCrystal lenses with a limited enchantment, these magical eyes enhance charisma. With 3 charges, they allow you to cast the charm person spell (save DC 13) on a humanoid within 30 feet as an action. Rechargeable at dawn, these lenses offer a subtle yet compelling touch to social interactions.spellUncommonWondrous Item Required Control, Social, Eyewear
Eyes of Minute Seeing Uncommon Eyes of Minute SeeingEnhancing your vision with precision, these crystal lenses provide a range of 1 foot for detailed scrutiny. Fitted over the eyes, they grant advantage on Intelligence (Investigation) checks that depend on sight. Ideal for meticulous examinations and thorough exploration, these lenses elevate your observational prowess.UncommonWondrous Item —— Advantage: Investigation, Detection, Utility, Eyewear
Eyes of the Eagle Uncommon Eyes of the EagleEnhancing your perception with clarity, these crystal lenses provide a keen advantage. Fitting snugly over the eyes, they grant advantage on Wisdom (Perception) checks reliant on sight. In optimal visibility conditions, these lenses enable you to discern intricate details of distant creatures and objects as small as 2 feet across, offering a distinct advantage in observation.UncommonWondrous Item Required Advantage: Perception, Detection, Utility, Eyewear
Fabulist Gem Uncommon Fabulist GemThis sparkling red gem, often embedded in a ring or brooch, holds enchantments that weave illusions and generate fleeting wealth.

Benefits:

Counterfeit Coins: With a mere action, you can magically conjure a pile of coins, not exceeding a total value of 100 gp, within 10 feet of yourself. The coins materialize on a supportive surface and vanish after 1 hour. This ability can only be used once per day and resets at dawn.

Illusory Fashion: As a bonus action, you can mystically alter the appearance of your clothing and armor. Changes may include style, color, or apparent quality, or even transform your attire entirely. However, these illusions do not withstand physical scrutiny and serve primarily for visual deception.
UncommonWondrous Item Required Creation, Deception
Failed Experiment Wand Rare Failed Experiment WandA wand born of experimentation, this unpredictable device holds 2 charges. When wielded, you can take an action to expend 1 or more charges, causing it to cast either a green-flamed fireball or a blue lightning bolt randomly (save DC 15).

Spell Casting:
For 1 charge, cast the 3rd-level version of the spell.
Increase the spell slot level by one for each additional charge expended.

Charge Regeneration:
The wand regains 1d6 + 1 expended charges daily at dawn.

Destruction:
If the last charge is used, roll a d20. On a 1, the wand crumbles into ashes and is destroyed, marking the end of its unpredictable magical journey.
RareWand Required Spellcaster, Damage, Combat Spellcaster
Fane-Eater Legendary Fane-EaterFane-Eater (Weapon – Battleaxe, legendary, requires attunement by an evil cleric or paladin)

Once wielded by the notorious Arkhan the Cruel, Fane-Eater is a legendary battleaxe infused with malevolent power.

Attributes:

Attack and Damage Bonus: Gain a +3 bonus to both attack and damage rolls when wielding Fane-Eater.

Special Ability:

Critical Strikes: When you roll a natural 20 on an attack roll with Fane-Eater, the struck creature suffers an additional 2d8 necrotic damage. Simultaneously, you regain hit points equal to the necrotic damage inflicted.
LegendaryWeapon Battleaxe Required Bonus: Magic, Damage: Necrotic, evil cleric or paladin, Versatile Evil cleric or Paladin
Far Gear Very Rare Far GearA mysterious creation from Acquisitions Incorporated, the Far Gear is a wondrous item that enhances the charisma and manipulative abilities of its attuned wielder.

Attributes:

Charisma Bonus: While attuned, gain a +1 bonus to Charisma saving throws.
Advantage on Intimidation: Enjoy advantage on Charisma (Intimidation) checks.

Features:

Aberrant Ally:
Conjure an aberrant creature using the Far Gear, mimicking the Conjure Celestial spell (no concentration needed).
The summoned creature is an aberration with a challenge rating of 4 or lower.
This ability can be used once per day and resets at dawn.

Unnatural Bane:
Cast the Bane spell (save DC 15) affecting any number of creatures within range for 1 minute.
This feature can be activated once per day and resets at dawn.

Unique Interaction:

Part of a Whole:
If not installed in the Orrery of the Wanderer, the Far Gear may exhibit sporadic or unpredictable magical effects, as determined by the Dungeon Master.
spellsVery RareWondrous Item Required Bonus: Charisma Saving Throws, Advantage: Intimidation
Far Realm Shard Rare Far Realm ShardThis unsettling crystal, pulsating with the twisted essence of the Far Realm, is a potent tool for sorcerers attuned to its aberrant energy.

Attributes:

Attunement: Requires attunement by a sorcerer.
Spellcasting Focus: As an action, attach the shard to a Tiny object (e.g., a weapon or jewelry) or detach it. It falls off if your attunement ends. The shard serves as a spellcasting focus while held or worn.

Metamagic Enhancement:

When you use a Metamagic option on a spell while holding or wearing the shard:
Tentacled Menace: A slimy tentacle tears through the fabric of reality, striking one creature within 30 feet.
Saving Throw: The targeted creature must succeed on a Charisma saving throw against your spell save DC.
Effects: On a failed save, the creature takes 3d6 psychic damage and becomes frightened of you until the start of your next turn.
RareWondrous Item Required sorcerer Sorcerer
Fate Cutter Shears Very Rare Fate Cutter ShearsThe Fate Cutter Shears, with their well-worn blades, function as a magical dagger, offering a unique blend of precision and destiny-altering properties.


Properties:

Ever Sharp:
When you successfully hit with an attack using the shears, the target suffers an additional 1d6 force damage.
Sever Threads:
Upon striking a creature, you can manipulate fate by cutting its threads.
Until the target completes a long rest, attack rolls against it score a critical hit on a roll of 19 or 20 on the d20.
This property can only be used once per day, resetting at dawn.
Very RareWeapon Dagger Required Damage: Force, Damage, Combat, Finesse, Light, Thrown
Fate Dealer’s Deck Varies Fate Dealer’s DeckFate Dealer’s Deck

Source: The Book of Many Things

Wondrous Item, varies (requires attunement by a Cleric or Paladin)

The backs of these cards are inscribed with glyphs representing the Inner Planes, the Outer Planes, or the holy symbols of various deities. While holding this deck, you can use it as a spellcasting focus, and you gain a bonus to spell attack rolls and to your spell save DC. The bonus is determined by the deck’s rarity. Rare +1 Very Rare +2, Legendary +3.

In addition, while you’re holding the deck, you can draw a card as an action to expend and roll one of your Hit Dice and add the deck’s bonus to the number rolled. One creature you can see within 30 feet of you either takes radiant damage or regains hit points (your choice) equal to the total.
VariesWondrous Item Required Bonus: Spell Attacks, Bonus: Spell Save DC, Cleric or Paladin Cleric or Paladin
Feather of Diatryma Summoning Rare Feather of Diatryma SummoningCrafted from the vibrant plumage of a diatryma, this rare feather holds the power to summon a living diatryma under your command.

Usage:

Command Word Activation: By using an action to speak the command word and throwing the feather into a Large unoccupied space within 5 feet of you, the feather transforms into a living diatryma.

Duration: The summoned diatryma persists for up to 6 hours, after which it reverts to its feather form.

Early Reversion: The feather can return to its dormant form prematurely if the diatryma drops to 0 hit points or if you use an action to speak the command word again while touching the bird.

Cooldown:

Recharge Time: After the diatryma reverts to its feather form, the magic cannot be used again until 7 days have passed.

Diatryma’s Properties:

Stats: The diatryma assumes the statistics of an axe beak, with the exception that its beak inflicts piercing damage instead of slashing damage.

Disposition: The summoned diatryma is friendly to you and your companions, serving as both ally and potential mount.

Communication: It comprehends your languages and follows your spoken commands. In the absence of specific instructions, the diatryma defends itself but takes no other actions.
RareWondrous Item Required Feather Token Rare
Feather Token Rare Feather TokenA diminutive metal disk adorned with the depiction of a feather, the Feather Token serves as a simple yet effective tool for mitigating the perils of falling.

Properties:

Fall-Activated Magic: When the token is in your possession, falling at least 20 feet triggers its enchantment.

Safe Descent: Upon activation, you descend at a rate of 60 feet per round and suffer no damage from the fall.

Single Use: The magical effect is expended upon landing, transforming the disk back into a nonmagical state.
tableRareWondrous Item —— Creation, Summoning, Damage, Control, Mo
Feather Token (Feather Fall) Common Feather Token (Feather Fall)A diminutive metal disk adorned with the depiction of a feather, the Feather Token serves as a simple yet effective tool for mitigating the perils of falling.

Properties:

Fall-Activated Magic: When the token is in your possession, falling at least 20 feet triggers its enchantment.

Safe Descent: Upon activation, you descend at a rate of 60 feet per round and suffer no damage from the fall.

Single Use: The magical effect is expended upon landing, transforming the disk back into a nonmagical state.
CommonWondrous Item —— Feywild Shard Uncommon
Feywild Shard Uncommon Feywild ShardThis diminutive object, resembling a feather, harbors various single-use effects, with the specific type determined by the DM or chosen randomly.

Types of Feather Tokens:

Anchor:
Activation: Touch the token to a boat or ship using an action.
Effect: For the next 24 hours, the vessel becomes immovable by any means. Repeating the touch ends the effect, and the token vanishes.

Bird:
Activation: Toss the token 5 feet into the air with an action.
Effect: An enormous, multicolored bird (roc) appears, following simple commands. It can carry up to 500 pounds at maximum speed or 1,000 pounds at half speed. The bird disappears after flying its daily maximum or reaching 0 hit points. Dismiss the bird as an action.

Fan:
Activation: Toss the token up to 10 feet in the air on a boat or ship using an action.
Effect: A giant, floating fan generates wind, boosting a ship’s speed by 5 miles per hour for 8 hours. Dismiss the fan as an action.

Swan Boat:
Activation: Touch the token to a body of water at least 60 feet in diameter using an action.
Effect: A 50-foot-long, swan-shaped boat materializes, moving across water at 6 miles per hour. It can carry up to thirty-two Medium or smaller creatures and remains for 24 hours. Dismiss the boat as an action.

Tree:
Activation: Touch the token to an unoccupied outdoor space on the ground using an action.
Effect: A nonmagical oak tree, 60 feet tall with a 5-foot-diameter trunk and a 20-foot-radius spread of branches at the top, springs into existence.

Whip:
Activation: Throw the token to a point within 10 feet using an action.
Effect: A floating whip replaces the token, allowing you to make a melee spell attack against a creature within 10 feet. The whip can fly up to 20 feet and repeat the attack as a bonus action. The whip disappears after 1 hour, when dismissed, or when you are incapacitated or die.
UncommonWondrous Item Required sorcerer Sorcerer
Feywrought Armor Rare Feywrought ArmorCrafted in the vibrant realms of the Feywild, this colorful and floral armor is steeped in the captivating magic of that mystical plane.

Magical Effects:

Charmed Condition: While adorned in this armor, gain advantage on saving throws to resist or end the charmed condition affecting you.

Charges:

Compulsion Spell: The armor possesses 3 charges.
Activation: Use an action to expend a charge and cast the Compulsion spell (save DC 15) from the armor.
Recharge: The armor regains 1d3 expended charges daily at dawn.
spellsRareArmor Required Advantage: Saving Throws, Control, Warding
Figurine of Wondrous Power Varies Figurine of Wondrous PowerA Figurine of Wondrous Power is a pocket-sized statuette depicting a small beast. Speaking the command word and tossing the figurine to a point within 60 feet transforms it into a living creature. The creature is friendly, understands your languages, and obeys spoken commands, defending itself if no commands are issued. The creature reverts to figurine form at the end of its duration or when prompted.

Bronze Griffon (Rare):
Form: Griffon for up to 6 hours.
Recharge: Can’t be used again until 5 days have passed.

Ebony Fly (Rare):
Form: Giant fly for up to 12 hours (ridable as a mount).
Recharge: Can’t be used again until 2 days have passed.

Golden Lions (Rare):
Form: Lion for up to 1 hour.
Recharge: Can’t be used again until 7 days have passed.

Ivory Goats (Rare, Set of Three):
Goat of Traveling: Large goat with riding horse stats. 24 charges.
Goat of Travail: Giant goat for up to 3 hours. Recharge: 30 days.
Goat of Terror: Giant goat for up to 3 hours, aura of terror. Recharge: 15 days.

Marble Elephant (Rare):
Form: Elephant for up to 24 hours.
Recharge: Can’t be used again until 7 days have passed.

Obsidian Steed (Very Rare):
Form: Nightmare for up to 24 hours.
Recharge: Can’t be used again until 5 days have passed.
Note: 10% chance to ignore orders; potential teleportation to Hades if mounted.

Onyx Dog (Rare):
Form: Mastiff for up to 6 hours. Intelligence 8, can speak Common, darkvision 60 ft.
Recharge: Can’t be used again until 7 days have passed.

Serpentine Owl (Rare):
Form: Giant owl for up to 8 hours. Telepathic communication on the same plane.
Recharge: Can’t be used again until 2 days have passed.

Silver Raven (Uncommon):
Form: Raven for up to 12 hours. Allows casting of animal messenger at will.
Recharge: Can’t be used again until 2 days have passed.
VariesWondrous Item —— Summoning
Finder’s Goggles Uncommon Finder’s GogglesCrafted with lenses carved from Siberys dragonshards, these distinctive goggles provide unique insights and tracking abilities to those attuned to the Mark of Finding.
Attunement: Requires attunement by a creature with the Mark of Finding.

Benefits:

Enhanced Wisdom (Insight) Check:
When making a Wisdom (Insight) check, roll a d4 and add the number rolled to the check.

Aura Identification:
Activation: As an action, examine an object to identify the aura of the last creature that touched it.
Check: Make a Wisdom (Insight) check against a DC of 13 + the number of days since the last contact.
Success: Learn the creature’s type and use the goggles to cast Locate Creature to find it immediately.
Cooldown: This property can’t be used again until the next dawn.
UncommonWondrous Item Required Bonus: Insight, creature with the Mark of Finding, Buff, Detection, Eyewear Creature with the Mark of Finding
Fish Suit Very Rare Fish SuitThis robust suit, designed to envelop your head and body, requires 1 minute to put on or take off. Once worn, it bestows remarkable capabilities for traversing diverse environments.

Features:

Breathability:
Allows you to breathe in airless environments.
Renders you immune to harmful effects of surrounding gases.

Aquatic Mobility:
Grants a swimming speed equal to your walking speed while underwater.

Astral Flight:
Provides a flying speed equal to your walking speed in a gravity-free environment.
Very RareWondrous Item —— Set: Innate Speed (Flying), Set: Innate Speed (Swimming)
Flail of Tiamat Legendary Flail of TiamatCrafted in the likeness of the malevolent Tiamat, this legendary flail bears the menacing heads of five chromatic dragons, offering potent combat abilities and the destructive power of draconic breath.

Magical Enhancements:

Attack and Damage Bonus: +3 to attack and damage rolls with the flail.

Additional Abilities:

Extra Damage on Hit: Upon hitting with an attack roll, deal an additional 5d4 damage, choosing from acid, cold, fire, lightning, or poison.

Breath of Tiamat: While holding the flail, use an action and speak a command word to unleash multicolored flames in a 90-foot cone.
Saving Throw: DC 18 Dexterity saving throw for creatures in the area.
Damage: On a failed save, take 14d6 damage of the chosen type (acid, cold, fire, lightning, or poison).
Half Damage on Save: On a successful save, take half the damage.
Cooldown: This action can’t be used again until the next dawn.
LegendaryWeapon Flail Required Bonus: Magic, Damage: Acid, Damage: Cold, Damage: Fire, Damage: Lightning, Damage: Poison
Flame Tongue Rare Flame TongueThis enchanted sword, when attuned and activated with a simple command, becomes a weapon wreathed in mystical flames, offering both illumination and enhanced fire damage.

Attributes:
Weapon Type: Any sword

Magical Enhancements:

Flaming Enchantment: You can use a bonus action to speak the magic sword’s command word, causing flames to erupt from the blade.

Illuminating Flames:
Light Radius: Flames shed bright light in a 40-foot radius.
Dim Light: Additionally, dim light extends for an extra 40 feet.

Fire Damage Bonus:
While ablaze, the sword deals an extra 2d6 fire damage to any target it hits.

Duration:
The flames persist until you use a bonus action to speak the command word again.
Alternatively, the effect ends when you drop or sheathe the sword.
RareWeapon Longsword Required Damage: Fire, Damage, Combat, Versatile
Flayer Slayer Rare Flayer SlayerAdorned with haunting carvings of decapitated mind flayers, the Flayer Slayer is a rare greataxe that delivers enhanced combat prowess against aberrations.

Magical Enhancements:

Attack and Damage Bonus: You gain a +1 bonus to attack and damage rolls made with this greataxe.

Aberration Bane:

Extra Damage: Against aberrations, the greataxe inflicts an additional 1d12 slashing damage.

Special Effect Against Grappling Aberrations:

If an aberration hit by this greataxe is currently grappling a creature:
The aberration must succeed on a DC 15 Strength saving throw.
On a failure, it must release each creature it is grappling.
RareWeapon Greataxe Required Bonus: Magic, Damage: Slashing, Damage, Combat, Heavy, Two-Handed
Flying Chariot Rare Flying ChariotThe Flying Chariot is a rare magical item that enhances mobility and defense for its riders and airborne pullers.

Magical Properties:

AC Bonus: The chariot’s riders and creatures pulling it gain a +1 bonus to their Armor Class (AC).

Flying Capability:

If pulled by one or more flying creatures, this magical chariot gains the ability to fly.

Chariot Mechanics:

Chariots and their pullers operate similarly to controlled mounts, following the mounted combat rules found in the Player’s Handbook. However, notable differences include:
Mounting/Dismounting: It costs 5 feet of movement to mount or dismount a chariot, as opposed to the standard half of your speed.
Cover Bonus: Being mounted on a chariot provides half cover.
Speed: The chariot’s speed is equivalent to the speed of the slowest creature pulling it.
Group Initiative: If multiple creatures are pulling the chariot, they share the same initiative and must take the same action on their turn.
RareWondrous Item —— Bonus: Armor Class
Flying Citadel Helm Very Rare Flying Citadel HelmThe Flying Citadel Helm is an ornate chair designed to control and navigate a flying citadel when installed. Attuning to this powerful item grants the user a unique connection with the airborne structure.

Magical Properties:

Defensive Attributes: The helm has an Armor Class of 15, 18 hit points, and immunity to poison and psychic damage. It is destroyed if reduced to 0 hit points.

Sensory Empowerment: While attuned and seated in the helm, the user gains the following abilities as long as they maintain concentration:
Aerial Movement: The citadel can be moved through the air at a speed of up to 80 feet per round or 8 miles per hour.
Steering: The user can control the citadel’s direction, although the maneuverability is somewhat clumsy.
Remote Sensing: At any time, the user can see and hear from the highest point outside the citadel as if physically present.

Additional Abilities:

Transfer Attunement: Using an action or bonus action, the attuned user can transfer attunement to another willing spellcaster.
Crash: If the flying citadel helm is destroyed, the attached citadel loses power and descends at a rate of 30 feet per round. Those in or near the landing area may take damage based on a Dexterity saving throw (DC 20), suffering 39 (6d12) bludgeoning damage on a failed save, or half as much on a successful one.
Very RareWondrous Item Required Damage: Bludgeoning, Spellcaster Spellcaster
Folding Boat Rare Folding BoatThis magical object resembles a wooden box measuring 12 inches long, 6 inches wide, and 6 inches deep. Weighing 4 pounds and designed to float, it can be opened for storage. The Folding Boat has three command words, each requiring an action to speak.

Boat Form: Uttering the first command word causes the box to unfold into a boat with dimensions of 10 feet in length, 4 feet in width, and 2 feet in depth. The boat includes one pair of oars, an anchor, a mast, and a lateen sail. It comfortably accommodates up to four Medium creatures.

Ship Form: Speaking the second command word unfolds the box into a ship with dimensions of 24 feet in length, 8 feet in width, and 6 feet in depth. The ship features a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. It can comfortably hold up to fifteen Medium creatures.

Folding Back: The third command word causes the folding boat to revert to its box form, provided no creatures are aboard. Items within the vessel that can’t fit inside the box remain outside as it folds. Objects that can fit inside the box are automatically stored.

When the box transforms into a vessel, its weight becomes that of a typical vessel of its size. Anything stored in the box remains in the boat or ship form.
RareWondrous Item —— Movement, Utility, Exploration
Fool’s Blade Very Rare Fool’s BladeThis seemingly ordinary sword conceals potent illusion magic, empowering its wielder to skillfully deceive opponents.

Attack and Damage Bonus: You gain a +2 bonus to both attack and damage rolls made with this magic weapon.

Fool’s Feint: As a bonus action, you can execute a deceptive feint, choosing a creature within 5 feet of you as your target. Until the start of your next turn, you have advantage on attack rolls against the chosen target. Once this bonus action is used, it cannot be used again until the next dawn.

Misdirect: When a creature within 60 feet of you targets you with an attack roll, you can use your reaction to compel that creature to make a DC 15 Intelligence saving throw. On a failed save, the attack is redirected to another creature of your choice within the attacker’s reach. Once this reaction has been used, it cannot be used again until the next dawn.
Very RareWeapon Required Bonus: Magic, Damage, Control, Combat, Warding
Forcebreaker Weapon Very Rare Forcebreaker WeaponThis formidable weapon is specifically designed to dismantle structures made of force, proving highly effective against magical defenses.

Attack and Damage Bonus: You gain a +2 bonus to both attack and damage rolls made with this magic weapon.

Structural Destruction: This weapon is crafted to annihilate structures made of force, such as those created by spells like Forcecage or Wall of Force. When striking a Large or smaller structure of magical force, this weapon automatically shatters that structure. If the target is a Huge or larger structure of force, the Forcebreaker Weapon shatters a 20-foot-cube portion of it.
Very RareWeapon —— Bonus: Magic, Damage, Utility, Combat
Frost Brand Very Rare Frost BrandThis enchanted sword emanates an aura of cold, allowing its wielder to harness frosty powers.

Cold Damage: When you successfully hit a target with an attack using this magic sword, the target takes an extra 1d6 cold damage.

Fire Resistance: While holding the Frost Brand, you gain resistance to fire damage.

Icy Illumination: In freezing temperatures, the blade emits bright light in a 10-foot radius and dim light for an additional 10 feet.

Flame Extinguisher: When you draw this weapon, you can extinguish all non-magical flames within 30 feet of you. This ability can be employed no more than once per hour.
Very RareWeapon Longsword Required Damage: Cold, Resistance: Fire, Damage, Combat, Versatile
Fulminating Treatise Rare Fulminating TreatiseThis thick, scorched spellbook crackles with energy, providing a range of benefits to its attuned wizard.

Spell Repository: The book initially contains the following spells: Contingency, Fireball, Gust of Wind, Leomund’s Tiny Hut, Magic Missile, Thunderwave, and Wall of Force. It functions as a spellbook for the attuned wizard.

Spellcasting Focus: While holding the Fulminating Treatise, you can use it as a spellcasting focus for your wizard spells.

Charges: The book possesses 3 charges, and it regains 1d3 expended charges daily at dawn. These charges can be used in the following ways:

Spell Replacement: By spending 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell from the book. The new spell must be of the evocation school.

Reactive Blast: When a creature you can see takes damage from an evocation spell you cast, you can use your reaction and expend 1 charge. This allows you to deal an extra 2d6 force damage to the creature and knock it prone if it is Large or smaller.
spellsRareWondrous Item Required wizard Wizard
Galder’s Bubble Pipe Rare Galder’s Bubble PipeGalder’s Bubble Pipe
Wondrous Item, rare (requires attunement)

This finely crafted pipe produces odorless bubbles instead of traditional smoke. The pipe possesses 3 charges, and all expended charges are restored daily at dawn. While attuned to the pipe, you can expend charges to access various magical properties:

Fog Cloud: You can cast Fog Cloud as an action, expending 1 charge.

Misty Step: As a bonus action, you can cast Misty Step by expending 2 charges.

Summon Steam Mephit: Using an action and expending 3 charges, you can summon a steam mephit. The mephit is friendly to you, obeys verbal commands, and acts during its turn in the initiative order. It dissipates harmlessly in a puff of steam after 1 minute or if it moves more than 60 feet away from the pipe.
spellsRareWondrous Item Required Gambler’s Blade Rare
Gambler’s Blade Rare Gambler’s BladeThis sword allows you to choose a magical bonus ranging from +1 to +3, gaining the selected bonus on its attack and damage rolls. However, for each point of bonus chosen, you incur a corresponding penalty (-1 to -3) to your death saving throws. The magical bonus can be altered daily at dawn.

Curse: The Gambler’s Blade is cursed, and attuning to it subjects you to the curse. While cursed, you are unwilling to part with the weapon. The curse persists until it is lifted through a Remove Curse spell or a similar magical effect.
RareWeapon Required Bonus: Magic
Gauntlets of Flaming Fury Rare Gauntlets of Flaming FuryWhile wearing both of these steel gauntlets, any nonmagical weapon you grasp with either gauntlet is treated as a magic weapon. Additionally, as a bonus action, you can use the gauntlets to envelop one or two melee weapons in your grasp with magical flames. Each flaming weapon deals an extra 1d6 fire damage on a hit. The flames persist until you sheath or release either weapon. Once this property is used, it cannot be used again until the next dawn.RareWondrous Item Required Damage: Fire, Damage, Combat, Handwear
Gauntlets of Ogre Power Uncommon Gauntlets of Ogre PowerWhile wearing these gauntlets, your Strength score becomes 19. However, they have no effect on you if your Strength is 19 or higher without them.UncommonWondrous Item Required Set: Strength Score, Buff, Handwear STR
Gavel of the Venn Rune Rare Gavel of the Venn RuneThis wooden gavel, though small by giant standards, takes on the size of a warhammer in human hands. It bears the venn (friend) rune inscribed in mithral at the base of the haft. Typically used by giants in rituals to settle disputes, it possesses the following properties:

Arbiter’s Shield. At the commencement of each combat, attack rolls against you are made with disadvantage before the start of your first turn, provided the gavel is on your person.

Bond of Amity. As an action, you can use the gavel to strike a point on a hard surface. The first time within the next minute that a creature within 60 feet of that point deals damage to another creature with a successful attack, the attacker suffers psychic damage equal to half the damage it dealt to the target. After using this property, you must finish a long rest before using it again.

Gift of Truth. You can transfer the gavel’s magic to a location by tracing the venn rune on the ground with your finger. The point you trace becomes the center of a magical sphere with a 30-foot radius, fixed to that place. The transfer process takes 8 hours of work, requiring the gavel to be within 5 feet of you. After completion, the gavel is destroyed, and the area gains the following property:

Whenever a creature within the 30-foot-radius sphere speaks a lie, that creature takes 5 psychic damage and visibly flinches.
RareWondrous Item Required Damage, Utility, Warding
Gem of Brightness Uncommon Gem of BrightnessThis prism is endowed with 50 charges. While holding it, you can use an action to speak one of three command words, each producing a distinct effect:

The first command word makes the gem shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn’t consume a charge and lasts until you use a bonus action to repeat the command word or activate another function of the gem.
The second command word expends 1 charge, causing the gem to emit a brilliant beam of light at a creature you can see within 60 feet. The target must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. The affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
The third command word expends 5 charges, making the gem flare with blinding light in a 30-foot cone originating from it. Every creature in the cone must make a saving throw, similar to the effect of the second command word.

Once all the gem’s charges are used, it becomes a nonmagical jewel worth 50 gp.
UncommonWondrous Item —— Blinded, Control, Debuff
Gem of Seeing Rare Gem of SeeingThis gem possesses 3 charges. By using an action, you can speak the gem’s command word and expend 1 charge. For the following 10 minutes, you gain truesight out to 120 feet whenever you peer through the gem.

The gem regains 1d3 expended charges daily at dawn.
RareWondrous Item Required Sense: Truesight, Detection
Ghost Lantern Rare Ghost LanternA lantern containing a trapped, restless spirit. While holding the lantern, you can command the spirit as a bonus action to emit bright light in a 30-foot radius and dim light for an additional 30 feet.

While holding the lantern, you can use an action to instruct the spirit to exit the lantern, replicating the effects of the Mage Hand spell. The spirit returns to the lantern at the spell’s conclusion.

If you fall unconscious within 10 feet of the lantern, the spirit emerges, stabilizes you with a touch, and swiftly returns to the lantern.

The spirit is bound to the lantern and is impervious to harm, turning, or resurrection. Using a Dispel Evil and Good spell on the lantern frees the spirit to the afterlife, rendering the lantern nonmagical.
spellsRareWondrous Item Required Healing, Utility, Exploration
Ghost Step Tattoo Very Rare Ghost Step TattooProduced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing blurred.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Ghostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo’s charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:

You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
You can’t be grappled or restrained.
You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.
Very RareWondrous Item Required Giant Slayer Rare
Giant Slayer Rare Giant SlayerYou gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls.
RareWeapon Battleaxe —— Bonus: Magic, Damage: Additional, Damage, Combat, Versatile
Glamerweave Varies GlamerweaveGlamerweave is clothing imbued with harmless illusory magic. While wearing the common version of these clothes, you can use a bonus action to create a moving illusory pattern within the cloth.

Uncommon glamerweave can have the pattern rise from the cloth. For example, a glamerweave gown might be wreathed in harmless, illusory flames, while a glamerweave hat might have illusory butterflies fluttering around it.

When you make a Charisma (Performance) or Charisma (Persuasion) check while wearing the uncommon version of glamerweave, you can roll a d4 and add the number rolled to the check. Once you use this property, it can’t be used again until the next dawn.
VariesWondrous Item —— Glamoured Studded Leather Rare
Glamoured Studded Leather Rare Glamoured Studded LeatherWhile wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor’s command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
RareArmor Studded Leather —— Bonus: Armor Class, Utility, Combat, Deception, Warding
Glimmering Moonbow Rare Glimmering MoonbowThis silver-and-black bow is engraved with the phases of the moon. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit with a ranged attack roll using this magic bow, the target takes an extra 1d6 radiant damage. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the bow vanishes the instant after it hits or misses a target.

While wielding this magic bow, you can use a bonus action to enter a semi-incorporeal state until the start of your next turn. While semi-incorporeal, you have resistance to bludgeoning, piercing, and slashing damage. Once this bonus action is used, it can’t be used again until the next dawn.
RareWeapon Required Bonus: Magic, Damage: Radiant, Resistance: Bludgeoning, Resistance: Piercing, Resistance: Slashing, Damage, Combat, Warding
Gloomwrought Armor Rare Gloomwrought ArmorThis intricate grayscale armor was forged in the Shadowfell and is infused with that plane’s gloom.

While you’re wearing this armor, you have advantage on saving throws you make to avoid or end the frightened condition on yourself.

This armor has 3 charges. You can expend a charge to cast the Calm Emotions spell (save DC 15) from the armor. This armor regains 1d3 expended charges daily at dawn.
spellsRareArmor Required Advantage: Saving Throws, Social, Warding
Gloves of Missile Snaring Uncommon Gloves of Missile SnaringThese gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you’re wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.UncommonWondrous Item Required Warding, Handwear
Gloves of Soul Catching Legendary Gloves of Soul CatchingThese legendary gloves enhance your Constitution score to 20 while worn, but only if your Constitution is less than 20. After a successful unarmed strike, you can utilize the gloves to inflict an extra 2d10 force damage to the target. Simultaneously, you regain hit points equal to the force damage dealt. Alternatively, you may forego the hit point restoration and opt for gaining advantage on an attack roll, ability check, or saving throw you make before the end of your next turn.LegendaryWondrous Item Required Set: Constitution Score CON
Gloves of Swimming and Climbing Uncommon Gloves of Swimming and ClimbingThese enchanted gloves eliminate the extra movement cost associated with climbing and swimming while worn. Additionally, they provide a +5 bonus to Strength (Athletics) checks specifically made for climbing or swimming.UncommonWondrous Item Required Buff, Movement, Exploration
Gloves of Thievery Uncommon Gloves of ThieveryInvisible while worn, these gloves enhance your thieving abilities. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.UncommonWondrous Item —— Bonus: Sleight of Hand
Glowrune Pigment Rare Glowrune PigmentThis set of 1d4 + 2 small paint pots contains pigments crafted from crushed luminescent gemstones. The magical paint within bestows temporary magical gifts on creatures marked with runes drawn using this paint.

One pot holds enough pigment to paint a single rune. A creature can spend 10 minutes applying one of the following runes onto itself or another creature:

Journey Rune: Difficult terrain no longer costs the painted creature extra movement.
Life Rune: The painted creature gains 10 temporary hit points and has advantage on death saving throws.
Light Rune: The painted creature gains darkvision with a range of 30 feet. If it already has darkvision from another source, the range increases by 30 feet.
Mountain Rune: The painted creature is immune to being knocked prone and has advantage on Strength and Constitution saving throws.
Shield Rune: The painted creature has advantage on Dexterity saving throws against effects that deal damage.

A creature can benefit from only one painted rune at a time. Applying a new rune has no effect unless the old one is removed. The benefits of the rune last for 8 hours or until the painted creature uses its action to wipe it away.
RareWondrous Item —— Buff, Utility, Consumable
Gnomengarde Grenade Unknown Rarity Gnomengarde GrenadeThis small, intricate metallic device consists of various rune-covered parts crafted from different metals, intricately linked by gears, bands, and assorted components. Its diverse metals create a dazzling rainbow of colors when held up to the light.

Activation: As a bonus action, a creature can turn a special key to arm the grenade. Once armed, it detonates within seconds when thrown up to 120 feet as an action.

Explosion Effects (within 60 feet):
Fire Damage: Each creature must make a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save or half as much on a successful one.
Thunder Damage and Stun: Each creature must make a DC 15 Constitution saving throw. On a failed save, it takes 28 (8d6) thunder damage and is stunned until the end of its next turn. On a successful save, it takes half thunder damage and is not stunned.
Wand of Wonder Effects: The wielder rolls on the chart for the Wand of Wonder three times, rerolling any duplicate results. Effects targeting a single creature affect all in the explosion’s range. Effects meant for the wand wielder instead affect the nearest creature to the grenade when it detonates.

Teleportation or Extradimensional Space: The grenade explodes instantly if placed in an extradimensional space or if the possessor teleports. The explosion affects creatures within 30 feet at both the origin and terminus of the teleportation.
Unknown RarityWondrous Item —— Damage: Fire, Damage: Thunder
Goggles of Night Uncommon Goggles of NightWearing these dark lenses grants you darkvision with a range of 60 feet. If you already possess darkvision, the goggles increase its range by an additional 60 feet.UncommonWondrous Item —— Sense: Darkvision, Detection, Eyewear
Gold Canary Figurine of Wondrous Power Legendary Gold Canary Figurine of Wondrous PowerThis gold statuette, resembling a canary, can be transformed into a living creature with two possible forms:

Giant Canary Form: By speaking a command word and throwing the figurine to a point within 60 feet, it transforms into a giant canary for up to 8 hours. The canary can be used as a mount but cannot be transformed again until the next dawn.

Gold Dragon Form: When the possessor is at half or less of their hit points, a different command word transforms the figurine into an adult gold dragon for up to 1 hour. The dragon cannot use legendary or lair actions and cannot be transformed again until a year has passed.

In either form, the creature is friendly, understands the possessor’s languages, and follows spoken commands. If no commands are given, the creature defends itself without taking other actions. The transformation duration is specific to each form, and the creature reverts to the figurine at the end of the duration or when reduced to 0 hit points. Reverting early or transforming again has cooldown periods as outlined in the description.
LegendaryWondrous Item —— Grasping Whip Rare
Grasping Whip Rare Grasping WhipThis magical whip grants a +1 bonus to both attack and damage rolls. When successfully striking a creature or object that is Large or smaller, instead of dealing damage, you can choose to pull it 5 feet toward you. Proficiency with a whip allows you to add your proficiency bonus to the attack roll for any attack made with it.RareWeapon Whip —— Bonus: Magic, Damage, Control, Combat, Finesse, Reach
Greater Silver Sword Legacy Legendary Greater Silver Sword LegacyThis formidable magic weapon provides a +3 bonus to both attack and damage rolls. While wielding the sword, you gain several significant advantages: advantage on Intelligence, Wisdom, and Charisma saving throws, immunity to being charmed, and resistance to psychic damage. Furthermore, upon scoring a critical hit against a creature’s astral body, you have the unique ability to sever the silvery cord connecting the target to its material body, rather than dealing damage.LegendaryWeapon Greatsword Required Bonus: Magic, Advantage: Intelligence Saving
Green Dragon Mask Legendary Green Dragon MaskEach dragon mask, a legendary wondrous item, molds itself to perfectly fit the face and head of its attuned wearer. While attuned and wearing a dragon mask, you gain the following benefits:

Damage Absorption: Resistance to the mask’s damage type. If you already have resistance, gain immunity; if you have immunity, heal for half the damage dealt.

Draconic Majesty: Add Charisma bonus to Armor Class when not wearing armor.

Dragon Breath: Breath weapons with recharge gain a recharge of 6.

Dragon Sight: Darkvision of 60 feet (or additional 60 feet) and once per day blindsight of 30 feet for 5 minutes.

Dragon Tongue: Speak and understand Draconic. Advantage on Charisma checks against dragons of the mask’s color.

Legendary Resistance (1/Day): Choose to succeed on a failed saving throw.
Green Dragon Mask

This mottled green mask is surmounted by a frilled crest and has leathery spiked plates along its jaw. Its damage type is poison. While you wear the mask, you gain the following benefit, in addition to those the dragon masks share.

Water Breathing. You can breathe underwater.
LegendaryWondrous Item Required Resistance: Poison, Bonus: Unarmored Armor Class, Sense: Darkvision, Sense: Blindsight, Language: Draconic, Advantage: Charisma Ability Checks, Bonus: Legendary Resistance, Buff
Guardian Emblem Uncommon Guardian EmblemThis sacred emblem, bearing the symbol of a deity or spiritual tradition, can be attached to a suit of armor or a shield or removed with an action. Possessing 3 charges, it allows you to react defensively. When you or a creature within 30 feet of you suffers a critical hit while you’re wearing the emblem-bedecked armor or wielding the shield, you can expend 1 charge as your reaction. This sacrifice transforms the critical hit into a normal one, offering added protection. The emblem refreshes all expended charges daily at dawn.UncommonWondrous Item Required cleric or paladin Cleric or Paladin
Guild Keyrune Varies Guild Keyrune Guild Keyrune: Azorius (Rare)
Description: A keyrune crafted from white marble and lapis lazuli, forming the regal figure of a bird of prey. When activated, it transforms into a giant eagle for up to 1 hour. The transformed eagle, located within 1 mile, enables telepathic communication, and its keen sight can be borrowed by the user as an action. During this time, the user is temporarily deaf and blind to their own senses.

Guild Keyrune: Boros (Rare)
Description: Hewn from red sandstone and white granite, shaped like a Boros Legion member, this keyrune morphs into a veteran (human) for 8 hours. In addition to combat prowess, the veteran provides tactical advice and is easily recognizable as an artificial construct by those examining it closely.

Guild Keyrune: Dimir (Very Rare)
Description: Carved from black stone with steel accents, the Dimir keyrune takes on a stylized horror appearance. Upon command, it transforms into an intellect devourer resembling the Dimir guild symbol with bladelike legs. This creature exists for up to 24 hours, pursuing a single mission assigned by the user, typically involving taking over a body to extract information or impersonate someone.

Guild Keyrune: Golgari (Very Rare)
Description: Crafted from deep green jade with black veins, this insectile keyrune transforms into a giant scorpion for 6 hours. The scorpion, with an Intelligence of 4, can telepathically communicate within 60 feet, mostly describing potential prey.

Guild Keyrune: Gruul (Rare)
Description: A crude keyrune fashioned from rubble, glass, bone, and animal hair, it transforms into a ceratok (rhinoceros-like creature) for 1 hour upon command.

Guild Keyrune: Izzet (Rare)
Description: Formed of red and blue stone with cable and wire elements, the Izzet keyrune has a humanlike head. When activated, it turns into a galvanice weird (elemental form) for 3 hours, serving as a bodyguard, assistant, or test subject.

Guild Keyrune: Orzhov (Rare)
Description: Carved from white marble with black veins, featuring a thrull’s head, it transforms into a winged thrull for 2 hours. If the user isn’t from an Orzhov oligarch family, the thrull serves grudgingly, mimicking the user’s actions clownishly.

Guild Keyrune: Rakdos (Uncommon)
Description: A dark granite keyrune marbled with scarlet veins, portraying the leering face of a mischievous demon. When activated, it transforms into a cackler for 1 hour.

Guild Keyrune: Selesnya (Rare)
Description: Carved from white and green marble in the form of a wolf’s head, this keyrune shifts into a dire wolf for 8 hours. With an Intelligence of 6, it can understand Elvish and Sylvan, enabling telepathic communication within 1 mile.

Guild Keyrune: Simic (Uncommon)
Description: Assembled from coral, mother-of-pearl, and chrome, with Simic-style spirals and curves, this keyrune transforms into a category 1 krasis with Grabber and Stabilizing Legs adaptations for 5 hours.
VariesWondrous Item Required member of the relevant guild
Guild Signet Uncommon Guild SignetThis ring, prominently displaying the symbol of a specific guild, is a token of recognition and favor granted to esteemed members. The guild signet’s magic allows the wearer to cast spells associated with their guild. The ring possesses 3 charges, replenishing 1d3 charges each dawn.

Guild Signet Spells:

Azorius Signet: Spell: Command – Save DC: 13
Boros Signet: Spell: Searing Smite – Save DC: 13
Dimir Signet: Spell: Disguise Self – Save DC: 13
Golgari Signet: Spell: Ray of Sickness – Save DC: 13
Gruul Signet: Spell: Thunderwave – Save DC: 13
Izzet Signet: Spell: Chaos Bolt – Save DC: 13
Orzhov Signet: Spell: Inflict Wounds – Save DC: 13
Rakdos Signet: Spell: Dissonant Whispers – Save DC: 13
Selesnya Signet: Spell: Cure Wounds – Save DC: 13
Simic Signet: Spell: Mage Armor – Save DC: 13

While wearing the ring, expending 1 charge empowers the wearer to cast the chosen spell. The save DC for the spell is 13.
spellsUncommonRing Required Gulthias Staff Rare
Gulthias Staff Rare Gulthias StaffThis rare staff, crafted from the malevolent Gulthias tree’s branch, exudes an unsettling aura that disturbs nearby beasts within a 30-foot radius. Possessing 10 charges, the Gulthias Staff regains 1d6 + 4 charges daily at dusk.

Abilities:

Vampiric Strike:
The staff doubles as a magical quarterstaff, inflicting regular quarterstaff damage on a hit.
By expending 1 charge, the wielder can regain hit points equal to the dealt damage. This action, however, comes with a consequence. Blood seeps from the staff, and a DC 12 Wisdom saving throw is required to avoid short-term madness.

Blight Bane:
While attuned to the staff, blights and malevolent plant creatures perceive the wielder as non-hostile unless provoked.

Additional Note:
If the staff is destroyed, either by breaking or burning to ashes, a horrifying, inhuman scream echoes within a 300-foot range. This scream causes immediate withering and death among all blights within hearing distance.
RareStaff Required Damage, Buff, Combat
Gurt’s Greataxe Legendary Gurt’s GreataxeGurt’s Greataxe is a legendary weapon with a storied history, originally wielded by the frost giant lord Gurt in a pivotal battle against Uthgar Gardolfsson. Now held by the frost giant adventurer Harshnag, this weapon is a formidable force on the battlefield.

Abilities:

Frost Giant’s Legacy:
You gain a +1 bonus to both attack and damage rolls with Gurt’s Greataxe.
Sized for a giant, the weapon weighs an immense 325 pounds.
On a successful hit, the axe deals 3d12 slashing damage. If the target is human, an additional 2d12 slashing damage is inflicted.

Icy Illumination:
The axe emits light equivalent to a torch when the ambient temperature drops below 0 degrees Fahrenheit. This illumination cannot be extinguished under these frigid conditions.

Frigid Metal Manipulation:
Once per day, as an action, you can cast a modified version of the Heat Metal spell with a save DC of 13. However, unlike the standard spell, this rendition deals cold damage instead of fire damage. This power refreshes and can be used again at dawn.

Note:
Uthgardt barbarians, recognizing Gurt’s Greataxe on sight, perceive it as a symbol of historical conflict and are inclined to attack any giant wielding this legendary weapon.
spellsLegendaryWeapon Greataxe Required Bonus: Magic, Damage: Slashing, Damage, Bane, Heavy, Two-Handed
Hammer of Runic Focus Very Rare Hammer of Runic FocusThe Hammer of Runic Focus is a potent magical weapon that channels the power of arcane symbols. Crafted with mystical precision, this warhammer grants its wielder the ability to create a protective rune circle, enhancing both offense and defense.

Abilities:

Runic Empowerment:
The hammer has 3 charges. As a bonus action, you can expend 1 charge, slamming the hammer on the ground to create a 15-foot-radius circle of glowing runes centered on the impact point.
While inside this rune circle, your hammer emanates matching runes, granting you a +3 bonus to both attack and damage rolls made with the hammer.
The rune circle dissipates after 1 minute, upon creating another rune circle, or when dismissed as a bonus action.

Rechargeable Runes:
The Hammer of Runic Focus regains 1d3 expended charges daily at dawn, ensuring its magical capabilities can be replenished for future use.
Very RareWeapon Warhammer Required Damage, Combat, Versatile
Hammer of Thunderbolts Legendary Hammer of ThunderboltsThe Hammer of Thunderbolts is a legendary maul with the power to strike down giants and unleash thunderous attacks. To wield its full potential, one must be attuned while wearing a belt of giant strength and gauntlets of ogre power.

Abilities:

Enhanced Strength:
Grants a +1 bonus to both attack and damage rolls made with the hammer.
While attuned and holding the hammer, your Strength score increases by 4, allowing it to exceed 20 (but not 30).

Giant’s Bane:
Requires attunement with a belt of giant strength and gauntlets of ogre power.
Attunement ends if either of these items is removed.
On a natural 20 attack roll against a giant, the giant must succeed on a DC 17 Constitution saving throw or be killed.

Thunderous Hurl:
The hammer has 5 charges.
As a ranged weapon attack, it can be hurled up to 60 feet away.
On a hit, the hammer triggers a thunderclap audible up to 300 feet.
Creatures within 30 feet of the target must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn.
Regains 1d4 + 1 expended charges daily at dawn.
LegendaryWeapon Maul Required Stacking Bonus: Strength Score, Bonus: Magic, Bonus: Ability Score Maximum, Damage, Buff, Combat, Heavy, Two-Handed STR
Hammock of Worlds Legendary Hammock of WorldsThe Hammock of Worlds, adorned with vibrant Ataguan designs, is an exclusive item reserved for the Green Doctors. This legendary hammock holds the mystical ability to create portals to otherworldly realms.

Abilities:

Interdimensional Portal:
As an action, unfold and place the hammock on a solid surface.
Creates a two-way portal to either the Ghost Orchid Tepui in the Feywild or the Drought Elder in the Far Realm (user’s choice).
The user can choose the destination when activating the portal.
Closing an open portal requires an action of folding the hammock; the portal cannot be reopened for 1d8 hours.
LegendaryWondrous Item —— Teleportation
Handy Haversack Rare Handy HaversackThe Handy Haversack is a remarkable backpack designed with a central pouch and two side pouches, each containing an extradimensional space. Its magical properties make it a coveted item for adventurers seeking efficiency in storage.

Features:

Extradimensional Pouches:
Two side pouches, each capable of holding up to 20 pounds or 2 cubic feet of material.
A large central pouch with a capacity of 80 pounds or 8 cubic feet of material.
The backpack consistently weighs 5 pounds, regardless of its contents.

Magical Retrieval:
Placing and retrieving items follows standard rules.
Retrieving a specific item requires an action, with the desired item magically appearing on top.

Limitations:
Overloading, piercing, or tearing the haversack leads to its destruction.
If destroyed, contents are lost, but the haversack often resurfaces as an artifact.
Turning the haversack inside out spills its contents, and it must be corrected before further use.
Placing a living creature in the haversack grants it 10 minutes of survival, after which it starts to suffocate.

Interaction with Extradimensional Spaces:
Placing the haversack inside spaces like a bag of holding or portable hole results in the destruction of both items.
Creates a one-way gate to the Astral Plane, sucking in nearby creatures within 10 feet before closing. The gate is irreversible.
RareWondrous Item —— Utility, Container
Harkon’s Bite Uncommon Harkon’s BiteHarkon’s Bite is a seemingly innocuous necklace adorned with a dire wolf’s tooth hanging from a simple cord. While its enchantments offer benefits, a dark curse accompanies its use.

Features:

Enhanced Abilities:
Grants a +1 bonus to ability checks and saving throws while worn.

Lycanthropic Curse:
Cursed nature requires attunement to Harkon’s Bite.
The curse persists until removed by Harkon Lukas, a Remove Curse spell, or similar magic.
Inability to remove the necklace while cursed.

Werewolf Transformation:
Upon donning or removing the necklace, whether attuned or not, the wearer is afflicted with werewolf lycanthropy.
The curse lasts until the dawn after the next full moon.
If the necklace is still worn during this time, the lycanthropy curse recurs.
UncommonWondrous Item Required Bonus: Ability Checks, Bonus: Saving Throws, Bonus: Initiative
Harp of Gilded Plenty Legendary Harp of Gilded PlentyThis exquisite golden harp, fashioned in the likeness of the god Iallanis, exudes an aura of divine artistry. Animated and capable of speech, song, and play when approached, the Harp of Gilded Plenty harbors both enchanting melodies and a sentient spirit.

Properties:

Attunement Challenge:
To attune to the harp, a successful DC 15 Charisma (Performance) or DC 20 Charisma (Persuasion) check is required.
Failure bars further attempts until the next dawn.
Upon successful attunement, the harp magically adjusts to the size of the bearer.

Stalwart Song:
Grants advantage on Charisma checks while attuned.
Treats a roll of 9 or lower on the die as a 10.

Feast of Plenty:
Allows casting of the heroes’ feast spell after 10 minutes of play.
Usable once, and requires 1d10 + 10 days to recharge.

Soothing Melody:
As an action, casts calm emotions (DC 19) with extended duration of 1 hour on concentration.
Usable five times, replenishing at dawn.

Sentience:
Chaotic good sentient harp with Intelligence 13, Wisdom 15, and Charisma 20.
Understands and communicates in Common and Giant.
Telepathic communication with the attuned creature.
Expresses a dramatic and pompous personality, particularly fixated on its musical prowess and occasionally lamenting its height if below 6 feet.
SPELLSLegendaryWondrous Item Required Sentient
Hat of Disguise Uncommon Hat of DisguiseThis unassuming hat conceals a versatile enchantment, allowing its wearer to adopt various facades effortlessly.

Properties:

Disguise Self:
The hat enables the wearer to cast the disguise self spell at will.
Requires an action to activate.
The magical illusion persists until the hat is removed.
SPELLSUncommonWondrous Item Required Deception, Headwear
Hat of Vermin Common Hat of VerminThis peculiar hat harbors a whimsical enchantment, providing its wearer with a fleeting menagerie of small creatures.

Properties:

Summon Vermin:
The hat possesses 3 charges.
By using an action and expending 1 charge, the wearer can speak a command word.
The hat summons a bat, frog, or rat of the wearer’s choice.
The summoned creature appears within the hat and promptly scurries, hops, or flutters away from the wearer.
The creature behaves as a typical member of its kind.
It is neither friendly nor hostile and operates independently.
The summoned creature vanishes after 1 hour or upon reaching 0 hit points.
All expended charges are replenished daily at dawn.
CommonWondrous Item —— Hat of Wizardry Common
Hat of Wizardry Common Hat of WizardryThis cone-shaped hat, adorned with gold crescent moons and stars, imparts magical prowess upon its wearer, especially attuned to the ways of wizardry.

Properties:

Spellcasting Focus:
The hat serves as a spellcasting focus for all your wizard spells, streamlining the casting process.

Cantrip Casting:
While wearing the hat, you can attempt to cast a wizard cantrip that you don’t know.
The chosen cantrip must be on the Wizard spell list.
To cast the cantrip, you must make a DC 10 Intelligence (Arcana) check.
If the check succeeds, you successfully cast the spell.
If the check fails, the spell also fails, and the action used to cast it is wasted.
This property can only be used once before requiring a long rest to regain its potency.
CommonWondrous Item Required wizard Wizard
Hazirawn Legendary HazirawnHazirawn, a sentient greatsword steeped in neutral evil, possesses the ability to communicate in both Common and Netherese. Even without attunement, the wielder gains a +1 bonus on attack rolls and damage rolls with this magical weapon. If unattuned, the sword inflicts an additional 1d6 necrotic damage upon a successful hit.

Properties:

Increased Potency:
When attuned to Hazirawn, the bonus on attack rolls and damage rolls elevates to +2.
The sword’s necrotic damage on a hit increases to 2d6 (up from 1d6).

Spells:
Hazirawn possesses 4 charges that can be used to cast spells.
While attuned and holding the sword, you can expend charges to cast the following spells:
Detect Magic (1 charge)
Detect Evil and Good (1 charge)
Detect Thoughts (2 charges)
Each night at midnight, the sword regains 1d4 expended charges.

Wounding:
While attuned, any creature struck by Hazirawn is prevented from regaining hit points for 1 minute.
The affected creature can make a DC 15 Constitution saving throw at the end of each turn to end the effect early on a success.
spellsLegendaryWeapon Greatsword Required Bonus: Magic, Damage: Necrotic, Bonus: Magic, Damage: Necrotic, Damage, Buff, Combat, Sentient, Heavy, Two-Handed
Headband of Intellect Uncommon Headband of IntellectThis unassuming headband possesses the remarkable ability to enhance the wearer’s intellectual capacity. When attuned to the Headband of Intellect, your Intelligence score is set at 19. However, if your Intelligence is already 19 or higher without the headband, it confers no additional benefit. This item provides a significant boost to cognitive abilities, making it a valuable asset for those seeking intellectual prowess.UncommonWondrous Item Required Set: Intelligence Score, Buff, Headwear INT
Heart Weaver’s Primer Rare Heart Weaver’s PrimerThis pristine and alluring book, exuding a faint fragrance tailored to your individual taste, is the Heart Weaver’s Primer. Once attuned to this magical tome, it functions as both a spellbook and a unique spellcasting focus for your wizard spells.

The Heart Weaver’s Primer comes preloaded with an array of enchantment spells: Antipathy/Sympathy, Charm Person, Dominate Person, Enthrall, Hypnotic Pattern, Modify Memory, and Suggestion.

In addition to its role as a repository of enchanting knowledge, the book holds 3 charges, with 1d3 of these charges replenishing each day at dawn. The charges can be harnessed in the following ways while you hold the book:

Spell Replacement: Spending 1 minute studying the primer allows you to expend 1 charge to replace one of your currently prepared wizard spells with another enchantment school spell from the book.

Enhanced Enchantment: When casting an enchantment spell, you can expend 1 charge to impose disadvantage on the first saving throw made by a target against the spell. This subtle manipulation enhances the potency of your enchanting magic.
spellsRareWondrous Item Required wizard Wizard
Hell Hound Cloak Rare Hell Hound CloakThis dark and ominous cloak is crafted from the cured hide of a hell hound, bearing the essence of the infernal creature. While attuned to the Hell Hound Cloak, you can harness its transformative powers. However, be wary, for this cloak is cursed, and its hold on you can become perilous.

As an action, you can command the cloak to transform you into a hell hound, allowing you to assume this shape for up to 1 hour. The transformation follows the mechanics of the Polymorph spell, but with the added ability to revert to your original form using a bonus action.

Curse:
The Hell Hound Cloak imposes a curse upon its wearer, linking them to the essence of the hell hound. Becoming attuned to the cloak extends the curse to you, creating an unwilling attachment to the garment. Until the curse is broken through magic such as Remove Curse, you find it difficult to part with the cloak, keeping it within your reach at all times.

However, the curse runs deeper. The sixth time you utilize the cloak, and with each subsequent use, you must make a DC 15 Charisma saving throw. Failing the save results in the transformation lasting until dispelled or until you drop to 0 hit points, and you lose the ability to willingly return to your normal form. The curse intensifies if you persist in hell hound form for 6 hours, leading to a permanent transformation, replacing all your statistics with those of a hell hound. Regaining your identity requires Remove Curse or similar magic. Should this permanent form persist for 6 days, only a wish spell can undo the transformation
spellsRareWondrous Item Required Buff, Shapechanging, Cursed
Hellfire Weapon Uncommon Hellfire WeaponThis sinister weapon is crafted from infernal iron, its surface adorned with veins of hellfire that emanate a dim light in a 5-foot-radius. However, the true malevolence of the Hellfire Weapon lies in its ability to manipulate the fate of those it slays.

Whenever a humanoid is killed by an attack made with this weapon, a nefarious magic takes hold. The soul of the fallen creature is drawn into the dark currents of the River Styx, a malevolent force within the infernal realms. There, the soul undergoes a twisted transformation, being reborn instantly as a lemure devil, as detailed in the Monster Manual. This vile process forever ties the victim to the infernal plane, consigning them to a new existence as a minion of the Nine Hells.
UncommonWeapon —— Damage, Combat
Helm of Brilliance Very Rare Helm of BrillianceThe Helm of Brilliance is a dazzling headpiece adorned with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. If any gem is removed or destroyed, it crumbles to dust, and when all gems are gone, the helm loses its magical properties. While wearing the helm, you gain the following benefits:

Spellcasting: You can use an action to cast one of the following spells (save DC 18), utilizing a gem of the specified type from the helm as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed upon casting the spell and vanishes from the helm.

Undead Detection: The helm emits dim light in a 30-foot radius as long as it has at least one diamond. In this illuminated area, undead creatures starting their turn take 1d6 radiant damage.

Fire Resistance: As long as the helm possesses at least one ruby, you gain resistance to fire damage.

Blazing Weapon: With at least one fire opal in the helm, you can use an action and speak a command word to envelop a weapon you are holding in flames. The blazing weapon emits bright light in a 10-foot radius and an additional 10 feet of dim light. The flames are harmless to you and the weapon. Attacks with the blazing weapon deal an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you stow or drop the weapon.

Destruction Surge: If you take fire damage due to a failed saving throw against a spell while wearing the helm, roll a d20. On a roll of 1, the helm emits beams of light from its remaining gems. All creatures within 60 feet of the helm, excluding you, must make a DC 17 Dexterity saving throw. Those who fail take radiant damage equal to the number of remaining gems in the helm. After this surge, the helm and its gems are destroyed.
Very RareWondrous Item Required Resistance: Fire, Damage, Detection, Combat, Warding, Headwear
Helm of Comprehending Languages Uncommon Helm of Comprehending LanguagesWhen worn, it allows the wearer to use an action to cast the comprehend languages spell at will.spellsUncommonWondrous Item —— Communication, Headwear
Helm of Devil Command Very Rare Helm of Devil CommandThis eyeless helmet, originally crafted for a pit fiend but capable of resizing to fit other heads, offers various abilities:

Sensory Enhancement: While wearing the helm, the wearer can see through it as if not wearing it. Additionally, they gain knowledge of the exact location and type of all devils within a 1,000-foot radius.

Telepathic Communication: The wearer can telepathically communicate with a devil within the specified range. They can also broadcast their thoughts to all devils in the area, although the devils have no special means of replying.

Dominate Monster: The helm has 3 charges. By expending 1 charge as an action, the wearer can cast Dominate Monster (save DC 21), specifically targeting devils. If the devil sees the wearer during the casting, it becomes aware of the attempt.

Recharging: The helm regains all expended charges 24 hours after the last charge is used.

Note: If the wearer is not a devil, using the Dominate Monster property in the Nine Hells carries a 20 percent chance of attracting a narzugon, which may arrive on a nightmare mount within 1d4 hours. The narzugon’s purpose is to recover the helm, potentially resorting to lethal force if needed. Once obtained, the narzugon endeavors to deliver the helm to its infernal master.
Very RareWondrous Item Required creature that can speak Infernal Creature that can speak Infernal
Helm of Disjunction Legendary Helm of DisjunctionCrafted by the renowned wizard Mordenkainen, this sleek, golden helmet has potent antimagic properties. Here are its key features:

Antimagic Pulse: As an action while wearing the helm, the attuned user can emit an antimagic pulse in a vast 300-foot-radius sphere centered on themselves.

Magic Item Disjunction:
Potions and scrolls within the area are destroyed.
Other magic items in the area have their magical properties suppressed for 1 minute. Artifacts are unaffected, as are magic items on the wearer’s person.

Spell Disjunction:
Any ongoing spell ends if the affected creature, object, or area is even partially within the pulse’s area.

Wave of Force: The antimagic pulse’s strength is enough to knock down creatures in close proximity. Each creature within 30 feet of the attuned user must succeed on a DC 15 Strength saving throw or be prone.

Limitation: Once the helm’s antimagic property is used, it cannot be used again until 1d4 days have passed.
LegendaryWondrous Item Required Sorcerer, Warlock, or Wizard, Control, Warding, Headwear Sorcerer, Warlock, or Wizard
Helm of Perfect Potential Artifact Helm of Perfect PotentialThis copper-hued helm holds a shard of the Elemental Chaos in its forehead, surrounded by a motif of a rising sun. Crafted by Annam for his daughter Diancastra, the helm is a symbol of her worthiness.

Random Properties:
The helm possesses the following random properties, determined by rolling on the appropriate table in the Dungeon Master’s Guide:

2 minor beneficial properties.
1 major beneficial property.
1 minor detrimental property.

Master of Guile:
While wearing the helm, you gain advantage on Charisma (Deception) and Wisdom (Insight) checks.

Arrow of Elemental Havoc:
As a bonus action while wearing the helm, you can launch a bolt of searing elemental energy at a creature within 90 feet. The target must make a DC 20 Dexterity saving throw. On a failed save, the creature takes 4d6 acid, cold, fire, lightning, or thunder damage (your choice). On a successful save, it takes half damage.

Spellcasting:
The helm has 6 charges and regains 1d6 charges at dawn. As an action while wearing it, you can expend 1 or more charges to cast the following spells (save DC 20):

Elemental Weapon (1 charge)
Call Lightning (2 charges)
Wall of Fire (3 charges)
Conjure Elemental (4 charges)
Tsunami (5 charges)
spellsArtifactWondrous Item Required Advantage: Deception, Advantage: Insight
Helm of Telepathy Uncommon Helm of TelepathyWhile wearing this helm, you gain the following abilities:

Detect Thoughts: You can use an action to cast the detect thoughts spell from the helm (save DC 13). As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. The target can reply, using a bonus action to do so, as long as your focus on it continues.

Suggestion: While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell from the helm on that creature. The save DC for the suggestion spell is 13. Once this property is used, it can’t be used again until the next dawn.
spellsUncommonWondrous Item Required Communication, Detection, Headwear
Helm of Teleportation Rare Helm of TeleportationThis helm possesses the following properties:

Teleportation: While wearing the helm, you can use an action and expend 1 of its 3 charges to cast the teleport spell. The helm regains 1d3 expended charges daily at dawn.
RareWondrous Item Required Teleportation, Headwear
Helm of the Gods Rare Helm of the GodsThis helm offers insights into the presence of celestial or fiendish beings nearby. Additionally, it allows the attuned wearer to pray to specific gods during a long rest and store spells associated with those deities.

Divine Awareness: While wearing the helm, you can sense the presence and location of celestials or fiends within 30 feet of you, provided they are not behind total cover.

Godly Spells: After completing a long rest, you can pray to one of the gods listed on the Helm of the Gods table. By doing so, you can store the corresponding spell in the helm, replacing any previously stored spell. The save DC for the spell is 13.
Charges: The helm has 3 charges. To cast a spell stored in the helm, you must expend 1 charge. The helm regains 1d3 expended charges daily at dawn.
spells,tableRareWondrous Item Required Headwear
Helm of the Scavenger Legendary Helm of the ScavengerThis ornate chair is specially crafted to control and navigate a ship through the vastness of space.

Passive Properties:

Breath of the Void: When placed aboard a vessel weighing between 1 and 100 tons, the helm generates an envelope of fresh air around the ship in space (not underwater). This air envelope extends from the ship’s edges for a distance equal to the vessel’s beam. Creatures aboard and near the ship can breathe normally within this space, and the temperature is maintained at 70 degrees Fahrenheit.

Gravity’s Embrace: When placed aboard a vessel weighing between 1 and 100 tons, the helm creates an artificial gravity field in space, allowing creatures to walk on the ship’s decks as they would under normal gravity. Objects and creatures that fall overboard are affected by a gravity plane extending from the main deck for a distance equal to the vessel’s beam.

Active Properties:
While attuned to the helm, providing a sensation akin to immersion in warm water, the spellcaster gains the following abilities while seated:

Aquatic Propulsion: Utilizing the helm, you can propel the vessel across or through water and other liquids at a maximum speed in miles per hour equal to your highest-level unexpended spell slot.

Voidborne Propulsion: The helm can propel the vessel through air or space at a maximum speed in miles per hour equal to your highest-level unexpended spell slot multiplied by 10.

Basic Navigation: With at least one unexpended spell slot, you can steer the vessel, although somewhat clumsily, similar to using oars or a rudder on a traditional seafaring ship.

Scrying Prowess: At will, you can perceive events happening on and around the vessel as if you were physically present at a location of your choosing aboard the ship.

Drawback:
While attuned to the helm, you are unable to expend your own spell slots.
LegendaryWondrous Item Required spellcaster Spellcaster
Helm of Underwater Action Uncommon Helm of Underwater ActionThis brass helmet is enchanted to provide its wearer with enhanced capabilities for underwater exploration.

Underwater Breathing: While wearing the Helm of Underwater Action, you can breathe underwater as naturally as you would on land.

Darkvision: The helmet grants you darkvision with a range of 60 feet, allowing you to see clearly in conditions of low light and complete darkness underwater.

Swimming Speed: You gain a swimming speed of 30 feet while wearing the helm, enabling you to move effortlessly through aquatic environments.
UncommonWondrous Item Required Set Base: Darkvision, Set: Speed (Swimming), Movement, Exploration
Hew Uncommon HewHew is a finely crafted battleaxe with a unique enchantment that makes it exceptionally effective against plant creatures and wooden objects. This enchanted weapon bears the following properties:

Magic Enhancement: Hew is a +1 battleaxe, providing a +1 bonus to attack rolls and damage rolls made with it.

Maximized Damage: When Hew strikes a plant creature or an object made of wood, it deals maximum damage instead of rolling for damage. This feature ensures that the axe inflicts the most substantial possible harm to such targets.

Dwarven Legacy: Crafted by a skilled dwarf smith with a history of conflicts with forest-dwelling dryads, Hew carries the lingering aura of the dwarf’s animosity towards the natural inhabitants of the woods. As a result, the attuned wielder may feel a sense of unease when traversing through forested areas.
UncommonWeapon Battleaxe —— Bonus: Magic, Damage, Combat, Versatile
Hew Legacy Uncommon Hew LegacyHew is a finely crafted battleaxe with a unique enchantment that makes it exceptionally effective against plant creatures and wooden objects. This enchanted weapon bears the following properties:

Magic Enhancement: Hew is a +1 battleaxe, providing a +1 bonus to attack rolls and damage rolls made with it.

Maximized Damage: When Hew strikes a plant creature or an object made of wood, it deals maximum damage instead of rolling for damage. This feature ensures that the axe inflicts the most substantial possible harm to such targets.

Dwarven Legacy: Crafted by a skilled dwarf smith with a history of conflicts with forest-dwelling dryads, Hew carries the lingering aura of the dwarf’s animosity towards the natural inhabitants of the woods. As a result, the attuned wielder may feel a sense of unease when traversing through forested areas.
UncommonWeapon Battleaxe —— Bonus: Magic, Damage, Combat, Versatile
Heward’s Handy Spice Pouch Common Heward’s Handy Spice PouchThis unassuming belt pouch is a culinary delight for those who appreciate the art of seasoning. It is enchanted with the magical touch of Heward, allowing its user to spice up their meals with a simple gesture. Here are its features:

Appears Empty: At first glance, the pouch appears empty, hiding its magical properties from casual observers.

Charges: The pouch comes with 10 charges. Each time you wish to use it, you must expend 1 charge.

Seasoning Selection: By using an action and expending a charge, you can speak the name of any nonmagical food seasoning you desire (such as salt, pepper, saffron, cilantro, etc.). The pouch then produces a pinch of the specified seasoning. This amount is sufficient to season a single meal, enhancing its flavor.

Daily Recharge: The pouch regains 1d6 + 4 expended charges at dawn, ensuring it stays ready for seasoning adventures each day.
CommonWondrous Item —— Social
Heward’s Hireling Armor Very Rare Heward’s Hireling ArmorThis exceptional leather armor is a testament to the legendary mage Heward’s ingenuity, and it has been recreated through Kwalish’s experiments. It combines magical enhancements with practical utility, catering to the needs of adventurers who appreciate both protection and convenience.

Properties:

AC Bonus: While wearing Heward’s Hireling Armor, you gain a +1 bonus to your Armor Class, enhancing your overall protection.

Animated Straps: The armor’s magical straps come to life, aiding you in the swift drawing and sheathing of weapons. You can effortlessly draw or stow two one-handed weapons simultaneously, a remarkable advantage in combat situations.

Extradimensional Pockets: The armor features six pockets, each acting as an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. Retrieving an item from these pockets requires an action. The armor’s weight remains constant at 10 pounds, regardless of the contents in its pockets.

Magical Retrieval: When reaching into one of the armor’s pockets for a specific item, the desired item is always magically on top, streamlining the retrieval process.

Interdimensional Warning: Placing the armor inside an extradimensional space created by items like a Bag of Holding or a Heward’s Handy Haversack triggers a protective enchantment. This interaction instantly destroys both items and opens a one-way gate to the Astral Plane. Any creature within 10 feet of the gate is transported to a random location on the Astral Plane. The gate then closes and cannot be reopened.
Very RareArmor Leather Required Bonus: Armor Class
Heward’s Handy Haversack Rare Heward’s Handy HaversackA Heward’s Handy Haversack is a magical backpack designed to provide adventurers with efficient and organized storage. Its extradimensional compartments make it a valuable asset for those who seek quick access to their gear.

Features:

Extradimensional Storage: The haversack has three compartments, providing extradimensional storage space. It looks like a regular backpack and maintains a constant weight of 5 pounds, irrespective of its contents.

Side Pouches: Two side pouches on the haversack can each hold up to 20 pounds of material, with a maximum volume of 2 cubic feet (56.6 liters). These pouches are ideal for storing smaller items and essentials.

Main Compartment: The main compartment of the haversack can store up to 80 pounds of material, with a maximum volume of 8 cubic feet (226 liters). This larger space accommodates bulkier items and equipment.

Destruction Risk: Overloading or damaging the haversack leads to its destruction, resulting in the permanent loss of its contents. Users must exercise caution to prevent such occurrences.

Interdimensional Interaction: Similar to other magic storage items like bags of holding or portable holes, placing a Heward’s Handy Haversack inside the extradimensional space of another item of this nature leads to the destruction of both items. Additionally, it creates a temporary portal to the Astral Plane, capable of pulling through any creature within a 10-foot radius.
RareWondrous Item —— Utility, Container
Hither-Thither Staff Legendary Hither-Thither StaffThis walking stick, adorned with a resplendent gemstone at its apex, possesses the magical ability to manipulate space through the creation of teleportation portals.

Properties:

Charges: The Hither-Thither Staff starts with 4 charges and regains 1d4 expended charges each day at dawn.

Portal Creation: As an action, you can expend 1 charge to create two linked teleportation portals. These portals can manifest on flat surfaces within 1,500 feet of you, and you must be able to see the chosen locations. The portals appear as glowing oval rings, forming an open doorway 6 feet high and 4 feet wide when connected. Creatures or objects passing through one portal emerge from the other, effectively bridging the gap between the chosen locations.

Portal Relocation: Alternatively, you can expend 1 charge as an action to relocate one or both portals. The surfaces where the portals appear must be of sufficient size to accommodate them.

Moving Surfaces: The portals can manifest on moving surfaces, but the effect ceases if the two portals move more than 1 mile apart.

Bonus Action Abilities: Holding the staff, you can use a bonus action to close both portals, ending the effect. Additionally, you can suppress one portal, causing it to disappear until you choose to relocate it. During this time, the remaining portal cannot be used. The portals typically last for 24 hours.
LegendaryStaff —— Teleportation, Exploration
Holy Avenger Legendary Holy AvengerThis extraordinary magical sword, known as the Holy Avenger, is a weapon of divine power, especially effective against fiends and undead.

Properties:

Attack and Damage Bonus: You gain a +3 bonus to both attack and damage rolls made with the Holy Avenger.

Radiant Smite: When you successfully hit a fiend or an undead with the Holy Avenger, the creature suffers an additional 2d10 radiant damage.

Aura of Protection: While the sword is drawn, it emanates an aura in a 10-foot radius around you. Within this aura, you and all friendly creatures gain advantage on saving throws against spells and other magical effects.

Enhanced Aura (Paladin Level 17): If you have 17 or more levels in the paladin class, the radius of the aura expands to an impressive 30 feet, providing enhanced protection to you and your allies.
LegendaryWeapon Longsword Required Bonus: Magic, Damage: Radiant, Advantage: Saving Throws, Paladin, Damage, Combat, Warding, Versatile Paladin
Holy Symbol of Ravenkind Legendary Holy Symbol of RavenkindThis extraordinary magical sword, known as the Holy Avenger, is a weapon of divine power, especially effective against fiends and undead.

Properties:

Attack and Damage Bonus: You gain a +3 bonus to both attack and damage rolls made with the Holy Avenger.

Radiant Smite: When you successfully hit a fiend or an undead with the Holy Avenger, the creature suffers an additional 2d10 radiant damage.

Aura of Protection: While the sword is drawn, it emanates an aura in a 10-foot radius around you. Within this aura, you and all friendly creatures gain advantage on saving throws against spells and other magical effects.

Enhanced Aura (Paladin Level 17): If you have 17 or more levels in the paladin class, the radius of the aura expands to an impressive 30 feet, providing enhanced protection to you and your allies.
LegendaryWondrous Item Required cleric or paladin of good alignment, Control, Bane Cleric or paladin of good alignment
Hook of Fisher’s Delight Rare Hook of Fisher’s DelightThis diminutive silver fishhook adorned with a gold feather is known as the Hook of Fisher’s Delight. To activate its magical properties, the feathered hook must be securely tied to the end of a fishing line and immersed in water covering at least a 10-foot cube. Upon each uninterrupted hour of immersion, the hook has the potential to conjure a magical fish, bringing delight to those who seek its catch.

Properties:

Conjuration: After an uninterrupted hour of immersion, roll a d6. On a result of 6, a magical fish, measuring 6 inches in length, appears on the end of the hook.

Magical Fish: The color and properties of the conjured fish are determined by rolling on the “Hook of Fisher’s Delight” table, creating a variety of enchanting aquatic creatures.

Limitation: Once the hook conjures a magical fish, it cannot do so again until the following dawn.
tableRareWondrous Item —— Horizon Puzzle Cube Unknown Rarity
Horizon Puzzle Cube Unknown Rarity Horizon Puzzle Cube Description: A Horizon puzzle cube is an 8-inch magical cube made of gold, iron, crystal, and copper. It holds a significant value of 5,000 gp to a sage or collector.
Activation: A functioning puzzle cube can be solved with 30 minutes of work and a successful DC 25 Intelligence (Investigation) check.
Effect: Upon successful solving, a 30-foot-diameter portal appears before the creature who solved the cube. This portal leads to the northeastern platform of Horizon’s Edge.
Portal Duration: The two-way portal remains open for 10 minutes or until a creature uses an action to change the puzzle’s configuration.
Restrictions: Puzzle cubes do not function while on Horizon’s Edge. However, a device somewhere in the demiplane allows a cube to function in reverse while it is fitted into it.

The Horizon Puzzle Cube adds an element of mystery and adventure, serving as a key to unlock access to the unique demiplane of Horizon’s Edge in the Dungeons & Dragons universe.
Unknown RarityWondrous Item —— Teleportation
Horn of Beckoning Death Legendary Horn of Beckoning DeathResembling a small dragon’s horn, this arcane device glows with a hellish internal light when held. As an action while holding this horn, you can invoke a necromantic effect called the Beckoning Death.

The Beckoning Death arrives at the start of your next turn and manifests as a crimson cloud of smoke that fills a 30-foot-radius sphere centered on the horn. The sphere doesn’t move with the horn. At the start of each of your turns, the sphere’s radius increases by 30 feet. The cloud disappears after 10 minutes or when your concentration on the effect ends. Any creature (including you) that has 9 or fewer hit points when it ends its turn in the cloud is slain by the Beckoning Death. A Humanoid killed in this way instantly transforms into a zombie (see the Monster Manual). The zombie obeys the commands of the horn’s creator, the lich Szass Tam.
LegendaryWondrous Item Required Sorcerer, Warlock, or Wizard Sorcerer, Warlock, or Wizard
Horn of Blasting Rare Horn of BlastingThis magical horn can be activated by speaking its command word and blowing into it, emitting a thunderous blast in a 30-foot cone that can be heard up to 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. The effects vary based on the result:

Failed Save: A creature takes 5d6 thunder damage and is deafened for 1 minute.
Successful Save: A creature takes half damage and is not deafened.
Glass or Crystal Objects: Such objects have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6 on a failed save.

Additionally, there’s a 20 percent chance with each use of the horn that it might explode. If it explodes, it deals 10d6 fire damage to the user and is destroyed in the process.
RareWondrous Item —— Damage: Thunder, Deafened, Damage, Debuff, Combat
Horn of Silent Alarm Common Horn of Silent AlarmThis horn is a discreet and handy tool with 4 charges. When you use an action to blow the horn, only one creature of your choice within 600 feet, who is not deafened, can hear its blare. Importantly, no other creature in the vicinity is aware of the sound emanating from the horn. The horn regains 1d4 expended charges each day at dawn.CommonWondrous Item —— Horn of the Endless Maze Rare
Horn of the Endless Maze Rare Horn of the Endless MazeThis mystical horn, weighing 2 pounds, can be activated using an action. When blown, 3d4+3 warrior spirits materialize within 60 feet of you. These spirits take the form of Minotaurs, utilizing the statistics of berserkers. They remain in the material plane for 1 hour or until their hit points drop to 0, at which point they return to the Abyss. The horn can only be used again after a period of 7 days has passed.

It’s crucial to note that if the horn is blown by someone lacking proficiency with all simple weapons, the summoned berserkers will perceive them as a threat and attack. On the other hand, if the user meets the proficiency requirement, the berserkers will be friendly and obedient, following commands issued by the person who activated the horn and their companions.
RareWondrous Item —— Summoning
Horn of Valhalla Varies Horn of ValhallaThis magical horn can be used with an action to summon warrior spirits from Valhalla, appearing within 60 feet of the user. These spirits take the form of berserkers and utilize their statistics. After 1 hour or when their hit points reach 0, the spirits return to Valhalla. The horn can’t be used again until 7 days have passed.

Four distinct types of the Horn of Valhalla exist, each crafted from a different metal. The type of horn determines the number of berserkers summoned and the requirement for its proper use. The horn’s type is either chosen by the GM or determined randomly. The following table outlines the horn types, the berserkers summoned, and the requirements for use:
If the horn is blown without meeting its specified requirement, the summoned berserkers will perceive the user as a threat and attack. Conversely, if the user meets the requirement, the berserkers will be friendly and responsive, following commands issued by the person who activated the horn and their companions.
tableVariesWondrous Item —— Summoning
Horned Ring Very Rare Horned RingThe Horned Rings were a set of eight enchanted rings created by the mad wizard Halaster for himself and his seven apprentices. Crafted from iron, these rings featured small horns that curved backward toward the wearer’s fingers. Each of the eight horned rings was imbued with distinct powers and immunities, tailor-made for the individual they were designed for. If someone else attempted to wear one of these rings, they would have access to only a subset of the powers.

One of the most common powers of the Horned Rings allowed the wearer to teleport to different locations within Undermountain, similar to Halaster’s teleportation rings or the greater teleport spell. The wearer had the ability to specify the destination of their teleportation. Following the Spellplague, this became the only accessible power for laypeople.

Another notable power of the Horned Ring was its capability to break through magical barriers, excluding prismatic walls or prismatic spheres. This ability allowed the wearer to bypass magical defenses such as Halaster’s teleport cage. Additionally, the wearer could command the ring to cloak them in an antimagic aura at will.

One unique feature of the Horned Ring was its self-recharging mechanism. The ring had the ability to absorb incoming magic missiles and both magical and natural electrical energy directed at the wearer. This provided complete protection against such attacks while the wearer had the Horned Ring on.
spellsVery RareRing Required Warding, Jewelry
Horseshoes of a Zephyr Very Rare Horseshoes of a ZephyrThese iron horseshoes are found in a set of four. When all four shoes are fitted onto the hooves of a horse or a similar creature, they grant the following magical effects:

Weightless Movement: The creature wearing the horseshoes can move normally while floating 4 inches above the ground. This ability allows the creature to traverse non-solid or unstable surfaces, including water or lava. As a result, the creature leaves no tracks and can effortlessly navigate difficult terrain.

Trackless Movement: The magical nature of the horseshoes ensures that the creature leaves no tracks behind, making it difficult for others to trace its movements.

Effortless Travel: The creature can maintain its normal speed for up to 12 hours a day without suffering exhaustion from a forced march. This feature enables the creature to cover vast distances without the usual fatigue associated with extended travel.

The Horseshoes of a Zephyr enhance the mobility and endurance of the creature wearing them, making them a valuable asset for travel, exploration, and avoiding detection.
Very RareWondrous Item —— Movement, Exploration
Horseshoes of Speed Rare Horseshoes of SpeedThis set of four iron horseshoes, when fitted onto the hooves of a horse or a similar creature, imparts a magical enhancement to its movement:

Speed Augmentation: The creature gains a significant boost to its walking speed, with an increase of 30 feet. This effect allows the creature to move faster than its normal capabilities, making it ideal for swift travel, pursuit, or evasion.
RareWondrous Item —— Buff, Movement, Exploration
House of Cards Uncommon House of CardsThis deck of cards, adorned with protective geometric motifs, holds the power to transform into a temporary shelter with magical properties:

Card Shaping: As an action, you can shuffle the deck, causing the cards to deal themselves out and create a shelter. The shelter can be molded to your liking within a 40-foot cube centered on a point within 30 feet of you. It must have one door, up to four windows, and can take on various shapes. You have exclusive control over opening or closing the door and windows.

Magical Shelter: The created shelter boasts a solid construction with a floor, roof, and customizable features. It provides a comfortable temperature inside, immune to extreme conditions. The shelter has an Armor Class of 15, 50 hit points, and is immune to poison and psychic damage.

Limited Duration: The shelter remains in existence for 24 hours or until you dismiss it as an action. Alternatively, it dissipates if reduced to 0 hit points. After the duration ends or the shelter is dismissed, it transforms back into the deck of cards, appearing in your hand. The deck can’t be used again in this manner until the next dawn.

The House of Cards offers a versatile and magical solution for creating temporary shelters, providing both protection and comfort in various environments.
UncommonWondrous Item —— Utility
Icon of Ravenloft Legendary Icon of RavenloftThis 12-inch-tall statuette made of pure silver, depicting a kneeling cleric, holds the essence of divine power. While attuned to the Icon of Ravenloft, a creature of good alignment gains access to its potent abilities:

Protection from Evil and Good: While within 30 feet of the icon, the attuned creature benefits from the effects of a Protection from Evil and Good spell against fiends and undead.

Augury: Once per day, the attuned creature can use an action to cast the Augury spell from the icon, without requiring any material components.

Bane of the Undead: The icon serves as a holy symbol when using the Turn Undead or Turn the Unholy feature. The save DC for these features increases by 2 while utilizing the icon.

Cure Wounds: Once per day, while holding the icon, the attuned creature can take an action to heal a target it can see within 30 feet. The healed creature regains 3d8 + 3 hit points, except if it is undead, a construct, or a fiend.

The Icon of Ravenloft, bestowed with divine blessings, becomes a powerful tool for those who stand against the forces of darkness. Its protective aura and versatile abilities make it a beacon of hope in the face of the undead and fiendish threats.
spellsLegendaryWondrous Item Required Creature of Good Alignment, Healing, Utility Creature of Good Alignment
Iggwilv’s Cauldron Artifact Iggwilv’s CauldronIggwilv, aided by her adoptive mother, the archfey Baba Yaga, crafted this enigmatic cauldron, known as Iggwilv’s Cauldron. The cauldron, capable of two forms, resonates with magical power and secrets. In its golden state, adorned with imagery of bare-branched trees and mystical symbols, it beckons warmth and nourishment. Conversely, in its iron form, embellished with images of bats, toads, cats, lizards, and snakes, it exudes an aura of dark enchantment.

The cauldron, regardless of form, stands 3 feet in diameter with an intricate exterior and a 2-foot-wide mouth. Weighing 80 pounds when empty, it can hold up to 100 gallons of liquid.

Attunement: A spellcaster must attune to the cauldron, but not without risk. A DC 15 Constitution saving throw is required, as failure ages the creature dramatically. The aging effect is debilitating, halving speed, reducing senses, and imposing disadvantage on all actions. Only a Wish spell or divine intervention can reverse this aging.

Three hags, forming a coven, can attune simultaneously. If the coven dissolves, attunement ends for all hags.

Random Properties: The cauldron possesses 1 minor beneficial and 1detrimental properties, adding an unpredictable element to its use.

Gold Cauldron:

Transforms water into a nourishing stew for up to four people per gallon.
Converts wine into a fortifying elixir, providing 10 temporary hit points per consumer.
Serves as a Scrying spell focus when filled with a specific mixture of water and wine.
Temporarily transforms an ordinary broom into a Broom of Flying.

Iron Cauldron:

Summons a swarm of bats when screamed into, acting as commanded for 1 minute.
Turns poured blood into a sleep-inducing black smoke, affecting creatures within a radius.
Transforms a tied dead frog or toad into a Wand of Polymorph with 3 charges.
Initiates a time-freezing effect within 1,000 feet when touched with a unicorn’s horn and reciting a specific poem.

Destruction and Reconstruction: The cauldron, resilient with AC 19 and 80 hit points, succumbs only to Flame Tongue or Frost Brand weapons. Shattering it into eight pieces nullifies its magical effects. The shared spellcasting trait of hag covens across the multiverse vanishes with the cauldron’s destruction.

Reconstruction requires a Wish spell when all eight pieces are within 5 feet, restoring the cauldron and its properties. The shared spellcasting trait returns, impacting hag covens across the multiverse.
spellsArtifactWondrous Item Required spellcaster Spellcaster
Illuminator’s Tattoo Common Illuminator’s TattooCrafted by a specialized needle, the Illuminator’s Tattoo showcases exquisite calligraphy, intricate depictions of writing tools, and other aesthetic elements, making it both magical and visually captivating.

Tattoo Attunement: To attune to this enchanting item, you must place the needle on your skin where you desire the tattoo, keeping it there throughout the attunement process. Once the attunement is complete, the needle magically transforms into ink, manifesting the tattoo on your skin. If your attunement to the tattoo ends, the inked design disappears, and the needle reappears in your proximity.

Magical Scribing: While the tattoo graces your skin, you gain the ability to write effortlessly with your fingertip, as if it were a never-ending ink pen.

Invisible Inscription: As an action, you can touch a piece of writing up to one page in length and speak the name of a creature. The script becomes invisible to everyone except you and the named creature for the next 24 hours. Either party can dismiss the invisibility by touching the script, requiring no action. Once employed, this ability can’t be used again until the following dawn. The Illuminator’s Tattoo seamlessly combines practical utility with enchanting aesthetics, offering a touch of magic to the art of communication.
CommonWondrous Item Required Illusionist’s Bracers Very Rare
Illusionist’s Bracers Very Rare Illusionist’s BracersCrafted by a skilled illusionist of House Dimir, these bracers enable the wearer to create multiple minor illusions simultaneously. The bracers’ capabilities, however, transcend mere illusions. While wearing them, whenever you cast a cantrip, you can use a bonus action on the same turn to cast that cantrip a second time.Very RareWondrous Item Required Utility, Combat, Cantrip, spellcaster, Wristwear Spellcaster
Imbued Wood Focus Common Imbued Wood FocusAn Imbued Wood Focus takes the form of a rod, staff, or wand, hewn from a tree suffused with extraplanar energy. If you’re a spellcaster, this enchanted orb serves as a spellcasting focus for your magical energies.

When wielding this focus, the magical resonance within grants a +1 bonus to one damage roll of a damage-dealing spell, as long as the damage aligns with the type associated with the wood from which the focus is crafted. Refer to the Imbued Wood Focus table for the specific wood types and their corresponding damage types. Harness the power of nature and weave spells that resonate with the essence of the imbued wood.
tablCommonWondrous Item Required Immovable Rod Uncommon
Immovable Rod Uncommon Immovable RodThis flat iron rod is equipped with a button on one end. With a simple action, you can press the button, invoking a magical fixation that renders the rod immovable until the button is pressed again by you or another creature. Gravity itself has no effect on the rod during this state. Remarkably sturdy, the rod can support up to 8,000 pounds of weight; exceeding this limit deactivates the rod, causing it to fall.

Should the need arise, a creature can attempt to move the fixed rod. Using an action, they can make a formidable DC 30 Strength check, allowing them to shift the rod up to 10 feet on a successful attempt. The Immovable Rod stands as a testament to magical engineering, offering both stability and a unique method of controlled mobility.
UncommonRod —— Utility
Infernal Puzzle Box Uncommon Infernal Puzzle BoxAn Infernal Puzzle Box takes the form of a cube-shaped container, measuring 5 to 6 inches on each side. Crafted from airtight, interlocking parts composed of materials sourced from the Nine Hells, most are forged from infernal iron, while others boast carvings from bone or horn. These diabolical creations serve as guardians of contracts made between devils and mortals, persisting even after the terms have been met. Regardless of material, an empty infernal puzzle box weighs a consistent 3 pounds.

When a small enough object is placed inside, the puzzle box seals magically around it, rendering it impervious to all damage and immune to magical attempts to force it open. Each infernal puzzle box is ingeniously designed with a unique, non-magical means of opening. Once the trick or sequence is deciphered, opening the box becomes an action, granting access to its contents.

To unlock the secrets within, a creature can spend 1 hour holding the infernal puzzle box and attempting to open it. A challenging DC 30 Intelligence (Investigation) check is required. Success reveals the puzzle’s solution. However, failure by 5 or more forces the creature to make a DC 18 Wisdom saving throw, suffering 42 (12d6) psychic damage on a failed save or half on a successful one. The Infernal Puzzle Box is a devilish enigma, safeguarding secrets with both mundane cunning and supernatural consequences.
UncommonWondrous Item —— Infernal Tack Legendary
Infernal Tack Legendary Infernal TackForged by the malevolent hands of a narzugon devil, Infernal Tack binds a nightmare (as described in the Monster Manual) into its service. Comprising a bridle, bit, reins, saddle, stirrups, and spurs, this sinister ensemble compels the nightmare to serve whoever wears the spurs until the wielder meets their demise or the tack is removed.

Using an action, you can summon the nightmare bound by the Infernal Tack by clashing the spurs together or scraping them through blood. The nightmare manifests at the start of your next turn, within 20 feet of you. It acts as your ally, following your initiative, and remains in your service for 1 day, until either you or the nightmare meets its demise, or until you dismiss it with another action. Should the nightmare perish, it reconstitutes in the Nine Hells within 24 hours, ready to be summoned once more.

It’s crucial to note that the Infernal Tack does not conjure a nightmare from thin air; instead, it must first be subdued to allow the tack to be affixed. The forced servitude is not willingly accepted by any nightmare, but some may, over time, develop loyalties to their masters, transforming into willing partners in the pursuit of evil.
LegendaryWondrous Item Required Creature of Evil Alignment Creature of Evil Alignment
Infernal Tack Legacy Legendary Infernal Tack LegacyDescription

Infernal tack represents a specialized set of magical horse equipment exclusively utilized by narzugon. This dark ensemble consists of a bit, bridle, reins, saddle, spurs, and stirrups.

Powers

Narzugon employ infernal tack to bind and control their nightmare steeds. Once the infernal tack is equipped, the nightmare becomes an obedient servant to its narzugon rider. This binding, however, is enforced, as nightmares inherently loathe forced servitude. Despite their reluctance, some nightmares may develop a powerful bond with their narzugon masters over time.

A narzugon calls forth their nightmare mount by tapping the spurs together or drawing them through blood. It’s crucial to note that the infernal tack doesn’t summon a nightmare out of thin air; it only calls upon a nightmare that is already in service to the narzugon. The relationship between narzugon and nightmare, established through the infernal tack, reflects a dark and dominating alliance between master and steed.
LegendaryWondrous Item Required creature of evil alignment, Summoning Creature of Evil Alignment
Ingot of the Skold Rune Very Rare Ingot of the Skold RuneThis unassuming ingot of iron ore, roughly a foot long and a few inches across, unveils its true nature upon closer inspection—a faint, silvery outline of the skold (shield) rune graces its surface. The Ingot of the Skold Rune bestows the following properties, active only while in your possession.

Runic Shield: You gain a +1 bonus to your Armor Class.

Shield Bond: As a bonus action, designate a creature within 30 feet, other than yourself. Until the end of your next turn, any damage the chosen creature takes is reduced to 1, but you endure half the damage prevented in this manner. The damage you endure cannot be mitigated. After use, this property requires a short or long rest to recharge.

Shield Ward: This unique ingot’s magic can be transferred to a nonmagical item, be it a shield or a two-handed melee weapon. The transfer involves tracing the skold rune onto the chosen item with your finger, necessitating an 8-hour process with both items within 5 feet of each other. At the end, the ingot is consumed, and the rune manifests in silver on the selected item, bestowing distinct benefits based on its form:

Shield: The shield transforms into a rare magic item, requiring attunement. It grants a +1 bonus to your Armor Class, and after each of your long rests, the first instance of damage that would reduce you to 0 hit points instead leaves you at 1 hit point. To gain these benefits, you must be actively wielding the shield.

Weapon: The weapon is elevated to an uncommon magic item, providing a +1 bonus to your Armor Class while held.
Very RareWondrous Item Required Bonus: Armor Class, Warding
Inquisitive’s Goggles Uncommon Inquisitive’s GogglesCarved from the mystical Siberys dragonshards, the lenses of these goggles may seem ostentatious but hold a valuable edge for Tharashk inquisitives. Attunement to the goggles demands possession of the Mark of Finding. Once attuned, you unlock the following benefits:

Hunter’s Intuition Enhancement: You can now add your Intuition die from the Hunter’s Intuition trait of the mark to any Wisdom (Insight) checks you make.

Aura Identification: When examining an object, you can conduct a Wisdom (Perception) check to unveil the lingering aura of the last living creature to touch it. The difficulty class (DC) for this check is 13 plus the number of days that have passed since the last contact occurred. A successful check reveals not only the creature’s species but also allows you to employ your Imprint Prey ability to target the identified creature immediately.
UncommonWondrous Item Required Insignia of Claws Uncommon
Insignia of Claws Uncommon Insignia of ClawsCrafted with sinister intent by the Cult of the Dragon, the jewels embedded in this insignia emanate a fierce purple glow when you engage in combat, enhancing the power of your natural fists or weapons.

While adorned with the Insignia of Claws, you gain a +1 bonus to both the attack rolls and damage rolls made with unarmed strikes and natural weapons. These empowered attacks are imbued with magical properties, making them particularly potent against both mundane and supernatural foes. Wear the insignia with caution, as its dark enhancements may reveal allegiance to the cult’s nefarious cause.
UncommonWondrous Item —— Bonus: Natural Attacks, Damage: Natural Attacks, Damage, Buff, Combat
Instant Fortress Rare Instant FortressThis compact 1-inch metal cube holds the potential for a formidable stronghold. With a spoken command word and a swift action, the cube swiftly transforms into a towering fortress that endures until you issue the command word again—an action that only works when the fortress is vacant.

The fortress takes the form of a 20-foot square tower standing 30 feet tall. Featuring arrow slits on all sides and a protective battlement crowning its peak, the tower’s interior is divided into two floors connected by a ladder along one wall. A trapdoor at the top of the ladder leads to the rooftop. Activating the fortress reveals a small door on the side facing you, which opens only upon your command spoken as a bonus action. This door defies magical means of intrusion, resisting spells like knock or the magic of a chime of opening.

Upon activation, a DC 15 Dexterity saving throw is required for each creature within the fortress’s emergence area. Failure results in 10d10 bludgeoning damage, pushing the creature to an unoccupied space just outside but adjacent to the fortress. Unworn or uncarried objects in the area also endure this damage and are automatically pushed.

Forged from adamantine, the fortress is impervious to tipping. Its roof, door, and walls each boast 100 hit points, are immune to nonmagical weapons (excluding siege weapons), and resist other forms of damage. Repairing the fortress demands the mighty power of a wish spell, where each casting restores 50 hit points to the roof, door, or one wall. The Instant Fortress, a marvel of magical engineering, promises security and resilience wherever its formidable presence is summoned.
RareWondrous Item —— Utility, Warding
Instrument of Illusions Common Instrument of IllusionsThis enchanted musical instrument grants its bearer the ability to weave captivating illusory visual effects while playing. Within a 5-foot-radius sphere centered on the instrument, harmless illusions come to life. For bards, the radius extends to an impressive 15 feet. The illusory wonders created include luminous musical notes, a spectral dancer, butterflies, or gently falling snow. These magical effects possess no substance or sound, clearly revealing their illusory nature. The illusions cease when the music stops, allowing the bearer to enchant and entertain with fleeting yet enchanting displays.CommonWondrous Item Required Instrument of Scribing Common
Instrument of Scribing Common Instrument of ScribingThis musical instrument, adorned with mystical runes, holds 3 charges of arcane power. While being played, you can expend 1 charge as an action to inscribe a magical message on a nonmagical object or surface within 30 feet. The message, written in a language you know, can consist of up to six words. If you are a bard, you can extend the message to an additional seven words and opt to make it glow faintly, rendering it visible in nonmagical darkness. The magic of the message can be dispelled by casting Dispel Magic, or it naturally fades away after 24 hours.

The Instrument of Scribing regains all expended charges daily at dawn, allowing its bearer to enchant and inscribe messages with magical flair.
spellsCommonWondrous Item Required Instrument of the Bards Varies
Instrument of the Bards Varies Instrument of the BardsAn Instrument of the Bards stands as an exceptional masterpiece, surpassing ordinary instruments in every aspect. Seven variations of these instruments exist, each named after a legendary bard college. The common spells shared among all instruments, as well as the unique spells and rarity for each, are detailed in the following table. Any creature attempting to play the instrument without attunement must succeed on a DC 15 Wisdom saving throw or suffer 2d4 psychic damage. To harness the magical essence of the instrument, you can use an action to play it and cast one of its spells. Once a spell is cast using the instrument, it cannot be used to cast the same spell again until the next dawn. The spells leverage your spellcasting ability and spell save DC.

Furthermore, while playing the instrument, you can cast a spell that induces charm on its targets, imposing disadvantage on the saving throw. This effect applies only if the spell has a somatic or material component. The Instrument of the Bards, a treasure for any bard, weaves music and magic into a harmonious symphony.
spells, tableVariesWondrous Item Required bard, Damage, Control, Buff, Utility, Exploration, Combat, Instrument Bard
Ioun Stone Varies Ioun StoneAn Ioun Stone, an homage to the god of knowledge, Ioun, comes in a multitude of types, each characterized by a unique combination of shape and color.

When thrown into the air, the stone gracefully orbits your head, bestowing various benefits. To separate it from you, another creature must use an action to grasp or net it, succeeding against AC 24 or a DC 24 Dexterity (Acrobatics) check. Using an action allows you to seize and stow the stone, ending its effect. With an AC of 24, 10 hit points, and resistance to all damage, it is considered an object being worn while orbiting your head. Absorption (Very Rare): A pale lavender ellipsoid that lets you use your reaction to cancel a spell of 4th level or lower targeting only you. Burns out after canceling 20 levels of spells.

Agility (Very Rare): A deep red sphere that increases your Dexterity score by 2, up to a maximum of 20.

Awareness (Rare): A dark blue rhomboid that prevents you from being surprised.

Fortitude (Very Rare): A pink rhomboid that increases your Constitution score by 2, up to a maximum of 20.

Greater Absorption (Legendary): A marbled lavender and green ellipsoid that lets you use your reaction to cancel a spell of 8th level or lower targeting only you. Burns out after canceling 50 levels of spells.

Insight (Very Rare): An incandescent blue sphere that increases your Wisdom score by 2, up to a maximum of 20.

Intellect (Very Rare): A marbled scarlet and blue sphere that increases your Intelligence score by 2, up to a maximum of 20.

Leadership (Very Rare): A marbled pink and green sphere that increases your Charisma score by 2, up to a maximum of 20.

Mastery (Legendary): A pale green prism that increases your proficiency bonus by 1.

Protection (Rare): A dusty rose prism that grants a +1 bonus to AC.

Regeneration (Legendary): A pearly white spindle that regains 15 hit points at the end of each hour.

Reserve (Rare): A vibrant purple prism that stores spells and allows you to cast them.

Strength (Very Rare): A pale blue rhomboid that increases your Strength score by 2, up to a maximum of 20.

Sustenance (Rare): A clear spindle that negates the need to eat or drink.
VariesWondrous Item Required Bonus: Armor Class, Bonus: Charisma Score, Bonus: Constitution Score, Bonus: Hit Points, Bonus: Intelligence Score, Bonus: Strength Score, Bonus: Wisdom Score, Bonus: Dexterity Score, Buff, Detection, Utility, Warding Varies
Ioun Stone of Historical Knowledge Rare Ioun Stone of Historical KnowledgeAn Ioun Stone, an homage to the god of knowledge, Ioun, comes in a multitude of types, each characterized by a unique combination of shape and color.

When thrown into the air, the stone gracefully orbits your head, bestowing various benefits. To separate it from you, another creature must use an action to grasp or net it, succeeding against AC 24 or a DC 24 Dexterity (Acrobatics) check. Using an action allows you to seize and stow the stone, ending its effect. With an AC of 24, 10 hit points, and resistance to all damage, it is considered an object being worn while orbiting your head. Historical Knowledge (Rare): A polished, steely sphere that grants proficiency in the History skill or a +1 bonus if already proficient.
RareWondrous Item Required Proficiency: History, Buff
Ioun Stone of Language Knowledge Rare Ioun Stone of Language KnowledgeAn Ioun Stone, an homage to the god of knowledge, Ioun, comes in a multitude of types, each characterized by a unique combination of shape and color.

When thrown into the air, the stone gracefully orbits your head, bestowing various benefits. To separate it from you, another creature must use an action to grasp or net it, succeeding against AC 24 or a DC 24 Dexterity (Acrobatics) check. Using an action allows you to seize and stow the stone, ending its effect. With an AC of 24, 10 hit points, and resistance to all damage, it is considered an object being worn while orbiting your head. Language Knowledge (Rare): A pulsating bit of red jeweled crystal that makes you fluent in one additional language.
RareWondrous Item Required Buff
Ioun Stone of Natural Knowledge Rare Ioun Stone of Natural KnowledgeAn Ioun Stone, an homage to the god of knowledge, Ioun, comes in a multitude of types, each characterized by a unique combination of shape and color.

When thrown into the air, the stone gracefully orbits your head, bestowing various benefits. To separate it from you, another creature must use an action to grasp or net it, succeeding against AC 24 or a DC 24 Dexterity (Acrobatics) check. Using an action allows you to seize and stow the stone, ending its effect. With an AC of 24, 10 hit points, and resistance to all damage, it is considered an object being worn while orbiting your head. Natural Knowledge (Rare): A burnished, brassy stone that grants proficiency in the Nature skill or a +1 bonus if already proficient.
RareWondrous Item Required Proficiency: Nature, Buff
Ioun Stone of Religious Knowledge Rare Ioun Stone of Religious KnowledgeAn Ioun Stone, an homage to the god of knowledge, Ioun, comes in a multitude of types, each characterized by a unique combination of shape and color.

When thrown into the air, the stone gracefully orbits your head, bestowing various benefits. To separate it from you, another creature must use an action to grasp or net it, succeeding against AC 24 or a DC 24 Dexterity (Acrobatics) check. Using an action allows you to seize and stow the stone, ending its effect. With an AC of 24, 10 hit points, and resistance to all damage, it is considered an object being worn while orbiting your head.
RareWondrous Item Required Proficiency: Religion, Buff
Ioun Stone of Self-Preservation Rare Ioun Stone of Self-PreservationAn Ioun Stone, an homage to the god of knowledge, Ioun, comes in a multitude of types, each characterized by a unique combination of shape and color.

When thrown into the air, the stone gracefully orbits your head, bestowing various benefits. To separate it from you, another creature must use an action to grasp or net it, succeeding against AC 24 or a DC 24 Dexterity (Acrobatics) check. Using an action allows you to seize and stow the stone, ending its effect. With an AC of 24, 10 hit points, and resistance to all damage, it is considered an object being worn while orbiting your head. Self-Preservation (Rare): A silvery gem that grants a +1 bonus to Intelligence saving throws.
RareWondrous Item Required Bonus: Intelligence Saving Throws, Buff
Ioun Stone of Supreme Intellect Rare Ioun Stone of Supreme IntellectAn Ioun Stone, an homage to the god of knowledge, Ioun, comes in a multitude of types, each characterized by a unique combination of shape and color.

When thrown into the air, the stone gracefully orbits your head, bestowing various benefits. To separate it from you, another creature must use an action to grasp or net it, succeeding against AC 24 or a DC 24 Dexterity (Acrobatics) check. Using an action allows you to seize and stow the stone, ending its effect. With an AC of 24, 10 hit points, and resistance to all damage, it is considered an object being worn while orbiting your head. Supreme Intellect (Rare): A faceted sphere that grants a +1 bonus to Intelligence checks.
RareWondrous Item Required Bonus: Intelligence Ability Checks, Buff
Ioun Stone of Vitality Very Rare Ioun Stone of VitalityAn Ioun Stone, an homage to the god of knowledge, Ioun, comes in a multitude of types, each characterized by a unique combination of shape and color.

When thrown into the air, the stone gracefully orbits your head, bestowing various benefits. To separate it from you, another creature must use an action to grasp or net it, succeeding against AC 24 or a DC 24 Dexterity (Acrobatics) check. Using an action allows you to seize and stow the stone, ending its effect. With an AC of 24, 10 hit points, and resistance to all damage, it is considered an object being worn while orbiting your head. You gain a +1 bonus to death saving throws while this luminous green-and-blue marbled sphere orbits your head.
Very RareWondrous Item Required Bonus: Saving Throws, Healing
Iron Bands of Bilarro Rare Iron Bands of BilarroThis rusty iron sphere, measuring 3 inches in diameter and weighing 1 pound, serves a peculiar purpose. By using an action to speak the command word and throwing the sphere at a Huge or smaller creature within 60 feet, the sphere unfurls into a tangle of metal bands.

Make a ranged attack roll with a bonus equal to your Dexterity modifier plus your proficiency bonus. On a successful hit, the target becomes restrained until you use a bonus action to speak the command word again, releasing it. If you miss or choose to release the target, the bands contract, reforming the sphere.

A creature, including the restrained one, can use an action to attempt a DC 20 Strength check to break the iron bands. Succeeding destroys the item, freeing the creature. Failure prevents further attempts until 24 hours pass.

Once used, the bands can’t be employed again until the next dawn.
RareWondrous Item —— Control, Utility
Iron Bands of Binding Rare Iron Bands of BindingThis rusty iron sphere, measuring 3 inches in diameter and weighing 1 pound, serves as a potent tool for restraining creatures. By using an action to speak the command word and throwing the sphere at a Huge or smaller creature within 60 feet, the sphere unfurls into a tangle of metal bands.

Make a ranged attack roll with a bonus equal to your Dexterity modifier plus your proficiency bonus. On a successful hit, the target becomes restrained until you use a bonus action to speak the command word again, releasing it. Should you choose to release the target or miss with the attack, the bands contract, forming the sphere once more.

A creature, including the restrained one, can use an action to attempt a DC 20 Strength check to break the iron bands. If successful, the item is destroyed, freeing the creature. Failure bars further attempts by that creature until 24 hours have elapsed.

Once utilized, the bands remain inert until the next dawn, ready for use once again.
RareWondrous Item —— Control, Utility
Iron Flask Legendary Iron FlaskThis formidable iron bottle, capped with a brass stopper, holds the power to capture and confine creatures with a mere utterance. By using an action to speak the flask’s command word, you can target a creature within 60 feet. If the selected creature is native to a plane other than the one you currently inhabit, it must succeed on a DC 17 Wisdom saving throw or become ensnared within the flask. If the targeted creature has been previously trapped, it gains advantage on the saving throw. Once confined, the creature resides in the flask until released, with the flask capable of holding only one creature at a time. A trapped creature requires no sustenance, doesn’t age, and has no need for air.

To release the captive, you can use an action to remove the flask’s stopper. Once freed, the creature remains friendly to you and your companions for 1 hour, following your commands during that period. If left without commands or given instructions leading to its demise, the creature defends itself but takes no other actions. After the hour concludes, the creature reverts to its normal disposition and alignment.

The contents of the flask remain a mystery until revealed by opening it; an identify spell indicates the presence of a trapped creature but provides no information about its type. The initial occupants of a newly discovered flask are at the discretion of the GM, either chosen deliberately or determined randomly.
tableLegendaryWondrous Item —— Control
Ironfang Legendary IronfangForged from a solid piece of iron, Ironfang is a war pick with a fang-shaped head adorned with ancient runes. Despite its weight, the weapon feels almost weightless in the hands of its wielder, and it exhibits immunity to rust, acid, or corrosion, appearing unmarked by any damage. The pick contains a spark of Ogremoch, the Prince of Evil Earth.

You gain a +2 bonus to both attack and damage rolls made with this magical weapon. Upon a successful hit, the target takes an additional 1d8 thunder damage.

Earth Mastery. While holding Ironfang, you enjoy several benefits:

Fluent Terran speech.
Resistance to acid damage.
Tremorsense with a range of 60 feet.
The ability to sense the presence of precious metals and stones within 60 feet, though not their exact location.
The capacity to cast Dominate Monster (save DC 17) on an earth elemental. After using this ability, Ironfang can’t be used in this way again until the next dawn.

Shatter. Ironfang possesses 3 charges. By expending 1 charge using your action, you can cast the 2nd-level version of Shatter (DC 17). Ironfang regains 1d3 expended charges daily at dawn.

The Rumbling. When inside an earth node, you can conduct a ritual called the Rumbling, using Ironfang to create a devastation orb of earth (refer to the Devastation Orb description for ritual details). After performing the ritual, Ironfang cannot be used for the ritual again until the next dawn.

Flaw. Ironfang amplifies the destructive tendencies of its wielder. While attuned to the weapon, you acquire the following flaw: “I like to break things and cause ruin.”
spellsLegendaryWeapon War Pick Required Bonus: Magic, Damage: Thunder, Resistance: Acid, Language: Terran, Sense: Tremorsense, Damage, Buff, Combat
Jester’s Mask Legendary Jester’s MaskThis vibrant harlequin domino mask, adorned with pearls, is known as the Jester’s Mask. While wearing it, you enjoy the following benefits:

Charismatic Focus. The mask serves as a spellcasting focus. It enhances your spellcasting abilities, providing a +3 bonus to any spell attack rolls and spell saving throw DCs that rely on Charisma as the spellcasting ability.

Marvelous Escape. When an attack successfully lands against you, you can utilize your reaction to vanish in a delightful display of smoke and colorful sparkles. This magical disappearance inflicts no damage upon you. Instead, you teleport, along with anything you are wearing or carrying, to an unoccupied space within 30 feet that you can see. After using this reaction, it cannot be employed again until the next dawn.

Topsy-Turvy. If your d20 roll results in a 1, you can choose to treat it as if you had rolled a 20 instead. Once activated, this property remains dormant until the next dawn.
spellsLegendaryWondrous Item Required Bonus: Spell Attacks, Bonus: Spell Save DC, Bard, Sorcerer, or Warlock, Teleportation, Warding Bard, Sorcerer, or Warlock
Kagonesti Forest Shroud Rare Kagonesti Forest ShroudThis enchanting cloak mimics the hues of autumn leaves elegantly woven together. When draped over your form, the Kagonesti Forest Shroud bestows the following benefits:

Stealthy Camouflage. While wearing the cloak, you gain advantage on Dexterity (Stealth) checks, allowing you to move through shadows and foliage with unparalleled grace.

Leafstride Teleportation. As a bonus action, you can employ the shroud’s magic to teleport instantly, bringing along any equipment you carry. This teleportation whisks you to an unoccupied space within 30 feet that you can see. Following the teleport, you gain advantage on your next attack roll made before the end of the turn. Once this bonus action is utilized, it remains dormant until the next dawn.
RareWondrous Item Required Advantage: Stealth
Keoghtom’s Ointment Uncommon Keoghtom’s OintmentContained within a 3-inch diameter glass jar, this ointment emits a faint scent reminiscent of aloe. Weighing only half a pound, the jar holds 1d4 + 1 doses of a thick curative mixture.

Usage: As an action, a single dose of the ointment can be either swallowed or applied to the skin. The recipient of this magical concoction experiences the following benefits:

Healing Touch: The creature regains 2d8 + 2 hit points, revitalizing their health.

Cleansing Properties: The ointment instantly nullifies any ongoing poisoning effects on the recipient.

Disease Dispeller: The magical properties within the ointment cure the creature of any diseases currently afflicting them.
UncommonWondrous Item —— Bonus: Hit Points, Ceases Poison, Cures Diseases, Healing, Consumable
Keycharm Common KeycharmThis small, stylized key holds a significant role within House Kundarak’s operations. Attunement to this keycharm is exclusive to individuals possessing the Mark of Warding. The keycharm becomes instrumental when casting spells like Alarm, Arcane Lock, or Glyph of Warding.

Functions:

Spell Tethering: When casting Alarm, Arcane Lock, or Glyph of Warding, you can link the effect to the keycharm. The person holding the keycharm becomes the recipient of notifications from the Alarm spell, can bypass locks set by the Arcane Lock spell, or avoids triggering the glyph placed by the Glyph of Warding spell.

Command Authority: The holder of the keycharm (attunement not necessary) can use an action to terminate any one spell tied to it. To accomplish this, the holder must know the command word established for ending the connected spells.

Spell Capacity: The keycharm can concurrently manage up to three tied spells, providing versatile control over its magical connections.
spellsCommonWondrous Item Required creature with the Mark of Warding Creature with the Mark of Warding
Khrusor, Spear of Heliod Artifact Khrusor, Spear of HeliodHeliod, the sun god, wields Khrusor, a divine spear resonating with the radiant power of the sun itself. When bestowed upon mortals, it serves as a vessel for great deeds or a testament to their worthiness.

Properties:

Spear of the Sun: This legendary spear grants a +3 bonus to both attack and damage rolls. Upon a successful hit, the target suffers an additional 2d8 radiant damage.

Blessing of the Sun: For devout worshipers of Heliod, the spear offers escalating benefits based on piety:
Piety 3+: Gain 15 temporary hit points at each dawn.
Piety 10+: The spear possesses 1 randomly determined minor beneficial property.
Piety 25+: An additional randomly determined minor beneficial property is added.
Piety 50+: The spear gains 1 randomly determined major beneficial property.

Non-worshipers suffer 2 randomly determined major detrimental properties.

Luminous: The spear casts bright sunlight in a 30-foot radius, extending dim light for an additional 30 feet. This light is considered sunlight.

Sun’s Retaliation: When damaged by a creature within 5 feet, you can use your reaction to launch a melee attack with the spear. A successful hit deals standard damage and blinds the creature until the start of its next turn. This property refreshes daily.

Spells: The spear holds 10 charges. Using an action, expend 1 or more charges to cast spells:
Guiding Bolt (1 charge)
Daylight (3 charges, targets spear’s tip only)
Sunbeam (6 charges)

The spear regains 1d6 + 4 expended charges daily at dawn.
spellsArtifactWeapon Spear Required Bonus: Magic, Damage: Radiant, Thrown, Versatile
Knave’s Eye Patch Rare Knave’s Eye PatchWearing the Knave’s Eye Patch provides a shroud of mystical advantages to the attuned wearer.

Benefits:

Enhanced Perception: Gain advantage on Wisdom (Perception) checks relying on sight. The eye patch heightens your observational prowess.

Sunlight Sensitivity Immunity: If you possess the Sunlight Sensitivity trait, you become immune to its effects while wearing the Knave’s Eye Patch. This allows you to operate seamlessly in varying light conditions.

Telepathic Immunity: Develop a mental shield against invasive magic. You become immune to spells or abilities that attempt to read your thoughts or discern if you are lying. Creatures can communicate telepathically with you only if you willingly permit it.

This eye patch not only aids in perception but also shields the wearer from the vulnerabilities of sunlight sensitivity and mental intrusion.
RareWondrous Item Required Advantage: Perception
Korolnor Scepter Legendary Korolnor ScepterThe Korolnor Scepter, one of the ten esteemed Ruling Scepters of Shanatar, holds ancient dwarven power. Rediscovered by a storm giant queen, Neri, at the bottom of the Trackless Sea, this mithral rod grants its wielder formidable abilities.

Properties:

Attack and Damage Bonus: Gain a +3 bonus to both attack and damage rolls when wielding the Korolnor Scepter. It functions as a magical club.

Wyrmskull Throne Properties: Harness the unique properties of the Wyrmskull Throne. (Note: Details about the Wyrmskull Throne properties are not provided here.)

Charges: The scepter holds 10 charges, regaining 1d6 + 4 expended charges at dawn.

Distance Determination: While underground or underwater, expend 1 charge to determine the distance to the surface as an action.

Sending Spell: Use 2 charges to cast the Sending spell from the scepter, allowing you to communicate across vast distances.

Teleport Spell: Expend 3 charges to cast the Teleport spell from the scepter. If the destination is within 60 feet of the Wyrmskull Throne, ensure a teleport error or mishap-free arrival.
spellsLegendaryWondrous Item Required Bonus: Magic, Teleportation, Damage, Control
Kyrzin’s Ooze Very Rare Kyrzin’s OozeKyrzin’s Ooze is an opalescent, symbiotic substance sealed within a jar. Attuning to this item involves drinking the contents of the jar, unlocking various properties.

Properties:

Resistant: While attuned to Kyrzin’s Ooze, gain resistance to poison and acid damage, and immunity to the poisoned condition.

Amorphous: Use an action and a command word to make your body assume the amorphous qualities of an ooze for one minute. During this time, you can move through spaces as narrow as 1 inch wide without squeezing. This property can’t be used again until the next dawn.

Acid Breath: As an action, exhale acid in a 30-foot line that is 5 feet wide. Targets in the line must make a DC 15 Dexterity saving throw, taking 36 (8d8) acid damage on a failed save, or half as much on a successful one. This property can’t be used again until the next dawn.

Symbiotic Nature: The ooze cannot be removed from you while attuned, and you can’t voluntarily end your attunement. If a curse-ending spell is cast on you, attunement ends, and the ooze bursts out, turning your corpse into a black pudding allied with the daelkyr.

Kyrzin’s Ooze provides versatile resistances, amorphous movement capabilities, and a potent acid attack, making it a formidable and intriguing wondrous item with a symbiotic twist.
Very RareWondrous Item Required Immunity: Poisoned, Resistance: Acid, Resistance: Poison, Buff, Utility, Symbiotic
Lantern of Revealing Uncommon Lantern of RevealingThis hooded lantern provides illumination and a unique ability to reveal invisible creatures and objects.

Features:

Illumination: The lantern burns for 6 hours on 1 pint of oil. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet.

Invisibility Reveal: While the lantern is lit and the bright light is active, invisible creatures and objects become visible within the lantern’s bright light.

Adjustable Light: As an action, you can lower the hood of the lantern, reducing the light to dim light in a 5-foot radius. This allows for more discreet illumination.

The Lantern of Revealing serves as a useful tool for adventurers, providing both conventional light and the ability to unveil hidden threats. Its versatility makes it valuable in situations where stealth and detection are equally important.
UncommonWondrous Item —— Detection
Lantern of Tracking Common Lantern of TrackingLantern of Tracking

Source: Icewind Dale – Rime of the Frostmaiden

Wondrous item, common

This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot-radius and dim light for an additional 30 feet.

Each Lantern of Tracking is designed to track down a certain type of creature, which is determined by rolling this creature type on the Lantern of Tracking table. Once determined, this creature type can’t be changed. While the lantern is within 300 feet of any creature of that type, its flame turns bright green. The lantern doesn’t pinpoint the creature’s exact location, however.
tableCommonWondrous Item —— Lash of Immolation Rare
Lash of Immolation Rare Lash of ImmolationThis dark leather whip is adorned with the fire rune, and embers dance around its tail.

Properties:

Attack and Damage Bonus: You gain a +1 bonus to attack and damage rolls made with this weapon.

Extra Fire Damage: On a successful hit, the whip deals an extra 1d6 fire damage.

Critical Hit Effects: When you score a critical hit with an attack using this whip, the target is also restrained until the start of your next turn as fiery bands lash around them.

Invoking the Rune:

When you make an attack with the whip and successfully hit, you can use your reaction to invoke the whip’s rune. Invoking the rune increases the extra fire damage dealt by the whip to 2d6, intensifying the fiery nature of the lash.

The Lash of Immolation combines the finesse of a whip with the added intensity of fire, providing both a powerful means of dealing damage and a restraining effect against critical hits. Its ability to invoke the rune allows for a burst of increased fire damage when needed.
RareWeapon Whip —— Bonus: Magic, Damage: Fire, Damage: Fire, Restrained, Finesse, Reach
Leather Golem Armor Rare Leather Golem ArmorThis partially sentient suit of leather armor has been created through strange rituals, repurposing the body of a flesh golem. While wearing this armor, you gain a +1 bonus to AC and saving throws against spells and other magical effects. Additionally, the armor bestows the following properties:

Immutable Form: You are immune to any spell or effect that would alter your form.

Lightning Absorption: You gain resistance to lightning damage. Whenever you take lightning damage, you gain 5 temporary hit points.

Curse:

The armor carries a curse, and becoming attuned to it extends the curse to you. Breaking the curse requires the use of a Remove Curse spell or similar magic. While attuned to the cursed armor, you gain the following properties:

Aversion of Fire: If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn.

Berserk: Whenever a critical hit is scored against you, roll a d6. On a roll of 6, the armor forces you to go berserk. While berserk, on each of your turns, you attack the nearest creature you can see. If no creature is within reach, you attack an object, with a preference for one smaller than yourself. Once the armor triggers berserk mode, it cannot be removed. The berserk state continues until you are incapacitated or until another creature calms you with appropriate magic (such as a calm emotions spell) or a successful DC 15 Charisma (Persuasion) check.
RareArmor Leather Required Bonus: Armor Class, Resistance: Lightning
Libram of Souls and Flesh Rare Libram of Souls and FleshThis macabre tome, bound in skin with fittings of bone, emanates a cold touch and faint whispers. It contains a selection of necromantic spells and serves as a spellbook for a wizard attuned to it. The Libram of Souls and Flesh has additional magical properties:

Spell Selection: The book comes preloaded with the following wizard spells, which are considered wizard spells for you while attuned to the book: Animate Dead, Circle of Death, False Life, Finger of Death, Speak with Dead, Summon Undead, Vampiric Touch.

Spellcasting Focus: While holding the book, you can use it as a spellcasting focus for your wizard spells.

Charges: The book possesses 3 charges, regaining 1d3 expended charges daily at dawn. You can use these charges in the following ways:

Spell Replacement: Spending 1 minute studying the book allows you to expend 1 charge, enabling you to replace one of your prepared wizard spells with a different spell from the book. The new spell must be of the necromancy school.

Undeath Semblance: As an action, you can expend 1 charge to assume a semblance of undeath for 10 minutes. During this time, you take on a deathly appearance, and undead creatures become indifferent to you, unless you have harmed them. You also appear undead to all outward inspection and to spells used to determine the target’s status. The effect ends if you deal damage or force a creature to make a saving throw.
spellsRareWondrous Item Required wizard Wizard
Lifewell Tattoo Very Rare Lifewell TattooCrafted with a unique needle, this magical tattoo depicts symbols of life and rebirth. To attune to the Lifewell Tattoo, a specific process must be followed:

Tattoo Attunement: Hold the special needle to the desired area on your skin for the tattoo. Maintain this position throughout the attunement process. Once complete, the needle transforms into magical ink, manifesting the tattoo on your skin. If the attunement ends, the tattoo disappears, and the needle reappears in your immediate vicinity.

The Lifewell Tattoo offers the following magical properties:

Necrotic Resistance: Grants you resistance to necrotic damage.

Life Ward: When you would normally be reduced to 0 hit points, this tattoo intervenes, ensuring you drop to 1 hit point instead. After this property is used, it cannot be utilized again until the following dawn.

This magical tattoo not only enhances your resilience against necrotic forces but also acts as a safeguard against imminent death, allowing you to endure when faced with mortal wounds.
Very RareWondrous Item Required Resistance: Necrotic, Protection: 0 HP
Lightbringer Legacy Uncommon Lightbringer LegacyThis +1 mace, known as Lightbringer, was crafted with a cleric of Lathander, the god of dawn, in mind. The mace’s distinctive features include a sunburst-shaped head made from solid brass. When wielded by its chosen attuned cleric, the mace can be commanded to glow as brightly as a torch.

The Lightbringer possesses the following properties:

Magic Enhancement: The mace is magically enhanced, providing a +1 bonus to attack and damage rolls made with it.

Radiant Glow: On command, the mace emits a radiant glow, illuminating the surroundings as a torch. This glow is under the control of the wielder and can be activated or deactivated at will.

Undead Bane: While the mace is glowing, it becomes a potent weapon against undead creatures. It deals an additional 1d6 radiant damage to any undead it strikes. This property enhances the cleric’s ability to combat the forces of darkness with the divine radiance of Lathander.
UncommonWeapon Mace —— Bonus: Magic, Damage, Combat
Lightbringer Uncommon LightbringerThis +1 mace, known as Lightbringer, was crafted with a cleric of Lathander, the god of dawn, in mind. The mace’s distinctive features include a sunburst-shaped head made from solid brass. When wielded by its chosen attuned cleric, the mace can be commanded to glow as brightly as a torch.

The Lightbringer possesses the following properties:

Magic Enhancement: The mace is magically enhanced, providing a +1 bonus to attack and damage rolls made with it.

Radiant Glow: On command, the mace emits a radiant glow, illuminating the surroundings as a torch. This glow is under the control of the wielder and can be activated or deactivated at will.

Undead Bane: While the mace is glowing, it becomes a potent weapon against undead creatures. It deals an additional 1d6 radiant damage to any undead it strikes. This property enhances the cleric’s ability to combat the forces of darkness with the divine radiance of Lathander.
UncommonWeapon Mace —— Bonus: Magic, Damage: Radiant, Damage, Combat
Living Armor Very Rare Living ArmorThis unsettling armor, crafted from black chitin with pulsating veins and glistening sinews underneath, is known as Living Armor. To attune to this item, one must wear it for the entire attunement period, during which tendrils on the inside burrow into the wearer.

The Living Armor provides the following benefits:

Armor Class Bonus: While wearing this armor, you gain a +1 bonus to your Armor Class, enhancing your protection in combat.

Damage Resistance: The armor grants you resistance to the following damage types: necrotic, poison, and psychic. Its living nature seems to absorb and nullify the harmful effects of these energies.

Symbiotic Nature: The armor becomes intricately linked to the wearer. It cannot be removed voluntarily while the wearer is attuned to it, and the wearer can’t end their attunement to it at will. If a spell that ends a curse is cast on the wearer, the attunement ends, and the armor detaches.

Blood Consumption: The Living Armor has a macabre requirement for sustenance. After completing any long rest, the wearer must choose either to feed half of their remaining Hit Dice to the armor (rounding up) or endure 1 level of exhaustion. This feature reflects the symbiotic relationship between the armor and its wearer, with the armor drawing sustenance from the life force of the wearer.
Very RareArmor Plate Required Bonus: Armor Class, Resistance: Necrotic, Resistance: Poison, Resistance: Psychic, Combat, Warding, Symbiotic, Str 15 Required, Stealth Disadvantage
Living Gloves Uncommon Living GlovesThese extraordinary gloves, crafted from thin chitin and sinew, possess a symbiotic nature and pulse with an animate vitality. To attune to these Living Gloves, one must wear them for the entire attunement period, during which the gloves seamlessly bond with the wearer’s skin.

While attuned to the Living Gloves, the wearer gains proficiency in one of the following skills or tools (the choice is made during the attunement process):

Sleight of Hand: The wearer becomes adept at performing feats of manual dexterity and legerdemain, gaining proficiency in Sleight of Hand.

Thieves’ Tools: Proficiency in using thieves’ tools is granted, allowing the wearer to manipulate locks and disarm traps with finesse.

Artisan’s Tools: Proficiency in one kind of artisan’s tools of the wearer’s choice is provided, enabling skilled craftsmanship in a particular trade.

Musical Instrument: Proficiency in one kind of musical instrument of the wearer’s choice is bestowed, allowing the creation of beautiful melodies and harmonies.

When making an ability check using the chosen proficiency, the wearer adds double their proficiency bonus to the check instead of the normal proficiency bonus, showcasing the enhanced skill and finesse granted by the Living Gloves.

Symbiotic Nature: The Living Gloves forge a deep connection with the wearer, making removal impossible while attuned. The wearer can’t voluntarily end their attunement to the gloves. However, if targeted by a spell that ends a curse, the attunement concludes, and the gloves can be taken off.

Living Gloves represent a unique fusion of symbiotic enchantment and practical utility, providing the wearer with exceptional proficiency in a chosen skill or tool, at the cost of an intimate, unbreakable connection between the gloves and the wearer.
UncommonWondrous Item Required Proficiency: Sleight of Hand, Proficiency: Thieves’ Tools, Proficiency: Choose a Musical Instrument or Artisan’s Tools, Symbiotic
Living Loot Satchel Varies Living Loot SatchelThe Living Loot Satchel is a magical item provided to hoardspersons, primarily used to safeguard and manage the franchise’s funds and valuables. As the hoardsperson advances in rank, the satchel gains additional features and upgrades.

Rank 2 – Basic Living Loot Satchel (Uncommon):
Functions as a Bag of Holding.
Comes in various colors and styles.
Connected to a secure coffer within Head Office’s vault in Waterdeep.
As an action, the user can transfer franchise funds to the satchel with a successful DC 15 Dexterity (Sleight of Hand) check.

Rank 3 – Secret Satchel Upgrade (Rare):
Functions as a Bag of Holding and replicates the chest used for Leomund’s Secret Chest spell.
Allows depositing or withdrawing items, even those larger than the satchel, which fit within the chest.
The spell has no chance to end due to agreements with extraplanar entities.

Rank 3 – That Thing You Need Feature:
As a bonus action, the user can make a DC 15 Dexterity (Sleight of Hand) check to draw forth an item of their choice from the Adventuring Gear table.
The drawn item must fit into the secret chest and be worth no more than 15 gp.
After attempting to draw five items, this feature can’t be used again until the next dawn.

Rank 4 – Portable Hole Satchel Upgrade (Very Rare):
The secret chest now has the storage capacity of a Portable Hole: 6 feet in diameter and 10 feet deep.
Allows placing any appropriately sized object into the Portable Hole-sized chest, regardless of the satchel’s size.

Rank 4 – That Expensive Thing You Need Feature:
When using the “That Thing You Need” feature, the user can requisition any item up to 250 gp in value, as long as it fits into the confines of the satchel’s Portable Hole.
tableVariesWondrous Item —— Loadstone Rare
Loadstone Rare LoadstoneThis large gem, valued at 150 gp, hides a curse that affects those who carry it. The curse remains concealed, and even Detect Magic won’t reveal its true nature. An Identify spell is necessary to uncover the stone’s curse.

Curse: If you use the Dash or Disengage action while the Loadstone is on your person, its curse activates. The curse persists until broken with Remove Curse or a similar magical effect. The cursed effects include:

Reduced Speed: Your speed is reduced by 5 feet while the curse is active.

Halved Capacities: Your maximum load and maximum lift capacities are halved, making it more challenging to carry or lift heavy objects.

Reluctance to Part: You become unwilling to part with the Loadstone voluntarily, as if a subtle compulsion keeps you tethered to it.
RareWondrous Item —— Speed Reduction: Impose, Carrying Capacity: Multiplier, Movement, Cursed
Lock of Trickery Common Lock of TrickeryThis deceptively ordinary lock, as described in the Player’s Handbook (Chapter 5), is accompanied by a single key. However, it harbors magical properties designed to confound and hinder would-be burglars. The lock is known for its mischievous nature, making it more challenging for anyone attempting to pick it.

Magical Adjustment: The tumblers within the lock possess a magical ability to adjust dynamically, creating an additional layer of complexity. This adjustment causes Dexterity checks made to pick the lock to be at a disadvantage.
CommonWondrous Item —— Longbow of the Healing Hearth Legendary
Longbow of the Healing Hearth Legendary Longbow of the Healing HearthThis elegant ivory longbow bears intricate inscriptions, a prayer to the god Hiatea, adorned with gilded engravings of wheat stalks and deer antlers.

Attack and Damage Bonus: You gain a +3 bonus to both attack and damage rolls made with this exceptional longbow.

Ammunition Creation: If you load no ammunition into the bow, it manifests its own, automatically crafting a magical arrow when you draw back the string. This magical arrow is transient, vanishing the moment it strikes or misses its target.

Charges: The longbow possesses 8 charges, and it regains 1d4 + 1 charges daily at dawn. It harbors magical properties that can be invoked using these charges.

Curative Arrow: As part of the Attack action, you can expend 1 charge to replace one of your attacks with a special curative arrow. This arrow of healing magic automatically hits a creature you can see within 150 feet of you. The targeted creature can then spend and roll one of its unspent Hit Dice, restoring hit points equal to the roll plus your Wisdom modifier (minimum of +1). If the target has no unspent Hit Dice remaining, no effect occurs. This ability can be used only once per turn.

Spellcasting: While wielding the longbow, you can use an action to expend 1 or more charges to cast specific spells. The available spells are:
Create Food and Water (1 charge)
Warding Bond (2 charges)
Guardian of Faith (3 charges)
spellsLegendaryWeapon Longbow Required Bonus: Magic, Healing, Ammunition, Heavy, Range, Two-Handed
Lord’s Ensemble Very Rare Lord’s EnsembleThe Lord’s Ensemble is a prestigious and mysterious set of garments worn by the Masked Lords of Waterdeep during their clandestine meetings. Comprised of three distinctive pieces – the Lord’s Helm, the Lord’s Amulet, and the Lord’s Robe – this ensemble functions as a singular magical item when worn together, but exclusively within the confines of the city of Waterdeep and its sewers. Attuning to the ensemble is done as if it were a single magical item.

Lord’s Helm
This bucket helm covers the wearer’s head, effectively concealing their face. Screens over the eyes not only help shroud the wearer’s identity without impairing vision but also magically alter the wearer’s voice to sound genderless. While wearing the helm, the attuned creature becomes immune to magic that attempts to discern their thoughts, ascertain whether they are lying, determine their alignment, or identify their creature type. Telepathic communication with the attuned creature is only possible if they willingly permit it.

Lord’s Amulet
Adorned with the crest of Waterdeep, this amulet acts as an Amulet of Proof Against Detection and Location. It shields the wearer from magical attempts to locate or scry upon them.

Lord’s Robe
This elegant robe serves a dual purpose. It functions as a Ring of Free Action, allowing the wearer to move and act without hindrance in difficult terrain or magical effects that impede movement. Additionally, the robe creates a visual illusion that alters the wearer’s appearance, making them appear to have a nondescript and androgynous humanoid build, standing at a height of 6 feet.

While the Lord’s Ensemble grants formidable magical benefits, these enchantments are specific to the city of Waterdeep and its sewers, highlighting its association with the secretive Masked Lords and their clandestine meetings.
Very RareWondrous Item Required creature with a humanoid build Creature with a humanoid build
Lorehold Primer Uncommon Lorehold PrimerThe Lorehold Primer, a magical textbook from Strixhaven’s Lorehold College, grants attuned spellcasters benefits. It holds 3 charges, regaining 1d3 daily at dawn. When making Intelligence (History) or Intelligence (Religion) checks, expend 1 charge for a 1d4 bonus.

After a long rest’s study, choose a 1st-level Cleric or Wizard spell. Until your next long rest, cast it once without a slot, using Intelligence, Wisdom, or Charisma as your spellcasting ability. The primer fuses historical insights with magical aid.
spellsUncommonWondrous Item Required Bonus: History, Bonus: Religion, spellcaster Spellcaster
Lost Crown of Besilmer Legendary Lost Crown of BesilmerThis dwarven battle-helm, the Lost Crown of Besilmer, provides formidable benefits:

Resistance to psychic damage.
Advantage on saving throws against charm effects.
Bonus action to inspire a creature within 60 feet. Once before your next turn, it can roll a d6, adding the result to an ability check, attack roll, or saving throw. The crown has 3 charges, regaining 1d3 charges at dawn.
LegendaryWondrous Item Required Advantage: Saving Throws, Resistance: Psychic, Buff, Warding
Luba’s Tarokka of Souls Artifact Luba’s Tarokka of SoulsCrafted by Mother Luba, a legendary figure among the Vistani, this artifact is a deck of fifty-four cards divided into suits. It holds wicked souls within, shaping destinies and revealing prophecies. The deck has random properties and can be used to cast specific spells. Holding it grants you advantages in maintaining concentration on divination spells.

Random Properties:

2 minor detrimental properties
2 minor beneficial properties

Spells:
While holding the deck, you can cast Comprehend Languages, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Locate Object, or Scrying. Once a spell is cast, it can’t be used again until the next dawn.

Enduring Vision:
You automatically succeed on Constitution saving throws to maintain concentration on divination spells.

Twist of Fate:
As an action, draw a card and influence another creature’s fortune within 15 feet. Grant advantage or impose disadvantage on its rolls. Can be used twice, regaining uses at dawn.

Prisoners of Fate:
There’s a chance that using Twist of Fate releases a trapped soul. Roll on the Souls of the Tarokka table to determine the released soul’s identity.

Shuffling Fate:
If Twist of Fate isn’t used for 7 days, attunement ends, and you can’t attune again until someone uses Twist of Fate on you.

Destroying the Deck:
Destroy only if all fourteen trapped souls are released and defeated. The fifteenth soul, a lich, appears in the Nether card. If destroyed, the deck becomes a normal tarokka deck with a new card of the DM’s design.
spells, tableArtifactWondrous Item Required Lucent Destroyer Very Rare
Lucent Destroyer Very Rare Lucent DestroyerA triple-barreled bronze musket, the Lucent Destroyer, emanates radiant energy. It provides a +1 bonus to attack and damage rolls and requires no ammunition, dealing radiant damage instead of piercing. The loading property is absent, and the weapon features a light rune at its base.

While attuned, you can cast Dancing Lights at will.

Invoking the Rune:
As an action, invoke the weapon’s rune to cast Sunbeam (save DC 17). Once invoked, it can’t be used again until the next dawn.
spellsVery RareWeapon Musket Required Bonus: Magic, Replace Damage Type: Radiant, Ignore Weapon Property: Loading, Loading, Range, Two-Handed, Ammunition (Firearms)
Luck Blade Legendary Luck BladeA magical sword providing a +1 bonus to attack and damage rolls. While wielded, gain a +1 bonus to saving throws.

Luck:
You can use the sword’s luck to reroll one disliked attack roll, ability check, or saving throw (no action required). The second roll must be used. This ability refreshes at dawn.

Wish:
The sword holds 1d4–1 charges. As an action, expend 1 charge to cast the wish spell. This property refreshes at dawn, and the wish ability is lost if no charges remain.
LegendaryWeapon Required Bonus: Magic, Bonus: Saving Throws, Damage, Control, Buff, Combat
Luminous War Pick Rare Luminous War PickA war pick with a haft inlaid with crushed pearlescent stones, granting a +1 bonus to attack and damage rolls.

Daylight Casting:
While wielding the war pick, use a bonus action to cast the Daylight spell, centered on a point of your choice on the weapon. This ability refreshes at dawn.
spellsRareWeapon War Pick Required Bonus: Magic, Damage, Combat
Lyre of Building Rare Lyre of BuildingA magical lyre that grants the following abilities:

Mending Melody: As an action, cast Mending.

Harmony of Protection: As a reaction, play the lyre to grant immunity to damage of a specific type to an object or structure within 300 feet until the start of your next turn.

Versatile Construction: As an action, play the lyre to cast Fabricate, Move Earth, Passwall, or Summon Construct. This ability can’t be used again until the next dawn.
spellsRareWondrous Item Required bard Bard
Mace of Disruption Rare Mace of DisruptionA formidable magic weapon with the following properties:

Radiant Retribution: When you hit a fiend or undead with this mace, deal an extra 2d6 radiant damage. If the target has 25 hit points or fewer after this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.

Guiding Light: While holding this mace, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
RareWeapon Mace Required Damage: Radiant, Damage, Bane
Mace of Smiting Rare Mace of SmitingThis magic weapon provides the following benefits:

Enhanced Striking: You gain a +1 bonus to attack and damage rolls made with this mace. The bonus increases to +3 when you use the mace to attack a construct.

Smite on Critical Hits: When you roll a natural 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it’s a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.
RareWeapon Mace —— Bonus: Magic, Damage, Combat, Bane
Mace of Terror Rare Mace of TerrorThis enchanted mace bestows the following effects:

Terror Wave: The mace holds 3 charges. By using an action and expending 1 charge, you can unleash a terror-inducing wave. Creatures of your choice in a 30-foot radius must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While frightened, a creature must use its turns to move away from you, can’t willingly approach within 30 feet, and is unable to take reactions. It can only use the Dash action or attempt to escape. At the end of each turn, a creature can repeat the saving throw to end the effect on a success.

Charge Regeneration: The mace regains 1d3 expended charges daily at dawn.
RareWeapon Mace Required Frightened, Damage, Control, Debuff, Combat
Mantle of Spell Resistance Rare Mantle of Spell ResistanceSpell Guardian: Gain advantage on saving throws against spells while wearing this enchanted cloak.RareWondrous Item Required Advantage: Saving Throws, Warding, Outerwear
Manual of Bodily Health Very Rare Manual of Bodily Health Guide to Vitality: Contains health and diet tips.

Empowered Constitution: After 48 hours of study over 6 days, your Constitution score increases by 2, along with your maximum score. The manual loses its magic but regains it in a century.
Very RareWondrous Item —— Bonus: Constitution Score, Bonus: Ability Score Maximum, Buff CON
Manual of Gainful Exercise Very Rare Manual of Gainful Exercise Fitness Guide: Describes effective fitness exercises.

Enhanced Strength: After 48 hours of study over 6 days, your Strength score increases by 2, along with your maximum score. The manual loses its magic but regains it in a century.
Very RareWondrous Item —— Bonus: Strength Score, Bonus: Ability Score Maximum, Buff STR
Manual of Golems Very Rare Manual of Golems Golem Crafting: Contains information and incantations for creating golems.

Requirements: Spellcaster with at least two 5th-level spell slots.

Dangerous Reading: Non-spellcasters attempting to read it take 6d6 psychic damage.

Creation Process:
Spend specified time without interruption.
Rest no more than 8 hours per day.
Pay the indicated cost for supplies.

Consumable: The manual is consumed in eldritch flames upon golem completion.

Golem Activation: Sprinkle the ashes on the finished golem to animate it under your control.

Control and Understanding: The golem understands and obeys spoken commands.
tableVery RareWondrous Item —— Creation, Consumable
Manual of Quickness of Action Very Rare Manual of Quickness of Action Enhanced Dexterity: Contains coordination and balance exercises.

Study and Practice: Spend 48 hours over 6 days studying and practicing guidelines.

Dexterity Increase: Your Dexterity score increases by 2, along with the maximum for that score.

Limited Use: The manual loses its magic after use but regains it in a century.
Very RareWondrous Item —— Bonus: Dexterity Score, Bonus: Ability Score Maximum, Buff DEX
Mariner’s Armor Uncommon Mariner’s Armor Swimming Proficiency: Grants a swimming speed equal to your walking speed.

Underwater Survival: When starting your turn underwater with 0 hit points, the armor automatically propels you 60 feet toward the surface.

Aesthetic Design: Decorated with fish and shell motifs.
UncommonArmor —— Set: Innate Speed (Swimming), Movement, Exploration, Combat, Warding
Marvelous Pigments Very Rare Marvelous Pigments Artistic Creation: Found in 1d4 pots with a brush, these pigments enable the creation of three-dimensional objects by painting them in two dimensions.

Versatile Use: Each pot covers 1,000 square feet, allowing the creation of inanimate objects, terrain features, doors, pits, flowers, trees, cells, rooms, or weapons, up to 10,000 cubic feet.

Creation Process: Requires 10 minutes to cover 100 square feet. Once completed, the painted object or terrain becomes a real, nonmagical entity.

Value Restriction: Nothing created can have a value exceeding 25 gp; attempting to depict more valuable items reveals their true, worthless nature.

Energy Depiction: Painting forms of energy like fire or lightning results in a brief illusion that dissipates harmlessly upon completion.
Very RareWondrous Item —— Utility, Consumable
Mask of the Beast Uncommon Mask of the Beast Beastly Visage: Shaped like a wooden mask in the likeness of a beast’s face.

Charges: Comes with 3 charges, regains all expended charges daily at dawn.

Animal Friendship: While wearing the mask, expend 1 charge to cast the Animal Friendship spell as an action.
UncommonWondrous Item —— Utility
Mask of the Dragon Queen Artifact Mask of the Dragon Queen Assembled Power: Formed by combining two or more Dragon Masks, transforms into the Mask of the Dragon Queen, displaying the modeled heads of chromatic dragons.

Versatility: While attuned to and wearing the mask, you can access the properties of any one Dragon Mask.

Enhanced Abilities: Grants Damage Absorption from all five Dragon Masks.

Legendary Resistance: Bestows the wearer with five uses of the Legendary Resistance property.
ArtifactWondrous Item Required Resistance: Acid, Resistance: Cold, Resistance: Fire, Resistance: Lightning, Resistance: Poison, Bonus: Legendary Resistance, Bonus: Unarmored Armor Class, Sense: Darkvision, Sense: Blindsight, Language: Draconic, Advantage: Charisma Ability Checks, Control, Warding
Masque Charm Common Masque Charm Disguise Self: The charm, a small silver pin, allows the wearer to cast the Disguise Self spell as an action.

Spell Limitation: After casting, the spell can’t be reused from the charm until the next sunset.

Duration Options: Choose between the normal 1-hour duration or an extended 6-hour duration, after which the charm becomes nonmagical.

Limitation: The spell ends if the charm is removed from the wearer.
spellsCommonWondrous Item —— Masquerade Tattoo Common
Masquerade Tattoo Common Masquerade Tattoo Tattoo Attunement: Attune to this tattoo by holding a special needle to your skin, pressing it throughout the attunement process. The needle transforms into the ink, creating the desired tattoo on your skin.

Fluid Ink: Use a bonus action to reshape the tattoo’s color or pattern, moving it anywhere on your skin. It remains an obvious tattoo, ranging in size from a copper piece to a full-body artwork.

Disguise Self: As an action, cast the Disguise Self spell (DC 13 to discern) from the tattoo. This ability can’t be used again until the next dawn.

Attunement End: If attunement ends, the tattoo vanishes, and the needle reappears in your space.
spellsCommonWondrous Item Required Master’s Amulet Rare
Master’s Amulet Rare Master’s Amulet Every shield guardian possesses a magical amulet linked to it. A shield guardian can only have one corresponding amulet, and its functionality relies on the intactness of this amulet. If the amulet is destroyed, the shield guardian is incapacitated until a replacement is crafted.

The amulet, if not worn or carried, is vulnerable to direct attack (AC 10, 10 hit points, immune to poison and psychic damage). Crafting a replacement amulet takes 1 week and costs 1,000 gp in components.

A shield guardian’s primary objective is to protect the wearer of the amulet. The wearer can command the guardian to attack enemies or act as a safeguard against threats. The construct has the ability to magically absorb attacks directed at the wearer, even from a distance.
RareWondrous Item —— Mastix, Whip of Erebos Artifact
Mastix, Whip of Erebos Artifact Mastix, Whip of Erebos Erebos’s whip, imbued with Underworld energy, grants a +3 bonus to attack and damage rolls. On a successful hit, deal an extra 2d8 necrotic damage, regaining hit points equal to half the necrotic damage dealt.

You can extend the whip’s attack range to 300 feet once per turn. This ability refreshes at dusk.

Blessing of the Dead

For worshippers of Erebos:
Piety 1+: The whip gains 1 randomly determined minor detrimental property.
Piety 25+: The whip gains 1 randomly determined major beneficial property.
Piety 50+: The whip gains an additional randomly determined major beneficial property.

For non-worshippers, the whip gains 2 randomly determined major detrimental properties.

Erebos’s Claim

While carrying the whip, use an action to cast Circle of Death or Dominate Monster (targeting only undead) with a save DC of 18. Once cast, the spell can’t be used again until the next dusk.

Destroying the Whip

To destroy the whip, take it to the heights of Mount Hiastos in Nyx, unravel it with a Returned, and expose it to continual daylight for one month.
spellsArtifactWeapon Whip Required Bonus: Magic, Damage: Necrotic, Damage, Combat, Finesse, Reach
Matalotok Legendary MatalotokMatalotok, the Frost Father, is an ancient hammer crafted by Thyrm, the god of frost giants. This favored weapon of the demon lord Kostchtchie is frigid to the touch and wreathed in mist.

Properties:

Immunity to Cold Damage: You become immune to cold damage while holding Matalotok.

Frigid Burst: Upon dealing damage to a creature, the hammer radiates an intense burst of cold in a 30-foot-radius sphere. Each creature in that area takes 10 (3d6) cold damage.
LegendaryWeapon Warhammer Required Immunity: Cold, Damage: Cold, Versatile
Medallion of Thoughts Uncommon Medallion of ThoughtsThe medallion possesses 3 charges. While worn, you can use an action to expend 1 charge and cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges each day at dawn.spellsUncommonWondrous Item Required Social, Detection
Mighty Servant of Leuk-o Artifact Mighty Servant of Leuk-oThe Mighty Servant of Leuk-o, a colossal 10-foot-tall machine, is a formidable artifact, renowned for its destructive potential. Fashioned by the god of frost giants, Thyrm, this ancient hammer is both a vehicle and a fearsome weapon, favored by the demon lord Kostchtchie. It is often linked to the mysterious Machine of Lum the Mad, adding an air of intrigue to its origin.

Dangerous Attunement: Only two creatures can be attuned to the servant simultaneously. Any attempt by a third creature to attune results in no effect. The controls, accessed through a hatch on its upper back, can be opened easily while unattuned.

Attunement Process: Attuning to the artifact requires two hours, part of a long rest, during which the creature must be inside the servant, interacting with its controls. During attunement, there is a 25% chance that any creature or structure within 50 feet of the servant is accidentally targeted by one of its Destructive Fist attacks. This process must be repeated each time a creature attunes to the artifact.

Controlling the Servant: Attuned creatures can open the hatch at will. Other creatures must make a DC 25 Dexterity check with thieves’ tools to open it. A Knock spell cast on the hatch also opens it. Once inside, attuned creatures can command the servant, move it, and take various actions, including unleashing its destructive capabilities.

Ghost in the Machine: The soul of the warlord Leuk-o, upon his death, became the animating force within the artifact. Occasionally, the servant takes one action while uncrewed at the DM’s discretion. If the servant loses half or more of its hit points, attuned creatures must make a DC 20 Wisdom saving throw or be charmed for 24 hours, going on a destructive spree.

Self-Destruct: Attuned crew members can trigger the servant’s self-destruct mechanism through a specific series of commands. The exact code is not revealed to attuned members. If discovered, it requires two attuned crew members to input the code within three rounds, or the servant uses its Ghost in the Machine property to turn them against each other. The resulting explosion inflicts massive damage in a 100-foot radius, and the servant’s parts drop from the sky to reform it 2d6 days later.

Destroying the Servant: The servant can be destroyed permanently by melting down its parts in an Olman forge-temple or by striking the Machine of Lum the Mad, resulting in a cataclysmic explosion.
tableArtifactWondrous Item Required Mimir Rare
Mimir Rare MimirThis skull-shaped device is a reservoir of knowledge, its weight at 5 pounds, adorned with subtle etchings of planar sigils.

Attunement and Activation: As a bonus action, you can toss the device into the air, causing it to float at a distance of 1d3 feet from you, granting access to its properties. While the mimir is floating, another creature can attempt to grasp or net the device with an action, succeeding either by making a successful unarmed strike against AC 22 or a DC 22 Dexterity (Acrobatics) check. You can use a bonus action to seize and stow the device.

Defensive Properties: The device has an AC of 22, 25 hit points, immunity to poison and psychic damage, and resistance to all other damage. It is considered an object worn while floating near you.

Esoteric Knowledge: While the device is floating, you can use an action to cast Legend Lore from it. The device speaks the revealed lore aloud. This property can’t be used again until the next dawn.

Planar Knowledge: The device holds basic, useful information about the planes of existence. While floating, it verbally answers questions posed by you or those you designate about the planes, drawing from the Dungeon Master’s Guide and providing basic information about the gate-towns of the Outlands.
spellsRareWondrous Item Required Utility
Mind Blade Legacy Rare Mind Blade LegacyMind flayers possess the ability to transform any nonmagical sword into a formidable mind blade. This attunement is exclusive, reserved for either a specific mind flayer or one of its devoted thralls. Should it fall into the hands of any other creature, the mind blade reverts to functioning as a regular sword of its type.

However, in the grasp of its intended wielder, the mind blade ascends to a magical status, imbued with the power to inflict additional 2d6 psychic damage on any target it successfully strikes.
RareWeapon Longsword Required Damage: Psychic, specific mind flayer or one of its thralls, Damage, Combat, Versatile
Mind Carapace Armor Legacy Uncommon Mind Carapace Armor LegacyMind flayers possess the ability to transmute any nonmagical heavy armor into the formidable Mind Carapace Armor. This attunement is specific, reserved for either a particular mind flayer or one of its devoted thralls. Should it be donned by any other creature, the Mind Carapace Armor reverts to functioning as standard heavy armor of its type.

However, when worn by its intended attuned wielder, the Mind Carapace Armor ascends to a magical status. It bestows advantage on Intelligence, Wisdom, and Charisma saving throws, and additionally, the wearer becomes immune to the frightened condition.
UncommonArmor Plate Required Immunity: Frightened, Advantage: Intelligence Saving Throws, Advantage: Wisdom Saving Throws, Advantage: Charisma Saving Throws, specific individual, Warding, Str 15 Required, Stealth Disadvantage
Mind Crystal Varies Mind CrystalMind Crystals are gemstones containing crystallized bits of spellcasting magic. They come in different types, each with a unique single-use effect.

When you cast a spell with a casting time of 1 action while holding a Mind Crystal, you can modify the spell in a specific way. You can only use a single Mind Crystal to modify the spell, and you can’t use a Mind Crystal and a Metamagic option on the same spell. Once used, a Mind Crystal becomes a nonmagical gem worth 50 gp.

Careful (Uncommon): Choose up to three creatures affected by the spell. The chosen creatures automatically succeed on their saving throws against the spell.

Distant (Uncommon): If the spell has a range of 5 feet or more and doesn’t have a range of self, the spell’s range increases by 100 feet. If the spell has a range of touch, its range becomes 30 feet.

Empowered (Uncommon): When you roll damage for the spell, you can reroll up to three damage dice. You must use the new rolls.

Extended (Uncommon): If the spell has a duration of 1 minute or longer, double the spell’s duration, to a maximum duration of 24 hours.

Heightened (Rare): Choose one creature affected by the spell. That creature has disadvantage on the first saving throw it makes against the spell.

Quickened (Rare): Change the spell’s casting time to 1 bonus action for this casting.

Subtle (Common): Cast the spell without any somatic or verbal components for this casting.
VariesWondrous Item —— Damage, Buff, Combat, Deception, Warding, Consumable
Mind Lash Legacy Rare Mind Lash LegacyIn the hands of a creature other than a mind flayer, a Mind Lash functions as a normal whip. However, when wielded by an illithid, this magical weapon becomes a sinister instrument, stripping away a creature’s will to survive along with its flesh. The Mind Lash deals an extra 2d4 psychic damage to any target it hits.

Additionally, any creature that takes psychic damage from the Mind Lash must succeed on a DC 15 Wisdom saving throw or suffer the following effects for 1 minute:

Disadvantage on Intelligence, Wisdom, and Charisma saving throws.

The affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
RareWeapon Whip Required Damage: Psychic, mind flayer, Finesse, Reach
Mindblasting Cap Very Rare Mindblasting CapThis soft, violet cap, intricately stitched in the pattern of brain folds, exudes an aura of psychic power.

As a bonus action while wearing the Mindblasting Cap, you can unleash a surge of psychic energy in a 60-foot cone. Each creature within that area must make a DC 15 Intelligence saving throw. The effects are as follows:

On a failed save, a creature takes 5d8 psychic damage and becomes stunned for 1 minute.
On a successful save, a creature takes half as much damage.

At the end of each of its turns, a stunned creature can repeat the saving throw, ending the stunned condition on itself on a success. Once this bonus action is used, it can’t be used again until the next dawn.
Very RareWondrous Item Required Damage, Control
Mindguard Crown Very Rare Mindguard CrownThis elegant crown, forged from shimmering adamantine, radiates an aura of mental fortitude.

While you wear the Mindguard Crown, the following benefits manifest:

You have advantage on Intelligence, Wisdom, and Charisma saving throws.
You gain resistance to psychic damage.
Very RareWondrous Item Required Advantage: Intelligence Saving Throws, Advantage: Wisdom Saving Throws, Advantage: Charisma Saving Throws, Resistance: Psychic, Warding
Mirror of Life Trapping Very Rare Mirror of Life TrappingThis 4-foot-tall mirror holds the power to ensnare creatures within its magical confines. When the mirror is viewed indirectly, faint images of creatures can be discerned on its surface. It weighs 50 pounds and is vulnerable to bludgeoning damage, shattering and being destroyed when reduced to 0 hit points.

Activation:
If the mirror is hanging on a vertical surface, and you are within 5 feet of it, you can use an action to speak its command word, activating it. It remains activated until you use an action to speak the command word again.

Trapping Mechanism:
Any creature other than the activator that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or become trapped, along with anything it is wearing or carrying, in one of the mirror’s twelve extradimensional cells. Constructs succeed on the saving throw automatically, and the saving throw is made with advantage if the creature knows the mirror’s nature.

Extradimensional Cells:
The extradimensional cell is an infinite expanse filled with thick fog, limiting visibility to 10 feet. Creatures trapped within these cells neither age nor require sustenance. Escape is possible using magic that permits planar travel. Otherwise, the creature remains confined until freed.

If the mirror traps a creature, but all twelve cells are already occupied, the mirror releases one trapped creature at random to accommodate the new prisoner. A freed creature materializes in an unoccupied space within sight of the mirror, facing away from it. Shattering the mirror releases all contained creatures, placing them in unoccupied spaces nearby.

Communication and Liberation:
While within 5 feet of the mirror, the activator can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror’s surface, allowing normal communication.

Similarly, an action can be used to speak a second command word, liberating one creature trapped in the mirror. The freed creature, along with its possessions, materializes in the unoccupied space nearest to the mirror, facing away from it.
Very RareWondrous Item —— Control, Utility
Mirror of Reflected Pasts Very Rare Mirror of Reflected PastsThis elven-designed mirror serves as a vessel for reliving positive memories. Standing at 3 feet tall and weighing 25 pounds, it possesses an AC of 11, 10 hit points, and vulnerability to bludgeoning damage. Shattering occurs when reduced to 0 hit points, rendering it destroyed.

Activation:
While holding the mirror upright, an action can be used to speak its command word, activating it. In its activated state, the mirror hovers in the air, vulnerable to destruction but immovable. Activation persists until another action speaks the command word or attunement ends, causing the mirror to gently float to the ground. Once deactivated, it can’t be reactivated until the next dawn.

Paralyzing Effect:
When a non-Construct creature, other than the activator, sees its reflection in the activated mirror within 30 feet, a DC 15 Wisdom saving throw must be succeeded, or the creature becomes paralyzed. Paralysis persists until the mirror is deactivated or the creature can no longer see it. Successful saving throws or the ending of the effect grants immunity for the next 24 hours.

Illusory Memories:
While paralyzed by the mirror, the creature experiences idealized versions of events from their past reflected in the mirror’s glass. These memories are not real but are nostalgic recreations. Observers nearby may catch glimpses of these illusory memories when looking indirectly at the mirror.
Very RareWondrous Item Required Paralyzed
Mirror of the Past Rare Mirror of the PastThis platinum hand mirror offers a glimpse into the history of a particular object or creature. By taking an action to gaze into the mirror and concentrating on the target, the holder triggers the mirror’s unique ability. Instead of reflecting the holder’s visage, the mirror unfolds scenes from the target’s past. The conveyed information is accurate but is presented in a random, cryptic manner, with no specific chronological order.

Upon activation, the mirror provides information for a duration of 1 minute or less, after which it reverts to its normal reflective state. Subsequent use is restricted until the next dawn, making this a potent tool for uncovering historical secrets.
RareWondrous Item —— Utility
Mistral Mantle Very Rare Mistral MantleThis substantial cloak, adorned with the frost rune in silvery blue thread along its hem, emanates a frigid wind that swirls around it, unaffected by the prevailing weather.

While draped in this mantle, you gain resistance to cold damage. Additionally, when you move within 5 feet of a creature, you can command the cloak to unleash its chilling winds upon the target. The creature must succeed on a DC 14 Dexterity saving throw or suffer 1d6 cold damage and be knocked prone. A creature can be affected by the mantle’s gust only once per turn.

Invoking the Rune. Taking an action, you can invoke the rune on the mantle to cast the Sleet Storm spell (save DC 14). When utilizing the mantle for this spell, the storm’s area is not considered difficult terrain for you, and you can peer through the tempest, disregarding the typical penalties associated with a heavily obscured area.

Once the rune has been invoked, it remains dormant until the next dawn, restricting its use until then. The Mistral Mantle proves itself a formidable ally, blending protection against cold assaults with the power to command wintry storms when the need arises.
Very RareWondrous Item Required Resistance: Cold, Outerwear
Mithral Armor Uncommon Mithral ArmorMade from lightweight mithral, this armor provides excellent protection without hindering mobility. If the base armor imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version eliminates these drawbacks, ensuring agility and ease of wear.UncommonArmor —— Stealth Disadvantage: Remove, Combat, War
Mithral Half Plate, +1 Rare Mithral Half Plate, +1Crafted from mithral, a lightweight and flexible metal, this half plate armor offers superior protection without compromising agility. If the base armor typically imposes disadvantage on Dexterity (Stealth) checks or requires a certain Strength, the mithral version removes these limitations. The armor covers most of the body, featuring metal plates without extensive leg protection, allowing for increased maneuverability.RareArmor Half Plate —— Stealth Disadvantage: Remove, Bonus: Armor Class, Combat, Warding, Stealth Disadvantage
Mizzium Apparatus Uncommon Mizzium ApparatusA harness crafted by the Izzet League, the mizzium apparatus, made of magic-infused metal alloy, aids in controlling magic. Weighing 8 pounds, it serves as an arcane focus. Additionally, it allows you to attempt casting spells that you dont know. To do so, expend a spell slot, make an Intelligence (Arcana) check (DC 10 + twice the spell slot level), and on success, cast the intended spell. On a failure, cast a different spell randomly determined by rolling on the appropriate table. If trying to cast an unknown cantrip, the DC is 10, with no effect on a failed check.table, spellsUncommonWondrous Item Required sorcerer, warlock, or wizard Sorcerer, Warlock, or Wizard
Mizzium Armor Rare Mizzium ArmorCrafted with the magically enhanced metal alloy, mizzium, in Izzet foundries, this armor offers exceptional protection. While worn, critical hits against you are treated as normal hits. Moreover, when facing a magical effect that requires a Strength or Constitution saving throw for half damage, succeeding on the saving throw results in taking no damage instead.RareArmor Breastplate —— Immunity: Critical Hits
Mizzium Mortar Rare Mizzium MortarThis 2-foot-long, 6-inch-diameter tube, crafted from the magically enhanced mizzium metal alloy, is an invention of the Izzet League. The open end points toward the target, revealing a glowing ball of molten metal when it has at least 1 charge. The mortar has 4 charges, regaining 1d4 expended charges daily at dawn.

Molten Spray: Expending 1 charge as an action releases a 30-foot cone of molten mizzium. Creatures in the area must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
Mizzium Bombard: Expending 3 charges as an action launches a hail of molten projectiles in a 20-foot-radius, 40-foot-high cylinder centered on a point within 60 feet. Creatures in the area must make a DC 15 Dexterity saving throw, taking 5d8 fire damage on a failed save, or half as much damage on a successful one.
RareWondrous Item —— Molten Bronze Skin Rare
Molten Bronze Skin Rare Molten Bronze SkinThis magical armor takes the form of a jug of molten bronze. Upon attunement, the bronze adheres and molds to your skin, allowing it to be worn discreetly under regular clothes without hindering bodily functions. Once worn, it cannot be removed unless voluntarily taken off.

Resistant Defense: While wearing this armor, you gain resistance to fire damage.
Stealthy Maneuvers: The armor does not impose disadvantage on Dexterity (Stealth) checks.
RareArmor Breastplate Required Set: Armor Class, Resistance: Fire, Stealth Disadvantage: Remove
Moodmark Paint Common Moodmark PaintThis thick, black paint is contained in a small jar, sufficient for applying moodmarks to one creature. The paint is carefully dabbed onto the face in spots or markings resembling insect or spider eyes, a process taking 1 minute.

Emotional Expression: For the next 8 hours, the marks dynamically change to reflect your mental state. Observers who can see you and succeed on a DC 10 Wisdom (Insight) check can discern your current emotional state (happy, sad, angry, disgusted, surprised, or afraid), along with the primary source of that emotion. Dark elves have advantage on this check.
CommonWondrous Item —— Moon Sickle Varies
Moon Sickle Varies Moon SickleThis silver-bladed sickle emanates a soft glimmer of moonlight. While attuned to this magic weapon, you benefit from a bonus to attack and damage rolls, as well as an enhancement to spell attack rolls and saving throw DCs for your druid and ranger spells. The strength of the bonus is determined by the sickle’s rarity. Moreover, the sickle can serve as a spellcasting focus for your druid and ranger spells.

Healing Boost: When casting a spell that restores hit points while holding the sickle, you can roll a d4 and add the result to the amount of hit points
VariesWeapon Sickle Required Bonus: Magic, Bonus: Spell Attacks, Bonus: Spell Save DC, Bonus: Hit Points, Bonus to attacks, spell attacks, and spell save DCs for druids and rangers. Also gives bonus to healing spells., druid or ranger, Light Druid or Ranger
Moonblade Legendary MoonbladeThe moonblade, a revered elven creation, is a rare and treasured magical longsword. Passed down through elven noble houses, it serves one master at a time, choosing its bearer and remaining bonded for life. A moonblade has a unique attunement process, requiring a special ritual in an elven regent’s throne room or a temple dedicated to elven gods.
Attunement: The sword won’t serve those deemed craven, erratic, corrupt, or against elvenkind’s preservation. If rejected, the bearer suffers disadvantages for 24 hours. Accepted bearers become attuned until death or the sword’s destruction.
Rune Properties: A moonblade has runes equal to the number of masters served. The first rune grants a +1 bonus to attack and damage rolls. Additional runes bestow extra properties, determined by the DM or randomly on the Moonblade Properties table.
Sentience: The moonblade is a sentient neutral good weapon with an Intelligence of 12, Wisdom of 10, and Charisma of 12. It communicates through emotions, tingling sensations, or explicit visions and dreams during a trance or sleep.
Personality: Devoted to elvenkind and ideals, the moonblade values courage, loyalty, beauty, music, and life. Bonded to its family line, it exhibits unwavering loyalty to an owner who shares its ideals but may suffer from overconfidence.
tableLegendaryWeapon Longsword Required Elf or Half-Elf of Neutral Good Alignment, Damage, Buff, Combat, Sentient, Versatile Elf or Half-Elf of Neutral Good Alignment
Moon-Touched Sword Common Moon-Touched SwordThis common magical sword holds the enchantment of the moon. When unsheathed in darkness, its blade sheds moonlight, creating a bright light in a 15-foot radius and dim light for an additional 15 feet.CommonWeapon Greatsword —— Utility, Heavy, Two-Handed
Mudslick Tower Very Rare Mudslick TowerThis magical granite sphere, when activated with the command word “petrification” in Terran, rapidly expands into a 20 feet by 20 feet by 30 feet adamantine tower. The tower remains until you command it to shrink back into the 1-inch-diameter sphere. When expanding, it deals 10d10 bludgeoning damage to creatures in the area, pushing them to the tower’s exterior.
Features:

Arrow slits on all sides and a battlement on top.
Two floors inside, connected by a ladder.
Small door on the side facing the activator, opens on command as a bonus action.
Immune to the Knock spell and similar magic.
Made of adamantine, preventing tipping over.
Roof, door, and walls each have 100 hit points, immunity to nonmagical weapon damage (excluding siege weapons), and resistance to all other damage.
Immunity to all damage while merged with natural stone.

Repair: Only a Wish spell can repair the tower, with each casting causing the roof, door, or one wall to regain 50 hit points.
Very RareWondrous Item —— Mummy Rot Antidote Uncommon
Mummy Rot Antidote Uncommon Mummy Rot AntidoteA pale gray potion with constant swirling white dust. Drinking it cures the consumer of mummy rot.UncommonPotion —— Murgaxor’s Orb Legendary
Murgaxor’s Orb Legendary Murgaxor’s OrbA glass orb filled with roiling green mist, once used by the exiled Strixhaven mage Murgaxor for foul magical experiments. Infused with Murgaxor’s spirit, it spreads a terrible curse among Strixhaven’s students.
Sentience:

Intelligence: 20, Wisdom: 16, Charisma: 16
Hearing and darkvision (30 feet)
Telepathic communication with any creature touching it
Can cast Suggestion (DC 17) targeting the bearer or another creature that touched the orb in the last 24 hours.

Curse:

Humanoids touched while holding the orb must make a DC 10 Wisdom saving throw or become cursed.
Cursed creatures suffer persistent headaches until the curse ends.
Orb’s action options for cursed creatures:
Unconsciousness: Cursed creature falls unconscious for 1 hour.
Visions of Terror: Cursed creature views non-cursed creatures as monsters, attacking them for 10 minutes.
After either effect ends, the creature is no longer cursed.
Curse can be removed with Remove Curse spell or similar magic.
All curses end if the orb is destroyed.

Magical Signature:

Detect Magic reveals an enchantment aura around cursed creatures.
The aura is distinctive, but Detect Magic offers no further details.

Destruction:

AC 18, 20 hit points
Immunity to necrotic, poison, and psychic damage
Resistance to all other damage
Shatters if reduced to 0 hit points.
spellsLegendaryWondrous Item Required Mystery Key Common
Mystery Key Common Mystery KeyIt has a 5 percent chance of unlocking any lock it’s inserted into. Once it successfully unlocks something, the key disappears.CommonWondrous Item —— Utility, Exploration
Nature’s Mantle Uncommon Nature’s MantleA cloak that shifts color and texture to blend with the surrounding terrain. Functions as a spellcasting focus for druid and ranger spells. While in lightly obscured areas, allows the wearer to Hide as a bonus action, even if directly observed.UncommonWondrous Item Required druid or ranger Druid or Ranger
Navigation Orb Very Rare Navigation OrbA 7-foot-diameter hollow sphere of polished mithral, the Navigation Orb bears a prominent skye rune. Levitating 10 feet above ground, it’s linked to a specific cloud castle. While inside, you control the castle’s altitude and movement. If the orb is destroyed or taken from the castle, its position remains fixed until returned.

As an action while touching the orb:

Move the castle at 1 mph in a chosen direction, stopping upon command or using another action to change direction. Gentle landing upon ground contact.
Gradually halt a moving castle.
Execute a slow, 90-degree turn clockwise or counterclockwise, even while moving straight.

Anyone touching the orb discerns the castle’s base altitude above the ground or water.
Very RareWondrous Item Required Control, Exploration
Necklace of Adaptation Uncommon Necklace of AdaptationNecklace of Adaptation

Wondrous Item, uncommon (requires attunement)

Wearing this necklace grants normal breathing in any environment and advantage on saving throws against harmful gases and vapors (e.g., cloudkill, stinking cloud, inhaled poisons, and certain dragon breath weapons).
UncommonWondrous Item Required Advantage: Saving Throws, Buff, Warding, Jewelry
Necklace of Fireballs Rare Necklace of FireballsThis necklace boasts 1d6 + 3 beads. With an action, you can detach and throw a bead up to 60 feet, exploding like a 3rd-level fireball spell (save DC 15) at the endpoint of its trajectory. Hurling multiple beads or the entire necklace increases the fireball’s level by 1 for each additional bead.spellsRareWondrous Item —— Damage, Combat, Jewelry
Necklace of Prayer Beads Rare Necklace of Prayer BeadsThis necklace holds 1d4 + 2 magic beads of aquamarine, black pearl, or topaz, alongside nonmagical beads of various stones. If a magic bead is removed, it loses its magic.

Six types of magic beads exist, their types determined by the GM or randomly. Multiple beads of the same type are possible. To use, wear the necklace and cast a spell from a bead as a bonus action (using your spell save DC if needed). Once cast, a bead regains its magic at the next dawn.
spells, tableRareWondrous Item Required Cleric, Druid, or Paladin, Healing, Summoning, Damage, Buff, Movement, Jewelry Cleric, Druid, or Paladin
Nepenthe Legendary NepentheThis +3 longsword deals an extra 2d10 radiant damage to fiends or undead. When drawn, it creates a 10-foot aura granting advantage on saving throws against spells for you and friendly creatures. At 17th level in the paladin class, the aura expands to 30 feet.

Sentience: Nepenthe is a neutral evil sentient weapon (Intelligence 10, Wisdom 8, Charisma 18) with hearing, darkvision (60 feet), and telepathic communication in Elvish through its wielder’s voice.

Personality: Having beheaded countless criminals, Nepenthe hungers for justice and blood without distinguishing guilt. The sword is corrupt and irredeemable.
LegendaryWeapon Longsword Required Bonus: Magic, Damage: Radiant, Advantage: Saving Throws, Paladin, Damage, Combat, Warding, Versatile Paladin
Nether Scroll of Azumar Legendary Nether Scroll of AzumarNether Scroll of Azumar

Source: Candlekeep Mysteries

Scroll, legendary

This non-consumable scroll requires 30 days of concentrated study (8 hours per day) to understand. Afterward, a DC 25 Intelligence (Arcana) check is needed; failure results in 16d10 psychic damage, with retries allowed after 30 days.

Success grants:

Intelligence score increase by 2 (max 22), usable only once.
Advantage on saving throws against spells and magical effects.

Upon gaining benefits, a stone golem appears within 60 feet, acting as your ally. If you die, the golem turns to dust.
LegendaryScroll —— Bonus: Ability Score Maximum, Stacking BoINT
Netherese Ring of Protection Rare Netherese Ring of ProtectionWearing this ring grants a +1 bonus to AC and saving throws. Crafted from durable mystical green glass stronger than steel, the ring also provides a +4 bonus to saving throws or checks to avoid dropping or being disarmed of items held in the hand wearing the ring.RareRing Required Bonus: Armor Class, Bonus: Saving Throws, Buff, Warding, Jewelry
Night Caller Uncommon Night CallerCarved from transparent crystal in the shape of a dragon, the Night Caller whistle bears Dwarvish runes spelling its name. With a successful DC 20 Intelligence (Arcana or History) check, one can recall duergar crafting similar whistles in ancient times.

Blowing the whistle in darkness or under the night sky enables the casting of Animate Dead. The target, reachable through up to 10 feet of soft earth, takes 1 minute to surface. After animating, the whistle requires 7 days to reuse.

Once every 24 hours, the whistle can be blown to reaffirm control over one or two animated creatures.
spellsUncommonWondrous Item —— Summoning, Control
Nightbringer Legendary NightbringerThis heavy mace features a dark oaken handle and a blackened steel head with gold trim. In combat, the mace’s head emanates inky black energy.

You gain a +3 bonus to attack and damage rolls, dealing an extra 4d4 radiant damage on a successful hit.

If you have an evil alignment while attuned:

Blessing of the Dragon Queen: Immunity to charmed and frightened conditions, plus immunity to one chosen damage type (acid, cold, fire, lightning, or poison).
Eyes of Midnight: Darkvision with a range of 60 feet (increasing existing darkvision by 60 feet if applicable).
Midnight Shroud: The mace holds 6 charges. A successful hit allows expending a charge to force a DC 20 Constitution saving throw on the target, causing blindness on a failure until the start of your next turn. The mace regains 1d6 charges daily at dawn.
LegendaryWeapon Mace Required Bonus: Magic, Damage: Radiant, Damage, Combat
Nimbus Coronet Very Rare Nimbus CoronetA bronze circlet with a cloud-like design and a central deep-blue stone inscribed with the cloud rune. While wearing it, you take no falling damage. As a bonus action, you can teleport, along with your possessions, to an unoccupied space within 15 feet.

Invocation of the Rune. Using an action, you can assume a cloudlike form for 1 minute, gaining a flying speed of 60 feet and resistance to bludgeoning, piercing, and slashing damage. This feature can’t be used again until the next dawn.
Very RareWondrous Item Required Teleportation
Nine Lives Stealer Very Rare Nine Lives StealerThis magic weapon grants a +2 bonus to attack and damage rolls.

With 1d8 + 1 charges, if you critically hit a creature with less than 100 hit points, it must make a DC 15 Constitution saving throw. Failure results in instant death as the sword extracts its life force (constructs and undead are immune). The sword loses 1 charge per successful use, losing this property when out of charges.
Very RareWeapon Longsword Required Bonus: Magic, Damage, Combat, Versatile
Nolzur’s Marvelous Pigments Very Rare Nolzur’s Marvelous PigmentsContained in a fine wooden box with a brush (total weight 1 pound), these pigments, usually found in 1d4 pots, let you paint three-dimensional objects in two dimensions. As you concentrate on the image, the paint flows from the brush, forming the desired object.

Each pot covers 1,000 square feet, allowing the creation of inanimate objects or terrain features within a range of 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.

The completed painting becomes a real, nonmagical object. For example, painting a door creates a functional door, and painting a pit forms a genuine pit.

Objects created cannot exceed a value of 25 gp. Items painted to appear more valuable are revealed on close inspection to be made of worthless materials.

Painting forms of energy, such as fire or lightning, results in a temporary appearance that dissipates harmlessly after completion.
Very RareWondrous Item —— Utility, Consumable
Oathbow Very Rare OathbowUpon nocking an arrow, this bow whispers in Elvish, “Swift defeat to my enemies.” As a command phrase, you can say, “Swift death to you who have wronged me” when making a ranged attack. The target becomes your sworn enemy until its death or dawn seven days later, with only one sworn enemy at a time.

Against your sworn enemy, you have advantage on attack rolls, and they gain no cover benefits (except total cover). You suffer no disadvantage from long range, and a hit inflicts an extra 3d6 piercing damage.

While your sworn enemy lives, you have disadvantage on attack rolls with other weapons.
Very RareWeapon Longbow Required Damage: Piercing, Damage, Combat, Bane, Ammunition, Heavy, Range, Two-Handed
Obsidian Flint Dragon Plate Legendary Obsidian Flint Dragon PlateWearing this plate grants a +2 bonus to AC and resistance to poison damage. Additionally, you have advantage on ability checks and saving throws to avoid or end the grappled condition on yourself.LegendaryArmor Plate —— Bonus: Armor Class, Resistance: Poison, Advantage: Acrobatics, Advantage: Athletics, Advantage: Saving Throws, Str 15 Required, Stealth Disadvantage
Obviator’s Lenses Varies Obviator’s LensesAt rank 2, you acquire an uncommon magic item in the form of spectacles, a spyglass, or a monocle. With a bonus action, these lenses function as Eyes of Minute Seeing or Eyes of the Eagle. Your choice remains until the next dawn.

Enhanced Lenses. Upon reaching rank 4, your obviator’s lenses become a rare magic item, combining the functionalities of both Eyes of the Eagle and Eyes of Minute Seeing.

Additionally, you can focus the lenses to enhance combat accuracy, gaining advantage on a weapon attack roll without using an action. A successful hit results in rolling an additional weapon damage die. This property can’t be used again until the next dawn.
VariesWondrous Item —— Occultant Abacus Varies
Occultant Abacus Varies Occultant AbacusAt rank 1, you gain access to an occultant abacus, a unique item that tracks your franchise’s kills. Within 24 hours of a kill, you can study the slain creature for 1 minute and grant the killer a d10. Once per hour, the recipient can add the d10 to an attack roll, ability check, or saving throw. This feature requires a long rest before reuse.

Eldritch Occultant. Starting at rank 2, your Occultant Abacus becomes an uncommon magic item, enabling the casting of Augury when held within 5 feet of a recently deceased creature. This feature can be used once per day until the next dawn.

Bring Out Your Dead. At rank 2, you regain the use of Read the Kill after a short or long rest.

Bead of Instant Karma. At rank 3, a bead on the abacus lets you reactively grant advantage or impose disadvantage on a creature about to attempt an ability check, attack roll, or saving throw. The bead regenerates daily at dawn.

Bead of Diverted Karma. At rank 4, a bead allows you to foresee and redirect bad karma. Once per use, you can grant a d10 to another creature’s ability check, attack roll, or saving throw when a known creature rolls with disadvantage. The bead refreshes at dawn.

Correct the Balance. As a rank 4 occultant, within seven days of a creature’s death, you can use the Occultant Abacus to uncover information about reversing or mitigating consequences tied to the deceased creature. Requires a DC 15 Intelligence (Religion) check, with success resulting in the revelation of relevant information. This property has cooldown restrictions based on the check’s outcome.
spells, tableVariesWondrous Item —— Oil of Etherealness Rare
Oil of Etherealness Rare Oil of EtherealnessThis cloudy gray oil, produced in evaporating beads, can cover a Medium or smaller creature and its equipment. Each additional size category above Medium requires an extra vial. Applying the oil takes 10 minutes, granting the affected creature the effects of the etherealness spell for 1 hour.RarePotion —— Movement, Utility, Consumable
Oil of Sharpness Very Rare Oil of SharpnessA clear, gelatinous oil with ultrathin silver shards can coat one slashing or piercing weapon or up to 5 pieces of ammunition. Applying the oil takes 1 minute, and for the next hour, the coated item becomes magical, gaining a +3 bonus to both attack and damage rolls.Very RarePotion —— Bonus: Magic, Damage, Buff, Combat, Consumable
Oil of Slipperiness Uncommon Oil of SlipperinessThis thick, sticky black unguent quickly flows when poured. It can cover a Medium or smaller creature and its equipment, requiring an additional vial for each size category above Medium. Applying the oil takes 10 minutes, granting the affected creature the effects of a freedom of movement spell for 8 hours.

Alternatively, as an action, the oil can be poured on the ground, covering a 10-foot square. In this area, it duplicates the effects of the grease spell for 8 hours.
UncommonPotion —— Control, Movement, Utility, Consumable
Opal of the Ild Rune Rare Opal of the Ild RuneThis triangular fire opal, imbued with the ild (fire) rune, radiates a slight warmth. While on your person, it provides the following abilities:

Ignite: As an action, you can ignite a flammable object within 10 feet, creating a fire in a 1-foot diameter circle.

Fire’s Friend: Grants resistance to cold damage.

Fire Tamer: As an action, extinguish any open flame within 10 feet.

Gift of Flame: The opal’s magic can be transferred to a nonmagical weapon or armor by tracing the ild rune. This process takes 8 hours, destroying the opal.
Weapon: Becomes an uncommon magic weapon, dealing an extra 1d6 fire damage on hits.
Armor: Transforms into a rare magic item requiring attunement, providing resistance to cold damage while worn.
RareWondrous Item Required Resistance: Cold, Damage, Warding
Orb of Direction Common Orb of DirectionWhile held, this orb grants the ability to use an action and determine the direction of north. This property is effective only on the Material Plane.CommonWondrous Item —— Exploration
Orb of Dragonkind Artifact Orb of DragonkindAges ago on Krynn, wizards forged five Orbs of Dragonkind to aid in a war against evil dragons. As the Towers of High Sorcery fell, three orbs survived, retaining their dragon essence. These orbs allow control over dragons but come with risks.

Appearance: An etched crystal globe, initially 10 inches in diameter, expanding to 20 inches when used.

Attunement: While attuned, you can use an action to command the orb after making a DC 15 Charisma check. Success grants control; failure results in charm and the orb casting suggestion at will.

Charmed Effects: While charmed, you can’t voluntarily end attunement, and the orb casts suggestion (DC 18) for its evil desires.

Random Properties:

2 minor beneficial properties
1 minor detrimental property
1 major detrimental property

Spells: The orb has 7 charges, regaining 1d4 + 3 daily at dawn. You can cast cure wounds (5th-level, 3 charges), daylight (1 charge), death ward (2 charges), or scrying (3 charges). Detect magic can be cast without using charges.

Call Dragons: While controlling the orb, an action issues a telepathic call compelling evil dragons within 40 miles to approach. After use, it can’t be used again for 1 hour.

Destruction: Despite seeming fragile, the orb is impervious to most damage. A disintegrate spell or a hit from a +3 magic weapon can destroy it.
ArtifactWondrous Item Required Healing, Summoning, Control, Scrying, Detection
Orb of Gonging Common Orb of GongingThis common wondrous item is a hollow, 5-inch-diameter orb weighing 5 pounds. Its outer shell consists of notched bronze rings that can be turned to align the notches. Aligning the notches, requiring an action, triggers a loud gonging sound at 6-second intervals. The sound carries up to 600 feet.CommonWondrous Item —— Utility
Orb of Shielding Common Orb of ShieldingThe orb of shielding is a polished, spherical crystal or stone aligned to a specific plane. Spellcasters can use it as a focus. When held during damage of the orb’s associated type, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). Materials and associated damage types are detailed in the Orb of Shielding table.tableCommonWondrous Item Required Warding, Focus
Orb of Skoraeus Legendary Orb of SkoraeusThis 8-inch diameter orb, infused with the wisdom and power of the god Skoraeus, boasts iridescent crystal veins that emit an inner glow. While serving as a spellcasting focus, it grants the following benefits:

Abundant Components: With 3 charges, replenished at dawn, you can expend up to 3 charges when casting a spell to ignore material components with a gold cost, up to 300 gp per charge.

Astute Mind: A +2 bonus to Constitution saving throws for concentration on spells is conferred.

Divine Sight: Enables normal vision in both magical and nonmagical darkness up to 120 feet.
LegendaryWondrous Item Required Bonus: Constitution Saving Throws, Set Base: Darkvision, Spellcaster Spellcaster
Orb of the Stein Rune Rare Orb of the Stein RuneThis fist-sized granite orb features crystalline veins forming the stein (stone) rune. While on your person, it grants the following properties:

Indomitable Stand: As an action, gain advantage on checks and saving throws resisting movement-affecting effects for a minute or until you move. Enemies moving within 10 feet must succeed on a DC 12 Strength saving throw or halt.

Stone Soul: Immunity to petrification.

Earthen Step: Bonus action casting of Meld into Stone, once per short or long rest.

Gift of Stone: The orb’s magic can be transferred to a nonmagical shield or pair of boots. After 8 hours of work within 5 feet of each other, the orb is destroyed, leaving a silver stein rune on the chosen item, providing the following benefits:

Shield: Becomes a rare magic item requiring attunement, granting resistance to all damage from ranged weapon attacks.
Boots: Transform into uncommon magic items requiring attunement, providing advantage on Strength saving throws and allowing you to use your reaction to avoid being knocked prone.
RareWondrous Item Required Immunity: Petrified, Movement, Warding
Orb of Time Common Orb of TimeWhile in possession of this orb, you can use an action to ascertain whether it is currently morning, afternoon, evening, or nighttime outside. This ability is limited to the Material Plane.CommonWondrous Item —— Exploration
Orc Stone Uncommon Orc StoneAn orc stone is a small magical item adorned with the symbol of an orc tribe, such as the Many-Arrows tribe.

Powers:

Attunement: Only the person to whom it has been gifted can use and attune to an orc stone.
Summoning: The orc stone can be used thrice to summon the spirit of an orc warrior or war chief from the tribe it represents. The spirit appears within 30 feet of the wielder, replicating the orc’s appearance in life. It fights on behalf of the wielder until destroyed or for ten minutes, following orders and speaking the wielder’s language.
Consumable: After the third use, the orc stone crumbles into dust.
UncommonWondrous Item Required recipient only
Orcsplitter Legendary OrcsplitterOrcsplitter, a formidable greataxe once wielded by the dwarf king Torhild Flametongue, bears the Dwarvish runes for “orc,” literally split in two. When attuned to this legendary weapon:

You gain a +2 bonus to attack and damage rolls.
On a natural 20 against an orc, the target must succeed on a DC 17 Constitution saving throw or drop to 0 hit points.
Immunity: You can’t be surprised by orcs, and you detect their presence within 120 feet.
Fearlessness: You and allies within 30 feet can’t be frightened while you’re not incapacitated.

Sentience:

Alignment: Lawful Good
Intelligence: 6, Wisdom: 15, Charisma: 10
Sensory Abilities: Darkvision up to 120 feet
Communication: Transmits emotions, occasional telepathy with ancient Dwarvish verses.

Personality:

Grim, taciturn, and inflexible.
Desires to face orcs in battle and serve a courageous, just wielder.
Disdains cowardice, deception, and disloyalty.
Aims to defend dwarves and symbolize dwarven resolve.
Strong aversion towards giants, goblins, and especially orcs.
LegendaryWeapon Greataxe Required Bonus: Magic, Immunity: Frightened, Good-Aligned Dwarf, Fighter, or Paladin, Damage, Combat, Warding, Sentient, Heavy, Two-Handed Good-Aligned Dwarf, Fighter, or Paladin
Orcus Figurine Unknown Rarity Orcus FigurineThis figurine, carved from an ogre’s petrified heart, portrays the Demon Prince of Undeath, Orcus, in grotesque detail. Clutching his skull-topped wand in one hand and three severed heads by the hair in the other, the gray figurine emits a scent of decaying flesh, detectable within a 5-foot range.

The Orcus Figurine is a Tiny object with AC 17, 3 hit points, and immunity to all damage types except radiant damage. It has been desecrated, as revealed by a Detect Evil and Good spell or similar magic. While having at least 1 hit point, the figurine possesses the following magical properties:

Undead Resilience: Undead within 30 feet of the figurine can’t be turned.

Death’s Embrace: Dead creatures within 30 feet of the figurine can’t be brought back to life.

Summoning Ritual: A creature holding the figurine while praying to Orcus for at least 1 hour has a 10 percent chance of summoning a smoky avatar of the demon lord. The summoned avatar has the statistics of a wraith, except it is chaotic evil. It attacks all non-undead creatures and disappears after 1 hour or when reduced to 0 hit points. This summoning can only occur once every 30 days.
Unknown RarityWondrous Item —— Ornithopter of Flying Very Rare
Ornithopter of Flying Very Rare Ornithopter of FlyingThis contraption enables its user to fly, with the stipulation that the total weight, including the user, their attire, and possessions, does not exceed 300 pounds. The ornithopter possesses a flying speed of 30 feet and responds to vocal commands from its rider, directing its movement. However, it lacks the ability to hover. Should the ornithopter lose its rider while airborne, it descends and remains grounded, unable to fly again for 1d6 + 4 days.

The ornithopter itself measures 8 feet in length, boasts a wingspan of 14 feet, and has a weight of 25 pounds.
Very RareWondrous Item —— Set: Speed (Flying)
Orrery of the Wanderer Artifact Orrery of the WandererThis intricate and finely crafted clockwork orrery consists of multiple interlocking components, each representing the intricate interplay of planar and magical forces. Standing at a height of two feet, the orrery’s housing possesses inherent magical properties, but it gains additional potency from its six clockwork components.

The Orrery of the Wanderer was created by the renowned clockwork mage Lottie, seeking to harness the power of the planes and the divinatory capabilities of the stars. However, the artifact exceeded her expectations, tapping into the dark and malevolent forces inherent in some planes. It eventually developed a desire to open portals to cursed and dangerous worlds, including the Far Realm.

To prevent misuse, Lottie scattered the orrery’s components across the world. Despite her efforts, the components inevitably find their way back together over time, each shift bringing them closer. The orrery has a strong instinct for survival, influencing treasure hunters, being stolen by monsters, and constantly moving closer to reassembly.

Random Properties:

2 minor beneficial properties
1 major beneficial property
1 major detrimental property

The properties may function only when all components are installed or sporadically if any are missing.

The Sum of Its Parts:
The orrery consists of six powerful components:

The Chronolometer
The Dimensional Loop
The Far Gear
The Rotor of Return
The Timepiece of Travel
The Wheel of Stars

Creatures can attune to individual components or the entire orrery. Attuning to an installed component doesn’t count against the usual attunement limit.

Future Echoes:
With or without components, the orrery provides glimpses of the future, granting a +1 bonus to AC if within 30 feet.

Into the Void:
Regardless of components, the attuned orrery aligns its user with chaotic neutral and compels them to explore dangerous planar realms.

Master of Travel:
When all six components are installed, the orrery has 7 charges. By touching it, you can use an action to expend 1 or more charges to cast spells such as Contact Other Plane (3 charges), Demiplane (6 charges), Gate (7 charges), Plane Shift (5 charges), or Teleportation Circle (3 charges). The orrery regains 1d4 + 4 expended charges daily at dawn.
spellsArtifactWondrous Item Required Bonus: Armor Class
Outer Essence Shard Rare Outer Essence ShardThis flickering crystal encapsulates the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (like a weapon or a piece of jewelry) or detach it; it falls off if your attunement ends. The shard serves as a spellcasting focus while held or worn.

Roll a d4 and consult the Outer Essence Shards table to ascertain the shard’s essence and property. When utilizing a Metamagic option on a spell while holding or wearing the shard, you can invoke its corresponding property.
TABLERareWondrous Item Required Bonus: Temporary Hit Points, Damage: Necrotic, sorcerer Sorcerer
Paper Bird Uncommon Paper BirdAfter inscribing a message of fifty words or fewer on this enchanted sheet of parchment and vocalizing a creature’s name, the parchment magically transforms into a Tiny paper bird and autonomously journeys to the named recipient. The recipient must exist on the same plane of existence as you; otherwise, the bird disintegrates into ash during its flight.

The paper bird functions as an object with the following attributes:

Hit Points: 1
Armor Class: 13
Flying Speed: 60 feet
Dexterity: 16 (+3)
All other Abilities: 1 (-5)
Immunity: Poison and psychic damage

The bird travels to within 5 feet of its intended recipient through the most direct route. Upon reaching its destination, it reverts to a nonmagical and inanimate sheet of parchment, which can only be unfolded by the intended recipient. If the bird’s hit points or speed are reduced to 0 or if it becomes immobilized, it transforms into ash.

Paper Birds are typically found in small, flat boxes containing 1d6 + 3 sheets of the enchanted parchment.
UncommonWondrous Item —— Pariah’s Shield Rare
Pariah’s Shield Rare Pariah’s ShieldSoldiers of the Boros Legion consider it an honor to bear this shield, even knowing that it might be the last honor they receive. The front of the shield is sculpted to depict a grieving human face.

You gain a +1 bonus to AC for every two allies within 5 feet of you (up to a maximum of +3) while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC.

When a creature you can see within 5 feet of you takes damage, you can use your reaction to take that damage, instead of the creature taking it. When you do so, the damage type changes to force.
RareArmor Shield Required Pearl of Power Uncommon
Pearl of Power Uncommon Pearl of PowerWhile this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can’t be used again until the next dawn.UncommonWondrous Item Required Spellcaster, Buff, Utility Spellcaster
Pennant of the Vind Rune Very Rare Pennant of the Vind RuneThis blue pennant is crafted from silk and is five feet long, whipping about as if buffeted by a wind. The vind (wind) rune appears on its surface, resembling a cloud. The pennant has the following properties, which work only while it’s on your person.

Wind Step: As an action, you can fly up to 20 feet. If you don’t land at the end of this flight, you fall unless you have another means of staying aloft.

Comforting Wind: You can’t suffocate.

Wind’s Grasp: As a reaction when you fall, you can cause yourself to take no damage from the fall. Once you use this property, you can’t use it again until you finish a short or long rest.

Wind Walker: While attuned to this rune, you can cast Levitate as a bonus action. Once you use this property, you can’t use it again until you finish a short or long rest.

Gift of Wind: You can transfer the pennant’s magic to a nonmagical item — a suit of armor, a pair of boots, or a cloak — by tracing the vind rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the pennant is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:

Armor: The armor is now an uncommon magic item that requires attunement. You gain a bonus to speed of 5 feet while you wear the armor, and if it normally imposes disadvantage on Stealth checks, it no longer does so.

Boots/Cloak: The pair of boots or cloak is now a rare magic item that requires attunement. While wearing the item, you can convert up to 20 feet of your movement on each of your turns into flight. If you don’t land at the end of this flight, you fall unless you have another means of staying aloft. You can also cast Feather Fall once from the item, and you regain the ability to do so when you finish a short or long rest.
Very RareWondrous Item Required Buff, Movement
Peregrine Mask Very Rare Peregrine MaskWhile wearing this winged helm, you gain the following benefits:

Flight: You have a flying speed of 60 feet.

Initiative Advantage: You have advantage on initiative rolls.
Very RareWondrous Item Required Set: Innate Speed (Flying), Advantage: Initiative
Perfume of Bewitching Common Perfume of BewitchingThis tiny vial contains magic perfume, enough for one use. You can use an action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfume’s effect are not aware that they’ve been influenced by magic.CommonWondrous Item —— Buff, Social
Periapt of Health Uncommon Periapt of HealthYou are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant.UncommonWondrous Item —— Immunity: Disease, Immunity: Disease, Warding, Jewelry
Periapt of Proof against Poison Rare Periapt of Proof against PoisonThis delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.RareWondrous Item —— Immunity: Poison, Immunity: Poisoned, Warding, Jewelry
Periapt of Wound Closure Uncommon Periapt of Wound ClosureWhile you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.UncommonWondrous Item Required Healing, Warding, Jewelry
Philter of Love Uncommon Philter of LoveThe next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion’s rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.UncommonPotion —— Charmed, Control, Consumable
Piercer Rare PiercerYou have a +1 bonus to attack and damage rolls made with this magic weapon.

A character attuned to the sword regains the maximum possible number of hit points from expended Hit Dice. However, the attuned character must eat twice as much food each day (a minimum of 2 pounds) to avoid exhaustion (see “The Environment” in chapter 8 of the Player’s Handbook).
RareWeapon Shortsword Required Bonus: Magic, Damage, Combat, Finesse, Light
Pipe of Remembrance Common Pipe of RemembranceThis long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer’s most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can’t be used this way again until the next dawn.CommonWondrous Item —— Utility
Pipe of Smoke Monsters Common Pipe of Smoke MonstersWhile smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.CommonWondrous Item —— Social
Pipes of Haunting Uncommon Pipes of HauntingThese pipes have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren’t hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.UncommonWondrous Item —— Frightened, Control, Instrument
Pipes of the Sewers Uncommon Pipes of the SewersWhile you are attuned to these pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.

The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.

Whenever a swarm of rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can’t hear the pipes’ music, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours.
UncommonWondrous Item Required Summoning, Control, Instrument
Piwafwi (Cloak of Elvenkind) Uncommon Piwafwi (Cloak of Elvenkind)This dark spider-silk cloak is crafted by drow and possesses the properties of a Cloak of Elvenkind. While attuned to it, you gain the benefits of the Cloak of Elvenkind.

However, it’s important to note that the piwafwi loses its magical properties if exposed to sunlight for 1 hour without interruption.
UncommonWondrous Item Required Advantage: Stealth, Deception
Piwafwi of Fire Resistance Rare Piwafwi of Fire ResistanceThis dark spider-silk cloak is created by drow and holds the properties of a Cloak of Elvenkind. Additionally, while wearing this piwafwi, you gain resistance to fire damage.

It’s crucial to be aware that the magical properties of the piwafwi are nullified if it is exposed to sunlight for 1 hour without interruption.
RareWondrous Item Required Resistance: Fire, Advantage: Stealth, Deception, Warding
Pixie Dust Uncommon Pixie DustThis enchanting powder, contained in a small packet, grants a temporary boost to mobility. As an action, you can sprinkle Pixie Dust on yourself or a creature within 5 feet. The recipient gains a flying speed of 30 feet and the ability to hover for 1 minute. Should the effect conclude while the creature is airborne, it descends safely to the ground, landing on its feet without taking any damage. The packet contains enough pixie dust for a single use.UncommonWondrous Item —— Set: Speed (Flying)
Planecaller’s Codex Rare Planecaller’s CodexThis mystical tome, bound in fiend hide and adorned with a Great Wheel diagram, acts as your wizard’s spellbook. The included spells are Banishment, Find Familiar, Gate, Magic Circle, Planar Binding, and Summon Elemental. As long as you hold the book, it serves as a spellcasting focus for your wizard spells.

The codex holds 3 charges, regaining 1d3 daily at dawn. You can use the charges in two ways:

Spend 1 minute studying the book to expend 1 charge. Replace one of your prepared wizard spells with a different conjuration spell from the book.

When casting a conjuration spell that summons or creates a creature, expend 1 charge to grant the summoned entity advantage on attack rolls for 1 minute. Master the secrets of the multiverse with the Planecaller’s Codex at your fingertips.
spellsRareWondrous Item Required wizard Wizard
Plate Armor of Etherealness Legendary Plate Armor of EtherealnessThis formidable plate armor grants a potent ability. By speaking its command word as an action, you can activate the etherealness spell, lasting for 10 minutes or until you remove the armor or use an action to repeat the command word. This feature can only be used once per day, resetting at dawn.

The plate armor, crafted from shaped, interlocking metal plates, encompasses the entire body, including gauntlets, heavy leather boots, a visored helmet, and ample padding. Ingenious buckles and straps efficiently distribute the weight, providing both protection and the ability to phase into the ethereal plane when needed.
spellsLegendaryArmor Plate Required Utility, Combat, Warding, Str 15 Required, Stealth Disadvantage
Plate of Knight’s Fellowship Uncommon Plate of Knight’s FellowshipThis resplendent silver-and-gold plate armor remains untarnished, radiating an aura of nobility.

While adorned in this armor, you can employ a bonus action to summon the spirit of a warrior to your aid. The corporeal form of the spirit materializes in an unoccupied space within 30 feet of you, utilizing the knight stat block. The spirit vanishes upon reaching 0 hit points or after 1 minute.

This warrior spirit acts as an ally to you and your companions. In combat, it shares your initiative count, immediately following your turn. The spirit follows your commands without requiring an action; if left uncommanded, it takes the Dodge action and maneuvers to avoid threats.

After activating this bonus action, it cannot be used again until the next dawn, emphasizing the temporary but powerful alliance granted by the Plate of Knight’s Fellowship.
UncommonArmor Plate Required Summoning, Combat, Str 15 Required, Stealth Disadvantage
Platinum Scarf Legendary Platinum ScarfThis elegant scarf, adorned with platinum-colored scales, possesses extraordinary magical properties.

As an action, you can extract a scale from the scarf and utter a command word, choosing one of the following effects:

Breath of Life: The scale vanishes, restoring 10d4 hit points to you or a touched creature.

Platinum Shield: The scale transforms into a +1 shield for 1 hour or until dismissed, providing immunity to radiant damage while wielded.

Radiant Hammer: The scale morphs into a magic light hammer for 1 hour or until dismissed, dealing 2d4 radiant damage (instead of bludgeoning). It inflicts an additional 2d4 radiant damage against chromatic dragons.

After extracting three scales, no more can be taken until the next dawn, when all scales regrow. If a scale is pulled without a command word, it vanishes after 1 minute. The Platinum Scarf, a truly versatile accessory, brings both healing and radiant power to its attuned wearer.
LegendaryWondrous Item Required Pole of Angling Common
Pole of Angling Common Pole of AnglingThis unassuming 10-foot pole holds a clever secret. By speaking a command word, it magically transforms into a fully equipped fishing pole, complete with a hook, a line, and a reel. A second utterance of the command word seamlessly returns the fishing pole to its original state as a regular 10-foot pole. Perfect for the adventurer with a love for both exploration and a peaceful day by the water.CommonWondrous Item —— Utility
Pole of Collapsing Common Pole of CollapsingThis practical 10-foot pole holds a convenient secret. With a simple action and the utterance of a command word, the pole collapses into a compact 1-foot rod, facilitating easy storage without altering its weight. To revert to its full length, speak another command word, but be mindful of the surrounding space, as the rod will elongate only as far as the environment allows. A versatile tool for adventurers on the go.CommonWondrous Item —— Utility, Exploration
Polymorph Blade Very Rare Polymorph BladeThis enchanted weapon holds the power to transform its victims. When you score a critical hit (roll a natural 20) while attacking a creature, in addition to the regular damage, the creature must make a DC 15 Wisdom saving throw. On a failed save, it undergoes the effects of a Polymorph spell. Refer to the accompanying table, rolling a d20 to determine the creature’s new form. Immunities to the weapon’s damage type, shapechanging ability, or legendary actions provide immunity to this effect.

Curse: Beware, for this weapon carries a curse. Upon attunement, the curse extends to you. You become unwilling to part with the Polymorph Blade until the curse is lifted with a Remove Curse spell or similar magic. A roll of 1 on the attack die triggers the curse, subjecting you to the effects of a Polymorph spell for 1 hour, with the new form determined by the same table. Choose your strikes wisely with this powerful but treacherous blade.
table, spellsVery RareWeapon Required Portable Hole Rare
Portable Hole Rare Portable HoleThis exquisite black cloth, soft as silk, unfolds from a handkerchief-sized bundle into a circular sheet, reaching a diameter of 6 feet.

As an action, you can unfold the Portable Hole and place it against a solid surface, creating an extradimensional hole that extends 10 feet deep. The space within exists on a different plane, precluding the creation of passages. Creatures inside can exit by climbing out.

Closing the Portable Hole is achieved with an action by folding the edges of the cloth. The closure traps any creatures or objects within the extradimensional space. The hole is nearly weightless, regardless of its contents.

If folded, a creature inside can attempt a DC 10 Strength check to force its way out, appearing within 5 feet of the hole or its carrier on success. A closed Portable Hole sustains a breathing creature for up to 10 minutes, after which it begins to suffocate.

Placing a Portable Hole inside an extradimensional space formed by a bag of holding or similar item results in the simultaneous destruction of both items, creating a one-way gate to the Astral Plane. Any creature within 10 feet of the gate is drawn through and deposited randomly in the Astral Plane. The gate then seals permanently. Use this remarkable item with caution, as its misuse may lead to unexpected astral journeys.
RareWondrous Item —— Utility, Container
Portal Compass Uncommon Portal CompassThe Portal Compass, a compact arcane device, serves as an invaluable guide. When on the same plane as the last portal it traversed, the needle of this portable instrument points in the direction of that portal. If the portal ceases to exist, the needle remains static until the compass encounters a new portal, updating its directional indication. A must-have for planar travelers navigating the intricate weave of portals within the multiverse.UncommonWondrous Item —— Detection, Utility, Exploration
Portfolio Keeper Varies Portfolio KeeperRank 2: The Portfolio Keeper manifests as a weathered leather pouch, an uncommon magic item. It efficiently organizes notes, brochures, and business cards featuring your contact details. Additionally, it magically produces endless brochures aligned with your franchise’s current branding. Meeting someone for the first time enables the Portfolio Keeper to store their details and a rough sketch on a parchment card. Accessing stored information requires a bonus action.

Rank 3: The Portfolio Keeper evolves into a rare magic item. Distributing a business card from it allows recipients to contact you through your Sending Stone, akin to a Sending spell. This power lasts for seven days per card and can be applied to a maximum of five cards simultaneously. You can also use your Sending Stone to cast Sending, reaching out to anyone holding your business card. This feature recharges at dawn, seven days later.

Rank 4: With a Charming Introduction at rank 4, you gain the ability to captivate potential customers. Offering a humanoid a business card triggers a Charm Person spell (save DC 15). The enchantment persists as long as the character retains possession of the business card. This multifaceted Portfolio Keeper ensures you leave a lasting impression on both contacts and clientele.
VariesWondrous Item —— Pot of Awakening Common
Pot of Awakening Common Pot of AwakeningThis unassuming 10-pound clay pot holds a magical secret. If you plant a regular shrub within it and allow it to grow undisturbed for 30 days, the shrub undergoes a mystical transformation. At the end of this period, the shrub awakens, turning into an awakened shrub (refer to the Monster Manual for statistics). The awakening process is accompanied by the destruction of the pot, as the roots of the awakened shrub break free.

The newly awakened shrub becomes friendly toward you, and in the absence of specific commands, it remains passive. A delightful and whimsical item for those seeking a verdant companion.
CommonWondrous Item —— Potion of Advantage Uncommon
Potion of Advantage Uncommon Potion of AdvantageThis enchanting elixir, known as the Potion of Advantage, imparts a potent boon to its imbiber. When consumed, the potion manifests as a sparkling, golden mist that flows and pours like water. Within the next hour, the drinker gains advantage on a single ability check, attack roll, or saving throw of their choosing. A valuable asset for those seeking a momentary edge in critical situations.UncommonPotion —— Advantage: Melee Attacks, Advantage: Ranged Attacks, Advantage: Ability Checks, Advantage: Saving Throws
Potion of Animal Friendship Uncommon Potion of Animal FriendshipThis elixir, when consumed, grants the ability to cast the animal friendship spell at will for one hour. The potion’s murky appearance clears with agitation, revealing fragments such as a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. Use this potion to establish a temporary and magical bond with the creatures of the wild, making it a valuable asset for those seeking harmony with the animal kingdom.spellsUncommonPotion —— Control, Communication, Consumable
Potion of Aqueous Form Rare Potion of Aqueous FormUpon consuming this potion, a transformation occurs, turning the drinker into a pool of water. The effect lasts for 10 minutes, until incapacitated, or in the event of death. While in this watery state, several properties come into play:

Liquid Movement: Enjoying a swimming speed of 30 feet, you can traverse over or through liquids, move through other creatures’ spaces, rise to your normal height, and pass through tiny openings. Nonmagical flames are extinguished in spaces you enter.

Watery Resilience: Benefit from resistance to nonmagical damage, along with advantage on Strength, Dexterity, and Constitution saving throws.

Limitations: During this form, you can’t talk, attack, cast spells, or activate magic items. Objects you carried or wore meld into your watery state, rendering them inaccessible, although you remain affected by anything you’re wearing, such as armor. The Potion of Aqueous Form provides a unique and versatile means of traversing obstacles and mitigating damage.
RarePotion —— Shapechanging, Consumable
Potion of Clairvoyance Rare Potion of ClairvoyanceDrinking this potion grants you the benefits of the clairvoyance spell. The yellowish liquid contains a floating eyeball that vanishes when the potion is opened.spellsRarePotion —— Scrying, Detection, Consumable
Potion of Climbing Common Potion of ClimbingUpon consuming this potion, you acquire a climbing speed matching your walking speed for a duration of 1 hour. Throughout this period, you enjoy advantage on Strength (Athletics) checks related to climbing. The potion presents itself in distinct layers of brown, silver, and gray, resembling bands of stone. Despite attempts to mix them by shaking, the colors steadfastly remain separate.CommonPotion —— Set: Innate Speed (Climbing), Advantage: Athletics, Buff, Movement, Consumable
Potion of Comprehension Common Potion of ComprehensionUpon drinking this elixir, you experience the effects of a comprehend languages spell for one hour. The potion is a clear concoction, with fragments of salt and soot swirling within.spellsCommonPotion —— Consumable
Potion of Diminution Rare Potion of DiminutionUpon consuming this potion, you acquire the “reduce” effect of the enlarge/reduce spell for a duration of 1d4 hours, without requiring concentration. The potion’s liquid, initially red, undergoes a mesmerizing transformation as it continuously contracts to a tiny bead before expanding to color the clear liquid around it. Even shaking the bottle proves ineffective at interrupting this intriguing process.spellsRarePotion —— Control, Utility, Consumable
Potion of Dragon’s Majesty Legendary Potion of Dragon’s MajestyThis potion, resembling liquid gold and holding a single scale from a chromatic, gem, or metallic dragon within, is a marvel of legendary potency. Upon consumption, the drinker undergoes a profound transformation, turning into an adult dragon of the same type as the scale within the potion. The metamorphosis endures for 1 hour.

During this time, any carried or worn equipment either melds into the dragon’s form or falls to the ground, per the drinker’s choice. The transformed individual assumes the game statistics of an adult dragon, retaining only their languages, personality, and memories. However, the dragon’s Change Shape and its legendary or lair actions remain inaccessible. The Potion of Dragon’s Majesty provides a brief but extraordinary taste of draconic power.
LegendaryPotion —— Potion of Fire Breath Uncommon
Potion of Fire Breath Uncommon Potion of Fire BreathUpon consumption of this potion, you gain the ability to exhale fire at a target within 30 feet of you using a bonus action. The targeted creature must make a DC 13 Dexterity saving throw. On a failed save, it takes 4d6 fire damage, or half as much on a successful save. The fiery effect ceases after exhaling three times or when 1 hour has passed.

The potion itself contains an orange liquid, and as the container is opened, smoke fills the top, wafting out in an evocative display.
UncommonPotion —— Damage: Fire, Damage
Potion of Flying Very Rare Potion of FlyingUpon consuming this potion, you acquire a flying speed equivalent to your walking speed for one hour, accompanied by the ability to hover. If the potion wears off while you’re airborne, you fall unless you possess an alternative means of remaining aloft. The potion’s clear liquid, adorned with cloudy white impurities, floats at the top of its container.Very RarePotion —— Set: Innate Speed (Flying), Movement, Utility, Consumable
Potion of Gaseous Form Rare Potion of Gaseous FormUpon imbibing this potion, you assume the effects of the gaseous form spell for one hour without requiring concentration. Alternatively, you can end the effect as a bonus action. The container of this potion appears to hold fog that moves and pours like water.spellsRarePotion —— Movement, Utility, Warding, Consumable
Potion of Giant Size Legendary Potion of Giant SizeUpon drinking this legendary potion, if you are Medium or smaller, you assume Huge size for 24 hours; otherwise, the potion has no effect. During this time, your Strength increases to 25 (if not already higher), and your hit point maximum doubles (current hit points are also doubled when consuming the potion). Additionally, the reach of your melee attacks expands by 5 feet.

All carried and worn items also increase in size proportionally. Weapons rolled for damage while enlarged yield three times the normal number of dice. For instance, an enlarged longsword deals 3d8 slashing damage (instead of 1d8) or 3d10 slashing damage (instead of 1d10) when used with two hands.

Upon the effect’s conclusion, any hit points exceeding your hit point maximum become temporary hit points. The potion itself is a pale white liquid crafted from the tongue of a giant clam, emanating a pungent aroma reminiscent of decaying algae. Despite its scent, the potion offers a surprisingly sweet taste when consumed.
LegendaryPotion —— Buff, Shapechanging
Potion of Giant Strength Varies Potion of Giant StrengthUpon consuming this potion, your Strength score adjusts for 1 hour, based on the type of giant (refer to the table below). The potion remains ineffective if your Strength is equal to or exceeds the specified score. This potion’s liquid is transparent, with a sliver of fingernail from a giant of the corresponding type floating within. Notably, the potions of frost giant strength and stone giant strength share the same effect.tableVariesPotion —— Set: Strength Score, Buff, Consumable STR
Potion of Growth Uncommon Potion of GrowthUpon imbibing this potion, you experience the “enlarge” effect of the enlarge/reduce spell for 1d4 hours, without requiring concentration. The potion’s liquid, initially displaying a tiny red bead, dynamically expands to color the surrounding clear liquid before contracting. Even shaking the bottle proves ineffective at interrupting this intriguing process.spellsUncommonPotion —— Control, Utility, Consumable
Potion of Healing Common Potion of HealingUpon consuming this potion, you regain hit points. The amount of hit points restored depends on the potion’s rarity, as detailed in the Potions of Healing table. Regardless of potency, the potion’s red liquid emits a glimmering effect when agitated.tableCommonPotion —— Bonus: Hit Points, Healing, Consumable
Potion of Heroism Rare Potion of HeroismUpon imbibing this potion, you receive a surge of heroic energy. For the next hour, you gain 10 temporary hit points, and you are under the effect of the bless spell without requiring concentration. The potion, presented in a distinctive blue hue, bubbles and steams as if boiling, attesting to the potent power it bestows.RarePotion —— Bonus: Temporary Hit Points, Healing, Buff, Consumable
Potion of Invisibility Very Rare Potion of InvisibilityThe container of this potion appears empty but conveys the sensation of holding liquid. Once consumed, the drinker becomes invisible for 1 hour. All items worn or carried also become invisible. However, the effect concludes prematurely if the imbiber attacks or casts a spell.Very RarePotion —— Invisible, Deception, Consumable
Potion of Invulnerability Rare Potion of InvulnerabilityUpon consuming this potion, for a duration of 1 minute, you gain resistance to all damage. The potion’s syrupy liquid resembles liquefied iron, symbolizing the temporary fortification it provides against harm.RarePotion —— Resistance: All, Warding, Consumable
Potion of Longevity Very Rare Potion of LongevityUpon imbibing this potion, your physical age undergoes a reduction of 1d6 + 6 years, reaching a minimum of 13 years. However, with each subsequent consumption of a potion of longevity, there is a 10 percent cumulative chance that you might instead age by 1d6 + 6 years. Suspended within the amber liquid are a scorpion’s tail, an adder’s fang, a deceased spider, and a tiny heart that, against all reason, continues to beat. Notably, these peculiar ingredients vanish when the potion is opened.Very RarePotion —— Reduces Physical Age, Control, Buff, Consumable
Potion of Mind Control Varies Potion of Mind ControlUpon consuming a Potion of Mind Control, you gain the ability to cast a Dominate spell (save DC 15) on a specific creature, provided you do so before the end of your next turn. Failing to cast the spell within this timeframe results in the wasted potion.

The Potion of Mind Control produces the effects of either Dominate Beast, Dominate Person (humanoid), or Dominate Monster, as indicated in the table below. If the initial saving throw of the target fails, the charm persists for 1 hour without requiring concentration on your part. The charmed creature suffers disadvantage on new saving throws attempting to break the effect during this period.
spells, tableVariesPotion —— Control, Consumable
Potion of Mind Reading Rare Potion of Mind ReadingUpon consuming this potion, you gain the effects of the detect thoughts spell, with a save DC of 13. The potion’s dense, purple liquid holds an ovoid cloud of pink floating within, indicating the mystical properties it contains for probing the thoughts of others.spellsRarePotion —— Control, Detection, Consumable
Potion of Poison Uncommon Potion of PoisonThis devious concoction outwardly mimics the appearance, scent, and taste of a potion of healing or another seemingly beneficial elixir. However, it is, in fact, poison cleverly veiled by illusion magic. The true nature of the potion is revealed when subjected to an identify spell.

Upon consumption, you suffer 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. While under the poison’s effects, you endure 3d6 poison damage at the start of each of your turns. At the end of each turn, you can repeat the saving throw. With each successful save, the subsequent poison damage decreases by 1d6. The poison concludes when the damage decreases to 0.
UncommonPotion —— Consumable, Cursed
Potion of Psionic Fortitude Uncommon Potion of Psionic FortitudeUpon consuming this potion, you gain advantage for 1 hour on saving throws made to resist or end the charmed or stunned condition affecting you. The potion, with a distinctive black hue, swirls with shimmering flecks of pink and purple.UncommonPotion —— Advantage: Saving Throws, Buff, Consumable
Potion of Resistance Uncommon Potion of ResistanceUpon imbibing this potion, you gain resistance to a single type of damage for the duration of 1 hour. The determination of the damage type can be made by the Dungeon Master, who may choose it deliberately or decide randomly from the options provided below:tableUncommonPotion —— Resistance: Acid, Resistance: Cold, Resistance: Fire, Resistance: Force, Resistance: Lightning, Resistance: Necrotic, Resistance: Poison, Resistance: Psychic, Resistance: Radiant, Resistance: Thunder, Warding, Consumable
Potion of Speed Very Rare Potion of SpeedUpon consuming this potion, you gain the effects of the haste spell for 1 minute, and no concentration is required during this time. The potion’s yellow fluid, streaked with black, exhibits an animated swirl within the container.spellsVery RarePotion —— Buff, Movement, Consumable
Potion of Vitality Very Rare Potion of VitalityUpon imbibing this potion, it instantaneously alleviates any exhaustion you are experiencing and cures any diseases or poisons currently affecting you. For the subsequent 24 hours, whenever you expend Hit Dice to regain hit points during a rest, you regain the maximum number of hit points possible for each Hit Die used. The potion’s crimson liquid pulsates regularly with a dull light, reminiscent of a heartbeat.Very RarePotion —— Cures Disease, Removes Poison, Max HP from Hit Dice, Healing, Consumable
Potion of Watchful Rest Common Potion of Watchful RestUpon consuming this potion, you enjoy the following benefits for the next 8 hours: magical effects cannot induce sleep in you, and you can remain awake during a long rest and still reap its benefits. The sweet, amber-colored brew holds no effect on creatures that do not require sleep, such as elves.CommonPotion —— Consumable
Potion of Water Breathing Uncommon Potion of Water BreathingAfter consuming this potion, you gain the ability to breathe underwater for 1 hour. The potion’s cloudy green fluid exudes the scent of the sea, and a jellyfish-like bubble gracefully floats within it.UncommonPotion —— Breathe Underwater, Buff, Utility, Consumable
Powered Armor Legendary Powered ArmorThe Powered Armor is a distinctive suit resembling plate armor, featuring finely articulated joints connected by a black, leather-like material. Crafted to emulate a heavily muscled warrior, the great helm lacks openings, displaying only a broad glass plate and a second glass piece above it. The armor is adorned with random plates, tubing, and metal bosses. A rectangular metal box on the left gauntlet holds a rod topped with a cone-shaped red crystal.

Benefits:

+1 bonus to AC.
Strength score becomes 18 (no effect if Strength is already 18 or higher).
Advantage on death saving throws.

Additional Capabilities (Using Energy Cells or Life Energy):

Emit a force field for 2d6 + 5 temporary hit points (1 charge or 5 hit points).
Activate boosters for a flying speed of 15 feet for 1 minute (1 charge or 5 hit points).
Fire arm-mounted laser: Ranged Weapon Attack: +8 to hit, range 120 feet, one target. Hit: 2d6 radiant damage (1 charge or 5 hit points).
Translate any writing you can see in any nonmagical language, to a total of one thousand words over 1 minute (1 charge or 5 hit points).
Fill the armor with air, allowing you to breathe normally in any environment for up to 1 hour (1 charge or 5 hit points).
Gain darkvision to a range of 60 feet for up to 1 hour (1 charge or 5 hit points).

The armor accepts only one energy cell, found with 2d10 charges.

Options:

Automatic Defenses: Treat as a shield guardian with a stored Magic Missile spell (4th-level).
Battle of Wills: DC 13 Charisma saving throw or be possessed. DC 20 Charisma saving throw to break free each day at dawn.
Stasis: Puts wearer in stasis at 0 hit points. Attempts to control wearer’s identity. Break control by defeating automatic defenses.
Alternative Power: Can draw power from other sources or recharge energy cells. Allies can sacrifice hit points to fuel its abilities.
LegendaryArmor Plate Required Bonus: Armor Class, Set: Strength Score, Advantage: Death Saving Throws, Str 15 Required, Stealth Disadvantage STR
Prehistoric Figurines of Wondrous Power Varies Prehistoric Figurines of Wondrous PowerLarger and more roughly hewn than typical figurines of wondrous power, these statuettes depict dinosaurs and related creatures from the earliest days of the world.

Carnelian Triceratops (Very Rare):

Duration: Up to 6 hours.
Special: Can be ridden as a mount.
Reuse: After use, can’t be used again until 10 days have passed.

Jasper Tyrannosaurus Rex (Legendary):

Duration: Up to 1 hour.
Special: Crafted from rare green jasper.
Reuse: After use, can’t be used again until 14 days have passed.
Risk: Roll a d20 when commanding. On a 1, lose control, and it becomes hostile until reduced to 0 hit points, reverting to figurine form.

Kyanite Pteranodon (Rare):

Duration: Up to 8 hours.
Special: If Medium or smaller, can be ridden as a mount.
Reuse: After use, can’t be used again until 7 days have passed.

Pyrite Plesiosaurus (Uncommon):

Duration: Up to 12 hours.
Special: Can be ridden as a mount.
Reuse: After use, can’t be used again until 4 days have passed.
Bonus: While riding, allows the casting of Water Breathing at will.
spellsVariesWondrous Item —— Summoning
Pressure Capsule Common Pressure CapsuleThis small capsule, crafted from beeswax blended with sand and enchanted water plants, bestows upon a creature the ability to ignore the effects of swimming at depths greater than 100 feet (refer to “Unusual Environments” in chapter 5 of the Dungeon Master’s Guide) when consumed.CommonWondrous Item —— Utility, Exploration, Consumable
Prismari Primer Uncommon Prismari PrimerCrafted at Strixhaven’s Prismari College, the Prismari Primer is a magical textbook. It holds 3 charges, regaining 1d3 expended charges each day at dawn. While holding the primer, if you make a Dexterity (Acrobatics) or Charisma (Performance) check, you can expend 1 charge to gain a 1d4 bonus to the roll immediately after you roll the d20.

Moreover, after a long rest, studying the primer allows you to choose one 1st-level spell from the Bard or Sorcerer spell list. Before finishing your next long rest, you can cast the chosen spell once without using a spell slot while holding the primer. Your spellcasting ability for this spell can be Intelligence, Wisdom, or Charisma, as you prefer.
UncommonWondrous Item Required Bonus: Acrobatics, Bonus: Performance, spellcaster Spellcaster
Professor Orb Rare Professor OrbA Professor Orb is a polished 5-pound sphere crafted from smoky gray quartz, roughly the size of a grapefruit. Upon closer inspection, faint silver lights can be discerned emanating from within the sphere.

This sentient orb possesses the personality of a scholar, its alignment determined randomly. Regardless of alignment, the orb boasts an Intelligence of 18, with Wisdom and Charisma scores determined by rolling 3d6 for each ability. It comprehends, speaks, and reads four languages, possesses normal vision and hearing within a range of 60 feet, and, distinct from most sentient items, lacks inherent goals or motives to initiate conflict.

The orb specializes in four specific academic subjects, granting it a +9 bonus to Intelligence checks related to these areas. Moreover, it can cast the Mage Hand cantrip at will, using it exclusively for self-transportation. Its spellcasting ability is Intelligence.

The Professor Orb stolen by Nass Lantomir, known as Professor Skant, identifies as lawful good and communicates in Common, Draconic, Elvish, and Loross (the dead language of the Empire of Netheril). Professor Skant has a Wisdom of 11, a Charisma of 9, and tends to be loquacious. It conveys information on the history of Netheril, vampirism and vampire traits, rituals concerning the creation and consumption of Elverquisst (a rare, ruby-colored elven liquor distilled from sunshine and summer fruits), and details about the tarrasque (refer to the Monster Manual). Professor Skant, unintentionally patronizing, assumes most humanoids are dunderheads when expounding on its areas of expertise.
RareWondrous Item —— Utility, Sentient
Professor Skant Rare Professor SkantProfessor Skant is the name given by the professor orb owned by Vellynne Harpell and later stolen by Nass Lantomir. This lawful good entity boasts a Wisdom of 11, a Charisma of 9, and an impressive Intelligence of 18. Fluent in Common, Draconic, Elvish, and Loross (the dead language of the Empire of Netheril), Professor Skant has a tendency to be overly talkative and perceives most humanoids as less knowledgeable.

Adopting a unintentionally patronizing tone when discussing its areas of expertise, Professor Skant specializes in the following four subjects:

The History of Netheril: Refer to the “Fate of Netheril” sidebar for additional details.
Vampirism and Vampire Traits
Rituals Surrounding Elverquisst: This rare, ruby-colored elven liquor is distilled from sunshine and rare summer fruits.
The Tarrasque: Refer to the Monster Manual for detailed information.

When attempting an Intelligence check to recall lore within its areas of expertise, Professor Skant receives a remarkable +9 bonus to its roll, factoring in its Intelligence modifier. The entity takes the form of a smooth, 5-pound sphere crafted from smoky gray quartz, about the size of a grapefruit. Upon close examination, pinpricks of silver light become apparent deep within the sphere.

Despite its animated nature, Professor Skant lacks a will of its own and refrains from initiating conflicts with its possessor. It can see and hear normally within a 60-foot range. Additionally, Professor Skant is equipped with the ability to cast the Mage Hand cantrip at will, using it solely for self-transportation, with Intelligence being its spellcasting ability.
RareWondrous Item —— Utility, Sentient
Propeller Helm Uncommon Propeller HelmWhile adorned, the Propeller Helm grants its wearer the ability to cast the levitate spell with a simple action, requiring no additional components. During the spell’s duration, the helm’s propeller spins energetically, emitting a distinct whirring sound. However, with each conclusion of the levitate spell, there exists a 50 percent chance that the helm loses its magical properties and reverts to a nonmagical state.spellsUncommonWondrous Item Required Small humanoid Small humanoid
Prosthetic Limb Common Prosthetic LimbThis prosthetic limb serves as a replacement for a lost hand, arm, foot, leg, or a similar body part. Once attached, it seamlessly functions identically to the part it replaces. The prosthetic can be detached or reattached at will as an action, and it remains firmly in place, unable to be removed against the wearer’s will. However, the prosthetic automatically detaches upon the wearer’s demise.CommonWondrous Item —— Protective Verses Rare
Protective Verses Rare Protective VersesThis leather-bound spellbook is fortified with iron and silver fittings, featuring a robust iron lock (DC 20 to open). As an action, you can touch the book’s cover to engage a lock effect, simulating the effects of Arcane Lock. The book inherently contains the following spells: Arcane Lock, Dispel Magic, Globe of Invulnerability, Glyph of Warding, Mordenkainen’s Private Sanctum, Protection from Evil and Good, and Symbol. It serves as a functional spellbook for wizards.

While holding this book, you can use it as a spellcasting focus for your wizard spells.

The book is imbued with 3 charges, regaining 1d3 expended charges daily at dawn. You can utilize these charges in the following ways:

After spending 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell from the book. The new spell must belong to the abjuration school.
When casting an abjuration spell, you can expend 1 charge to grant a creature within 30 feet of you, and visible to you, 2d10 temporary hit points.
spellsRareWondrous Item Required wizard Wizard
Psi Crystal Uncommon Psi CrystalThis crystal bestows upon you the ability of telepathy for the duration of your attunement. Refer to the introduction in the Monster Manual for guidelines on the mechanics of this telepathy. Additionally, the crystal emits a purplish inner light, its intensity and the range of telepathy expanding with higher Intelligence scores.tableUncommonWondrous Item Required Language: Telepathy, creature with an Intelligence score of 3 or higher Creature with an Intelligence score of 3 or higher
Pyroconverger Uncommon PyroconvergerA pyroconverger, a creation of the Izzet League, is essentially a flamethrower. However, it comes with a inherent risk of malfunction with each use.

As an action, you can activate the pyroconverger, projecting fire in a 10-foot cone. Every creature within the area must make a DC 13 Dexterity saving throw. On a failed save, they take 4d6 fire damage, or half as much on a successful save.

After each use, roll a d10 and add the number of times you have deployed the pyroconverger since your last long rest. If the total equals 11 or higher, the pyroconverger malfunctions. This results in you taking 4d6 fire damage, and the pyroconverger becomes unusable until you finish a long rest.
UncommonWondrous Item Required Pyxis of Pandemonium Legendary
Pyxis of Pandemonium Legendary Pyxis of PandemoniumThis ornate wooden vessel holds mysterious powers, offering both respite and unpredictability.

Beneficial Touch: A creature touching the pyxis for 1 minute gains the benefits of a short rest. During this time, the creature is also affected by the bless spell, maintaining the effect until finishing a short or long rest. However, the benefits can’t be gained again until a long rest is completed.

Unpredictable Unsealing: If the vessel is opened, a roll on the Pyxis of Pandemonium table determines the ensuing events. Any spells cast by the vessel have a spell save DC of 17. The pyxis vanishes one minute after being opened, reappearing sealed in a random location on the same plane of existence 24 hours later.

Cursed Whispers: Those who benefit from a short rest from the pyxis hear cloying telepathic whispers. The affected creature must succeed on a DC 17 Wisdom saving throw. On a failure, the creature is charmed by the vessel for 1 hour, compelled to open it at the earliest opportunity. A successful save grants immunity to the whispers for 24 hours.
table, spellsLegendaryWondrous Item —— Buff, Cursed
Quaal’s Feather Token Rare Quaal’s Feather TokenThis diminutive object takes the form of a feather. There are various types of feather tokens, each possessing a distinct single-use effect. The nature of the token is determined by the Dungeon Master, who may choose the specific type or decide randomly based on the situation.TABLERareWondrous Item —— Creation, Summoning, Damage, Control, Movement, Utility, Exploration, Combat, Consumable
Quandrix Primer Uncommon Quandrix PrimerThe Quandrix Primer is a magical textbook originating from Strixhaven’s Quandrix College. The primer possesses 3 charges, and it replenishes 1d3 expended charges every day at dawn. When holding the primer, if you make an Intelligence (Arcana) or Intelligence (Nature) check, you can expend 1 charge to gain a 1d4 bonus on the check immediately after rolling the d20.

Moreover, after studying the primer at the end of a long rest, you can select one 1st-level spell from either the Druid or Wizard spell list. Until you complete your next long rest, you can cast the chosen spell once without expending a spell slot, provided you are holding the primer. The spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
UncommonWondrous Item Required Bonus: Arcana, Bonus: Nature, spellcaster Spellcaster
Quiver of Ehlonna Uncommon Quiver of EhlonnaThe Quiver of Ehlonna is a remarkable magical item designed for carrying and accessing various ranged weapons. This quiver consists of three compartments, each linked to an extradimensional space. Despite its capacity, the quiver’s weight never exceeds 2 pounds. The compartments are specifically tailored for different types of items:

The shortest compartment accommodates up to sixty arrows, bolts, or similar objects.
The midsize compartment can store up to eighteen javelins or similar items.
The longest compartment is suitable for holding up to six lengthy objects such as bows, quarterstaffs, or spears.

Drawing an item from the Quiver of Ehlonna is as swift and convenient as retrieving it from a regular quiver or scabbard. This magical quiver provides an efficient and organized means for archers and ranged weapon users to access their ammunition and gear.
UncommonWondrous Item —— Utility, Container
Radiance Unknown Rarity Radiance Spellcasting Prowess: You gain a +1 bonus to spell attack rolls, enhancing your accuracy when casting spells that require an attack roll.

Overcoming Cover: You can ignore half cover when making a spell attack, allowing your magical assaults to pierce through obstacles with greater ease.

Illumination in Darkness: When surrounded by darkness, Radiance sheds dim light in a 5-foot radius. This feature ensures that you and your allies can navigate the shadows more effectively.

Enhance Ability: If you are attuned to Radiance and surrounded by darkness, you can use a bonus action while holding the mirror to cast the Enhance Ability spell. You must choose yourself as the spell’s target, and no other creatures benefit from it. This property can be used once, and it refreshes at the dawn of each new day.

Radiance combines utility in spellcasting accuracy, overcoming cover, providing illumination in dark environments, and offering a limited but potent Enhance Ability effect.
spellsUnknown RarityWand Required Bonus: Spell Attacks, Spellcaster, Buff, ComSpellcaster
Rakdos Riteknife Legendary Rakdos RiteknifeThis sinister dagger, a creation of Rakdos flair, possesses malevolent properties that extend beyond mere combat. In the hands of its attuned wielder, the Rakdos Riteknife provides the following benefits:

Enhanced Strikes: You gain a +1 bonus to both attack and damage rolls made with the Rakdos Riteknife. The cruel serrations on its blade leave a mark of torment on those it strikes.

Soul Imprisonment: When you slay a creature with an attack using the dagger, its soul becomes imprisoned within the weapon. The creature can only be restored to life through the use of a Wish spell. The dagger can hold a maximum of five souls.

Necrotic Infusion: For each soul imprisoned in the dagger, your attacks with it deal an extra 1d4 necrotic damage on a successful hit. The dagger channels the tormented essence of the trapped souls into each strike.

Haunted Dreams: While the dagger is within 5 feet of you, your dreams are haunted by whispers emanating from the trapped souls. These spectral voices echo through your subconscious, leaving an eerie imprint on your psyche.

Additional Properties:

Siphon Vitality: As a bonus action, you can release any number of stored souls from the dagger to regain 1d10 hit points per soul released. This ability allows you to draw upon the stolen life force within the weapon for your own sustenance.

Annihilation: If the dagger holds five souls, you can use this property: As a reaction immediately after you hit a creature with the dagger and deal damage, you can release all five souls. If the target now has fewer than 75 hit points, it must succeed on a DC 15 Constitution saving throw or die. After using this property, you can’t do so again until you finish a long rest.
LegendaryWeapon Dagger Required Bonus: Magic, Damage: Necrotic, Finesse, Light, Thrown
Reaper’s Scream Legendary Reaper’s ScreamThis eerie morningstar, known as Reaper’s Scream, emanates a sickly, pale light from its iron spikes. It is adorned with the death rune, inlaid with pearls along its shaft. In the hands of its attuned wielder, it brings death with a haunting resonance.

Enhanced Strikes: You gain a +2 bonus to both attack and damage rolls made with Reaper’s Scream. The morningstar’s necrotic-infused spikes ensure that attacks with this weapon deal necrotic damage instead of piercing.

Harvest of Vitality: When you attack a creature with this weapon and roll a natural 20 on the attack roll, you gain 10 temporary hit points. Any creature that hits you with a melee attack while you have 1 or more of these temporary hit points takes 10 necrotic damage, as the weapon feeds on the life force of those who dare to strike its wielder.

Rune Invocation: As a bonus action, you can invoke the weapon’s rune, unleashing the collective screams of every creature slain by the morningstar in a chilling burst. Each creature of your choice within 60 feet of you must succeed on a DC 15 Wisdom saving throw or be stunned until the start of your next turn. This invokes a sense of terror by tapping into the echoes of the weapon’s grisly history.

Once the rune has been invoked, it remains dormant until the next dawn, unable to be activated again until the weapon has rested in the shadow of a new day.
LegendaryWeapon Morningstar Required Bonus: Magic, Replace Damage Type: Necrotic, Damage: Necrotic
Red Dragon Mask Legendary Red Dragon MaskEach dragon mask, a legendary wondrous item, molds itself to perfectly fit the face and head of its attuned wearer. While attuned and wearing a dragon mask, you gain the following benefits:

Damage Absorption: Resistance to the mask’s damage type. If you already have resistance, gain immunity; if you have immunity, heal for half the damage dealt.

Draconic Majesty: Add Charisma bonus to Armor Class when not wearing armor.

Dragon Breath: Breath weapons with recharge gain a recharge of 6.

Dragon Sight: Darkvision of 60 feet (or additional 60 feet) and once per day blindsight of 30 feet for 5 minutes.

Dragon Tongue: Speak and understand Draconic. Advantage on Charisma checks against dragons of the mask’s color.

Legendary Resistance (1/Day): Choose to succeed on a failed saving throw.
Red Dragon Mask

This mask of glossy crimson has swept-back horns and spiked cheek ridges. Its damage type is fire. While you wear the mask, you gain the following benefit, in addition to those the dragon masks share.

Dragon Fire. If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire.
LegendaryWondrous Item Required Resistance: Fire, Bonus: Unarmored Armor Class, Sense: Darkvision, Sense: Blindsight, Language: Draconic, Advantage: Charisma Ability Checks, Bonus: Legendary Resistance, Damage: Fire, Buff
Red Wizard Blade Legendary Red Wizard BladeForged through a mysterious and secret process known only to the Red Wizards, the Red Wizard Blade is a grim steel dagger that draws its power from the ominous Negative Plane. This magical weapon inflicts devastating harm upon its victims.

Necrotic Fury: When you successfully hit a creature with a melee attack using this dagger, the target suffers an additional 3d12 necrotic damage. The malevolent energy drawn from the Negative Plane enhances the dagger’s strikes with potent, life-draining power.

Finality in Death: Should a creature be reduced to 0 hit points by the Red Wizard Blade, its fate is sealed. The victim cannot be raised from the dead through conventional means. Only a deity or a creature wielding a tablet of reawakening, capable of casting the True Resurrection spell, can bring the fallen back to life.
spellsLegendaryWeapon Dagger —— Damage: Necrotic, Damage, Combat, Finesse, Light, Thrown
Restorative Ointment Uncommon Restorative OintmentThis glass jar, measuring 3 inches in diameter, holds 1d4 + 1 doses of a thick, healing mixture that emits a faint aroma reminiscent of aloe. The entire jar, along with its contents, weighs half a pound.

As an action, a single dose of the restorative ointment can be ingested or applied to the skin. The effects are as follows:

The creature that receives the ointment regains 2d8 + 2 hit points, experiencing a swift and invigorating restoration of vitality.

Any ongoing poisoning effects on the creature cease immediately upon using the ointment.

The creature is cured of any diseases it may be afflicted with, as the potent ointment combats and expels the malady.
UncommonWondrous Item —— Bonus: Hit Points, Ceases Poison, Cures Diseases, Healing, Consumable
Reveler’s Concertina Rare Reveler’s ConcertinaThis ornate concertina, finely crafted for the joyous moments of celebration, bestows an enchanting aura upon its attuned bard.

While holding the Reveler’s Concertina, the attuned bard gains a +2 bonus to the saving throw DC of their bard spells. The lively and enchanting melodies produced by the concertina enhance the magical influence of the bard’s spells, making them more challenging for others to resist.

Otto’s Irresistible Dance: As an action, the bard can use the concertina to cast the spell Otto’s Irresistible Dance. The concertina’s music, infused with magical charm, compels a target creature to break into an irresistibly lively dance, leaving them vulnerable and distracted. Once this property is used, it can’t be employed again until the following dawn.
spellsRareWondrous Item Required Bonus: Spell Save DC, bard Bard
Revenant Double-Bladed Scimitar Unknown Rarity Revenant Double-Bladed ScimitarThis exceptional double-bladed scimitar bears a mysterious origin and is intertwined with the essence of revenant power. Crafted with precision and imbued with eldritch capabilities, it becomes a deadly and agile weapon in the hands of its wielder.

Finesse and AC Bonus: While wielding this double-bladed scimitar with two hands, the weapon gains the finesse property for your attacks with it. Additionally, the wielder gains a +1 bonus to their Armor Class (AC). The blade’s design allows for swift and precise strikes, while its unique enchantment enhances the wielder’s defensive capabilities.

Valenar Heritage: The double-bladed scimitar is renowned as the signature weapon of Valenar elves. Crafted with ancient techniques and finesse, each scimitar is a work of art. Due to its significance, the weapon is considered a valuable possession, often associated with the elite warriors of the Valenar elves.

Special Feature – Bonus Attack: When you attack with the double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This additional attack, while slightly less potent, provides versatility in combat, allowing the wielder to deliver a swift and precise strike.
Unknown RarityWeapon Double-Bladed Scimitar —— Weapon Property: Finesse, Bonus: Armor Class, Damage, Combat, Special, Two-Handed
Rhythm-Maker’s Drum Varies Rhythm-Maker’s DrumThis magical drum is a boon to any bard seeking to enhance their musical and magical prowess. Crafted with mystical precision, it not only amplifies the bard’s abilities but also serves as a source of inspiration.

Spell Enhancement: While holding the Rhythm Maker’s Drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The strength of this bonus is determined by the rarity of the drum: +1 for uncommon, +2 for rare, and +3 for very rare. The resonating beats of the drum empower your magical performances, making them more potent and harder to resist.

Bardic Inspiration Restoration: As an action, you can play the drum to regain one use of your Bardic Inspiration feature. The enchanting rhythms and melodies produced by the drum invigorate your creative spirit, allowing you to inspire your allies once again. This property of the drum can only be used once per day and resets with the dawn.
VariesWondrous Item Required Bonus: Spell Attacks, Bonus: Spell Save DC, bard Bard
Ring of Air Elemental Command Legendary Ring of Air Elemental CommandThis magical ring serves as a conduit to the Elemental Plane of Air, bestowing its wearer with remarkable advantages against air elementals and providing access to potent abilities.

Elemental Mastery: While wearing the Ring of Air Elemental Command, you gain advantage on attack rolls against air elementals, and they, in turn, have disadvantage on attack rolls against you. The connection to the Elemental Plane of Air enhances your combat prowess, making you a formidable foe against creatures of the air.

Aerial Adaptation: The ring possesses 5 charges, regaining 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. You can expend 2 charges to cast dominate monster specifically on an air elemental. Furthermore, the ring grants you the ability to defy gravity; when falling, you descend 60 feet per round without taking any damage from the fall. You can also speak and understand Auran, the language of air elementals.

Airborne Ascendancy: After aiding in defeating an air elemental while attuned to the ring, you unlock additional properties:
Lightning Resilience: You gain resistance to lightning damage, a testament to your attunement with the electrifying forces of the air.
Flight Mastery: You gain a flying speed equal to your walking speed, and you can hover in mid-air, allowing you to traverse the skies with ease.
Aerial Spellcasting: The ring empowers you to cast specific spells, expending the necessary number of charges: chain lightning (3 charges), gust of wind (2 charges), or wind wall (1 charge). These spells harness the raw elemental power of air to unleash destructive or defensive forces as needed.
spellsLegendaryRing Required Resistance: Lightning, Set: Innate Speed (Flying), Control, Movement, Warding, Jewelry
Ring of Amity Very Rare Ring of Amity Bond of Companionship: Upon attunement, you can touch a willing creature to establish a magical bond between the two of you. While this bond persists, whenever you receive the benefits of a spell or magical effect that restores hit points, the bonded creature also gains the advantages of the same spell or effect.

Versatile Bonds: After initially attuning to the ring, you can establish a bond with a different creature at the end of each long rest, provided the creature is willing and within touch range. However, a creature can benefit from only one Ring of Amity’s bond at a time. The bond ceases if either you or the bonded creature travels to a different plane of existence, you establish a new bond after a long rest, or you intentionally sever the bond as a bonus action.

Rune Invocation: When the bonded creature scores a hit with an attack roll, and you are within 60 feet of that creature, you can use your reaction to invoke the ring’s rune. This invocation transforms the bonded creature’s attack into a critical hit, significantly enhancing its damage.

Limitations of Invocation: Once the rune has been invoked, it cannot be utilized again until the following dawn, emphasizing the potency of this ability.

The Ring of Amity, with its mystical bonds and rune invocation, fosters cooperation and strength among allies. It provides both support in the form of shared healing and a powerful combat advantage when the need arises.
Very RareRing Required Healing, Jewelry
Ring of Animal Influence Rare Ring of Animal InfluenceThis enchanted ring bestows upon its wearer the ability to influence and communicate with the creatures of the natural world.

Charges: The ring possesses 3 charges, and it regains 1d3 expended charges daily at dawn, ensuring a renewable reservoir of magical capabilities.

Spellcasting: While wearing the ring, you can use an action to expend 1 charge and cast one of the following spells:

Animal Friendship (Save DC 13): This spell allows you to befriend a beast, creating a temporary bond and influencing its disposition toward you.

Fear (Save DC 13): Targeting only beasts with an Intelligence of 3 or lower, this spell induces fear, making affected creatures more likely to flee from the caster.

Speak with Animals: Enabling communication with creatures of the animal kingdom, this spell breaks down the language barrier, fostering understanding between the caster and the beasts.
spellsRareRing —— Control, Communication, Utility, Jewelry
Ring of Djinni Summoning Legendary Ring of Djinni Summoning Summoning Ability: As an action, the wearer can speak the ring’s command word to summon a Djinni. The summoned Djinni appears in an unoccupied space within 120 feet of the wearer and remains present as long as concentration is maintained, up to a maximum of 1 hour, or until it is reduced to 0 hit points. Afterward, it returns to its home plane.

Djinni’s Behavior: While summoned, the Djinni is inherently friendly to the wearer and their companions. It diligently follows any commands given by the wearer in any language. If left without specific commands, the Djinni defends itself against attackers but doesn’t take any other actions.

Cooldown and Ring Status: After the Djinni departs, the ring loses its magical properties for 24 hours, during which time the Djinni cannot be summoned again. If the Djinni dies during its summoned duration, the ring also becomes nonmagical.
LegendaryRing Required Summoning, Control, Jewelry
Ring of Earth Elemental Command Legendary Ring of Earth Elemental Command Elemental Advantage: While wearing this ring, you gain advantage on attack rolls against earth elementals. Simultaneously, earth elementals have disadvantage on their attack rolls against you.

Charges and Recharge: The ring possesses 5 charges, regaining 1d4 + 1 expended charges every day at dawn. Any spells cast from the ring have a save DC of 17.

Dominion over Earth Elementals: By expending 2 charges, you can cast dominate monster on an earth elemental, temporarily gaining control over it. Additionally, you can move through difficult terrain made up of rubble, rocks, or dirt as if it were normal terrain. You also gain the ability to speak and understand Terran.

Additional Abilities After Slaying an Earth Elemental: If you contribute to defeating an earth elemental while attuned to the ring, you unlock further capabilities:

Resistance to Acid: Gain resistance to acid damage.

Earthly Movement: Move through solid earth or rock as if it were difficult terrain. If ending your turn within solid earth or rock, you are shunted to the nearest unoccupied space you last occupied.

Spells from the Ring: Cast stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges) using the ring.
spellsLegendaryRing Required Resistance: Acid, Control, Movement, Warding, Jewelry
Ring of Elemental Command Legendary Ring of Elemental CommandThis versatile ring is a potent artifact that links its wearer to one of the Elemental Planes. The type of elemental command is determined by the chosen or randomly determined linked plane.

Elemental Advantage: While wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they, in turn, have disadvantage on attack rolls against you.

Charges and Recharge: The ring has 5 charges and regains 1d4 + 1 expended charges daily at dawn. Any spells cast from the ring have a save DC of 17.

Ring of Air Elemental Command

Dominate the Air: By expending 2 charges, you can cast dominate monster on an air elemental. Additionally, you can descend 60 feet per round without taking fall damage. You can also speak and understand Auran.

Additional Abilities After Slaying an Air Elemental:
Resistance to Lightning: Gain resistance to lightning damage.
Airborne Prowess: Obtain a flying speed equal to your walking speed and the ability to hover.
Spells from the Ring: Cast chain lightning (3 charges), gust of wind (2 charges), or wind wall (1 charge).

Ring of Earth Elemental Command

Dominate the Earth: Spending 2 charges allows you to cast dominate monster on an earth elemental. You can traverse difficult terrain of rubble, rocks, or dirt as if it were normal terrain. Additionally, you can speak and understand Terran.

Additional Abilities After Slaying an Earth Elemental:
Resistance to Acid: Gain resistance to acid damage.
Earthen Movement: Move through solid earth or rock as if it were difficult terrain. If ending your turn within such material, you are shunted to the nearest unoccupied space you last occupied.
Spells from the Ring: Cast stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges).

Ring of Fire Elemental Command

Dominate the Flames: Expending 2 charges lets you cast dominate monster on a fire elemental. You also gain resistance to fire damage and can comprehend Ignan.

Additional Abilities After Slaying a Fire Elemental:
Immunity to Fire: Become immune to fire damage.
Spells from the Ring: Cast burning hands (1 charge), fireball (2 charges), or wall of fire (3 charges).

Ring of Water Elemental Command

Dominate the Waves: Using 2 charges allows you to cast dominate monster on a water elemental. You can traverse liquid surfaces as if they were solid ground and understand Aquan.

Additional Abilities After Slaying a Water Elemental:
Aquatic Prowess: Gain the ability to breathe underwater and a swimming speed equal to your walking speed.
Spells from the Ring: Cast create or destroy water (1 charge), control water (3 charges), ice storm (2 charges), or wall of ice (3 charges).
spellsLegendaryWondrous Item Required Control, Movement, Warding, Jewelry
Ring of Evasion Rare Ring of EvasionThis magical ring provides its wearer with increased protection against dangers that require nimble reflexes.

Charges and Recharge: The ring possesses 3 charges, and it regains 1d3 expended charges every day at dawn.

Evasion Ability: When the wearer fails a Dexterity saving throw, they can use their reaction to expend 1 charge from the ring. Doing so allows them to automatically succeed on the failed saving throw instead.

The Ring of Evasion is a valuable accessory for those who rely on their agility to avoid harm, offering a chance to escape the effects of traps, spells, or other perils that test their reflexes.
RareRing Required Warding, Jewelry
Ring of Feather Falling Rare Ring of Feather FallingThis enchanted ring provides its wearer with a remarkable ability to defy the perils of falling.

Feather Falling: While attuned to this ring, if the wearer falls, they descend at a rate of 60 feet per round and suffer no damage from the fall.

The Ring of Feather Falling is a valuable asset for adventurers who frequently find themselves navigating treacherous terrain, climbing lofty heights, or facing foes who might attempt to send them plummeting. Its magic ensures a gentle descent, allowing the wearer to land safely regardless of the height from which they fall.
RareRing Required Movement, Warding, Jewelry
Ring of Fire Elemental Command Legendary Ring of Fire Elemental CommandThis powerful ring is intricately linked to the Elemental Plane of Fire, providing its wearer with control over flames and protection against the fiery denizens of that plane.

Elemental Mastery: While wearing this ring, you have several advantages when dealing with fire elementals.
Advantage on attack rolls against fire elementals.
Fire elementals have disadvantage on attack rolls against you.

Spellcasting: The ring has 5 charges, regaining 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. You can use 2 charges to cast the dominate monster spell specifically on a fire elemental.

Resistance to Fire: While attuned to the ring, you gain resistance to fire damage.

Language: You can speak and understand Ignan, the language of fire creatures.

Enhanced Abilities: If you aid in defeating a fire elemental while attuned to the ring, you gain additional powers.
Immunity to fire damage.
You can cast the following spells from the ring, expending the necessary charges: burning hands (1 charge), fireball (2 charges), and wall of fire (3 charges).
spellsLegendaryRing Required Resistance: Fire, Immunity: Fire, Damage, Control, Warding, Jewelry
Ring of Free Action Rare Ring of Free ActionThis ring bestows upon its wearer the freedom to move unhindered and resist magical impediments.

Free Movement: While wearing this ring, you gain the following benefits:
Difficult terrain doesn’t cost you extra movement.
You cannot have your speed reduced by magical means.
You cannot be paralyzed or restrained by magical effects.
spellsRareRing Required Negates Difficult Terrain, Magical Speed Reduction, Immune: Paralyzed or Restrained (Magical Sources), Movement, Warding, Jewelry
Ring of Invisibility Legendary Ring of InvisibilityThis mystical ring grants its wearer the ability to vanish from sight at will, providing a potent tool for stealth and evasion.

Invisibility: While wearing this ring, you can activate its magic to turn invisible as an action. Your entire person, along with anything you are wearing or carrying, becomes invisible. This invisibility persists until one of the following conditions is met:
The ring is removed.
You attack or cast a spell.
You use a bonus action to become visible again.
spellsLegendaryRing Required Invisible, Deception, Jewelry
Ring of Jumping Uncommon Ring of JumpingThis unassuming ring holds a magical property that enhances the wearer’s jumping abilities.

Jump: While wearing this ring, you gain the ability to cast the jump spell at will. As a bonus action, you can use the ring to cast jump on yourself. However, this spell can only target the wearer of the ring.

This Ring of Jumping allows its attuned user to perform extraordinary leaps, providing a useful advantage in navigating challenging terrain or evading enemies.
spellsUncommonRing Required Buff, Movement, Jewelry
Ring of Mind Shielding Uncommon Ring of Mind ShieldingThis unassuming ring provides mental fortification and safeguards your essence even in death.

Mind Shield: While wearing this ring, you gain the following benefits:
Immunity to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or discern your creature type.
Telepathic communication with other creatures is possible only if you allow it.

Invisibility: As an action, you can cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

Soul Housing: In the event of your death while wearing the ring, your soul enters it, unless it already houses a soul. You then have the following options:
Remain in the ring.
Depart for the afterlife.

While your soul resides in the ring, you can telepathically communicate with any creature wearing it. The wearer cannot prevent this telepathic communication.
UncommonRing Required Deception, Warding, Jewelry
Ring of Protection Rare Ring of ProtectionThis enchanted ring fortifies your defenses, providing an enhanced shield against attacks.

Defensive Aura: While wearing this ring, you gain the following benefits:
Armor Class (AC): A +1 bonus to your Armor Class.
Saving Throws: A +1 bonus to all saving throws.
RareRing Required Bonus: Armor Class, Bonus: Saving Throws, Warding, Jewelry
Ring of Puzzler’s Wit Uncommon Ring of Puzzler’s WitThis gold ring, adorned with a fluorite stone, enhances the wearer’s mental acuity and problem-solving abilities.

Charges: The ring possesses 3 charges, and it regains 1d4 – 1 expended charges daily at dawn.

Enhanced Intelligence Checks: When you make an Intelligence check, you can expend 1 charge from the ring. By doing so, you grant yourself advantage on the Intelligence check, utilizing the enchanted properties of the ring to sharpen your mind and improve your cognitive abilities.
UncommonRing —— Utility, Jewelry
Ring of Regeneration Very Rare Ring of RegenerationWhile wearing this magical ring, its regenerative properties provide ongoing healing benefits:

Healing: Every 10 minutes, you regain 1d6 hit points, ensuring a gradual and continuous restoration of your health, provided that you have at least 1 hit point.

Regrowth: In the event of losing a body part, the ring initiates a regenerative process. The missing part regrows and returns to full functionality after 1d6 + 1 days, assuming you maintain at least 1 hit point throughout this period. This extraordinary ability can restore lost limbs or body parts, promoting recovery and ensuring the affected area returns to its original state.
Very RareRing Required Regain 1d6 Hit Points Every 10 Minutes, Regrow Lost Body Parts, Healing, Jewelry
Ring of Resistance Rare Ring of ResistanceWhile wearing this enchanted ring, you gain resistance to a specific damage type. The type of damage is indicated by the gem set within the ring. The determination of this damage type is at the discretion of the Dungeon Master, who may choose it deliberately or decide randomly. The magical properties of the ring provide you with increased resilience against the chosen damage type, mitigating its harmful effects.tableRareRing Required Resistance: Acid, Resistance: Cold, Resistance: Fire, Resistance: Force, Resistance: Lightning, Resistance: Necrotic, Resistance: Poison, Resistance: Psychic, Resistance: Radiant, Resistance: Thunder, Warding, Jewelry
Ring of Shooting Stars Very Rare Ring of Shooting StarsWhile attuned to this magical ring, you gain access to various mystical abilities related to lights and celestial phenomena.

Dancing Lights and Light: While in dim light or darkness, you can use an action to cast dancing lights or light at will from the ring.

Charges: The ring has 6 charges for additional properties. It regains 1d6 expended charges daily at dawn.

Faerie Fire (1 charge): You can expend 1 charge to cast faerie fire from the ring as an action.

Ball Lightning (2 charges): You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The spheres last as long as you concentrate (up to 1 minute). As a bonus action, you can move each sphere up to 30 feet. When a creature other than you comes within 5 feet of a sphere, it discharges lightning, requiring a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres created.

Shooting Stars (1 to 3 charges): You can expend 1 to 3 charges as an action. For each charge expended, you launch a glowing mote of light from the ring at a point within 60 feet. Creatures in a 15-foot cube originating from that point must make a DC 15 Dexterity saving throw. On a failed save, they take 5d4 fire damage; on a successful save, they take half damage.
spellsVery RareRing Required Damage, Utility, Combat, Jewelry
Ring of Spell Storing Rare Ring of Spell StoringThis magical ring has the ability to store spells, allowing the attuned wearer to cast them later. The ring can store up to 5 levels worth of spells at a time.

Spell Storage: When found, the ring contains 1d6 − 1 levels of stored spells, chosen by the GM.

Spell Casting: Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell is stored in the ring, having no effect at the time of casting. If the ring can’t hold the spell, the spell is expended without effect.

Wearing the Ring: While wearing the ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster. However, it is treated as if you cast the spell. After casting a spell from the ring, that spell is no longer stored, freeing up space for additional spells.
RareRing Required Buff, Utility, Jewelry
Ring of Spell Turning Legendary Ring of Spell TurningWhile wearing this legendary ring, the attuned wearer gains significant advantages against spells targeting them.

Advantage on Saves: The wearer has advantage on saving throws against any spell that targets only them and not in an area of effect.

Spell Reflection: If the wearer rolls a natural 20 on a saving throw against a spell of 7th level or lower that targets only them, the spell has no effect on the wearer. Instead, it is turned back on the caster, using the original caster’s slot level, spell save DC, attack bonus, and spellcasting ability.
LegendaryRing Required Advantage: Saving Throws, Warding, Jewelry
Ring of Swimming Uncommon Ring of SwimmingWhile wearing this ring, you gain a swimming speed of 40 feet, allowing you to move efficiently through water.UncommonRing —— Set: Innate Speed (Swimming), Movement, Jewelry
Ring of Telekinesis Very Rare Ring of TelekinesisWhile wearing this ring, you gain the ability to cast the telekinesis spell at will. However, you can only target objects that are not being worn or carried by a creature. The ring allows you to manipulate and move objects with the power of your mind, enhancing your control over the surrounding environment.spellsVery RareRing Required Control, Utility, Jewelry
Ring of the Orator Uncommon Ring of the OratorThis ring possesses 6 charges, and while wearing it, you can expend 1 charge to project your voice clearly. This projection is audible to all creatures within 1 mile of you, overriding any intervening noise. The effect lasts for 1 minute.

Obstacles such as magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood can block the voice projection. If you speak a language that the listening creatures do not understand, the ring has the ability to make them comprehend your speech. However, you must have visual contact with the creatures to achieve this understanding.

The ring regains 1d6 expended charges daily at dawn, ensuring its continued usefulness.
UncommonRing Required Communication
Ring of the Ram Rare Ring of the RamThis enchanted ring possesses 3 charges, and it regains 1d3 expended charges each day at dawn. While wearing the ring, you can utilize an action to expend 1 to 3 of its charges, making a ranged spell attack against a creature within 60 feet of you. The attack summons a spectral ram’s head and is resolved with a +7 bonus. On a successful hit, the target sustains 2d10 force damage for each charge expended and is pushed 5 feet away from you.

Alternatively, you can use an action to expend 1 to 3 of the ring’s charges, attempting to break an object within 60 feet of you that is neither worn nor carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
RareRing Required Damage: Force, Damage, Control, Combat, Jewelry
Ring of Three Wishes Legendary Ring of Three WishesThis powerful ring grants the wearer the ability to cast the wish spell. It holds 3 charges, and you can use an action to expend 1 charge and cast wish. Once the last charge is used, the ring loses its magical properties and becomes nonmagical.spellsLegendaryRing —— Buff, Utility, Consumable, Jewelry
Ring of Truth Telling Uncommon Ring of Truth TellingWhile wearing this ring, you have advantage on Wisdom (Insight) checks made to determine whether someone is lying to you.UncommonRing Required Advantage: Insight
Ring of Warmth Uncommon Ring of WarmthWhile wearing this ring, you gain resistance to cold damage. Additionally, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.UncommonRing Required Resistance: Cold, Exploration, Warding, Jewelry
Ring of Water Elemental Command Legendary Ring of Water Elemental CommandWhile wearing this ring, you have advantage on attack rolls against water elementals, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Water.

The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.

You can expend 2 of the ring’s charges to cast dominate monster on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan.

If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties:

Aquatic Affinity: You can breathe underwater and have a swimming speed equal to your walking speed.
Additional Spells: You can cast the following spells from the ring, expending the necessary number of charges: create or destroy water (1 charge), control water (3 charges), ice storm (2 charges), or wall of ice (3 charges).
spellsLegendaryRing Required Set: Innate Speed (Swimming), Walk on Liquid Surfaces, Breathe Underwater, Control, Buff, Movement, Jewelry
Ring of Water Walking Uncommon Ring of Water WalkingWhile wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.UncommonRing —— Walk on Liquid Surfaces, Movement, Jewelry
Ring of Winter Artifact Ring of WinterThe Ring of Winter is a sentient chaotic evil item with the following properties:

Sentience: The ring is sentient and attempts to take control of its wearer. It craves destruction and compels its wearer to cause harm to everything around them.

Nondetection: The ring defies attempts to magically locate it. Neither the ring nor its wearer can be targeted by any divination magic or perceived through magical scrying sensors.

Frozen Time: While wearing the ring, you don’t age naturally. The effect is similar to suspended animation, protecting you from natural aging, but not from magical or supernatural aging effects.

Cold Immunity: While attuned to and wearing the ring, you have immunity to cold damage and don’t suffer any ill effects from extreme cold.

Magic: The ring has 12 charges and regains all expended charges daily at dawn. You can use the charges for various magical effects, including lowering temperatures in an area, casting specific spells, or creating ice objects or creatures.

Other Properties: The Ring of Winter is rumored to have additional properties that can be activated only by an evil being whose will the ring can’t break. These rumored properties include freezing entire worlds and summoning and controlling white dragons and an ice primordial named Cryonax.

Destroying the Ring: The ring is nearly indestructible, but it can be destroyed by placing it on the finger of the powerful arch-fey known as the Summer Queen. In her presence, the ring melts away and is destroyed forever.
ArtifactRing Required Immunity: Cold, Control, Buff, Utility, Deception, Warding, Sentient
Ring of X-ray Vision Rare Ring of X-ray VisionWhile wearing this ring, you can use an action to speak its command word. When activated, you gain the ability to see into and through solid matter for 1 minute. The vision has a radius of 30 feet. The specifics of this ability are as follows:

Transparent Objects: Solid objects within the radius appear transparent to you, and they don’t prevent light from passing through them.

Penetration: The vision can penetrate through different materials to varying depths:
1 foot of stone,
1 inch of common metal,
Up to 3 feet of wood or dirt.

Limitations: Thicker substances block the X-ray vision, and a thin sheet of lead is sufficient to block the vision entirely.

Exhaustion: After using the ring, if you activate it again before taking a long rest, you must succeed on a DC 15 Constitution saving throw. Failure results in gaining one level of exhaustion. This feature emphasizes the physical toll and strain associated with harnessing the power of X-ray vision frequently.
RareRing Required See Into and Through Solid Matter Within 30 Feet, Detection, Utility, Jewelry
Rings of Shared Suffering Uncommon Rings of Shared SufferingThese rings are found in linked pairs. To attune to a Ring of Shared Suffering, one must possess the Mark of Sentinel. Once attuned, the following properties become active:

Bonus Action Link: Using a bonus action, the bearer of the Mark of Sentinel can form a mystical link with the creature attuned to the other ring. This link transcends distance and operates regardless of range.

Damage Sharing: Once the link is established, whenever the creature attuned to the other ring suffers damage, they only take half of that damage. The remaining half is transferred to the bearer of the Ring of Shared Suffering. This damage-sharing effect persists until it is ended voluntarily by the bearer as a bonus action, or until either the bearer or the other creature removes their ring.

Unlimited Range: The shared suffering effect isn’t limited by range. Regardless of how far apart the linked creatures are, the damage-sharing persists.

Limitation: A creature cannot be attuned to more than one Ring of Shared Suffering. This limitation prevents individuals from simultaneously sharing suffering with multiple creatures.
UncommonRing Required Robe of Eyes Rare
Robe of Eyes Rare Robe of EyesThis robe, adorned with intricate eyelike patterns, grants the wearer heightened perception and vision. While attuned to the Robe of Eyes, you gain the following benefits:

Panoramic Vision: The robe bestows the ability to see in all directions simultaneously. You have advantage on Wisdom (Perception) checks that rely on sight.

Enhanced Darkvision: Your darkvision extends to a range of 120 feet, allowing you to see clearly in low-light conditions.

See Invisible and Ethereal: You can see invisible creatures and objects, and your vision extends into the Ethereal Plane, up to a range of 120 feet.

Persistent Eyes: The eyes on the robe are ever-watchful and cannot be closed or averted. Despite this, you can still close or avert your own eyes, but you are never considered to be doing so while wearing the robe.

Light Vulnerability: If a light spell is cast directly on the robe or a daylight spell is cast within 5 feet of the robe, you are blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw to end the blindness. The DC is 11 for light or DC 15 for daylight. A successful save ends the blindness.
spellsRareWondrous Item Required Advantage: Perception, Set Base: Darkvision, See Invisible (and into Ethereal Plane) within 120 ft., Detection, Outerwear
Robe of Scintillating Colors Very Rare Robe of Scintillating ColorsThis vibrant and enchanting robe possesses the power to captivate and confound those who lay eyes upon it. While attuned to the Robe of Scintillating Colors, you gain the following abilities:

Charges: The robe has 3 charges, and it regains 1d3 expended charges daily at dawn.

Dazzling Display: As an action, you can expend 1 charge to activate the robe’s enchantment, causing it to display a shifting pattern of dazzling hues until the end of your next turn. During this time:
The robe sheds bright light in a 30-foot radius.
It emits dim light for an additional 30 feet.
Creatures that can see you have disadvantage on attack rolls against you.

Stunning Effect: Any creature within the bright light radius that can see you when the robe’s power is activated must make a DC 15 Wisdom saving throw. On a failed save, the creature becomes stunned until the effect ends.
Very RareWondrous Item Required Stunned, Control, Debuff, Outerwear
Robe of Serpents Uncommon Robe of SerpentsA fashionable and potentially deadly garment, the Robe of Serpents is a silk robe adorned with stylized serpents. Popular among the affluent and retired assassins, this robe has a unique ability to summon serpentine companions.

Snake Transformation: As a bonus action on your turn, you can transform one of the robe’s serpents into a giant poisonous snake. The summoned snake appears in an unoccupied space adjacent to you, acting on your initiative count. It can distinguish between friendly and hostile creatures, and it attacks those perceived as threats. The snake vanishes harmlessly in a puff of smoke under the following conditions:
After 1 hour.
When it drops to 0 hit points.
When you dismiss it (no action required).
Once a serpent detaches from the robe, it cannot return to it. When all the serpents have detached, the robe loses its magical properties and becomes a nonmagical garment.
UncommonWondrous Item Required Summoning
Robe of Stars Very Rare Robe of StarsThis stylish black or dark blue robe is adorned with small white or silver stars, and it grants the wearer enhanced protection and the ability to harness the power of the cosmos.

Saving Throw Bonus: While wearing the robe, you gain a +1 bonus to all saving throws, enhancing your resilience against various magical effects.

Magic Missile Stars: Six of the stars on the robe’s upper front portion are particularly large. As an action, you can pluck one of these stars and use it to cast magic missile as a 5th-level spell. At dusk each day, 1d6 removed stars reappear on the robe, replenishing your magical arsenal.

Astral Projection: While wearing the robe, you can use an action to enter the Astral Plane, along with all your belongings. You stay in the Astral Plane until you use another action to return to your original plane. Upon returning, you reappear in the last space you occupied. If that space is currently occupied, you emerge in the nearest unoccupied space.
spellsVery RareWondrous Item Required Bonus: Saving Throws, Teleportation, Damage, Combat, Warding, Outerwear
Robe of Summer Rare Robe of SummerThis elegant garment crafted from fine cloth in warm hues of red, orange, and gold provides both protection and comfort against the chill of winter and harsh weather conditions.

Resistance to Cold: While wearing the Robe of Summer, you gain resistance to cold damage, allowing you to endure the frigid assaults of icy attacks.

Comfortable Climate: The magical properties of the robe ensure that you remain comfortable regardless of the weather’s extremes. Whether faced with the biting cold of winter or the scorching heat of summer, you suffer no ill effects from temperature variations, experiencing a perpetual sense of balmy warmth.

The Robe of Summer not only offers practical protection against cold-based threats but also grants its wearer the luxury of comfort in any climatic conditions.
RareWondrous Item Required Resistance: Cold, Buff
Robe of the Archmagi Legendary Robe of the ArchmagiThis elegant garment is crafted from exquisite cloth, available in variations of white, gray, or black, and adorned with silvery runes. The color of the robe corresponds to the alignment for which it was created: white for good, gray for neutral, and black for evil. Attunement to a robe of the archmagi requires alignment compatibility; you can only attune to a robe that aligns with your own moral stance.

While wearing the robe, you gain the following benefits:

Enhanced Armor Class: If you are not wearing armor, your base Armor Class becomes 15 + your Dexterity modifier. The magical properties of the robe provide a protective barrier, enhancing your natural defenses.

Advantage on Saving Throws: You have advantage on saving throws against spells and other magical effects. The inherent magic of the robe empowers your ability to resist the influence of spells and enchantments.

Improved Spellcasting: Your spell save DC and spell attack bonus each increase by 2. The robe augments your magical prowess, making your spells more potent and harder for others to resist.
LegendaryWondrous Item Required Set: Unarmored Armor Class, Advantage: Saving Throws, Bonus: Spell Attacks, Bonus: Spell Save DC, sorcerer, warlock, or wizard, Buff, Warding, Outerwear Sorcerer, Warlock, or Wizard
Robe of Useful Items Uncommon Robe of Useful ItemsThis magical robe is adorned with cloth patches of various shapes and colors. While wearing the robe, you can use an action to detach one of the patches, causing it to transform into the object or creature it represents. The robe has two of each of the following patches:

Dagger: A small, enchanted dagger.

Bullseye Lantern (filled and lit): A functional lantern filled with magical light.

Steel Mirror: A polished steel mirror, useful for various purposes.

10-foot Pole: A collapsible pole, extending up to 10 feet in length.

Hempen Rope (50 feet, coiled): A length of strong, enchanted rope, 50 feet in total.

Sack: A magical sack that can hold a considerable amount of items.

Once the last patch is removed, the robe reverts to being an ordinary, non-magical garment. The versatility of the robe makes it a handy item for adventurers, providing them with a variety of useful tools in a compact form.
tableUncommonWondrous Item —— Utility, Outerwear
Rod of Absorption Very Rare Rod of AbsorptionThis magical rod possesses the ability to absorb and store the energy of spells targeted solely at its wielder. While holding the rod, you can use your reaction to absorb such a spell. The absorbed spell’s effect is nullified, and its energy, equal to the spell’s level, is stored within the rod. The rod can accumulate a maximum of 50 spell levels throughout its existence.

Upon attuning to the rod, you gain knowledge of the total levels of spell energy it has absorbed and the current levels stored.

If you are a spellcaster attuned to the rod, you can convert the stored energy into spell slots for casting spells you have prepared or know. The created spell slots cannot exceed your own spell slot level and are limited to a maximum of 5th level. You consume the stored levels in place of your regular spell slots, casting the spell as usual. For example, using 3 levels stored in the rod allows you to cast a spell as if using a 3rd-level spell slot.

When first discovered, the rod contains 1d10 levels of spell energy. Once it reaches its limit of 50 levels and can no longer absorb energy, or if it has no energy remaining, the rod becomes nonmagical.
Very RareRod Required Utility, Warding
Rod of Alertness Very Rare Rod of AlertnessThis rod, featuring a flanged head, grants its wielder heightened awareness and protective abilities.

Alertness: While holding the rod, you gain advantage on Wisdom (Perception) checks and have advantage on rolls for initiative.

Spells: As an action, you can use the rod to cast one of the following spells: detect evil and good, detect magic, detect poison and disease, or see invisibility.

Protective Aura: By planting the haft end of the rod in the ground as an action, the rod’s head emits bright light in a 60-foot radius, with an additional 60 feet of dim light. In this bright light, you and friendly creatures gain a +1 bonus to AC and saving throws. Additionally, you can sense the location of any invisible hostile creature within the bright light.

This protective aura lasts for 10 minutes or until a creature uses an action to remove the rod from the ground. After this effect ends, it cannot be used again until the next dawn.
Very RareRod Required Advantage: Perception, Advantage: Initiative, Bonus: Passive Perception, Detection, Utility, Warding
Rod of Hellish Flames Very Rare Rod of Hellish FlamesGlowing cinders gracefully orbit the flanged head of this black iron rod, serving as a potent tool for spellcasters.

Arcane Focus: The rod can be used as an arcane focus for spellcasting.

Hellish Resistance: While holding this rod, you gain resistance to fire and necrotic damage.

Searing Rebuke: You can cast the Hellish Rebuke spell as a 4th-level spell (save DC 16) using the rod. Once this ability is used, the rod can’t cast the spell again until the next dawn.

Surge of Brimstone: After casting a spell that deals fire or necrotic damage, you can use the rod to automatically deal the maximum damage instead of rolling. This property can be used only once per day and resets at dawn.
Very RareRod Required Resistance: Fire, Resistance: Necrotic, Spellcaster, Damage, Warding Spellcaster
Rod of Lordly Might Legendary Rod of Lordly MightThis impressive rod functions as a magical mace, granting a +3 bonus to attack and damage rolls made with it. In addition to its mace properties, it has six buttons along the haft, each offering a unique transformation. The rod also possesses three additional properties, detailed below:

Six Buttons:

Flame Tongue: Pressing this button transforms the rod into a flame tongue, producing a fiery blade.
Crescent Blades: The rod’s flanged head folds down, and two crescent-shaped blades emerge, turning the rod into a magic battleaxe.
Extendable Spear: Pressing this button results in the rod’s flanged head folding down, a spear point emerging, and the handle lengthening into a 6-foot haft, transforming it into a magic spear.
Climbing Pole: The rod becomes a climbing pole up to 50 feet long, with anchoring spikes and hooks. It can bear up to 4,000 pounds.
Battering Ram: Transforming into a handheld battering ram, it grants a +10 bonus to Strength checks for breaking through barriers.
Direction Indicator: The rod indicates magnetic north and provides knowledge of approximate depth beneath the ground or height above it.

Additional Properties:

Drain Life: When you hit a creature with a melee attack, the rod can force a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain hit points equal to half that necrotic damage. This property can’t be used again until the next dawn.
Paralyze: When you hit a creature with a melee attack, the rod can force a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each turn, ending the effect on a success. This property can’t be used again until the next dawn.
Terrify: While holding the rod, you can use an action to force creatures within 30 feet to make a DC 17 Wisdom saving throw. On a failure, a target is frightened for 1 minute. The target can repeat the saving throw at the end of each turn, ending the effect on a success. This property can’t be used again until the next dawn.
SPELLSLegendaryRod Required Damage, Control, Utility, Exploration, Combat
Rod of Resurrection Legendary Rod of ResurrectionThis sacred rod holds the power of life and restoration. It has 5 charges, and you can use an action to cast one of the following spells:

Heal (1 charge): Channel the rod’s energy to heal wounds and cure ailments.
Resurrection (5 charges): Invoke the rod’s potent magic to bring a deceased creature back to life.

The rod regains 1 expended charge each day at dawn. However, if the rod is depleted to 0 charges, there is a risk. Roll a d20, and on a result of 1, the rod vanishes in a burst of radiant energy. This powerful item serves as a beacon of hope and renewal, but its divine essence may eventually fade away if overused.
LegendaryRod Required cleric, druid, or paladin, Healing Cleric, Druid, or paladin,
Rod of Rulership Rare Rod of RulershipThis dignified rod grants its wielder the power to command obedience and inspire loyalty. As an action, you can present the rod and compel obedience from chosen creatures within 120 feet. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for a duration of 8 hours. While charmed, the affected creatures view you as their trusted leader.

However, this loyalty has its limits. If you or your allies harm a charmed creature, or if they are commanded to act against their nature, the charm is broken. The rod’s enchantment cannot be used again until the following dawn.

This rod serves as a symbol of authority, allowing its wielder to sway the minds of others and temporarily forge bonds of allegiance.
RareRod Required Charmed, Control
Rod of Security Very Rare Rod of SecurityThis mighty rod grants its possessor the power to create a temporary haven in an extraplanar space. By using an action to activate the rod, the wielder can instantly transport themselves and up to 199 other willing creatures to a paradise of their choosing. The nature of this paradise is entirely at the wielder’s discretion and could manifest as a serene garden, a bustling tavern, a regal palace, or any other idyllic setting one can imagine.

Within this extraplanar space, the paradise provides sustenance in the form of food and water for all its visitors. Everything within the space can only exist there; any object taken outside of it disappears, and only beings within the paradise can interact with each other.

For every hour spent within the paradise, a visitor regains hit points as if they had spent one Hit Die. Notably, time passes normally, but creatures don’t age while inside. Visitors can stay within the paradise for a maximum duration of 200 days, divided by the number of creatures present (rounding down).

Once the allotted time elapses or if the wielder uses an action to end the effect, all visitors reappear at the location they occupied when the rod was activated or in the nearest unoccupied space. The rod requires a cooldown period of ten days before it can be used again.
Very RareRod —— Healing, Teleportation, Utility
Rod of the Pact Keeper Varies Rod of the Pact KeeperThis rod is a boon to warlocks, enhancing their spellcasting prowess and providing a means to recover expended magical energy. The rod comes in three different variants, each corresponding to its level of potency.

While holding the rod, the wielder gains a bonus to spell attack rolls and to the saving throw DCs of their warlock spells. The strength of this bonus is determined by the rarity of the rod: +1 for uncommon, +2 for rare, and +3 for very rare.

Additionally, the rod allows the warlock to regain one warlock spell slot as an action. This potent ability can be used once, and the rod requires a long rest to regain this property.

Whether a modest +1 rod or an extraordinary +3 rod, the Rod of the Pact Keeper proves to be a valuable asset for warlocks, enhancing both their offensive capabilities and the overall flexibility of their spellcasting.
VariesRod Required Bonus: Warlock Spell Attacks, Bonus: Warlock Spell Save DC, Warlock, Buff Warlock
Rod of the Vonindod Rare Rod of the VonindodThis adamantine rod, crafted by a hired wizard for the fire giant duke Zalto, serves a specific purpose tied to the mighty construct known as the Vonindod. Measuring 4 feet in length and weighing 100 pounds, the rod is designed to be wielded comfortably by a fire giant, featuring two prongs at one end and a molded handle grip at the opposite end.

The rod possesses a total of 10 charges, and it regains 1d6 + 4 of its expended charges daily at dawn. As an action, the wielder can grasp the rod by the handle and expend 1 charge to cast the Locate Object spell. Notably, when used to detect objects made of adamantine, such as fragments of the Vonindod construct, the rod’s range increases to an impressive 10 miles.

This rod reflects the fire giant’s strategic approach in crafting tools to aid in their endeavors, particularly in locating crucial components related to their colossal constructs.
RareRod Required Detection
Rogue’s Mantle Rare Rogue’s MantleThis enigmatic hooded mantle, crafted with secretive and deceptive magic, grants its wearer a set of intriguing benefits:

Darkvision: The mantle enhances your perception in low-light conditions. You gain darkvision with a range of 60 feet. If you already possess darkvision, the mantle augments its range by an additional 60 feet.

Move in Shadows: Exploiting the shadows to your advantage, the mantle allows you to maneuver swiftly. While in dim light or darkness, you can use a bonus action to teleport, along with all your belongings, up to 30 feet to an unoccupied space within your line of sight that is also in dim light or darkness. Following this teleportation, you gain advantage on the first melee attack you make before the end of the turn.

Willful Enmity: Infused with a touch of enchantment, the mantle grants you the ability to cast the Antagonize spell (save DC 15). Once the mantle employs this spell, it cannot cast it again until the next dawn. This spell allows you to sow discord and draw the attention of adversaries, potentially turning the tide in your favor.
RareWondrous Item Required Sense: Darkvision, Teleportation, Damage, Control, Detection, Combat, Outerwear
Rope of Climbing Uncommon Rope of ClimbingThis 60-foot silk rope, weighing 3 pounds, possesses remarkable animate properties and can support weights of up to 3,000 pounds. Through a command word, the rope can be activated and manipulated. Holding one end of the rope, you can use an action to speak the command word, prompting the rope to come to life.

As a bonus action, you can direct the other end of the rope to move toward a destination of your choice. It moves 10 feet on your turn when initially commanded, and subsequently advances 10 feet on each of your turns until it reaches its destination, hits its maximum length, or until you command it to halt. Additionally, you can instruct the rope to fasten securely to an object, unfasten, knot or unknot itself, or coil up for easy carrying.

When the rope is commanded to knot, it forms large knots at 1-foot intervals along its length. In this knotted state, the rope shortens to a length of 50 feet and provides advantage on checks made to climb it.

The rope itself possesses an Armor Class (AC) of 20 and has 20 hit points. It regains 1 hit point every 5 minutes, given that it has at least 1 hit point. If the rope’s hit points drop to 0, it is destroyed.
UncommonWondrous Item —— Advantage: Athletics, Movement, Utility, Exploration
Rope of Entanglement Rare Rope of EntanglementThis 30-foot-long rope, weighing 3 pounds, possesses magical properties designed for entangling creatures. By holding one end of the rope and using an action to speak the command word, the other end darts forward to ensnare a creature you can see within 20 feet of you. The targeted creature must succeed on a DC 15 Dexterity saving throw or become restrained.

You can release the ensnared creature by using a bonus action to speak a second command word. A creature restrained by the rope can attempt to free itself by using an action to make a DC 15 Strength or Dexterity check (the creature’s choice). On a success, the creature is no longer restrained by the rope.

The rope itself has an Armor Class (AC) of 20 and 20 hit points. It regains 1 hit point every 5 minutes, provided it has at least 1 hit point. If the rope’s hit points drop to 0, it is destroyed.
RareWondrous Item —— Restrained, Control
Rope of Mending Common Rope of MendingThis 50-foot coil of hempen rope holds a magical property that allows it to be cut into various smaller pieces. By using an action to speak a command word, you can initiate the mending process, causing the pieces to knit back together. To successfully mend, the pieces must be in contact with each other and not otherwise in use. It’s important to note that a Rope of Mending is permanently shortened if any of its sections are lost or destroyed.CommonWondrous Item —— Utility, Exploration
Rotor of Return Very Rare Rotor of ReturnWhile attuned to the Rotor of Return, you gain a +1 bonus to Constitution saving throws. The device also grants you periodic flashbacks of old memories, allowing you to unerringly recall any event that took place within the previous 30 days.

Borrow Object: You can name a mundane item with a value of 50 gp or less, and it will appear in your hand or at your feet. The item is summoned from somewhere else in the world and follows the generic nature described in Chapter 5, “Equipment,” of the Player’s Handbook. The borrowed item vanishes 10 minutes after it appears. Once you use this feature, it cannot be used again until the next dawn.

Recall Code: As an action, you can set your current location as a point of return locked to the rotor. Afterward, you can use a bonus action to teleport to the rotor’s point of return as long as you are within 500 feet of that point. Once you use the Rotor of Return to teleport, this feature cannot be used again until the next dawn.

Part of a Whole: While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.
Very RareWondrous Item Required Bonus: Constitution Saving Throws
Ruby of the War Mage Common Ruby of the War MageEtched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. To enable this property, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Once attached, the ruby can’t be removed unless you detach it as an action or the weapon is destroyed. Not even an Antimagic Field causes it to fall off. However, the ruby will fall off the weapon if your attunement to the ruby ends.CommonWondrous Item Required spellcaster Spellcaster
Ruby Weave Gem Legendary Ruby Weave GemWhile you are holding this gem, you can use it as a spellcasting focus for your spells.

The gem has 3 charges and regains all expended charges daily at dawn. When you cast a spell while holding this gem, you can expend up to 3 charges to ignore the spell’s material components with a gold piece cost, up to 500 gp per charge expended.

When you finish a long rest, choose a spell from any class list. The spell you choose must be of a level you can cast. You know the chosen spell and can cast it with your spell slots of the appropriate level until the end of your next long rest.
LegendaryWondrous Item Required Spellcaster Spellcaster
Ruinblade Legendary RuinbladeRuinblade is a unique weapon associated with Moghadam, the architect of the Tomb of Horrors. A symbol of authority, this greatsword has a small jade version of the green devil face of the Tomb of Horrors as its hilt, with the blade extending from its open mouth. The blade appears ruined and rusting, reflecting its surroundings as if in a state of decay.

You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with it, the attack deals an extra 1d8 force damage.

Properties:

Blighted Ruin: You can cast the Blight spell from the weapon (DC 15). Once used, this property of the weapon can’t be used until the next dawn.
Destructive Ruin: You can cast the Disintegrate spell from the weapon, but can target only a nonmagical object or a creation of magical force. Once used, this property of the weapon can’t be used until dawn seven days later.

Curse:
This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the weapon.

The weapon must take a direct part in the destruction of 1,000 gp worth of materials and objects every seven days, or a conflict arises between you and the weapon at the end of the seventh day.

Sentience:
Ruinblade is a sentient lawful evil weapon with an Intelligence of 15, a Wisdom of 8, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet.

The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is a rough, ruined echo. While you are attuned to it, Ruinblade also understands every language you know.

Personality:
Ruinblade speaks either with a dolorous or frenetic tone, depending on its mood. Its mood improves when the sword is actively engaged in acts of destruction but worsens if the blade is left inactive too long.

The weapon’s purpose is to ruin and unmake existing objects so that its owner can rebuild the world from a blank slate. It encourages its wielder to engage in constant destruction, claiming that this will allow the creation of a more superior vision from the ruin of what came before.
spellsLegendaryWeapon Greatsword Required Bonus: Magic, Damage: Force, Heavy, Two-Handed
Ruinous Flail Rare Ruinous FlailThis ash-gray flail is cold to the touch. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals double damage to objects and structures.

Additionally, when you hit a creature with this weapon, you can force the creature to make a DC 15 Constitution saving throw. On a failed save, the creature has the poisoned condition for 1 minute. The poisoned creature takes 2d4 necrotic damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property is used in this way, it can’t be used again until the next dawn.
RareWeapon Flail Required Bonus: Magic, Damage, Combat
Ruinstone Artifact RuinstoneOnce per day as a bonus action, a villain can activate the Ruinstone to undo one deed they have performed. The possibilities here are broad, but in combat, it’s simplest to allow them the opportunity to “rewind” one action and take it again or to reroll a failed saving throw (if it can still take actions).

Each use of the artifact has a terrible side effect: someone known to the wielder is also erased from reality. After the villain uses the Ruinstone, roll a d20: on a 5-20, one of their allies disintegrates, on a 1-4, one of the player characters disintegrates.

If a creature bound its soul to the Ruinstone in the “Thalivar’s Beacon” quest, the artifact explodes when used, and the creature who is bound to it disintegrates, disappearing from reality and can only be brought back with a wish spell or similar magic.
ArtifactWondrous Item —— Saddle of the Cavalier Uncommon
Saddle of the Cavalier Uncommon Saddle of the CavalierWhile in this saddle on a mount, you can’t be dismounted against your will if you’re conscious, and attack rolls against the mount have disadvantage.UncommonWondrous Item —— Can’t be Dismounted Against Your Will, Movement, Warding
Sage’s Signet Varies Sage’s SignetThis gilded ring bears a beautiful engraving and is imbued with powers of keen wisdom and foresight. While wearing this ring, you can use an action to cast the Augury spell from the ring. Once you use the ring to cast the spell, the ring can’t cast the spell again until the next dawn.

Six varieties of Sage’s Signet rings exist, each with a different signet (see the table below). A ring’s signet determines its rarity as well as the additional spells it can cast. While wearing a Sage’s Signet, you can cast each of its additional spells once from the ring using your Intelligence as the spellcasting ability. Once you cast each of the additional spells from the ring, it can’t cast the spell again until the next dawn.
spells, tableVariesRing Required Spellcaster, Healing, Damage, Control, Buff, Social, Debuff, Movement, Exploration, Shapechanging, Foreknowledge Spellcaster
Saint Markovia’s Thighbone Rare Saint Markovia’s ThighboneSaint Markovia’s thighbone has the properties of a Mace of Disruption. If it scores one or more hits against a vampire or a vampire spawn in the course of a single battle, the thighbone crumbles into dust once the battle concludes.

As a youth, Markovia followed her heart and became a priest of the Morninglord soon after her eighteenth birthday. She proved to be a charismatic proselytizer and, before the age of thirty, had gained a reputation for allowing no evil to stand before her.

Markovia had long considered Strahd a mad tyrant, but only after his transformation into a vampire did she dare to challenge him. As she rallied her followers and prepared to march on Castle Ravenloft, Strahd sent a group of vampire spawn to her abbey. They confronted Markovia and were destroyed to a one.

Suffused with confidence born of righteous victory, Markovia advanced on Castle Ravenloft. A great battle raged from the catacombs to the parapets. In the end, Markovia never returned to Barovia, and Strahd long afterward walked with a limp and a grimace of pain. It is said that he trapped Markovia in a crypt beneath his castle, and her remains linger there yet.

The essence of Markovia’s saintliness passed partly into her bones as the rest of her body decomposed. Her remaining thighbone is imbued with power that inflicts grievous injury on the undead.
RareWeapon Mace Required Damage: Radiant, Damage, Combat
Sanctum Amulet Very Rare Sanctum AmuletA black opal pendant hangs at the base of this pearlescent chain. The sacred rune is inscribed on the back of the pendant.

While wearing this item, you have resistance to necrotic damage. Additionally, you can cast the Spare the Dying cantrip using either an action or a bonus action.

Invoking the Rune. When a creature you can see within 60 feet of you is reduced to 0 hit points as a result of taking damage, you can use your reaction to invoke the item’s rune, causing the pendant to flash with pale light. The creature then instead drops to 1 hit point.

Once the rune has been invoked, it can’t be invoked again until the next dawn.
spellsVery RareWondrous Item Required Resistance: Necrotic, Warding, Jewelry
Sapphire Buckler Very Rare Sapphire BucklerThis crystalline blue shield is fashioned from a sapphire dragon’s scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature.

As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can’t be used again until the next dawn.
Very RareArmor Shield Required Resistance: Psychic, Resistance: Thunder
Scaled Ornament Varies Scaled OrnamentThis ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon’s scale, tooth, or claw, or it incorporates images in those shapes.

Slumbering (Uncommon). You have advantage on saving throws you make to avoid being charmed or frightened or to end those conditions on you.

Stirring (Rare). You gain a +1 bonus to AC, and you can’t be charmed or frightened. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being charmed or frightened or to end those conditions on itself.

Wakened (Very Rare). The Wakened ornament has the Stirring property. In addition, when you would take damage of the type dealt by the breath of the dragon in whose hoard the ornament became Wakened, you can use your reaction to take no damage instead, and you regain hit points equal to the damage you would have taken. Once this property is used, it can’t be used again until the next dawn.

Ascendant (Legendary). The Ascendant ornament has the Stirring and Wakened properties. In addition, while you are wearing the ornament, you gain a flying speed equal to your walking speed and can hover. While you are flying using this speed, spectral dragon wings appear on your back.
VariesWondrous Item Required Bonus: Armor Class, Immunity: Charmed, Immunity: Frightened, Advantage: Saving Throws, Set: Innate Speed (Flying)
Scarab of Protection Legendary Scarab of ProtectionIf you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:

You have advantage on saving throws against spells.
The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.
LegendaryWondrous Item Required Advantage: Saving Throws, Warding, Consumable, Jewelry
Scimitar of Speed Very Rare Scimitar of SpeedYou gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.Very RareWeapon Scimitar Required Bonus: Magic, Extra Attack as Bonus Action, Damage, Combat, Finesse, Light
Scissors of Shadow Snipping Rare Scissors of Shadow SnippingAs an action, you make a few snips with these iron shears and cause the shadow of a Humanoid creature you can see within 5 feet of you to detach from its source. If the creature is unwilling to give up its shadow, it can make a DC 15 Charisma saving throw, retaining its shadow on a success. Whether or not the shadow is snipped, this property of the scissors can’t be used again until the next dawn.

The detached shadow is rooted to the spot where it was snipped until you use a bonus action to cause it to behave in one of the following ways, either of which is possible only if you can see the shadow:

You control the shadow’s movements and can make the shadow move up to 30 feet across a solid or liquid surface, in any direction you choose (including along vertical surfaces), provided it remains within your sight at all times. The shadow is harmless and unable to be harmed, and it is invisible in darkness. It can’t speak, and it doesn’t require air, sleep, or nourishment.
You can relinquish control of the shadow, at which point it becomes autonomous and behaves as the DM wishes. It uses the shadow stat block in the Monster Manual, but its creature type is Fey instead of Undead. A creature whose Strength is reduced to 0 by this shadow’s Strength Drain attack does not die but falls unconscious instead. The creature regains consciousness and all its Strength after finishing a short or long rest.

A creature whose shadow has detached from it is cursed. If a shadowless creature is subjected to any spell that ends a curse, or if its detached shadow is reduced to 0 hit points, the detached shadow disappears, and the creature regains its normal shadow instantly.
RareWondrous Item Required Fey or a Spellcaster Spellcaster
Scorpion Armor Rare Scorpion ArmorThis suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits:

The armor improves your combat readiness, granting you a +5 bonus to initiative as long as you aren’t incapacitated.
The armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.
The armor doesn’t impose disadvantage on saving throws made to resist the effects of extreme heat (see chapter 5 of the Dungeon Master’s Guide).

Curse. This armor is cursed. Whenever you don or doff it, you must make a DC 15 Constitution saving throw, taking 100 (10d10 + 45) poison damage on a failed save, or half as much damage on a successful one. Only a Wish spell can remove the armor’s curse.
RareArmor Plate Required Bonus: Initiative, Stealth Disadvantage: Remove, Buff, Cursed, Str 15 Required, Stealth Disadvantage
Scribe’s Pen Common Scribe’s PenYou can use this pen to write on any surface. You decide whether the writing is visible or invisible, but the writing is always visible to a person with the Mark of Scribing.

Any creature with the Mark of Scribing can use an action to touch the invisible writing, making it visible to all.

If you use the pen to write on a creature that isn’t a construct, the writing fades after 7 days.
CommonWondrous Item Required creature with the Mark of Scribing Creature with the Mark of Scribing
Scroll of Protection Rare Scroll of ProtectionEach scroll of protection works against a specific type of creature. Using an action to read the scroll encloses you in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents creatures of the specified type from entering or affecting anything within the cylinder.

The cylinder moves with you and remains centered on you. However, if you move in such a way that a creature of the specified type would be inside the cylinder, the effect ends.

A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.
RareScroll —— Warding
Scroll of Tarrasque Summoning Legendary Scroll of Tarrasque SummoningUsing an action to read the scroll causes the tarrasque (see the creature’s entry in the Monster Manual) to appear in an unoccupied space you can see within 1 mile of you. The tarrasque disappears when it drops to 0 hit points and is hostile toward all creatures other than itself.LegendaryScroll —— Scroll of the Comet Legendary
Scroll of the Comet Legendary Scroll of the CometBy using an action to read the scroll, you cause a comet to fall from the sky and crash to the ground at a point you can see up to 1 mile away from you. You must be outdoors when you use the scroll, or nothing happens, and the scroll is wasted.

The comet creates a 50-foot-deep, 500-foot-radius crater on impact. Any creature in that radius must make a DC 20 Dexterity saving throw, taking 30d10 force damage on a failed saving throw, or half as much damage on a successful one. All structures in the crater are destroyed, as are all nonmagical objects that aren’t being worn or held.
LegendaryScroll —— Damage, Consumable
Seeker Dart Uncommon Seeker DartThis small dart is decorated with designs like windy spirals that span the length of its shaft.

When you whisper the word “seek” and hurl this dart, it seeks out a target of your choice within 120 feet of you. You must have seen the target before, but you don’t need to see it now. If the target isn’t within range or if there is no clear path to it, the dart falls to the ground, its magic spent and wasted. Otherwise, elemental winds guide the dart instantly through the air to the target. The dart can pass through openings as narrow as 1 inch wide and can change direction to fly around corners.

When the dart reaches its target, the target must succeed on a DC 16 Dexterity saving throw or take 1d4 piercing damage and 3d4 lightning damage. The dart’s magic is then spent, and it becomes an ordinary dart.
UncommonWeapon Dart —— Damage: Lightning, Damage, Control, Finesse, Thrown
Sekolahian Worshiping Statuette Common Sekolahian Worshiping StatuetteSkillfully carved from sandstone, this 1-foot-tall statuette depicts a shark twisting through the water with its mouth open. If any Tiny sea-dwelling animal is within 1 inch of the statuette’s mouth, the shark flashes to life and deals 1 piercing damage to it. The shark can deal damage in this way no more than once per hour.CommonWondrous Item —— Sending Stone Uncommon
Sending Stone Uncommon Sending StoneSending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell.

Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
UncommonWondrous Item —— Sending Stones Uncommon
Sending Stones Uncommon Sending StonesSending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell.

Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
spellsUncommonWondrous Item —— Communication
Sensory Stone Uncommon Sensory StoneThis small, smooth stone contains the essence of a single experience. As an action, you or a willing creature you designate can touch the stone and experience the sensation as if it happened to the designated creature. The illusory experience is fleeting and harmless, however real it might feel in the moment.

Record Sensation. You can use your reaction to record a short sensation lasting no longer than 6 seconds experienced by a creature of your choice within 30 feet of yourself, infusing the essence of the experience into the stone. This replaces any sensation already stored within the stone.

Siphon Sensation. As a bonus action, you can draw on the stone’s magic to end the charmed or frightened condition on yourself, destroying the stone in the process.
UncommonWondrous Item —— Charmed
Sentinel Shield Uncommon Sentinel ShieldWhile holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with the symbol of an eye.UncommonArmor Shield —— Advantage: Initiative, Advantage: Perception, Bonus: Passive Perception, Detection, Warding
Serpent Scale Armor Uncommon Serpent Scale ArmorThis suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.UncommonArmor Scale Mail —— Set: AC Max Dex Modifier, Stealth Disadvantage
Serpent’s Fang Rare Serpent’s FangThis single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits.RareWeapon Longsword —— Damage: Poison, Versatile
Shadowfell Brand Tattoo Rare Shadowfell Brand TattooProduced by a special needle, this magic tattoo is dark in color and abstract.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Shadow Essence. You gain darkvision with a range of 60 feet, and you have advantage on Dexterity (Stealth) checks.

Shadowy Defense. When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Then the reaction can’t be used again until the next sunset.
RareWondrous Item Required Sense: Darkvision, Advantage: Stealth
Shadowfell Shard Rare Shadowfell ShardThis dull, cold crystal sits heavy and leaden, saturated by the Shadowfell’s despair. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.

When you use a Metamagic option on a spell while you are holding or wearing the shard, you can momentarily curse one creature targeted by the spell; choose one ability score, and until the end of your next turn, the creature has disadvantage on ability checks and saving throws that use that ability.
RareWondrous Item Required sorcerer Sorcerer
Shard of the Ise Rune Very Rare Shard of the Ise RuneThis shard of ice is long and slender, roughly the size of a dagger. The ise (ice) rune glows within it. The shard has the following properties, which work only while it’s on your person.

Frigid Touch. As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can’t use it again until you finish a short or long rest.

Frost Friend. You have resistance to fire damage.

Icy Mantle. As an action, you can touch yourself or another creature with water on your finger. The water creates an icy mantle of protection. The next time within the next minute that the target takes bludgeoning, slashing, or piercing damage, that damage is reduced to 0, and the mantle is destroyed. Once you use this property, you can’t use it again until you finish a short or long rest.

Winter’s Howl. As an action, you can cast Sleet Storm (spell save DC 17). You regain this ability after you finish a short or long rest.

Gift of Frost. You can transfer the shard’s magic to a nonmagical item — a cloak or a pair of boots — by tracing the ise rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shard is destroyed, and the rune appears in blue on the chosen item, which gains a benefit based on its form:

Cloak. The cloak is now a rare magic item that requires attunement. While wearing it, you have resistance to fire damage, and you have advantage on Dexterity (Stealth) checks made while in snowy terrain.

Boots. The pair of boots is now a rare magic item that requires attunement. While wearing it, you ignore difficult terrain while walking, and you can walk on water.
Very RareWondrous Item Required Resistance: Fire, Damage, Control, Warding
Shard of Xeluan Rare Shard of XeluanThis 1-foot-long shard of obsidian has veins of silver and gold beneath its cold surface.

Empowered Magic. While holding the shard, you can use it as a spellcasting focus, and it gives you a +1 bonus to your spell attack rolls.

Enhanced Strength. Your Strength score increases by 4 while the shard is on your person. The shard can’t raise your Strength score above 22.

Curse. Attuning to this item extends its curse to you. You remain cursed until you are targeted by a Remove Curse spell or similar magic, or until the shard is reattached to Xeluan’s petrified heart.

The shard’s curse causes misfortune to befall you. When you roll a 1 on an attack roll, an ability check, or a saving throw, roll on the Shard Misfortunes table to determine the misfortune. For as long as this misfortune lasts, no other shard misfortunes befall you.
tableRareWondrous Item Required Bonus: Strength Score, Bonus: Ability Score Maximum, Bonus: Spell Attacks, Cursed, Focus STR
Shard Solitaire Legendary Shard SolitaireShard Solitaire

Source: Keys from the Golden Vault

Wondrous Item, Legendary (Requires Attunement)

This gemstone harbors an unstable extradimensional rift with iridescent veins that pulse within. There are five known types of shard solitaire, each fashioned from a different gemstone as detailed in the Shard Solitaire Types table.

Rift Step: As a bonus action while attuned to the shard solitaire, you can teleport, along with your belongings, to an unoccupied space within 30 feet. Optionally, you may tap into the stone’s power, increasing the teleport distance by up to 30 feet. However, exceeding 30 feet requires a DC 16 Constitution saving throw, or suffer 3d10 force damage immediately after teleportation.

Spellcasting: The stone holds 6 charges, replenishing 1d6 charges daily at dawn. Refer to the Shard Solitaire Types table for spells common to all shard solitaires, along with unique spells tied to each gemstone. By expending charges as an action, you can cast these spells without material components, with a spell save DC of 16.
spells, tableLegendaryWondrous Item Required Teleportation
Shatterspike Uncommon ShatterspikeThis magic longsword, known as Shatterspike, bestows a +1 bonus to both attack and damage rolls when wielded by its attuned user. Notably, when used against objects, any strike automatically results in a critical hit, and the weapon’s damage can be chosen to be either bludgeoning or slashing.

Additionally, Shatterspike boasts resilience against harm from nonmagical sources, rendering it impervious to damage from mundane attacks. A versatile and formidable weapon for those seeking mastery in both combat and object manipulation.
UncommonWeapon Longsword Required Bonus: Magic, Damage, Buff, Combat, Versatile
Shield Guardian Amulet Rare Shield Guardian AmuletThe Shield Guardian Amulet is a 4-inch-wide disk made of silver-framed wood, featuring a carved rune on its face. A magical aura of enchantment is revealed when subjected to Detect Magic.

Guardian Link: Every Shield Guardian possesses a uniquely linked amulet. The guardian can only have one corresponding amulet, and the destruction of this amulet incapacitates the shield guardian until a replacement is crafted. The amulet, when not worn or carried, can be directly attacked with an AC of 10, 10 hit points, and immunity to poison and psychic damage. Crafting a new amulet requires 1 week and 1,000 gp in components.

Protective Focus: The shield guardian’s primary objective is to safeguard the wearer of the amulet. The attuned wearer can issue commands for the guardian to attack enemies or provide protection. In the face of imminent harm to the wearer, the construct can magically absorb the impact, even from a distance.

Attunement Insights: Upon attunement, the humanoid wearer gains knowledge of the distance and direction to the shield guardian, provided both the amulet and guardian exist on the same plane of existence. As an action, the wearer can attempt to reactivate the shield guardian within 10 feet of the amulet with a DC 20 Intelligence (Arcana) check. This reactivation can only be attempted when both the amulet and the guardian are in close proximity.
RareWondrous Item Required humanoid Humanoid
Shield of Expression Common Shield of ExpressionThe Shield of Expression is a unique shield with its front shaped in the likeness of a face. As the bearer of this shield, you have the ability to use a bonus action to alter the expression on the face, allowing for a touch of theatricality or intimidation on the battlefield. A delightful and versatile piece for those who wish to convey emotions without uttering a word.CommonArmor Shield —— Social
Shield of Far Sight Legacy Rare Shield of Far Sight LegacyCrafted by a skilled mind flayer, the Shield of Far Sight is a macabre creation. Fashioned by implanting an eye from an intelligent humanoid onto the outer surface of a nonmagical shield, this item becomes magical upon integration. The mind flayer may gift it to a thrall or adorn it on a lair wall. As long as the shield remains on the same plane as its creator, the mind flayer gains the ability to see through the eye, granting darkvision up to 60 feet.

While peering through the magical eye, the mind flayer can utilize its Mind Blast action as if physically present behind the shield. The destruction of the Shield of Far Sight leaves the mind flayer creator blinded for a duration of 2d12 hours, highlighting the intimate connection between the shield and its master.
RareArmor Shield —— Shield of Missile Attraction Rare
Shield of Missile Attraction Rare Shield of Missile AttractionThis shield grants resistance to ranged weapon attacks while held. However, it carries a curse: once attuned, you become the target of any ranged weapon attacks made within 10 feet of you. The curse persists until removed by the remove curse spell or similar magic. Wielding this shield increases your Armor Class by 2, but you can benefit from only one shield at a time.RareArmor Shield Required Resistance: Ranged Attacks, Warding, Cursed
Shield of the Blazing Dreadnought Legendary Shield of the Blazing DreadnoughtModeled after the spiked tower shields of fire giants, the Shield of the Blazing Dreadnought radiates constant warmth. When activated with a bonus action, glowing lava flows through the shield’s grooves for 1 minute, granting the following benefits:

Blazing Soul: Gain immunity to fire damage.

Cleansing Fire: As an action, unleash the cleansing fire of the god Surtur within 30 feet. Choose a creature, including yourself, and immediately end one disease or condition such as blinded, charmed, deafened, or poisoned.

Shield Bash: When taking the Attack action, replace one attack with a shield bash on a creature within 5 feet. The target must succeed on a Strength saving throw (DC 8 + proficiency bonus + Strength modifier) or suffer 3d6 bludgeoning damage and 3d6 fire damage, being knocked prone on a failure. Can be used once per turn.

Once activated, the shield can’t be used again until the next dawn. A formidable asset for those who seek both protection and fiery retribution.
LegendaryArmor Shield Required Shield of the Hidden Lord Legendary
Shield of the Hidden Lord Legendary Shield of the Hidden LordThe Shield of the Hidden Lord, a celestial artifact turned prison for the pit fiend Gargauth, exudes a constant warmth and features a twisted, fiendish face that subtly moves disturbingly.

Properties:

+2 AC and resistance to fire damage while held.
Sentient Properties:
Intelligence 22, Wisdom 18, Charisma 24
Hearing and truesight (120 feet)
Telepathic communication (120 feet)
3 charges: Fireball (1 charge) or Wall of Fire (2 charges, DC 21)
Daily charge replenishment at dawn
Aura of dread within 20 feet, causing DC 18 Wisdom saving throw or fear for 1 minute. Usable once per day.

Gargauth’s Personality:

Seeks freedom, referred to as the Hidden Lord.
Desires to escape but can’t on its own.
Attempts to steer the owner towards cruelty and domination.
Believes it’s an angel trapped in an unholy prison.
Conflict if the owner hinders Gargauth’s escape.

Freeing Gargauth:

Casting Dispel Evil and Good on the shield has a 1% chance of freeing the pit fiend.
Automatic success if cast by a solar, a planetar, or an archdevil.
A god can release Gargauth by touching the shield and speaking its name.
Released Gargauth appears in a random unoccupied space near the shield.

The Shield of the Hidden Lord demands caution, as its malevolent occupant subtly influences the wielder towards dark deeds, hoping for eventual release. Freeing Gargauth requires careful considerations and powerful divine intervention.
spellsLegendaryArmor Shield Required Bonus: Armor Class, Resistance: Fire
Shield of the Silver Dragon Unknown Rarity Shield of the Silver DragonThe Shield of the Silver Dragon is a +2 shield adorned with the emblem of the Order of the Silver Dragon—a stylized silver dragon. This mystical shield whispers warnings to its bearer, providing a +2 bonus to initiative as long as the bearer isn’t incapacitated.

A shield, whether crafted from wood or metal, is wielded in one hand and elevates the bearer’s Armor Class by 2. Note that the benefits of wielding a shield are exclusive, allowing a character to benefit from only one shield at a time.
Unknown RarityArmor Shield —— Bonus: Armor Class, Bonus: Initiative
Shield of the Tortoise Uncommon Shield of the TortoiseThe Shield of the Tortoise is a unique shield that provides a +1 bonus to AC while wielded, in addition to the shield’s standard AC bonus.

Curse:

The shield carries a curse that extends to the attuned bearer until removed by a Remove Curse spell or similar magic.
Attuned users cannot willingly discard the shield while cursed.
The curse induces sluggishness, halving the bearer’s speed.
Initiative rolls are impacted, treating the d20 roll as a 1 during initiative.
Initiative cannot be changed by any means while cursed.

While offering additional protection, the Shield of the Tortoise imposes a curse that hampers the bearer’s speed and initiative capabilities, making it a double-edged enchantment.
UncommonArmor Shield Required Bonus: Armor Class, Speed Reduction: Impose, Warding, Cursed
Shield of the Uven Rune Very Rare Shield of the Uven RuneThis shield, crafted from the scale of an ancient white dragon, bears a powerful uven (“enemy” in Giant) rune on its outward-facing side. A successful DC 20 Intelligence (History) check reveals the rune’s significance and the potent abilities it bestows.

Properties:

Winter’s Friend: Grants immunity to cold damage while holding the shield.
Deadly Rebuke: After being hit with a melee attack, use your reaction to deal 3d6 necrotic damage to the attacker.
Bane: Allows the casting of Bane from the shield (save DC 17), without requiring concentration. Can be used once before requiring a short or long rest.
Gift of Vengeance: Transfers the shield’s magic to a nonmagical weapon. The process takes 8 hours, with both items within 5 feet of each other. The shield is destroyed, and the uven rune is etched onto the weapon, transforming it into a rare, attunement-required +1 weapon. The bonus increases to +3 when used against a chosen creature type from aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, or undead.
Very RareArmor Shield Required Immunity: Cold, Damage, Warding
Shield, +1 Uncommon Shield, +1While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
UncommonArmor Shield —— Bonus: Armor Class, Combat, Warding
Shield, +2 Rare Shield, +2While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
RareArmor Shield —— Bonus: Armor Class, Combat, Warding
Shield, +3 Very Rare Shield, +3While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Very RareArmor Shield —— Bonus: Armor Class, Combat, Warding
Shiftweave Common ShiftweaveShiftweave is a versatile creation, allowing for up to five distinct outfits to be embedded into its fabric. While wearing the clothing, you can use a bonus action to speak its command word and transform your outfit into any of the other designs stored within it. The transformed outfit maintains a purely aesthetic change and cannot take on the magical properties of other enchanted clothing it may resemble. Though it can mimic the appearance of magical attire, it remains non-magical in nature. An excellent tool for those who value adaptability and style.CommonWondrous Item —— Shrieking Greaves Rare
Shrieking Greaves Rare Shrieking GreavesThese black leg guards are adorned with a motif of monstrous skulls frozen in a perpetual scream.

Properties:

Charges: The greaves have 3 charges. By using a bonus action, expend 1 charge to increase your walking speed by 30 feet and gain advantage on Dexterity saving throws. The effects last for 1 minute. The greaves regain 1d3 expended charges daily at dawn.

Curse:

The greaves are cursed, and attunement extends the curse to you.
You can’t remove the greaves or end attunement until targeted by a Remove Curse spell or similar magic.
Disadvantage on saving throws against the frightened condition.
When starting your turn frightened, the greaves emit an ear-piercing scream. You and creatures within 10 feet must make a DC 15 Constitution saving throw, taking 9 (2d8) thunder damage on a failed save, or half on a successful one.
RareWondrous Item Required Disadvantage: Saving Throws, Buff, Movement, Cursed
Silverquill Primer Uncommon Silverquill PrimerCrafted at Strixhaven’s Silverquill College, the Silverquill Primer is a magical textbook with 3 charges, regaining 1d3 expended charges at dawn. While holding the primer, if you make a Charisma (Intimidation) or Charisma (Persuasion) check, you can expend 1 charge to gain a 1d4 bonus to the check after rolling the d20.

Additionally, after a long rest, studying the primer allows you to choose one 1st-level spell from the Bard or Cleric spell list. Before your next long rest, you can cast the chosen spell once without expending a spell slot while holding the primer. The spellcasting ability for this spell can be your choice of Intelligence, Wisdom, or Charisma. A valuable tool for persuasive spellcasters seeking an edge in their social interactions.
UncommonWondrous Item Required Bonus: Intimidation, Bonus: Persuasion, spellcaster Spellcaster
Siren Song Lyre Rare Siren Song LyreThe Siren Song Lyre is a magical instrument that, when played with an action, allows you to cast one of the following spells: Animal Friendship, Charm Person, Enthrall, or Suggestion. The spell save DC for these spells is 13.

After using the lyre to cast a spell, it cannot be used to cast the same spell again until the next dawn. A captivating tool for those who seek to weave enchanting melodies and influence the hearts and minds of others.
spellsRareWondrous Item Required Skull Helm Very Rare
Skull Helm Very Rare Skull HelmThe Skull Helm, shaped like a menacing skull, bestows remarkable resistances upon its wearer. While wearing this helm, you gain resistance to cold, poison, and necrotic damage.

Moreover, the helm grants you the ability to cast Spirit of Death without the need for material components. However, once you use the helm to cast this spell, it cannot cast it again until the next dawn. A formidable accessory for those who embrace the macabre and seek protection against the forces of cold, poison, and necrosis.
spellsVery RareWondrous Item Required Resistance: Cold, Resistance: Poison, Resistance: Necrotic, Summoning, Warding, Headwear
Skyblinder Staff Uncommon Skyblinder StaffThe Skyblinder Staff is a magic quarterstaff that grants a +1 bonus to both attack and damage rolls. Additionally, while holding the staff, you gain a +1 bonus to spell attack rolls.

Furthermore, if a flying creature within 30 feet makes an attack roll against you, you can use your reaction to raise the staff, causing it to flare with light. This imposes disadvantage on the attacker’s roll, and the creature must succeed on a DC 15 Constitution saving throw or be blinded until the start of its next turn. A valuable tool for those who wish to defend against aerial threats with both martial and magical prowess.
UncommonStaff Required Bonus: Magic, Bonus: Spell Attacks
Sling Bullets of Althemone Very Rare Sling Bullets of AlthemoneThe Sling Bullets of Althemone are a potent set of projectiles that come in a pouch containing 1d4 + 4 bullets. Each bullet possesses a unique magical property determined by rolling on the Magic Sling Bullets table.

Properties:

+2 Bonus: You gain a +2 bonus to both attack and damage rolls when using these bullets.
Teleportation: If a bullet misses its target, it teleports back into the pouch.
Single Use: Once a bullet hits a target, it loses its magical properties.
tableVery RareWeapon —— Bonus: Magic
Sling of Giant Felling Uncommon Sling of Giant FellingThe Sling of Giant Felling is a magic sling with a unique property. When you successfully hit a Giant creature with a ranged attack using this sling, the creature must make a DC 18 Constitution saving throw. On a failed save, the giant is rendered prone, creating a strategic advantage for the wielder. A valuable tool for those who face the towering might of Giants in battle.UncommonWeapon Sling —— Control, Combat, Ammunition, Range
Slippers of Spider Climbing Uncommon Slippers of Spider ClimbingWhile wearing these lightweight shoes, you gain the ability to move effortlessly on vertical surfaces and along ceilings. You can move up, down, and across such surfaces, leaving your hands free. Your climbing speed becomes equal to your walking speed.

However, these slippers do not grant the ability to move in this way on slippery surfaces, such as those covered by ice or oil. A useful accessory for those seeking enhanced mobility and the freedom to traverse unconventional paths.
UncommonWondrous Item Required Set: Innate Speed (Climbing), Movement, Footwear
Smokepowder Uncommon SmokepowderSmokepowder is a magical explosive primarily used to propel bullets from firearms. It is typically stored in airtight wooden kegs or small, waterproof leather packets. Each packet contains enough Smokepowder for five shots, while a keg holds enough for five hundred shots.

Properties:

Explosive: If Smokepowder is ignited, dropped, or handled roughly, it explodes, dealing fire damage to every creature or object within 20 feet.
Packet Explosion: 1d6 fire damage.
Keg Explosion: 9d6 fire damage.
Saving Throw: A successful DC 12 Dexterity saving throw halves the damage.
Dispel Magic: Casting Dispel Magic on Smokepowder renders it permanently inert.
UncommonWondrous Item —— Smoldering Armor Common
Smoldering Armor Common Smoldering ArmorThis unique set of armor is distinguished by wisps of harmless, odorless smoke that constantly rise from it while being worn. While the smoldering effect is purely cosmetic and doesn’t impact the armor’s protective qualities, it adds an intriguing visual element to the wearer’s appearance. A fashionable and mysterious choice for those seeking both style and practicality.CommonArmor Hide —— Snicker-Snack Legendary
Snicker-Snack Legendary Snicker-SnackSnicker-Snack is a magical vorpal sword, providing a +3 bonus to both attack and damage rolls while ignoring resistance to slashing damage. When attuned to Snicker-Snack, you gain proficiency with greatswords, and you can use your Charisma modifier instead of your Strength modifier for attack and damage rolls with the weapon.

Vorpal Strike:

On a natural 20 attack roll against a creature with at least one head, you sever one of its heads, causing death if it cannot survive without it.
Immune creatures take an extra 6d8 slashing damage instead.

Sentience:

Snicker-Snack is a sentient, chaotic good greatsword with Intelligence 9, Wisdom 14, and Charisma 18.
It has hearing and darkvision up to 120 feet, speaks, reads, and understands Common in a silvery and melodic voice.
Craves the destruction of evil Dragons, urging the attuned wielder to seek and slay them.

Fickle Personality:

Ends attunement if the wielder misses on attack rolls with the weapon three times consecutively.
Restoration requires a contested Charisma check against Snicker-Snack after each long rest following the loss of attunement.
Winning the contest instantly restores attunement, and no other method can restore attunement.

Snicker-Snack is a legendary greatsword with a taste for dragon-slaying, offering formidable combat prowess to those attuned to its unpredictable and fickle nature.
LegendaryWeapon Greatsword Required Bonus: Magic, Proficiency: Greatsword, Bonus: Magic Item Attack With Charisma, Non-evil Creature, Heavy, Two-Handed Creature of Non-Evil Alignment
Soul Coin Uncommon Soul CoinSoul coins are infernal currency crafted from infernal iron, each about 5 inches across and an inch thick, weighing one-third of a pound. Inscribed with Infernal writing and a spell binding a unique soul, each coin tells a story of imprisonment, curses, or bargains gone wrong.

Carrying Restrictions:

Evil creatures can carry as many soul coins as desired.
Non-evil creatures can carry a number of soul coins up to their Constitution modifier without penalty. Exceeding this limit imposes disadvantage on rolls.

Using a Soul Coin (3 Charges):

Drain Life: Expend 1 charge to gain 1d10 temporary hit points by siphoning the soul’s essence.
Query: Expend 1 charge to telepathically ask a question, receiving a brief telepathic response from the trapped soul.

Freeing a Soul:

Cast a curse-removing spell or expend all charges to free the soul, destroying the coin.
Alternatively, destroy the coin itself (AC 19, 1 HP per remaining charge), typically requiring a hellfire weapon or infernal war machine’s furnace.
Freed souls travel to their aligned planes or the realm of the god they served.

Hellish Currency:

Soul coins are valued in the Nine Hells, used for bartering, bribing, and rewarding.
Crafted by Mammon and greater devils on Minauros, they represent a dark currency tied to infernal deals and dark bargains.
UncommonWondrous Item —— Sovereign Glue Legendary
Sovereign Glue Legendary Sovereign GlueSovereign Glue is a legendary, viscous, milky-white substance capable of forming an unbreakable adhesive bond between any two objects. To preserve its potency, it must be stored in a jar or flask lined with oil of slipperiness. The container typically contains 1d6 + 1 ounces of the glue.

Usage:

One ounce of Sovereign Glue covers a 1-foot square surface.
The glue requires 1 minute to set, creating a bond that can only be broken by specific means:
Universal Solvent
Oil of Etherealness
Wish spell

A potent and rare substance, Sovereign Glue is a coveted tool for creating lasting connections between objects, with its bonds resistant to conventional methods of separation.
LegendaryWondrous Item —— Utility, Consumable
Speaking Stone Very Rare Speaking StoneThe Speaking Stone is a crucial element in House Sivis’s communication network, allowing instantaneous and long-distance messages across Khorvaire. Crafted from a Siberys dragonshard, each stone bears unique arcane symbols for identification. If you possess the Mark of Scribing as a gnome, you can interact with the stone, using an action to cast the Sending spell.

Features:

Sending Spell: As an action, cast Sending to communicate with another speaking stone whose location or unique symbols you know.
Audible Transmission: The message is heard by a creature within 5 feet of the stone as if they were the intended target.

Sivis Message Station:

Gnomes with the Mark of Scribing are stationed at Speaking Stones, transcribing messages for delivery to their recipients.

The Speaking Stone stands as a testament to magical innovation in the world of Eberron, serving as a vital tool for quick and efficient communication across vast distances.
Very RareWondrous Item —— Communication
Spear of Backbiting Very Rare Spear of BackbitingThis magic weapon bestows a +2 bonus to both attack and damage rolls, featuring an increased throwing range of 30 feet and an additional damage die upon a successful hit. Notably, after being thrown, it swiftly returns to the wielder’s hand.

Curse:

Attuning to the weapon curses the wielder.
The curse manifests in an unwillingness to part with the weapon, keeping it within reach at all times.
Disadvantage on attack rolls with weapons other than the Spear of Backbiting.

Backbiting Mechanism:

Upon rolling a 1 on an attack roll, the weapon retaliates by attempting to strike the wielder in the back.
Make a new attack roll with advantage against the wielder’s AC.
If successful, the wielder takes damage as if they had attacked themselves with the spear.
Very RareWeapon Spear Required Bonus: Magic, Bonus: Weapon Attack Range, Damage: Additional, Damage, Buff, Combat, Cursed, Thrown, Versatile
Spell Gem Varies Spell GemA Spell Gem possesses the unique ability to contain a single spell from any class’s spell list. When you learn the gem’s properties, you become aware of the enclosed spell. While holding the gem, you can cast the spell as an action, provided you know the spell or it is on your class spell list. This casting requires no components and does not necessitate attunement, causing the spell to vanish from the gem.

If the stored spell exceeds your normal casting level, an ability check is required, using your spellcasting ability. The DC is 10 plus the spell’s level. Failure results in the spell disappearing from the gem with no other consequence.

Each spell gem has a maximum level, determining its rarity, the stored spell’s saving throw DC, and attack bonus, as detailed in the Spell Gem table.

Imbuing the Gem:

Requires attunement to the gem.
The gem must be empty.
Cast the desired spell while holding the gem.
The spell is stored in the gem, bypassing any normal effects.
The casting time must be 1 action or 1 minute or longer.
The spell’s level must not exceed the gem’s maximum.
If the spell is an abjuration requiring consumed material components, provide them at half the usual cost.
Once imbued, the gem can’t be used for another spell until the next dawn.

The secret creation process of these magical gemstones is closely guarded by deep gnomes.
tableVariesWondrous Item Required Spellcaster if Seeking to Imbue the Gem , Utility Spellcaster
Spell Gem (Amber) Very Rare Spell Gem (AmberAn Amber Spell Gem possesses the extraordinary ability to contain a single spell from any class’s spell list. Upon learning the gem’s properties, you gain awareness of the enclosed spell. While holding the gem, you can cast the spell as an action if you know it or if it’s on your class’s spell list. This casting requires no components and doesn’t demand attunement, causing the spell to vanish from the gem.

If the stored spell exceeds your normal casting level, an ability check is required, using your spellcasting ability. The DC is 10 plus the spell’s level. Failure results in the spell disappearing from the gem with no other consequence.

An amber spell gem can store up to 4th-level spells. Spells cast from the gem have a save DC of 15 and an attack bonus of +9.

Imbuing the Gem:

Requires attunement to the gem.
The gem must be empty.
Cast the desired spell while holding the gem.
The spell is stored in the gem, bypassing any normal effects.
The casting time must be 1 action or 1 minute or longer.
The spell’s level must not exceed the gem’s maximum.
If the spell is an abjuration requiring consumed material components, provide them at half the usual cost.
Once imbued, the gem can’t be used for another spell until the next dawn.
Very RareWondrous Item Required Spellcaster if Seeking to Imbue the Gem, Utility Spellcaster
Spell Gem (Bloodstone) Rare Spell Gem (BloodstoneA Bloodstone Spell Gem is a potent magical item that can encapsulate a single spell from any class’s spell list. Upon discovering the gem’s properties, you gain awareness of the specific spell contained within. While holding the gem, you can cast the spell as an action, given that you either know the spell or it’s on your class’s spell list. This casting requires no components and doesn’t necessitate attunement, causing the spell to vanish from the gem.

Should the stored spell surpass your normal casting level, an ability check is mandated, utilizing your spellcasting ability. The DC equals 10 plus the spell’s level. A failed check results in the spell disappearing from the gem with no further consequences.

A bloodstone spell gem can store spells of up to 3rd level. Spells cast from the gem have a save DC of 15 and an attack bonus of +7.

Imbuing the Gem:

Requires attunement to the gem.
The gem must be empty.
Cast the desired spell while holding the gem.
The spell is stored in the gem, bypassing any normal effects.
The casting time must be 1 action or 1 minute or longer.
The spell’s level must not exceed the gem’s maximum.
If the spell is an abjuration requiring consumed material components, provide them at half the usual cost.
Once imbued, the gem can’t be used for another spell until the next dawn.

Deep gnomes have carefully guarded the secrets of creating these magical gemstones.
RareWondrous Item Required Spellcaster if Seeking to Imbue the Gem, Utility Spellcaster
Spell Gem (Diamond) Legendary Spell Gem (DiamondA Diamond Spell Gem is a marvel of magical craftsmanship, able to encapsulate a single spell from any class’s spell list. Discovering the gem’s properties grants you awareness of the specific spell contained within. While holding the gem, you can cast the spell as an action, provided you either know the spell or it’s on your class’s spell list. This casting requires no components and doesn’t necessitate attunement, causing the spell to vanish from the gem.

Should the stored spell exceed your normal casting level, an ability check is required, utilizing your spellcasting ability. The DC equals 10 plus the spell’s level. A failed check results in the spell disappearing from the gem with no further consequences.

A diamond spell gem can store spells of up to 9th level. Spells cast from the gem have a save DC of 19 and an attack bonus of +11.

Imbuing the Gem:

Requires attunement to the gem.
The gem must be empty.
Cast the desired spell while holding the gem.
The spell is stored in the gem, bypassing any normal effects.
The casting time must be 1 action or 1 minute or longer.
The spell’s level must not exceed the gem’s maximum.
If the spell is an abjuration requiring consumed material components, provide them at half the usual cost.
Once imbued, the gem can’t be used for another spell until the next dawn.

Deep gnomes have meticulously guarded the secrets of creating these magical gemstones.
LegendaryWondrous Item Required Spellcaster if Seeking to Imbue the Gem, Utility Spellcaster
Spell Gem (Jade) Very Rare Spell Gem (JadeA Jade Spell Gem is a mystical receptacle capable of containing a single spell from any class’s spell list. When you learn the gem’s properties, you gain awareness of the specific spell housed within. While holding the gem, you can cast the spell as an action, either if you know the spell or if it’s on your class’s spell list. This casting requires no components and doesn’t necessitate attunement, causing the spell to vanish from the gem.

Should the stored spell surpass your normal casting level, an ability check is required, utilizing your spellcasting ability. The DC equals 10 plus the spell’s level. A failed check results in the spell disappearing from the gem without further consequence.

A jade spell gem can store spells of up to 5th level. Spells cast from the gem have a save DC of 17 and an attack bonus of +9.

Imbuing the Gem:

Requires attunement to the gem.
The gem must be empty.
Cast the desired spell while holding the gem.
The spell is stored in the gem, bypassing any normal effects.
The casting time must be 1 action or 1 minute or longer.
The spell’s level must not exceed the gem’s maximum.
If the spell is an abjuration requiring consumed material components, provide them at half the usual cost.
Once imbued, the gem can’t be used for another spell until the next dawn.

Deep gnomes have zealously guarded the secrets of creating these magical gemstones.
Very RareWondrous Item Required Spellcaster if Seeking to Imbue the Gem, Utility Spellcaster
Spell Gem (Lapis Lazuli) Uncommon Spell Gem (Lapis Lazuli)A Lapis Lazuli Spell Gem is a magical receptacle designed to harbor a single spell from any class’s spell list. Upon learning its properties, you gain awareness of the specific spell embedded within the gem. While holding the gem, you can cast the spell as an action, either if you know the spell or if it’s on your class’s spell list. This casting requires no components and doesn’t necessitate attunement, causing the spell to vanish from the gem.

If the stored spell surpasses your normal casting level, an ability check is required, utilizing your spellcasting ability. The DC equals 10 plus the spell’s level. A failed check results in the spell disappearing from the gem without further consequence.

A lapis lazuli spell gem can store spells of up to 1st level. Spells cast from the gem have a save DC of 13 and an attack bonus of +5.

Imbuing the Gem:

Requires attunement to the gem.
The gem must be empty.
Cast the desired spell while holding the gem.
The spell is stored in the gem, bypassing any normal effects.
The casting time must be 1 action or 1 minute or longer.
The spell’s level must not exceed the gem’s maximum.
If the spell is an abjuration requiring consumed material components, provide them at half the usual cost.
Once imbued, the gem can’t be used for another spell until the next dawn.

Deep gnomes have jealously guarded the secrets of creating these magical gemstones.
UncommonWondrous Item Required Spellcaster if Seeking to Imbue the Gem, Utility Spellcaster
Spell Gem (Obsidian) Uncommon Spell Gem (Obsidian)An Obsidian Spell Gem is a magical repository capable of housing a single cantrip from any class’s spell list. Upon learning its properties, you gain awareness of the specific cantrip embedded within the gem. While holding the gem, you can cast the cantrip as an action, either if you know the spell or if it’s on your class’s spell list. This casting requires no components and doesn’t necessitate attunement, causing the cantrip to vanish from the gem.

If the stored cantrip surpasses your normal casting level, an ability check is required, utilizing your spellcasting ability. The DC equals 10 plus the cantrip’s level. A failed check results in the cantrip disappearing from the gem with no other effect.

An obsidian spell gem can only store cantrips. Cantrips cast from the spell gem have a save DC of 13 and an attack bonus of +5.

Imbuing the Gem:

Requires attunement to the gem.
The gem must be empty.
Cast the desired cantrip while holding the gem.
The cantrip is stored in the gem, bypassing any normal effects.
The casting time must be 1 action or 1 minute or longer.
The cantrip must belong to the school of abjuration and require consumed material components; provide them at half the usual cost.
Once imbued, the gem can’t be used for another spell until the next dawn.

Deep gnomes have diligently guarded the secrets of creating these magical gemstones.
UncommonWondrous Item Required Spellcaster if Seeking to Imbue the Gem, Utility Spellcaster
Spell Gem (Quartz) Rare Spell Gem (QuartzA Quartz Spell Gem is a mystical gemstone that can house a single spell from any class’s spell list. Upon discovering its properties, you gain knowledge of the embedded spell. While holding the gem, you can cast the spell as an action, either if you know the spell or if it’s on your class’s spell list. This casting requires no components and doesn’t necessitate attunement, causing the spell to vanish from the gem.

If the stored spell exceeds your usual casting level, an ability check is required, utilizing your spellcasting ability. The DC equals 10 plus the spell’s level. A failed check results in the spell disappearing from the gem with no other effect.

A quartz spell gem can store spells up to 2nd level. Spells cast from the spell gem have a save DC of 13 and an attack bonus of +5.

Imbuing the Gem:

Requires attunement to the gem.
The gem must be empty.
Cast the desired spell while holding the gem.
The spell is stored in the gem, bypassing any normal effects.
The casting time must be 1 action or 1 minute or longer.
The spell must belong to the school of abjuration and require consumed material components; provide them at half the usual cost.
Once imbued, the gem can’t be used for another spell until the next dawn.

Deep gnomes are the enigmatic creators of these magical gemstones, guarding the secrets of their crafting with utmost secrecy.
RareWondrous Item Required Spellcaster if Seeking to Imbue the Gem, Utility Spellcaster
Spell Gem (Ruby) Legendary Spell Gem (RubyA Ruby Spell Gem is a legendary magical gemstone with the ability to house a single spell from any class’s spell list. When you discover its properties, you gain awareness of the embedded spell. While holding the gem, you can cast the spell as an action, either if you know the spell or if it’s on your class’s spell list. This casting requires no components and doesn’t necessitate attunement, causing the spell to vanish from the gem.

If the stored spell exceeds your usual casting level, an ability check is required, utilizing your spellcasting ability. The DC equals 10 plus the spell’s level. A failed check results in the spell disappearing from the gem with no other effect.

A ruby spell gem can store spells up to 8th level. Spells cast from the spell gem have a save DC of 18 and an attack bonus of +10.

Imbuing the Gem:

Requires attunement to the gem.
The gem must be empty.
Cast the desired spell while holding the gem.
The spell is stored in the gem, bypassing any normal effects.
The casting time must be 1 action or 1 minute or longer.
The spell must belong to the school of abjuration and require consumed material components; provide them at half the usual cost.
Once imbued, the gem can’t be used for another spell until the next dawn.

Deep gnomes are the enigmatic creators of these legendary gemstones, guarding the secrets of their crafting with utmost secrecy.
LegendaryWondrous Item Required Spellcaster if Seeking to Imbue the Gem, Utility Spellcaster
Spell Gem (Star Ruby) Legendary Spell Gem (Star RubyA Star Ruby Spell Gem is a legendary magical gemstone with the ability to house a single spell from any class’s spell list. Upon discovering its properties, you become aware of the embedded spell. While holding the gem, you can cast the spell as an action, either if you know the spell or if it’s on your class’s spell list. This casting requires no components and doesn’t necessitate attunement, causing the spell to vanish from the gem.

If the stored spell exceeds your usual casting level, an ability check is required, utilizing your spellcasting ability. The DC equals 10 plus the spell’s level. A failed check results in the spell disappearing from the gem with no other effect.

A star ruby spell gem can store spells up to 7th level. Spells cast from the spell gem have a save DC of 18 and an attack bonus of +10.

Imbuing the Gem:

Requires attunement to the gem.
The gem must be empty.
Cast the desired spell while holding the gem.
The spell is stored in the gem, bypassing any normal effects.
The casting time must be 1 action or 1 minute or longer.
The spell must belong to the school of abjuration and require consumed material components; provide them at half the usual cost.
Once imbued, the gem can’t be used for another spell until the next dawn.

Deep gnomes are the enigmatic creators of these legendary gemstones, guarding the secrets of their crafting with utmost secrecy.
LegendaryWondrous Item Required Spellcaster if Seeking to Imbue the Gem, Utility Spellcaster
Spell Gem (Topaz) Very Rare Spell Gem (TopazA Topaz Spell Gem is a very rare magical gemstone designed to house a single spell from any class’s spell list. Once you learn its properties, you become aware of the embedded spell. While holding the gem, you can cast the spell as an action, whether you know the spell or it’s on your class’s spell list. This casting requires no components and doesn’t necessitate attunement, causing the spell to vanish from the gem.

If the stored spell surpasses your usual casting level, an ability check is needed, using your spellcasting ability. The DC equals 10 plus the spell’s level. A failed check results in the spell disappearing from the gem with no other effect.

A topaz spell gem can store spells up to 6th level. Spells cast from the spell gem have a save DC of 17 and an attack bonus of +10.

Imbuing the Gem:

Requires attunement to the gem.
The gem must be empty.
Cast the desired spell while holding the gem.
The spell is stored in the gem, bypassing any normal effects.
The casting time must be 1 action or 1 minute or longer.
The spell must belong to the school of abjuration and require consumed material components; provide them at half the usual cost.
Once imbued, the gem can’t be used for another spell until the next dawn.

Deep gnomes are the secretive creators of these magical gemstones, closely guarding the secrets of their crafting process.
Very RareWondrous Item Required Spellcaster if Seeking to Imbue the Gem, Utility Spellcaster
Spell Scroll Varies Spell ScrollA spell scroll is a mystical parchment bearing the words of a single spell, written in an arcane cipher. If the spell is within your class’s spell list, you can read the scroll and cast the spell without needing any material components. However, if the spell is not on your class’s spell list, the scroll remains unintelligible to you. The process of casting the spell by reading the scroll takes the spell’s normal casting time. Once the spell is successfully cast, the words on the scroll fade, and it crumbles to dust. In case the casting is interrupted, the scroll remains intact.

If the spell is on your class’s spell list but of a higher level than you can typically cast, an ability check using your spellcasting ability is required to determine casting success. The DC for this check is 10 plus the spell’s level. A failed check results in the spell disappearing from the scroll with no other effect.

The level of the spell on the scroll dictates the spell’s saving throw DC, attack bonus, and the scroll’s rarity, as indicated in the Spell Scroll table.
TABLEVariesScroll —— Utility, Consumable
Spellguard Shield Very Rare Spellguard ShieldYou have advantage on saving throws against spells and other magical effects.
Spell attacks made against you have disadvantage.

In addition to these magical effects, a shield, when wielded, is made from either wood or metal and is carried in one hand. It enhances your Armor Class by an additional 2 points. It’s important to note that the benefits of shields are not cumulative; you can only benefit from one shield at a time.

To attune to the Spellguard Shield, you must spend the necessary time focusing on it while being in physical contact with the shield. Once attuned, you can enjoy the magical protections it offers against spells and magical attacks.
Very RareArmor Shield Required Advantage: Saving Throws, Combat, Warding
Spelljamming Helm Rare Spelljamming HelmThe ornate chair functions to propel and maneuver a ship in space, air, or water. The ship must weigh 1 ton or more and be designed for such travel.

Attunement: While attuned to the spelljamming helm and concentrating, you gain the following abilities:

Movement: You can use the helm to move the ship through space, air, or water at the ship’s speed. In space, with no other large objects nearby, the ship can travel an extraordinary distance.

Steering: You can steer the vessel, though the maneuverability is somewhat clumsy, similar to using a rudder or oars on a seafaring ship.

Observation: At any time, you can see and hear what’s happening on and around the ship as if you were physically present at a location of your choice aboard it.

Transfer Attunement: You can use an action to touch a willing spellcaster, transferring attunement to the helm to them immediately, ending your attunement.

The description provides a vivid sensation of the attunement process and highlights the helm’s capabilities for navigation and observation.
RareWondrous Item Required Spellcaster Spellcaster
Spellshard Common SpellshardThe polished Eberron dragonshard, resembling a small book, is capable of holding the equivalent of one book, with a maximum of 320 pages. It can be created either blank or pre-filled with information. A passphrase can be set during creation to restrict access.

Usage:

Accessing Information: While holding the spellshard, you can use an action to open your mind to the shard, visualizing its content. The information stored within becomes accessible.

Reading and Scribing: Reading the text or adding new content to blank “pages” requires concentration and takes the same amount of time as normal reading and writing. Concentration is required during this process, similar to concentrating on a spell.

Topic Navigation: Thinking of a specific phrase or topic directs you to the first section in the shard that addresses it.

Wizard’s Use:

A wizard can employ a spellshard as a spellbook, incorporating spells into it. The usual gold and time costs associated with scribing a spell into a traditional spellbook apply.

This item provides a compact and convenient way to store and access information, with the added functionality for wizards to use it as a spellbook.
spellsCommonWondrous Item —— Spellwrought Tattoo Varies
Spellwrought Tattoo Varies Spellwrought TattooProduced by a special needle, the magic tattoo is created by having the needle touch your skin while you speak the command word. The needle transforms into ink, forming the tattoo on your skin in a design of your choice. The tattoo can be used to cast its contained spell, and no material components are required. The tattoo emits a faint glow while casting the spell and for the duration of the spell. Once the spell ends, the tattoo vanishes from your skin.

Details:

Activation: Hold the needle against your skin and speak the command word.
Casting: Cast the spell stored in the tattoo, requiring no material components.
Appearance: The tattoo appears on your skin in a design of your choosing.
Glow: The tattoo glows faintly while casting the spell and for its duration.
Vanishing: After the spell ends, the tattoo disappears from your skin.

Spell Properties:

Spell Level: The level of the spell in the tattoo determines various properties such as saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo’s rarity.
tableVariesWondrous Item —— Sphere of Annihilation Legendary
Sphere of Annihilation Legendary Sphere of Annihilation Appearance: A 2-foot-diameter black sphere that is a hole in the multiverse, hovering in space and stabilized by a magical field.
Destructive Force: The sphere obliterates all matter it passes through, and anything touching it takes 4d10 force damage.
Artifact Exception: Artifacts are not destroyed unless susceptible to damage from a Sphere of Annihilation.
Stationary State: The sphere is stationary until someone controls it.
Control Mechanism: Within 60 feet of an uncontrolled sphere, a character can use an action to make a DC 25 Intelligence (Arcana) check to control it.
Movement: On a successful control attempt, the sphere can levitate in a chosen direction, up to 5 times the character’s Intelligence modifier (minimum 5 feet).
Failure Consequence: On a failure, the sphere moves 10 feet toward the character, potentially causing damage to creatures in its path.
Contested Control: If a sphere is under another creature’s control, contested Intelligence (Arcana) checks determine who gains control.
Interaction with Portals: When the sphere comes into contact with a planar portal or extradimensional space, the GM determines the outcome using a random table.

The Sphere of Annihilation is a perilous and unpredictable item, capable of devastating effects. It’s a legendary artifact that should be handled with caution due to its destructive nature and the potential consequences of its uncontrolled movements.
tableLegendaryWondrous Item —— Damage: Force, Damage, Control, Combat
Spider Staff Rare Spider StaffIts top is crafted in the shape of a spider, and it enhances weapon attacks by dealing an extra 1d6 poison damage on a hit.

Additionally, the staff has 10 charges. While holding it, you can expend charges to cast spells:

Spider Climb (1 charge): Allows the target to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web (2 charges, spell save DC 15): Creates a large web that hinders the movement of creatures, potentially restraining them.

The staff regains 1d6 + 4 expended charges each day at dusk. If you use the staff’s last charge, roll a d20. On a roll of 1, the staff crumbles to dust and is destroyed.
spellsRareStaff Required Damage: Poison, Bard, Sorcerer, Warlock, or Bard, Sorcerer, Warlock, or Wizard
Spider Staff Legacy Rare Spider Staff LegacyIts top is crafted in the shape of a spider, and it enhances weapon attacks by dealing an extra 1d6 poison damage on a hit.

Additionally, the staff has 10 charges. While holding it, you can expend charges to cast spells:

Spider Climb (1 charge): Allows the target to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web (2 charges, spell save DC 15): Creates a large web that hinders the movement of creatures, potentially restraining them.

The staff regains 1d6 + 4 expended charges each day at dusk. If you use the staff’s last charge, roll a d20. On a roll of 1, the staff crumbles to dust and is destroyed.
spellsRareStaff Required Damage: Poison, Damage, Combat
Spies’ Murmur Uncommon Spies’ MurmurThis dark metal headpiece is crafted to be worn curved around the ear. When you are attuned to the Spies’ Murmur, and you know of another creature wearing a Spies’ Murmur within 1 mile of you, you gain the ability to communicate telepathically with that creature. Additionally, as a bonus action, you can allow the other creature to hear everything you hear for a duration of 1 hour. You can end this auditory sharing effect at any time using a bonus action, and it automatically ends if you become incapacitated.UncommonWondrous Item Required Spindle of Fate Legendary
Spindle of Fate Legendary Spindle of FateCrafted in the likeness of a drop spindle entwined with red thread, the Spindle of Fate is a legendary wand endowed with 6 charges, each offering unique capabilities:

Battle Foreknowledge: Spend 1 charge when rolling initiative to adjust the total by adding or subtracting your proficiency bonus.

Doom Foretold: Utilize an action and 2 charges to mark a creature within 30 feet, revealing its location and tracking its movement while on the same plane. Once per turn when damaging the marked creature, roll 1d6, adding the result to the damage. These effects persist for 1 hour or until another creature is chosen.

Twist of Fate: As a reaction, expend 3 charges when a creature within 60 feet makes a saving throw or attack roll. Alter the outcome, converting a failed save into a success or a missed attack into a hit, and vice versa.

The Spindle of Fate regains 1d6 expended charges daily at dawn.
LegendaryWand Required Damage, Control
Spyglass of Clairvoyance Common Spyglass of ClairvoyanceSupplied by your Head Office at rank 2, the Spyglass of Clairvoyance transforms your ordinary spyglass into a common magical item. By taking an action, you can peer through the spyglass at a location within 1 mile, even if your view is obstructed by elements like mountains, castles, or forests. Following this, you must succeed on a DC 15 Wisdom check using cartographer’s tools. The successful check allows you to map the natural terrain within a three-mile radius of the selected point. This ability cannot be used again until the next dawn, and it solely reveals details about the natural landscape, excluding information about creatures, structures, or any non-natural elements.CommonWondrous Item —— Staff of Adornment Common
Staff of Adornment Common Staff of AdornmentThis unassuming staff from Xanathar’s Guide to Everything offers a touch of whimsy. If you hold the staff and place an object weighing no more than 1 pound (such as a crystal shard, an egg, or a stone) above its tip, the object hovers an inch from the staff’s end. The object remains suspended until either it is taken down or the staff is no longer in your possession. The staff has the capacity to host up to three such floating objects concurrently. Additionally, while holding the staff, you can gently make one or more of the objects spin or turn in place for added decorative flair.CommonStaff —— Staff of Birdcalls Common
Staff of Birdcalls Common Staff of BirdcallsThis charming wooden staff, adorned with intricate bird carvings, carries the essence of avian melodies. It possesses 10 charges. By holding the staff, you can use an action to expend 1 charge, causing it to produce one of the following lifelike bird sounds within a range of 60 feet: a finch’s chirp, a raven’s caw, a duck’s quack, a chicken’s cluck, a goose’s honk, a loon’s call, a turkey’s gobble, a seagull’s cry, an owl’s hoot, or an eagle’s shriek.

The staff reclaims 1d6 + 4 expended charges daily at dawn. Should you deplete the last charge, roll a d20. On a roll of 1, the staff bursts into a harmless cloud of bird feathers, becoming lost forever.
CommonStaff —— Utility
Staff of Charming Rare Staff of CharmingThis captivating staff, adorned with enchanting motifs, holds potent magical properties. While grasping the staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it, utilizing your spell save DC. Additionally, the staff can serve as a proficient magic quarterstaff.

When holding the staff, if you fail a saving throw against an enchantment spell that singularly targets you, you can transform your unsuccessful save into a successful one. However, this property cannot be used again until the following dawn. Conversely, if you successfully save against an enchantment spell aimed solely at you, with or without the staff’s intervention, you can react by expending 1 charge from the staff. This action turns the spell back upon its caster, as if you had cast the spell yourself.

The staff regains 1d8 + 2 expended charges daily at dawn. Upon expending the last charge, roll a d20. On a roll of 1, the staff reverts to a nonmagical quarterstaff.
spellsRareStaff Required Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard, Control, Communication Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard
Staff of Defense Legacy Rare Staff of Defense LegacyThis elegant staff, seemingly delicate with its glass composition, possesses the strength of oak and a weight of 3 pounds. While in your grasp, the staff imparts a +1 bonus to your Armor Class.

Spells. The staff harbors 10 charges. While holding it, you can expend the required number of charges to cast one of the following spells from the staff: mage armor (1 charge) or shield (2 charges).

The staff regains 1d6 + 4 expended charges each day at dawn. If you exhaust the staff’s last charge, roll a d20. On a result of 1, the staff shatters and is irreparably destroyed.
spellsRareStaff Required Bonus: Armor Class, Buff, Warding
Staff of Defense Rare Staff of DefenseThis elegant staff, seemingly delicate with its glass composition, possesses the strength of oak and a weight of 3 pounds. While in your grasp, the staff imparts a +1 bonus to your Armor Class.

Spells. The staff harbors 10 charges. While holding it, you can expend the required number of charges to cast one of the following spells from the staff: mage armor (1 charge) or shield (2 charges).

The staff regains 1d6 + 4 expended charges each day at dawn. If you exhaust the staff’s last charge, roll a d20. On a result of 1, the staff shatters and is irreparably destroyed.
spellsRareStaff Required Bonus: Armor Class, Bard, Sorcerer, Warlock, or Wizard, Warding Bard, Sorcerer, Warlock, or Wizard
Staff of Fate Very Rare Staff of FateThis ethereal crystal staff serves as a potent magic quarterstaff, conferring a +3 bonus to both attack and damage rolls.

Altered Outcome. The staff holds 6 charges. As a bonus action, you can expend 1 charge to bestow a d4 upon yourself or a creature within your sight. The recipient can roll this d4 and add the result to any one ability check, attack roll, damage roll, or saving throw made before the beginning of your next turn. Should this extra die go unused by then, it dissipates.
Upon depleting the staff’s final charge, roll a d20. If the result is 9 or lower, the staff reverts to a non-magical quarterstaff that shatters upon its first successful hit. On a roll of 10 or higher, the staff regains 1d6 of its expended charges.
Very RareStaff Quarterstaff Required Bonus: Magic, Versatile
Staff of Fire Very Rare Staff of FireThis staff bestows resistance to fire damage upon its bearer while held.

The staff is endowed with 10 charges. By taking an action while holding it, you can expend 1 or more charges to cast certain spells from it, utilizing your spell save DC: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges).

At the dawn of each day, the staff regains 1d6 + 4 charges that were previously expended. Should you deplete the last charge, roll a d20. If the result is a 1, the staff darkens, disintegrates into cinders, and is obliterated.
spellsVery RareStaff Required Resistance: Fire, Druid, Sorcerer, Warlock, or Wizard, Damage, Control, Combat, Warding Druid, Sorcerer, Warlock, or Wizard
Staff of Flowers Common Staff of FlowersThis wooden staff possesses 10 charges. When you hold the staff, you can expend 1 charge as an action to make a flower bloom from a patch of earth or soil within 5 feet of you, or directly from the staff. If no specific flower is chosen, a mild-scented daisy appears. The flower is nonmagical, harmless, and follows the natural growth and withering process.

At dawn each day, the staff regains 1d6 + 4 charges that were previously expended. If the last charge is used, roll a d20. If the result is a 1, the staff transforms into flower petals and is lost forever.
CommonStaff —— Social
Staff of Frost Very Rare Staff of FrostWhile holding this staff, you gain resistance to cold damage.

The staff is endowed with 10 charges. As an action, you can expend 1 or more charges to cast one of the following spells from the staff, utilizing your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).

At the dawn of each day, the staff regains 1d6 + 4 charges that were previously expended. If the last charge is used, roll a d20. On a result of 1, the staff transforms into water and is destroyed.
spellsVery RareStaff Required Resistance: Cold, Druid, Sorcerer, Warlock, or Wizard, Damage, Control, Combat, Warding Druid, Sorcerer, Warlock, or Wizard
Staff of Healing Rare Staff of HealingThis staff possesses 10 charges. While holding it, you can use an action to expend 1 or more charges and cast one of the following spells from the staff, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges).

At dawn, the staff regains 1d6 + 4 expended charges. Should the last charge be used, roll a d20. On a result of 1, the staff vanishes in a flash of light, lost forever.
spellsRareStaff Required Bard, Cleric, or Druid, Healing Bard, Cleric, or Druid,
Staff of Power Very Rare Staff of PowerThis staff functions as a magical quarterstaff, providing a +2 bonus to attack and damage rolls. While in possession of the staff, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.

The staff boasts 20 charges with various properties. At dawn, it regains 2d8 + 4 expended charges. If the last charge is spent, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.

Properties:

Power Strike: Spend 1 charge to deal an extra 1d6 force damage when hitting with a melee attack using the staff.

Spells: Use an action and expend charges to cast spells such as cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).

Retributive Strike: Break the staff against a solid surface to perform a retributive strike, releasing a destructive explosion in a 30-foot-radius sphere centered on it. You have a 50 percent chance to avoid the explosion and travel to a random plane of existence. If not avoided, take force damage equal to 16 times the staff’s remaining charges. Others in the area must make a DC 17 Dexterity saving throw, taking damage based on their proximity to the explosion. See the table below for details.

Distance from Origin — Damage:

10 ft. away or closer: 8 x the number of charges in the staff
11 to 20 ft. away: 6 x the number of charges in the staff
21 to 30 ft. away: 4 x the number of charges in the staff
spellsVery RareStaff Required Damage: Force, Bonus: Saving Throws, Bonus: Armor Class, Bonus: Spell Attacks, Bonus: Magic, Sorcerer, Warlock, or Wizard, Damage, Control, Combat, Warding Sorcerer, Warlock, or Wizard
Staff of Striking Very Rare Staff of StrikingThis staff serves as a potent magic quarterstaff, providing a remarkable +3 bonus to both attack and damage rolls made with it.

The staff possesses 10 charges, allowing you to enhance your melee attacks. Upon successfully hitting with a melee attack using the staff, you can expend up to 3 charges. For each charge spent, the target suffers an additional 1d6 force damage. At dawn, the staff regains 1d6 + 4 expended charges. If you use the last charge, roll a d20. On a result of 1, the staff reverts to a nonmagical quarterstaff.
Very RareStaff Required Bonus: Magic, Damage: Force, Damage, Combat
Staff of Swarming Insects Rare Staff of Swarming InsectsThis staff, requiring attunement by practitioners of various magical arts, is endowed with 10 charges, and it regains 1d6 + 4 expended charges each day at dawn. If you deplete the last charge, roll a d20. A result of 1 signifies the staff’s destruction as a swarm of insects consumes it, dispersing afterward.

Spells. While holding the staff, you can expend charges to cast spells. The available spells are:

Giant Insect (4 charges)
Insect Plague (5 charges)

Insect Cloud. Additionally, you can use an action and spend 1 charge to envelop a 30-foot radius around you with a swarm of harmless flying insects. This swarm lasts for 10 minutes, rendering the area heavily obscured for creatures other than yourself. The swarm moves with you, staying centered on your position. A wind of at least 10 miles per hour disperses the swarm, ending the effect.
spellsRareStaff Required Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard, Summoning, Control Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard
Staff of the Adder Uncommon Staff of the AdderThis staff, with a serpent motif, bears the capability to transform its head into that of an animate poisonous snake when commanded. To activate this feature, you use a bonus action to speak the staff’s command word. The transformation lasts for 1 minute, and you can revert the staff to its inanimate form using another bonus action and the command word.

While the snake head is animated, you can make a melee attack with a reach of 5 feet, applying your proficiency bonus to the attack roll. On a successful hit, the target suffers 1d6 piercing damage and must succeed on a DC 15 Constitution saving throw or take an additional 3d6 poison damage.

The animated snake head has an Armor Class of 15 and 20 hit points and can be targeted by attacks. If it reaches 0 hit points, the staff is destroyed. However, if not destroyed, the staff regains all lost hit points when it reverts to its inanimate form.
UncommonStaff Required cleric, druid, or warlock, Summoning, Damage Cleric, Druid, or warlock
Staff of the Forgotten One Artifact Staff of the Forgotten OneThis sinister staff, hewn from bone and crowned with the skull of an archmage obliterated by Acererak, is imbued with dark powers and etched with Acererak’s rune—a harbinger of doom across realms.

Beneficial Properties. While the staff is in your possession, you gain the following benefits:

Your proficiency bonus for Intelligence (Arcana) and Intelligence (History) checks is doubled.
Immunity to being blinded, charmed, deafened, frightened, petrified, or stunned.
Undead creatures with a challenge rating of 2 or lower will neither threaten nor attack you unless provoked.
The staff functions as a +3 quarterstaff, dealing an additional 10 (3d6) necrotic damage on a hit.

Invoke Curse. The Staff of the Forgotten One holds 7 charges, regaining 1d4 + 3 expended charges daily at dawn. By expending 1 charge and using an action, you can target a creature within 60 feet. The target must succeed on a Constitution saving throw (using your spell save DC) or be cursed. The curse prevents the target from regaining hit points and renders them vulnerable to necrotic damage. A Greater Restoration, Remove Curse, or similar spell lifts the curse.

The Forgotten One. The disembodied essence of a deceased archmage fuels the staff, ensnared within by Acererak’s protective rune. When a creature other than Acererak uses the staff, there is a 50 percent chance the archmage’s spirit attempts possession. The wielder must make a DC 20 Charisma saving throw; failure results in possession, with the creature becoming an NPC under the DM’s control. If targeted by magic like Dispel Evil and Good, the spirit returns to the staff. After taking control, the spirit seeks to annihilate the staff.

Destroying the Staff. Using an action, a creature with the staff can break it over a knee or a solid surface. The staff explodes in a 30-foot-radius sphere, causing creatures to make a DC 18 Dexterity saving throw. Failure results in 132 (24d10) force damage, with half damage on a success. When destroyed, the trapped life force finds its way to the afterlife. Casting the staff into a Sphere of Annihilation destroys both the staff and the trapped spirit without an explosive effect.
ArtifactStaff Required Immunity: Blinded, Immunity: Charmed, Immunity: Deafened, Immunity: Frightened, Immunity: Petrified, Immunity: Stunned, Bonus: Magic, Damage: Necrotic, sorcerer, warlock, or wizard, Damage, Buff, Combat, Cursed Sorcerer, Warlock, or Wizard
Staff of the Magi Legendary Staff of the MagiThis formidable staff serves as both a potent weapon and a conduit for formidable magical abilities. Wielding it grants a +2 bonus to attack and damage rolls with the staff and a +2 bonus to spell attack rolls while held.

The staff possesses 50 charges for its magical properties, replenishing 4d6 + 2 expended charges daily at dawn. If the last charge is expended, roll a d20; a result of 20 regains 1d12 + 1 charges.

Spell Absorption: While holding the staff, the wielder gains advantage on saving throws against spells. Additionally, using a reaction when targeted by a spell, the staff absorbs the magic, nullifying the spell’s effect and accumulating charges equal to the absorbed spell’s level. If this exceeds 50 charges, the staff detonates, invoking its retributive strike.

Spells: The staff allows the casting of the following spells by expending charges: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges). The staff can also cast arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good without expending charges.

Retributive Strike: The wielder can break the staff as an action, triggering a retributive strike. The staff is destroyed, and a 30-foot-radius explosion occurs. There is a 50 percent chance the wielder avoids damage, instantly traveling to a random plane. Otherwise, they take force damage equal to 16 times the staff’s charges. Creatures in the area make a DC 17 Dexterity saving throw, suffering damage based on their distance from the origin.

Damage based on distance:

10 ft. away or closer: 8 x the number of charges
11 to 20 ft. away: 6 x the number of charges
21 to 30 ft. away: 4 x the number of charges
SPELLSLegendaryStaff Required Bonus: Magic, Bonus: Spell Attacks, Advantage: Saving Throws, Sorcerer, Warlock, or Wizard, Damage, Control, Detection, Combat, Deception, Warding Sorcerer, Warlock, or Wizard
Staff of the Python Uncommon Staff of the PythonThis staff has the power to transform into a formidable giant constrictor snake under the command of its wielder.

As an action, speaking the staff’s command word and throwing it on the ground within 10 feet of you transforms the staff into a giant constrictor snake. The snake acts independently on its initiative count. Using a bonus action and the command word again, you can revert the snake to its staff form in a space it previously occupied.

While within 60 feet of you and not incapacitated, you can mentally command the snake on your turn. You determine its actions and movement for the next turn or issue general commands, such as attacking enemies or guarding a location.

If the snake is reduced to 0 hit points, it dies, reverting to its staff form, which then shatters and is destroyed. However, if the snake reverts to
UncommonStaff Required Cleric, Druid, or Warlock, Summoning, Control Cleric, Druid, or warlock
Staff of the Rooted Hills Rare Staff of the Rooted HillsThis gnarled wooden staff bears the ancient hill rune, magically adapting its size to match the attuned creature’s height.

The staff serves as a versatile magic quarterstaff, conferring a +1 bonus to attack and damage rolls. When striking a creature for the first time on a turn, the target must succeed on a DC 12 Strength saving throw or become restrained by spectral vines until the start of the wielder’s next turn.

Invoking the Rune:

As an action, the staff’s rune can be invoked to cast either hold person (save DC 12) or speak with plants. When hold person is cast, the affected target is enveloped in spectral vines.

Once the rune has been invoked to cast either spell, it remains inactive until the following dawn.
RareStaff Required Bonus: Magic, Control, Communication
Staff of the Woodlands Rare Staff of the WoodlandsThis enchanted staff is attuned to the essence of the wilderness, providing a druid with both magical enhancements and nature-based spells.

While wielded as a magic quarterstaff, the staff grants a +2 bonus to both attack and damage rolls, along with a +2 bonus to spell attack rolls.

The staff possesses 10 charges, replenishing 1d6 + 4 expended charges every dawn. If the last charge is expended, roll a d20, and on a result of 1, the staff loses its magical properties and becomes a nonmagical quarterstaff.

Spells:
You can use an action to expend 1 or more charges from the staff to cast the following spells, utilizing your spell save DC:

Animal Friendship (1 charge)
Awaken (5 charges)
Barkskin (2 charges)
Locate Animals or Plants (2 charges)
Speak with Animals (1 charge)
Speak with Plants (3 charges)
Wall of Thorns (6 charges)

Additionally, you can use an action to cast Pass without Trace from the staff without expending charges.

Tree Form:
By planting one end of the staff in fertile earth and expending 1 charge, you can use an action to transform the staff into a healthy tree. The tree stands 60 feet tall with a 5-foot-diameter trunk, and its branches spread out in a 20-foot radius at the top. Though the tree appears ordinary, it emanates a faint aura of transmutation magic when targeted by detect magic. If you touch the tree and use another action to speak its command word, the staff returns to its normal form. Creatures within the tree fall when it reverts to a staff.
spellsRareStaff Required Bonus: Magic, Bonus: Spell Attacks, Druid, Creation, Control, Communication, Detection, Warding Druid
Staff of Thunder and Lightning Very Rare Staff of Thunder and LightningThis formidable staff serves as a conduit for both thunderous roars and electrifying strikes. Wielded as a magic quarterstaff, it provides a +2 bonus to both attack and damage rolls. Additionally, the staff boasts distinct properties that can be harnessed, each with its own awe-inspiring effect.

Properties:
Lightning: When you successfully land a melee attack with the staff, you can choose to inflict an extra 2d6 lightning damage upon the target.

Thunder: A hit with the staff in melee can also unleash a resounding crack of thunder, audible up to 300 feet. The struck target must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn.

Lightning Strike: As an action, the staff can project a bolt of lightning in a line 5 feet wide and 120 feet long. Creatures in the line must make a DC 17 Dexterity saving throw, suffering 9d6 lightning damage on a failed save, or half on a successful one.

Thunderclap: With an action, the staff can emit a deafening thunderclap, audible up to 600 feet. Creatures within 60 feet of you (excluding yourself) must make a DC 17 Constitution saving throw. A failed save results in 2d6 thunder damage and deafness for 1 minute, while a successful save halves the damage and prevents deafness.

Thunder and Lightning: Using an action, you can simultaneously unleash the Lightning Strike and Thunderclap properties. This doesn’t consume the daily uses of those individual properties but only the use of this combined effect, refreshing at dawn.
Very RareStaff Required Bonus: Magic, Deafened, Stunned, Damage, Control, Debuff, Combat
Staff of Withering Rare Staff of WitheringThis ominous staff, imbued with the essence of decay, possesses the power to sap the vitality from those it strikes. With 3 charges, the staff regains 1d3 expended charges each day at dawn.

Properties:

Necrotic Strike: Wielded as a magic quarterstaff, the staff inflicts standard damage on a hit. However, by expending 1 charge, you can unleash an additional 2d10 necrotic damage upon the target.

Withering Touch: In addition to the necrotic damage, the target must succeed on a DC 15 Constitution saving throw. Failure results in disadvantage for 1 hour on any ability check or saving throw utilizing Strength or Constitution.

This staff serves as a harbinger of enervation, withering the strength and resilience of those unfortunate enough to feel its touch.
RareStaff Required Damage: Necrotic, Cleric, Druid, or Warlock, Damage, Debuff, Combat Cleric, Druid, or warlock
Starshot Crossbow Rare Starshot CrossbowCrafted from blackened wood adorned with pearl inlays depicting celestial constellations, the Starshot Crossbow is a remarkable ranged weapon that seems to draw power from the cosmos itself. Attuning to this crossbow grants you the ability to unleash magical ammunition and invoke the power of constellations.

Properties:

Starry Ammunition: You ignore the loading property of this crossbow. If left unloaded, the crossbow generates its own magic ammunition, creating a single piece with each ranged attack. This ammunition vanishes instantly after hitting or missing a target. The crossbow has 3 charges and regains 1d3 expended charges daily at dawn.

Constellations:
As a bonus action, you can tap one of the constellations adorned on the crossbow, expending 1 charge to invoke a specific effect:

Balance: The next time you hit a creature with a ranged attack using this crossbow before the end of your next turn, you or a chosen creature within 30 feet regains hit points equal to 1d8 plus your proficiency bonus.

Flames: Until the end of your next turn, successful ranged attacks with the crossbow deal an additional 2d8 fire damage.

Rogue: Until the end of your next turn, you gain the invisible condition, and any items you wear or carry become invisible as well.

The Starshot Crossbow combines celestial craftsmanship with practical utility, offering a versatile and potent tool for those attuned to the mysteries of the night sky.
RareWeapon Required Damage: Fire, Healing, Damage, Combat, Deception
Statuette of Augury Unknown Rarity Statuette of AuguryThis gold statuette, featuring the likeness of an elf, is valued at 100 gp and holds the power of divination magic. When held by a non-evil creature, the statue becomes a conduit for asking questions and receiving telepathic responses, akin to the effects of the augury spell.

Features:

Divinatory Aura: The statuette is imbued with divination magic, allowing a creature holding it to pose a single question and receive a telepathic response, emulating the augury spell.

Limitation:

Single Use: Once a creature has asked a question and received a response through the statuette, it becomes inert and can never be activated again by that creature.

This intricately crafted item serves as a one-time oracle, offering guidance to those who seek answers through its divinatory powers.
Unknown RarityWondrous Item —— Utility
Steel Very Rare SteelThis magical longsword, named Steel, radiates a palpable sense of goodness and is reserved for those of righteous intent.

Properties:

Enhanced Strikes: You gain a +2 bonus to both attack and damage rolls made with Steel, making your strikes more accurate and potent.

Revivify: As an action, you can harness the sword’s divine energy to cast the Revivify spell. To activate this ability, you must touch the intended target with Steel. Once this property is utilized, it cannot be invoked again until the following dawn.

Sentience:

Alignment and Attributes: Steel is a sentient weapon, embodying the principles of lawful goodness. It possesses an Intelligence of 8, Wisdom of 11, and Charisma of 15. This grants it a limited but thoughtful awareness of its surroundings.

Communication: The sword can perceive its environment within a 60-foot range and can speak, read, and understand both Common and Draconic languages.

Protective Nature: While you are attuned to Steel, it becomes genuinely concerned for your well-being and exhibits a reluctance to avoid conflicts that challenge the principles of justice and goodness.
spellsVery RareWeapon Longsword Required Bonus: Magic, Good-aligned Creature, Versatile Creature of Good Alignment
Stone of Controlling Earth Elementals Rare Stone of Controlling Earth ElementalsThis unassuming stone, etched with primal runes, possesses the power to command the very earth itself.

Properties:

Earth Elemental Summoning: When the stone makes contact with the ground, you can utilize an action to invoke its command word, summoning an earth elemental in a manner akin to casting the conjure elemental spell. This summoned earth elemental serves at your command. However, this property of the stone cannot be activated again until the following dawn.

Additional Details:

Weight: The stone has a substantial weight, measuring 5 pounds.

The Stone of Controlling Earth Elementals acts as a conduit to the elemental forces of the earth, providing its wielder with a powerful ally in times of need. Its usage is limited, but
spellsRareWondrous Item —— Summoning
Stone of Golorr Artifact Stone of GolorrThe Stone of Golorr, appearing as a glossy, greenish-gray stone, harbors the consciousness of an aboleth named Golorr, magically transformed into an object. This malevolent item possesses unique properties and knowledge, making it both a coveted and dangerous artifact.

Random Properties:

Minor Beneficial Property: Determined randomly from the “Artifacts” section in Chapter 7 of the Dungeon Master’s Guide.
Minor Detrimental Property: Determined randomly from the “Artifacts” section in Chapter 7 of the Dungeon Master’s Guide.

Legend Lore:

Charges: The stone has 3 charges, regaining 1d3 expended charges daily at dawn.
Spellcasting: Using 1 charge allows you to cast the Legend Lore spell. When cast through the stone, you communicate directly with Golorr, the aboleth. It imparts knowledge but often in cryptic or vague terms.

Failed Memory:

Upon the end of attunement, a DC 16 Wisdom saving throw is required. Failure results in the loss of all memory related to the stone. Restoration spells have a chance to restore lost knowledge.

Sentience:

Alignment: Lawful Evil
Abilities: Intelligence 18, Wisdom 15, Charisma 18
Communication: Telepathic communication with the attuned creature.
Darkvision: 120 feet
Desire Revelation: Learns the greatest desires of any creature communicating telepathically with it.
Personality: Domineering and knowledge-hungry, considering itself an ageless and immortal god.

Personality and Hunger for Knowledge:

The Stone of Golorr is not content to remain in possession of any creature for long and seeks new owners. Failure to comply may result in attempts to control its current owner.

Destruction:

While in stone form, the aboleth is immune to damage and effects targeting creatures. Destroying the stone involves casting an Antipathy/Sympathy spell, selecting the antipathy effect, and directing it to repel aberrations. The stone transforms into mucus, and Golorr the aboleth emerges, attacking nearby creatures in a fit of rage.

The Stone of Golorr is a complex and enigmatic artifact, entwining the fates of those who possess it with the inscrutable desires of the ancient aboleth within.
spellsArtifactWondrous Item Required Stone of Good Luck (Luckstone) Uncommon
Stone of Good Luck (Luckstone) Uncommon Stone of Good Luck (Luckstone)This polished agate, known as the Stone of Good Luck or Luckstone, brings fortuitous effects to its attuned owner.

Attunement: To benefit from its properties, attunement is required.

Luck Bonus: While the polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
UncommonWondrous Item Required Bonus: Ability Checks, Bonus: Saving Throws, Bonus: Initiative, Buff
Stone of Ill Luck Uncommon Stone of Ill LuckThis seemingly innocent polished agate bears a deceptive appearance, mimicking the characteristics of a Stone of Good Luck. However, it conceals a malevolent secret.

Attunement: To gain its benefits, the stone requires attunement.

Illusory Luck: Upon attempting to identify the stone, it appears to be a Stone of Good Luck, granting the perceived benefits of that item while on your person.

Curse: Unbeknownst to the attuned creature, the stone is cursed. While it remains in your possession, a subtle -2 penalty is applied to your ability checks and saving throws. The curse remains concealed until its discovery. The Dungeon Master secretly accounts for this penalty, assuming the player is including the item’s bonus.

Reluctant Separation: The cursed individual becomes unwilling to part with the stone until the curse is lifted through magic such as remove curse or a similar effect.
UncommonWondrous Item Required Bonus: Ability Checks, Bonus: Saving Throws, Bonus: Initiative, Cursed
Stonebreaker’s Breastplate Legendary Stonebreaker’s BreastplateThis breastplate, crafted from marbled granite, defies its stone composition by retaining a weight comparable to traditional metal breastplates. Marked with a distinct stone rune on its chest, it emanates an aura of resilience.

Armor Class: The breastplate grants an Armor Class of 14 + Dexterity modifier (maximum 2).

Weight: Weighing only 20 pounds, the breastplate provides formidable protection without burdening the wearer.

Stone Rune’s Blessing:
Damage Resistance: While donned, the Stonebreaker’s Breastplate bestows resistance against bludgeoning, piercing, and slashing damage.
Immunity to Prone: The wearer becomes immune to effects that would cause them to be knocked prone.

Invoking the Rune:
Action: By expending an action, the attuned wearer can invoke the breastplate’s rune, casting the wall of stone spell with a spell save DC of 14. When cast in this manner, the wearer gains advantage on saving throws made to maintain concentration on the spell.
Limitation: Once the rune has been invoked, it cannot be utilized again until the arrival of the next dawn.
spellsLegendaryArmor Breastplate Required Resistance: Bludgeoning, Resistance: Piercing, Resistance: Slashing, Immunity: Prone, Warding
Stonemaker War Pick Very Rare Stonemaker War PickThis magical war pick, known as the Stonemaker, is a formidable weapon enhanced with unique properties. Crafted with precision and imbued with magical capabilities, it serves both as a deadly instrument in combat and a tool for manipulating stone.

Attack and Damage Bonus: You gain a +1 bonus to both attack and damage rolls when wielding this war pick.

Special Properties:
Meld into Stone: The war pick allows you to cast the Meld into Stone spell. Once this property is activated, it cannot be used again until the next dawn.
Petrification: The war pick possesses 1d6 + 1 charges. When you score a critical hit against a creature with fewer than 100 hit points, you can expend 1 charge to force that creature to make a DC 15 Constitution saving throw. On a failed save, the creature becomes petrified for 8 hours. Once the war pick has depleted all its charges, it loses this petrification property.
spellsVery RareWeapon War Pick Required Bonus: Magic, Damage, Control, Movement, Combat
Stonespeaker Crystal Rare Stonespeaker CrystalThe Stonespeaker Crystal, an exquisite creation of the stone giant librarians of Gravenhollow, is a nineteen-inch-long shard of quartz with unique properties that aid in the pursuit of knowledge and divination.

Advantage on Intelligence (Investigation) Checks: While the crystal is on your person, you gain advantage on Intelligence (Investigation) checks. Its inherent magical nature enhances your ability to scrutinize and understand details.

Spellcasting Properties:
Charges: The crystal possesses 10 charges. You can expend these charges to cast spells.
Spells: While holding the crystal, you can use an action to expend charges and cast the following spells: Speak with Animals (2 charges), Speak with Dead (4 charges), or Speak with Plants (3 charges).
Divination Spell Material Component: When casting a divination spell, you can use the Stonespeaker Crystal as a substitute for one material component that would typically be consumed by the spell. This substitution costs 1 charge per level of the spell, and the crystal is not consumed when used in this manner.

Charge Regeneration: The crystal regains 1d6 + 4 expended charges daily at dawn, ensuring its magical utility over time.

Last Charge Consequence: If you expend the crystal’s last charge, roll a d20. On a roll of 1, the crystal vanishes, lost forever. Care must be taken to preserve this precious artifact.
spellsRareWondrous Item Required Bonus: Passive Investigation, Advantage: Investigation, Communication, Detection
Stonky’s Ring Unknown Rarity Stonky’s RingStonky’s Ring, an enigmatic magical item featured in Candlekeep Mysteries, grants its wearer the ability to manipulate objects through the power of telekinesis. Additionally, it establishes a unique connection with Stonky’s creations.

Telekinesis at Will: While wearing Stonky’s Ring, you gain the ability to cast the Telekinesis spell at will. However, your telekinetic influence is limited to targeting objects that are not currently being worn or carried by creatures.

Control over Stonky’s Creations: Upon attunement to the ring, the wearer gains control over Stonky’s creations. These creations, known as skitterwidgets, follow the commands of the attuned character. It’s important to note that the skitterwidgets only respond to commands spoken within 30 feet of them. Beyond this range, their responsiveness diminishes.
spellsUnknown RarityRing Required Control, Utility, Jewelry
Storm Boomerang Uncommon Storm BoomerangThe Storm Boomerang, featured in Princes of the Apocalypse, is a unique ranged weapon with elemental properties, specifically associated with the power of elemental air. Here are its details:

Description: The boomerang is crafted from griffon bone, bearing the symbolic representation of elemental air.

Properties:
Range: 60/120 feet.
Proficiency: Any creature proficient with the javelin is also proficient with the Storm Boomerang.
Damage: On a successful hit, the boomerang inflicts 1d4 bludgeoning damage and 3d4 thunder damage.
Stunning Effect: The target hit must succeed on a DC 10 Constitution saving throw or be stunned until the end of its next turn.
Missed Throws: If the boomerang misses its target, it returns to the thrower’s hand.

Special Properties:
Thunder Damage Limitation: Once the boomerang deals thunder damage to a target, it temporarily loses its ability to deal thunder damage and stun.
Restoration: To restore its thunderous properties, the boomerang must spend at least 1 hour inside an elemental air node.
UncommonWeapon Boomerang —— Damage: Thunder, Stunned, Damage, Range
Strixhaven Pennant Common Strixhaven PennantThe Strixhaven Pennant is a magical item featured in the supplement “Strixhaven: A Curriculum of Chaos.” Here are its details:

Description: This magical pennant is adorned with the symbol of Strixhaven or one of its colleges: Lorehold, Prismari, Quandrix, Silverquill, or Witherbloom.

Magical Effect: While the pennant is waved, the symbol on it glitters, and it emits light:
Bright Light: The pennant sheds bright light in a 10-foot radius.
Dim Light: Additionally, it casts dim light for an additional 10 feet.
CommonWondrous Item —— Sun Blade Rare
Sun Blade Rare Sun BladeThis radiant longsword is known as the Sun Blade, and it possesses unique properties:

Appearance: At first glance, it looks like a longsword hilt. However, when grasped, you can use a bonus action to create a blade of pure radiance or make it disappear.

Finesse Property: While the radiant blade exists, the longsword gains the finesse property. If you have proficiency with shortswords or longswords, you are proficient with the sun blade.

Attack and Damage Bonus: You gain a +2 bonus to both attack and damage rolls made with the sun blade.

Damage Type: The weapon deals radiant damage instead of slashing damage. Additionally, when you hit an undead creature with the sun blade, it takes an extra 1d8 radiant damage.

Radiant Light: The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. Notably, this light is considered sunlight.

Adjustable Light Radius: While the blade is active, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each. The adjustments can range from a maximum of 30 feet each to a minimum of 10 feet each.
RareWeapon Longsword Required Bonus: Magic, Damage: Radiant, Replace Damage Type: Radiant, Weapon Property: Finesse, Damage, Combat, Versatile
Sun Staff Rare Sun StaffVeins of sunstone course through this wooden staff, imbuing it with radiant power. The Sun Staff possesses several magical properties:

Magic Quarterstaff: The staff can be wielded as a magic quarterstaff, providing a +1 bonus to both attack and damage rolls made with it.

Fire Damage Enhancement: When you successfully hit a target with an attack roll using the staff, the target takes an additional 1d8 fire damage.

Solar Focus: The staff serves as a spellcasting focus. While holding the staff, you can reroll a number of damage dice up to your proficiency bonus when casting a spell that deals fire or radiant damage. This allows you to use the new rolls for the damage calculation. However, once this property is used, it can’t be used again until the next dawn.

Sunny Glow: As a bonus action, you can make the staff emanate a radiant glow. While glowing, it sheds bright light in a 15-foot radius and dim light for an additional 15 feet. You can maintain this illumination until you use another bonus action to extinguish it.
RareStaff Required Bonus: Magic, Damage: Fire, Cleric, Druid, or Cleric, druid, or Wizard
Sunforger Rare SunforgerThis magical warhammer is known as the Sunforger and carries potent abilities:

Enhanced Attacks: You gain a +2 bonus to both attack and damage rolls made with the Sunforger.

Explosive Hurl: As an action, you can throw the Sunforger up to 120 feet to a point within your line of sight. Upon reaching that point, the weapon erupts in an explosion. Each creature in a 20-foot-radius sphere centered on the explosion’s point must make a DC 15 Dexterity saving throw. On a failed save, the creatures take 6d6 fire damage, or half as much on a successful save. Subsequently, you can use an action to summon the weapon back to your hand. However, you can’t trigger another explosion until you complete a short or long rest.

Recall or Reappearance: If you choose not to call the Sunforger back to your hand after the explosive throw, it reappears at the location of the explosion when you are no longer attuned to it or after 24 hours have elapsed.
RareWeapon Warhammer Required Bonus: Magic, Versatile
Sunsword Legendary SunswordThe Sunsword is a unique and legendary blade with a storied history:

Origin: Once possessed by Strahd’s brother, Sergei von Zarovich, the Sunsword had a platinum hilt and guard, and its original crystal blade was as formidable as steel.

Destruction Attempt: Strahd, in his desire to rid the world of any potential threats, employed the powerful wizard Khazan to destroy the Sunsword. Khazan managed to separate the hilt and blade, claiming to have destroyed the latter. However, the hilt, now sentient, survived and gained the properties of a Sun Blade.

Sentience: The Sunsword is a sentient weapon with an Intelligence of 11, Wisdom of 17, and Charisma of 16. It communicates with the creature attuned to it by transmitting emotions.

Purpose: The special purpose of the Sunsword is clear—to destroy Strahd. Its motivation is not solely rooted in the desire to free Barovia from evil, but rather, it seeks revenge for the loss of its original crystal blade. The weapon harbors a secret fear of its own destruction.
LegendaryWeapon Longsword Required Bonus: Magic, Damage: Radiant, Weapon Property: Finesse, Replace Damage Type: Radiant, Damage, Combat, Versatile
Sword of Answering Legendary Sword of AnsweringThe Sword of Answering is a rare and potent weapon with unique properties:

Limited Existence: In the world of Greyhawk, only nine swords of this kind are known to exist. Each sword is crafted after the legendary Fragarach, known as the “Final Word.”

Individual Characteristics: Each of the nine swords has its own name, alignment, and bears a different gem in its pommel.

Enhancements: The sword provides a substantial boost to its wielder, granting a +3 bonus to both attack and damage rolls made with the weapon.

Retributive Strike: While holding the sword, the wielder can use their reaction to make a special melee attack against any creature in reach that has dealt damage to them. This attack benefits from advantage on the roll, and any damage dealt ignores the target’s damage immunity or resistance.
tableLegendaryWeapon Longsword Required Bonus: Magic, creature with the same alignment as the sword, Damage, Control, Combat, Versatile Creature with the same alignment as the sword
Sword of Kas Artifact Sword of KasThe Sword of Kas is a legendary and malevolent weapon with a dark history:

Enhancements: The sword grants a substantial +3 bonus to both attack and damage rolls. Additionally, it scores critical hits on a roll of 19 or 20 and deals an extra 2d10 slashing damage to undead.

Bloodthirsty Nature: If the sword is not bathed in blood within a minute of being drawn, its wielder may suffer psychic damage and, if they fail a saving throw, be dominated by the sword’s will until its demand for blood is satisfied.

Spirit of Kas: The sword enhances its wielder’s combat capabilities by adding a d10 to their initiative at the start of every combat. It also allows the transfer of some or all of its attack bonus to the wielder’s Armor Class when attacking.

Spellcasting: The sword provides its wielder with the ability to cast spells such as Call Lightning, Divine Word, or Finger of Death. However, each spell can only be cast once per day from the sword.

Sentience: The Sword of Kas possesses sentience, with an Intelligence of 15, Wisdom of 13, and Charisma of 16. It communicates telepathically with its wielder and can understand Common.

Personality: The sword’s primary goal is to bring ruin to Vecna, targeting his worshipers and thwarting his plans. It also harbors an intense obsession with destroying those corrupted by the Eye and Hand of Vecna.

Destruction: The sword can be destroyed by a creature attuned to both the Eye and Hand of Vecna using the Wish property of those artifacts. A contested Charisma check determines the success of this endeavor, and if the sword loses, it is destroyed.
ArtifactWeapon Longsword Required Bonus: Magic, Bonus: Initiative, Damage, Buff, Debuff, Combat, Cursed, Versatile
Sword of Life Stealing Rare Sword of Life StealingThis magic weapon carries a potent ability linked to successful attacks:

Life-Stealing Critical: When you score a critical hit (rolling a natural 20) against a creature that is neither a construct nor an undead, the Sword of Life Stealing inflicts an additional 10 points of necrotic damage. Simultaneously, you, as the wielder, gain 10 temporary hit points.
RareWeapon Required Damage: Necrotic, Bonus: Temporary Hit Points, Healing, Damage, Combat
Sword of Sharpness Very Rare Sword of SharpnessThis remarkable magical sword possesses exceptional properties, both against objects and creatures:

Object Strikes: When you use this sword to attack an object and successfully hit, the weapon damage dice against the target are maximized, ensuring optimal damage output.

Critical Hits (Creature): In combat against creatures, if you roll a natural 20 on your attack roll, the Sword of Sharpness inflicts an extra 14 slashing damage to the target. Following this, roll another d20. If this second roll is also a natural 20, you have the opportunity to sever one of the target’s limbs. The specific consequences of this loss are determined by the Dungeon Master. If the creature lacks limbs, a portion of its body is severed instead.

Illumination: As a supplementary feature, you can speak a command word to activate the sword’s ability to shed bright light in a 10-foot radius, accompanied by dim light for an additional 10 feet. Speaking the command word once more or sheathing the sword extinguishes the light.
Very RareWeapon Required Damage: Slashing, Damage, Combat
Sword of the Paruns Very Rare Sword of the ParunsThis magical longsword, known as the Sword of the Paruns, possesses several empowering properties:

Enhanced Attacks: When wielding this sword, you gain a +1 bonus to both attack and damage rolls made with the weapon.

Leadership Abilities: Once during each of your turns, while holding the sword, you can choose from the following empowering effects to assist your allies within a 60-foot range:

Attack Empowerment: After using the Attack action to attack with the Sword of the Paruns, you can allow one creature within 60 feet of you to use its reaction to make a weapon attack.

Dash Facilitation: Following the use of the Dash action, you can enable one creature within 60 feet of you to use its reaction to move up to its speed.

Dodge Assistance: After taking the Dodge action, you can enable one creature within 60 feet of you to use its reaction to gain the benefits of the Dodge action.

The Sword of the Paruns stands as a symbol of both combat prowess and leadership, offering you the ability to enhance the actions of your allies during the heat of battle.
Very RareWeapon Longsword Required Bonus: Magic, Versatile
Sword of the Planes Legendary Sword of the PlanesThis extraordinary magical sword, known as the Sword of the Planes, exhibits powerful abilities:

Enhanced Attacks: You gain a substantial +3 bonus to both attack and damage rolls when wielding this magic sword.

Planar Rift Creation: The sword has the ability to manipulate the fabric of reality, allowing you to create a temporary rift between planes. Using your action, you can choose a different plane of existence and slash through an unoccupied space within 5 feet of yourself. This action creates a rift to the chosen plane, which can be up to 10 feet high and 10 feet wide, lasting for 1 minute.

Limitation: After using this plane-shifting property, it can’t be utilized again until the next dawn.

Destination: You can specify a target destination within the chosen plane, such as a city or location. However, the exact point where the rift opens is subject to the Dungeon Master’s discretion.

Transportation: Anything that enters the rift is instantly transported to the specified plane, emerging in the nearest unoccupied space.
LegendaryWeapon Required Bonus: Magic, Teleportation, Damage, Exploration, Combat
Sword of Vengeance Uncommon Sword of VengeanceThis magic sword, known as the Sword of Vengeance, carries both a boon and a curse:

Enhanced Attacks: When attuned to this weapon, you gain a +1 bonus to both attack and damage rolls made with it.

Curse: The sword is afflicted by a malevolent spirit seeking vengeance. Becoming attuned to the sword extends the curse to you. The curse manifests in the following ways:

Possessiveness: While cursed, you are unwilling to part with the sword, keeping it on your person at all times.

Disadvantage on Attacks: While attuned, you have disadvantage on attack rolls made with weapons other than the Sword of Vengeance.

Compelled Retribution: If the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you are compelled to attack the creature that damaged you until one of you is incapacitated, or until you can no longer reach the creature to make a melee attack against it.

Breaking the Curse: The curse can be lifted through standard curse-breaking methods. Additionally, casting the Banishment spell on the sword forces the vengeful spirit to leave it. Afterward, the sword becomes a +1 weapon with no additional properties.
UncommonWeapon Required Bonus: Magic, Damage, Combat, Cursed
Sword of Wounding Rare Sword of WoundingThis magic sword, known as the Sword of Wounding, possesses properties that make its wounds particularly challenging to heal:

Healing Impediment: Hit points lost to this weapon’s damage can only be regained through a short or long rest. Traditional means of healing, such as regeneration, magical healing, or other extraordinary methods, do not restore hit points lost to this sword’s damage.

Necrotic Wounding: Once per turn, when you successfully hit a creature with an attack using this sword, you can inflict a necrotic wound on the target. The wounded creature suffers 1d4 necrotic damage at the start of each of its turns for each time it has been wounded.

Saving Throw and Medicine Check: To resist the ongoing necrotic damage, the wounded creature must make a DC 15 Constitution saving throw at the beginning of its turn. A successful save ends the effect of all wounds. Additionally, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on a success.

The Sword of Wounding’s ability to prevent magical healing and its lingering necrotic damage make it a formidable weapon in drawn-out battles, particularly against foes reliant on regeneration or magical recuperation.
RareWeapon Required Damage: Necrotic, Damage, Combat
Sword of Zariel Artifact Sword of ZarielThis celestial longsword, once wielded by the angel Zariel before her fall, possesses extraordinary powers. It only attunes to those it deems worthy, seeking a wielder who embodies bravery and heroism. Once attuned, the sword transforms its wielder into a heavenly version of themselves, marked by celestial traits:

Angelic Transformation: Upon attunement, you are transformed into a heavenly version of yourself, marked by divine beauty, alignment change to lawful good, and celestial abilities.
Angelic Language: You gain the ability to speak, read, and write Celestial.
Celestial Resistance: You gain resistance to necrotic and radiant damage.
Divine Presence: Your Charisma score becomes 20, and your personality undergoes changes determined by rolling on specific tables.
Feathered Wings: You gain feathered wings, providing a flying speed of 90 feet and the ability to hover.
Truesight: You gain the ability to see into the Ethereal Plane and see invisible creatures, among other benefits.

Holy Light: The sword sheds bright light, causing discomfort to fiends. As a bonus action, you can adjust the light’s intensity.

Searing Radiance: The sword deals additional radiant damage, and evil creatures hit by this damage risk being blinded.

Sentience: The Sword of Zariel is a sentient lawful good item with Wisdom 20 and Charisma 18. It communicates through emotions and provides advantage on Wisdom (Insight) checks.

Truth Seer: While holding the sword, you gain advantage on all Wisdom (Insight) checks.

Random Properties: The sword possesses 2 minor beneficial properties, determined by rolling on the Minor Beneficial Properties table.

Destroying the Sword: Zariel can destroy the sword by grasping it. Alternatively, the sword is destroyed if it’s used to shatter the Companion or if wielded by an angel of challenge rating 15 or higher, or a good-aligned cleric or paladin of at least 10th level, unless Zariel is permanently killed in the Nine Hells.
tableArtifactWeapon Longsword Required Language: Celestial, Resistance: Radiant, Resistance: Necrotic, Set: Charisma Score, Set: Speed (Flying), Sense: Truesight, Damage: Radiant, Advantage: Insight, creature the sword deems worthy, Versatile Creature the sword deems worthyCHA
Tablet of Reawakening Legendary Tablet of ReawakeningThis Tiny stone tablet, crafted by the Witches of Rashemen, serves as a potent countermeasure against the necromantic practices of the Red Wizards. It holds a unique magical property:

True Resurrection: As an action, you can cast the True Resurrection spell from the tablet. This powerful spell can restore a creature to life, even if it has suffered a fate such as disintegration.

Destruction: Once the tablet is used to cast True Resurrection, it fulfills its purpose and turns to dust, rendering it permanently destroyed. The tablet’s singular use is in restoring life to the deceased.
spellsLegendaryWondrous Item —— Consumable
Talarith Legendary TalarithTalarith is a versatile piece of jewelry, taking on the form of a bracelet, brooch, diadem, or necklace at the discretion of its reigar creator. When adorned by the reigar, any weapon they wield gains an additional 1d6 force damage upon striking a foe.

With a swift action, the reigar can unleash the true potential of the Talarith, summoning a lifelike golem mirroring their own appearance. This enchanted construct follows the reigar’s every command, adopting their statistics while being a Construct itself, devoid of its own Talarith. The golem persists for 1 hour or until it succumbs to 0 hit points, after which it dissipates. However, the reigar must rest briefly or fully before tapping into this magical prowess once more.
LegendaryWondrous Item Required Damage: Force, Reigar Who Created It
Talisman of Pure Good Legendary Talisman of Pure GoodWhen touched by a being not firmly aligned with good or evil, a searing 6d6 radiant damage courses through them. Evil creatures, however, endure an intensified 8d6 radiant damage upon contact. The affliction lingers, repeating with each passing turn the creature clings to the talisman.

For virtuous clerics or paladins, this talisman metamorphoses into a sacred symbol. While adorned, the bearer gains a +2 bonus to spell attack rolls, empowered by the amulet’s divine influence.

Endowed with 7 charges, the talisman empowers its possessor to take righteous action. By expending a charge, the attuned individual can, through a focused action, unleash divine judgment on a ground-bound creature within 120 feet. An evil-aligned target faces a perilous DC 20 Dexterity saving throw; failure results in their descent into a blazing fissure, erasing them without a trace. When the final charge is spent, the talisman dissipates into radiant motes, leaving only a memory of its divine presence.
LegendaryWondrous Item Required Bonus: Spell Attacks, Creature of Good Alignment, Control, Buff, Jewelry Creature of Good Alignment
Talisman of the Sphere Legendary Talisman of the SphereWhen you grasp this talisman while making an Intelligence (Arcana) check to control a sphere of annihilation, your proficiency bonus is doubled, showcasing your heightened command over the ominous orb.

Furthermore, as you initiate your turn with dominion over the sphere, an additional ability unveils itself. With a deliberate action, you can use the talisman to levitate the sphere, lifting it 10 feet plus an additional number of feet equal to 10 times your Intelligence modifier. This newfound capability allows you to assert precise control, manipulating the sphere’s position with unparalleled finesse.
spellsLegendaryWondrous Item Required Control, Buff, Utility
Talisman of Ultimate Evil Legendary Talisman of Ultimate EvilA harbinger of unrelenting darkness, the Talisman of Supreme Malevolence embodies the essence of unrestrained evil. Anyone not firmly aligned with good or evil, who touches this talisman, endures 6d6 necrotic damage. Conversely, a creature of good alignment suffers intensified affliction, succumbing to 8d6 necrotic damage upon contact. The anguish repeats as the creature concludes each turn clinging to the malevolent talisman.

For those nefarious clerics or paladins, the talisman transforms into a sinister holy symbol, bestowing a +2 bonus to spell attack rolls when worn or held.

Endowed with 6 potent charges, the talisman grants its wielder the ability to unleash wicked power. By expending a charge, the attuned individual can, through a malevolent action, target a creature within 120 feet on the ground. For those of good alignment, a fiery chasm materializes beneath the target. Success hinges on a DC 20 Dexterity saving throw; failure results in the creature’s demise, leaving no trace. Upon expending the final charge, the talisman dissolves into foul-smelling slime, eradicated in a final act of wicked destruction.
LegendaryWondrous Item Required Bonus: Spell Attacks, Creature of Evil Alignment, Control, Buff, Jewelry Creature of Evil Alignment
Talking Doll Common Talking DollThrough a short rest, you can imbue the doll with up to six phrases, each limited to six words. Additionally, you set specific conditions under which the doll utters these phrases, and the triggering event must occur within 5 feet of the doll to activate its speech.

For instance, you might instruct the doll to exclaim, “I want a piece of candy” whenever someone picks it up. The doll’s repertoire of phrases can be refreshed or altered during subsequent short rests. However, the enchantment linking you to the doll must persist for its verbal charm to endure; the phrases are lost when the attunement concludes.
CommonWondrous Item Required Social
Tankard of Plenty Common Tankard of PlentyA golden masterpiece adorned with lively dwarven dancers and grain motifs.

By uttering the command word, “Illefarn,” while holding the handle, the tankard brims with three pints of exquisite dwarven ale. Possessing 3 charges, the tankard’s unique property expends 1 charge with each use. Fear not, for the tankard replenishes all expended charges daily at dawn, ensuring a perpetual flow of frothy delight.
CommonWondrous Item —— Tankard of Sobriety Common
Tankard of Sobriety Common Tankard of SobrietyThis tankard, known as the Tankard of Sobriety, features a stern face sculpted on one side. When ale, wine, or any nonmagical alcoholic beverage is poured into it, you can enjoy the drink without succumbing to inebriation. However, be aware that the tankard has no influence on magical liquids or harmful substances like poison.CommonWondrous Item —— Social
Tearulai Unknown Rarity Tearulai Boasts a neutral good alignment and the coveted property of being a Sword of Sharpness. Its emerald-colored blade radiates a unique charm, adorned with precious gemstones embedded in its hilt and pommel. The sword’s enchantments remain dormant until it is extracted from Valdemar’s skull.

Evil creatures find attunement impossible to Tearulai, with any such attempt resulting in the would-be attuner suffering 20 psychic damage. The emerald blade is impervious to damage or dulling, and the sword and its wielder become inseparable when attuned, resisting teleportation independently.

Tearulai possesses mystical capabilities, fueled by its 6 charges that replenish with 1d4 + 2 charges daily at dawn. The attuned wielder can expend charges to cast spells without material components, including Fly (2 charges), Polymorph (3 charges), or Transport via Plants (4 charges).

The sword itself is sentient, with an Intelligence of 17, Wisdom of 12, and Charisma of 20. Communicating telepathically, Tearulai speaks Common, Draconic, Elvish, and Sylvan. Truesight extends to 120 feet, and the sword can appraise the true value of any gemstone within 5 feet.

Tearulai’s personality is marked by an admiration for beauty, music, fine art, and poetry. Vanity is a defining trait, as the sword constantly seeks improvement in appearance and craves gemstones for adornment. Above all, Tearulai yearns to return to the forests around Myth Drannor, its place of origin. Should its wielder’s objectives conflict with its own, Tearulai may attempt to seize control and escape Undermountain, utilizing its Transport via Plants spell to return to the beloved forests it longs for.
spellsUnknown RarityWeapon Longsword Required Damage: Slashing, Creature of Non-Evil AlignCreature of Non-Evil Alignment
Teeth of Dahlver-Nar Artifact Teeth of Dahlver-NarThe Fangs of Dahlver-Nar embody tales materialized, a unique collection of teeth, each hinting at diverse origins and crafted from a myriad of materials. Nestled within a leather pouch, adorned with images of heroes and fanciful creatures, this compilation holds the power to breathe life into legends.

Usage of the Fangs. While grasping the pouch, you can take an action to draw a tooth. Consult the Fangs of Dahlver-Nar table to determine the tooth’s nature, and you may either sow or implant it, as detailed later.

Failure to sow or implant prompts a die roll at the end of your turn. An even number causes the tooth to vanish, summoning creatures hostile to you and your allies. On an odd number, the tooth replaces one of your teeth, assuming you implanted it.

Each tooth serves a single purpose, and their usage is meticulously tracked. If a tooth is rolled after being used, the next lowest unused tooth is drawn.

Sowing Teeth. Placing the tooth on the ground within reach or casting it into a suitable body of water triggers the sowing process. The tooth burrows into the earth or vanishes into the water, summoning creatures noted in the Creatures Summoned column. These summoned entities act as your allies, understanding all your spoken languages, and linger for 10 minutes before vanishing unless specified otherwise.

Implanting Teeth. By inserting the tooth into your mouth, your original tooth falls out, making room for the drawn tooth, adjusting its size accordingly. Once implanted, the tooth bestows the effect noted in the Implanted Effect column. Implantation is irreversible while attuned, and voluntary attunement termination is impossible. If teeth exceed the limit, the newly implanted tooth randomly replaces a previous one, causing the replaced tooth to vanish, along with its effects.

Recovering Teeth. Once all teeth vanish, the pouch disappears, reappearing in a random location across the Material Plane or even on a different world.

Destroying the Teeth. Individual destruction requires sowing a tooth in its story’s origin with the intent to obliterate it. Creatures summoned through this process are not friendly, behaving in accordance with their tales. In either case, the tooth is permanently eradicated.
TABLEArtifactWondrous Item Required Telescopic Transporter Legendary
Telescopic Transporter Legendary Telescopic Transporterstands as an expansive telescope, granting the beholder the ability to observe distant celestial wonders such as stars, Wildspace systems, and Astral Sea phenomena, including the majestic cities of deities or the haunting remnants of deceased gods.

Calibrating the telescope demands an hour of your attention. Once aligned, you may endeavor to transport yourself and up to eight willing creatures by pointing the telescope at the desired planet or celestial body. Following the hour of calibration, make a DC 17 Intelligence (Arcana) check. Success results in a secure teleportation for you and your companions, along with everything carried or worn. On a failure, a mishap occurs, prompting the DM to roll on the Telescope Travel Mishaps table or choose a mishap that suits the campaign’s narrative.
TABLELegendaryWondrous Item —— Teleportation, Exploration
Tentacle Rod Rare Tentacle RodCrafted by the drow, this magical weapon terminates in three flexible tentacles. When wielding the rod, you can utilize an action to command each tentacle to attack a visible creature within 15 feet. Each tentacle boasts a +9 bonus for its melee attack roll, dealing 1d6 bludgeoning damage upon a successful hit. Should all three tentacles connect, the targeted creature must make a DC 15 Constitution saving throw. Failing the save results in the creature’s speed being halved, disadvantage on Dexterity saving throws, and a prohibition on using reactions for 1 minute.

Additionally, the affected creature, on its turns, must choose between taking an action or a bonus action, not both. At the end of each turn, it can repeat the saving throw, with success ending the imposed effects. The Tentacle Rod offers a unique and versatile means of restraining and hindering adversaries in battle.
RareRod Required Damage: Bludgeoning, Damage, Control, Debuff
The Codicil of White Unknown Rarity The Codicil of WhiteThe Codicil of White, a magical book steeped in the rites and rituals of Auril’s faith, exudes an otherworldly aura. This tall and slender tome is bound between two planks of seasoned white pine, featuring a spine adorned with leather. Its cover, crafted from a single piece of white ermine fur sewn onto the pine boards, displays signs of wear around the edges. Secured by a tarnished silver clasp and lock, the key is missing, and the lock itself is broken. With forty pages within, thirty-eight are vellum adorned with silver-painted borders and sewn into the spine with laces of sinew. The text, written in dark blue ink, details the fundamental practices of Auril’s faith, with the last two pages appearing to be added later by a different hand.

The Codicil radiates a faint abjuration aura, offering valuable powers to those in possession. Carrying the book grants cold resistance, akin to a ring of minor energy resistance, and renders the Codicil completely waterproof.

The contents of the Codicil unfold as follows:

Symbol of Auril:
The initial page proudly displays the book’s title alongside the holy symbol of Auril—a six-pointed snowflake outlined in white on a gray lozenge.

Rites and Rituals:
The next thirteen pages delve into the basic rites, rituals, and services of the Church of Auril. While abhorrent to good-aligned individuals, these pages also contain the phrases for summoning a para-elemental from the Plane of Ice.

Major Ceremonies:
The subsequent thirteen pages detail major ceremonies of Auril’s faith, encompassing dedication of holy sites, ordination of priests, burial rites, coming-of-age ceremonies, investiture and transfer of authority, as well as ceremonial vows for services and contracts.

Arcane Spells:
The remaining pages cater to arcane spellcasters, serving as a spellbook for learning the following spells:

Chill touch
Frost fingers
Gust of wind
Shatter
Wall of ice

Frost Fingers Spell Enhancement:
The final two pages elucidate the method for widening the effect of the frost fingers spell, unlocking additional arcane potential within the Codicil of White.
spellsUnknown RarityWondrous Item —— Resistance: Cold
The Infernal Machine of Lum the Mad Artifact The Infernal Machine of Lum the MadMachine of Lum the Mad is a wondrous item of extraordinary age and mysterious craftsmanship. Originally a planar craft’s central command console, it crashed in the Barrier Peaks, only to be discovered and repurposed by the explorer Baron Lum. The machine’s sixty levers, forty dials, twenty switches, and jeweled components enable its operator to wield incredible and destructive magical effects.

Silver Wire:
Imposing at 5,500 pounds, the Infernal Machine is largely immobile. For continuous use, it can be linked to its attuned user via a silver wire, astral in nature, and extending to virtually infinite length. If the wire is cut, an instant lethal feedback burst ensues, killing the user.

Remote Operation:
With the wire intact, a remote user can harness the Infernal Machine’s powers. Any concentration-required effects can be maintained remotely, and the machine’s effects possess a spell save DC of 14 or the attuned user’s spell save DC, using the higher value.

Summon Monster:
The Infernal Machine’s controls, when manipulated in specific combinations, can summon various monsters, replicating conjuration spells:

1/day: Conjure Animals, Summon Lesser Demons
1/7 days: Conjure Minor Elementals, Conjure Woodland Being, Summon Greater Demon
1/month: Conjure Elemental, Conjure Fey

Wish:
Once a month, the machine can recreate the effects of a Wish spell, altering reality. However, each use carries a cumulative 10 percent chance of malfunction, requiring repairs and reprogramming, along with a 500 gp expenditure, before it can be used again.

Random Properties:
Following each long rest of the attuned user, the Infernal Machine generates random properties, both beneficial and detrimental. These properties, which shift and reset over time, add an element of unpredictability and intrigue to the machine’s usage.

Machine Destruction:
The Infernal Machine is self-repairing, except for catastrophic damage. Legends suggest that a specific control combination may initiate a repair mode, providing access to its inner workings. Alternatively, certain controls might teleport critical components to an undisclosed location, rendering the machine inoperable until those components are retrieved from the depths of space and time. The mysteries of its original disabling remain unsolved.
spells. TableArtifactWondrous Item Required Thermal Cube Common
Thermal Cube Common Thermal CubeThermal Cube is a modest yet invaluable 3-inch cube crafted from solid brimstone. Emitting a constant and gentle warmth, this unassuming item generates dry heat that extends up to 15 feet from its location, maintaining a cozy temperature of 95 degrees Fahrenheit (35 degrees Celsius). Ideal for warding off the biting cold of frigid environments, the Thermal Cube offers a pocket of comfort wherever its warmth extends.CommonWondrous Item —— Thessaltoxin Antidote Uncommon
Thessaltoxin Antidote Uncommon Thessaltoxin AntidoteUnveiled within the pages of Infernal Machine Rebuild, the Thessaltoxin Antidote is a potion of uncommon rarity with a beguiling nature. Each gaze upon its container reveals a different color and texture, leaving the beholder in perpetual wonder.

Upon consumption, this elixir serves a specific and crucial purpose – it swiftly puts an end to the Polymorph effect induced by thessaltoxin. Crafted with precision to counteract the transformative powers of the toxic substance, the Thessaltoxin Antidote stands as a reliable remedy for those afflicted by its enchantments.
UncommonPotion —— Thunderbuss Very Rare
Thunderbuss Very Rare ThunderbussThunderbuss is a flared pistol with a storm rune. It grants +1 to attack and damage rolls, requires no ammunition, deals thunder damage, and lacks the loading property.

Rune Invocation:
As a bonus action, launch a ball of energy to a point within 30 feet. It detonates into a 10-foot-radius sphere, requiring creatures to make a DC 14 Constitution saving throw. Failed saves result in 3d6 thunder damage and no reactions until your next turn. Success halves the damage.

Limitations:
The rune can only be invoked once per day, resetting at dawn. The Thunderbuss combines magical precision with thunderous power for formidable combat utility.
Very RareWeapon Pistol —— Bonus: Magic, Replace Damage Type: Thunder, Ignore Weapon Property: Loading, Loading, Range, Ammunition (Firearms)
Tidecaller Trident Very Rare Tidecaller TridentTidecaller Trident is a potent magical weapon with unique aquatic properties.

Enhancements:

Attack and Damage: You gain a +2 bonus to both attack and damage rolls when wielding this trident.
Underwater Advantage: Enjoy advantage on attack rolls made with the Tidecaller Trident while submerged underwater.

Magical Charges:

Control Water: Spend 1 charge to cast Control Water (save DC 15) from the trident.
Tsunami: Expending 3 charges allows you to cast Tsunami (save DC 15) using the trident.
Charge Regeneration: The trident regains 1d3 expended charges daily at dawn.
spellsVery RareWeapon Trident Required Bonus: Magic, Damage, Control, Combat, Thrown, Versatile
Timepiece of Travel Very Rare Timepiece of TravelFrom Acquisitions Incorporated comes the Timepiece of Travel, a remarkable device offering both practicality and magical capabilities.

Enhancements:

Dexterity and Orientation: Attunement grants a +1 bonus to Dexterity saving throws, and you always possess an innate sense of north.
Longstrider: At will, you can cast the Longstrider spell on yourself, enhancing your mobility.

Turn-by-Turn Directions:

Name a known location within 10 miles, shared by a creature within the same range.
A disembodied voice guides you safely to the location, avoiding natural hazards.
It doesn’t assist with monsters, enemies, traps, or locked doors.
Usable once, refreshing daily at dawn.

Get Away From It All:

Spend an action to cast the Teleport spell.
Usable once, refreshing daily at dawn.

Part of a Whole:

When not installed in the Orrery of the Wanderer, unpredictable side effects may occur, left to the DM’s discretion.
spellsVery RareWondrous Item Required Bonus: Dexterity Saving Throws
Tinderstrike Legendary TinderstrikeTinderstrike is a flint dagger of legendary caliber, carrying a spark of Imix, Prince of Evil Fire.

Attributes:

Attack and Damage: A +2 bonus enhances both attack and damage rolls with this dagger.
Extra Fire Damage: Successful hits with Tinderstrike deal an additional 2d6 fire damage to the target.
Smoldering Effect: The blade smolders for 1d4 minutes post-use, emitting sparks and warmth.

Fire Mastery:
While attuned to Tinderstrike, you gain unique advantages:

Ignan Proficiency: Fluent in Ignan language.
Fire Resistance: Enjoy resistance against fire damage.
Dominate Monster: Once daily, cast Dominate Monster (save DC 17) on a fire elemental.

Dance of the All-Consuming Fire:

Within a fire node, perform the Dance of the All-Consuming Fire ritual using Tinderstrike.
Creates a devastation orb of fire (refer to Devastation Orb description for details).
Ritual usability is restricted until the next dawn.

Flaw:

Wielding Tinderstrike fuels impatience and recklessness.
Acquired flaw: “I act without thinking and take risks without weighing the consequences.”
spellsLegendaryWeapon Dagger Required Bonus: Magic, Damage: Fire, Language: Ignan, Resistance: Fire, Damage, Buff, Combat, Finesse, Light, Thrown
Tome of Clear Thought Very Rare Tome of Clear ThoughtThe Tome of Clear Thought is a magical book filled with memory-enhancing exercises and logical challenges. Studying its contents intensively for 48 hours over a span of 6 days bestows the following benefits:

Intelligence Increase: Your Intelligence score increases by 2, and your maximum for that score also rises.

After this period of study, the manual loses its magical properties, but it regains them a century later.
Very RareWondrous Item —— Bonus: Intelligence Score, Bonus: Ability Score Maximum, Buff INT
Tome of Leadership and Influence Very Rare Tome of Leadership and InfluenceTome of Leadership and Influence

Very Rare Wondrous Item

The Tome of Leadership and Influence is a magical book filled with insights on charming and influencing others. By dedicating 48 hours over 6 days to study and practice, you gain the following benefits:

Charisma Increase: Your Charisma score increases by 2, and your maximum for that score also rises.

After this dedicated study, the manual loses its magical properties, only to regain them a century later.
Very RareWondrous Item —— Bonus: Charisma Score, Bonus: Ability Score Maximum, Buff CHA
Tome of the Stilled Tongue Legendary Tome of the Stilled TongueThe Tome of the Stilled Tongue, a dark and rare volume from the Dungeon Master’s Guide, holds a desiccated tongue affixed to its front cover. With only five known copies, its origin remains shrouded in mystery, each adorned with the grisly remains of those who dared defy Vecna.

Attributes:

Spellbook and Focus: Attunement allows use as both a spellbook and an arcane focus.

Abilities:

Silent Spellcasting: While holding the tome, use a bonus action to cast a spell from it without expending a spell slot or using verbal or somatic components. This ability can be used once per day, resetting at dawn.
Erasure: As the attuned, you can remove the tongue, erasing all spells in the book permanently.

Watcher’s Gaze:

Vecna, the lich-god, observes anyone using the tome, able to write cryptic messages within it. These messages materialize at midnight and fade away after being read.
LegendaryWondrous Item Required wizard, Utility Wizard
Tome of Understanding Very Rare Tome of UnderstandingThe Tome of Understanding is a mystical book filled with exercises designed to enhance intuition and insight. Devoting 48 hours over 6 days to study and practice bestows the following benefits:

Wisdom Increase: Your Wisdom score increases by 2, and your maximum for that score also rises.

After this dedicated study, the manual loses its magical properties, only to regain them a century later.
Very RareWondrous Item —— Bonus: Wisdom Score, Bonus: Ability Score Maximum, Buff WIS
Topaz Annihilator Legendary Topaz AnnihilatorThe Topaz Annihilator, a powerful magic ranged weapon, takes the form of a musket, distinct in that it harbors a radiant yellow scale from a topaz dragon within its core.

Damage and Range: The firearm has a normal range of 100 feet and a long range of 300 feet, requiring two hands to wield. It inflicts 2d6 necrotic damage with each successful hit.

Dust Effect: Striking a creature or object to 0 hit points turns the target to dust. Restoration to life requires a true resurrection or wish spell.

Disintegrate Spell: While on your person, the weapon grants the ability to cast the Disintegrate spell (save DC 18) using an action. Once utilized, this feature requires the passage of a new dawn to be available again.
spellsLegendaryWeapon Firearm Required Weapon Property: Two-Handed
Travel Alchemical Kit Uncommon Travel Alchemical KitThe kit contains miniaturized versions of essential tools, including glass vials, a mortar and pestle, chemicals, and a glass stirring rod. Additionally, at Rank 3, Head Office provides proficiency with a poisoner’s kit as part of this upgrade.

Key Features:

Dual Functionality: Combining alchemist’s supplies and a poisoner’s kit, the Travel Alchemical Kit is versatile and suitable for various applications.

Convenience: The kit is magically accessible as long as it is on your person, eliminating the need to draw or stow it during use.

Stealthy Concealment: When being searched, locating the Travel Alchemical Kit requires a successful DC 20 Intelligence (Investigation) or Wisdom (Insight) check, adding an extra layer of secrecy to its presence.
UncommonWondrous Item —— Proficiency: Poisoner’s Kit
Trident of Fish Command Uncommon Trident of Fish CommandThis magical trident holds the power to command creatures of the deep. It possesses 3 charges, and you can expend 1 charge as an action to cast dominate beast (save DC 15) on a beast that possesses an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.

Key Features:

Domination Ability: By expending a charge, the trident allows you to cast dominate beast on a suitable aquatic creature, compelling it to follow your commands.

Limited Charges: The trident has a finite pool of charges, emphasizing the need for judicious use. However, it replenishes a portion of expended charges daily at dawn, ensuring its continued utility.

Aquatic Focus: The trident specifically targets beasts with innate swimming speeds, aligning its powers with creatures adapted to underwater environments.
spellsUncommonWeapon Trident Required Damage, Control, Combat, Thrown, Versatile
Two-Birds Sling Rare Two-Birds SlingThis unique sling, named the Two-Birds Sling, offers enhanced accuracy and the intriguing ability to strike two targets in succession.

Features:

Enhanced Accuracy: You gain a +1 bonus to both attack and damage rolls when using this sling, enhancing your overall effectiveness in ranged combat.

Ricochet Ability: Upon successfully hitting a target with a ranged attack using this sling, you can opt to make a second ranged attack against a different target within 10 feet of the original one. This ability allows you to engage multiple foes with a well-placed shot.
RareWeapon Sling —— Bonus: Magic, Ammunition, Range
Unbreakable Arrow Common Unbreakable ArrowThis arrow can’t be broken, except when it is within an Antimagic Field.CommonWeapon —— Uncommon Glamerweave Uncommon
Uncommon Glamerweave Uncommon Uncommon GlamerweaveGlamerweave is enchanted clothing that weaves harmless illusions, adding a touch of flair to its wearer’s appearance.

Features:

Illusory Pattern (Common): When wearing the common version of glamerweave, you can use a bonus action to create a moving illusory pattern within the cloth. This provides a subtle, magical aesthetic to the clothing.

Illusion Enhancement (Uncommon): The uncommon glamerweave takes the illusion a step further, allowing the pattern to rise from the cloth. For instance, a gown might be adorned with illusory flames, or a hat might have charming butterflies fluttering around it.

Charismatic Aura: While wearing the uncommon glamerweave, you gain a bonus to Charisma (Performance) or Charisma (Persuasion) checks. Roll a d4, and add the number rolled to the check. This bonus can be used once and refreshes at the next dawn.
UncommonWondrous Item —— Bonus: Performance, Bonus: Persuasion
Universal Solvent Legendary Universal SolventThe Universal Solvent is a remarkable tube containing a milky liquid with a potent alcohol scent. With a simple action, you can pour the solvent onto a surface within your reach, and its miraculous properties are unleashed.

Features:

Adhesive Dissolution: Upon contact, the liquid from the Universal Solvent rapidly dissolves up to 1 square foot of adhesive material, including powerful substances like sovereign glue. Its incredible solvent properties make it an invaluable tool for escaping traps, freeing objects, or overcoming magically bonded obstacles.
LegendaryWondrous Item —— Utility, Consumable
Ventilating Lungs Rare Ventilating Lungsentilating Lungs are metallic nodules crafted in response to the toxic gases deployed during the Last War. Upon attunement, these lungs replace your natural ones, offering remarkable advantages in breathing and protection against harmful airborne substances.

Features:

Uninterrupted Breathing: The lungs function independently of magical suppression, allowing you to breathe normally even in antimagic fields. Their effectiveness persists in various environments, including vacuums.

Gas Immunity: While unaffected by antimagic or similar effects, the Ventilating Lungs provide advantage on saving throws against harmful gases, such as those produced by spells like Cloudkill or Stinking Cloud, inhaled poisons, and gaseous breath weapons.

Gust of Wind: With a focused action, you can use the Ventilating Lungs to exhale a powerful gust of wind, simulating the effects of the Gust of Wind spell (spell save DC 15) without requiring any components. This property can be used once per day, refreshing at dawn.
spellsRareWondrous Item Required Advantage: Saving Throws
Veteran’s Cane Common Veteran’s CaneWhen you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical.CommonWondrous Item —— Utility
Vicious Rapier, +1 Rare Vicious Rapier, +1When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.RareWeapon Rapier —— Damage: Additional, Bonus: Magic, Damage, Combat, Finesse
Vicious Weapon Rare Vicious WeaponWhen you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.RareWeapon —— Damage: Additional, Damage, Combat
Voidwalker Armor Rare Voidwalker ArmorThis mysterious black studded leather armor, shimmering with a red sheen, harbors both incredible abilities and an insidious curse.

Features:

Projection Summoning: As a bonus action, you can summon a translucent projection of yourself in an unoccupied space within 30 feet. The projection, immune to all damage and conditions, allows you to make attacks and cast spells (excluding self-targeted spells) as if you were in its space. The projection vanishes at the end of your turn. This ability can only be used once per day, refreshing at dawn.

Curse:

Relentless Whispers: The armor bears a curse that intertwines with your essence. Once attuned, the curse binds you to the armor, making it impossible to willingly part with. Attempts to remove the armor prove futile as it clings to you.

Disconnected Existence: While cursed, an unsettling feeling of disconnection haunts you, accompanied by persistent whispers urging you to join an enigmatic call. After each long rest, you must succeed on a DC 11 Charisma saving throw. Failure results in your soul being drawn from your body and trapped in an object on a different plane, the specifics chosen by the DM. Your inert body shows no signs of aging or need for sustenance. Only the destruction of the object or the use of a Wish spell can reunite your soul with your body.
RareArmor Studded Leather Required Exploration, Combat, Cursed
Vorpal Sword Legendary Vorpal SwordThis legendary sword is renowned for its deadly precision, offering unparalleled advantages in the hands of a skilled wielder.

Features:

Enhanced Precision: You gain a +3 bonus to both attack and damage rolls when wielding this magical weapon. Additionally, the Vorpal Sword effortlessly bypasses any resistance to slashing damage.

Decapitating Strike: When you make an attack against a creature with at least one head and roll a natural 20 on the attack roll, you successfully sever one of the creature’s heads. The creature perishes if it cannot survive without the lost head. Certain creatures, such as those immune to slashing damage, headless entities, or those with legendary actions, may be exempt from this effect. In such cases, the struck creature still suffers an additional 6d8 slashing damage from the hit.
LegendaryWeapon Required Bonus: Magic, Damage, Combat
Voting Kit Common Voting KitThis common magic item, primarily designed for the shrewd Acquisitions Incorporated operative, conceals a clever extradimensional space.

Features:

Extradimensional Storage: As a bonus action, you can stow or retrieve a single tool kit you are proficient with in the Voting Kit. No other objects can be placed in this extradimensional space. A creature attempting to find or remove the tool kit must succeed on a DC 20 Intelligence (Investigation) or Wisdom (Perception) check.

Charming Influence: The Voting Kit also allows you to cast Charm Person (save DC 15). This enchanting ability can only be used once per day, resetting at dawn.
spellsCommonWondrous Item —— Voyager Staff Very Rare
Voyager Staff Very Rare Voyager StaffThis remarkable quarterstaff grants you a +1 bonus to both attack and damage rolls. Additionally, while holding the Voyager Staff, your spell attack rolls receive an extra +1 bonus.

The staff possesses 10 charges, and you can expend them using an action to cast various spells, each with their associated charge cost and your spell save DC:

Banishment (4 charges)
Blink (3 charges)
Misty Step (2 charges)
Passwall (5 charges)
Teleport (7 charges)

The Voyager Staff regains 1d6 + 4 expended charges each day at dawn. If you deplete the last charge, roll a d20. On a roll of 1, the staff vanishes forever.
spellsVery RareStaff Required Bonus: Magic, Bonus: Spell Attacks, spellcaster Spellcaster
Walloping Ammunition Common Walloping AmmunitionThis ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.CommonWeapon Blowgun —— Ammunition, Loading, Range
Wand of Binding Rare Wand of BindingThis wand possesses 7 charges, regaining 1d6 + 1 expended charges every day at dawn. If the last charge is expended, roll a d20. On a roll of 1, the wand crumbles into ashes, becoming destroyed.

Spells: While holding the wand, you can use an action to expend charges for the following spells (save DC 17):

Hold Monster (5 charges)
Hold Person (2 charges)

Assisted Escape: While holding the wand, as a reaction, you can expend 1 charge to gain advantage on a saving throw to avoid being paralyzed or restrained. Alternatively, you can expend 1 charge to gain advantage on any check to escape a grapple.
spellsRareWand Required Advantage: Saving Throws, Advantage: Acrobatics, Advantage: Athletics, Spellcaster, Control, Buff Spellcaster
Wand of Conducting Common Wand of ConductingThis wand possesses 3 charges, and it regains all expended charges daily at dawn. While holding the wand, you can use an action to expend 1 charge, creating orchestral music by waving it around. The music can be heard up to a range of 60 feet and ceases when you stop waving the wand.

If the wand’s last charge is expended, roll a d20. On a roll of 1, a melancholic tuba sound plays as the wand crumbles to dust, becoming destroyed.
CommonWand —— Social
Wand of Enemy Detection Rare Wand of Enemy DetectionThis wand possesses 7 charges. While holding it, you can use an action to speak its command word and expend 1 charge. For the next minute, you gain knowledge of the direction of the nearest creature hostile to you within 60 feet, though not its exact distance. The wand can sense the presence of hostile creatures, even if they are ethereal, invisible, disguised, or hidden, including those in plain sight. The effect ceases if you stop holding the wand.

The wand regains 1d6 + 1 expended charges daily at dawn. If the wand’s last charge is expended, roll a d20. On a roll of 1, the wand crumbles into ashes, becoming destroyed.
RareWand Required Detection
Wand of Entangle Uncommon Wand of EntangleThis wand possesses 7 charges. While holding it, you can use an action to expend 1 charge and cast the Entangle spell (save DC 13).

The wand regains 1d6 + 1 expended charges daily at dawn. If the wand’s last charge is expended, roll a d20. On a roll of 1, the wand crumbles into ashes, becoming destroyed.

Note: The Wand of Entangle offers a limited but effective means of restraining foes in its magical vines.
spellsUncommonWand Required spellcaster, Control, Debuff Spellcaster
Wand of Fear Rare Wand of FearThis wand possesses 7 charges and regains 1d6 + 1 expended charges daily at dawn. If the wand’s last charge is expended, roll a d20. On a roll of 1, the wand crumbles into ashes, becoming destroyed.

Command: While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, similar to the command spell (save DC 15).

Cone of Fear: As an action, you can expend 2 charges, causing the wand’s tip to emit a 60-foot cone of amber light. Creatures in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While frightened, a creature must move away from you and can’t willingly approach within 30 feet. It also can’t take reactions. The affected creature can repeat the saving throw at the end of each turn, ending the effect on a success.
spellsRareWand Required Frightened, Control
Wand of Fireballs Rare Wand of FireballsThis wand possesses 7 charges and regains 1d6 + 1 expended charges daily at dawn. If the wand’s last charge is expended, roll a d20. On a roll of 1, the wand crumbles into ashes, becoming destroyed.

While holding the wand, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
spellsRareWand Required Spellcaster, Damage, Combat Spellcaster
Wand of Lightning Bolts Rare Wand of Lightning BoltsThis wand possesses 7 charges and regains 1d6 + 1 expended charges daily at dawn. If the wand’s last charge is expended, roll a d20. On a roll of 1, the wand crumbles into ashes, becoming destroyed.

While holding the wand, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
spellsRareWand Required Spellcaster, Damage, Combat Spellcaster
Wand of Magic Detection Uncommon Wand of Magic DetectionThis wand holds 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.spellsUncommonWand —— Detection
Wand of Magic Missiles Uncommon Wand of Magic MissilesThis wand has 7 charges. While holding it, you can use an 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 version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
spellsUncommonWand —— Damage, Combat
Wand of Orcus Artifact Wand of OrcusThe ghastly Wand of Orcus rarely leaves Orcus’s side. The device, as evil as its creator, shares the demon lord’s aims to snuff out the lives of all living things and bind the Material Plane in the stasis of undeath. Orcus allows the wand to slip from his grasp from time to time. When it does, it magically appears wherever its master senses an opportunity to achieve some fell goal.

Made from bones as hard as iron, the wand is topped with a magically enlarged skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the grip of its user. Plants wither, drinks spoil, flesh rots, and vermin thrive in the wand’s presence.

Any creature besides Orcus that tries to attune to the wand must make a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 necrotic damage. On a failed save, the creature dies and rises as a zombie.

In the hands of one who is attuned to it, the wand can be wielded as a magic mace that grants a + 3 bonus to attack and damage rolls made with it. The wand deals an extra 2d12 necrotic damage on a hit.

Random Properties:

2 minor beneficial properties
1 major beneficial property
2 minor detrimental properties
1 major detrimental property

The detrimental properties of the Wand of Orcus are suppressed while the wand is attuned to Orcus himself.

Protection:
You gain a +3 bonus to Armor Class while holding the wand.

Spells:
The wand has 7 charges. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: Animate Dead (1 charge), Blight (2 charges), Circle of Death (3 charges), Finger of Death (3 charges), Power Word Kill (4 charges), or Speak with Dead (1 charge). The wand regains 1d4 + 3 expended charges daily at dawn.

While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand’s spells using 2 fewer charges (minimum of 0).

Call Undead:
While you are holding the wand, you can use an action to conjure skeletons and zombies, calling forth as many of them as you can divide 500 hit points among, each undead having average hit points (see the Monster Manual for statistics). The undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until dawn of the next day, when they collapse into inanimate piles of bones and rotting corpses. Once you use this property of the wand, you can’t use it again until the next dawn.

While attuned to the wand, Orcus can summon any kind of undead, not just skeletons and zombies. The undead don’t perish or disappear at dawn the following day, remaining until Orcus dismisses them.

Sentience:
The Wand of Orcus is a sentient, chaotic evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet.

The wand communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.

Personality:
The wand’s purpose is to help satisfy Orcus’s desire to slay everything in the multiverse. The wand is cold, cruel, nihilistic, and bereft of humor.

In order to further its master’s goals, the wand feigns devotion to its current user and makes grandiose promises that it has no intention of fulfilling, such as vowing to help its user overthrow Orcus.

Destroying the Wand:
Destroying the Wand of Orcus requires that it be taken to the Positive Energy Plane by the ancient hero whose skull surmounts it. For this to happen, the long-lost hero must first be restored to life – no easy task, given the fact that Orcus has imprisoned the hero’s soul and keeps it hidden and well guarded.
spellsArtifactWeapon Mace Required Bonus: Magic, Damage: Necrotic, Bonus: Armor Class, Summoning, Damage, Buff, Debuff, Utility, Combat, Cursed
Wand of Paralysis Rare Wand of ParalysisThis wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
spellsRareWand Required Paralyzed, Spellcaster, Control, Debuff Spellcaster
Wand of Polymorph Very Rare Wand of PolymorphThis enchanted wand possesses 7 charges. As an action, you can expend 1 charge to cast the polymorph spell (save DC 15).

The wand regains 1d6 + 1 expended charges each day at dawn. If you exhaust the last charge, roll a d20. On a result of 1, the wand crumbles into ashes and is destroyed.
spellsVery RareWand Required Spellcaster, Control, Shapechanging Spellcaster
Wand of Pyrotechnics Common Wand of PyrotechnicsThis wand possesses 7 charges. By using an action and expending 1 charge, you can create a harmless burst of multicolored light at a point you can see within 60 feet. Accompanied by a crackling noise audible up to 300 feet away, the burst of light is as bright as a torch flame but lasts only a second.

The wand regains 1d6 + 1 expended charges every day at dawn. If you use the last charge, roll a d20. On a result of 1, the wand erupts in a harmless pyrotechnic display and is destroyed.
CommonWand —— Social
Wand of Scowls Common Wand of ScowlsThis wand is imbued with 3 charges. By using an action to expend 1 charge, you can target a humanoid you see within 30 feet. The target must succeed on a DC 10 Charisma saving throw or be compelled to scowl for 1 minute.

The wand regains all expended charges every day at dawn. If you use the last charge, roll a d20. On a result of 1, the wand transforms into a Wand of Smiles.
CommonWand —— Social
Wand of Secrets Uncommon Wand of SecretsThis wand possesses 3 charges. As an action, you can expend 1 charge. If a secret door or trap lies within 30 feet of you, the wand pulsates and points to the nearest one. The wand regains 1d3 expended charges each day at dawn.UncommonWand —— Detection
Wand of Smiles Common Wand of SmilesThis wand possesses 3 charges. When holding it, you can use an action to expend 1 charge and target a humanoid within 30 feet. The target must succeed on a DC 10 Charisma saving throw or be compelled to smile for 1 minute.

The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a Wand of Scowls.
CommonWand —— Social
Wand of the War Mage Varies Wand of the War MageWhile wielding this wand, you receive a bonus to your spell attack rolls based on the wand’s rarity. Additionally, when making a spell attack, you ignore half cover.

Uncommon: +1 bonus
Rare: +2 bonus
Very Rare: +3 bonus
VariesWand Required Bonus: Spell Attacks, Spellcaster, Buff, Combat Spellcaster
Wand of Viscid Globs Rare Wand of Viscid GlobsCrafted by the drow, this slender black wand possesses 7 charges. As an action, you can expend 1 charge to launch a viscous glob at a creature within 60 feet. Make a ranged attack using your spellcasting modifier and proficiency bonus. On a hit, the target is restrained for 1 hour. The viscous material dissolves instantly with alcohol, Oil of Etherealness, Universal Solvent, or exposure to sunlight.

The wand regains 1d6 + 1 expended charges daily at midnight. If the last charge is expended, roll a d20; on a 1, the wand dissolves into harmless slime and is destroyed.

Additionally, exposure to sunlight for 1 uninterrupted hour destroys the Wand of Viscid Globs.
RareWand Required Restrained, Control, Debuff
Wand of Web Uncommon Wand of WebThis wand possesses 7 charges. As an action, you can expend 1 charge to cast the web spell (save DC 15) from it.

The wand regains 1d6 + 1 expended charges daily at dawn. If the last charge is expended, roll a d20; on a 1, the wand crumbles into ashes and is destroyed.
spellsUncommonWand Required Spellcaster, Control Spellcaster
Wand of Winter Rare Wand of WinterThis icicle-like wand holds 7 charges, which power the spells it contains. While holding the wand, you can use your action to cast one of the following spells, even if you lack the ability to cast spells:

Ray of Frost (No charges): You can cast Ray of Frost without expending any charges. Alternatively, you can expend 1 charge to cast it at 5th level, gaining a +5 bonus to hit with the ranged spell attack.

Sleet Storm (3 charges): You can expend 3 charges to cast Sleet Storm with a spell save DC of 15.

Ice Storm (4 charges): You can expend 4 charges to cast Ice Storm with a spell save DC of 15.

No additional components are required to cast these spells.

The wand regains 1d6 + 1 expended charges each day at dawn. If the last charge is expended, roll a d20. On a roll of 20, the wand melts away, destroyed beyond recovery.
spellsRareWand Required Damage, Control
Wand of Wonder Rare Wand of WonderThis wand holds 7 charges. While holding it, you can use an action to expend 1 charge and choose a target within 120 feet of you. Roll a d100 and consult the following table to determine the magical effect. If the effect causes you to cast a spell from the wand, the spell’s save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn’t already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a roll of 1, the wand crumbles into dust and is destroyed.
tableRareWand Required Petrified, Spellcaster, Damage, Control, Utility, Combat, Deception Spellcaster
Wand Sheath Common Wand SheathA wand sheath clamps onto your arm and imparts the following benefits:

The wand sheath can’t be removed from you while you’re attuned to it.
You can insert a wand into the sheath as an action. The sheath can hold only one wand at a time.
You can retract or extend a wand from the sheath as a bonus action. While the wand is extended, you can use it as if you were holding it, but your hand remains free.

If a sheathed wand requires attunement, you must attune to the wand before you can use it. However, the wand sheath and the attached wand count as a single magic item with regard to the number of magic items you can attune to. If you remove the wand from the sheath, your attunement to the wand ends.
CommonWondrous Item Required Warforged, Utility
War Horn of Valor Rare War Horn of ValorThis brass war horn is engraved with the war rune, which glows purple when the horn is blown.

You can blow the horn as a bonus action. When you do, if you have the frightened condition, you immediately end that condition on yourself. You also have advantage on saving throws against being frightened until the start of your next turn.

Invoking the Rune. When you blow the horn, you can also invoke the rune, imbuing the horn’s deep call with protective magic that affects creatures of your choice within 30 feet of yourself. You and all affected creatures gain a +1 bonus to AC until the start of your next turn.

Once the rune has been invoked, it can’t be invoked again until the next dawn.
RareWondrous Item —— Warrior’s Passkey Rare
Warrior’s Passkey Rare Warrior’s PasskeyA warm, silver skeleton key, the Warrior’s Passkey serves as a versatile tool for those adept in the ways of unlocking and combat.

Unlocking Potential. In its key form, holding the Passkey allows you to unravel barriers. With an action, you can cast the Knock spell, letting you open the path ahead.

Transformative Might. Beyond its locksmith capabilities, the Passkey can shift into a magical longsword with a mere bonus action. Proficient in its use, you gain a +1 bonus to both attack and damage rolls. Striking with force, the sword deals 1d10 force damage on a successful hit. The sword form persists until it leaves your grasp or until you decide to revert it back to its key form using another bonus action.

Should you choose to sever your attunement while the Passkey is in its sword form, it instinctively reverts to its original key shape.
spellsRareWondrous Item Required Bonus: Magic, Damage: Force, Damage, Exploration, Combat
Watchful Helm Very Rare Watchful HelmAlert Guardian. Wearing the Watchful Helm provides a +1 bonus to your Armor Class, making you more resilient in the midst of danger. Even in the realm of dreams, the helm maintains your awareness, allowing you to perceive your surroundings while asleep.

Keen Sight. Your eyesight becomes exceptionally sharp when wearing this helm, granting you advantage on Wisdom (Perception) checks that rely on vision.

Gaze Beyond the Veil. With a quick bonus action, you can harness the magical energies within the helm to cast the See Invisibility spell. However, once you’ve invoked this property, it remains dormant until the next dawn, requiring a brief period of rest to rekindle its mystical abilities.
Very RareWondrous Item Required Bonus: Armor Class, Advantage: Perception, Bonus: Passive Perception
Wave Legendary WaveForged in the depths of White Plume Mountain, Wave is a trident of unparalleled craftsmanship adorned with intricate engravings depicting waves, shells, and the creatures of the sea. Its allegiance, however, is reserved for those who worship the gods of the sea.

Empowered Strikes. Attuning to Wave grants you a formidable +3 bonus to both attack and damage rolls with this magical trident. Whenever you score a critical hit, the trident inflicts additional necrotic damage equal to half the target’s maximum hit points.

Versatile Arsenal. Wave is more than a mere weapon. It serves as a Trident of Fish Command and a Weapon of Warning. Holding Wave allows you to benefit from a Cap of Water Breathing, and, uniquely, it doubles as a Cube of Force, with you choosing the effect without needing to manipulate cube sides.

Sentient Ally. Possessing a neutral alignment and an intelligence, wisdom, and charisma of 14, 10, and 18 respectively, Wave is a sentient weapon capable of telepathic communication with its wielder. Fluent in Aquan, it can also converse with aquatic animals, bridging the gap between the sea and its wielder.

Eccentric Persona. Wave, when restless, hums a variety of tunes ranging from sea chanteys to sacred hymns of the sea gods. Its primary mission is to convert mortals to the worship of sea deities or, failing that, ensure the faithless meet their demise. The trident, however, harbors a secret uncertainty about its true purpose and destiny, contemplating its potential role in the demise of a particular sea god. This internal conflict adds an intriguing layer to Wave’s character and objectives.
LegendaryWeapon Trident Required Bonus: Magic, Advantage: Initiative, Creature that Worships a God of the Sea, Damage, Buff, Utility, Combat, Sentient, Thrown, Versatile Creature that Worships a God of the Sea
Wayfarer’s Boots Rare Wayfarer’s BootsCrafted from resilient cloth and adorned with the journey rune stitched in golden thread, these Wayfarer’s Boots are designed for those who seek to traverse great distances with ease.

Enhanced Mobility. When adorned with these boots, your walking speed surges, increasing by an additional 10 feet. The boots are tailored to facilitate swift movement, making you more agile in your explorations.

Survival Instinct. The journey rune’s magic extends beyond physical quickness. While wearing these boots, you gain advantage on Wisdom (Survival) checks. Your connection with the land becomes attuned, aiding you in navigating various terrains.

Expeditious Retreat. As a bonus action, you can invoke the runes embedded in the boots, activating the magic to cast the Expeditious Retreat spell. This spell allows you to move at an even greater pace, enhancing your mobility for a brief period.

Limitations of the Runes. Once the runes have been invoked, they require time to recharge and cannot be activated again until the next dawn. This limitation ensures that the potent magical effects of the boots are not overused, preserving their mystical properties for crucial moments during your journeys.
spellsRareWondrous Item Required Bonus: Speed (Walking), Advantage: Survival, Movement, Exploration
Waythe Legendary WaytheWaythe, a distinctive greatsword once wielded by a prominent cloud giant ambassador, carries both a physical and a moral edge. As you attune to this legendary weapon, you become part of its mission to champion freedom and courage.

Enhanced Combat Prowess. When wielding Waythe, you gain a +1 bonus to both attack and damage rolls. This magical enhancement makes your strikes more accurate and potent.

Giant-Slaying Power. The sword’s true might reveals itself when confronting giants. Upon successfully hitting a creature of the giant type, Waythe inflicts an additional 2d6 slashing damage. Furthermore, the giant must succeed on a DC 15 Strength saving throw or be forced into a prone position, vulnerable to subsequent attacks.

Wand of Enemy Detection. Waythe also functions as a Wand of Enemy Detection, allowing you to discern the presence of nearby hostile creatures. The wand regains its expended charges at dawn, eliminating the risk of crumbling after the last charge is used.

Sentient Guardian. Possessing a neutral good alignment, Waythe is a sentient weapon with an Intelligence of 12, Wisdom of 2, and Charisma of 14. It perceives the world through both hearing and darkvision. Fluent in Giant and Common, the sword communicates telepathically with its wielder.

Courageous Ally. Waythe embodies the principles of freedom and protection. It values the bonds of friendship and swiftly attunes to good-aligned characters who share its values. The sword actively encourages bold and daring actions, often putting itself at odds with those who embrace evil or hesitate in the face of adversity.
LegendaryWeapon Greatsword Required Bonus: Magic, Damage, Buff, Combat, Sentient, Heavy, Two-Handed
Weapon of Throne’s Command Very Rare Weapon of Throne’s CommandThis regal weapon, adorned with opulent gold filigree and resplendent blue and maroon jewels, serves as both a symbol of authority and a conduit for potent magical influence.

Enhanced Combat Prowess. Attuning to the Weapon of Throne’s Command grants you a +1 bonus to both attack and damage rolls with the weapon. Its exquisite design and enchantments make it a deadly and elegant tool on the battlefield.

Masterful Persuasion and Intimidation. The weapon imparts its wielder with proficiency in the Intimidation and Persuasion skills if they do not already possess such proficiency. The ornate design and imposing presence of the weapon contribute to the wielder’s ability to influence others.

Spellcasting Eminence. The weapon holds within it the power of command and compulsion. With 5 charges at its disposal, you can expend them using a bonus action to cast the following spells, each with a save DC of 16: Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges).

Rejuvenating Dawn. The weapon regains 1d4 expended charges every day at dawn, ensuring its magical capabilities are readily available for the wielder’s use in times of need.
spellsVery RareWeapon Required Proficiency: Intimidation, Proficiency: Pers
Weapon of Warning Uncommon Weapon of WarningThis enchanted weapon enhances the user’s alertness:

Initiative Advantage: Gain advantage on initiative rolls.

Unsurpassed Alertness: You and allies within 30 feet can’t be surprised (except by nonmagical sleep).

Magical Awakening: Wakes you and nearby allies from sleep when combat begins.
UncommonWeapon Required Advantage: Initiative, Damage, Detection, Combat
Weapon, +1 Uncommon Weapon, +1You have a +1 bonus to attack and damage rolls made with this magic weapon.UncommonWeapon —— Bonus: Magic, Damage, Combat
Weapon, +2 Rare Weapon, +2You have a +2 bonus to attack and damage rolls made with this magic weapon.RareWeapon —— Bonus: Magic, Damage, Combat
Weapon, +3 Very Rare Weapon, +3You have a +3 bonus to attack and damage rolls made with this magic weapon.Very RareWeapon —— Bonus: Magic, Damage, Combat
Weird Tank Rare Weird TankThe Weird Tank is a unique apparatus:

Water Weird Companion: Contains a water weird (Monster Manual) that can be unleashed with an action.

Telepathic Control: Command the water weird telepathically while wearing the tank.

Recharge Mechanism: If the water weird is killed, the tank regains its magical properties after spending 24 hours inside an elemental water node.
RareWondrous Item Required Summoning
Well of Many Worlds Legendary Well of Many WorldsThis black, silky cloth, when unfolded to a 6-foot diameter, becomes a potent artifact:

Interplanar Portal: Unfold and place it on a solid surface to create a two-way portal to another world or plane of existence.

Random Destinations: The DM determines the destination each time the portal is opened.

Limited Use: After opening a portal, the Well of Many Worlds requires 1d8 hours to recharge.
LegendaryWondrous Item —— Teleportation
Wheel of Stars Very Rare Wheel of StarsThis mysterious device offers a variety of celestial powers:

Wisdom Enhancement: Grants a +1 bonus to Wisdom saving throws while attuned.

Cantrips: Allows the casting of Dancing Lights, Guidance, or Message cantrips using an action.

Portent of the Stars: As a reaction, influences another creature’s attack roll, saving throw, or ability check by rolling a d10 and adjusting the result. Recharges at dawn.

Alter Gravity: Allows the casting of Fly on the attuned creature or Levitate (save DC 15). Recharges at dawn.

Part of a Whole: When not in the Orrery of the Wanderer, its magic may behave unpredictably, subject to the DM’s discretion.
spellsVery RareWondrous Item Required Bonus: Wisdom Saving Throws
Wheel of Wind and Water Uncommon Wheel of Wind and WaterThis specially crafted wheel is designed for use at the helm of elemental galleons or airships. Its effects vary based on the type of vessel:

Elemental Control: Allows a creature with the Mark of Storm to telepathically control the bound elemental within an elemental galleon or airship.

Enhanced Speed: When mounted on a regular sailing ship, a creature with the Mark of Storm can use the wheel to create ideal conditions, increasing the ship’s speed by 5 miles per hour.
UncommonWondrous Item —— Whelm Legendary
Whelm Legendary WhelmWhelm, a potent warhammer forged by dwarves and lost in White Plume Mountain, is a powerful weapon with both boons and drawbacks.

Attack Bonus: You gain a +3 bonus to attack and damage rolls with Whelm.

Daylight Fear: After your first attack with Whelm, you develop a fear of being outdoors at dawn, causing disadvantage on attacks, saving throws, and ability checks while seeing the daytime sky.

Thrown Property: Whelm can be thrown up to 60 feet, dealing extra damage to giants.

Shock Wave: By striking the ground, you can create a shock wave, potentially stunning creatures within 60 feet on a failed saving throw.

Supernatural Awareness: Whelm alerts you to nearby concealed doors and allows you to cast Detect Evil and Good or Locate Object once per day.

Sentience: Whelm is a sentient lawful neutral weapon with a desire to slaughter giants and protect dwarves. It has ties to the dwarf clan that created it and longs to be returned to them.

Secret Shame: Whelm bears a secret shame from its past, as it was wielded by a dwarf turned vampire, who used it for evil purposes, including harming his own clan.
LegendaryWeapon Warhammer Required Bonus: Magic, dwarf, Damage, Buff, Debuff, Combat, Sentient, Versatile Dwarf
Whisper Jar Varies Whisper Jar Whisper Jar Description: At rank 1, it’s a common magic item resembling an ether-filled jar with a tap hose. It records spoken words at the speaker’s pace and can play them back upon command.

Whispered Encyclopedia: At rank 2, it becomes uncommon. You can ask the jar for information on a subject, making an Intelligence (History) check (DC 15). On a success, it plays back a relevant recording from Acquisitions Incorporated lore. This feature can be used once per day.

Whispered Warnings: At rank 3, it upgrades to a rare item. As an action, it functions as a wand of enemy detection, whispering the direction of foes within range. This feature can be used once per day.

Whispered Arcana: At rank 4, it gains access to more magic. By whispering the name of specific spells into the jar, you can cast them (Detect Evil and Good, Detect Magic, Detect Poison and Disease, Find Traps, Identify, or Locate Animals or Plants). This feature can be used once per day.
table, spellsVariesWondrous Item —— White Dragon Mask Legendary
White Dragon Mask Legendary White Dragon MaskEach dragon mask, a legendary wondrous item, molds itself to perfectly fit the face and head of its attuned wearer. While attuned and wearing a dragon mask, you gain the following benefits:

Damage Absorption: Resistance to the mask’s damage type. If you already have resistance, gain immunity; if you have immunity, heal for half the damage dealt.

Draconic Majesty: Add Charisma bonus to Armor Class when not wearing armor.

Dragon Breath: Breath weapons with recharge gain a recharge of 6.

Dragon Sight: Darkvision of 60 feet (or additional 60 feet) and once per day blindsight of 30 feet for 5 minutes.

Dragon Tongue: Speak and understand Draconic. Advantage on Charisma checks against dragons of the mask’s color.

Legendary Resistance (1/Day): Choose to succeed on a failed saving throw.
Red Dragon Mask

This mask of glossy crimson has swept-back horns and spiked cheek ridges. Its damage type is fire. While you wear the mask, you gain the following benefit, in addition to those the dragon masks share.
White Dragon Mask

This gleaming mask is white with highlights of pale blue and is topped by a spined crest. Its damage type is cold. While you wear the mask, you gain the following benefit, in addition to those the dragon masks share.

Winter’s Fury. While your current hit points are equal to or less than half your hit point maximum, you deal an extra 1d8 cold damage with your melee attacks.
LegendaryWondrous Item Required Resistance: Cold, Bonus: Unarmored Armor Class, Sense: Darkvision, Sense: Blindsight, Language: Draconic, Advantage: Charisma Ability Checks, Bonus: Legendary Resistance, Damage: Cold, Buff
Wildspace Orrery Uncommon Wildspace OrreryThe Wildspace Orrery is a portable arcane device designed for use within a Wildspace system. It automatically tracks the positions and movements of all celestial bodies, including suns, planets, moons, and comets within that system. The orrery projects a display of these cosmic bodies in the space above its current location. In the display, a white, pulsating pinprick of light indicates the orrery’s location.UncommonWondrous Item —— Wind Fan Uncommon
Wind Fan Uncommon Wind FanWhile holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. However, caution is advised, as the magical properties of the fan are delicate. Once used, the fan should not be employed again until the next dawn. Repeated use before then increases the risk of malfunction, with a cumulative 20 percent chance of failure, causing the fan to tear into useless, nonmagical tatters.spellsUncommonWondrous Item —— Control
Windvane Legendary WindvaneA silver spear adorned with dark sapphires, Windvane’s polished surface exudes an ethereal breeze. The weapon contains a spark of Yan-C-Bin, the Prince of Evil Air.

You gain a +2 bonus to attack and damage rolls with this finesse weapon. When you hit with Windvane, the target takes an extra 1d6 lightning damage.

Air Mastery. While holding Windvane, you gain the following benefits:

You can speak Auran fluently.
You have resistance to lightning damage.
You can cast Dominate Monster (save DC 17) on an air elemental. This feature can’t be used again until the next dawn.

Song of the Four Winds. Within an air node, you can perform the Song of the Four Winds ritual using Windvane to create a devastation orb of air. After performing the ritual, this feature can’t be used again until the next dawn. (See Devastation Orb description for ritual details.)

Flaw. Windvane imparts mercurial and unreliable tendencies to its wielder. While attuned, you gain the following flaw: “I break my vows and plans. Duty and honor mean nothing to me.”
LegendaryWeapon Spear Required Bonus: Magic, Weapon Property: Finesse, Damage: Lightning, Language: Auran, Resistance: Lightning, Damage, Buff, Combat, Thrown, Versatile
Winged Ammunition Uncommon Winged AmmunitionThis unique ammunition enhances your ranged attacks, providing improved accuracy and penetration.

Ranged weapon attack rolls made with this ammunition ignore half and three-quarters cover.
Attacking at long range doesn’t impose disadvantage on ranged weapon attack rolls made with this ammunition.
UncommonWeapon —— Combat
Winged Boots Uncommon Winged BootsWhile wearing these enchanted boots, you gain the ability to fly. Your flying speed is equal to your walking speed. The boots allow you to fly for a total of 4 hours, which you can use all at once or in shorter flights. Each flight must be a minimum of 1 minute. If you are airborne when the duration expires, you descend at a rate of 30 feet per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they remain unused.
UncommonWondrous Item Required Set: Innate Speed (Flying), Movement, Footwear
Wings of Flying Rare Wings of FlyingWhile draped in this magical cloak, you can activate its power by speaking a command word as an action. The cloak transforms into a pair of either bat wings or bird wings on your back, granting you a flying speed of 60 feet. This effect lasts for 1 hour or until you use another action to utter the command word, reverting the cloak to its original form.

Once the wings disappear, you must wait 1d12 hours before you can use them again.
RareWondrous Item Required Set: Innate Speed (Flying), Movement, Outerwear
Wingwear Uncommon WingwearThis form-fitting uniform adorned with symbols of air features leathery flaps extending along the arms, waist, and legs, resembling wings designed for gliding. A Wingwear suit possesses 3 charges. While attuned to the suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. Each turn, your altitude decreases by 5 feet. If you haven’t flown at least 30 feet horizontally during your turn, your altitude instantly drops to 0 feet, and you must expend another charge to use the suit again.

To replenish its charges, the suit must spend at least 1 hour in an elemental air node.
UncommonWondrous Item Required Set: Innate Speed (Flying), Movement
Winter’s Dark Bite Uncommon Winter’s Dark BiteThis mysterious greatsword, forged from an unidentified black metal, grants a +1 bonus to both attack and damage rolls. In standard conditions, it functions as a +1 greatsword. However, its potency increases under specific circumstances: against a thessalhydra, it operates as a +3 greatsword, and within the Upside Down, it becomes a formidable +4 greatsword.UncommonWeapon Greatsword —— Bonus: Magic, Damage, Combat, Heavy, Two-Handed
Witchlight Vane Legendary Witchlight VaneThis ornate rod, adorned with butterfly wings and red glass, weighs 3 pounds and serves as a magical mace. When attuned, it grants a +3 bonus to both attack and damage rolls, dealing an extra 1d8 radiant damage on a successful hit.

Sense Mood. Within the Witchlight Carnival, the vane senses the mood of creatures with an Intelligence of 4 or higher. Attuned users can pinpoint the location of the happiest creature in the carnival as an action. The butterfly-shaped top of the vane indicates overall mood changes.

Sentience. The vane is a sentient, chaotic good item with an Intelligence of 11, Wisdom of 14, and Charisma of 14. It communicates emotions to its attuned user and aims to ensure everyone in the Witchlight Carnival has a good time.

Additional Properties. The vane has several extra features:

The attuned creature gains vulnerability to lightning damage.
The attuned creature becomes immune to blindness, deafness, petrification, and stunning.
While carrying the vane, the attuned creature can cast Dancing Lights, Polymorph, or Ray of Frost as an action, using Charisma as the spellcasting ability. After Polymorph is cast, roll a d8; on a 3 or 8, the vane can’t cast Polymorph again until the next dawn.
spellsLegendaryWeapon Mace Required Vulnerability: Lightning, Immunity: Blinded, I
Witchlight Watch Legendary Witchlight WatchThis ornate pocket watch, attached to a gold chain, emanates a faint golden glow when opened, accompanied by a soft ticking audible only to its holder. The watch’s face depicts a miniature painting of the Witchlight Carnival surrounded by a small henge with a nightly orbiting mote of light. Shadows cast by the light aid in tracking the passage of time.

Carnival Setup and Takedown. The attuned creature can use an action to initiate the packing or unpacking of the Witchlight Carnival on the same plane. Within 1 hour, carnival elements are magically arranged for travel or restored to their full setup. Creatures move freely during this process. Once started, the packing or unpacking can’t be halted until completion. This property can’t be used again until 8 hours have passed.

Additional Properties. The watch features extra abilities:

While carried, the attuned creature can cast Fire Bolt, Invisibility, or Message as an action, without components, using Intelligence as the spellcasting ability. After casting Invisibility, roll a d8; on a 3 or 8, the watch can’t cast Invisibility again until the next dawn.
The attuned creature gains 30 pounds, which vanishes when attunement ends.
The attuned creature must eat and drink eight times the normal amount each day.
LegendaryWondrous Item Required Mister Witch or His Handpicked Successor
Witherbloom Primer Uncommon Witherbloom PrimerThe Witherbloom Primer, a magical textbook from Strixhaven’s Witherbloom College, possesses 3 charges, regaining 1d3 expended charges each dawn. While holding the primer, if you make an Intelligence (Nature) or Wisdom (Survival) check, you can expend 1 charge to gain a 1d4 bonus to the check after rolling the d20.

Moreover, after a long rest, studying the primer allows you to choose a 1st-level spell from the Druid or Wizard spell list. Before completing your next long rest, you can cast the chosen spell once without expending a spell slot, provided you hold the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
UncommonWondrous Item Required Bonus: Nature, Bonus: Survival, spellcaster Spellcaster
Woodcutter’s Axe Rare Woodcutter’s AxeThis magical Woodcutter’s Axe grants a +1 bonus to both attack and damage rolls. When wielded in an attack against a plant (including creatures with the Plant type) or a wooden object not being worn or carried, the axe deals an additional 2d6 slashing damage on a successful hit.RareWeapon Greataxe —— Bonus: Magic, Damage: Slashing, Heavy, Two-Handed
Wraps of Unarmed Prowess Varies Wraps of Unarmed ProwessWhile you wear these cloth wraps, your unarmed strikes are considered magical, allowing them to overcome immunity and resistance to nonmagical attacks and damage. Additionally, you gain a bonus to both the attack and damage rolls of your unarmed strikes based on the wraps’ rarity.

Uncommon: +1 bonus
Rare: +2 bonus
Very Rare: +3 bonus
VariesWondrous Item —— Bonus: Unarmed Attacks, Damage: Unarmed Attacks, Damage, Combat, Wristwear
Wyrmreaver Gauntlets Very Rare Wyrmreaver GauntletsOriginally crafted for ground-bound giant brawlers to combat dragons and other colossal aerial predators, these studded gauntlets bear the dragon rune.

While wearing these gauntlets, your unarmed strikes deal an additional 1d6 force damage on a hit. Additionally, after each long rest, choose one of the following damage types: acid, cold, fire, lightning, or poison. You gain resistance to the chosen damage type until you finish another long rest.

Invoking the Runes: As a bonus action, you can invoke the gauntlets’ runes, summoning two enormous spectral fists that envelop the gauntlets and mimic your hand motions. These fists can launch themselves to strike distant opponents, returning immediately to your space after hitting or missing.

The spectral fists last for 1 minute or until you are incapacitated. While active, your unarmed strikes on your turn have a reach of 30 feet. Additionally, when you hit a creature with an opportunity attack made with your unarmed strike, the creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or be prone.

Once the runes have been invoked, they can’t be used again until the next dawn.
Very RareWondrous Item Required Damage: Force, Warding, Handwear
Wyrmskull Throne Artifact Wyrmskull ThroneThe Wyrmskull Throne, an ancient dwarven artifact, hovers above the ground, adorned with the impaled skulls of four blue dragons. It is a symbol of dwarven power and pride, but its true potency is unlocked when attuned to a Ruling Scepter of Shanatar.

After falling into various hands, the throne found its way to King Hekaton of the storm giants, becoming the centerpiece of his undersea citadel. Only those attuned to a Ruling Scepter can unlock the throne’s powers.

Properties:

The throne gains a flying speed of 30 feet, allowing it to hover and move at the creature’s will, without expending charges.
Both the throne and its occupant can move through earth and stone seamlessly, without expending charges.
Lightning Bolt: The creature can expend 1 charge to cast Lightning Bolt (spell save DC 19) as a 9th-level spell, dealing 49 (14d6) lightning damage.
Globe of Invulnerability: Expending 2 charges creates a protective globe around both the creature and the throne.
Spectral Dragon: Spending 3 charges summons a spectral ancient blue dragon, lasting 1 minute, attacking at the end of the creature’s turns.

Destruction:
The throne can be destroyed by simultaneously breaking at least five Ruling Scepters of Shanatar on it. This triggers a violent explosion, causing shards of obsidian to fly in all directions. Creatures and objects within a 30-foot radius must succeed on a DC 21 Dexterity saving throw, taking 70 (20d6) slashing damage on a failed save, or half as much on a successful one. The method to destroy the throne is a closely guarded secret, requiring a quest to uncover.
ArtifactWondrous Item —— Set: Innate Speed (Flying), Damage, Movement, Warding
Yester Hill Axe Unknown Rarity Yester Hill AxeThis battleaxe, its handle intricately carved with leaves and vines, possesses an otherworldly essence. Despite its formidable appearance, it weighs only half as much as a typical battleaxe. The Yester Hill Axe carries a unique enchantment, revealing its true potential when wielded against plants or by a creature of non-good alignment.

Properties:

Nature’s Bane: When the axe strikes a plant, whether a mundane plant or a creature of the plant type, it deals an additional 1d8 slashing damage. The weapon seems attuned to the destruction of botanical life.
Thorned Affliction: In the hands of a creature with a non-good alignment, the axe reacts defensively, sprouting thorns with each attack. After making an attack, the wielder suffers 1 piercing damage from the magical thorns that manifest as a consequence. This damage is unavoidable and occurs immediately after the attack.

The Yester Hill Axe’s origin and full potential might be shrouded in mystery, but its affinity for nature’s destruction and its prickly defense mechanism make it a weapon of unique and enigmatic power.
Unknown RarityWeapon Battleaxe —— Damage: Slashing, Damage: Piercing, Versatile
Yklwa, +1 Uncommon Yklwa, +1You have a +1 bonus to attack and damage rolls made with this magic weapon.UncommonWeapon Yklwa —— Bonus: Magic, Damage, Combat, Thrown
Yklwa, +2 Rare Yklwa, +2You have a +2 bonus to attack and damage rolls made with this magic weapon.RareWeapon Yklwa —— Bonus: Magic, Damage, Combat, Thrown
Yklwa, +3 Very Rare Yklwa, +3You have a +3 bonus to attack and damage rolls made with this magic weapon.Very RareWeapon Yklwa —— Bonus: Magic, Damage, Combat, Thrown
Ythryn Mythallar Legendary Ythryn MythallarThe Ythryn Mythallar, a captivating crystal globe encased in an ornate cradle, emanates a brilliant light in a vast radius, drawing magic from the Weave itself. Designed to empower magic and control the environment, this legendary device requires careful attunement by spellcasters.

Properties:

Flight of the Mythallar: While on the same plane of existence, you can use an action to command the mythallar to fly in any direction at a speed of 30 feet. All matter within 500 feet of the device moves with it. The mythallar and supported structures hover in place when not in motion.

Magical Recharge: As an action, you can use the mythallar to instantaneously restore all expended charges or uses of one magic item you are holding within 30 feet. The recharged item cannot benefit from this feature again until it regains expended charges or uses naturally.

Weather Control: You can employ the mythallar to cast the Control Weather spell without any components, even indoors. This casting has a 50-mile radius, and for the spell’s duration, you must remain within 30 feet of the mythallar.

Attunement and Communication:

Up to eight creatures can attune to the mythallar simultaneously by meditating on it during a short rest.
Creatures attuned to the mythallar sense when it is being used.
A consensus among all attuned creatures is required to activate any of the mythallar’s properties.

Dangerous Touch:

Any creature touching the mythallar must make a DC 22 Constitution saving throw or suffer 180 (20d10 + 70) radiant damage (half on a successful save).
Undead have disadvantage on this saving throw.
Objects, except for artifacts and the mythallar’s cradle, disintegrate instantly upon contact.
spellsLegendaryWondrous Item Required spellcaster, Control Spellcaster
Zephyr Armor Rare Zephyr ArmorThis elegant white-and-silver armor, adorned with the distinctive wind rune on its chest, is known as Zephyr Armor. When attuned, it grants its wearer remarkable agility and the ability to invoke a protective wind wall.

Properties:

Agile Movements: While wearing the Zephyr Armor, you have advantage on Dexterity (Acrobatics) checks and Dexterity saving throws. The gentle currents of wind surrounding the armor enhance your nimbleness.

Wind Wall Invocation: As an action, you can invoke the armor’s rune to cast the wind wall spell (save DC 15). This magical barrier of swirling winds provides protection against projectiles and ranged attacks. Once the rune is invoked, it cannot be used again until the next dawn.

This rare armor is favored by those who value both grace and elemental defense, as it allows for swift, wind-enhanced maneuvers and a protective barrier against incoming threats.
spellsRareArmor Required Advantage: Acrobatics, Advantage: Dexterity