5e Custom Magic Items

This document is officially deprecated

Feel free to keep using the items here if you want, but I will no longer be updating this document… because I put them on my website! You can find these items plus many more, updated/corrected versions, and hopefully an easier way to search and look through these items!
Thank you to all those who have submitted corrections and wording suggestions and I hope the site is more useful than this old slow google document 🙂

All future items, updates, and corrections will be here https://items.borntodostuff.com/


Mediocre Magic

These magic items are meant to be alright, niche, or occasionally even useless. They are meant to be relatively simple and some of them don’t have precise rules because it’s meant to be up to the DM to decide exactly how it pans out, and just give them an idea of what the item might be able to do. Grayed out items are rejected items that I have not deleted yet because I am saving their ideas. More serious items are in the next section.

Scrolls

Not all scrolls are made equal, some contain powerful combat spells, others… don't.


Courtier’s Scroll

This scroll can be challenging to create as it is meant to be concealed within a hand. It’s for those suitors with a magic flair and a bit of extra pocket change that are unable to master the magic arts themselves.

When held in a fist and squeezed at arm’s length from the body, it erupts into an eloquent bouquet complete with sparkling effects. The exact flowers that are created are usually chosen by the scroll maker. It also has a, possibly too small, arrow pointing in the direction the blossoms will emerge. If it's not spotted roll a d4, even the flowers are up, odds the flowers are down.

Desert Wanderer’s Friend

When unrolled this scroll slowly lofts into the air just above head height and expands to create a 30 foot by 20 foot floating canvas, lengthwise in the direction the caster was looking, casting a lovely patch of shade. It will remain in the location it was opened for the next 10 hours before it sinks to the ground and dissolves into sand.

Immovable Scroll

This scroll is flecked with what looks like pieces of metal and springs open as if it wants to be flat instead of rolled up. You can see a clear outline of a hand within its runes. As an action you can unroll this scroll and place your hand in the outline. When you do so it hardens and becomes magically fixed in place. Until the scroll becomes wet or burns it doesn’t move, even if it is defying gravity. It can hold up to 100 pounds of weight. More weight causes the scroll to shatter. If it does not become wet, burn, or shatter, it will remain in place for the next month before becoming mundane parchment.

Paper Maid

This simple white scroll is tied off with 4 black ribbons in a bow. To activate the scroll place each ribbon in a corner or door of the room you desire to be cleaned. When you do so the scroll will roll itself into a conical shape and sprout a tuft of feathers from its base before beginning to vigorously dust and sweep the space marked out. The paper maid is guaranteed to dust, sweep, and de-cobweb up to a 50 foot cube in just a few moments without disturbing any furniture or valuables, although results may vary on larger areas. After cleaning it’s designated area it will gently come to rest on the nearest flat surface before becoming a mundane paper duster.

Patchwork Scroll

This small rolled up bundle of fabrics is more than it appears. When you unroll it you find it has magic symbols stitched into the outer hem and is precisely 1 foot square.

This scroll, when placed over a break or tear in an object as an action, immediately begins unraveling at the hems if the break or tear is completely covered by the cloth. At the beginning of your next turn the now unraveling cloth melds into the surface, casting Mending on the object it was placed on. The object is now repaired, leaving no trace of former damage, and the scroll gone.

Note: Could be made in bigger sizes. It is exponentially more valuable the larger it is.

Reynier’s Miniature Raincloud

This scroll is sealed with white wax that shimmers in the light and has the crest of a lightning bolt. When the seal is broken, a tiny cloud the size of a fist appears 5 feet directly above the scroll. This cloud grows until it is 5 feet wide before beginning to rain. It rains 1d4 gallons of water over the course of 1 minute. This water is perfectly clear and could even be described as glittering. After 1 minute a single lightning bolt strikes the ground from the tiny cloud before it dissipates, and any creature within 5 feet of that point must make a DC 12 Dexterity saving throw or take 1d10 Lightning damage.

Scroll of Armor

When unrolled this rough scroll grows in size and thickness until it is a fingers width thick and big enough around to encircle the creature that activated it. It floats in place where it was unrolled as purple glyphs fly from thin air as if magnetized to it. As it becomes saturated with glyphs it flies towards the creature that activated it and attempts to attach itself around their midsection. 

If they choose to, they can resist with a DC 14 strength check, or dodge it with a DC 18 acrobatics check.

If they fail or are willing it cinches around their abdomen and the glyphs begin circling their body. While wearing the scroll they have advantage on saves against all spells that target only them. They also suffer -10 to their movement speed. The scroll crumbles to dust after 1 hour, as the glyphs fade away, or if you take lightning damage.

Scroll of the Copycat

This scroll unrolls into a single large piece of paper, with one side blank and the other covered in runes. When you put the blank side over an object or paper with writing on it and rub the runes over the writing, the runes fade. When the scroll is turned over, the blank side will be a perfect copy of all writing that the scroll was covering, as if it was scribed with black ink.

Scroll of Loudness

This scroll has radiating lines originating from the edges of the parchment and a bold red border. When activated and then re-rolled for the next hour when any creature speaks through the scroll their voice is up to four times as loud. The tighter the scroll is rolled the quieter the sound.

Scroll of the Rod

When this light gray parchment scroll is rolled tightly and bent over the knee it quickly stiffens and its color shifts to the look of cast iron. Over the next few seconds it elongates to a 4 foot rod that is as straight as an arrow. The rod is about two fingers wide, and feels like parchment but has all the properties of metal. 

It weighs 4 pounds and can support up to 400 pounds. The scroll will remain in this form for the next hour. At the end of the hour’s time it will shrink down its previous size but will remain the dark metallic hue. It cannot be used again in this way but it could possibly make a good paper weight as it also retains its weight.

Scroll of Scrolling

This scroll unrolls into a 1 foot square with a magic circle in the center. When a book, a stack of papers or parchment, or any non-living object with writing (that fits on the scroll) is placed into the magic circle, it activates. Light emits from the lines of the magic circle and the scroll smokes until the object placed on it is enveloped. Once it finishes this process the smoke clears to reveal a scroll replacing the original object, but containing all the written information that was on it. 

The covering of the scroll depends on the material provided. For instance a hardbound book becomes a scroll within a custom fitted scroll case in the color of the binding. This is useful for making travel versions of books because scrolls created in this way are never more than half the original weight.

If a scroll created in this way is brought into an anti-magic field or is dispelled it explodes into the original object(s) it was made out of.

Scroll of Smiting

When held in the air above the head, or unrolled during a storm this scroll activates, tingling with static. It calls down powerful lightning from above with a clap of thunder, scorching the ground around it. When used in this way the scroll is disintegrated. 

Any creature within 5 feet of the scroll or holding the scroll when it is activated must make a Constitution saving throw DC 18. On a failure they take 3d10 Lightning damage, on a success they take half. 

Any creature within 10 to 60 feet of the scroll must make a Constitution saving throw DC 15 as the shockwave hits. On a failure they take 3d6 Thunder damage, on a success they take half. 

Undead and Evil aligned creatures have disadvantage on these saves. 

Scroll of Spawn Light

This scroll appears to be a summoning spell to anyone who is not familiar with this type of scroll. If this scroll is activated it crumples itself and begins to inflate until it resembles a paper lantern. It then floats at head height an arms length behind the creature that activated it, casting a soft light out to 15 feet. 

The scroll remains in this form for the next 8 hours or until it is damaged. When the 8 hours are up or it is damaged it sets alight and burns until it becomes ash, if it is put out it continues to dim until it is no longer usable and falls to the ground.

Scroll of Waterbreathing

When unrolled underwater it quickly re-rolls itself and constricts into a slender bamboo shoot about 5 feet long. It is hollow, and while very narrow the user will find they can breathe through it as if it isn’t even there. The scroll will remain in this form for the next hour during which for all intents and purposes it is a length of bamboo. At the end of the hour it will collapse into a soggy sheet of parchment.

Scroll of Weapon Mimicking

This scroll has runes all along its outside edge and no way that you can discern to activate it. However, if this scroll is damaged by any melee weapon it will begin burning and the sound of crumpling paper can be heard. At the beginning of your next turn it will suddenly harden into a copy of the weapon that damaged it. This copy lasts 1 hour before it once again bursts into flames and then turns to ash. If the weapon is magical it will not copy any of its magical abilities but will perfectly mimic its appearance and basic properties.


Wondrous Items

These wondrous items inspire slightly less awe than most other wondrous items


Dionysus’ Decanter

This crystal wine bottle is completely opaque and holds a strong, deep red alcohol but it cannot be poured out, only drunk from. It can be depleted but any liquid poured into the flask is instantly transformed into an equal amount of alcohol and any poison is nullified. Any creature that has drunk from the decanter knows the direction of the nearest alcohol within 10 miles (besides the decanter) for the next hour.

Dryad's Grapes

This odd gift from a forest dryad appears to be a large cluster of off-color grapes. Truly though it is alive, and every day it grows 10 new purple spheres the size of a small marble. While they may look very much like a fruit, on closer inspection each sphere is a shiny bulb of wood which is quickly made obvious to anyone who attempts to eat them.

They are easily plucked off and it can hold up to 50 of these bulbs before it stops growing more. As a bonus action a creature can grab a handful of the wooden orbs and scatter them on the ground in a 5 foot square. Any creature moving to or through this square must make a DC 10 dexterity check or fall prone. A creature does not have to make this check if they move at half speed. Each time you do this it costs 20 grapes.

If you do this twice on the same square any creature moving to or through this square must make a dexterity check at disadvantage. They may roll without disadvantage if they move at half speed.

All grapes that have been plucked off the vine wither and grow mushy by the end of the day, making them useless.

Folded Friends

These 6 inch squares of paper are beautifully flowered on one side and some even gilded. On the other side they are blank except for an intricately inked magic circle.

When someone begins to fold them they continue folding until they begin to resemble a creature and become animated, although they don’t increase in size and only stand a few inches tall. These little helpers last until they are damaged or become wet and are loyal to whoever began folding the paper.

With a little practice anyone can learn how to create one they have had before or even something new. There are three common shapes:

Humanoid

These little guys can only lift up to 5 pounds but are quite dextrous with their hands, and able to follow rather complex orders.

Elephant

Their triangular build makes them much stronger than most other transformations and they are able to carry and lift up to 15 pounds. They aren’t smart but they can still follow simple two or three word commands.

Bird

Unfortunately unable to sing, this little bird is able to carry messages written on it, or with it, to a specific location. If shown on a map where to take it and told to “fly” it will be able to navigate exactly to where you pointed, and do its best to fly around storms. It can also return to where it was folded by being told to “go home”.

Generous Gulping Gourd

This pale gourd has ornate glyphs painted in black around the cork at its apex and twine braided about it. Nobody has ever been able to open the stopper. A thin metallic clinking can be heard when the gourd is shaken.

Once a day as a reaction the creature in possession of the gourd can hold it out in front of them when targeted with a spell and the gourd will cast Dispel Magic at 4th level for them, if it needs to roll it rolls with a +6 bonus. 

If it successfully dispels the spell the glyphs around the cork will softly pulse until the next time the creature in possession of it uses a 1st level spell slot. When this happens they do not expend a spell slot and the magic energy leeches from the gourd instead.

Greedy Gulping Gourd

This pale gourd has ornate glyphs painted in black around the cork at its apex and thick twine wound around it. Nobody has ever been able to open the stopper. A dull clatter can be heard when the gourd is shaken.

Whenever a spell is cast within 10 feet of the gourd, no matter who cast it, roll a d20. On a 1 the gourd casts Dispel Magic at 4th level, if it needs to roll it rolls with a +4 bonus. 

Once a day as a reaction the creature in possession of the gourd can hold it out in front of them when targeted with a spell and the gourd will attempt to dispel the spell for them. 

Whenever the gourd successfully dispels a spell the cork loosens and the glyphs glow as the magic energy is sucked into the gourd before it clamps tightly shut once again.

Hearthstone

These oblong rocks have been compared to a dragon’s egg because of their appearance. They are only the size of a fist but underneath the cracked rocky surface a red hot core is visible. They are usually found near hot springs, and are a commonplace heirloom passed down from generation to generation in the mountainous regions to protect against the bitter winters. 

It is a very convenient hand warmer but it is inconveniently slightly too warm and you will take 1 fire damage every turn you are in direct contact with a hearthstone, although it will not start fires.

It is a boon to the injured and cold, as its aura of warmth has a comfort to it, and every hour you are within 5 feet of the Hearthstone you gain 1 hitpoint. In addition, while it is on your person you have advantage against exhaustion checks due to cold weather.

Jar of Fairy Light

This small jar is made with a thick glass and has several colorful lights that flit about within it, shedding dim light out to 10 feet. You can use this jar of strange lights as an arcane focus. Whenever you cast a spell of first level or higher using the jar as a focus the lights within cast Dancing Lights at a point within range ignoring concentration. You can choose where these lights appear but can not move them or combine them.

Note: If the jar is opened the lights within could form into a humanoid shape and attempt to communicate with body language as if they are a sentient Dancing Lights. This could be a story point.

Jar of Hoarder Beetles

This wide glass jar weighs 2 pounds and has holes poked in its lid. It contains about a dozen beetles of blue and green hues, each the size of two thumbs, and their hoard they sleep on. When you find the jar it has 2d10 silver pieces in it, 1d10 each of gold and copper pieces, and a selection of shiny rocks and bits lying at the bottom. The beetles will always find their way back to the jar at dusk as long as their hoard is worth at least 2 gold and covers the bottom of the jar. 

If released the beetles will fly off in search of shiny objects to add to their pile. When released at dawn within a town the beetles gather 1d10 silver, 1d4-1 each of gold and copper, and 1d4 shiny rocks and bits throughout the day. At the DM’s discretion the coins gathered might change in number or quality depending on the town.

Lantern of Light Manipulation

This hooded lantern has a cloudy bulb beneath it rather than a fuel canister but otherwise appears as any other when it is lit. However when it is turned off or runs out of energy wisps of deep black begin to emanate from it. After it has been turned off for 1 minute it begins viciously smoking and creates a 10 foot radius of magical darkness as it devours all the light around it. This magical darkness can not be dispelled but a light spell of level 3 or higher causes it to temporarily dissipate. For every hour this lantern is turned off it can fuel itself for an equal amount of time, up to 12 hours. Additionally, while holding the lantern you can focus on another object you are touching and cast Light as a bonus action. The lantern appears to extinguish but is considered to be on while this effect is active and continues to consume energy for the duration of the Light spell.

Magical Tattoos 

These tattoos create a magical bond between two or more creatures. Needless to say they are next to impossible to remove but even if they are their effects are permanent short of a Wish. Because of this it is difficult to find someone both willing and able to create magical tattoos so they are a rather rare occurrence. 

Channeling Circuits

This tattoo is an interwoven web of right angles, usually stretching from the torso to fingertips. You gain two abilities and you may use one per short rest.

  • You may cast a spell up to 5th level, expending a spell slot as normal, but ignoring verbal and somatic components.

  • You may cast any spell up to 1st level that would normally be an action or bonus action as a reaction triggered by being attacked, or as an opportunity attack. If a spell slot would be expended it is expended as normal.

Bond of Battle

Popular amongst military units, these tribal forearm tattoos allow stupendous synchronization in battle, giving the pair +1 AC when standing within 10 feet of each other. Their movements almost seem as if they know exactly what the other is going to do next.

However without their bonded partner they appear to be missing part of their senses and while farther than 30 feet from the bonded creature they each have disadvantage to perception checks.

Bond of Bitter Blood

This tattoo often goes on the hand or leg and resembles a set of fangs. It is most common amongst assassins and snake handlers. When one of the pair fails a saving throw against being poisoned, the other may roll also. On failure both are poisoned, but on a success neither are affected. If the poison has a local effect it starts as if injected at the tattoo in the creature that was not directly affected by the poison.

Band of Brothers

The closest of comrades, and often siblings get these wide banded wrist or ankle tattoos. Creatures who share this tattoo know the general direction of their bonded partner at all times.

Whenever the bonded “brother” is suffering or in danger the other can feel twinges of pain from the tattoo. Additionally they gain advantage to all checks to assist their brother when they are in peril.

When a soul brother perishes the other feels intense agony throughout their body originating in pulses from the tattoo and in turn loses 10 years of their own life. 

Bond of Paternity/Maternity

A small tattoo resembling a birthmark is carefully inked on a baby or child and an adult. The child takes on a familial resemblance to the adult as it grows and is generally accepted by observers as the progeny of the adult. After one year the strength of the bond deepens and requires significant magic/divine intervention to reveal or remove.

if the child finds out about the mark (verbally, by themselves, through magic, or otherwise), after the period it takes to disappear, over the next year the effects of the bond wear off and they shed all familial resemblance to the fake parent. Additionally they may even grow to resent the parent for their trickery, even if the parent was kind to them.

Eyes of the Blind

This tattoo is a circular design, usually in purple or red, on the neck or back of the head. It’s typically shared between blind and visioned siblings, and once per short rest they allow the other to see using their partner’s vision.

When the tattoo is created the left eye of the sighted partner (if they both have fully functional eyes it applies to both of them) glazes over and they are unable to see from it. Whenever the other partner is seeing using the bond the glazed eye of the sighted partner comes back to life for the duration. While this is happening the eye that was taken over is still under control of the sighted partner but it is the color of the blind partner's eyes (or the color they used to be).

Lovers Link

This is one of the most elegant of the magical tattoos, it’s the first name of your loved one in a flowing script directly over the heart. This is a tattoo that is rare to find, as it’s one thing to be in love, and it’s another thing to never love again. 

If the partners are separated they can know the other is alive from the faint heartbeat coming from the tattoo. If the partner dies however the tattoo will shrivel and leave a scar where it once was, leaving the surviving partner to never love again. They may find those that they care for but they will never be able to find romance from that moment on.

Original idea for magical tattoos from Kalimojo and this post

Needle of Mending

This needle has a short length of bright red thread attached to it and the smallest of runes around the eye. If you take 1 minute you can repair any single tear or hole in leather or cloth as long as it’s no larger than 3 feet in any dimension, and all the material is still there. If material is missing and you have more available you can use new material to replace it. After an hour the thread melds into the surface and the seam disappears as if it was never there. The thread never seems to run out.

Sahuagin Stimulant

The primary ingredient for this deep red potion is supposedly shark blood. Any creature that consumes it gains 3d8 temporary hit points and an action surge. These last for one hour, and expire after that time. Any creature not a Sahaguin suffers from the Poisoned status the day after they take the stimulant which lasts until they take another long rest.

Vial of Thundering Orbs

This small vial holds a clear foaming liquid, and has a wand of sorts attached to it by a string. As an action a creature can soak the wand in the liquid and blow on it, when they do so 10 airy crystalline orbs form at the end of the wand and gently float wherever the wind fancies. Using the vial in this way expends a charge.

The orbs burst after traveling 100 feet, touching a creature, or bumping into a sharp object. When an orb bursts it deals 1d4 thunder damage to all creatures within 5 feet as an uncannily large concussion emanates from them that can be heard out to 100 feet.

The vial is found with a number of uses equal to 2d10 or a number of the DM’s choosing and when all uses are expended it is empty and cannot be used again.

Wand of Mending

This wand is made of a sturdy oak and each end is seamlessly reinforced with bronze. It has 5 charges and regains 1d4+1 charges each day at dawn.

You may choose to spend a charge to cast Mending with a range of 10 feet. For every additional charge spent to cast Mending the size you may mend increases by 1 foot.

If you double the charges spent you may cast Mending as a bonus action.

Watch of Timelessness

This simple pocket watch is mesmerizing to a fault. Any creature that checks the time is momentarily hypnotized. They feel slightly disoriented and are unable to read a map or discern cardinal directions for the next minute, making it very easy for them to become lost. It’s somehow cheering though, and if a creature takes a bonus action to pull it out of their pocket to check on it they gain an extra spring in their step and +10 movement speed.

Wearables

Wear ‘em on your head! Your feet! Your hands! Or if you are boring, wear as directed.


Babylonian Amulet of Hearing

This amulet is a tiny book carved from black opal and the title is written in an incomprehensible language. Once per day while wearing the amulet you can activate it and choose any language that you have heard spoken before. While the amulet is active it repeats the literal meaning of everything said, within hearing range, in the chosen language in common.

Babylonian Amulet of Speech

This amulet is a tiny book carved from bloodstone, the title is written in an incomprehensible language. Once per day while wearing the amulet you can activate it and choose any language that you have heard spoken before. While the amulet is active it repeats the literal meaning of everything you say in the language you chose.

Boots of Blasting

These heavy metal boots weigh 5 pounds together and appear to be heavily charred.

As a bonus action once per short rest you can stomp your foot and either rocket 10 feet into the air and 20 feet in any direction you choose, or 25 feet into the air and 5 feet in any direction you choose, dealing 1d6 force damage to you and all creatures within 5 feet in the explosion. When moving in this fashion using the boots you do not incur opportunity attacks.  

These boots do not negate fall damage that might be incurred from their use however while wearing the boots of blasting you cannot be knocked prone by falling.

Cloak of Conspicuous Armor

As an action while wearing this gray pleated cloak you can wrap it around yourself and choose a type of heavy armor. You immediately appear to be wearing the armor you choose. This armor appears polished as if it is brand new, and with embellishments of your choice. This does not affect your AC and you are not considered to be wearing armor for the sake of any bonuses. This effect lasts until you remove the cloak or dispel it as an action.

If a creature touches the armor they are immediately aware of the illusion but otherwise they are convinced so long as they did not see you begin the illusion.

Cloak of Hot Air

This cloak always seems to be affected by a light breeze and flows behind you constantly. While wearing this cape you have advantage on Charisma checks to appear heroic, royal, or awe-inspiring.

Gentleman's Gloves

These white leather gloves are always the perfect fit. A true gentleman never dirties his hands, and these gloves will attune to the wearer as soon as they do something that would have otherwise dirtied their hands with the gloves on.

They say beware a gentleman that goes to war. While wearing the gloves if you are above half hit points you cannot take a bonus action, but you can accomplish anything that would normally be a bonus action as an action. However when you drop below half health you are able to take two bonus actions per turn.

Gloves of Channeling

These leather gloves are wrist length and seem to be burned with a delicate, asymmetrical web of right angles.

The gloves have 5 charges and while casting a spell if you are wearing the gloves and expend a number of charges equal to the spell slot used you may ignore any verbal or somatic components for the spell. When you expend charges in this way the gloves network of burns glows with energy that varies in color depending on the school of magic.

The gloves regain all expended charges each day at dawn.

Matador’s Mantle

The Matador’s Mantle is a gaudy short red cape with gilded edges and intricate stitching. As a bonus action while wearing this cape, you can spend 15 feet of movement to move 5 feet. This movement doesn't provoke opportunity attacks.

Pamsprei’s Boots

These calf-length leather boots are slick to the touch and have a light sheen to them. Strangely they never get stuck in the mud or get dirty, everything seems to roll right off of them. While wearing them you have advantage to escape any effect or object that would normally trap your feet and additionally difficult terrain involving mud, or other sticky substances, does not affect you. Be careful while walking on ice though.

Ring of Rapid Regeneration

While wearing this ring you regenerate quickly as long as you have food. When you take a short rest to eat a hot meal you gain two hit dice worth of temporary hit points and lose one level of exhaustion. However, whenever you are healed, any temporary hit points you gained in this way are destroyed. Additionally, it never takes you longer than 1 hour to regain consciousness. 

Satchel of ‘Splosions

Besides the small holes and scorch marks riddling this bag it looks like an average leather satchel. It appears to have nothing in it but if you reach in without looking you feel several large stones.

As a bonus action a creature can reach into the bag and pull out a small fist-sized stone that begins smoking. At the end of the creature’s next turn it will shatter with a low crack and a small flash of light. The crack can be heard from 100 feet away and the stone explodes into small fragments dealing 1d10 piercing damage to all creatures within 5 feet. Using the satchel in this way expends 1 charge.

This Satchel has 4 charges, and regains all expended charges each day at dawn.

A creature can throw one of the exploding stones as an attack action, it counts as an improvised ranged weapon and has a range of 30 feet.

If the creature wearing or holding the satchel takes more than 5 fire damage or the satchel takes fire damage directly a stone explodes.

Satchel of Superior Sorting

This simple leather messenger bag was made by an eccentric sorcerer who was irritated that his component pouch was constantly so disorganized. It has as many or as few pockets as the wearer needs, up to 20 pockets. Each time the pouch is opened the contents are neatly organized even if they were not when it was closed and it has a free pocket for anything you are holding that fits into the bag. It always weighs 5 pounds, empty or full, and can hold up to 20 pounds of goods as long as they fit into the mouth of the satchel.

Satchel of Subpar Sorting

This satchel appears in every way to be a Satchel of Superior Sorting and functions very similarly, it is a failed experiment by the same sorcerer that created the Sorting Satchel after all. But each time a pocket is created if there are more than 10 pockets total roll 1d20. On a 1 pick a pocket at random and that pocket is emptied into another dimension.

Scarf of Summoning

This light decorative scarf is a pleasant yellow and just large enough to tie around the neck or use as a bandana. They were made popular after a stellar review by a jungle explorer claiming it protected him from a large ape. It is not only a fashionable accessory though, once per short rest if the scarf is placed flat over a solid surface and the command word “banana bandana” is spoken a banana appears as the scarf is lifted. This banana is always ripe, but will go bad by the end of the day if not eaten.

Many have tried summoning other things, even just other fruits with the scarves, but none have yet succeeded.

Magic Items with Rarity

These items are styled more after the items in the DMG you may or may not be familiar with and are generally more mechanically defined and slightly more powerful than the mediocre items. Grayed out items are rejected items that I have not deleted yet because I am saving their ideas.

Armor

Shields, armor, and the like are kept here.


Armor of Arcane Retaliation

Armor (breastplate, half plate, or plate), very rare (requires attunement)

This armor has a cylinder attached to the back, at the base of the neck, and several tendrils reaching from the canister to the armor’s reinforced pauldrons. 

Once per short rest as a reaction to taking acid, cold, fire, lightning, or thunder damage, you may activate the armor. While the armor is activated you have resistance to the triggering damage type until the end of your next turn. Each time you are hit, including the triggering attack, by the triggering damage type while the armor is active the armor gains one charge. As an action you can expend 1 or more charges to force all creatures with a 10-foot radius, other than you, to make a Dexterity saving throw DC 10 + proficiency, as elemental energy is forcefully discharged from the pauldrons. A creature takes 1d6 damage per charge expended, of the damage type that created the charge(s), on a failed save, or half as much on a successful one. Any charges still stored in the armor by dawn are harmlessly vented from the canister.

Armor of Mirror Image

Armor (light or medium), rare 

This armor has a plate of highly polished silver embedded in the middle of it’s chest approximately the diameter of a man’s palm. It is smooth enough you can see your reflection in it, and you aren’t positive how it's affixed to the armor.

While you are wearing this armor if you are struck with a critical hit and it does not knock you unconscious you turn invisible as if effected by the spell Invisibility until the end of your next turn or until you attack or cast a spell. 

Additionally, 1d4-1 illusory duplicates of yourself appear, each in an empty space within 5 feet of you, or your own space. These images appear to always be on the defensive and are unable to attack. Each time you move you can move each illusory image up to your move speed to an empty space of your choosing as long as you can still see the image(s) and the destination. A duplicate’s AC equals 10 + your Dexterity modifier and if a creature investigates a duplicate as an action it realizes that it is an illusion. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can only be destroyed by an attack that hits it and it ignores all other damage and effects. These duplicates last 1 minute or until you dismiss them as an action. A creature is unaffected by these effects if it has blindsight, or if it can perceive illusions as false, such as with truesight.

Armor of Vanishing

Armor (light or medium), rare 

This armor has a plate of polished silver embedded in the middle of it’s chest approximately the diameter of a man’s palm. It is smooth enough you can almost see your reflection in it, and you aren’t positive how it's affixed to the armor.

While you are wearing this armor if you are struck with a critical hit and it does not knock you unconscious you turn invisible as if affected by the spell Invisibility until the end of your next turn or until you attack or cast a spell.

Additionally, at the end of a long or short rest while wearing this armor you gain +5 to Dexterity (Stealth) checks and initiative rolls for the next hour or until you make an attack or cast a spell.

Armoring Aegis

Shield, very rare (requires attunement)

This overly large shield weighs 15 pounds and is covered in dozens of overlapping sheets of metal across its face.

While you have this shield equipped you can activate the shield as a bonus action by uttering the command word. Until the beginning of your next turn you are Restrained as metal plates begin flying off the shield and forcefully forming around your body. Starting at the beginning of your next turn while the shield is activated your AC is 17 + your Dexterity modifier (max 3), including the shield. This counts as wearing medium armor. If you are already wearing armor when you activate the shield the plates begin flying off but are unable to form around your body and return to the shield.

The shield deactivates in the same way it activates, and all the plates return to the face of the shield.

Augmier’s Handaxe Accelerator

Shield, very rare

This round metal shield is rather thick and has an orb embedded within its center surrounded by reinforcing bands. There is a slot on the back of the shield, with which you can see that the shield is clearly hollow. If you insert a light thrown weapon into the slot the orb begins to glow and a distinct whirring noise can be heard from the shield. While the orb is glowing you can speak the command word inscribed under the slot in gnomish and point your shield arm at a target as an action. When you do so the weapon you put into the shield is expelled with deadly accuracy and incredible speeds to a range of 80/320 from the front edge of the shield as if it melds directly through the metal. Make a ranged attack against the target, if you have proficiency with shields you have proficiency with this attack. On a successful hit you deal 2d6 damage of the weapon’s damage type.

After the orb has been glowing for one minute or if you insert another weapon into the slot during this time the weapon(s) shatter and the orb and whirring die down.

Bloodwraught

Shield, rare (requires attunement)

This rectangular shield of dark iron has deep grooves in it stained a dull red. 

As a reaction to being hit by an attack you can activate the shield. When you activate the shield you feel a sharp pang in your hand and forearm. You take 1d8 necrotic damage, and the grooves in the shield glow a sickly red as a dark barrier of magical force surrounds you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and are considered in dim light.

The grooves continue to glow for 1 minute after you activate the shield in this way.

Curse. If the grooves are still glowing and you activate Bloodwraught again you take an additional 1d8 damage for a total of 2d8 necrotic damage each time it is activated. 

If you have activated the shield today or the day before you are only able to go a single day without food, rather than the usual 3 + your Constitution modifier.

Additionally, each time you take the shield off without activating it since you last put it on you take 1d4 necrotic damage.

Chain of the Abyss

Armor (Chain shirt or Chain mail), rare (requires attunement)

This chainmail is dull and rusted, and has red links of an unknown metal woven throughout it in no discernable pattern. No amount of scrubbing and polishing can clean off the rust that has accumulated.

While wearing this armor when your speed is reduced to 0 a large dark sigil appears beneath your feet and rusty chains fly up from the ground, encircling you and any creature grappling you if you are grappled. While these chains are tangled around you you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks but any other creatures do not gain this benefit. Additionally, any hostile creature that ends their turn within 5 feet of you or any creature besides you that is entangled in the chains takes 1d10 necrotic damage. 

Any creature entangled by the chains must make a DC 16 Strength check to escape. These chains return to the ground and the sigil disappears once all creatures trapped within them have escaped or died. The chains also release their targets and return to the ground if exposed to Aura of Purity, Aura of Life, or Holy Aura.

Curse. When your speed is reduced to 0 you are considered Restrained because of the chains. This condition persists even after the initial effect that caused it ends, unless you succeed on a DC 16 Strength check against the chains. Each time you fail to escape from the chains you take 1d4-1 necrotic damage. If you are reduced to 0 hp while trapped in the chains they persist for 3 rounds continuing to restrain you. If you are not stabilized by the end of this time you are dragged through the ground and transported to The Abyss.

Derrahk’s Portable Battlement

Shield, rare (requires attunement)

This shield is made from a thin sheet of solid stone, and is etched with radiating lines.

While you are touching solid ground you may activate or deactivate the shield as an action by speaking the command word. When activated the shield expands, spiking along the radiating lines to a width of 15 feet, a height of 10 feet, and rooting itself and you into the ground. This provides full cover to all creatures behind the shield (including yourself) and while the shield is active you are not able to be shoved, or moved magically, but you are Restrained until you deactivate the shield.

Helm of Selective Hearing

Wondrous item, rare (requires attunement)

This helmet has large semi-spheres that cup over your ears. These metal earmuffs are lined with wool and quite cozy.

Even while not attuned to the helmet, while you are wearing it you have disadvantage to any checks that involve hearing. However, you are immune to being deafened and you gain advantage to saving throws against taking thunder damage.

When you are attuned, as an action you can focus your hearing in another location. When you do this you create an invisible sensor within 1 mile in a location familiar to you (a place you have visited or seen before), or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place until you dismiss it and can’t be attacked or otherwise interacted with. 

When you do this you can hear without the hearing disadvantage imposed by the helmet, but you can only hear as if you are in the sensor’s space.

A creature that can see the sensor (such as a creature benefiting from See Invisibility or truesight) sees a bulbous fleshy ear about the size of your palm.

Hide of the Behir

Armor (hide), very rare (requires attunement)

This mottled blue armor is covered in cracked carapace. While wearing this armor you have resistance to lightning damage. 

Once per long rest as an action you can plant your feet and begin channeling pure elemental energy. For the next minute energy crackles from your head to your feet and as an action you can fire a 1 foot wide 20 foot long line of searing lightning from your mouth.

Each creature in the line must make a Constitution saving throw against your spellcasting DC. If you are not a spellcaster this DC is equal to 8 + your Proficiency + your Constitution modifier. On a failed save, a creature takes 4d8 lightning damage, on a successful save it takes half that much damage.

Additionally, any creature that grapples you or makes a melee attack against you while you are channeling takes 1d4 Lightning damage.

Channeling the elements like this requires concentration, and if you lose concentration while channeling you take 4d8 lightning damage. However, you can release the energy and stop channeling as an action without incurring this damage.

Hide of the Behir (old)

Armor (hide), very rare (requires attunement)

This mottled blue armor is covered in cracked carapace. While wearing this armor you have resistance to lightning damage. 

Additionally, once per day as an action you can plant your feet and begin channeling pure elemental energy. Lightning crackles from your head to your feet and you release a beam of lightning forming a line 1 foot wide and 20 feet long from your mouth. While channeling lightning you can not use any actions or reactions and are considered restrained. You can continue channeling lightning through your body in this way as long as you concentrate, to a maximum of 1 minute. You can also stop channeling as an action. On each turn while channeling you can choose to change the direction of the beam.

A creature must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your constitution modifier when it touches you, makes a melee attack against you, enters the beam, or starts it’s turn in the beam. It takes 4d8 lightning damage on a failed save, or half as much on a successful one.

If you take any actions, move, or are forced to move, while channeling you lose concentration and take 4d8 lightning damage that you are not resistant to.

Frostwall Guard

Shield, rare (requires attunement)

This angular shield is pure white with blue fractals emblazoned along its edges. It is said to be forged from the scales of a white dragon to defend an ancient dwarven city. Once per long rest, as an action, you can hold it aloft and speak its command word, forming a solid wall of crystalline ice as if the user cast Wall of Ice. Using the shield in this way does not require concentration.

Melf’s Meteor Helm

Wondrous item, rare (requires attunement)

This helm appears to be made of heavily pocked and dented bronze but its walls are incredibly thick. After further inspection you realize that this helm is actually carved from metallic rock which would explain why it’s so heavy.

As an action while wearing this helm you can create 1d4+1 tiny meteors in your space. They float in the air and orbit you tightly for the next minute.

As a bonus action you can expend a meteor, sending it streaking toward a point you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a DC 14 Dexterity saving throw, taking 2d6 fire damage on a failed save.

After a meteor has been orbiting you for 1 minute it will spontaneously explode. You must make a collective saving throw against any of the meteors that explode, taking 2d6 fire damage per meteor on a failed save, or half on a successful one.

Permafrost Plate

Armor (half plate, or plate), very rare (requires attunement)

This pale armor is frigid to the touch, and even in the warmest weather has a thin layer of frost over it. The wearer must endure wearing the cold plate for an entire hour to attune to it. While wearing this armor you gain +1 to AC, you are resistant to cold damage, and are unaffected by temperatures as low as -50. A chilly draft follows you wherever you go. While you are conscious any creature hostile towards you that ends their turn within a 5-foot radius of you takes 1d10 cold damage.

Plate of the Protector

Armor (breastplate, half plate, or plate), rare (requires attunement by cleric or paladin)

While wearing this armor when you cast Protection from Energy, Protection from Evil and Good, or Protection from Poison you may target an additional creature.

Robe of the Brotherhood

Armor (chain shirt), rare (requires attunement by creature proficient in religion)

As you pick it up you realize this simple light gray robe was obviously made for a brother who was more than just a clergyman. Underneath it is a chain shirt carefully woven into the fabric. 

When you take the Help action you can expend a charge to activate the robe. When you do so up to five creatures of your choice within 60 feet are bathed in a soft light and gain advantage to their first attack roll or ability check before the end of their next turn. At the end of their next turn the light fades away.

This robe has 4 charges and regains 1d4 expended charges each day at dawn.

Shield of Mental Dominance

Shield, very rare (requires attunement)

This round metal shield is rimmed with clear, un-shattering glass.

While attuned to this shield you have proficiency with Intelligence saving throws if you did not before.

This shield has 3 charges that recharge on a long or short rest. While you are wielding this shield at the end of another creature’s turn you can activate one feature, expending a number of charges depending on the feature used. 

Force of Mind. Expend 1 charge to target a creature within 30 feet and make an Intelligence check contested by the target’s Wisdom or Intelligence check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you.

Mental Grasp. Expend 2 charges to cast Hold Person, ignoring casting time. You use your Intelligence as your casting ability when you cast Hold Person in this manner.

Vest of Ruby Fire

Armor (leather or studded leather), very rare (requires attunement)

This dark leather jerkin fastens along the right breast with 6 ruby studs that glow faintly. Each ruby represents a charge. While wearing it you can harness the magic contained within the rubies to cast spells that do fire damage without expending a spell slot. You can cast a 1st level fire spell by expending 2 charges, or cast Produce Flame, or Create Bonfire, even if you do not know them, by expending 1 charge.

All spells cast using charges from the vest burn a bright red, and cast light twice as far as they normally would.

The vest regains all expended charges at dawn or once per day as an action you can regain any number of expended charges you choose, taking 1d4+1 fire damage for each charge regained as the vest sets alight until the beginning of your next turn.

Belt of Ruby Fire

If you are attuned to the Vest of Ruby Fire, the Belt of Ruby Fire does not require attunement. The ruby on this item does not count as a ruby charge.

While you are wearing the belt you are able to cast 2nd level spells that deal fire damage, in the same way you can cast 1st level spells, by expending 3 charges.

Gloves of Ruby Fire

If you are attuned to the Vest of Ruby Fire, the Gloves of Ruby Fire do not require attunement. You can use the ruby charges from any Ruby Fire items you are wearing interchangeably to create effects, and cast spells and cantrips.

Additionally, you no longer have to expend a charge to cast Control Fire. As an action you can create up to three effects of Control Fire. If you use this action multiple times, you can have up to 10 of its non-instantaneous effects active at a time, and you can dismiss any number of these effects as an action.

Boots of Ruby Fire

If you are attuned to the Vest of Ruby Fire, the Boots of Ruby Fire do not require attunement. You can use the ruby charges from any Ruby Fire items you are wearing interchangeably to create effects, and cast spells and cantrips.

Additionally, the trail of fire you leave grows more extreme. It does an additional 1d10 damage for a total of 2d10 fire damage, and half damage on a successful save.

Wondrous Items (Attunement Required)

Items that may or may not be wearable but aren’t considered weapons or armor.


Abacus of Probability

Wondrous item, very rare (requires attunement)

This wooden abacus has fortune telling symbols painted across its beads. It sometimes seems to have a mind of its own, and it will lock up for a brief moment before the beads spin then stop with several symbols facing upwards before moving as normal again. Once per short rest as an action you can ask the abacus what the chance of an action happening is.

You can ask it about a course of action or the chance of death for one creature you can see.

When you ask it about an action you are about to take the abacus casts Augury, ignoring components and casting time, revealing the answer it uncovers with the symbols on the beads. When Augury is cast in this way there is no cumulative chance to get a random reading.

When you ask it about the chance of death the beads begin roiling and rapidly moving back and forth, revealing a number of skull symbols. Roll a d100 and the creature you asked the abacus about takes psychic damage equal to the roll – 50. If this is a negative number they take no damage.

Aboleth’s Tentacle

Wondrous item, very rare (requires attunement)

This tall brass rod is etched with an abstract circular design that seems to be devoid of any pattern and has a 4 foot section of a curled, shriveled, Aboleth tentacle affixed to its top. The tentacle is a dark sickly green, and it’s so tough you aren’t sure you could pierce it.
While you are attuned to this tentacle you can breathe underwater and have a +5 on any Intelligence (Religion) checks, and +5 on Intelligence (History) checks to recall things about religions or gods.

Bloody Awakening

Once per short rest as an action if you drip your own blood onto the tentacle as you hold the rod the tentacle suddenly uncurls and expands down the rod, engulfing your arm. For the next minute you have full control over this tentacle, which is immune to acid and poison, and bends as if your arm and the rod within it are no longer there. Additionally, you may make unarmed strikes with reach with the tentacle and on a successful hit it deals 3d6 magical bludgeoning damage.

After the minute is up the tentacle shrivels once again, receding back up the rod, and releasing your arm, now covered in slime. Until the next day at dawn your arm remains a pale green tint where the tentacle covered it and any cuts in this area refuse to close completely.

Aboleth’s Eye

While the tentacle is engulfing your arm you may use an action to focus your gaze and force all creatures in a 30 foot cone to succeed on a DC 14 Wisdom saving throw or take 2d6 psychic damage.

Amulet of Absolute Vision

Wondrous item, rare (requires attunement)

This amulet is a single large turquoise set in silver. It doesn’t have a chain but it has a hole where it would usually hang from one.

While you are attuned to this amulet the area within 5 feet of the stone is always clearly visible to you unless you are blinded. When in any effect that is more than lightly obscuring a pale blue-green light, that is visible only to you, radiates out to 5 feet from the amulet. This light does not destroy magical darkness but you are able to clearly see within its radius no matter what.

Additionally, Whenever any Invisible creature is within 120 feet the amulet faintly pulsates. If the Invisible creature is within 5 feet of the amulet they are bathed in the pale blue-green light. When a creature is in this light they do not gain any of the benefits of Invisibility against you.

Archangel’s Halo

Wondrous item, very rare (requires attunement by a creature of neutral or good alignment)

This large silver hoop is nearly 3 feet in diameter, several inches tall, yet delicately thin. All along its length is a groove, and at the front it is notched from the top and bottom down to the groove where a large diamond is set.

When you attune with this item the groove and diamond begin to glow a soft white, and it floats of its own accord to just a foot over your head, remaining there as closely as possible. While attuned to this halo you are resistant to Radiant damage and have advantage on religion checks.

Heaven’s Wrath

While the halo floats above your head you can call on a portion of the might in the armories of the Upper Planes. As an action you can raise your hand to the sky, pulling down 1d6 shining yellow translucent swords. They fly to your side with a flourish, and will slowly orbit you, hilt upwards, for the next minute or until they shatter.
You can have up to 6 swords orbiting you, and while you have swords orbiting you you can make a melee spell attack (using your Intelligence as your spellcasting ability if you are not a spellcaster) against any creature you can see within 60 feet of you as an Attack action. If you are able to make multiple attacks with the Attack action, this attack replaces one of them.

On a hit you deal 1d8 + your Intelligence modifier Radiant damage as the sword seems to pass right through the creature. If you are proficient in religion you can also add your proficiency to this damage.
On a miss the sword shatters.

Angelic Properties

The halo will float above your head even in an antimagic field, despite its effects being nullified. Additionally, if you are ever separated from the halo you can summon it back to your head as a bonus action unless it is blocked by an antimagic field or a ward against magical travel such as Forbiddance.

Curse

If you are ever more than 15 feet from the halo you take 1 psychic damage per minute as your eyes begin to swim and your head inexplicably aches. If you are on a different plane from the halo you are also blinded until you are once again on the same plane as it. 

The only way to unattune from the halo apart from a Wish spell or act of a deity is to commit a horribly evil act. When you unattune in this way from the halo the previously white light coming from it glows a dark red, and the silver dulls. The blackened halo falls to the ground, all magic properties lost and its diamond cracked. If you have proficiency with Religion you lose your proficiency in it and take 4d10 psychic damage as the knowledge is sloughed from your memory. 

Archangel’s Pendant

Wondrous item, rare (requires attunement)

This golden pendant is a smooth ellipse shined to a mirror finish. On its face is a pair of feathered wings etched into its surface.

Divine Light

While wearing this pendant once per short rest as an action you can kneel and concentrate on the pendant as if concentrating on a spell until the beginning of your next turn. Doing so ends your turn, and bathes you in a beam of light, even if you are underground. While you are concentrating on this effect if an undead, fiend, or aberration makes a melee attack against you they automatically miss and are pushed back 10 feet.

At the beginning of your next turn all allies within 30 feet heal for 2d8 hit points and all enemies within 60 feet must make a DC 14 Constitution saving throw.

On a failure they take 2d8 Radiant damage and are Blinded until the end of their next turn. On a success they take half as much damage and are not Blinded.

Angelic Properties

This pendant will not tarnish and can not be dented or scratched. Additionally, while attuned to it you can speak Celestial.

Curse

If you commit a heinous act the pendant will tarnish slightly and the etching of the wings will glow red for the next day. While the pendant is glowing red you have disadvantage on all ability checks and it feels as if your mind is fogged.

Battlemaster’s Board

Wondrous item, legendary (requires attunement)

This game set is extremely unique, as you travel the wooden board morphs it’s ivory inlays to portray major features in the landscape. It has a small drawer underneath it to hold up to 20 figurines, made from precious stones and bone, and weighs 10 pounds. When you find it it has 4 pieces carved from gemstones, 3 pieces made from goblin bone, 2 from human bone, and 1 from ogre bone. These pieces allow you control both friend and foe as you move them across the board in the deadly game of war.

The Bones of my Enemies

You can create a figurine for any type of enemy that is size Large or smaller as long as you have bones from that creature to carve the piece from. To create a piece for the board you must spend a short rest attempting to do so and make a DC 14 Intelligence (Arcana) crafting check to properly form it. If you fail this check the material used is damaged and can not be used again.

Pieces made out of gemstone and precious materials worth at least 50gp in the same manner can be bound to any creature that is willing, no matter the type of creature.

The drawer in the board can only hold up to 20 pieces, but you can create as many as you wish. During a short or long rest you can organize and choose which pieces are stored in the drawer to enable you to quickly identify pieces while setting up.

Set the Playing Field

You can take a turn to set up the board and bind pieces to creatures. If you require pieces that are not in the board’s drawer you may find, take out, and bind 5 additional pieces as an action each following turn. Binding any number of additional creatures from the drawer after the board is set up is a bonus action. To bind a piece to a creature it must be within 300 feet and you must be able to see it. Additionally the piece must be carved from the bones of the same type of creature you are binding it to, unless it is a willing creature. If it is undead the bones must be from the type of creature it was before it died. Once a piece has been bound in this way you cannot bind it to another creature for the next hour.

If the board is moved after it is set up you must spend a turn setting it up again.

Total Control

While the board is set up you can move up to three pieces as an action, choosing one of the following effects for each piece. Each time you move a piece that is bound to an unwilling creature it may make a Wisdom saving throw against your spellcasting DC. On a success they are not affected. If you are not a spellcaster you use your Intelligence modifier as your spellcasting modifier.

  • Move. The creature must move up to 15 feet in any direction you choose, this movement does not count towards their movement next turn and is made as if disengaging. A creature will not move if it would certainly lead to it’s death.

  • Help. You help the creature with your overview of the battlefield as if using the Help action. This can include aiding them in attacking another creature.

  • Attack. Using the creature’s reaction they must make a melee attack against another creature within reach that you consider an enemy.

  • Reveal. If you are proficient with Dragonchess you can reveal the position of another creature you have bound. Until the end of your next turn this creature is aware of the revealed creature’s location even if they cannot see them or are blinded, and can ignore up to 3/4 cover against the revealed creature.

Bones of a Wandering Soul

Wondrous item, rare (requires attunement)

This simple leather pouch has several charred humanoid bones in it and a small dusting of ashes. There is no smell of smoke though, so you know these must be quite old.

When attuned to this bag of bones no matter how far you are from them if you are incapacitated a ghostly figure rises from your body. This is not your soul, and you do not know whose it is. 

While you are incapacitated once per turn you can mentally command the wandering soul to deal 1d8 necrotic damage to the closest creature you do not recognize as an ally within 30 feet. You do not know what or who that creature is, only if it is a creature you already know and if you consider them an ally or not.

If a creature makes a melee attack against you while you are incapacitated they must make a DC 10 Wisdom saving throw or become Frightened of you for the next minute or until they are farther than 30 feet from you as their mind is bombarded by the wandering soul.

Additionally, while incapacitated you can telepathically reach out to a humanoid corpse that still has its mind and is within 30 feet and determine the answer to a single yes or no question if the creature knew the answer to your question in life. You can do this once per turn and can ask up to three questions of a single corpse before the information in its mind dulls.

Curse. While the wandering soul remains in the bones you can not un-attune from this item unless you are within the area of a Hallow spell. If Remove Curse is cast on this item or the attuned creature the caster must make a DC 16 Intelligence(Arcana) check as the wanderer resists. On a failure the spell does nothing.

If all of the bones are removed from the bag the bones begin to clatter and an Avatar of Death (DMG 164) is summoned within 10 feet of the creature holding the most bones. It screeches at the creature for disturbing its slumber and begins attacking it. It is resistant to any damage from all other creatures, even if the creature holding the most bones changes.

If the Avatar of Death is defeated a putrid black smog wafts out from the bones and they become mundane. If the avatar defeats the creature they were attacking it places the bones back within the pouch and vanishes.

Bracers of the Bodyguard

Wondrous item, rare (requires attunement)

These leather bracers each have several metal bands running down the forearm and chains wrap around their wrists.

When you cast Shield, Shield of Faith, or Sanctuary, you may target an additional creature. Shield can be cast to a range of 15 feet and may be triggered by a creature within range being attacked or targeted by the spell Magic Missile.

Each time the bracers are used in this way the chains glow brightly.

Belt of Ruby Fire

Wondrous item, uncommon (requires attunement)

This thick leather belt has an unusually large ruby on its buckle that dimly flickers. While wearing the belt once per short rest as an action you can create a forceful wall of crimson flame. A wave of flame sweeps out from you, and each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save a creature takes 2d8 fire damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

If you are not a caster your Constitution is your spellcasting ability for this effect.

Berserker Belt

Wondrous item, rare (requires attunement)

This black leather belt has a large brass buckle and blood stains deeply ingrained in it.

Once per long rest as an action, or at the same time you enter a rage if you have the Rage feature, you can activate the belt. As you do so the buckle begins bleeding as if it is alive, and your vision tints red. For the next minute you have disadvantage on all Intelligence checks and ability checks that rely on sight.

Additionally, for the next minute each time you take damage unless the damage was dealt to your temporary hit points the belt gains 1 charge, up to 10 charges.

At the beginning of your turn you gain a number of temporary hit points that last 1 hour equal to the charges in the belt.

At the end of the minute all charges in the belt are expended and you gain 1 level of exhaustion.

Blade Fury Bracers

Wondrous item, very rare (requires attunement)

These bracers are made from metal and attach to your forearms with a clever hinge, fastened with an opal stud. They have a ridge running down the length of the back that is sharp enough it can draw blood. While wearing these bracers you deal 1d4 slashing damage with your unarmed attacks.

Blade Fury. While attuned to these bracers once per day as an action you can activate Blade Fury, choosing a stage from 1 to 6. When you do so long, white, ethereal blades grow from the ridges. These blades are nearly 10 feet long but do not hinder your movement, as they pass through most objects as if they weren't there and seem to weigh nothing. 

For the next minute when you make an unarmed attack you make a single attack roll against all creatures in a 10 foot cone in front of you, ignoring cover, and dealing 1d8 radiant damage per stage on a successful hit.

At the end of the minute the blades shatter from the bracers into a cloud of brilliantly shimmering dust and you gain a number of levels of exhaustion equal to the stage the bracers were activated at.

Ultimate Blade Storm. If you activate Blade Fury at stage 6 you can make an additional attack when you take the attack action for the next minute. For each creature you kill during this time you gain 10 temporary hit points. When Blade Fury ends if you still have temporary hit points gained in this way you only take 5 levels of exhaustion rather than 6.

Blossom of Eldath

Wondrous item, very rare (requires attunement)

This delicate pink flower is carefully preserved with magic and will not wilt or break yet preserves its natural beauty.

While you are visibly wearing this flower you are blessed by Eldath, the goddess of peace and protection. This flower holds up to 10 charges and regains 1 charge each long rest.

As an action once per long rest you can call on the blessing of Eldath to cast the spell Sanctuary on all creatures within 30 feet of you, including yourself. This blessing does not affect any creatures in combat or with their weapons drawn, but lasts until they make an attack or cast a spell that affects an enemy creature or until their next long rest.

Additionally you may activate the Blossom by making a prayer to Eldath. When activated the center of the blossom glows with a faint yellow and pink. For the next hour you may cast any of the following spells as an action and ignoring component costs, expending a number of charges depending on the spell cast. Additionally, you can cast Speak with Plants as a ritual that has a casting time of 1 minute.

1 Charge.   Locate Animals or Plants, Entangle, 

2 Charges. Plant Growth, Greater Restoration (can not end or remove curse)

4 Charges. Plant Growth (as if cast for 8 hours), Wall of Thorns (if no creatures are within its area when cast)

Boots of Ruby Fire

Wondrous item, uncommon (requires attunement)

These dark leather boots each have a ruby on their cuff. These rubies represent charges. While wearing these boots when you take the movement action you can expend a number of charges to create a trail of fire under your feet. Any movement you make along a surface leaves a 5 foot tall scarlet blaze, up to 30 feet long per charge.

When a creature enters the fire’s space for the first time on a turn or ends it’s turn in the flames it must make a Dexterity saving throw or take 1d10 fire damage.

This effect lasts until the beginning of your next turn.

If you are not a caster your Constitution is your spellcasting ability for this effect.

The boots regain all expended charges at dawn or once per day as an action you can regain any number of expended charges you choose, taking 1d4+1 fire damage for each charge regained as the boots set alight until the beginning of your next turn.

Bust of the Arcane Sculptor

Wondrous item, very rare (requires attunement by an arcane spellcaster)

This marble bust weighs 4 pounds and depicts a heavily bearded man in a philosophical pose rumored to be Mordenkainen. Its base is covered in runes and appears to be well worn.

While you are attuned to this bust you are more in tune to the stone around you and can cast the cantrip Mold Earth if you couldn't already.

Additionally, while you are holding this bust you can use it as an arcane focus. When you use this item as an arcane focus you gain benefits to some types of spells.

Artist’s Flair. When you cast a spell you can create one minor visual effect as if with the cantrip Prestidigitation or make a visual change to the spell such as adding a color, changing its color, or making it appear to take on a shape.

Advanced Spell Sculpting. You are able to create pockets of relative safety for any spell from the Conjuration, Evocation, or Necromancy schools. When you cast a spell from any of these schools with a duration of instantaneous that targets other creatures you can see you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
if the duration is longer than instantaneous you can choose an area up to half of the spell's area that is not affected by the spell. As an action on any of your following turns you can change the area of the spell affected if the spell is still going. However the spell can never affect less than half its area or leave the area it would occupy if cast normally.

Call of the Void

Wondrous item, rare (requires attunement)

This black chunk of obsidian is roughly a round shape and has no sharp edges. As you look into its cloudy depths you can see an almost infinitely receding sea of gold, white, and blue flecks of color. When you hold it you can swear you can hear how silent it is even through the chaos around you.

This item has 3 charges. While holding it, you can use an action to expend a number of its charges to create a sphere of swirling emptiness at a point within 60 feet of you. The radius of the sphere is equal to the number charges expended x 10. Space itself begins to warp within the area and each Large or smaller creature within the sphere must make a DC 14 Strength saving throw; a creature can choose to fail this saving throw if it wishes. On a failed save they are pulled up to 10 feet to the closest unoccupied space near the center of the vortex. On a successful save they take 1d8 force damage and are not moved.

This item regains all of its expended charges after a long or short rest.

Curse. The first time this item is used after a long or short rest the user must make a DC 14 Constitution saving throw or take 1d8 Necrotic damage for each charge they expended as a tiny piece of their life force is pulled into Limbo. This damage can not be resisted and if a creature goes unconscious from taking this damage a gate appears beneath them and they are sucked through it to Limbo. This gate is one-way only and can’t be reopened.

Charm of the Eye

Wondrous item, uncommon (requires attunement)

This small golden amulet is about an inch across and resembles an eye closed over an inlaid ruby. It hangs on three frail chains coming from each corner of the eye. While wearing this amulet, you may make up to two attacks of opportunity per turn, but not against the same creature. The first attack costs a reaction as normal and the second is free.

Curse. When a creature puts this necklace over their head it tightens around their temples and the eye snaps open. It cannot be taken off unless the curse is removed and the chains cannot be broken despite their dainty appearance.

While wearing this charm you have disadvantage on saving throws against being blinded, and disadvantage on wisdom saving throws against Beholders, Death Tyrants and Spectators. If you are charmed by any of these creatures it is permanent unless the curse is removed or the enchantment is broken by Dispel Evil and Good.

Circlet of Mental Fortitude

Wondrous item, very rare (requires attunement)

This wide gold circlet is set with a single cloudy aquamarine and is etched with a pattern resembling a brick wall.

This circlet has 4 charges, and regains 1d4 charges each day at dawn. When you must make a Wisdom, Charisma, or Intelligence saving throw you can choose to expend a charge to gain advantage on that saving throw.

If you expend a charge in this way while incapacitated you automatically succeed the saving throw, as the effect meets with an impenetrable wall within your mind.

Additionally, when you attune to this item you may pick a mental saving throw, either Wisdom, Charisma, or Intelligence, and are proficient in saving throws using the chosen ability until you un-attune to the circlet.

Cloud of Swirling Swords

Wondrous item, very rare (requires attunement)

You find a cigar box painted a deep red with intricate mahogany trimmings. Inside is at least three dozen perfectly scaled-down swords. They are only about 5 inches long and their handles are far too small for anyone to use them properly.
While attuned to this item once per day as an action you can open the box and scatter the swords. When you do so the swords will begin to levitate just before hitting the ground and then start to rise as they enlarge to full sized longswords, surrounding you in a sparse 10 foot sphere for the next hour.

While the swords are activated in this way you have Half Cover against ranged attacks, you can make an opportunity attack against any creature that leaves this sphere without expending your Reaction, or as a Reaction you can make an opportunity attack against any creature entering this sphere.
Additionally, when you make a melee attack you can choose to target any creature adjacent to this sphere of swords with a magical longsword attack instead.
After the hour is up they fall to the ground and begin shrinking. If you open the box they will slowly float into it, saving you the trouble of picking them all up.

Death’s Scales

Wondrous item, legendary (requires attunement)

This scale is no merchant’s scale. It holds the power of life and death itself in its balance. The base and arms are made of black ivory, and inlaid with pearl. The weighing pans are in the shape of hands cast from pure silver and hung from silver chains.

This scale is found with three ornate alignment weights made to look like figurines. The first is chiseled from stone and covered in black opals, and represents evil. The second is carved from wood and inlaid with diamonds, and represents neutral. The last is shaped from gold and has a single sapphire in its center, and it represents good.

Unerring Judge

While holding the scales you can see the souls of dead humanoid creatures that have neither passed on nor been destroyed. You can telepathically communicate with these souls, and are able to understand and express emotions and ideas even if you do not share a language. They are under no compulsion to communicate truthfully, and may recognize you if they met you in life. Using the scales you can hold and weigh the souls to find their true alignment. The scales will come to balance with the weight that is closest to the creature’s alignment throughout life.

Merciless Reaper

If you know the name of the creature whose soul is on the scales you can choose to either allow them to pass on to the afterlife or banish them into the weight that comes to balance with their soul as if the spell Imprisonment:Minimus Containment, was cast on them. Only one soul can be contained within a weight and it becomes all but indestructible while containing a soul in this way.

As an action you can speak the name of the creature imprisoned in a weight in addition to the command word, disintegrating the weight instantly and destroying the soul within. When you do so you may instantly cast one of the spells corresponding to the weight destroyed, ignoring all components and concentration, as long as the conditions needed for the spell are met. The spells are as follows: 

  • Resurrection or Holy Aura (Good), 

  • Circle of Death cast at 9th level or Symbol:Death (Evil), 

  • Geas cast at 9th level or Time Stop (Neutral).

Creating Balance

You can create any number of alignment weights if you create more figurines using the same materials as the original. Each figurine takes at least 250gp worth of materials and a week to create.

Note: This is a moral dilemma and roleplay item. You can limit the strength of this item in many ways but it will just be another murderhobo tool if not properly roleplayed.

Deck of Many Hands

Wondrous item, legendary (requires attunement)

This box contains 14 black ivory cards. The deck contains 3 cards each of Spiked Gauntlet, Hand of Death, and Stone Fist as well as 5 Strong Hand cards.
You may randomly draw a card as an action or bonus action and throw it into the air, forming a floating disembodied hand depending on the card. Each hand lasts 1 hour, until dismissed as an action, or otherwise specified. When their time runs out or they are dismissed their respective card reappears in the deck. These hands move with you, slowly floating around you waiting for commands, and can move up to 30 feet from you.

As an action you can command up to three hands currently floating around you to do anything they are able to as long as it is within range.

If you are not a caster your spellcasting ability for the sake of using this item is your constitution modifier.

Strong Hand. This rather large hand can manipulate objects, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. It can’t attack, activate magical items, or carry more than 30 pounds.

If commanded to it can attempt to shove a creature of medium size or smaller using your proficiency and spellcasting ability. On a successful shove it dissipates and it’s card reappears in the deck.

Spiked Gauntlet. This armored hand has spikes on its knuckles and can manipulate objects, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. It can’t activate magical items, or carry more than 10 pounds.

If commanded to it can make a melee attack against a creature within range using your proficiency and spellcasting ability. On a hit it deals 1d4 magical piercing damage and dissipates, it’s card returning to the deck. 

The damage dealt by this hand increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). On a hit it crumbles and it’s card reappears in the deck.

Hand of Death. This ghostly skeletal hand is unable to manipulate any objects, or carry anything.

If commanded to it can make a melee attack against a creature within range using your proficiency and spellcasting ability. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Additionally the hand shatters and it’s card reappears in the deck. 

The damage dealt by this hand increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Stone Fist. This rough stone hand is unable to manipulate any objects, or carry more than 10 pounds.

As a reaction to any ranged or melee attack being made against a creature within range you can command one of these hands to block it. The attack is completely blocked, the fist shatters, and it’s card reappears in the deck.

Derrahk’s Stone Bracers

Wondrous item, rare (requires attunement)

These bracers have a layer of angularly carved stone fastened over a pair of leather gloves. While wearing them and touching stone or earth with the gloves you gain several effects. If you are not a spellcaster these effects use your constitution modifier as your spellcasting modifier.

  • As a ranged spell attack you can form a small disk of stone or compacted earth and send it flying at a creature you can see within 60 feet. This does bludgeoning damage equal to 1d8 + your spellcasting ability modifier.
    If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.

  • You can cast Mold Earth as an action.

  • As an action you can cast either Earth Tremor or Earth Bind. Once you use this feature you must finish a long rest before you can use it again.

Elytriss’ Staff of Static Barriers

Staff, rare (requires attunement)

This singed oaken staff has a forked tongue of metal on each end and a hand grip made of padded leather. This staff holds 5 charges and regains 1d4 expended charges each dawn.

As an action you can activate the staff, and sparks can be seen flickering between the forks. As you activate the staff a panel of electricity crackles into existence at a point within 60 feet of your choosing. The writhing section of living lightning appears in any orientation you choose. It can be free floating or resting on a solid surface. It is 5-foot by 5-foot and seems to have almost no thickness.

When you activate the staff you can choose to expend a number of charges. The first charge you expend changes the original panel of lightning to a 10-foot square panel, and each additional charge creates an additional 10-foot panel. You can place these panels as you wish but each panel must be contiguous with another panel.

If any creature attempts to move through or make a melee attack through any of these panels, or if any of these panels cuts through a creature’s space when it appears, the creature must make a Strength saving throw or be pushed 15 feet away from the panel and take 1d6 lightning and 2d6 force damage. On a successful saving throw they are not pushed and only take 1d6 lightning damage.

If you are not a caster you use your Constitution modifier as your casting ability for these saving throws.

Farseer’s Cane

Staff, very rare (requires attunement)

This mahogany cane is tipped with corkwood and thin red leather covers its gracefully curved handle.

If you attune to this cane it can be used as a spellcasting focus. It contains 6 charges, and recovers 1d6 expended charges at dawn.

As an action you may tap the cane twice on the ground and expend a number of charges up to the maximum remaining charges. You gain Blindsight for 10 minutes for each charge expended in this way. This blindsight applies as long as you are holding the cane, if you are not holding it you do not benefit from its effects.

Alternatively, as an action you can expend 3 charges and draw a 1 foot square in the air. The air shimmers and then a tear in space appears and a deep purple fog rolls out from it. This one-way rift lasts for 1 minute and can not physically be interacted with in any way or moved after it has been created. However, you see things as if you have Truesight while viewing them through this window.

Gauntlets of the Glacier

Wondrous item, rare (requires attunement)

These bulky leather gloves are decorated with a white filigree and are chill to the touch. If you grapple a creature with both hands while you are wearing these gloves that creature takes 1d6 cold damage each turn until they are no longer grappled. If they break the grapple they must roll a Constitution saving throw equal to 8 + your proficiency bonus. On a failure they are Restrained by ice until the beginning of their next turn.

Greater Gauntlets of the Glacier

Wondrous item, legendary (requires attunement)

These thick leather gloves go all the way up your forearms and cinch tightly above the elbow. The back of the hand is covered in a white filigree that gently spirals all the way up the glove and the palms are chill to the touch.While wearing these gloves you have resistance to Cold damage and even when Restrained, or Grappled by a creature Large or smaller, your movement speed can not drop below 10.

If you grapple a creature with both hands while you are wearing these gloves that creature takes 2d6 cold damage each turn until they are no longer grappled. If they break the grapple they must roll a Constitution saving throw equal to 10 + your proficiency bonus. On a failure they are Restrained by ice until the beginning of their next turn.

As an action once per short rest you can activate the gloves and small particles of snow begin to swirl around you until suddenly the gloves turn into large gauntlets of blue ice. For the next minute your gauntlets are frozen solid but do not inhibit movement. While your gauntlets are frozen you can not be shoved or pushed magically and any enemy creature that ends their turn within 5 feet of you takes 2d6 cold damage. Additionally, when you make an unarmed attack you can choose to deal Cold damage instead of Bludgeoning.

Gauntlet of Ghost Sight

Wondrous item, very rare (requires attunement)

This leather glove has armored knuckle joints and looks as if it would come up to your elbow. When you turn it over it clearly has the visage of an eye tooled into its palm.

While wearing the gauntlet, as an action once per short rest you can open your palm in front of you and activate the gauntlet. When you do so the eye appears to snap open and survey the space in front of it. The air in front of the eye quivers in a 1 foot wide and 15 feet long beam. Any hostile creature within 5 feet of this beam takes 1d4+1 force damage as an ethereal dart manifests from the beam and passes through cover and armor to strike them. If the beam intersects with a creature the first creature it intersects with must make a DC 15 wisdom saving throw or take 3d6 psychic damage.

Additionally, once per long rest you can mentally activate the gauntlet. For the next 10 minutes if you are within 120 feet of the gauntlet you have truesight to a range of 5 feet originating from the gauntlet and you are able to see everything within that radius as if you were there. During this time if you target a creature with the spell Scrying the target creature makes their saving throw with disadvantage.

Gloves of Nullification

Wondrous item, rare (requires attunement)

These short purple gloves are tipped in silver and are made from a light flexible material that seems extraordinarily difficult to tear. While you are wearing these gloves if you make a successful unarmed attack against a magic caster they do not have to make a Concentration check until the end of your turn. At the end of your turn they feel a sudden drain of magic power and must make a Constitution saving throw with a DC equal to the total unarmed damage you dealt to the caster during your turn. If they fail this saving throw any spell they were concentrating on immediately ends, and they are unable to cast any spells until the end of their next turn.

Additionally, once per day you can activate the gloves as an action and in a violent purple flash an Antimagic Field appears around you, as if you cast the spell, that lasts until the beginning of your next turn.

Gloves of Ruby Fire

Wondrous item, uncommon (requires attunement)

These long leather gloves each have three ruby fasteners along the forearm. Each ruby represents a charge.

While wearing it you can harness the magic contained within the rubies to control fire. As an action you can cast Fire Bolt or Control Flames, even if you don't know them, by expending 1 charge from the gloves.

All fire effects and fire bolts created with the gloves burn a bright red and shed light twice as far as they usually would.

The gloves regain all expended charges at dawn or once per day as an action you can regain any number of expended charges you choose, taking 1d4+1 fire damage for each charge regained as the gloves set alight until the beginning of your next turn.

G’nehr’s Arboreal Arsenal

Wondrous item, rare (requires attunement)

This appears to be a wooden gauntlet made from gnarled oak and a tough brown fabric. Each of the solid wooden slabs fastened to the back of the gauntlet has a different rune on it and on its front it has a circular hole cut from the palm. This gauntlet holds 5 charges and regains 1 expended charge each morning at dawn.
If you are within arm’s reach of a tree as an action you can expend a change and press your hand against the tree to draw a weapon or ammunition from it. This can be any weapon you are proficient with or 1d4 pieces of ammunition for any weapon you are proficient with. The look and feel of the weapon differs slightly depending on the type of tree you pull it from but it does not affect its function in any meaningful way.
On a critical failure with any weapon created this way, or after 1 day without being submerged in water, it splinters into pieces.

If you spend an action to return a weapon created this way, that has not splintered, to any tree within arms reach, the gauntlet regains an expended charge.

G’nehr’s Ceremonial Censer

Wondrous item, uncommon (requires attunement)

This small censer is made from a deep green soapstone mottled with white and carved with vines of morning glory. Inside the same burlap sack in which it was found is a large selection of dried aromatics. When these aromatics are burned in the censor they magically reappear within the burlap pouch the next morning.

If you burn these aromatics during a long or short rest at the end of the rest all creatures who rested within 60 feet of the censor receives a magical effect, depending on what was burned. A creature can receive a number of magical effects equal to their Constitution modifier (minimum of 1) per day in this way. After a creature receives the maximum number of magical effects the aroma given off by the censor becomes repulsive and has no beneficial effect for the remainder of the day. All  censor effects gained in this way expire at dawn.

Pine Needles. The next 2d4 times you take 10 or less Piercing damage you instead take half damage as the attack bounces off your skin.
Orange Blossoms. You lose 1 level of exhaustion as a feeling of energy fills your body.
Forget-me-nots. This subtle scent calms your mind. The next Intelligence or Wisdom check or saving throw you make has advantage. In addition, until that time anyone who tries to read your mind only sees a grassy field of forget-me-nots.
Dried Mint Leaves. As a sense of mental alertness surrounds you you gain +5 to all initiative rolls, and when you make a high jump can jump 5 feet higher than usual.
Hickory Wood Shavings. Your eyes sting in the wispy smoke, however, you are now able to see through magical darkness as if it is not even there.
Crushed Cinnamon Bark. A bold scent overtakes your senses. You gain advantage on Fear saving throws and are able to nearly ignore any phobias you already have.

Lesser Gloves of Silence

Wondrous item, rare (requires attunement)

The Gloves of Silence are a pair of white kid leather gloves, and seem to fit as if they were made for you. 

As an action you can make a performance check as an attack against the armor class of a target within 5 feet, on a hit you deal 1d4 plus your Charisma modifier Psychic damage and create a 5 foot zone of silence centered on yourself that lasts until the beginning of your next turn. You cannot apply expertise on performance checks made in this fashion. If you can make multiple attacks this replaces one of them. 

Additionally while you are wearing these gloves they have a 1 inch aura of silence over their surface at all times.

Greater Gloves of Silence

Wondrous item, very rare (requires attunement)

The Gloves of Silence are a pair of white kid leather gloves, and seem to fit as if they were made for you. 

While wearing these gloves you can spend a short rest bonding with a non-magical weapon you are proficient with. You can be bonded with up to three weapons.

As an action you can make a performance check as an attack against the armor class of a target within 5 feet, on a hit you deal the weapon damage of one of your bonded weapons plus your Charisma modifier Psychic damage and create a 5 foot zone of silence centered on yourself that lasts until the beginning of your next turn.

You cannot apply expertise on performance checks made in this fashion. If you can make multiple attacks this replaces one of them. 

Additionally while you are wearing these gloves they have a 1 inch aura of silence over their surface at all times.

The Green Devourer (WIP)

Wondrous item, artifact (requires attunement)

You find a 30 foot tall dark gray stone obelisk, covered in vines. Runes encircle the stone pillar in a jumble that is hard to even distinguish the language of.

Extremely dense moss grows out from the foot of the obelisk. There is a hole through the stone about 10 feet from the ground and within it rests a large forest green gem. This faceted teardrop shaped emerald has small branches entwined around its base that appear to be living yet have no roots or trunk. It is as big as two fists, and weighs 4 pounds.

Attunement

(Links for me to remember later)

https://www.dnd-spells.com/spell/plant-growth

https://www.dnd-spells.com/spell/hallow

http://forgottenrealms.wikia.com/wiki/Silvanus

History and Knowledge

To gain any substantial information about this gem you must succeed on a DC 24 check, spend at least one month researching an aspect of it, or be able to read the runes of the obelisk. It is ancient, and its magic and secrets are hidden deep.

History: You know this obelisk matches the description from many ancient undated texts. If you remember correctly they made mention of using obelisks such as these to store precious artifacts. The creator and purpose of the gem have been lost to time, but this is millenniums old.

Religion: you remember that some barbarian tribes still worship an entity known as The Emerald in the Stone to this day, as a god of nature. You do not know if this is indeed the emerald they worship, but this piece of information is foremost in your mind as you stare into the depths of the gem.

Arcana: You think that this may have been directly created by the gods, nothing you have ever studied before has had an aura quite like this. You also know that the spell Hallow has been cast on the obelisk, with the secondary effect Everlasting Rest. The obelisk seems to eek a steady stream of magic essence as if slowly feeding the spell, keeping it from decaying or being easily dispelled. To be able to feel this speaks to the power of its effects.

Investigation or Perception: The runes on the obelisk are probably a variant of Druidic or Primordial, and you deduce its a short verse describing the gem itself. The obelisk is too old for you to know the age of but it and its surroundings are preserved so remarkably well it must be under a spell to keep it that way.

Nature: You feel a force from the gem as a wave of energy tingles down your spine. This gem is surrounded by strong natural magic. You feel drawn to it and wonder how something with an aura this strong doesn’t attract creatures of evil.

Survival or Insight: You feel repulsed by the obelisk and everything around it but especially the gem. The hairs on the back of your neck stand up on end as everything tells you that this should not be trifled with. This gem is a powerful force.

Language: The runes on the obelisk are written in a confusing jumble of both Druidic and Primordial. On a successful DC 12 Intelligence check if you know one of these languages you understand part of the text. If you know a dialect of Primordial you decipher:
Crawling Chaos within.
Devour those not.

Heed the gods.

The hand guides.

If you know Druidic you can gather:
Chaos grows.

The vines listen.

Protect the forest.

Silvanus guides it.


The full message if the creature knows both languages is:

Crawling Chaos grows within.
The vines devour those who listen not.
Protect the forest, heed the gods.
The hand of Silvanus guides it.

Hallowed Ground

Every 10 years that this gem is not within the area of the spell Hallow roll 1d10. On a 1, a visible green pulse of energy radiates from the gem, traveling through everything it reaches, to a radius of 100 miles. All plants within the pulse visibly surge forward with new energy and grow twice as fast for the next year. If the area the pulse reaches is not at least 50% natural habitat roll another 1d10. On a 1, the gem awakens.

Whenever a Green Devourer awakens roll 1d20 for every currently awakened gem. On a 1 another gem awakens, re-triggering this effect. Gems outside of the effect of Hallow are always triggered before any other gems.

True Origins

The world was in a constant state of creation and destruction as the gods repeatedly had to reset the mortal planes after civilization destroyed themselves through war and conflict. It was proposed that to maintain the balance of the world and limit the divine intervention needed that artifacts should be created. Silvanus volunteered to oversee their creation and large emeralds were excavated from the depths of the earth to start the process.

The hivemind of emerald artifacts Sylvanus wove was meant to encourage growth of the forests, and keep civilization busy fighting the elements so they would not have time to grow too powerful or too large. The humanoids of the mortal plane were unhappy with these new hardships though and began resorting to their own means to fight against the more harsh wildlands. They began burning the forests and slaughtering herds so that they could continue their advances and expansion. Nature itself cried out at the abuse and Silvanus was first grieved and then angered that his gift of balance was being responded to with even more violence.

It was the last straw in convincing him that truly the only way to bring balance would be to regularly thin out the civilized races, and used the newly created artifacts to destroy man, woman, child, and all they had made in a wave of crushing vines that covered all. He had compassion for the animals and those that loved nature though, and those that still truly cared for nature were spared.

The surviving portion of the mortal realm was terrified of the artifacts that had previously been a blessing and many had helped to make and hid them from sight, surrounding them with enchantments, secrets, and hushed tones. Orders of druids were created to research the event and try to prevent the catastrophe from happening again. The people that survived the purge had names for the artifacts in the stories they wove. Those that were followers of Silvanus referred to them as the Tears of Silvanus. However the other lucky, or unlucky, survivors collectively call them The Green Devourer.

The artifacts now lay dormant within their hidden groves, but if awoken by god or man, destruction awaits.

Awakened Devourer

When the artifact is awakened it sends out three visible pulses of energy. The branches wrapping around the gem quiver and with a rapid growth-spurt plunge into the ground. Vegetation springs forth along the ground from the base of the wooden viney mass now surrounding the emerald. The next turn starting at a radius of 300 feet from the gem the ground begins to erupt as large vines crack through rock and soil and start creeping outward until there is nothing but writhing vines for another 300 feet outwards. For each day the gem has been awake the vines creep outward like a wave, 1 mile at a time, receding back into the ground in the wake to maintain a depth of 300 feet. 

Each hour the vines deal 50 bludgeoning damage to any structure in contact with the ground in the area. Additionally, any creatures not born from nature (such as ents, deer, or other natural fauna) must make a DC 12 Wisdom (Survival) check at the beginning of each turn they start within 10 feet of the vines or take 3d12 bludgeoning damage as the vines whip out and try to crush them.If the creature has proficiency in Nature they have advantage on this check. 

If a creature uses Speak with Plants or Druidic to speak to the mass of vines they feel a massive presence as if a mind much larger and deeper than theirs presses up against their consciousness then passes on without responding. They remain untouched by the vines until the next dawn, creating a 5-foot radius clear of vines around them as they move.

This creeping green wall spreads out to a radius of 100 miles before it calms. The artifact at this point is surrounded in a 60-foot radius sphere of trees arching over it. They are twined so tightly it’s nearly impossible to pass through except for a single entrance at ground level it seems to have purposefully left open. The artifact casts Hallow with the secondary effect Everlasting Rest on the living pedestal of branches it has made for itself and falls back into a deep slumber.

Heart of the Mountain

Wondrous item, very rare (requires attunement by spellcaster or dwarf)

This item is visibly sculpted to look like a humanoid heart. It has a large ruby depressed into its left side. When you attune to this heart a light within the ruby begins softly pulsating in time with your own pulse, and a soft thrumming can be heard coming from within the stone.

While attuned to this item you must fail 5 death saving throws to die instead of 3.

Additionally, once per day as an action you can choose to cast either Stoneskin or Investiture of Stone on yourself, ignoring concentration. If you are not a spellcaster you use your Constitution modifier as your spellcasting ability for this effect. If you choose Investiture of Stone you gain 1 level of exhaustion as the spell ends.

Curse. While attuned with this item you are vulnerable to thunder damage.

If you un-attune with this item or it is destroyed you instantly drop to 0 hit points and begin making death saving throws. Additionally, you gain 1d4 levels of exhaustion that lasts for 10 days and can only be removed by Greater Restoration.

Helm of the Hummingbird 

Wondrous item, rare (requires attunement)

This light iron helm is painted in a quickly fading green and has small ivory wings jutting from each side.

Once per short rest as an action you can activate the helm and the wings begin beating until they almost blur and a faint hum can be heard.

When you activate the helmet you can immediately move up to 60 feet in a straight line. As the wind buffets your face you realize you are not teleporting, but actually running to the spot you envision in your mind.

While moving in this way you do not provoke attacks of opportunity and you are able to move across liquids.

The wings keep beating for a while after you activate the helmet, slowly winding down over time. For the next 10 minutes as a reaction on any creature’s turn you can gain 1 level of exhaustion to repeat the 60 foot movement. Exhaustion gained this way lasts until your next short rest.

Infernal Keyring

Wondrous item, very rare (requires attunement)

This rough keyring has 8 keys on it, 3 of which appear to be copies of the same key. From a distance no one would really attach any significance to them, they are just slightly eccentric keys. While you are attuned to and carrying this ring of keys you gain an effect for each key. If you are not a spellcaster the keys use your Constitution modifier as your spellcasting modifier.

1. The first has a thick, almost spherical head, and 3 spikes protruding downward from it, the longest of which is the shaft of the key. This key allows you to cast Fire Bolt.

2. The second is flat and glimmers with an orange tint. The cuts in its shaft are violently spiky, and stick out farther than most keys. This key allows you to cast Produce Flame.

3. The third key is stout and has a bit on both sides of the shaft. It feels warm when you hold it in your hand. This key allows you to cast Create Bonfire.

4. The fourth key has a crooked shaft that you could swear that the pattern of the curves in the shaft changes when you aren’t looking. This key allows you to cast Control Flames.

5. The fifth key has a rough texture and 10 holes drilled through its head and shaft. When you take fire damage as a reaction you can have the key take up to 10 fire damage in your stead, before resistances are applied, and store the damage taken. You can not use this reaction again until the energy stored is expended. When you cast a spell or cantrip from this keyring you can choose to expend the stored damage before the DM announces the result of the attack or save, adding it to the damage taken by the first creature hit, if any.

6-8. The last three keys all are shaped the same, but they are larger than the others, and cracked. Flickering light can be seen flowing through the cracks in the keys. Each key has a single charge of Hellish Rebuke that is expended when you cast it and recharges at dawn. The light within the keys ebbs and flows with the charges.

Curse. If you target a fiend with any spell from this item you automatically become the new target for the spell and must roll against yourself.

Instrument of Bardic Assistance

Wondrous item, rare (requires attunement by a creature proficient with this instrument)

This instrument has graceful blue markings stained onto it radiating from a single diamond embedded in its surface. 

Once per short rest as an action you can begin a lilting melody that changes with the rhythm of the battle. For the next 10 minutes as long as you maintain concentration you can use the Help action as an action or bonus action to assist any creature within 30 feet of you with an attack or ability check.

Additionally, while you are concentrating on this song as an action you can invigorate a creature with the sound of your music, granting them 1d8 + your Charisma modifier temporary hit points that last until the beginning of your next turn.

Ioun Stone: Repel

Wondrous item, very rare (requires attunement)

While this jet black and spiraled blue stone orbits your head at the beginning of your turn the closest large or smaller enemy creature within 30 feet of you must make a Strength saving throw, DC 12. On a failure their movement speed is reduced to 0 until the beginning of their next turn and they are pushed back 5 feet.

Little Red Planar Hood

Wondrous item, very rare (requires attunement)

This looks like a simple red cloak but the size suggested it was made for a child. Inside the hood however is a magic circle sewn into the lining in vivid blue thread. The circle is divided into 8 segments, the last of which looks to be sewn with a different pattern. This cloak holds 8 charges, each represented by a segment within the hood of the cloak.

Each short rest the cloak regains up to 1 charge, and each long rest the cloak regains up to 7 charges.

Over The River

As a bonus action you can expend a charge to cast Misty Step, but instead of a silvery mist you are surrounded by a small flurry of autumn leaves and a babbling brook can be briefly heard.

Through The Woods

As an action if you are in wild unsettled territory, you can expend all 8 charges and choose a plane of existence (you may specify a target in general terms, such as the City of Brass on the Elemental Place of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination at the DMs discretion). Alternatively, if you know the sigil sequence of a teleportation circle on another place of existence, you can choose that circle. 

As you pick a location a small tree with red leaves and pale smooth bark shoots from the ground, rapidly encasing you before you disappear from sight within its foliage. The tree remains where you once were, forever growing in the plane you left.

Curse. This cloak never regains the 8th charge by resting, it is only able to regain the last charge by killing a creature to protect an innocent in danger and dripping the cloak with its blood.

Lesser Mental Barrier Bracers

Wondrous item, rare (requires attunement)

These bracers have alternating bands of silver and pearl underneath the plain leather exterior that lay flat against your skin. The bands of silver have fine barbs that poke through the bracers to make several rows of spikes.

Once per long or short rest as bonus action you can begin concentrating on the bracers as if you are concentrating on a spell. As you do so bubbles of energy grow from the spikes and coalesce into a barrier around you before fading.

For the next 10 minutes while you maintain concentration any bludgeoning, piercing, or slashing damage you take is reduced by your Intelligence modifier. 

As an action you can focus this barrier to another creature you can see within 30 feet. If you end your turn out of sight or farther than 30 feet away from the creature the barrier returns to you. While you are focusing the barrier around another creature you do not gain any benefit from it but must maintain concentration.

Greater Mental Barrier Bracers

Wondrous item, very rare (requires attunement by a creature with at least 15 intelligence)

These bracers have a layer of leather to give them their flexibility but the bands of silver underneath the leather are apparent, not to mention the plates of silver with pearl inlays along the back of the bracers. Extending backwards from the wrist area of each bracer is a single silver spine.

Once per long or short rest as a bonus action you can begin concentrating on the bracers as if you are concentrating on a spell. As you do so large translucent bubbles project from the spines and coalesce into a sphere around you. For the next 10 minutes while you maintain concentration any damage you, or any other creature you consider friendly within 15 feet of you, take is reduced by your Intelligence modifier. This effect does not apply to psychic damage.

Meteor Hammer

Wondrous item, very rare (requires attunement by a creature with at least 15 Strength)

This so called hammer is a nearly perfect sphere, 1 foot across, made out of red granite. It has a thick brass band around it that is heavily dented and a single heavy brass chain attached to the band at each end, forming a loop. This small boulder weighs a full 80 pounds.

Once per short rest as an action you can begin swinging the hammer around you, building up speed until it is moving fast enough and you are able to let go. When you let go it begins orbiting you of its own accord.

While the hammer is orbiting you it maintains a distance of 5 feet and moves with you. Any creature that ends their turn within 5 feet of you must make a dexterity saving throw equal to 8 + your proficiency + your strength modifier. On a failure the creature takes 1d10 + your strength modifier bludgeoning damage.

As an action while the hammer is orbiting you you can manipulate its speed and trajectory to make an attack against all creatures that are 5 feet away, or all creatures that are 10 feet away. Make a single melee attack roll with proficiency against all affected creatures AC. On a successful hit you deal 3d10 + your strength modifier bludgeoning damage.

On a critical failure, or after 1 hour, the hammer falls from its orbit.

Molten Gold of the Alchemist

Wondrous item, rare (requires attunement by a creature proficient with alchemist’s supplies)

This small glass sphere the size of a fist is astoundingly heavy, and appears to be mostly full of a thick golden liquid. It weighs 10 pounds and has no visible opening or markings on it.

As an action or bonus action while touching this item you can change the weight of any non-magical object you can touch. When you make an object lighter the sphere gains an equal amount of weight, up to a total of 400 pounds. When you make an object heavier the sphere loses an equal amount of weight, but the object can only gain as much weight as the sphere has to lose. 

You can affect up to 5 objects at a time like this, and the effects last for up to 1 hour, or until you dismiss them.

Mummified Cloth of the Void

Wondrous item, rare (requires attunement)

This bundle of ancient cloths is meant to be wrapped around the hands, legs, and upper arms to serve as basic protection in a fight. You can put on or take off the wrappings during a long or short rest, and while wearing them in this way each time you successfully hit a creature with an unarmed attack the wrappings unravel slightly and gain one charge. The wrappings can store up to 10 charges as more of the cloth loosens and frays. These charges last until your next short rest as the wrappings slowly repair, weaving themselves back together.

As a bonus action you can expend a number of charges to teleport up to 10 feet per charge expended to an unoccupied space you can see. When you teleport in this way you disappear in a flurry of cloth scraps that dissolve into dust.

Mummified Hand of Delilah

Wondrous item, very rare (requires attunement)

You find an old withered hand, no more than skin drawn taut across bones, and tarnished rings hanging loosely from the fingers. Once per day, as an action, you can rattle the rings on the hand and as you do so the smell of lilies fills the air around you. Choose any number of creatures within 60 feet and those creatures must succeed on a DC 16 Wisdom saving throw or be Charmed.

While a creature is charmed by this item they must move at least 10 feet towards you each turn if they are able to. They may repeat this saving throw at the end of each of their following turns. If they take any damage or succeed the saving throw they are no longer charmed and are immune to this effect for the next week.

Additionally, as an action you can touch up to 3 creatures within 5 feet of you with the hand. If they are currently charmed by this item they take 4d10 necrotic damage.

Necklace of Draconic Ancestry

Wondrous item, very rare (requires attunement)

This necklace has an amulet in the shape of a dragon curled around a crystal orb hanging from a thick iron chain. When you attune to it the orb changes color depending on your alignment, unless you already have draconic ancestry. If you have draconic ancestry the orb changes to a color appropriate to your lineage.

While attuned with this necklace as an action you can exhale destructive energy. Your alignment determines the size, shape, and damage type of this effect. When you use your breath weapon creature in the area must make a saving throw, the type of which is determined by your alignment. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 3d6 damage on a failed save, and half as much on a successful one.

After you use your breath weapon you can’t use it again until you complete a short or long rest.

Dragonblood. If you have draconic ancestry and already have a breath weapon instead of gaining an additional use based on alignment your breath weapon increases to a 60 foot line, or a 30 foot cone, whichever your ancestry uses, and does an additional 1d6 damage.

Alignment

Dragon

Dmg Type

Breath Weapon

Chaotic Evil

Red

Fire

15 ft. cone (Dex. save)

Neutral and Lawful Evil

Black

Acid

5 by 30 ft. line (Dex. save)

Neutral

White

Cold

15 ft. cone (Con. save)

Neutral and Chaotic Good

Copper

Acid

5 by 30 ft. line (Dex. save)

Lawful Good

Gold

Fire

15 ft. cone (Dex. save)

Necklace of Many Hands

Wondrous item, uncommon (requires attunement)

This rawhide necklace has three hands carved from malachite hung between onyx beads. While attuned to this item you are able to cast Mage Hand if you were not able to before. When you cast Mage Hand while wearing this necklace you can choose to create up to three hands, these mage hands remain until dismissed, or you cast Mage Hand again. You can command any number of the summoned hands with your action and they can work together to lift up to 30 pounds total.

Necklace of Tree Striding

Wondrous item, rare (requires attunement)

This necklace has a pendant of jade with the bronze semblance of a tree entwined around it. It has 3 charges and you regain all expended charges each day at dawn.

As a bonus action you can expend a charge to enter a tree within 5 feet of you. When you enter the tree you instantly know the location of all other trees of the same kind within 30 feet and, as part of the bonus action used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You can then appear in a spot of your choice within 5 feet of the same tree or a tree of the same type within 30 feet. Both trees must be living and at least the same size as you. 

You must end your turn outside a tree.

Needle of Bloody Displacement

Wondrous item, very rare (requires attunement)

This amulet has a compass rose etched into its golden surface. It is stained and tarnished, and at the southern point of the rose a spike the length of a finger extends straight down.

As a bonus action you can plunge the spike into your skin, taking 1d4 piercing damage, and gaining that many charges, as the blood flows upwards into the compass rose and seeps into the cracks.

The amulet can hold up to 12 charges and loses all stored charges at dawn.

As an action you can expend a number of charges to either teleport yourself or other nearby creatures. 

If you use charges to teleport other creatures you can teleport any number of creatures within 30 feet to any unoccupied space you can see within 30 feet, expending 1 charge for every 10 feet teleported per creature. If the creature is unwilling they must make a Constitution saving throw with a DC equal to 12 + the number of charges expended or be teleported against their will.
If you use charges to teleport yourself you may teleport up to 10 feet per charge expended to any unoccupied space you can see.

Curse. If you are magically healed you lose all stored charges in this item.

Additionally, every time you teleport using this item it creates a sigil on your skin around the most recent wound from the needle, adding a new ring to the sigil if there is already a sigil at the wound. Each ring or sigil has a number of spines radiating from it equal to the number of creatures teleported or no spines if you teleported yourself.

When you stab yourself with the needle you take 1 additional necrotic damage for each sigil and ring on your body. This damage ignores resistance and immunity.

These sigils and rings will not disappear until you spend at least 1 day without using this item. After 1 day 1d4-1 random rings disappear, and 1d4 sigils without rings disappear each day you haven’t used it.

Pen of Many Messages

Wondrous item, rare (requires attunement)

This pen does not have a feather and requires no refill from an inkwell. In fact it would only be considered a pen in name and function, most would not recognize it as a pen at all. It appears to be a thin metal rod the length of a man’s hand and decorated with gold inlay. To attune to this pen you must write your true name, not an alias or nickname, 100 times on a piece of parchment or paper using this pen.

While attuned to this pen you may summon it into your hand at any time as an action, and you know the cantrip Vicious Mockery. While holding the pen Vicious Mockery does an additional 1d4 damage.

Additionally, once per short rest you can cast the spell Skywrite with the pen, ignoring concentration.

This pen has yet another special property though. As an action you can create a symbol on the top right of a piece of paper or parchment that is unique to you. This symbol is the same each time you create it. You can accompany this symbol with a number and/or the name of a creature if you so choose. When you write or draw on a piece of paper with your own symbol ink begins to form in an exact copy on all other pieces of paper that share the same symbol and number combination, as long as they are on the same plane of existence. 

Paper that has the true name of a creature accompanying the symbol will appear blank, except for the symbol and name in the top right corner, to all creatures except those that have that name.

Pendant of Fiery Deflection

Wondrous item, very rare (requires attunement)

This pendant is a garnet set into a wide bronze base devoid of any marking. It is warm to the touch and hangs from a similarly plain bronze chain. This pendant has 8 charges, and regains 2d4 expended charges each dawn.

As a bonus action you can activate the Pendant and it will softly flicker. Until the beginning of your next turn any time a creature you can see within 15 feet of you, including yourself, is hit by a ranged weapon attack you can choose to expend a charge to reduce the damage of the attack by 1d8 + your Dexterity modifier by blasting the missile with a searing bolt of flame from the pendant. If you reduce the damage of a missile to 0 it burns to ash before it reaches the target creature.

Pendant of Forceful Deflection

Wondrous item, very rare (requires attunement)

This pendant is a deep purple amethyst set into a wide black metal base etched with  ever expanding ripples. It hangs from a small chain with a gap in the back where the clasp would be yet holds together despite the missing clasp. When you pull it over your head the gap expands and then retracts to fit the pendant snugly against your neck. This pendant has 4 charges, and regains 1d4 expended charges each dawn.

As a bonus action you can expend a charge to activate the pendant and create an invisible barrier of force particles around you. The first attack that hits you before the end of your next turn is reduced by 2d10 + your Constitution modifier, expending the barrier. If you reduce the damage of this attack to 0 it is reflected back and the target of the attack becomes the creature or object that attacked you.

While this barrier is active you take no damage from Magic Missile.

Pendant of Icy Deflection

Wondrous item, very rare (requires attunement)

This pendant is a pale blue sapphire set into a wide silver base etched with the fractal patterns of morning frost. It hangs from a thin silver chain with no magical properties. This pendant has 4 charges, and regains 1d4 expended charges each dawn.

As a bonus action you can expend 1 charge, or as a reaction to being hit by a ranged weapon attack you can expend 2 charges, to activate the Pendant. When you activate the pendant it grows bitterly cold and bolts of ice dart from its center at incoming missiles. Each time you are hit by a ranged weapon attack from a creature you can see, including the triggering attack, the damage is reduced by 1d10 + your Dexterity modifier until the end of your next turn. If you reduce the damage of a missile to 0 it drops from the air at your feet, frozen in a chunk of ice.

Phantom Mask of Manipulation

Wondrous item, rare (requires attunement)

This face mask is pure white with pewter trim around its edges. It is sculpted into what could be called a bird head with an unusually short beak, also covered in pewter, but with delicate filigree.

Hand in the Shadows

As a bonus action if there is dim light anywhere within 60 feet of you you can manipulate it into a shape of your choosing. This shape can not be larger than 10 feet on any side, and has no substance. You can create this shape anywhere within 60 feet of you that you can see, but do not need to maintain sight with it. 

Additionally, as an action you can manipulate a shape you have created to move as long as it remains within range. This shape remains until you use this effect again, it is exposed to magical light, or you move out of range. 

Phantom Puppeteer

While wearing this mask you can use it as a spellcasting focus to cast spells from the school of Enchantment. When you do so, you can feel a new force.Your face tingles slightly and certain spells are stronger than they were before. When you cast the spell Charm Person, Calm Emotions, or Enthrall against a single target the target creature has disadvantage on their saving throw. Additionally, when you cast the spell Sleep you may roll an additional 2d8 to determine how many hit points of creatures the spell can affect.

Right Hand of the Reaper

Wondrous item, very rare (requires attunement)

This glove has a cuff that extends down the length of your forearm and is stitched from a dark-brown yet supple leather. The tips and pads of its fingers as well as the palm are reinforced with a thin black leather. It has a very short silver claw extending out from the tip of the thumb that covers the first knuckle as well as small silver plates covering the back of each finger. To attune to this item you must wear it when you are attuning. 

While attuned to this glove you gain a pool of arcane energy that replenishes when you take a long rest. You have 25 points in this pool. If your wisdom modifier is positive you gain a bonus to this pool equal to your Wisdom modifier x 5. 

As an action, you can make an unarmed attack against a creature within 5 feet. On a hit you can draw power from the pool to deal additional necrotic damage to that creature equal to the number of points expended, up to the maximum amount remaining in your pool.

Skilled Harvester

When you wield a Sickle it now deals 1d6 slashing damage, has the property Finesse, and when you wield it with two hands it deals an additional 1d6 necrotic damage.

Hand of Repose

While attuned to this glove you gain the ability to cast Mage Hand if you could not before. Additionally, when you cast Mage Hand it is completely invisible to all except you, appearing to you as a skeletal hand. This variant of mage hand is unusually strong and can carry up to 20 pounds and has no duration, lasting until you dismiss it as an action.

Curse. The moment you finish attuning to this glove the arm you are wearing it on is wracked with pain. You take 1d12 necrotic damage and everything around you momentarily appears as if you are in the Ethereal plane even though your body remains in the mortal plane. You hear whispers around you growing ever closer until your senses return to your body and you are now aware of how light your arm is.

While the glove is covering your arm it feels as normal, but when you lift the cuff several inches above where it is covered your arm stops in a withered stump. Your arm and hand are gone. You can push up the cuff and pass your remaining hand straight through where there should be flesh and bone and the glove will not move from your wrist, as if it is fixed in place to the nothing replacing your hand. You can still use your hand as normal, it simply has no substance beneath the glove. 

If you have the feature Lay on Hands whenever you use it you must make a DC 10 Wisdom saving throw. On a failure your pools of energy conflict. Roll a 1d10 and that many points are expended from your arcane energy pool. Additionally, subtract that number from the points you expended for lay on hands, and the creature heals that much less than expected. If this creates a negative number the creature takes that much necrotic damage.

If you dispel the curse on this item it is destroyed and your arm does not return.

Ring of Eldritch Energy

Ring, rare (requires attunement by a spellcaster)

This bone ring has a deep purple inlay, and is set with an onyx. While wearing this ring, every short rest you take you gain 1d4+4 temporary hit points.

As a bonus action you can choose to expend all remaining temporary hit points gained in this way to cast Eldritch Blast even if you do not know it.

Additionally, while attuned to the ring you know the cantrip Chill Touch, and can cast it using the ring as a focus.

Curse. Each time you gain temporary hit points from this ring it consumes a hit die. If there are no hit dice to be consumed you take damage equal to the temporary hit points gained, although you can not drop below 1 hit point from this effect.

Permanent Curse. The first time the ring consumes any of your hit points it becomes permanently attuned to your very soul. 

The ring dissolves into your finger, the finger withers, and purple veins spider through your hand from the finger. Now when you cast eldritch blast using your temporary hit points it originates from your chest, ignoring verbal and somatic components, but leaves a dull purple mark where it originated. The veins in your hand and the purple mark spread almost imperceptibly each time you do this.

Chill Touch can still be cast, also ignoring verbal and somatic components, from your withered finger.

When cursed in this way the curse and attunement can not be removed without destroying the soul of the creature bound to the ring.

Note: Remember, players can’t see a curse before they trigger it (normally with attunement). And here, they can not see the permanent curse until it’s triggered as well.

Ring of the Golden Defender

Ring, rarity varies (requires attunement by a creature not of evil alignment)

This polished gold ring has a thick ivory inlay. As soon as you attune to it it reaches out to you, impressing upon you to put it on the first finger of your dominant hand. It can not speak, but it can communicate to you through ideas, images, and emotions. 

Stages of Power. The desire of this ring is to protect other innocent creatures lives. If you earn the trust of the ring by showing your devotion to the protection of creatures around you and going beyond the call of duty to do so it will grant you power. When you attune with it you start at the Ring Stage, and move forward as the ring decides you are trustworthy. However if you betray the trust of the ring, you may move back a stage.

Each stage of power has access to all the abilities of the stage before it. As an action you can transform the ring into any stage it allows you to have access to.

Ring Stage (rare):

While the ring is content, and you wear it on your first finger, it grants you basic abilities.

Brilliant Presence. As an action you can cast the cantrip Light. Additionally, you can maintain up to three instances of Light, instead of one.

Shield of Gold. Once per long rest you can cast Shield with a range of 15 feet. This reaction is triggered by a creature, other than yourself, that is within range being attacked or targeted by the spell Magic Missile. This shield appears as a golden sphere around the target.

Glove Stage (very rare):

The ring stretches out tendrils of ivory, coating your hand and wrist. The ivory forms into plates and gold trim manifests as they harden. Strands arch from the ring onto the gold edged glove and to each finger. The entire system of white arches and plates seems to weigh almost nothing as if it is floating around your hand.

Defender’s Blessing. Once per day as an action while wearing this gauntlet you can fire a beam of brilliant yellow light in a 5 foot wide, 60 foot line from the gauntlet. Each creature in this line must make a Constitution saving throw. On a failed save a creature takes 8d6 radiant damage and is blinded until your next turn. On a successful save it takes half as much damage and is not blinded. Undead and oozes have disadvantage on this saving throw. This beam counts as a 3rd level light spell for the sake of dispelling magical darkness.

Divine Fist. Your unarmed strikes deal 1d4 damage while wearing the gauntlet. Additionally you can choose to deal radiant damage instead of bludgeoning damage.

Gauntlet Stage (very rare):

The ring sprouts a dense network of ivory and gold tendrils, covering even your upper arm, up to your shoulder. Each gold trimmed plate is connected with a series of ivory strands all gracefully twisting back to the ring. You move unhindered by this long gauntlet, as if it floats effortlessly just above your skin.

Golden Circuitry. You now have a pool of 3 charges stored in the gauntlet. As a reaction you can expend a number of charges to activate Shield of Gold, even if it has already been used, on a number of creatures equal to the charges expended.

Additionally, as an action you can expend a charge to cast Cure Wounds, on a creature other than yourself, with a +5 spellcasting modifier.

The gauntlet regains all expended charges at dawn.

Divine Fist. Your Divine Fist increases in power, it now deals 1d8 + your Strength or Wisdom modifier.

Telepathic Bond. The ring is connected to you so deeply it can now telepathically speak to you with words in addition to images and emotions, although its words are few.

Shield Stage (legendary):

The ring covers your shoulder in a graceful paldron, heavily decorated with gold. Additionally a plate begins growing over your forearm and then detaches, floating 3 inches from your arm. This plate slowly forms a shining white kiteshield, with the golden symbol of an intricate shield in its center.

While the ring is in this form and its shield is protecting you, you have +2 AC if you are not already wielding a shield.

Selfless Defense. As a bonus action you can command the ring to shield another creature within 30 feet. Until they end their turn farther than 30 feet away or you issue a new command the shield will hover by them, granting them +2 AC. While you are using this feature you can not benefit from the shield.

Golden Circuitry. The pool of charges stored in the gauntlet increases to your level/2 rounded down (minimum of 3).

Investiture of Gold (Artifact):

If you pledge your very life to destroy a creature you can see that is of neutral or evil alignment the ring will rapidly wrap you in a mass of golden tendrils. When the mass calms you are covered head to toe in golden plate mail that sheds a dim light out to 30 feet. Until you destroy the creature you have sworn to kill you will remain like this, and are unable to remove the armor or transform the ring into a previous stage. As soon as the creature you have sworn to kill is dead the ring reverts to its first stage and becomes unresponsive. After 1 minute the ring consumes your soul. Your body, and everything you were holding and wearing disintegrates, and the ring alone falls to the ground. You can not be resurrected after the ring has consumed your soul, even with a Wish spell. 

While in this form you gain the following benefits:

  • You are not considered to be wearing armor for the sake of bonuses

  • Your AC becomes 22 unless it is already higher

  • You are now immune to radiant damage, and resistant to necrotic damage, as well as bludgeoning, piercing, and slashing damage from nonmagical weapons.

  • You can use your action to create up to 4 shields, and use any number of them with the feature Selfless Defense. You can not create more than 4 shields total in this way or benefit from any of their AC bonuses.

  • You can use your action to cast Sunbeam

  • Your Divine Fist increases to 2d6 + your Strength or Wisdom modifier.

Ring of the Sudden Strike

Ring, legendary (requires attunement)

This ring is set with three black opals in an ornately shaped silver band. 

Once per short rest at the end of a hostile creature’s turn you can teleport to an unoccupied space up to 60 feet away in a puff of purple smoke. You can then make a melee attack with advantage against a creature within reach.

Additionally, once per day at the end of a hostile creature’s turn you can take the attack action.

Curse. If you use either of this ring’s features the first attack roll against you within the next minute has advantage. If this attack hits you you take an additional 2d8 necrotic damage.

Rings of Vampiric Gesture

Ring, very rare (requires attunement by two creatures)

These rings are both identically polished bands of ebony, inset with a red agate. For a brief moment when each is attuned to a separate creature both attuned creatures taste copper and feel as if their ring hand was submerged in a warm liquid.

As a bonus action either creature can activate their ring by pointing towards the other with their ring finger. If on their turn the other creature is within 30 feet and does the same a bond is formed between them. To maintain this bond both creatures must spend their bonus action each turn and end the round within 30 feet of each other or it is broken and must be formed again.

While this bond is active a twisted ethereal cord stretches between the two creatures. This bond can not be seen by anyone except the attuned creatures, except on the Ethereal Plane, and can not be interacted with. The first time on a turn an enemy creature moves through this cord they must make a constitution saving throw equal to 10 + both attuned creatures constitution modifiers. On a failure they take 2d12 Necrotic damage and each attuned creature regains hit points equal to half the damage dealt.

Curse. Every time the bond is broken each attuned creature is Poisoned until the end of their next turn and takes 1d6 Necrotic damage.

Shoon’s Golden Cube

Wondrous item, artifact (requires attunement)

This 1 inch cube appears to be made of solid gold, yet is hard as diamond, and is unusually heavy even for gold, weighing in at 3 pounds. As an action you can speak the command word to activate it casting Circle of Death, with no material cost, centered yourself and affecting all creatures except you. The command word is “Death Spell” and must be said with a lisp.

Curse. When the cube is activated it attempts to absorb and destroy 500 gp worth of non-living material within a 60-foot radius of itself, starting with gold and gems and working down, consuming worn, carried, and magical items last (ignoring things that you are wearing but not carrying). If it finds enough material it works as expected. If it does not find enough value after absorbing everything it is able to it takes some of your life force to make up the difference. You take 8d6 Necrotic damage, and your max hitpoints decrease by 1d8 hit points for the remainder of the time you are attuned to this item.
If you un-attune to this item it teleports to a random location.

Silver Bands of the Vine

Wondrous item, rare (requires attunement)

These three silver bands are simple yet elegant, similar but subtly different, and sized to fit different fingers. Vines and leaves etched into both the inside and outside. When they are not being worn by a creature you can call the name of any number of the rings you are attuned to to activate them as an action. They can be attuned to separately by different creatures or as a single item by one creature. Budo activates the smallest of the rings, Vignes activates the middle one, and Reben activates the largest one. 

When activated each ring expands to a large metal chakram, perfectly smooth except for their etchings which enlarge with them, and razor sharp. These chakram have the properties thrown (range 30/90), finesse, and deal 1d6 slashing damage. Additionally, as an attack action you can call a ring by name and it will return to your hand.

Silver Bells of Guidance

Wondrous item, uncommon (requires attunement)

These two strings of polished silver bells tinkle merrily and can be heard out to 120 feet. These bells can hold up to 4 charges and if you dash while wearing them they gain a charge. Any ally creature within 120 feet can choose to expend a charge to roll a d4 and add the number rolled to an ability check or attack roll of its choice. It can make this choice before or after making the initial roll. After a creature has used this ability it can not do so again until its next turn.

Additionally, while wearing these bells your movement speed and jump distance increases by 5 feet.

Spiderwood Seed

Wondrous item, very rare (requires attunement)

To attune to this black grape sized seed you must swallow it. Over the course of 1 week several solid wooden growths protrude from your back along your spine. Several of these grow into a number of limber wooden appendages, equal to your level/5 rounded up, and additional limbs grow as appropriate as your level increases.

As an action you can attack with any number of these appendages on your turn. Each limb can attack using your own proficiency and Strength or Dexterity modifier once per turn, and deals 1d8 plus your Strength or Dexterity modifier piercing damage on a hit. 

These limbs automatically regrow 1 minute after being seriously damaged or removed and are each able to hold objects weighing up to 30 pounds, which count towards your carrying capacity. If you have at least two of these appendages you gain a climbing speed equal to half your walking speed and are able to move your full speed while prone. 

Curse. Once swallowed the seed begins to grow, causing great pain in your upper back, you suffer 1 level of exhaustion which does not go away for the entirety of the time that the seed is growing and can not be removed even with Greater Restoration. This seed feeds on your life force in exchange for submitting to your control. For each appendage you have 1 hit dice is automatically consumed each day at dawn. Additionally a hit dice is consumed if a limb has to regrow or repair major damage to itself. If there are not enough hit dice for the seed to consume you take 1d8 necrotic damage per appendage. You are not resistant to this damage, even if you normally would be.

If the curse is removed from this item the appendages slowly shrivel, die, and fall off. The attunement is broken, but the wooden knobs on your back remain.

Spined Bucklers

Wondrous, rare (requires attunement)

Each of the bucklers from this set has two protrusions that slope to a razor sharp tip, giving it the shape of an eye. The main body of the bucklers is studded and sports a hammered finish while the spines are both polished perfectly smooth. The first spine is 1 foot long and the second is half as long.

As you initially inspect the bucklers you can not find any way to wear them. There are no straps or handholds, simply an engraved name on the back of each buckler.
While you are attuned to these bucklers and within 120 feet of them you can gesture or call to one or both of them as an action. When you do so they will fly to you if able, going around obstacles and creatures, before snapping into place on your forearms, long spine towards your fist. They float several inches off your arm, moving with you as if they are attached.
They can not be moved from your arm unless you allow it. When you brush one or both of them off as a bonus action they will fall to the ground.

While wearing these bucklers you can not wield a shield but you gain +1 to your AC. Additionally, you can make melee attacks with proficiency using these bucklers as if they were a Light Finesse weapon and they deal 1d6 Piercing damage.

Staff of Ioun

Staff, rare (requires attunement)

This light oaken staff is stripped of its bark and has gentle grooves winding up and around it. While you are attuned to this staff you can attune to up to three Ioun stones without using attunement slots. Additionally, while attuned to this staff when you toss an Ioun stone into the air the stone orbits the staff at a distance of 3-12 inches, instead of your head.

If you make a successful attack or grab check against an Ioun stone using this staff its attunement is immediately broken and it falls to the ground.
As an action you can force another creature’s Ioun stone that you can see to move towards you. Make an Intelligence(Arcana) check, DC 18. On a success the stone begins moving towards you at a rate of 10 feet per turn as long as you are within sight of it.

Staff of Thundering Orbs

Staff, rare (requires attunement)

This gnarled wooden staff has a bent branch at its top forming a hoop and contains 4 charges. While holding it you can use an action to expend a number of charges to cause a flurry of clear crystalline orbs to fly from the hoop. The orbs increase in number dramatically for each charge expended and create one 30-foot cone radiating from the staff per charge. Cones created in this way may not overlap. All creatures in the affected area must make a Constitution saving throw. A creature takes 3d6 thunder damage on a failed save, or half on a successful one as the orbs burst and create a violent concussion.

The staff regains 1d4 expended charges daily at dawn. If you expend the staff’s last charge roll a 1d20. On a 1, the staff releases a clap of thunder. All creatures within a 30-foot radius must make a DC 15 Constitution saving throw or take 3d6 thunder damage.

Tapestry of the Great Hall

Wondrous item, legendary (required attunement by multiple creatures)

This large forest green tapestry has a symbol stretching across its length switched in gilded thread. Its accented with white and red and all along its hem is a complicated mantra of magical symbols and signs.

To attune to it a creature must be touching the tapestry for at least 1 minute of the hour attunement and for the rest of the duration must study and memorize the symbol depicted on it. This item can be attuned to by any number of creatures but the creatures must renew their attunement each year. 

Even when attuned, a creature can not know the tapestry’s abilities unless they are told by another creature, if they successfully decode the mantra around its edges, or if they cast Identify on it. If Identify is cast on the tapestry the caster must make a DC 16 Wisdom saving throw. On a failure they forget all the abilities of the tapestry and are stunned for 1 hour as they become lost in its intricate threads. On a success they only discern a single ability and must cast Identify again to find any more. They learn these abilities in order as they are written.

If there are more than 6 creatures attuned to the tapestry the symbols emblazoned around its edge begin to slowly glow and its abilities are activated. 

Shared Link

While attuned to the tapestry a creature can communicate with any other attuned creature even if they do not share a common language. Additionally, the cantrip Message can be used between attuned creatures regardless of distance as long as they are on the same plane as each other.

Recall Beacon

Any creature that is attuned to the tapestry can teleport to an empty space within 60 feet of it, as long as it is on the same plane of existence, by picturing the symbol on it in their mind and maintaining concentration as if concentrating on a spell for 1 minute. After a creature uses this feature they are unable to use it again for 1d4 days.

Ring of Detection

Any creature attuned to the tapestry can on focus on the symbol on the tapestry as if concentrating on a spell. While concentrating like this they can find the location of any creature that is attuned to the tapestry and within 10 miles by speaking their name. Additionally, they can sense if there are any creatures that are not attuned and within 1000 feet but do not know their location.

Emergency Recall

If a creature who is attuned to the tapestry spends 1 hour casting a ritual while focusing on the symbol on the tapestry they are able to forcefully recall all attuned creatures. All creatures not within sight of the tapestry and within the same plane are teleported to an empty space within sight of the tapestry. If there are no more empty spaces the creatures that did not fit are not teleported. This feature can even recall the bodies of creatures (or what is left of them) if the soul is willing to be recalled, attuned to the tapestry within the last year, and was still attuned to the tapestry at the time of death. Once used this feature cannot be used again for 1d4 months.

Teacup of the Tempest

Wondrous item, very rare (requires attunement by a Barbarian)

This delicate white teacup is fit for a nobleman, but will not chip or crack. It has been rumored to have been originally found when it was flung through a window, carried from a shipment of china by a violent storm. While you are attuned to the teacup you can gain up to 5 charges that can be used to activate the magic of the teacup.

Calm Before the Storm

During a short rest if you drink tea from this teacup you regain all expended charges and your exhaustion decreases by 1 level. The tea can be of any type but must be hot when you drink it. You also regain 1 charge each long rest that you take.

Cyclone

As an action while raging you can expend a charge to attack your enemies with the strength of the storm. As the winds swirl around you you make long sweeping attacks at all enemies within 5 feet. All hostile creatures within range must make a Dexterity saving throw with a DC equal to 8 + your proficiency + your strength modifier. On a failed save they take damage equivalent to two of your weapon attacks.

Heart of the Storm

When you activate your rage you can choose to expend all 5 charges to release the full power of the tempest. A 20-foot radius sphere of whirling air springs into existence centered on you that follows you until your rage ends. Each creature (not including you) that ends its turn in the sphere must succeed a Strength saving throw with a DC equal to 8 + your proficiency + your strength modifier. On a failed save they take 2d6 bludgeoning damage. Additionally the sphere’s space is difficult terrain for all creatures besides you.

Urn of the Lava Bearer

Wondrous item, rare (requires attunement)

This urn is chipped from a single chunk of obsidian. It has a tightly fitting lid, weighs 4 pounds, and appears to hold up to 1 gallon. It can contain any material or liquid no matter how hot, without cracking or even heating up, as long as it fits within the urn. 

While you are attuned with the urn an action you can speak the command word and expend a number of charges to cause the urn to glow with a red light in the facets across its surface, burning all creatures that come near it for the next minute. Any creature (not including you) that ends its turn within 5 feet of the urn must make a Dexterity saving throw. If you are not a caster this uses your Constitution as your casting ability. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. If you thrust the urn at a creature as an attack action that creature must make the saving throw against the sphere’s damage

When you activate the urn with 2 or more charges, the damage increases by 1d6 for every charge above 1. The urn has 5 charges and regains all expended charges each dawn.

Note: You could consider increasing the damage of the urn if there is something hot within it when activated

Wooden Walker of the Circle

Wondrous Item, very rare

This vehicle appears to be a hollowed out tree covered in vines and branches, still alive and growing. It has two seats facing towards the middle of the vehicle where it has a set of three wooden levers. While a creature is sitting in the walker it has half cover, can fasten themselves to the walker as a bonus action, and can control it as an action or bonus action to move up to 30 feet per round. The walker can move up walls and on ceilings, but any creature not fastened in must make a DC 14 Strength check each turn or fall out of the walker. The walker can also float, as if using the spell Water Walk and has a movement speed of 10 feet while doing so.

The walker can carry up to 400 pounds, its speed is halved if the weight exceeds this, and reduced to 0 if it exceeds 600 pounds. It needs to recharge and return to nature though. When it runs out of energy it will refuse to carry any weight and search for the nearest soil it can find to root itself in. It can remain active for up to 16 hours, after which it needs to root in soil or sand for the duration of a long rest. During this time it closes its hollow and looks just like a stout tree approximately 6 feet tall, covered in vines.

Commune with the Circle. If you know druidic you can verbally command the walker to move (using druidic) as long as it is in hearing range. Additionally, you can command it to root, unroot, and close its hollow. It will not close its hollow while a small or larger creature is in it but it can close its hollow with up to 200 pounds in it. For every hour it is rooted it can remain active for an additional 2 hours that day.


Wondrous Items

(No Attunement)

Items that may or may not be wearable but aren’t considered weapons or armor.


Arctic Beans

Wondrous item, rare

This leather pouch contains 2d10 small light blue beans that are chill to the touch. As an action you can plant a bean at your feet. The turn after a bean is planted thick spiked vines emitting a cold mist begin growing in a 20-foot square centered on the bean as long as it is not planted in a hot or desert area. This 20-foot square now counts as difficult terrain and any creature who enters or starts their turn in the vines must make a DC 12 Constitution saving throw or take 4d6 cold damage on a failed save, half on a successful one. These vines do not go away unless convinced to hibernate once again by the spell Speak with Plants but either way the bean can not be used in this way again.

Augmier’s Blast Shield

Wondrous item, rare

This metallic cylinder is about the length of a man’s hand, it has a spike on one end and a button on the other.

As an action you can press the button and throw the blast shield up to 30 feet. Or if you are holding the blast shield you can throw the blast shield at your feet as a reaction to any attack or effect that includes you or an adjacent creature.

As soon as the spike makes contact it creates a 15 foot sphere, centered on the blast shield, equivalent to Otiluke’s Resilient Sphere that lasts until the end of your next turn.

Once the blast shield has been used in this way it cannot be used again until the next dawn.

Augmier’s Boots of Travel

Wondrous item, rare

These calf-high metal boots are heavily reinforced and each have two crystal orbs in their soles. While wearing them as a bonus action you can utter the command word inscribed in gnomish on the sole of the right boot, expending a charge to activate the boots. Until the end of your turn you can fly in any direction you choose, up to twice your remaining movement speed. When your turn ends if you are still flying you descend at a rate of 60 feet per round.

These boots have 3 charges, and regain one charge each day at dawn.

Augmier’s Homemade Buckshot Cannon

Wondrous item, uncommon

This item consists of a metal tube the length and width of a man’s forearm attached to a glassy gray orb in front of a large reinforced wooden stock. The stock has a hole on the back you can open and pour a bag of ball bearings into as an action. It can store up to three bags of ball bearings and weighs 12 pounds regardless of how many ball bearings it has stored. As an attack action you can strike the glassy orb and it will expel a number of ball bearings of your choice, up to 1000 ball bearings (1 bag worth), with a dull thud. Interestingly the ball bearings have increasing velocity proportional to the number of ball bearings expelled.

If you expel 200 or more ball bearings all creatures within a 30 foot cone must make a DC 15 Dexterity saving throw. On a failure the creature takes 1d4+1 bludgeoning damage for every 200 ball bearings expended, or half on a success. Creatures farther than 15 feet from you take no damage on a success.

Augmier’s Orb of Armament

Wondrous item, uncommon

This cloudy white orb has a scarlet sheen to it and when you stare into its depths you see shadows flickering throughout it. It weighs 3 pounds and is the size of a grapefruit. You can discover the commands for the orb by studying its depths for a short rest. When you study the orb it will reveal it’s command words in gnomish script within the shadows. As an attack action, you may speak a command word while holding the orb to do one of the following:

  • You absorb a light or thrown weapon you are holding into the orb. If it is already holding 10 such weapons, nothing happens.

  • You pull out a weapon of your choice that is stored in orb. If you do not have a free hand to pull it from the orb it falls to the ground.

  • You expel a weapon of your choice from the orb and it flies towards a creature. Make a ranged weapon attack with proficiency. This attack's range is 20/60 and does the same damage as the weapon would normally do.

Augmier’s Scorching Orb

Wondrous item, rare

This odd contraption is composited of a small crystal orb set within a thick metal semi-sphere, covering most of the orb, and is about 6 inches across. As a bonus action you can press the stiff button recessed on the opposite side of the exposed orb. A few seconds after its been activated the orb begins to levitate until it is 20 feet in the air, or as high as the above terrain will allow, and begins spinning as the orb glows a soft orange. Each turn, as long as it is still spinning, it will attempt to make a ranged spell attack against the nearest creature it can see within range, throwing out a fiery ray at any target it can find. It has a range of 30 feet for every 5 feet it is above the ground and has a +5 spell attack modifier. On a hit it deals 2d6 fire damage. After 10 minutes or firing 10 times it stops glowing and falls to the ground. After it has been activated the button makes a hollow clicking sound and the orb can not be activated again until the next dawn.

Banner of Courage

Wondrous item, very rare

This large blue banner is decorated with a flaring yellow crest and mounted on the end of a 10 foot brass pole. It is meant to be the standard used to keep the morale of the troops high as it is valiantly held aloft. As you hold it you can feel the same sense of self confidence that the soldiers must when they know their standard is marching right behind them. 

The banner has no effect unless it is held aloft by a creature. While holding this banner a creature can not make any attacks or cast any spells requiring somatic components. While the banner is being held aloft it has an aura that affects all creatures within 200 feet that have either touched it in the last 24 hours or are wearing a matching crest.

The banner has 20 charges and regains 2d10 expended charges each day at dawn.

Symbol of Strength

Creatures affected by the banner are immune to being Frightened and any charm effect that would make them endanger another creature affected by the banner automatically fails.

Bastion of Fortitude

Whenever a creature affected by this banner must make a saving throw that creature gains a bonus to the saving throw equal to half the banner bearer’s charisma modifier rounded up (with a minimum of +1).

Surge of Hope

As an action the banner bearer can wave the banner and expend any number of remaining charges to bolster that many creatures affected by the banner. Each bolstered creature gains temporary hit points equal to 3d6 + the banner bearer’s Charisma modifier that last until the banner is no longer aloft, and they are immune to the effects Blinded, Deafened, and Poisoned while the temporary hitpoints remain.

Bear of Resting

Wondrous item, uncommon

This is a small stuffed animal appears to be a slightly smushed bear with several patches sewn onto it. If you spend a long rest holding or sleeping with this bear you lose 1d4 levels of exhaustion. Additionally, if you hold or sleep with this bear during a short rest you gain 1d4 temporary hit points. You can not gain these effects if you share the bear during these times.

Chains of the Brothers in Arms

Wondrous item, rare

You could almost call it a pair of handcuffs except the length of chain between each cuff is easily over 10 feet long. The metal chain is surprisingly thin for its length and each link has two barbs protruding from either side.

When two creatures each put on one of the cuffs the chain between them slowly fades until it is completely incorporeal and no longer visible unless you are on the Ethereal plane. While in this state it has no physical bounds and the creatures can move freely. However, when one of the cuffed creatures enters into combat a 5-foot ghostly length of chain appears from both cuffs that is drawn taut towards the other creature. Neither creature can take off the cuffs while the ghostly chains are pulling at them.

If either creature ends their turn farther than 15 feet from the other while one of them is in combat they both take 1d4 psychic damage.

If they are within 15 feet of each other either of the two cuffed creatures can whip the ghostly chain between them as an action. Any creatures hostile towards the cuffed creatures that are directly in between them must make a DC 16 Constitution saving throw. On a failure, the creature takes 1d10 force damage and is Restrained until the end of their next turn. On a success, the creature takes half as much damage and is not Restrained.

If either of the cuffed creatures falls unconscious or takes off their cuff the chain suddenly snaps out of the Ethereal plane at the feet of the other creature and the other creature takes 2d6 slashing damage. If they are farther apart than 15 feet the other creature takes an additional 2d6 force damage.

Cloak of the Porcupine

Wondrous item, uncommon

This long cloak is a humble brown, but is covered in long stiff spikes that lay flat.

While wearing it if another creature attempts to grapple you they take 1d4 piercing damage and take damage each turn they continue to grapple you if they succeed.

Additionally each time you take the disengage action you may sweep the cloak at them, making a melee attack against a creature within 5 feet of you, and dealing 1d8 piercing damage on a hit.

Comb of Vanity

Wondrous item, uncommon

This short comb appears to be covered in gold. If you comb your hair with it every morning your hair will become lustrously smooth and grow at an inch per day until it touches the ground. Not only is your hair beautiful, it is also surprisingly strong, and once it reaches your waist it can be used as a weapon. As an attack action you can whip your hair at an enemy within 5 feet dealing 1d4 + your Strength modifier Slashing damage on a hit. This counts as an unarmed strike, if you can attack multiple times this replaces one attack. 

If your hair is longer than 5 feet you can attack enemies within 10 feet and the damage increases to 1d6 + your Strength modifier Slashing damage.

If you fail to comb your hair in the morning your hair begins to fall out, starting at the bottom, at a rate of 1 foot for each day you do not comb.

Compelling Necklace of the Beast

Wondrous item, rare

This necklace has simply carved wooden beads strung on a thick rawhide strap. Each bead seems to have a different depiction of an animal etched into it. 

As an action any beast wearing this necklace and capable of doing so can howl, shriek, or otherwise make an audible verbal noise, activating the necklace and causing an odd chord to ring through their cry.

Each creature within 5 feet of the beast when it activates the necklace is strangely compelled to attack it. If it uses the attack action on its next turn and does not attack the beast or include it in an attack it takes 1d4 psychic damage.

Craek’s Battle Top

Wondrous item, rare

This small metal top seems like an everyday child’s toy except for the skull engraved into a button in the middle.

This item holds three charges, indicated by three tiny holes above the button which dim as charges are expended. It regains 1 charge each day at dawn.

When the button is pressed as an action or bonus action a whirring starts within the top and when placed on the ground it will spin for the next minute as long as it is not on rough terrain. If it is pressed again while it is whirring the hum will increase in volume and pitch until suddenly the top begins to grow, expending a charge. It will continue growing in both size and weight until the beginning of your next turn before a metallic clang can be heard and a dozen hidden blades spring from the seams of the top.

Any creature that ends its turn within 5 feet of the top takes 4d4 Slashing damage. When the top strikes a creature it moves 5 feet in the opposite direction of the creature it hit as determined by the DM. If this causes the top to collide with a wall or other solid object it will bounce 5 feet in the same manner.

It will continue to wildly spin for the next minute, after which it will die down and shrink back to its original size. Pressing the button during this time has no effect. 

Craek’s Glass Ruler

Wondrous item, common

This foot long ruler has reddish-purple markings on its transparent surface, marking common intervals. When you hold it at arm’s length in front of an object the markings begin flashing and changing their frequency in front of your eyes until they come to rest at their new measurements. When you do this you know the precise height or width of the object you are trying to measure, even if it is extremely far away.

If you try to measure any object that is farther away than 10 miles, the markings will never settle, and begin flashing arcane markings you are unable to interpret.

Note: the horizon is 3 miles away on flat ground.

Craek’s Jumping Stick

Wondrous Item, rare

This metal rod is about 4 feet long and straight most of the way down before telescoping to a small metal foot. It has two handles welded to the top that look like they were hacked off of a teapot, and two folding flaps attached just before the shaft begins tapering.

When you press down on the rod the tapering section resists but eventually collapses in on itself as if it has a complex spring mechanism underneath it.

As a bonus action you can unfold the flaps and stand on them, one foot on each side of the rod, and as you do so you begin ever so slightly bouncing.

While riding the Jumping Stick in this way you can make standing jumps as if you moved 10 feet before jumping, you automatically clear a low obstacle (no taller than a quarter of the jump’s distance) when long jumping, and if you succeed a DC 12 Dexterity (Acrobatics) check you can clear a medium obstacle (no taller than a half of the jump’s distance). When you purposefully jump you may reduce the height fallen by 20 feet when calculating damage.

Additionally, whenever you jump you add 1d6 to your jump height or length. If this roll is lower than your dexterity modifier you can instead use your dexterity modifier.

When moving while riding the jumping stick if you are not holding it with at least 1 hand you must make a DC 10 Dexterity saving throw each turn or fall prone. If you ever enter, or land on, rough terrain or fail a dexterity saving throw you also fall prone. 

Additionally, enemies have disadvantage on attacks of opportunity against you.

Cubes of Crystalline Fire

Wondrous Item, very rare

This clouded cube is composed of 8 smaller 1 inch cubes, each containing a charge indicated by their faint orange light within. These cubes stick together and can be constructed into any shape like building blocks.

While holding any of these cubes you can utter the command word to activate any number of individual shapes made of 1 or more of these cubes. Each shape of cubes you activate fires a bolt of fire at a target of your choosing within 60 feet. Make a ranged spell attack for each bolt. If you are not a spellcaster you use your Constitution modifier as your spellcasting modifier. On a hit, the target takes 1d10 fire damage per cube. The bolt also does an additional 2 damage for every 2 cubes in the shape, or an additional 10 damage for every 8 cubes in the shape.

When a cube is used in this way the light within dims. All expended cubes regain their charge at dawn.

Deck of Many Flavors

Wondrous item, rare

This appears to be a normal deck of red backed playing cards, but if you inspect it closely there is a faint aroma of spices and the pattern on the cards is tiny mixing bowls, spoons, and aprons.

If a creature has Truesight they can see that each of these cards is in fact a spice or ingredient that has been manipulated to appear as a playing card.

As a bonus action you can draw a card from the deck and consume it or give it to another creature. That creature may consume the card as a bonus action on their turn if they so choose. 

When you first put it into your mouth all you can taste is the bitterness of inked paper until suddenly flavor explodes over your tongue.

Flavors

1: The flavor, it is indistinguishable. It is as if all the others have mixed together in the worst way. For the rest of your turn you feel sick and can not take a reaction until your next turn. If you can handle this though, you can handle anything. For the next 10 minutes you can not taste anything, you are immune to the Poison effect, and are resistant to Poison damage.

2-4: Chili, cayenne, or pepper. You have never tasted spice this strong before, you take 1d4 fire damage and your mouth nearly glows it is so hot. For the next 10 minutes you can not burn your tongue while eating or drinking, any creature that you bite takes an additional 1d6 fire damage, and you do not feel full while drinking liquids.

5-6: Peppermint or spearmint. The fresh taste seems to spread, tingling over your whole body. For the next 10 minutes your movement speed increases by 15, but everything that you touch is cold, and almost feels electric. You are vulnerable to Lightning and Cold damage for the duration.

7: Garlic. The intensity of garlic emanates not just from your mouth but your entire body. You have disadvantage to any Charisma checks you make but undead will not willingly move within 5 feet of you. As a bonus action you can make a breath attack against a creature within 5 feet and that that creature must make a DC 14 Constitution saving throw or take 1d12 Poison damage. This deals 3d12 to vampires and vampire spawn.

Deck of Many Holes

Wondrous item, very rare

This deck of playing cards has a charred purple color almost as if it was put through a dying process. The stranger part of them though is that they all have 1 or more holes punched straight through them.

After studying the cards for a long or short rest you figure out that the holes correspond to how strong the magic of the card is. Each numbered card has a number of holes punched in it equal to half its value rounded down. Face cards all have 5 holes, but aces are different. They only have a single hole, and its much larger than any of the other cards’ holes.

Using Cards

As an action you may draw a card and choose to either activate it or return it to the bottom of the deck. If you activate it you may create a number of 10 foot wide 10 foot deep extradimensional holes, within 60 feet of you, equal to to the number of holes on the card. If you so choose you can make any pit you have already created 10 feet deeper instead of creating a new pit. 

Using Aces

The exception to the rules are the aces. When you activate an ace you may only create a single hole, but the hole is 20 feet wide and 2d4 x 10 feet deep. These holes can only be made deeper with another ace card. 

Properties of the holes

The space within these holes exist on separate demi-planes so they do not affect structural integrity or create open passages.

Each minute after a pit is created it gets 10 feet shorter until it doesn’t exist at all or until you activate the card again. If you activate the card again the extradimensional space collapses and everything within the hole is rapidly expelled through the hole(s) in the card. Creatures that are expelled in this way take 2d10 bludgeoning damage.

Once a card is used to create a hole any holes punched in it disappear and it becomes a mundane, albeit still purple, playing card.

Elemental Extracts

Wondrous Item, uncommon

Some claim that these are made with the blood of dragons, and they are suspiciously distributed almost exclusively by dragonborn.

Each has unique properties, and the one you find is determined by 1d6 (re-rolling on a 6) or is chosen by the DM.

1. Extract of Acid

A lime green sludge is contained within this oblong vial stoppered by a glass bauble. It froths and bubbles as if constantly in turmoil even when left alone. When it is poured out slowly onto a flat surface it will chew through up to a foot of solid rock or several inches of metal. 

When shattered all creatures within a 5 foot radius take 2d6 acid damage and must roll a Dexterity saving throw DC 14. On a failure they take an additional 2d6 acid damage on their next turn.

2. Extract of Cold

This angularly carved crystal vial holds a thin light blue liquid. The crystal vial feels chilled to the touch and when let sit for long periods of time it forms crystals throughout the liquid that quickly dissipate when disturbed again.

When it's poured out of its container or shattered it steams and hisses as it freezes any inanimate object or liquid it touches. As it pools on the ground it forms a 10 foot square patch of smooth ice. Any creature that crosses this patch of ice must make a DC 12 dexterity check or end their turn and fall prone. It begins to melt after 1 minute.

If it is consumed, the creature must make a DC 14 constitution check unless they are immune to cold damage. On a failure they take 3d6 cold damage and are Paralyzed for 1 minute, they may repeat this saving throw at the end of each turn. On a success they take half damage and are not paralyzed.

3. Extract of Fire

This glass globe has no visible opening on its dark clouded surface, and it is warm to the touch. Its contents appear to be a faintly glowing roiling cloud of flame.

When the globe is thrown or smashed it expands violently into a cloud, reaching around corners, from the point where it landed, and all creatures within 15 feet must make a DC 14 Dexterity throw. On a failure they take 3d6 Fire damage. On a success they take half as much.

4. Extract of Lightning

This vial is extraordinarily tall, almost as long as a man’s forearm. It’s capped with a flat metal stopper etched in a fractal pattern. It has no visible liquid in it yet it feels as though it sloshes, and it produces a dim light out to 5 feet. 

When opened all creatures in a 20 foot line must make a Dexterity saving throw DC 14 as a bolt of light lashes out creating a small clap of thunder that can be heard from 100 feet away. On a failure they take 4d6 Lightning damage, on a success they take half.

If it’s shattered all creatures within a 10 foot radius take 1d6 lightning damage and must make a constitution saving throw DC 14. On a failure they are blinded for 1 minute. They may repeat this saving throw at the end of each turn.

5. Extract of Poison

A fizzing clear liquid fills this small flask the size of two thumbs. If it is consumed the creature that consumed it suffers from the condition Poisoned until their next long rest and must make a Constitution saving throw DC 14 every minute for the next hour. 

On a failure the creature is paralyzed. On a success if they are paralyzed they are no longer paralyzed. After three successful saves (they do not have to be consecutive) or after 1 hour the effect ends and the creature is no longer paralyzed, however they remain Poisoned.

Elemental Essence

Wondrous Item, uncommon

Not to be confused with Elemental Extracts, these are certainly manmade, and even more deadly than the extracts. 

Necrotic

Radiant

Earth

Wind

Thunder

Featherlight Potion

Wondrous item, uncommon

This spherical vial is filled with a viscous amber liquid that settles very slowly.

If it is consumed the creature that consumed it gains the following effects for the next hour:

  • Their jump distance is doubled.

  • All jumps count as running jumps, even when made from a standstill.

  • They take no damage from falling, as if under the effects of the spell Feather Fall

If it is shattered all creatures that are large or smaller within a 10 foot radius must make a DC 14 Dexterity saving throw. On a failure the creature is rapidly thrown 20 feet into the air, and takes 2d6 bludgeoning damage when it lands, which knocks it prone. On a success, the creature is thrown several feet into the air but does not take damage, nor is knocked prone.

Gelatinous Sphere

Wondrous item, uncommon

This cloudy bright green orb is extremely squishy and when you find it is about 6 inches across and weighs 6 pounds. If it is not max size it attempts to slowly roll around searching for objects to eat, at a speed of 5 feet per round, leaving behind a sticky trail of tingly acid. As an action you may interact with the gelatinous orb in one of the following ways.

  • Force an object that fits within the orb through its stiff coating. If it is non-magical it will be absorbed within 10 minutes, magical items are ejected again the next turn. For each item pound the item weighs the sphere increases in diameter by 1 inch, and gains 1 pound, up to 12 inches and a total of 12 pounds.

  • Pull an item out of the ooze, taking 1d4 acid damage as you do so. 

  • If it is at least 3 inches across you can squeeze the orb, forcing an acidic mass out of it towards a location or creature you can see within 30 feet. A creature that you fire at must make a DC 14 Dexterity saving throw or take 2d6 acid damage. Doing this decreases the diameter of the gelatinous orb by 1 inch and the weight by 1 pound.

G’nehr’s Woodland Wrath

Wondrous item, rare

You see a bonsai tree within a simple glass enclosure. It has a well shaped clay dish and cork around its lip, sealing off the glass tube over the small tree. Despite the tree being completely enclosed you can see an obvious breeze swirling around the glass. When you pull the glass off there is a small burst of air and the breeze dissipates.

Each day the tree sheds a single leaf. This leaf does not wither no matter how long it dances along in the breeze within the bottle. Any leaf that is plucked from the tree has no special properties.

If one of these leaves is crushed or ripped Gust is cast. As a bonus action you can control this effect by cupping your hands around the leaf.
If more than three of these leaves are crushed or ripped Gust of Wind is cast. As a bonus action you can control this effect by throwing one of the leaves into the wind in the direction you want it to go.
If there is ever more than 10 leaves in one place, or the bonsai container is opened when there is more than 10 leaves, Wind Wall is immediately cast in whatever shape the DM chooses.

Timeless. On a successful DC 14 Nature check you estimate that this bonsai must be hundreds of years old, and is in excellent condition, yet you see no signs of it needing to be watered. It appears to subsist on sunlight alone within its glass enclosure.

Grinder of Many Spices

Wondrous item, uncommon

This mahogany grinder has a simple oak inlay and is smooth from use. When the handle is turned new well ground fresh spices come out as you would expect, but it seems like it’s never the same spice twice. 

This grinder has 3 charges and it regains all charges on a short rest.

You can turn the handle of the grinder either clockwise or counterclockwise, expending a charge each time you do so. When the handle is turned roll 1d10 to determine the spice that is ground. Clockwise, and the spices nicely fall from the grinder with no special effects. Counter-clockwise and after a small delay large shards of spices spew from the mouth of grinder up to 15 feet away affecting anything they hit in strange ways. You can make an ranged attack against a creature within range and on a hit the spice effect takes place. If you have multiple attacks this replaces one of them.

  1. Salt. The target creature takes 1d4 Piercing damage and is compelled to attack you with its next attack.

  2. Peppercorn. The target takes 1d4 Fire damage and 1d4 Piercing damage from the spicy shards.

  3. Paprika. The target feels a burning sensation and must succeed an Intelligence saving throw DC 12 or use their next action to try to “put out the fire”.

  4. Nutmeg. The target must make a Wisdom saving throw DC 12 or be Charmed for the next minute or until they take damage.

  5. Thyme. Spines of dried thyme pierce the target doing 1d10 Piercing damage.

  6. Oregano. A small 5 foot cloud of oregano forms around the target Blinding them until the end of their next turn or until they move out of the cloud.

  7. Cloves. Whole cloves pummel the target, dealing 1d10 Bludgeoning damage.

  8. Ginger. The target creature is overcome by the zing of ginger and must use their reaction to move 5 feet in any direction if they are able to move.

  9. Mint. The creature feels an immense chill surround them. They take 1d8 Cold damage.

  10. All Spice. The aroma is almost overwhelming. Roll twice on this table, if a 10 is rolled again you must re-roll that result. This effect only consumes 1 charge.

Iron Curtain

Wondrous item, uncommon

This dark gray heathered cloak is unusually stiff, even more so than the starched capes of nobles, and on closer inspection you surmise that it has a tight weave of wires of varying thicknesses throughout it. It weighs about 6 pounds and will not tear.

While wearing this cloak as a bonus action you can pull it over you to shield yourself. Until the beginning of your next turn you have resistance to piercing and slashing damage but are considered Restrained by the stiff material.

Ironwood Sapling

Rod, rare

The rod stands about 5 feet tall and is aptly named. It appears to be a young sparse tree that had all its leaves shaken off before being cast in metal.

While you are holding this rod if you take lightning damage the damage is reduced by 1d12 once per round. 

As an action you can drive this rod into the ground. Once per round while the rod is in the ground if a creature within 120 feet of the Ironwood Sapling takes lightning damage that damage is reduced by 2d12 as the lightning arcs to the tree sapping some of it’s power. When this happens all creatures within 10 feet of the rod take 1d8 thunder damage as a small concussive wave emits from the sapling. 

Pamsprei’s Peephole

Wand, uncommon

This wand has a 2 inch glass ball at the end of it that can be used much like a magnifying glass.

As an action you can tap the ball on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) to create a small hole the same diameter as the ball itself up to 6 feet deep. This lasts up to 1 minute or until you make another such hole and creates no instability in a structure around it. When the hole disappears any objects or creatures that may have managed to fit into it are ejected in a space nearest to the surface the hole was created on.

Poison-Root Gauntlets

Wondrous item, uncommon

Roots gnarl over your knuckles as you put on these living gauntlets. Dull green leaves are growing out of its gray bark alongside the knots and spines.

While you are wearing these gauntlets your unarmed attacks deal 1d4 bludgeoning damage. Additionally, on a critical hit with these gauntlets you deal an additional 2d4 poison damage.

If you know Druidic you can verbally command these gauntlets to change their form as an action. When you do so you can change the damage type you deal with unarmed strikes while wearing these gauntlets to bludgeoning, slashing, or piercing.

Reynier’s Amulet of Radiance

Wondrous item, uncommon

This smooth sphere of silver is embedded with a large number of small amber stones and has a pinpoint hole at the very bottom. This amulet holds 4 charges and regains 1d4 expended charges each dawn.

As an action you can hold this amulet above your head and shine a light into the hole, activating the amulet and expending a charge. For the next minute the amber stones emit piercing threads of light and while you hold this amulet above your head any undead that end their turn within 15 feet of you take 1d8 radiant damage.

Reynier’s Bag of Sunshine

Wondrous item, common

This small black velvet bag is tightly tied off with a suede strap. It is equivalent to a pouch and can hold the same amount of weight and volume. The first time this bag is opened each day a ray of light streams from the opening in a 15 foot cone. All creatures in this cone must make a DC 12 Constitution saving throw or be blinded until the end of their next turn. This beam of light counts as a third level light spell for the sake of dispelling darkness.

While the bag is open it emits dim light out to 15 feet.

Reynier’s Cold Light 

Wondrous item, uncommon

This bullseye lantern’s glass pane is frosted over but it still emits a strong blue light in a 60-foot cone and dim light for an additional 60 feet. This light can’t be turned off nor does it require fuel but instead of the lantern emitting heat it instead has a chilled aura as if a cool autumn breeze is constantly blowing about it.

Any Ooze or Shapeshifter that begins or ends its turn within the bright light of this lantern takes 1 cold damage.

Reynier’s Overwhelming Beam

Rod, rare

This short, dull metallic rod has a note tied around it with string. The note claims that it was crafted to contain the holy light of “the ancient god of some clerics I am pals with. They live on a mountain so you know it’s legit” and is signed with Reynier’s signature. It is partially hollow on one end and has a button on the other.
This rod contains 5 charges and regains 1d4+1 charges each dawn. When you press the button a 6 inch beam of light flashes from the hollow of the rod out to 30 feet before quickly flickering out. The first creature hit by this beam regains 2d8 hit points as they are bathed in the warm light. If there are hit points left over after the creature has reached maximum hit points or the creature is already at maximum hit points they must make a Constitution saving throw equal to 8 + the remaining hit points. On a failure they are Stunned for 1 turn and are Blinded for the next minute as their eyes and mind are overwhelmed with a burning sensation and pure light. At the end of each of its turns, it can make another Constitution saving throw. If it succeeds, the effect ends.

Shooting Shot Bag

Wondrous item, uncommon

This light leather bag is attached to an inverted wooden funnel with a cork stopper where its drawstring would be. The bag can hold 20 sling bullets which just barely fit through the funnel’s opening.

As an action you can uncork the bag and focus on it, choosing a target you can see that is within 120 feet of you. On your next turn if your target is still visible and in range as an action you can guide a sling bullet out of the funnel, sending it darting around cover to its target and dealing 1d4+1 magical bludgeoning damage.

When you spend an action in this way you can also choose a new target.

You can reload the pouch, either placing 1 sling bullet through the funnel as an action or bonus action, or by spending 1 minute to reload all expended bullets.

Soothing Chimes

Wondrous item, Uncommon

These dainty translucent crystal chimes have a joyful tinkle as they sway in the wind.

Any creature that can hear these chimes while taking a full rest reduces their exhaustion level by 2 instead of 1. 

Additionally, if a creature must make a saving throw against being Frightened while they can hear these chimes they have advantage on the saving throw. After they gain advantage in this way they are immune to all effects of the chimes until after their next long rest.

Stage of the Mime

Wondrous item, uncommon

This wooden chest is one foot on each side and has a simple clasped lid. The Stage of the Mime has 3 charges, and weighs 4 pounds. As an action you can open the chest, expending a charge.

When the chest is opened it becomes spectral and unfolds into a small ghostly stage on the ground, creating a 20 foot radius zone of silence, centered on the location the box was opened. This zone of silence lasts 1 minute and while within this zone of silence you have advantage to all performance checks that are not considered an attack. At the end of 1 minute the stage disappears leaving the chest in its place.

The Stage of the Mime regains 1d4-1 charges each day at dawn.

Slippers of Concealment

Wondrous item, common

Are people always teasing you about your big feet? Do you just really need to be able to fit into those cute shoes in the store window? This pair of Slippers of Concealment can help you. These dainty white slippers are bigger on the inside than the outside. No matter how big your feet are, they are guaranteed to fit in these slippers without stretching or discomfort.

Tiny Boulder

Wondrous item, uncommon

This pebble appears as normal on first inspection. On closer inspection it seems as if it has excruciating detail, each little crevice and crack smaller than normal. Typically 3d6+2 Tiny Boulders are found together in a small leather pouch.

As an attack action you can throw it 30 feet or sling it 60 feet. When the pebble strikes a surface or is crushed it rapidly expands into a large boulder. Each creature within a 5 foot radius must make a DC 15 Dexterity saving throw or take 6d10 bludgeoning damage, half on a successful save.

Vial of the Watery Steed

Wondrous, very rare

Within this fist sized vial is a bright aquamarine water, clear as crystal, that refracts light that passes through it. When poured out onto the ground it reaches from the ground to form tentacles that whip into a Large four legged creature. This creature has the body of a horse but at the end of its graceful neck is the head of a sea creature. It is the same color as the water within the vial but is now mostly opaque, and has a dark mane. It is equipped with a saddle, bit, and bridle, especially made for its physique and all out of white leather. Any of this equipment dissolves into a puddle of water if carried more than 10 feet from the steed.

The steed will remain for the next 10 hours and slowly dissolve into a puddle over the course of 1 minute allowing the rider to dismount. However it will abruptly convulse into a mist if it takes any fire damage, is reduced to 0 hitpoints, enters into an environment of extreme cold, or extreme heat.

The steed uses the statistics for a warhorse, except it has a speed of 80 feet, and a swimming speed of 40 feet. You can ride it as any other well trained mount.

When the steed is destroyed or reaches the end of its time it returns to the vial if it is open and will not form again for 1d4 days. If the vial is not open it will wait until the next dawn to attempt to return to the bottle before leaving for the plane of water.

Whistle of the Wind

Wondrous item, uncommon

This wooden whistle hangs from a thick twine and when blown does not produce the expected high shrill.

As a bonus action you can blow through the whistle, seizing the air and compelling it to create one of the following effects.

  • One Medium or smaller creature within 30 feet must succeed on a Strength saving throw or be pushed up to 10 feet away from you.

  • You create a small orb of air capable of moving one object that is neither held nor carried within 30 feet and that weighs no more than 15 pounds. The object is pushed up to 20 feet away from you, but is not pushed with enough force to cause damage.

  • You blow downwards doubling your high jump and reducing any fall damage taken by half until the start of your next turn.

Watery Shield

Wondrous item, rare

This crystal orb is filled with water and has no visible opening but is covered in magic runes. If you learn the proper command word from the runes once per day as an action you can speak the command word to allow the water to permeate the orb and create one of two effects.

  • The water coalesces around you like a coating of mucus. You are able to breathe as normal but are completely covered with 1 inch barrier of magical water for 1 minute. Fire is unable to pass through the barrier but all other effects and objects are. While the barrier is active you are considered immune to fire damage.

  • The water forms a 20 foot square wall that is 1 inch thick, oriented as you choose. This wall remains for 1 minute and fire damage is halved if the fire effect passes through the wall to reach its target. In addition, beings from the plane of fire must make a DC 18 Constitution check to pass through the wall. 

When the effect ends the water falls to the ground and loses all magical properties. The orb refills each day at dawn or if it is on the plane of water it refills after a short rest.


Weapons

Damaging items that are usually based on some already existing weapon.


Ancient Sword of the Scribe

Weapon (shortsword), rare (requires attunement)

This sword is splotched over with black and blue stains and feels extremely light. It has a scabbard covered in old parchments and weathered runes.

As an action you can transform the sword into an ink pen or back into a shortsword and when you do so specific runes across the scabbard glow softly.

Once per day an action you can activate the sword by running your hand across the runes on the scabbard. Inky black tendrils curl out from the scabbard creating a copy of a set of runes on the surface of the blade. For the next 10 minutes when you hit a creature with this weapon that creature has disadvantage on the first attack roll it makes before the end of its next turn.

Additionally, once per short rest you can create 1d4 sheets of parchment as an action and yet another section of runes glow softly.  Any previous sheets of parchment you have created in this manner are destroyed when you create new sheets unless they have sufficient information on them to be considered valuable artistically or intellectually.

Archangel’s Sword

Weapon (Longsword or Greatsword), very rare (requires attunement)

This silvery sword has a razor thin yet broad blade that glints yellow in the sun. It’s hand-and-a-half hilt is coated with gold and has an exorbitantly large diamond as the pommel.

Undead Bane

This sword deals Radiant damage instead of Slashing damage to any undead creature. Additionally, when you take the Dodge action until the beginning of your next turn any undead that makes a melee attack against you automatically fails as the sword flashes with a golden light.

Heaven’s Fury

While wielding this sword you can command a portion of the armories of the Upper Planes. Once per day as an action you can swing the sword down, pointing at a point you can see within 300 feet. When you do so a crack like thunder can be heard as a hail of massive 20 foot swords, almost identical to your own, crash into the ground in a 30 foot radius around the point you chose. These swords fly from the heavens, even piercing through trees and roofs in their path.

Any creature in the area must make a DC 14 dexterity saving throw. If you are proficient in Religion you add your proficiency to this DC. On a failure the creature takes 3d12 Piercing damage and 3d12 Radiant damage. Celestial creatures automatically succeed this saving throw.

Angelic Properties

This sword is immune to rusting can not be shattered. As a bonus action if you have a free hand you can summon this sword to you unless it is blocked by an antimagic field or a ward against magical travel such as Forbiddance.

Curse

If you knowingly attack an innocent creature the sword will immediately streak with dark gray, lose all magic ability, and its diamond will shatter. Additionally, you take 1 fire damage as a symbol is branded into your forehead.
If you unattune with this sword it will begin floating  before, with a clap like thunder, it soars into the sky and returns to the Upper Planes.

Axe of the Swarm

Weapon (Battleaxe or Greataxe), rare

This rough axe has a series of holes, each trapping a stone bead, behind its cutting edge. These beads shake and rattle each time the axe is swung, making a deep humming sound.

On a critical hit with this weapon a small swarm of beetles fly from the beads and attack all creatures within 5 feet of the target creature, not including you, dealing 2d4 piercing damage to each creature.

While holding this weapon as an action you can make a DC 10 Animal Handling check, on a success a small swarm of beetles emerges that can accomplish any task that Mage Hand could and lasts 1 minute. You can summon up to three swarms in this manner, these swarms are under your control but will not attack.

If you put down or for any reason stop holding this weapon any swarms you currently have summoned attack you for the remainder of the minute, or until you pick up the weapon again, dealing 2d4 piercing damage a round per swarm.

Bandolier of the Blade Wraith

Weapon (shortsword), very rare (requires attunement)

You find 1d6 (or a number up to 6 determined by your DM) small shortswords with dark hilts on a thick bandolier that can be adjusted to fit around the chest or waist. You must spend a short rest with each sword to attune with it, but if you attune with at least one sword any additional swords do not require an attunement slot.

In addition to being able to use these swords as a typical shortsword, as an attack action you can throw a sword into the air or at a creature you can see within 30 feet. If you throw the sword into the air it orbits you at arm's length for 1 hour or until you dismiss it, waiting for you to command it. 

If you throw the sword at a creature, or as an attack action command a sword to attack a creature that you can see and is within 30 feet, it flies at the target avoiding cover and obstacles. When you do so you make an attack roll with proficiency and your Strength or Intelligence modifier. On a hit it deals 1d6 + your Strength or Intelligence modifier magical slashing damage. At the end of the hour, when you dismiss it, or after it attacks a target, the sword will return to the bandolier if you are wearing it, flying around obstacles to do so. If you are not wearing the bandolier it will instead fly to your hand if you have a free hand, or stab itself into the ground at your feet if you do not.

Note: The player can later find more swords if you want to make it increase in power slowly, or even find more than 6. Nothing says they can’t have say a dozen of these wraith swords.

Binding Bolts of the Kraken

Weapon (bolt), very rare

These bolts have mottled heads emblazoned with the tentacled symbol of Panzuriel. If one of these arrows draws blood the symbol on its head glows a deep amber before exploding in a cloud of yellow and black energy. The creature damaged by this arrow must make a DC 17 Constitution saving throw. On a successful save the creature takes an additional 2d8 necrotic damage. On a failed save tentacles of a size proportional to the target creature erupt from the wound and they take an additional 4d8 necrotic damage. 

These tentacles remain on the creature for 1 minute unless they are removed with Remove Curse, or Greater Restoration. If the tentacles remain on the creature for the entire duration the target creature incurs one level of exhaustion as they shrivel up.

The tentacles have a mind of their own and attempt to restrain up to 3 creatures within 5 feet of the target. The targets of the attempted grapples must beat a DC equal to 14 + the target creature’s Strength modifier or be grappled.

Other types of magical ammunition of this kind exist, such as arrows meant for a bow, though bolts are the most common.

Black Scorpion

Weapon (scimitar and dagger), rare

This black scimitar and dagger have edges honed to a mirror finish and are connected to each other by a silver chain. You can attack while holding both weapons or, while holding only the scimitar, and swinging the dagger by the chain. While swinging the dagger in this way it is considered to have the property reach and you attack with it as if dual wielding it with your off hand. If you attack while not holding the dagger and roll a 1 on the attack roll you are automatically hit by the dagger.

If you attack and hit with the scimitar and then on the same turn hit the same creature with the dagger the target creature takes an additional 2d8 necrotic damage.

This effect does not apply if the creature is not hit by both weapons or the dagger hits before the scimitar.

Blue Arcing Blade

Weapon (any metal weapon that deals slashing or piercing damage), rare (requires attunement)

When you find this weapon it has lightning coming off it in tendrils, arcing to almost any object or surface within 5 feet of it. When you get closer you notice that it's made of a bright blue metal with white streaks running through it. It has a gold handle with a sapphire embed in the hilt. 

Until it is attuned with a creature every time you attempt to pick it up you must succeed on a DC 12 Constitution saving throw or take 1d4 lightning damage.

Water Affinity. As an attack action you can stab this sword into a body of water and target a creature you can see within 10 feet of the body of water. That creature must make a Dexterity saving throw or take 2d10 lightning damage. If you are not a spellcaster this uses your Constitution modifier as your spellcasting ability.

If this sword has not touched water in over a week it must be fully submerged in water for at least a long rest to regain this property. While it is doing so it sparks slightly and the water tingles with electricity.

Hidden Curse. The player is not made fully aware of this curse even after attunement. Every time you stab this sword into a body of water you must make a DC 12 Constitution saving throw or take 1d10 lightning damage. Additionally, you have disadvantage to saving throws against other effects that deal lightning damage.

If this weapon is fully submerged for a day or more the water surrounding it is literally arcing with electricity and any creature that attempts to take it out of the water must make a DC 12 Constitution saving throw or take 1d10 lightning damage for each day it has been submerged.

Hidden Purge. There is a way to purge this item of curses that the player is not made aware of even by attunement or identification.

If a creature is attuned to this weapon and takes more than 20 damage in one hit while taking it out of the water or the weapon has been fully submerged for over a week without being disturbed the electricity constantly arcing off of it is now contained to the sword, and the arcs of electricity run up and down the length of the blade instead. The curse is now completely gone and additionally the weapon gains a new ability that the player learns about.

Once per day as an action you can activate the sword and a dark roiling fog coalesces around your feet out to a radius of 30 feet. For the next minute this fog follows you and sparks crackle through it. Once per turn you can choose a point within the fog as an attack action. A surge of lightning erupts from that point and all creatures within 5 feet of that point except yourself must make a Dexterity saving throw. If you are not a spellcaster this uses your Constitution modifier as your spellcasting ability. The affected creatures take 3d10 lightning damage on a failed save or half as much damage on a successful one.

Breaker’s Bow

Weapon (longbow), rare (requires attunement)

This longbow is appears to be made from horn wrapped with sinew, and dyed a deep red. Unlike most bows you must use your Strength modifier instead of your Dexterity modifier for attack and damage rolls with this weapon.

Signature Caelondian Weapon. If you are attuned with this bow as an action you can call on the spirits of the Caelondia Breakers as you pull back the string. Strands of light manifest at the tip of the arrow and swirl down the shaft towards your hand and the bow resounds with a crack when you release. The arrow fires forward in flash of light 1 foot wide and 50 feet long before disintegrating. Make a separate attack roll for each target in the line. The arrow deals 1d8 + your Strength modifier radiant damage to the first target hit and half that much damage to each additional target hit.

Cael Hammer

Weapon (warhammer), rare (requires attunement)

This hammer has a massive square head made from a gold alloy and is well worn on its spiked front face. On each side of the head near the front there is a small hole that seems to be made to hold a prism or gemstone. The handle is forged from a blue steel and tightly wrapped in cloth. The hammer as a whole weighs 8 pounds and has the property heavy, although almost all of the weight is from its large head. 

Checkered Face. Attacks made with this hammer ignore resistance to bludgeoning damage and grant you advantage on attack rolls against stone objects.

Stunning Wallop. If you have not moved yet this turn as an action you can bring the hammer down over your head with inhuman force, the hammer seeming to pull itself towards the ground. Make an attack roll against a target within 5 feet. Hit or miss, each creature other than you within 5 feet of the target must make a DC 14 Constitution saving throw. On a failed save, the creature takes 2d6 thunder damage. When you use the hammer in this way your movement speed is reduced to 0 until the beginning of your next turn.

Returned Shards.

If you can manage to find the missing pieces of the Cael Hammer its power will increase with each shard returned. These shards appear to be small cubes of gold and are placed point first into the holes of the Cael Hammer. They settle into place with a click, and are almost impossible to remove.

1 Shard: Reverse Grip

You can swing at least as hard coming back as going forward. If you successfully hit a creature twice in one turn with this hammer they are knocked back up to 10 feet.

2 Shards: Alloy Shaft

The hammer feels like it guides itself towards your targets. On a successful hit you deal an additional 1d8 bludgeoning damage.

3 Shards: Bell Face

Your blows resound as they strike their target, dazing them. Once per long rest you can activate the hammer as an action. For the next minute any creature hit by the hammer must make a DC 14 Constitution saving throw or be stunned until the beginning of your next turn.

4 Shards: Ura Engravings

As the last shard snaps into place the hammer glows slightly as delicate lines trace over the hammer etching tribal symbols into its surface. This hammer now scores a critical hit on a 19 or 20. Additionally, on a critical hit you deal an extra 2d8 damage (for a total of 5d8 bludgeoning damage).

Notes: For increased power the hammer can be found with some shards already in it. Of course added shards increase the rarity of the item. At your discretion you can easily discard the Returned Shards feature.

Corrupted Hammer of Life

Weapon (warhammer), rare (requires attunement)

This warhammer has an unusually large head made of blue tinted steel, and weighs 5 pounds.

On a critical hit with this weapon you deal an additional 2d10 radiant damage. If you score a critical hit against an undead creature you gain half of the radiant damage in temporary hit points as the hammer dimly glows.

Curse. On a critical failure with this weapon all creatures within 5 feet of the hammer, including yourself, must make a DC 15 Constitution saving throw or take 2d10 necrotic damage as the hammer hums loudly and crackles with dark energy.

Additionally, while attuned to this hammer you take half healing from spells of 2nd level or lower.

Crossbow Cannon

Weapon (crossbow, special), uncommon

You find what appears to be a 3 foot tall modified barrel. It has 8 knobs around its base each with a slot going up the length. On one side it has two metal handles, the bottom of which has a lever, and a large leather strap. Inside the barrel you can see a canister filling the whole barrel with 8 holes just bigger than your thumb carved into it.

This barrel weighs 30 pounds, and has the property heavy. It can hold and fire up to 8 bolts before you need to reload. It is similar to a light crossbow except it has half the range (40/160 feet) and doesn’t have the loading property. It automatically rotates to the next barrel until it runs out of ammunition. You can reload up to two bolts as an action.

Cloud Giant’s Hammer

Weapon (warhammer), rare

This warhammer is quite obviously made for a giant, although you have a suspicion they would call this a light hammer. The head of it is over 2 feet long and of substantial thickness. When stood on its head the iron knob at the end of its blue handle comes up to the shoulders of an average human. Judging by the crude markings and runes that could represent wind and sky chiseled into its face you can assume it’s the hammer of either a storm or cloud giant.

For its massive size it swings through the air with surprising ease, likely some form of magic to make it a more effective throwing hammer for someone of the intended size. It feels as if it weighs about 24 pounds although without the magic it probably weighs far more.

This hammer has the properties Heavy, Reach, and Two-handed. All creatures of size Large or Medium have disadvantage on their attack rolls with this hammer, and Small or smaller creatures cannot attack with it at all. On a hit this hammer does 3d8 bludgeoning damage, and on a critical hit the second damage roll is lightning damage.

Hidden Property. If the magic on the hammer is dispelled or it enters the area of an anti-magic field the hammer instantly becomes 160 pounds and completely un-wieldable by a creature smaller than Huge until the magic is restored or it is removed from the anti-magic field.

Dagger of Shadowy Displacement

Weapon (dagger), rare (requires attunement)

This dagger has a hilt of wrought iron, with a black opal set in its guard. The blade is chipped from obsidian, but obviously magically hardened.

If you are standing in dim light or darkness as an action you can make a thrown attack with this dagger against any creature you can see that is also in dim light or darkness as if they are within 20 feet of you.

If you have a free hand you can summon this dagger as a bonus action while standing in darkness.

Once per day as an action you can create a cloud of magical darkness, as if you cast Darkness, with a radius of 20 feet centered on yourself. This darkness lasts 1 minute and does not require concentration but while you are holding this dagger you can see through the darkness as if it was a light mist.

Dragon’s Breath

Weapon (quarterstaff), rare (requires attunement)

This quarterstaff still has its bark on it except for where a long oriental dragon twists around it, carefully carved, sanded, and oiled to a sheen.

As an attack action you can attempt to shove a creature within 15 feet of you with a swipe of this weapon as a strong warm wind suddenly buffets them. If you attempt to push them with the shove and succeed they are pushed 10 feet directly away from you. Alternatively, you can make the shove check with disadvantage to push them 5 feet in any direction of your choice.

Additionally, once per long rest as an action you can cast the spell Burning Hands originating from the maw of the carved dragon.

Other polearm variations of this type exist, such as a glaive or halberd, though all variations have the same dragon carved into their shaft.

Elytriss’ Rod of Numbing

Weapon (club), rare

This short metal rod is about the length of a human forearm. Its top half ends in a small ball and its lower half is sheathed in dappled green granite. As long as you hold it by the stone handle, you don’t have to worry about the nastier effects of the protruding metal nub.

On a successful attack with this club you deal 1d4 Lightning damage to the target. Each turn the first target you hit must make a DC 13 Constitution saving throw or be Stunned until the end of their next turn.

Fang Repeater

Weapon (hand crossbow), rare

As best can be described this appears to you to be a hand crossbow, constructed of bone. The skull of a small creature adorns the business end, and the bolts fire from its mouth. The creature’s ribs are splayed down the length of the stock and around a revolving cluster of bone with several bolts within its holes.

This crossbow has a range of 30/60, and when you fire it rapidly spits out 3 bolts in rapid succession as a single attack. On a successful hit you deal 2d4 piercing damage.

If you have already moved this turn you have disadvantage on all attacks with this weapon.

Hollowed Chamber. This crossbow does not have the loading property, but instead has the reload(9) property, meaning that you can fire 9 bolts before having to reload as an action.

Bone Fragments.

There are ribs missing from the spine of the repeater. If you find the missing ribs and re-fasten them the power of the repeater will increase. You will know when you found the right bones because the eye sockets of the skull on the crossbow gently glow red when you grow near a piece.

1 Rib: Speed Clip

You can now reload 6 bolts as a bonus action, instead of reloading all 9 as an action.

2 Ribs: Reinforced Piston

The bolts fly from the mouth of the skull faster than before. On a successful hit you now deal an additional 1d4 piercing damage.

3 Ribs: Double Clip

The ribs bend outward as the central bone cluster expands. The repeater can hold 6 more bolts than before and now has the reload(15) property instead of the reload(9) property.

4 Ribs: Tracking Critters

The eye sockets of the repeater now constantly glow red. Once per short rest as an action you can empty the remainder of the bolts in the repeater. The bolts wind through the air as they seek their targets. For every 3 bolts remaining you may target an additional creature within a 60 foot cone and make a single attack roll with advantage against each creature. 

Notes: For increased power the revolver can be found with extra ribs already in it. Of course this increases the rarity of the item. At your discretion you can easily discard the Bone Fragments feature.

Frozen Fang

Weapon (dagger), uncommon

This dagger has a blade of pure un-breaking ice on a hilt of cold steel. Its jagged edge is only further accentuated by the shards protruding from it. There are 6 large shards and on each successful attack one lodges itself within the target. For each shard stuck in the target it takes 1d4 cold damage at the start of its turn. The shards can be removed as action but they melt within 10 minutes once detached from the dagger and cannot be re-attached. All expended shards regenerate at dawn.

Granite Orbiting Hammer

Weapon (warhammer), rare 

This rotund hammer is made from a gray granite flecked with gold and black. It weighs 6 pounds, has the heavy property, and a short chain attached to its metal handle. 

While wielding this hammer you can begin swinging it by the chain to build up momentum as an action. While this hammer is swinging it does an additional 1d8 bludgeoning damage. On a critical failure the hammer loses its momentum and you must begin swinging again. 

Blood of The Mountain. If you are a dwarf or attuned to the Belt of Dwarvenkind you can unlock this hammer’s true potential. Once per day as an action you can touch the hammer to the ground and utter the phrase carved into the hammer to activate it. When you do so the granite head doubles in size, and now weighs 24 pounds. For the next 10 minutes it does an additional 1d8 bludgeoning damage (for a total of 2d8 when using it normally and 3d8 while you are swinging it), and has the property reach.

Greatsword of Ethereal Displacement

Weapon (greatsword), legendary (requires attunement)

This greatsword has a blade of folded steel that shimmers in the light and a hilt adorned with pearl inlays. When you attune to it you feel a faint presence touch your mind and you hear a whisper through your thoughts. The sword can telepathically communicate with anyone touching it, but it seems far away and is barely audible. It asks you for souls, it does not care of what or whom, to be sent to the ethereal plane. Or in simpler terms, for you to kill.

Bloody Displacement 

Every time you draw blood with this sword you can feel it’s satisfaction. When you successfully hit a creature with this sword you may teleport up to 10 feet, and when you reduce a creature to 0 hit points with this sword you may teleport up to 30 feet. You must teleport to an unoccupied space when you teleport in this manner. 

Otherworldly Movement

Once per short rest as an action while holding the sword you can cast Blink

Planar Beacon

When this sword is driven into the ground it can serve as a destination sigil for a spell such as Teleport or other similar teleport spells. In order to use it as a destination the caster must know the sigil sequence for the sword which the currently attuned creature can teach to anyone they choose. If a creature attempts to teleport to the sword while it is not driven into the ground the spell fails and is wasted.

Additionally, any creature that has touched the sword within the past 24 hours can take a knee and mentally reach out to the sword as an action. If they are on the same plane as the sword, within 1 mile, and if the sword is still driven into the ground from since they last touched it they are teleported to a random unoccupied space within 10 feet of the sword. Any creature teleported in this manner is Incapacitated for 1 minute as they recover from being forcefully shunted through the Ethereal Plane.

Curse. After using any feature of this sword you are Deafened for 1 minute almost as if your sense of hearing hasn’t returned along with your body after traveling through the Ethereal Plane. 

You are permanently Deafened while on the Ethereal plane and all you can hear is the voice of the sword loud and clear almost as if it is resounding all around you.

Big Annihilating Divination Crossbow

Weapon (Crossbow, Heavy), very rare (requires attunement by a creature proficient in martial ranged weapons)

This massive crossbow has a modified firing mechanism which makes it challenging to use but capable of firing extremely long distances. If you take an action to set it up the range of this crossbow becomes 250/1000 but it must be set up again if you move. This crossbow has 3 charges and it regains all expended charges each day at dawn.

If you currently know the location of a creature due to the effect of divination magic making an attack at long range against that creature no longer imposes disadvantage. Additionally, attacks against that creature ignore half cover and three-quarters cover.

Charged Bolt

As an action you can activate the crossbow, expending a charge. When you do so you can target any location you can see, or divine, within range. A streak of brilliant purple light screams from the mouth of the crossbow towards the target. Roll 1d4-1 and move the actual point where the bolt strikes that many squares in a random direction from its intended location. Any creatures within 20 feet of that point must make a DC 16 Constitution saving throw as the bolt lands with an immense boom. On a failure they take 5d6 thunder damage and are deafened for 1 minute. On a success they take half as much damage and are not deafened.

Incandescent Pike

Weapon (pike), rare

The head of this pike is so chalky white that you question if it is really made of metal. Its pearly face glows with a dim light out to 5 feet.

When you make an attack with this weapon a flash of light flickers from its tip, creating a 5 foot line from the end of the pike. The first creature the line hits takes 1d4 radiant damage as it is struck by searing heat.

Lead Hex Crossbow

Weapon (crossbow), rare

This crossbow is made almost entirely of metal and has a rune scorched into the stock. It is twice as heavy as it normally would be, and can not have the property light. You can choose to attack normally with it, or instead, when you make an attack you can choose to imbue the bolt with the aspect of lead.

When imbued with the aspect of lead the bolts do not do any damage, but on a successful hit they explode into a hexagonal prism of metal that appears to pierce through the target. These prisms do not create any holes or surface damage, despite appearing to pass through objects. This prism weighs 15 pounds if it’s from a hand crossbow, 20 pounds from a light crossbow, and 40 pounds from a heavy crossbow. Each prism decreases the target creature’s movement by 5 feet if it is large or smaller, and if the total weight of the prisms is equal to or greater than the weight of the target creature it is considered Restrained. 

You can create up to 10 of these prisms, if you attempt to create more than 10 the oldest prism dissolves. The prisms can not be removed from their target, but dissolve after 10 minutes.

Living Wooden Blade

Weapon (any sword), uncommon

This sword is made from a well weathered wood, but its hilt and handle are yet covered with bark, and carefully molded. It bends, yet doesn’t splinter, and it’s edge is as sharp as steel. Any damage that has been done to the sword is repaired at dawn as long as the blade has been dipped in water in the last day and the handle is still intact.

As an action you can drive the blade into the ground if it is earth or sand. As you do so grasping vines and weeds sprout from the ground and a few leaves grow from the hilt of the sword. The sword casts Entangle on the ground around it in a 10 foot radius with a spell save DC of 15. This effect lasts until it is removed from the ground. Any creatures touching the hilt of this sword when it is driven into the ground are immune to this effect.

Moonscraper

Weapon (greatsword), rare (requires attunement)

This magical greatsword is unusually broad and has a gap through the width of the blade starting halfway up from the handle. The metal is pocked and dull as if it was never polished, and has no hilt. In place of the hilt it has an unsharpened spike forged from the blade running parallel with the handle.

As an action you can speak the command word and pull the spike away from the handle, splitting the sword down the gap with a crack. When the sword separates both pieces expand in width as they fold against each of your arms. The portion attached to the blade forms a large shield the shape of a thick crescent moon, while the portion attached to the spike forms a smaller shield that fits into the larger shield to complete a circle.

While you are wielding Moonscraper in shield form you gain a total of +3 to your AC. Additionally, as a bonus action you can attempt to shove a creature within 15 feet of you by throwing the smaller shield. You can easily throw or drop the smaller shield, but the larger piece can not be removed from your arm unless Moonscraper returns to greatsword form.

The smaller shield will always return to your hand at the end of your turn. If you have no free hand for the smaller shield to return to it will instead return to its place in the larger shield.

As a bonus action if you are holding both pieces of Moonscraper you can put the smaller shield in its place. When the smaller shield returns to its place Moonscraper once again becomes a greatsword, no matter how it was returned.

Moonscraper (Simplified)

Weapon (greatsword), uncommon (requires attunement)

This magical greatsword is unusually broad and has a gap through the width of the blade starting halfway up from the handle. The metal is pocked and dull as if it was never polished, and has no hilt. In place of the hilt it has an unsharpened spike forged from the blade and running parallel with the handle.

As a bonus action you can speak the command word to transform Moonscraper from a greatsword into a shield the shape of a thick crescent moon or back into a greatsword. While holding Moonscraper in shield form with both hands you gain a +3 shield bonus to your AC, but otherwise you do not benefit.

Additionally, while Moonscraper is in shield form you can attempt to shove a creature within 15 feet of you by throwing the shield as an attack action. When thrown in this way the shield returns to you at the end of your turn.

Narasushi 

(Nah-RAHsoo-shee)

Weapon (quarterstaff), rare (requires attunement)

This quarterstaff is made from an ancient wood that is graying from age but is still stout and stable. At the bottom it has a forged iron cap and near the top 8 roughly hewn iron bells of several sizes, sprouting out wildly at all angles. Each bell is secured at its base to the staff in such a way that when the staff is held upright the bells are left jutting upside-down into the air. Coming from every bell is a ratty cloth wrapped around the clapper to keep it from sounding.

Because of the bells and wrought iron this quarterstaff weighs 6 pounds and does 1d8 bludgeoning damage, Versatile 1d10.

When you attune to this quarterstaff you realize that the bells are more than a noisy addition that must be silenced, but that each holds a portion of magic power that is unleashed as they are unbound.

Unbinding

When you unbind the first bell you feel a small surge. You aren’t sure what of, but it courses through your body. Each bell rings out with a clang as it is released from its wrappings, even if it does not strike the bell, as if the sound was trapped within the binding. This quarterstaff has 1 charge for every bell it currently has unbound and it takes 1 action to unbind a bell. It regains 1d8 expended charges each day at dawn.

When you have any number of bells unbound you have disadvantage to stealth checks while holding the quarterstaff and your DM may change how easily an enemy hears you based on the number of bells you have unbound.

Toll the Bells

As an action you can bang this quarterstaff into the ground or against a nearby object, expending a charge as the bells clatter. Any creature that can hear the bells within 10 feet of you has disadvantage on their first melee attack against you on their next turn. Additionally, on your next turn you have advantage on your first melee attack against any affected creature.

On a successful melee attack with this quarterstaff against an affected creature you gain temporary hit points equal to the damage you deal.

Curse

The first time since your attunement that you unbind a bell you lose 1d6 max hit points as you hear its discordant chime. These hit points do not return when you unattune from this item, and greater restoration can not restore these hit points while you are still attuned.
You can not unattune to this weapon until all bells have been silenced with a strip of cloth.

Pamsprei’s Blinding Chalkbow

Weapon (hand crossbow), uncommon

This small crossbow has several modifications to the channel and string that make it almost impossible to fire a regular crossbow bolt. You will find however, that it is deadly accurate while firing chalk. When you fire a piece of chalk at a target with this weapon on a successful hit it does 1 + your dexterity modifier bludgeoning damage, and on contact pulverizes into a fine 5 foot cloud. Any creatures within the cloud must make a DC 14 constitution saving throw or be Blinded until the end of your next turn as chalk gets in their eyes.

Pamsprei’s Piercing Sling

Weapon (sling), rare

This sling is made from a dark pliable leather and each strap is tied through a small piece of jade with a hole bored through it. Its most unique feature however, is that this particular sling seems to have been modified to use darts as ammunition.
You must use darts as ammunition for this sling and because of this it instead has a range of 60/240 and deals 1d6 piercing damage.

Once a day if you bang the two pieces of jade together they will make a faint ping. The next attack you make with this sling the dart will burst from the sling in a 60 foot line, leaving a needle-thin green trail behind it, before disintegrating. All creatures in the line must make a DC 15 Dexterity saving saving throw. On a failure they take 4d6 piercing damage and on a success they take half as much.

Pamsprei’s Psychic Stamp

Weapon (Light Hammer), rare (requires attunement)

This light hammer has a solid yet almost rubbery brown head that makes very little noise on impact with solid surfaces. The head of this hammer is slathered with a blue-black liquid that occasionally drips off its surface. Luckily this hammer comes with its own custom holster to keep it from staining your clothes.

When a successful attack is made against a creature with this hammer it leaves a large wet blotch of ink on the target creature. This ink dries after 10 minutes and is so oily it's almost impossible to rub off even when wet.

As an action you can activate this hammer and choose up to 5 creatures you can see with a wet ink blotch. These creatures must make a DC 14 Wisdom saving throw. On a failure they feel as if they were struck exactly where the ink blotch is, take 1d4 Psychic damage, and are pushed 5 feet away from where the ink blotch is on their body. If they have more than 1 ink blotch on their body they fall Prone instead of being pushed and take 1d4 additional Psychic for each additional blotch. Huge or larger creatures are not pushed and do not fall prone.

When the ink dries it becomes mundane ink but leaves a stain for 10 days or until it is scrubbed with soap and water.

Rebounding Flail

Weapon (flail), uncommon

You might second guess calling this weapon a flail when comparing its bulk to any other. Its spherical head is attached to a reinforced ash pole about 4 feet long. The head is made out of a material you have never felt before, it is pitch black and gives slightly to the touch. When you hit things with it it rebounds slightly as if bouncing despite its solid impact. It weighs 8 pounds, has the properties Heavy, and Two-handed, and deals 1d12 bludgeoning damage. 

As an action you can make an attack with reach. If this attack is successful you may use the rebound of the strike to make another attack with reach against a different target within 5 feet of the original target as a bonus action.

Roaring Hammer of Resonance

Weapon (warhammer), very rare

This hammer is made of a single piece of metal, including the handle, and is hollow even though it weighs the same as any other hammer. It has a hole on each end of the head and when swung makes a sound akin to a muffled warcry.

On a successful hit with this weapon the target creature and all creatures within 5 feet except yourself take thunder damage equal to your proficiency modifier, as it creates a loud gong-like smash.

On a critical failure with this weapon the concussion vibrates through your arms and you take 1d10 thunder damage.

Other weapons of this type exist, such as Roaring Maul of Resonance, and Roaring Flail of Resonance, but warhammers are the most common.

Scrap Musket

Weapon, rare

This piece is an artful combination of steel and wood that looks like it has had better days. A long dented metal barrel flairs from the gouged wooden stock. Each time you pull the trigger a muffled boom and an orange glow erupts from the barrel. The musket has the following properties: ammunition (range 30/60), loading, two-handed and it weighs 8 pounds. To load the musket you can jam a handful of ammo or rocks down the muzzle. This consumes 50 ball bearings, 10 sling ammo, or (if your DM allows it) a handful of rocks or debris.

While the musket is loaded you can make a ranged attack with it as an attack action. On a hit does 1d12 + your Dexterity modifier bludgeoning damage to the target. You do not have disadvantage in close combat while making ranged attacks with this weapon.

Smoothbore Barrel

On a successful hit you deal 1 bludgeoning damage to all creatures within 5 feet of the target. This damage is unaffected by critical hits.

Expanded Chamber

On a critical hit with this weapon the target creature is pushed back 5 feet and must make a DC 15 Strength saving throw or be knocked prone.

Final Warning

As an action if the musket is loaded you can fire it into the air, rapidly pulling the trigger multiple times to overload it. When you do so designate a 30-foot cube originating from you. On the start of your next turn each creature in the designated cube must make a DC 15 Dexterity saving throw as the ammunition fragments rain down. On a failure the creature takes 4d8 piercing damage, or half on a successful one.

You must take a long rest before using this feature again.

Spear of the Snow

Weapon (spear), rare

This spear has an uncommonly large head with a bluish hue and an intricate etching of a winter landscape across it. When thrown it creates a billowing cloud of snowflakes in a 10 foot radius around where it struck whether it hit its target or not, blinding any creatures within the radius. The cloud dissipates at the end of your next turn.

Once per short rest if you successfully hit a creature with the spear you can force that creature to make a Constitution saving throw equal to 10 + your proficiency (if you are proficient in spears). On a failure they are restrained for 1 minute as ice freezes them in their tracks. They may repeat this saving throw at the end of each turn.

Additionally, if driven into the ground as an action it freezes the ground and everything not held or worn within a 15-foot radius, which is treated as rough terrain until the spear is picked up again, and all non-magical fires within the radius are extinguished.

Spider’s Sting

Weapon (shortsword, rapier, or dagger), rare (requires attunement)

This weapon has no hilt at all, with only a simple flair to keep your hand from slipping onto the blade. The blade is a fine steel that glints green in the light and gently curves towards the user.

When you make a successful melee attack with this weapon a pale green glow surrounds the target creature for your eyes only. For the next day or until the creature dies you can see them even through walls or when blinded as long as they are within 250 feet of you. The target creature can not benefit from being invisible or surrounding darkness against you when outlined in this way.

Curse. While attuned to this weapon you have disadvantage on any saving throws against Poison damage or being Poisoned. Additionally, any spider can always see you as if you have the same pale green glow around you.

Storm Whip

Weapon (whip), rare

This leather whip has a long metal handle that crackles with electricity when you aren’t holding it. It can be used like any other whip, or if you are proficient with whips can cause one of the following effects as an action.

  • The tip of the whip begins to pulse with a bright light. You flick it at a point in the air with a loud pop and all creatures within 5 feet of a point you choose within 10 feet must make a DC 15 Constitution saving throw. On a failure they are blinded for 1 minute. They can repeat this save at the end of their turn.

  • The metal handle crackles and the air around you tingles. You target one Large or smaller creature within 30 feet as the now electrified whip lashes out with surprising range. The targeted creature must succeed a Strength saving throw with a DC equal to 10 + your proficiency or be pulled up to 15 feet in a straight line towards you. The targeted creature takes 1d4 Lightning damage for every 5 feet it is pulled.

War Machete

Weapon (shortsword), rare (requires attunement)

This straight blade is crafted from a black alloy that gleams red in the light. It is clearly segmented and a spike juts from the back of each segment.

Unnatural Speed. The blade seems to cut through the air and it swings with an uncanny speed. At the start of your turn you can prepare yourself to make a flurry of attacks. Until the end of your turn you take a -5 penalty to all your attack rolls, but in return you can make an additional Attack Action as a bonus action.

Blade Segments.

There are sections yet missing from this blade. If you find the missing segments you can place them near the end of the machete and they fly toward it and snap into place. Each segment returned increases the power of this weapon as it increases in length just slightly.

1 Segment: Graver Bolster

You can unsheath this weapon almost faster than the eye can follow. If this weapon is within your reach once per turn you can unsheath it without expending your object interaction. Additionally, when you activate Unnatural Speed you can automatically deal 1 slashing damage to a number of creatures up to your dexterity modifier within 5 feet of you.

2 Segments: Spectral Spine

As an action you can swing this weapon forward flinging several spectral images of itself through the air as they split off from the sword. Make a ranged attack roll against up to 3 targets within a 30 foot cone, dealing 1d6 piercing damage on a hit. They may appear spectral but their effects are not.

3 Segments: Scumbag Tip

As the length of the blade grows it cuts even deeper, but something seems different now. This weapon now scores a critical hit with a roll of 19 or 20 on an attack roll. Additionally, on a critical hit it deals an additional 1d6 poison damage.

4 Segments: Ghost of the Blade

As the final segment snaps into place ethereal wisps begin gently curling from the blade. Once per long rest as an action you can summon the ghost of the blade and an angular shadowy figure dashes forward in a 5 foot wide 30 foot line. It makes a melee attack using your modifiers against every creature it passes within 5 feet of. On a successful hit it deals damage as if it was striking with this weapon. Additionally, if it passes through a creature they must make a DC 14 Constitution saving throw, taking 2d6 force damage on a failure.

You will know when you can use this feature again as the ethereal wisps begin anew.

Notes: For increased power the machete can be found with extra segments already on it. Of course this increases the rarity of the item. At your discretion you can easily discard the Blade Segments feature.

Lesser Warhammer of Force Manipulation

Weapon (warhammer), rare

This warhammer has a thick head adorned with intertwining geometric channels. These channels are stained a majestic purple and are carved deep into the sides. There are two large runes inset into the hammer, one on each face. With a DC 16 Intelligence (Arcana) check you determine that these runes mean “build” and “break” respectively.

Build

As an action you can strike a solid surface with the build rune to activate it. When you do so the rune flashes a bright purple as a 5 foot wide 10 foot tall wall of force erupts from the surface you struck. This wall can provide full cover to a single Medium or smaller creature and lasts 1 minute or until you create another wall.

Break

When you make an attack with the break rune against a wall of force created by this hammer the rune will flash a bright purple and then an electric crackle can be heard. All creatures in a 15 foot cone originating from the wall must succeed a DC 14 Dexterity saving throw or take 3d4 magical Piercing damage as the wall of force shatters into countless shards and flies outwards.

Bend

When you make an attack against a creation of magical force with this hammer the caster must make a DC 10 concentration saving throw. If the object is not being concentrated on you automatically destroy a 1 foot cube. Magic items are unaffected by this effect.

Greater Warhammer of Force Manipulation

Weapon (warhammer), Very Rare

This warhammer has a thick head adorned with intertwining geometric channels. These channels are stained a majestic purple and are carved deep into the sides. There are two runes large runes inset into the hammer, one on each face, and a third rune repeated along the inside of it’s channels. With a DC 16 Intelligence (Arcana) check you determine that the two large runes mean “build” and “break” respectively and the repeating rune is “bend”.

Build

As an action you can strike a solid surface with the build rune to activate it. When you do so the rune flashes a bright purple as a 15 foot wide 15 foot tall wall of force erupts from the surface you struck. This wall can provide full cover for any creatures behind it and lasts 10 minutes or until you create another wall.

Break

When you make an attack with the break rune against a wall of force created by this hammer the rune will flash a bright purple and then an electric crackle can be heard. All creatures in a 15 cube adjacent to the wall must succeed a DC 16 Dexterity saving throw or take 4d4 magical Piercing damage as the wall of force shatters into countless shards and flies forwards.

Bend

When you make an attack against a creation of magical force with this hammer the caster must make a DC 10 Constitution saving throw as the entire hammer hums and its channels pulse. If they fail you can move a 5 foot cube of the creation up to 30 feet away from you. When this happens you can hear a sudden burst of wind but feel no breeze.
If the object is not being concentrated on this effect is automatic.

Warhammer of Retribution

Weapon (warhammer), very rare (requires attunement by a creature with at least 12 Charisma)

This warhammer is more sturdily built than most you have seen and the sides of its blocky head are adorned in silver inlays. As you grasp it by the handle you feel a weight come upon you as if you gained a great responsibility.

Once per short rest as an action you can activate the hammer, swinging it down into the ground with a crack and for everyone except you the hammer becomes all but unmovable, and begins emanating a heavy aura. For the next minute or until you pick up the hammer, whichever comes first, all creatures within 60 feet of the hammer must make a Strength saving throw equal to 8 + your proficiency + your Charisma modifier at the beginning of their turn. On a failure their movement speed is halved by the crushing aura until the beginning of their next turn. If the creature is an Aberration, Fiend, or Undead they additionally fall Prone on a failure. When you activate the hammer you may choose a number of creatures up to 2 times your Charisma modifier that automatically succeed their saving throws against this effect.

Any creature who is Prone and fails their Strength saving throw against the aura gains 1 level of exhaustion and can not stand back up until either the aura is gone or they leave its radius. Exhaustion gained in this way can not kill the creature, and is removed after 1 hour.

Curse. While attuned to this item you constantly feel a heavy burden on your shoulders and your movement speed is reduced by 5 feet, but you are immune to the aura of the hammer. This hammer is equivalent to 20 pounds for you, even though to others it is a normal weight. If you remove this curse the attunement will break and you will hear whispered in your mind “Those who are not willing to bear the burden are not worthy to wield me”, and you will not be able to attune again to the hammer.

Weapon of the Forgotten Pact

Weapon (any melee weapon), rare (requires attunement)

This weapon is tarnished and dingy, as if it has been exposed to the elements for far too long, but is not rusted. You can not find its sheath anywhere and its handle is bare metal with no wrapping. 

Once per short rest you can activate the weapon as a bonus action. As you activate it you hear a cacophony of jumbled whispers and the weapon seems to almost guide itself towards its target, leaving a sickly blue trail behind it. While it is activated you have a +1 bonus to attack rolls made with this weapon. 

After it has been activated for one minute you must make a DC 14 Wisdom saving throw. On a failure you take 1d12 psychic damage as the voices crowd your mind and your vision flashes white. On a success you take half as much damage.

For every minute the weapon is activated you gain an additional +1 to hit with this weapon. However, for every minute the weapon is active you must make another DC 14 Wisdom saving throw, and the damage increases by 1d12. 

To deactivate this weapon when you make a Wisdom saving throw against it you may choose to try to break free from it. On a success you take no damage and the weapon is deactivated. On a failure you are unable to clear the voices from your head and you take damage as normal.

Curse. When you attune to this weapon you make a binding pact with an ancient one. If you die while attuned to this weapon or go unconscious while the weapon is activated your soul will be trapped within the weapon as one of the many voices, and just as all the other souls, you can not be released until a favor for the ancient one has been completed by another person. If you un-attune with this weapon before completing a favor for the ancient one you are certain you will suffer great misfortune.

Ideas


https://imgur.com/gallery/qWUFI

http://www.wisdomsave.com/5-ideas/5-magic-items/
COWL OF THE ALPHA WOLF
Wondrous item, rare (requires attunement.)
When wearing this cowl a barbarian’s rage is conveyed to those around them. All allies within 5 feet add the barbarian’s rage bonus to any melee attack damage they make, so long as the barbarian is currently raging. The bonus to allies ends when the barbarian’s rage does.

Broom -maybe it swims, definitely doesnt fly

Crystal ball – doesnt see the future

Looking glass/mirror

instant picnic scroll

Keys, and or keyrings

Frontline belt: Heal for an additional amount equal to proficiency (AccPsycho)

Healing surge

Ring that changes your properties underwater (Robert Towell)

Pogostick, random jump height.

Animate the skeleton…. While its still inside you

Satyr horn, shoelaces, hair pin/stick, ring of summon haystack, chicken foot, whistle, magical soap

Sword of Goujian

Scroll of flight

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