Menagerie of Magic
Menagerie of Magic
Not
approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Contents
2 Dwarven Magic items page 4
3
Dwarven Magic items
T
he following items are restricted and can This solid brass gauntlet covers the entire forearm of
only be used by Dwarves. Many of these the wielder. As a result you gain +1 to your AC while
items are revered and beloved by the wearing it. The gauntlet has 10 charges and using an
majority of the Dwarven populace and action you can detect if there is any gold, gemstones
only non-dwarves who have spent a or valuable minerals within 500ft of you. The portals
considerable amount of time around of light in the forearm section will glow brighter the
Dwarves will likely have seen or heard of closer the treasure is to you. You regain expended
any of them. charges after you finish a long rest.
Braiding Beads
Wondrous item, very rare
4
Fashionable Half Cloak
Wondrous item, rare (requires attunement)
Ka-BOOM-Stick
Weapon, (Rifle) very rare (requires attunement)
Orb of Descent
Wondrous item, uncommon
Quarry Spaulder
Wondrous item, uncommon
5
Ram's Hide Boots
Wondrous item, uncommon
Any good Dwarf will tell you socks and boots are
some of the most important things in life. Look after
your feet!
Support Beam
Rod, rare (requires attunement)
6
Tenacity Vyrnhal Medallion
Amulet, very rare (requires attunement)
Weapon (Quarterstaff), very rare (requires
attunement) These medallions were awarded to those who fought
in the battle of Vyrnhal. Every single survivor was
Attack and damage rolls made with this weapon awarded a medal once they returned home safe and
receive a +2 bonus. every brave dwarf that died in battle was awarded
one for their service. These medals were sent to their
While you are attuned to this staff, any time you take
families.
the attack action, you may make another attack with
disadvantage.
The sign of a good family, and even better men.
These medallions are known by all of Dwarvenkind
but some may go their whole lives without ever
Thanbar's Courage seeing one.
Weapon (Warhammer) Legendary (requires Whilst you are attuned and wearing this medallion,
attunement) you can no longer be surprised, you have advantage
on initiative rolls and you can increase your
Thanbar Timberbrawl is a name known by all.
Constitution score by +2.
Dwarves, Humans, Gnomes, even Elves. While
everyone will have their own stories about him, the
Dwarves know the truth. He was a cold, harsh man
but he was fearsome and strong. His name is
synonymous with his Warhammer. Black and gold
with spiked sections on each end , one blow could be
enough to end a life. This weapon has seen many a
battle and has always seen them through. After his
death, the hammer was sent to his foolish son who
sold it at the first opportunity he got. It hasn't been
seen since.
7
Elven Magic Items
T
he following items are restricted and can
only be used by Elves. Whilst Elves have
a tendency to spend their time
anywhere and everywhere, populating
towns and cities in every corner of the
world, they do keep some secrets.
Including many of these items.
Alert Hoop
Ring, very rare (requires attunement)
While you are attuned to this ring, your elf eyes are
dialed in even more than usual. You gain advantage
on initiative rolls and you cannot be surprised.
Ancestral Amulet
Amulet, uncommon
Cape Eilora
Wondrous item, uncommon
8
Crystal of the Ancients
Wondrous item, rare (requires attunement)
Elven Branch
Weapon (quarterstaff), very rare (requires
attunement)
9
Ethereal Mirror of the Disguised
Wondrous item, rare
Oakenbow
Weapon (shortbow), rare (requires attunement)
Noble Timepiece
Wondrous item, uncommon
This small clock can tell you the time and date and
can be set to count down as a timer.
10
Ring of Arcane Alacrity
Ring, rare
Silent Stiletto
Weapon (dagger), uncommon (requires attunement)
Time-infused Pouch
Wondrous item, legendary (requires attunement)
11
Halfling Magic Items
T
he following items are restricted and can
only be used by the diminutive folk of
the Halfling race. Many of these items
have been crafted specifically for
Halflings exclusive use, so they may be
smaller than similar items seen by other
races.
Amulet of Home
Amulet, very rare (requires attunement)
Boomerang
Weapon (boomerang) uncommon
12
Critter Pipe
Wondrous item, very rare (requires attunement)
Formal Waistcoat
Wondrous item, uncommon (requires attunement)
Hiding Ring
Ring, rare (requires attunement)
13
Attack and damage rolls made with this weapon
Letter Opener receive a +1 bonus, additionally the sling deals 1d6
damage rather than the standard 1d4. This sling is
Weapon (dagger) uncommon very easy to sneak into areas where you should not
be carrying weapons as it is so well disguised as a
Halflings have smaller than average hands, so they
humble pocket square. To identify it as a weapon, a
need smaller than average sized weapons. Even a
DC25 investigation check is required.
regular dagger can prove to be too big to get a
comfortable grip which is what makes this small
letter opener so perfect.
Lucky Brooch
Wondrous item, rare (requires attunement)
Makeshift Cloak
Wondrous item, uncommon
Peaked Cap
Wondrous item, uncommon (requires attunement)
14
Scurrying Boots
Wondrous item, rare (requires attunement)
Self-heating Pot
Wondrous item, rare
Thurin's Shirt
Armor (Chain shirt), Legendary (requires
attunement)
15
Human Magic Items
T
he following items are restricted and can
only be used by Humans. The most
commonly found race in any town,
village or city, most of these items will
be well known my most races but
they're only really used by humans.
Climbing Boots
Wondrous item, uncommon (requires attunement)
Coat of Adaptability
Wondrous item, uncommon
Dragonling Ring
Ring, legendary (requires attunement)
16
Highbow
Weapon (longbow) rare (requires attunement)
Lantern of Secrets
Wondrous item, very rare (requires attunement)
Pearl of Wisdom
Wondrous item, rare (requires attunement)
17
Privileged Cloak
Wondrous item, uncommon
Revitalizing Locket
Amulet, very rare (requires attunement)
Shortsword of Retaliation
Weapon (shortsword), uncommon
Skilled Rod
Rod, very rare (requires attunement)
Skinning Scimitar
Weapon (Scimitar) uncommon
18
Sniping Crossbow
Weapon (Heavy crossbow),very rare
When you open the book the pages are empty, but
you gain a sense that there is more to this book than
meets the eye. If you attune to the book, the pages
quickly start to fill themselves with everything you
have ever done. Every penny you've pinched, every
monster you've killed, every lover you've had. If you
have done something in your life, it is in there.
19
Dragonborn Magic Items
T
he following items are restricted and can
only be used by a Dragonborn. Still
shunned by the majority of the
populace, Dragonborn are rarely seen in
busy locations but if you know where to
look you can find them in abundance.
Brawnstone
Wondrous item, uncommon
Darkened Ruby
Wondrous item, very rare (requires attunement)
Draconic Amulet
Amulet, rare
20
Draconic Shield
Armor (shield), uncommon
21
Maul of Descaling
Weapon (maul), rare (requires attunement)
Ring of Breathlessness
Ring, uncommon
Scale Wax
Wondrous item, rare
22
Scaled Epaulette
Wondrous item, rare (requires attunement)
Tabard of Tiamat
Wondrous item, rare (requires attunement)
23
Gnome Magic Items
T
he following items are restricted and can
only be used by Gnomes. Gnomes are
famed for manufacturing highly
advanced technological marvels. Most of
the following items are technology based
and will be majorly interesting to other
races who will likely not have seen
anything like them.
Damage: 2d6
Damage type: Force (magic damage)
Properties: Ranged
Range: 60ft/120ft
24
Baboomb
Weapon (Bomb), rare
Daggerfell Chargery
Weapon (Dagger), uncommon
Fingerless Gloves
Wondrous item, uncommon (requires attunement)
Focus Assistant
Consumable, uncommon
25
Mind Reader's Circlet
Wondrous item, uncommon (requires attunement)
Propulsion Boots
Wondrous item, rare (requires attunement)
Scrap Shield
Armor (shield), rare
26
Sensory Explosion
Rod, very rare (requires attunement)
Shock Ring
Ring, rare (requires attunement)
27
Half-Elf Magic Items
T
he following items are restricted and can
only be used by Half-elves. Elves are
known to be one of the more
promiscuous races so it's not unheard of
to find Half-elf/Half-human, Half-
elf/Half-orc, even Half-elf/Half-gnome.
You will find it hard to find a Half-
elf,Half-dwarf though. These two races still have a rift
between them.
Amulet of Communication
Amulet, very rare (requires attunement)
Dress Shirt
Wondrous item, uncommon
Elven Glider
Wondrous item, rare
Explosive Dagger
Weapon (dagger), rare (requires attunement)
28
Family Tree
Wondrous item, uncommon
Gravitational Band
Wondrous item , very rare (requires attunement)
Hookshot
Wondrous item, very rare (requires attunement)
29
Lucky Coin
Wondrous item, rare (requires attunement)
Lunar Quarterstaff
Weapon (quarterstaff), very rare (requires
attunement)
Lens of Truth
Wondrous item,uncommon (requires attunement)
Sleuthing Blade
Weapon (shortsword), uncommon (requires
attunement)
30
Sister Mirrors
Wondrous item, very rare (requires attunement)
Tranquilizing Cufflinks
Wondrous item, rare
31
Half-Orc Magic Items
T
he following items are restricted and can
only be used by Half-orcs. Unlike Half-
elves, Half-orcs aren't necessarily
promiscuous as much as they aren't
particularly picky. Orcs are still shunned
in most places though and while they're
not fully orcs, the Half-orc's still tend to
shy away from busy places.
Ancestry Warfists
Wondrous item, rare (requires attunement)
Drinking Skull
Wondrous item, uncommon
Elder Carapace
Armor(shield), rare (requires attunement)
32
Frenzied Drape
Wondrous item, rare (requires attunement)
Legionnaire's Maul
Weapon (mace), uncommon
Medal of Service
Wondrous item, uncommon
33
Mernagha Hammer
Weapon (warhammer), very rare (requires
attunement)
Phantasm Greatsword
Weapon (greatsword), very rare (requires
attunement)
Powerlifting Gauntlets
Wondrous item, rare (requires attunement)
34
Savage Tower
Armor (shield), uncommon
Warstompers
Wondrous item, uncommon
35
Tiefling Magic Items
T
he following items are restricted and can
only be used by Tiefling. Tiefling tend to
be found in human cities in smaller
communities, they tend to be suspicious
of other races and tend to keep to
themselves.
Darkened Blade
Weapon (shortsword), uncommon
36
Demonic Cuff
Wondrous item, uncommon (requires attunement)
Idle Mind
Wondrous item, rare (requires attunement)
Neinei
Weapon (whip), uncommon (requires attunement)
37
Precise Bone Pipe
Weapon (blowgun), rare (requires attunement)
Quarterstaff of Illusion
Weapon (quarterstaff), very rare (requires
attunement)
While you are attuned to this staff you can cast the
Major image spell at will.
Robes of Anger
Wondrous item, rare (requires attunement)
Scorpion Stinger
Wondrous item, very rare (requires attunement)
38
Talisman of Incorporeal Movement
Wondrous item, uncommon (requires attunement)
Tranquil Wand
Weapon (wand), very rare (requires attunement)
39
Barbarian Magic Items
T
he following items are restricted and can
only be used by Barbarians. Powerful
combatants that rely on brute force and
pure strength, most of the items they
use lean directly into these aspects.
Atrocitus
Ring, rare (requires attunement)
Axe of Mania
Weapon (greataxe), very rare (requires attunement)
41
Berserker's Warpaints
Wondrous item, uncommon
Belt of Empowerment
Wondrous item, uncommon
Crazed frenzyroot
Consumable, uncommon
Dancing Wristguards
Wondrous item, rare (requires attunement)
42
Goggles of Bravery
Wondrous item, rare (requires attunement)
Potent Crown
Wondrous item, very rare (requires attunement)
Retaliation
Wondrous item, rare (requires attunement)
43
Ring of Prolonged Rage
Ring, uncommon (requires attunement)
While you are wearing this ring and are attuned to it,
you gain an additional charge of rage. Once this
charge has been used, you must finish a long rest
before using it again.
44
Bard Magic Items
T
he following items are restricted and can
only be used by Bards. Fantastic
performers and entertainers, most bards
will be found with some kind of musical
instrument with them, ready to entertain
their friends and anyone with coin at a
moment's notice.
This forgery kit looks just like any other, but when
used it produces works of art that would fool even
the original creator. Anything from Summons,
decrees, edicts, warrants, patents of nobility. The
original owner of these tools was even known to
scribble down a poem or two, if the muse descended.
Collar of Peace
Amulet, rare (requires attunement)
Collar of Vigilance
Amulet, rare (requires attunement)
45
Eyeglasses of Magnetism
Wondrous item, uncommon
Fiddle Bow
Weapon (shortsword), uncommon
Master of None
Wondrous item, very rare
46
Performer's Gloves
Wondrous item, uncommon (requires attunement)
Perished Flute
Wondrous item, uncommon (requires attunement)
Supreme Ring
Ring, very rare (requires attunement)
47
Talisman of Knowledge
Wondrous item, very rare (requires attunement)
Tambe-rune
Wondrous item, very rare (requires attunement)
Violent Violin
Weapon (club), rare (requires attunement)
48
Cleric Magic Items
T
he following items are restricted and can
only be used by Clerics. Powerful
warriors and casters who were granted
their power directly from the gods, most
of the items here will be gifts from the
gods themselves.
Broken Compass
Wondrous item, rare
Crown of Mischief
Wondrous item, very rare (requires attunement)
Divine Cloak
Wondrous item, uncommon (requires attunement)
Orb of Tagovailoa
Wondrous item, very rare (requires attunement)
49
God's Will
Wondrous item, uncommon (requires attunement)
Holy Bandages
Wondrous item, rare
Pacifier
Ring, rare (requires attunement)
A simple gold band with a small ruby set into it. This
ring has immeasurable power. You may hold this ring
up to the sky and impose your will upon all creatures
in a 150ft sphere of you. Each creature must make a
DC 18 Wisdom saving throw. Any creatures that fail
must kneel and lay down all weapons. They remain
in this position for 1 hour or until they feel they are
in danger.
50
Peace Taker
Weapon (longsword), rare (requires attunement)
Regeneration Amulet
Amulet, very rare (requires attunement)
Rod of Worship
Rod, rare (requires attunement)
51
Shield of Divine Intervention
Armor (Shield), rare (requires attunement)
Strombjor
Weapon (mace), very rare (requires attunement)
52
Druid Magic Items
T
he following items are restricted and can
only be used by Druids. Preservers of
nature and the balance of everything
natural in the world. Getting their power
directly from nature or from nature
deities, most of the items here will be of
similar theme.
Amulet of Aromatherapy
Amulet, rare (requires attunement)
Elis'llana's Whip
Weapon (whip), uncommon (requires attunement)
53
Goodberry Orb
Wondrous item, rare (requires attunement)
Horn of Hasjorth
Wondrous item, rare (requires attunement)
Sandman's Pouch
Wondrous item, uncommon
54
Scaled Leather Armor.
Armor (scale mail), uncommon
Stick of Truth
Weapon (quarterstaff), very rare (requires
attunement)
Succubus Thorn
Weapon (Dagger), rare (requires attunement)
When you are attuned to this item, you may cast the
Lesser restoration spell a number of times equal to
your Wisdom modifier (minimum 1), without
expending any spell slots. You must finish a long rest
before doing so again.
55
Tome of Beasts
Wondrous item, uncommon
Toxic Spikes
Wondrous item, uncommon
Wilderness Cap
Wondrous item, very rare (requires attunement)
56
Fighter Magic Items
T
he following items are restricted and can
only be used by Fighters. Fighters do
one thing above all else well. They fight.
Most of the items used by fighters are
combat based and allow them to hit
harder and take more of a beating.
Belt of Revenge
Wondrous item, rare (requires attunement)
Boots of Withdrawal
Wondrous item, rare (requires attunement)
Brawlers Vigor
Wondrous item, uncommon (requires attunement)
57
Combat Medic's Diary
Wondrous item, uncommon
Grand Finale
Ring, very rare (requires attunement)
Once you have used this item, you must finish a long
rest before doing so again.
Iron Head
Weapon (maul), rare (requires attunement)
Medic's Drape
Wondrous item, uncommon
58
Orb of Combat Prowess
Wondrous item, rare (requires attunement)
Rank Climber
Weapon (shortsword), very rare (requires
attunement)
Rank Climber
Attack Damage die
1st 1d4
2nd 2d4
3rd 3d4
4th 4d4
5th 5d4
59
Shieldbreaker
Weapon (mace), rare
Surging Armor
Armor (any type), uncommon (requires attunement)
Talisman of Joy
Wondrous item, very rare (requires attunement)
60
Monk Magic Items
T
he following items are restricted and can
only be used by Monks. Monks harness
ki to maximise their natural talents and
skills. Most monks will rely solely on
their own bodies and minimal additional
items. Here you may find a few things
that they find suitable.
Balboa's Gloves
Wondrous item, very rare (requires attunement)
Charm of Self-discovery
Wondrous item, uncommon (requires attunement)
61
Feral Nunchaku
Weapon (club), uncommon
Ki-bending Ring
Ring, uncommon (requires attunement)
Phoenix Orb
Wondrous item, very rare (requires attunement)
62
Rod of Torrent Flow
Rod, rare
Silencing Geta
Wondrous item, uncommon
Silent Kasaya
Wondrous item, uncommon
63
Stunning Fingerlets
Ring, rare (requires attunement)
Windwalkers Band
Ring, very rare (requires attunement)
Windwraps
Wondrous item, rare (requires attunement)
64
Paladin Magic Items
T
he following items are restricted and can
only be used by Paladins. After spending
years in training with basic equipment, a
paladin looks forward to something a
little bit special after they have taken
their oath. Here you will find some items
for just that.
Bubble Hearth
Wondrous item, rare (requires attunement)
Excalibur
Weapon (longsword), Legendary (requires
attunement)
65
Gauntlets of Thunderous Wrath
Wondrous item, rare (requires attunement)
Glyph of Might
Wondrous item, uncommon
66
Orb of Purity
Wondrous item, rare
Shield of Justice
Shield, very rare (requires attunement)
67
Smite of Undead
Ring, very rare (requires attunement)
Stormbreaker
Weapon (handaxe), very rare (requires attunement)
Tabard of Truth
Wondrous item, uncommon
68
Ranger Magic Items
T
he following items are restricted and can
only be used by Rangers. Specialising in
hunting beasts in the wilderness that
threaten the lives of local people, most
Rangers strike from distance without
ever breaking a sweat. The enemy is
usually dead before they reach a Ranger.
Arrowhead Whetstone
Tools (unique), rare
Bottomless Quiver
Wondrous item, rare (requires attunement)
Bowman Gloves
Wondrous item, uncommon (requires attunement)
Bowstring Element
d6 Roll Damage Type
1 Fire
2 Acid
3 Lightning
4 Cold
5 Poison
6 Thunder
69
Dagger of the Hunt
Weapon (dagger) rare (requires attunement)
Ferocity
Weapon (shortbow), legendary (requires
attunement)
Goggles of Tracking
Wondrous item, rare
Helm of Archers
Wondrous item, uncommon (requires attunement)
70
Hunter's Tracking Boots
Wondrous item, uncommon (requires attunement)
Insightful Orb
Wondrous item, uncommon (requires attunement)
Jack's Armor
Armor (studded leather), very rare (requires
attunement)
On-target Hoop
Ring, very rare (requires attunement)
71
Potion of Eagle's Sight
Consumable, very rare
Sword of Imposition
Weapon (shortsword) uncommon
72
Rogue Magic items
T
he following items are restricted and can
be used only by rogues. They are
magical antiquities from the shady
underworld that rogues frequent. Rarely
even heard of let alone seen, even the
most well versed of rogues might not
have heard of some of them.
Dagger of warping
Weapon (dagger) rare (requires attunement)
73
Hardened Thieves Tools
Wondrous item, uncommon
Razor's Edge
Weapon (shortsword), very rare (requires
attunement)
74
Periapt of Augmentation
Amulet, uncommon (requires attunement)
You must spend one hour gazing into the ball. During
this time you have waves of knowledge forced into
your mind. You take 3d8 psychic damage. This can
only be done once per day and the ability resets at
dawn.
Ring of Opportunity
Ring, rare (requires attunement)
Sheath of Potency
Wondrous item, very rare (requires attunement)
Crippling Poison
Successful attacks have a chance to apply the
poison, the creature must succeed on a DC 15
Constitution check. On a failed save, the creatures
movement is slowed by half for 3 rounds.
Disorienting Poison
Successful attacks have a chance to apply the
poison, the creature must succeed on a DC 15
Constitution check. On a failed save, the target has
disadvantage on attack rolls until the start of your
next turn.
Lethal Poison
Successful attacks deal an extra 1d4 poison damage.
75
Shortbow of Hidden Fates
Weapon (shortbow), rare (requires attunement)
Vanishing Powder
Wondrous item, uncommon
76
Sorcerer Magic items
T
he following items are restricted and can
only be used by Sorcerers. Magic is in
the blood of every Sorcerer. Born with
the innate ability to wield magic and
cast spells, they consider themselves
superior to most other casters. But that
doesn't mean they shouldn't have toys
like everyone else.
Amulet of Dueling
Amulet, uncommon
While you are attuned to this item, any time you are
entering a combat situation in which the amount of
combatants on both sides of the conflict are equal,
you are automatically first in the initiative order.
Blurring Robes
Wondrous item, rare (requires attunement)
77
Cloak of Mana Restoration
Cloak, very rare (requires attunement)
Coin of Telepathy
Wondrous item, uncommon
Mana Syringe
Wondrous item, very rare (requires attunement)
78
Prologue Cane
Weapon (quarterstaff), very rare (requires
attunement)
Sage Boots
Wondrous item, uncommon (requires attunement)
79
Sorcery Bank Ring
Ring, very rare (requires attunement)
Wand of Transmutation
Wand, rare
80
Warlock Magic items
T
he following items are restricted and can
only be used by Warlocks. Warlocks are
used to taking things that don't belong
to them. After all that's how they gained
their powers. Some of these items most
likely belonged to another Warlock at
some point before they were taken.
Amulet of Accuracy
Amulet, uncommon (requires attunement)
Any warlock will tell you they don't care, but you can
tell they're jealous of Wizards who can cast Magic
missiles. The worry of aiming taken away from the
cast.
Armor of Shadows
Armor (leather), very rare (requires attunement)
Blasting Bangle
Ring, rare (requires attunement)
Clawed Gloves
Wondrous item, uncommon
81
Dark Pact
Weapon (dagger), rare (requires attunement)
Defiant Tribute
Amulet, uncommon (requires attunement) During a
long rest, if you have an unused spell slot you may
store it inside the pendant. The pendant can only
store one spell slot and it lasts 8 hours. If you keep it
stored for longer than this, the pendant will explode
and be destroyed.
Devilwarped Branch
Weapon (quarterstaff), very rare (requires
attunement)
Fire-touched Tome
Wondrous item, uncommon (requires attunement)
82
Life Siphon
Wondrous item, uncommon (requires attunement)
Necromastery Robe
Wondrous item, very rare (requires attunement)
This thick black liquid could pass for tar if you didn't
know what it actually was. It sticks to the side of the
potion vial even when turned upside down so you
need to eat it rather than drink it.
83
Soul Splitting Gloves
Wondrous item, rare (requires attunement)
Stone of Petrification
Wondrous item, rare
Undead Mantle
Wondrous item, very rare (requires attunement)
84
Wizard Magic Items
T
he following items are restricted and can
only be used by Wizards. Spending
years in their studies trying to master a
grasp on the arcane arts, most Wizards
will have read tales of powerful magical
items and dreamed one day of having
one of their own.
Cartographer's Eyes
Wondrous item, uncommon
Convergence Stone
Wondrous item, very rare (requires attunement)
85
Dagger of Travel
Weapon (dagger) rare (requires attunement)
Goggles of Truesight
Wondrous item, rare (requires attunement)
Invisibility Cloak
Wondrous item, uncommon (requires attunement)
While you are attuned to this cloak, you may cast the
Invisibility spell at will. However, if you move, cast or
attempt to do anything other than stay still, the
invisibility effect fades.
86
Penetrative Goggles
Wondrous item, uncommon (requires attunement)
Reinforced Spellbook
Wondrous item, rare (requires attunement)
Rejuvenation Amulet
Wondrous item, very rare (requires attunement)
Rod of Illusions
Rod, uncommon(requires attunement)
87
Rod of Rituals
Rod, rare (requires attunement)
88
Artificer Magic Items
T
he following items are restricted and can
only be used by Artificers. Most Artificers
pride themselves on making something
for their own personal use that is better
than anything anyone else could make.
The following items are just a selection
of creations the Artificer is capable of
creating.
Armor of Activation
Armor (any type) legendary (requires attunement)
Drill Tunneler
Wondrous item, very rare
89
Elemental Whetstone
Wondrous item, uncommon
Helm of Detection
Wondrous item, rare (requires attunement)
Ice Bomb
Weapon (grenade), rare
90
Kraken Mask
Wondrous item, rare (requires attunement)
Lock Breaker
Wondrous item, rare
Once per long rest you can slam the rod into the
ground and hit the activation button on the end of it.
All non-attuned magical items in a 300ft radius lose
all of their magical properties for 5 minutes.
91
Rocket Boots
Wondrous item, very rare (requires attunement)
Trackers
Wondrous item, rare
These small fans clip onto your ankles and push you
through the water. Your swim speed becomes 120ft
and if you swim with speed to break the plane of the
water you can propel yourself up to 20ft above the
water's surface.
92
Unrestricted Magic Items
T
he magic items in this section are not
restricted to any particular race or class.
If an item has a restriction it will be a
stat score restriction and will be stated
in the item type line.
Aged Armor
Armor (plate), uncommon (requires attunement)
Alchemist's Amulet
Amulet, rare (requires attunement)
Alluring Perfume
Wondrous item, rare
94
Amulet of Protection
Amulet, Legendary (requires attunement)
Amulet of Rejuvenation
Amulet, rare (requires attunement)
Amulet of Disposition
Amulet, uncommon
95
Anxious Toadstool
Consumable, uncommon
Arachnid Ring
Ring, rare (requires attunement)
96
Assimilator
Rod, rare (requires attunement)
Band of Dreams
Ring, uncommon (requires attunement)
Battler's Amulet
Amulet, rare (requires attunement)
This amulet lost its chain long ago and was never
replaced. It is essentially a large coin. While attuned
to this item, you gain a +2 bonus to maintain your
concentration on a spell and your Strength ability
score is increased by +2.
97
Blizzard Crown
Wondrous item, rare (requires attunement)
Bloodlust Ring
Ring, very rare (requires attunement)
Bog Armor
Armor (plate), rare (requires attunement)
___
Bonepike
Weapon (spear) uncommon
98
Boots of Amplified Haste
Wondrous item, very rare (requires attunement)
Chef's Ladle
Wondrous item, uncommon (requires attunement)
Using this ladle to stir the pot you cook your food in
seems to be enough to infuse it with immense
flavour. You and your party will never have a bland,
upsetting meal again while you have this ladle.
Curse: as long as you are attuned to this item,
you are also cursed. Your senses of smell and taste
vanish as soon as you attune. Your party insists the
food tastes wonderful, but you cannot tell.
Chisel
Weapon (dagger), rare (requires attunement)
99
Climber's Claws
Wondrous item, uncommon (requires attunement)
Cloak of Cover
Wondrous item, uncommon (requires attunement)
Cloak of Obscurity
Wondrous item, uncommon
Cloak of Strength
Wondrous item, uncommon
100
Colossal Picnic Basket
Wondrous item, very rare
Constitution Potion
Consumable, rare
Cramp
Weapon (greataxe), rare (requires attunement)
Crate of Creation
Wondrous item, Legendary (requires attunement)
This box is around 3ft wide x 2ft deep x 1ft tall. Any
non living creature you place in the box for 24 hours
will be perfectly duplicated inside. Be warned,
Legendary items cannot be duplicated and those
attempting it may find themselves in incredible
danger.
Crown of Eyes
Wondrous item, rare (requires attunement)
101
Crystalline Sapphire
Wondrous item, rare (requires attunement)
Cyclops Circlet
Wondrous item, very rare (requires attunement)
Darude
Wondrous item. uncommon
Death Magnet
Wondrous item, rare
Defiant Hoop
Ring, uncommon (requires attunement)
102
Delicate Peacock Feather
Wondrous item, rare
Destroyer of Worlds
Weapon (mace), very rare (requires attunement)
Detective's Eyeglasses
Wondrous item. uncommon (requires attunement)
Dexterity Potion
Consumable, rare
Diamond Tiara
Wondrous item, uncommon (requires attunement)
103
Divine Cocoon
Wondrous item. rare (requires attunement)
Draft of Size
Consumable, rare
Drunkard's Cap
Wondrous item, uncommon
Dwarven Band
Ring, rare (requires attunement)
104
Elixir of Draconic Travel
Consumable, rare
Elixir of Youth
Potion, very rare
Elven Band
Ring, rare (requires attunement)
Eternity
Ring, very rare (requires attunement)
Evaporator
Wondrous item, rare (requires attunement)
105
Everlasting Candle
Wondrous item, rare
Eyes of Observation
Wondrous item. rare (requires attunement)
Flameband
Ring, uncommon (requires attunement)
Footsoldier's Breastplate
Armor (breastplate), very rare (requires attunement)
106
Facade
Weapon (mace) uncommon (requires attunement)
This mace seems like any other mace but the edges
of the hammer heads have been sharpened. Attacks
made with this weapon deal an additional 1d4
slashing damage.
Fortified Amulet
Amulet, rare
107
Gloves of the Spider
Wondrous item, uncommon (requires attunement)
Gnomish Band
Ring, rare (requires attunement)
108
Halfling Band
Ring, very rare (requires attunement)
Healthy Ring
Ring, rare (requires attunement)
109
Hat of the Green Dragon
Wondrous item, uncommon (requires attunement)
Hellfire Amulet
Amulet, uncommon (requires attunement)
110
Hindsight Crystal
Wondrous item, uncommon (requires attunement)
111
Insect Amulet
Amulet, rare (requires attunement)
Instant Door
Wondrous item, rare
Intelligence Potion
Consumable, rare
112
Jade Band of Luck
Ring, rare (requires attunement)
Jones' Whip
Weapon (whip) uncommon
Kamikaze Stone
Wondrous item, rare (requires attunement)
Last Will
Weapon (rapier) rare (requires attunement)
113
Last Word
Weapon (club) uncommon
Lestrade's Glass
Wondrous item. rare (requires attunement)
Lightning Rod
Rod, very rare (requires attunement)
As an action, you can raise the rod into the air and
summon a lightning bolt. The bolt will strike the rod
and spread to every square adjacent to you while the
rod protects you from harm.
Lungalax Seaweed
Consumable, uncommon
114
Long Distance Sending Stones
Wondrous item, rare
Magnesiso
Wondrous item, uncommon (requires attunement)
While you are attuned to this cloak you can use your
reaction to cast the shield spell at will.
115
Marauder's Tunic
Armor (leather armor), very rare (requires
attunement)
Masterworked Armor
Armor (any type), very rare (requires attunement)
Menacing Gauntlets
Wondrous item, rare (requires attunement)
116
Mercy
Weapon (quarterstaff) uncommon
Molegrip Claws
Wondrous item, uncommon
117
Moth'rakul's Pendant of the Dragon
Amulet, very rare (requires attunement)
Nemesis Axe
Weapon (greataxe), very rare
Nimble Scalpel
Weapon (dagger) uncommon (requires attunement)
Nottingham Longbow
Weapon (longbow), rare (requires attunement)
118
Orb of Beauty
Wondrous item, uncommon
Orb of Empathy
Wondrous item, uncommon
Otto's Arms
Wondrous item, very rare (requires attunement)
Parasitic Arrow
Ammunition, arrow (rare)
119
Peep Scope of the Scholar
Wondrous item, very rare (requires attunement)
Peeping Tom
Wondrous item, rare
Plaguespreader
Weapon (battleaxe), uncommon (requires
attunement)
Polymorph Potion
Potion, rare
120
Potion of Combustion
Potion, rare
Potion of Leeway
Potion, rare
Potion of Snowcaps
Potion, rare
121
Purity
Legendary ring (requires attunement)
Quickstep Boots
Wondrous item, uncommon
122
Razor sharp Greatsword
Weapon (Greatsword), uncommon
Reflection Cloak
Wondrous item, rare (requires attunement)
Reinforced Armor
Armor (any type), rare
123
Replenishment Orb
Wondrous item, Very rare (requires attunement)
Reptilian Ring
Ring rare (requires attunement)
Resistance Potion
Potion, uncommon
124
Ring of Fortune
Wondrous item. uncommon (requires attunement)
Ring of Tremors
Ring, Legendary (requires attunement)
While you are attuned to this ring, you may cast the
Earthquake spell. Once you have done this, the ring
must rest and regain power before being able to do
so again. This takes 24 hours.
Rod of Healing
Rod, rare (requires attunement)
125
Rod of Immobility
Rod, rare (requires attunement)
Sacrificial Transition
Wondrous item. rare (requires attunement)
This scale mail has a fur covering. Once per day, you
may grant yourself advantage on any Insight skill
check.
Scope Goggles
Wondrous item, uncommon
126
Scorpion Sting
Ammunition, rare
Seizefrost
Weapon (shortsword), rare (requires attunement)
Shadowalker Robes
Wondrous item, very rare (requires attunement)
127
Shepherd's Cloak
Wondrous item, uncommon
Sloane's Footpads
Wondrous item, uncommon (requires attunement)
Snarltooth
Weapon (longsword), rare (requires attunement)
128
Snowpiercer
Ring, very rare (requires attunement)
Sonar Blindfold
Wondrous item, legendary (requires attunement)
Soulstealer
Weapon (sickle) very rare (requires attunement)
While you are wearing this ring, you may cast the
cantrip Minor illusion.
129
Static Collar
Amulet, rare (requires attunement)
This collar fits snugly around the neck and grants you
perfect balance, granting you advantage on athletics
checks. You also gain expertise in the athletics skill.
Curse: as long as you are attuned to this item, you
are also cursed. Lightning attacks made against you
do not require attack rolls, they automatically hit.
Damage rolls must be made as normal.
Steel Gutter
Weapon (hand axe), very rare (requires attunement)
Strength Potion
Consumable, rare
Surveyor's Kit
Tools, unique, uncommon
Sword of Mastery
Weapon (longsword), very rare (requires
attunement)
130
Tabard of Death
Wondrous item, rare (requires attunement)
Tabard of Thorns
Armor(studded leather), legendary (requires
attunement)
Tarkhana's Gloves
Wondrous item, rare (requires attunement)
Tempest
Weapon (light crossbow) uncommon
131
The Pearl Necklace
Amulet, uncommon
The Scrambler
Weapon (wand), rare (requires attunement)
While you are attuned to this item you can place the
wand onto the forehead of a creature and attempt to
manipulate their memories. Roll a d20 and use the
following table to decide how much you can
manipulate them.
Memory Scrambling
d20
roll Effect
1-5 Unaffected
6-10 You can modify small details
11- You can modify small details and some important
15 information
16- You can also modify some key events
18
19- You can completely change or erase as much of
20 their memory as you desire
132
Tome of Devotion
Wondrous item, rare
While you are attuned to this staff you can cast the
wall of force spell once per day.
Warrior Plate
Armor(plate), very rare (requires attunement)
133
Weather Vane
Weapon (quarterstaff), very rare (requires
attunement)
Once you have done this once, you must finish a long
rest before doing so again.
Windless Kite
Wondrous item, rare
Wisdom Potion
Consumable, rare
134
Backer Created Items
T
he items in this section of the book were
all created by the wonderful people that
helped bring this book to fruition.
Without them, and everyone else who
pledged to help, this book wouldn't
exist. I would like to thank all of you
who contributed and I hope you all
enjoy having some of your ideas put to print.
Alchemist's Quill
Wondrous item, rare
136
Skilled Musician: As a bonus action you can
change tunes while playing.
137
Anti-Lock Rock.
Wondrous item, uncommon
Battle Maxster
Weapon (battleaxe), rare (requires attunement)
138
Bedroll of Blissful Rest Bifurcate
Wondrous item, uncommon Ring, Legendary (requires attunement)
Appearing as a rather plain bedroll of any color, this Lowers the cost of attunements by 50% (cuts them
bedroll has a lightly padded base. A thin blanket is in half, allowing for up to six attunements including
sewn to the base along one side and along the Bifurcate). If attempting to attune to another
bottom end. The other side has closures (such as Bifurcate all the magical properties of the attuned
buttons or lacings) which, once closed, completely items are absorbed into the second Bifurcate thereby
seal that side. A thin pillow is attached to the top of turning them into mundane items. The second
the bedroll, and the top of the blanket reaches the Bifurcate retains its magical properties (it remains
top of the pillow. unaffected). All other items become non-magical.
Created by James Rao
Any creature of Medium size or smaller can use the
bedroll; no attunement is required. One Medium, two
Small, or four Tiny creatures can easily fit in the
bedroll at one time. If the creatures are willing to
snuggle, twice the number of creatures by size can
be accommodated. Varying combinations of sizes can
also be accommodated using the equivalences 1
Medium = 2 Small = 4 Tiny. For example, one
Medium and two Small creatures could snuggle in the
bedroll and gain its benefits.
139
Bow of Heartseeking
Boots of the Able Seaman Weapon (longbow), very rare (requires attunement)
Once used by a legendary hunter, this bow made
Wondrous item, uncommon (requires attunement) sure she never came back empty handed.
This item holds 2 charges. Once it is upgraded it
These boots were worn by Admiral Hruuk of the
can hold up to 4 charges. All charges recharge after
Bugbear 1st Navy for all of his naval career. He was
a long rest.
famed for how sure-footed he was in all weathers
Tracer Shot - Your attack flares with light,
and never has fallen in all his time in the navy. These
guiding your second attack toward its mark. When
boots were exceptionally well looked after and are
making an attack roll, the user may activate the
made of flexible blackened leather with brass
bow's magic and expend a charge to gain a second
fastenings. You have a +1 bonus to AC whilst
attack made with advantage.
wearing these boots. You also have +1 to the
Upgrade - This bow may be upgraded by
Athletics and Acrobatics skills and your base
collecting and infusing the bow with the eyes of 3
movement is increased by 5 feet. Created by
different types of creatures with truesight (or
Aaron Stuart Gourlay
whatever the DM deems appropriate). Once
upgraded, the Heartseeker property becomes
unlocked.
Bottle of Moldable Cloud Heartseeker - The wielder may expend 2 charges
Wondrous Item, uncommon to gain the ability to sense any nearby creatures. You
can see all creatures within 30 feet that are on the
When you use an action to open this bottle, a thick same plane regardless of cover, stealth, or invisibily.
fog pours out to fill a volume of 1,000 cubic feet over This effect ends after the next attack roll, or at the
the course of a minute. This cloud is malleable and end of the user's turn, which ever comes first. In
can be shaped into any form with the slightest of addition, the next attack roll has a range of 30 feet
touch. After an hour the cloud solidifies and becomes and is made at advantage, ignoring any cover or line
a solid material for the next 24 hours until it of sight penalty. When the arrow is released, it gains
crumbles and dissipates into the air. Created by an additional die of damage for every 10 feet it
Isaia Maeser travels. The arrow smashes through any nonmagical
objects in its path. In addition, you have advantage
on survival checks to track any creature sensed by
Bracers of the Dragonkind you for the next hour.
Wondrous item, legendary (requires attunement by a
Monk)
140
Brooch of Armament
Wondrous item, very rare (requires attunement)
Cloak of Malantheos
Wondrous item, legendary (requires attunement)
141
Crescendo Blade
Weapon, (any bladed weapon), legendary (requires
attunement)
Danteele's Greatsword
Weapon (greatsword), very rare (requires
attunement)
Once per day at sunrise the the flask fills with a hot
brown liquid, which stays warm throughout the day.
Consuming this restores 2 hit points, reduces
exhaustion level by one, grants advantage on
initiative rolls and constitution saving throws for the
next four hours. Created by Dario Persechino
142
Oneironautics. While awake, you can use an
Dream Sword action to place the flat of Dream Sword’s blade
against a sleeping creature’s forehead. You remain
Weapon, (Longsword), Artifact (requires attunement) stationary for the duration, but your eyes close and
your mind enters the sleeping creature’s dream. Roll
This is a special longsword in that it deals different
1d20 to determine the result.
damage amounts depending where it is located. If it
is in the material plane, the damage is 2d4(2d6), if
used in the astral plane the damage is 2d8(2d10).
Although yielding to the touch, the blade is as strong
___
as any metal. While you have this sword on your
person, you can use it inside dreams to affect things
in ways one normally could not. You cannot change
elements of the dream itself, but you can use the
sword to affect the dream’s environment, such as
Oneironautics result
killing monsters or cutting ropes. For reasons
d20 Effect
unknown, the sword becomes even more powerful on
the astral plane, and wielding it there, you gain 1-4 The creature is having a nightmare involving
cumulative features based on your Intelligence something dangerous.
modifier. 5- The creature is having a dream in which they are
10 annoyed by attempts to interact with them.
+1: Your movement speed increases by a number
of feet equal to 5 times your Intelligence modifier. 11- The creature is having a positive dream but finding
15 them takes effort. When you find them, they are not
+2: Dream Sword has the reach property. concerned with your presence, thinking you an
aspect of the dream.
+3: Dream Sword’s attack bonus and melee 16- The creature responds positively to your presence in
damage rolls +1 19 the dream after little searching. You have advantage
on the first ability check you make that uses your
+4: Use your Intelligence ability modifier for all Charisma modifier.
attack and damage rolls.
20 You immediately find the creature within the dream
+5: Blade Laser: Range – (20 x your Intelligence after no searching. The creature responds positively
modifier/30 x your intelligence modifier) feet.
to your presence, and when interacting with them
you gain advantage on skill checks that use your
Shoot blasts of psychic energy from the tip of the Charisma modifier.
blade. Make a ranged weapon attack against a
creature you can see within range using Dream
Sword. The damage is 2d10 + your Intelligence
modifier of psychic damage.
143
.
Portal. Dream Sword has the ability to slice open
portals between the material and astral planes. As an
action, use Matter Slice or Astral Slice. As a bonus
action, before you slice you can focus your thoughts
on your intended destination. If you have previously
visited the location, you have advantage on the roll
as well as any saving throws made when you use
Portal and you are distracted. If you have never been
to your intended destination but are aware of its
existence or location, you have advantage on the
first ability check you use to get to the intended
location once you emerge from the portal. If you are
distracted, such as in combat, taking damage from
the environment, or hindered in some way while
using Portal, roll a d20 determine the result after you
emerge from the portal. The extent and frequency
with which this ability can be used is determined by
the DM.
Portal result
d20 Portal result
1 You are teleported far away from your intended
destination. The portal remains open for a moment
before closing behind you.
2- At the DM’s discretion, you are teleported an
12 inconvenient distance from your intended
destination. The distance can vary depending on the
result of your roll.
13- You are teleported to a random location nearby your
19 intended destination, and you know the direction you
must travel to reach it. The portal remains open for a
moment before closing behind you.
20 You arrive safely and directly at your destination. The
portal closes behind you immediately, preventing all
dangers from following.
.
Matter Slice. While on the material plane, you
can use an action to slice in front of you with Dream
Sword. This open a portal through which a medium
or smaller sized creature can directly enter the astral
plane. The portal closes behind you once you enter
the astral Plane.
Astral Slice. While on the astral plane, you can
use an action to slice in front of you with Dream
Sword. This opens a portal through which a medium
or smaller sized creature can directly enter the
material plane. The portal closes behind you once
you enter the material plane. Special. When you are
on the astral plane, Dream Sword’s damage
increases to 2d8. Versatile. This weapon can be used
with one or two hands. A damage value in
parentheses appears with the property–the damage
when the weapon is used with two hands to make a
melee attack on the material plane is the number on
the left–the damage when the weapon is used with
two hands to make a melee attack on the astral
plane is the number on the right. Created by
Christopher Davis
144
Chain Bullet: You can cast the following spells
using this weapon, without requiring any material
Dyn’drums Judgement components (except a single bullet per spell). Your
Weapon (firearm), Artifact (requires attunement by a spellcasting modifier is +7 (or your own, your
gunslinger or ranger) choice), and your Spell Save DC is 17 (or your own,
your choice). (At will) Hunter’s Mark, True
The man with the thundering gun stood in the center
Strike, Zephyr Strike. (3/day) Lightning
of town. Light rain falling down on his cowl and
Arrow, Thunder Step, Tidal Wave. (1/day)
dripping down his leather armored-clothing, he stood
Chain Lightning, Haste.
over the mayor of the village. His bodyguards lay
dead in the streets, as civilians run for cover, peeking Final Judgement: If a creature is under the affect
through the windows of their houses. The mayor of your Hunter’s Mark, they receive an additional 5d4
would be the third member of the ‘True Kings’ that Piercing Damage on a hit. If the attack is a Critical
he’d killed this week, as he pointed his revolver at Hit, they take an additional 8d4 Lightning Damage.
the fat man’s forehead. The mayor, two bullet holes Created by Darien Jacob Pauline
in his thigh and one having shattered his kneecap,
looked at the ranger with hatred in his eyes. “You
can’t get away with this forever, you murderer.
They’ll catch up to you eventually,” he groaned. “Let
them come,” the ranger spoke, as he pulled back the
hammer on his firearm. “Who the Hell do you think
you are? Some kind of righteous executioner?!” the
mayor cried to deaf ears. “No. The God’s above are
the real executioners. I’m just their humble judge.”
145
The drawback to using the bone arrows being that
Facial Hair of the General every time one is fired the user suffers 1 Necrotic
damage as a result. The bow can only be removed
Wondrous item, very rare, (requires attunement) from the user by utilising the spells ‘Remove Curse’
or ‘Greater Restoration’ or by severing the limb that
This very well groomed set of facial hair (stick-on
the bow has been wrought from. If the bow is
beard) of unknown origin grants its wearer the ability
removed by any means before the required 100 kills
to charm a person they don’t know personally by
have been made then Yi’sou will become the enemy
greeting them with the words "hello there". The
of the individual. If the 100 kills have been achieved
stranger must succeed on a DC15 wisdom saving
then the bow may be removed using one of these
throw or answer with "General (character name)"
methods without any further consequence to the
and be charmed for 1 hour. Also, the charmed person
user. Created by Benjamin Dooley
will recognize the wearer of the facial hair as their
superior for the duration of the effect. Created by
Niels Theiler
Flint Flameforge's Branding
Shield, rare (requires attunement)
Fleshwrought Bow
Weapon (Longbow), very rare (requires attunement)
The user can ‘draw’ and ‘stow’ the bow at will, with
the limbs folding out and back from their place
hidden in the forearm respectively. The arms join at
the wrist with a cavity in the palm of the users hand
forming the arrow rest. To the untrained eye when in
its hidden state, the forearm simply looks like it is
suffering from some sort of malignancy. With a DC15
Medicine or Investigation check revealing the true
nature of the off-coloured flesh and strange
protrusions to be that of the cursed bow limbs. When
drawn, it follows all of the properties of a normal
longbow. However when using the ever-replenishing
bone arrows (which act as an endless supply of
ammunition) the bow is instead treated as a +1
longbow and the attacks are considered magical.
146
Garret's Trench Crossbow
Weapon (heavy crossbow), requires attunement
Garterbelt of Succubi-kind
Wondrous item, rare (requires attunement)
Ginger's Knob
Wondrous item, rare
___
147
Golden Pickle
Wondrous item, rare
148
To use a card in this way draw it from the top of
the deck and add it to your roll, aces make the spell
Gregor's Bedroll an automatic critical hit, cards used to cast spells are
returned to the bottom of the deck after use, if you
Wondrous item, uncommon (requires attunement)
draw a joker in this way roll a wild surge and add 2
A plush very comfortable standard bedroll that once to each damage die Spent cards may be shuffled
attuned to the user will cast silence centered on the back into the deck at the cost of a spell slot of First
bedroll immediately when the user awakens after level or higher or at the end of a long rest While
sleeping on it, up to 2 times per 24 hours. Created using the deck as a normal deck of cards you have
by Dan Cwiklik advantage on Sleight of hand checks(cheating) and
Perception Checks(to catch a cheater) and may reroll
the lowest number in the advantage rolls Created
Guardians Wound by Cole Alexander McNutt
149
Invisi-Armor
Armor (any type), requires attunement
Ivory Bonerang
Weapon (boomerang), uncommon
150
A regular pair of eye goggles, at least upon first
inspection. While you are attuned to this item, you
Jade Book of Conclusions have the ability to see through illusory magic.
Anything that was created magically has a golden
Wondrous item, rare
aura around it while you look at it through the
goggles. Additionally, you gain advantage on
The Book of Conclusions is made from a single large
investigation an perception checks to find magically
piece of jade with gold accoutrements. It has 6
created traps. Created by Jasemin Vuong
panels with inscriptions in 6 languages vaguely
detailing strategies in combat. Legend has it it was
created for a general whose armies defeated the
enemies of a powerful wizard.
Lens of Truth
Wondrous item, rare (requires attunement)
151
Lost Crown of Branchland
Wondrous item, rare (requires attunement)
Lucky Snake-eyes
Wondrous item, rare (requires attunement)
152
Maxwell McKrimmon's Magical
Mustache Wax
Wondrous item, rare
153
Melna's Drum
Wondrous item, very rare (requires attunement by a
bard)
154
Once per long rest you can declare a ziggurat shot.
Monastic Love A small contained black sphere the size of normal
bad news bullet, this does 4d10 force damage and
Wondrous item, very rare (requires attunement by a they must make a constitution saving throw or take
monk) an additional 2d10 force damage. Firearms are a new
and volatile technology, and as such bring their own
These magical wristraps cover the palms and
unique set of weapon properties. Some properties
knuckles of a monk. They imbue your unarmed
are followed by a number, and this number signifies
attacks with magical power. You gain +2 to your
an element of that property (outlined below). These
attack and damage rolls made while wearing them
properties replace the optional ones. Created by
and deal an additional 1d6 force damage. When you
Dalton Hetherington
land a crit while wearing these wristwraps, you
regain 1 ki point. Created by Naveed Ihsanullah
No Mercy
Weapon (rifle), Legendary (requires attunement)
155
Obaxternator
Weapon (shortsword), rare (requries attunement).
___
Painter’s Palette
Wondrous item, uncommon
156
Palverz's Pocket Chests
A simple or ornate chest that internal space is 1.5
feet long, 1 foot wide, and 1 foot deep. An
enchantment is placed on the chest to cause the
following effect. When the chest is closed it shrinks
down into a tiny form identical to the full size. In this
form it is 1cm long, .66cm wide, and .66 deep (aprox
1/45th original size). the contained weight is
proportionally reduced. If the original chest could be
locked the enchanted one can be locked also. The
keys are 1/45th normal key size. They can be picked
at higher DC than normal because of the small size.
This enchantment effect allows the chests to be
easily hidden or many to be carried in a pocket or
pouch. These do not share properties with portable
holes or bags of holding using other planes to store
so placing them inside a bag of holding will not cause
catastrophic problems. If the enchantment is lost via
a disenchant effect the chest returns to normal full
size (which can lead to interesting moments). The DC
for the disenchant on this item can be left to the DM.
The effect doesn't often seem to be able to be found
on chests much larger, maybe because the magic
becomes unstable. Created by John Hancock
Projection
Weapon (shortsword), very rare (requires
attunement)
Riley's Locket
Wondrous item, rare (requires attunement)
A silver Locket with gem set into it. This locket was
gifted to an adventurous young child from her loving
parents so as she grew up she could always find her
way home to them if she got lost on her adventures.
When a picture of a person is placed in the locket
and it is worn around the neck, the wearer will
always know which direction the person in the picture
is in but not the distance or location. A name written
on paper can be placed in the locket and it will work
in the same way so long as the user has met the
person who belongs to the name personally. Up to
two people can be tracked this way and pictures can
be hand drawn, painted, carved or in any other form
so long as they fit in the locket. The gems color can
be changed any time the user takes a long rest.
Created by Jessie D
157
Serinkyrr's Tome
Ring of the Animagi. Wondrous item, rare
Wondrous item, very rare (requires attunement)
Evocation spells cast by the wielder gain +1d8
This ring contains as many charges as your character damage, and enemies suffer disadvantage on saving
level. As an action, you may cast the polymorph spell throws made to avoid Evocation spells. Created by
targeting yourself. You consume one charge per CR Isabela Barda
of the creature that you morph into. You may use
this ability as many times as you like providing you
have charges available. You regain all spent charges
when you finish a long rest. Created by Trevor
Burger
Rogues Hideout
Wondrous item, very rare
158
If the dragon has healing breath, there is no saving
throw. As a consequence, anyone who is in range of
Shield of the Living Drake the healing breath will each get healed for the
Shield, very rare (requires attunemnet) amount that the player rolls. This also includes the
potential to heal an enemy/creature if they are in
A shield in the shape of a small dragon made of a
range. Created by Dan Delk and Kyla Elswick
sparkling crystalline material, the moment someone
comes in contact with it, the semi-sentient creature
immediately spirals up the arm of the user and
attunes to that player. It wraps around the forearm
of the player and latches its legs onto the forearm
like buckles. Its head faces the wrist while the small
tail curls up and around the elbow. It cannot be
removed by normal means; The dragon can only be
removed by a wish spell or the player dying; Then
the creature will unlatch from the arm of the player.
Breath Weapon
Eye color Damage type (saving throw)
Obsidian Acid (Dex)
Citrine Lightning (Dex)
Ruby Fire (Dex)
Malachite Poison (Con)
Opal Radiant (Con)
Sapphire Cold (Con)
Quartz Thunder (Con)
Diamond Healing
159
Shimai-ken
Weapon (special), very rare
Silver Reaver
Wondrous item, very rare
160
Sneaky Ferret TIER 2 Camouflage. The ferret can adjust his
Tiny Spirit beast, neutral colour in three schemes depending on the
terrain. (White, snow terrain(snow ferret).
Armor Class 12 Brown, forrest and normal. Dusty yellow, for
Hit Points 37(5d10 + 10) dessert like areas)
Speed 40ft. TIER 2 Mental bond. You can communicate with
your ferret telepathically. Not only can you
command your spider, you can understand
STR DEX CON INT WIS CHA
the thoughts and needs of it to the point you
5 (-3) 16 (+3) 15 (+2) 10 (+0) 12 (+1) 13 (+1) can have a conversation.
TIER 3 Invisibility The ferret can become invisible
Senses passive Perception 13 for up to 5 minutes. He has two charges to
Languages Common do this which recharge at dawn. Anything he
Skills Perception +3, Stealth +5 wears/carries or anybody he touches will be
invisible as well. The invisibility stops if he
TIER 1 Basic understanding. This creature will obey attacks (everybody will be visible).
your commands providing it can hear or see TIER 4 Teleportation. The ferret can use the spell
you.
teleport to a location you give, like you
TIER 1 Enlarge/reduce The ferret can change it's would cast the spell. He can teleport once
size. it can be as small as a mouse, or as big per day, this will recharge at dawn.
as a horse. You can change the size for 8 Created by Sarah Luyckx
hours (can be cancelled at any time to go
back to it's normal size which is a bit bigger
than a normal ferret). He has three charges
to change per day, which will refresh every
dawn. Going back to it's original size doesn't
use a charge. You can also use a charge to
maintain a certain size after the 8 hours.
161
Rank Five Power (Recommended level 20):
Staff of Potentiality Summon Phoenix: At times of great peril to the
wielder, as defined by the DM, there is a 10% chance
Weapon (staff) Artifact (requires attunement) the Staff of Potentiality manifests itself as a physical
phoenix (see Mordenkainen's Tome of Foes) to assist
Appearing to be a simple sapling, this is a legendary
the owner for the duration of a combat encounter or
item gifted by the Goddess of Nature to assist the
5 minutes of non-combat time. Created by Chris
inhabitants of the realm. The staff will always find its
Hadtrath
way to a caster of great power with no aspirations for
world domination. It is a Neutral good sentient
weapon.
162
Sword of St Ozmus
Weapon (longsword), rare (requires attunement)
Tabitha's Lute
Wondrous item, instrument of the bard, very rare
(requires attunement)
163
The Adventurers Respite
Wondrous item, rare (requires attunement)
164
Brass- Very nippy even for a dragon, its attitude
The Imprisoned Horde reminds you of a tiny dog bitting at the ankles of
Wondrous item, legendary (requires attunement) others while thinking it is far more ferocious than it
really it. A bite from its small yet razor-like fangs will
An ornate leather satchel that attaches to your belt cause its victim to instantly fall into a deep slumber
and a single strap around your thigh, inside you will for 8 hours on a failed Constitution DC saving throw
find 9 small bottles fit snugly into individual pouches. of 18. The lid on this particular bottle has a large
Upon inspecting the bottles they each contain a enough throat to allow the dragons snout to protrude
single dragon in its preferred environment. The from the opening. No payment is required because
bottles are short and round with thin necks topped he really likes biting, however one may offer a gold
with a cork that attaches to the bottle via a small coin for assured safety. Favored gift is to bite
silver chain. The satchel itself and the bottles within someone (doesn’t take a genius to figure that one
never show signs of wear or damage. out).
Red- The best way to describe him is a loose Deep- He loves bones! More often than not he is
cannon. He seems to enjoy shooting sparks and little simply laying about chewing on a skeletal remnant.
balls of fire as if putting on a firework show. He may He may produce a putrid smelling black cloud that
produce small white hot flames lasting long enough bellows from the lid covering a 5ft by 5ft area that
to turn an iron ingot cherry red. Required payment is lingers for 1 minute, long enough to dissolve a
one copper coin or sustenance depending on it’s medium sized creature. Contact with flesh causes
current mood. Favored gift is anything highly 3d10 necrotic damage. Required payment is a few
flammable. drops of the wielders blood (1hp). Favored gift is a
White- Prefers the company of her treasure hoard corpse.
over that of others and more often than not can be Void- Encased in a black bottle with a port hole
found napping on her pile of riches or admiring a that can be opened lives a dragon that is rather rude
shiny trinket. Is capable of producing a blast of super and tends to ignore everyone, preferring to be in his
chilled air able to freeze up to a bucket of water. own dark solitary world. If one does manage to
Required payment is one copper coin. Favored gift is attract his attention he will teleport the bottle, and all
a shiny bobble. those in contact with it, to the last place seen
Green- A reclusive dragon that keeps it’s body through the open port hole with no sentient beings.
submerged under a layer of green sludge stuck to No payment is required as he believes he is
the bottom of the bottle; all that can be seen is a successfully avoiding those around him. Favored gift
pair of yellow eyes and dark green nostrils. Can is just being left alone.
excrete enough extremely sticky green sludge to fill a
flask, which causes 4d8 poison damage on a failed
constitution save of DC 15 or taking half damage on
a successful save. It is an automatic failure if
ingested. Required payment is 2 copper coins.
Favored gift is poison (stronger the better).
Black- A diminutive but very aggressive dragon
that is constantly trying to scare others for his own
amusement. May produce a glass vial worth of
bubbling purple ooze which deals 2d10 acid damage
for every round one remains in contact with it.
Required payment is living food (mouse, rat, etc).
Favored gift is using him for intimidation
Faerie- A very lively dragon who can often be
seen playing peak-a-boo with the other dragons,
making himself invisible and reappearing making
faces or hanging upside-down. Will provide a small
amount of dust that if inhaled will turn the user
invisible for 2 hours or until an attack is made or
spell is cast. Required payment is one gem stone of
any value, with more expensive stones possibly
granting additional quantities of dust. Favored gift is
to play a game with him, yes he knows chess.
Pseudo dragon - A rather curious fellow who will
create a telepathic link between the party members
allowing them to communicate at will. He may offer
ideas or advice if the topic interests him enough.
Each party member must intrigue the Pseudo dragon
to make it want to listen in on them as payment.
Favored gift is a good riddle or puzzle.
165
The Legendary Shield of Halcyon
Day
Shield, Legendary (requires attunement)
166
The Lunar Rose
Potion, very rare
167
The Rings of Hardy by Nature
Ring, very rare (requires attunement)
168
Thief's Belt
Wondrous item, rare (requires attunement)
Unguent of Seaming
Wondrous item, uncommon
169
Uriel's Ring
Ring, legendary (requires attunement by a rogue)
Vain
Wondrous item, very rare (requires attunement)
170
War Hammer of Forge Flame
Weapon (Warhammer), uncommon, (requires
attunement)
Willigins Sword
Weapon:(Any sword), (Requires Attunement By
Small Race), Very Rare
Windcutting Scimitar
Weapon (scimitar), rare (requires attunement)
171
Winter's Kiss
Weapon (glaive), rare (require atttunement)
172
173
Item Sets
T
here are many items in the world that
share a bond with each other. No matter
how far apart you separate them, no
matter how much you try and keep
them apart, they have a tendency to
find each other. These items belong to a
set. While these items have benefits and
perks alone, you will find you will gain major benefits
to having multiple items from a set. Most sets consist
of 3 items and as you gain the final piece to a set,
you will find yourself gaining a powerful boon. You
will see that each piece of a set will require
attunement, however because the items are linked
they share an attunement slot. So you can wear all 3
parts of an armor set and only use up one of your
attunement slots.
174
Arcane Cloth of the Ether
The Arcane Ether set was originally crafted for a
cult leader. He needed to look grand and mysterious
in order to attract followers, but looking the part
would not be enough. So he commissioned the
manufacture of this set, it was extremely expensive
as it bestows the user with magical powers.
Ultimately the armor set was made available after
every member of the cult died after following through
with a suicide pact. The armor was enchanted to
protect the wearer from poison but one of the cult
members stabbed him in the neck for good measure.
Set Bonus
While you are wearing 2 parts from this set, you gain
resistance to poison damage.
While you are wearing 3 parts from this set, you gain
immunity to poison damage and you may increase 2
ability scores by +1. Additionally, you may cast the
Vampiric touch spell. You must finish a long rest
before being able to do so again.
175
Voidweaver Raiments
The Voidweaver Raiments once belonged to Xyggar
Zansol, the infamous necromancer. At one time he
was the most powerful wizard in any plane of
existence, with his armies of undead servants as
followers, he plundered and pillaged towns and small
cities with ease. He came to his ultimate demise after
trying to control too many minions at once. They all
broke free of his control and turned on him. All that
was left were these few pieces of clothing.
Voidweaver Hood
Wondrous item, very rare (requires attunement)
Voidweaver Robes
Armor(studded Leather), very rare (requires
attunement)
Voidweaver Pants
Wondrous item, very rare (requires attunement)
Set Bonus
While you are wearing 2 parts from this set, you gain
immunity to necrotic damage.
176
Demon Master's Garb
The Demon Master's Garb has no known origin. It
has been worn by hundreds of adventurers and
villains alike. The set allows you to summon
creatures from other planes, but it is up to you as to
how you control them. Will you command minions to
do menial tasks or steal from the poor? Will you
summon demons to terrify your foes? Anything it
possible and it's all up to you.
Set Bonus
While you are wearing 2 parts from this set, you gain
the trust of demons and they grant you some
protection. If you take damage that would cause you
to drop past 0 (but not enough to kill you out right)
you instead drop to 1hp. Once you do this you must
finish a long rest before being able to do so again.
While you are wearing 3 parts from this set you may
cast the Summon lesser demons spell. Once you
have done this you must complete a long rest before
being able to do so again.
177
While you are wearing 3 parts from this set, you may
Regalia of the Noble increase one ability score by +2. Additionally, you
may cast the Haste spell. Once you have done this
House you must finish a long rest before being able to do so
The Noble house regalia is usually reserved for again.
high ranking members of society. Whether that be
politicians, diplomats or royalty. Each race has their
own colours and style but all share similar properties
that make them easily recognisable. The shroud
around the neck, the upturned edges of the
shoulderpads with their gemstone embellishment and
the form fitting leggings with derailing on the cuffs
are standout features of this set.
Set bonus
While you are wearing 2 parts from this set, you may
cast the Disguise Self spell at will. This does not
expend any spell slots and does not count against
the number of spells you can prepare.
178
Battlegear of the Warmage
The Warmages have been frontline fighters for as
far back as anyone can remember. While some
wizards and sorcerers will augment the abilities of
the fighters and rangers to make them more efficient
in battle, the Warmage will be out in front. Charging
down enemies with incredibly powerful spells that will
terrify the weakest of minds.
Warmage Robes
Wondrous item, legendary (requires attunement)
Warmage Spaulders
Wondrous item, legendary (requires attunement)
Warmage Boots
Wondrous item, legendary (requires attunement)
Set bonus
While you are wearing 2 parts from this set, you may
cast the Call lightning spell. You must complete a
long rest before being able to do so again.
While you are wearing 3 parts from this set, you may
cast the spell Destructive wave. You must finish a
long rest before being able to do so again.
179
Highwayman's Garb
The Highwayman's garb set was last known to
belong to Cesar Munuez, a local vigilante who has a
reputation for robbing from carriages as they venture
from one town to another. He will take anything that
isn't bolted down that he can carry, providing he
thinks he can make some money from it. He's as
deadly as he is stealthy so it is advised to flee rather
than confront him.
Highwayman's Hood
Wondrous item, very rare (requires attunement)
Highwayman's Pants
Wondrous item, very rare (requires attunement)
Set Bonus
While you are wearing 2 parts from this set, you gain
the Alert feat.
While you are wearing 3 parts from this set, you can
cast the Pass without trace spell. You may do this a
number of times equal to your dexterity modifier. All
charges reset at dawn.
180
Admiral's High Seas
Uniform
Being a high ranking member of the military has its
perks. Having a ship under your command is nice,
but no captain or pirate can compare to an Admiral.
Having a fleet of ships at your disposal for whatever
you wish is how you know you have real power. This
set belongs to any Admiral of any Navy fleet. The
decoration on the Epaulettes is how you differentiate
between different Navy's.
Admiral's Hat
Wondrous item, rare (requires attunement)
Admiral's Epaulettes.
Wondrous item, rare (requires attunement)
Set bonus
While you are wearing 2 parts from this set, you no
longer suffer from exhaustion. Sailors regularly
spend months out at sea, working from dawn til dusk
and on limited supplies.
While you are wearing 3 parts from this set, you can
cast the Dominate Person spell. Once you have done
this, you must finish a long rest before doing so
again.
181
Armor of the Primal Beast
The armor of the Primal Beast was designed for
frontline melee fighters to give them as many
advantages in combat as possible. It is about all-out
attack. If you need to get the edge on an opponent,
this is the set for you.
Set Bonus
While you are wearing 2 parts from this set, you may
reroll 1 damage die worth of damage per attack, you
must take the new roll.
182
Fur Lined Leather Garb
The fur lined leather set is regularly used by those
who spend a lot of time in cold mountainous regions.
While the fur keeps the wearer warm in cold
climates, the set also keeps them cooler in hotter
regions. This set is all about regulating heat and
provides many benefits related to this skill.
Set Bonus
While you are wearing 2 parts from this set, you can
increase each ability score by +1. If you are already
at the maximum score of an ability, you can assign
that ability point to another ability.
While you are wearing 3 parts from this set, you gain
immunity to Cold and fire damage. Additionally, you
may reroll any failed skill checks made to climb. You
may do this once per skill check.
183
Track and Trace
The Track and Trace set was created by one of the
greatest hunters from the past 500 years, Arttur
Benglesmitt. He had the handy ability to always know
where a wandering monster would be, where a lost
child was or where a beast's den was hidden. No one
knew quite how he did it until after he died. Most
assumed he was just an incredibly skilled tracker
until his armor set was found and taken by someone
else.
Detect-all Lenses
Wondrous item, very rare (requires attunement)
Boots of Traversal
Wondrous item, very rare (requires attunement)
Set Bonus
While you are wearing 2 parts from this set, you may
pass your mind into any animal you can see. For the
next 5 minutes you can see through the animals
eyes.The animal has no idea that you are doing so
and has no way of detecting it.
While you are wearing 3 parts from this set, you may
pass your mind into any animal that you can detect
using the rod. For the next 10 minutes you can see
through the animals eyes. The animal has no idea
you are doing so and has no way of detecting it.
184
Champion's Battlegear
The Champion's Battlegear was last known to be
worn by Krag Steelbeard, the famous arena fighter.
Undefeated in over 100 battles, he was known the
world over until he vanished. Krag was a master in
all forms of combat, whether it be dueling with
swords, mass combat with spears, jousting on
horseback. Anything and everything that can be used
as a weapon he could use with ease.
Champion's Helmet
Wondrous item, very rare (requires attunement)
Champion's Pauldrons
Wondrous item, very rare (requires attunement)
Set Bonus
While you are wearing 2 parts from this set, your hit
point maximum increases by an amount equal to
twice your level. Whenever you gain a level
thereafter, your hit point maximum increases by an
additional 2 hit points.
While you are wearing 3 parts from this set, you gain
the ability to carry heavy weapons in one hand. This
allows you to dual wield two handed weapons.
185
Fey-infused Plategear
This Fey-infused Plate armor set was created by a
Warlock who wanted to be able to cast his
otherworldly spells from within the protection of
heavy armor. Usually full armor like this would be
quite restrictive and make it difficult to cast spells.
This set however has been magically infused to make
this much easier.
Fey-infused Spaulders
Wondrous item, legendary (requires attunement)
Fey-infused Boots
Wondrous item, legendary (requires attunement)
Set Bonus
While you are wearing 2 parts from this set, you
learn the Eldritch blast cantrip. This does not count
against the total number of cantrips you can know.
186
Scorched Earth Armor
The Scorched Earth set was originally found by a
Dwarven miner who was excavating the site of a
volcano. While clearing away some solidified magma
slag he found an entrance to an ancient armory. Most
of the contents were destroyed but these 3 pieces
were in perfect condition and seemed to absorb some
of the properties from the lava flow.
Scorched Spaulders
Wondrous item, rare (requires attunement)
Scorched Breastplate
Armor (breastplate), rare (requires attunement)
Scorched Boots
Wondrous item, rare (requires attunement)
Set Bonus
Whilst wearing 2 parts from this set, the light you
give off is 30ft in darkness and 60ft in dim light.
Additionally you gain immunity to fire damage.
187
Raphael's Knighthood
Raphael was part of a group of 4 Ninja warriors. He
and his 3 brothers were known across the land for
the secret missions they completed, saving hundreds
of people for evil Tyrants. Eventually they were all
knighted and called up to protect the royal family.
Over time, each of these brothers fell in battle, only
Raphael's armor was saved.
Raphael's Helm
Wondrous item, rare (requires attunement)
Raphael's Chainmail
Armor (chainmail), rare (requires attunement)
Raphael's Greaves
Wondrous item, rare (requires attunement)
Set Bonus
While you are wearing 2 parts from this set, you may
increase your strength or dexterity score by +1,
standing up from a prone position only uses 5ft of
movement and you gain a climbing speed equal to
your movement speed.
While you are wearing 3 parts from this set, you may
summon the strength of the four ninja brothers. For
one turn you may take 4 actions. This does not
include bonus actions and reactions. Once you have
done this, you must finish a long rest before you can
do so again.
188
Avenging Wrath
The Avenging wrath set is reserved for those who
charge into battle with the sole intent of helping out
their comrades. Whether that be healing up fallen
allies or boosting their power, the Avenging wrath
armor is a boot to morale on the battlefield. Just
seeing the Avenger flying into battle is enough to
empower all allies.
Avenging Helm
Wondrous item, legendary (requires attunement)
Avenging Shoulderguards
Wondrous item, legendary (requires attunement)
Set Bonus
While you are wearing 2 parts from this set, you may
choose one damage type. Everyone in the party
gains resistance to this damage type. You may
choose a new damage type during a long rest.
189
While you are wearing 5 rings, you gain the ability to
The 5 Rings cast the Finger of death spell. You can do this a
number of times per day equal to your proficiency
The 5 rings were originally crafted as part of a 10 bonus. This does not count against the number of
piece set but the others were lost . The rings your known spells.
themselves are fairly mundane and any one alone
would not impress anyone much. But as they come
together and amplify the power within themselves,
they become quite incredible. One can only imagine
how powerful the ruler of the ten rings would be.
Ring of Light
Ring, uncommon (requires attunement)
While you are wearing this ring you gain the ability to
cast the Light cantrip at will, it does not count
towards your known spells.
While you are attune to this ring, you gain the ability
to cast the Charm person spell at will. This does not
count against the number of your known spells.
While you are attuned to this ring you gain the ability
to cast the Call lightning spell. You can do this a
number of times per day equal to your proficiency
bonus. This does not count against the number of
your known spells.
Ring of Darkness
Ring, uncommon (requires attunement)
Set Bonus
While you are wearing 3 rings, you gain the ability to
cast the Haste spell. You can do this a number of
times per day equal to your proficiency bonus. This
does not count against the number of your known
spells.
190
Wild Archery Garb
The wild archery set originally belonged to a fairy
boy that lived in the woods a long time ago. A quiet
boy who always seemed to find himself in adventures
of great peril with circumstances far more dangerous
than a boy of his age should be dealing with.
Krokori Bow
Weapon (shortbow), rare (requires attunement)
Timeless Quiver
Wondrous item, rare (requires attunement)
Lyniah Shield
Armor (shield), rare (requires attunement)
Set Bonus
While you are you are wearing 2 parts of this set,
your strength and dexterity scores increase by 1
each.
191
Irresistible Force
The irresistible force set was originally created for a
warrior who did not know what he wanted from his
equipment. In the end he did not collect it from the
Masterwork Blacksmith and it went to auction. Over
the years, several people have owned these two
items and they have always remained together.
Every combatant that owned both of these items
were known far and wide as complete battlemasters
who were completely adaptable to any situation.
Set Bonus
While you are attuned to both pieces from this set,
the Greatsword becomes usable in just one hand as
you are balanced out by the heavy shield.
Additionally, you can move the magical bonuses
between the two items.
192
Royal Set of Jewellery
This set was crafted by a relatively unknown Jeweller
who was handpicked by a king to make some pieces
for his family. The pieces were all custom designed
each to the specific requirements of each family
member.
___
Set Bonus
While you are wearing 2 parts of this set you gain
proficiency with all saving throws.
193
Twinblades of the Abyssal
Depths
These two swords were forged in hellfire by ancient
demons. The swords were crafted to be given to a
great champion who was tasked to return escaped
souls to hell. The champion was ultimately successful
and the swords have never needed to be used since
so they fell into the realm of myth.
Pain
Weapon (longsword), very rare (requires
attunement)
Panic
Weapon (longsword), very rare (requires
attunement)
Set Bonus
___
194
Set Bonus
Immortal King Set Whilst wearing 2 parts of this armor set, you gain an
extra attack when using the attack action.
This helm and sword set was originally forged for a
great warrior to leech strength from their enemies Whilst wearing 3 parts of this set, you gain the
and reinforce their own power. Usable only by the Sunder armor ability; You must announce you are
strongest of combatants. In order to use these items, using this before making an attack roll. If the attack
you must be either a Barbarian or Fighter and must is successful, the targets AC is reduced by 25% or
have at least 20 Strength. Created by Tristen 50% if the attack was a crit.
Peterson
Undying Longsword
Weapon (longsword), legendary (requires
attunement)
Eternal Longsword
Weapon (longsword), legendary (requires
attunement)
195
Cat Lord’s Virtues Varya (Elvish: ___
Protector)
Wondrous item, rare, (requires attunement)
A pair of worn oversized looking leather gloves with Handë (Elvish: Understanding)
rusted finely woven metal showing through at the
knuckles and finger joints. No magical properties can Wondrous item, very rare, (requires attunement)
be detected and donning the gloves for the first time
An ancient, ornate platinum lionesque skull cap with
reveals nothing more than originally observed.
five large gemstones evenly inset along the
Donning them for a second time the wearer must
centerline starting at the ‘third-eye’ in the middle of
succeed in a WIS 15 DC check in order to attune to
the forehead and proceeding backwards. The interior
the gloves. Failing, the wearer is deemed unworthy
of skull cap is lined with a thin sheet layer of lead
and discards them or gifts them to another. If
and arcane runes underneath the fine silk padding.
successful, the true nature of these masterfully
The skull cap has fine silk cords used to affix it upon
crafted leather and woven adamantine gauntlets are
the wearer, but it is also notable that it has three
revealed visibly only to the attuned wearer as they
clasp points at the left, right and top front, hinting it
meld to fit perfectly as a second reinforced skin.
might attach to a matching half face mask. The
While attuned and wearing these gloves you gain a
wearer may use an action to cast Guidance or Mage
+2 Bonus to AC (if you are wearing no armour or
Hand or Message at will. The skull cap has 18
using no shield). Upon being hit by up to two (one
charges and may use an action to expend 1 or more
for each glove) melee or ranged weapon attacks you
charges to perform one of the following benefits: •
may use your reaction to negate any critical hit and
Expend 1 charge to cast Comprehend Languages •
reduce the damage by 1d10+Dexterity modifier upon
Expend 2 charges to cast Locate Object • Expend 3
the same. Additionally, using the Dodge action on
charges to cast Dispel Magic • Expend 4 charges to
your turn will negate any critical hits received
cast Locate Creature • Expend 5 charges to cast
(melee, ranged, or spell effect) until your next turn.
Scrying The skull cap regains 2d8+2 expended
Flexing either glove into a fist after touching the
charges daily at dawn. *** Varya’s +1 bonus to
thumb to the index, middle, and ring finger on the
attack and damage increases by +1 for per
same hand extends respective 6” adamantine claw(s)
attunement to Ascenë or Handë.
from the backside of each glove that may be used in
melee combat. Each claw gains a +2 bonus to attack
and damage rolls for 1d4 piercing or slashing Set Bonus
damage per claw extended on each glove. The claws
Whilst wearing 2 parts of this set, Ascenë’s or
are considered finesse weapons scoring a critical hit
Handë’s charges increase daily by +1d4+1.
on rolls of 19 or 20. Extending the fingers twice from
a fist in rapid succession retracts the claws. Whilst attuned to 3 parts of this set you may use an
action to expend 1 or more charges to perform one
Ascenë (Elvish: Easily Seen) of the following benefits: • Expend 1 charge to cast
Wondrous item, rare, (requires attunement) Shield • Expend 2 charges to cast Pass without Trace
• Expend 3 charges to cast Haste • Expend 4 charges
An ancient, ornate platinum lionesque half mask (i.e. to cast Counterspell.
lion of the wind) with Large Cats Eye Agate eye lens, Created by Bubba MacPherson
fringed with soft like fur golden thread faux lion
mane, and arcane runes along the perimeter. The
mask has fine silk cord used to hold it upon the
wearer, but it is also notable that it has three clasp
points at the left, right and top of the mask hinting it
might attach to a matching skull cap or helm. While
wearing this mask you have darkvision out to 120
feet. The mask has 8 charges and may use an action
to expend 1 or more charges to perform one of the
following benefits: • Expend 1 charge to cast Detect
Magic • Expend 2 charges to cast See Invisibility •
Expend 3 charges to cast Clairvoyance • Expend 6
charges to cast True Seeing The mask regains 1d6+2
expended charges daily at dawn.
196
Wondrous item, legendary (requires attunement)
The Artifacts of the A dark, iron hand, which you must cut your own
Tyrant hand off to use. Grants its user advantage on
strength checks, sets their strength to 22, and grants
Many scholars have speculated on the origins of
"expertise" in the athletics ability. Also allows
these artifacts. Some attribute them to the orc God,
grappling creatures of up to two sizes larger (instead
Grumsh, forged to protect his people from those who
of just one).
would bring them harm. Others believe them to be
Dwarven relics, given to them by Moradin to prevent
any one clan from ruling over the others. A few
believe it has no such godly origin, but instead has
been infused over time with the endless souls it has
taken, an infinite infernal engine. Whatever the origin Set Bonus
may be, one trait holds true: they are the herald of
destruction, bloodshed, the end of empires. Legends Whilst wearing 3 parts of this set the user can- cast
tell of unkillable behemoths, cutting swaths in the "invulnerability" once per day, are immune to charm
mightiest armies. Those who have survived and fear effects, become one size larger (so medium
encounters with them have described their wielders to large, large to huge, etc). Expands their crit range
as Gods amongst men, unstoppable, pierced by a to 18-20, and increase their strength to 29. These
thousand arrows and still rising to fight. They say artifacts are intended for high-level play, and are
even those who do not feel fear, fear those of the powered such.
Tyrant. The Artifacts serve no creed, used by
monsters and heroes alike, for just or ill. They bend
the knees of kings, and break those who do not
bend. When their wielders fall, so too does the
Tyrant, to be taken up by the one who slew them. In
the rare instance the artifacts are lost, they always
rise again from obscurity, back to the battlefield. And
should the Tyrant come for you, the only known
defense is to pray to whatever God you pay fealty, to
be taken swiftly into death. Destroying the artifacts:
it is believed that if war still rages somewhere in the
multiverse, the Tyrant's artifacts will remain. If all
war were to end, the Tyrant's artifacts would fade
from existence. However, if the artifacts are melted
down by dragon fire, or thrown into the depths of the
Elemental plane of fire, they cease to exist for 100 x
1d100 years, after which they reform in some corner
of the multiverse, waiting to be used again. Created
by Isaak Thomas Davan
Heart of stone
Wondrous item, legendary (requires attunement)
Iron Fist
197
Armor of the Obsidian
Wolf
Very Rare, attunement required The Obsidian Wolf is
a dark spirit of great savagery that stalks the lands in ___
search of prey for the great hunt it inspires. Those
that witness it, or spend too much time in its blighted
presence end up falling into the same hunger and
bloodlust. A cult for the beast was formed, that
worshiped the Savagery and all the blood it inspired. Stalkers of the Wolf
The best hunter, the strongest Apex Predator of the Wondrous item, very rare (requires attunement)
Savagery among the cultists, was honored by the
Obsidian Wolf and blessed with the Armor, so it could Two thick leather boots lined in dark black midnight
spread the Savagery. Whenever the Apex died, the fur and segmented metal plates. Three claws extend
Armor would be passed onto the next, so that the from each boot. Dormant, the wearer can expend a
hunt would never end. When wearing 1 of the items, reaction to dig in their claws to avoid being moved by
no additional effects. Created by Kevin Ramdeo a spell or attack. Spending a bonus action, the
wielder can activate the boot's special ability. Upon
Rippers of the Wolf activation, the wielder takes 1d4 of damage and
loses 1 hit dice that cannot be regained except by a
Wondrous item, very rare (requires attunement)
long rest. When activated, the boots squeeze to fit
A twin pair of midnight black gauntlets, made of the wearer, extending up their legs to their knees,
segmented metal plates. Spending a bonus action, biting into their skin and drawing blood. The wearer
the wielder can activate the armor's special ability. adds a +10 to movement speed which increases to
Upon activation, the wielder takes 1d4 of damage, +15 if they are moving towards someone who has
and loses 1 hit dice that cannot be regained except been hit recently with a slashing or piercing attack.
by a long rest. When activated, three jagged claws
extend from the knuckles as the metal climbs up the
wearer's arm and bites into their skin, drawing blood.
Set Bonus
The wearer's unarmed strikes count as magical When wearing 2 of the items, the user has
weapons for the purpose of overcoming resistance advantage on Stealth checks. One bonus action
and immunity to non-magical attacks and damage. activates both pieces of armor. The special ability
In addition, you unarmed strike uses a d4 for activation damage is now a 1d8 and the user loses 2
damage, and every time you strike an enemy, you hit dice.
deal 1 point of bleeding damage that persists for 1d4
rounds of combat. Every hit afterwards extends that When wearing 3 of the items, the user is Cursed.
by 1 round. One bonus action activates all 3 pieces of armor. The
special ability activation damage is now a 1d12 and
the user loses 3 hit dice. The wearer can cast
Mantle of the Wolf polymorph as an action to transform into a guardian
Armor (any medium armor), very rare (requires wolf. Once used, this special ability cannot be used
attunement) for another 1d3 days.
A metal plated leather hauberk, midnight black and Cursed: The armor does not release the wearer after
accented with thick fur of the same color. A hood of they have activated it, and can be removed by a
fur hangs off the shoulders; the terrifying visage of a Remove Curse spell. This ends the attunement, and
wolf is visible through very subtle stitching on the allows the wearer to doff the armor.
chest. Dormant, the armor gives a resistance to cold
and advantage on Perception checks based on smell.
Spending a bonus action, the wielder can activate the
armor's special ability. Upon activation, the wielder
takes 1d4 of damage and loses 1 hit dice that cannot
be regained except by a long rest. When activated,
the armor extends down the shoulders and legs of
the wielder, biting into their skin and drawing blood.
The wearer gains a +1 to AC and becomes immune
to the charmed and/or frightened condition. The
wearer can also activate the armor to remove either
status.
198
Paladin's Aura Set
Sword
Weapon (sword), rare (requires attunement)
Shield
Armor (shield), rare (requires attunement)
Circlet
Wondrous item, rare (requires attunement)
Set Bonus
While attuned to two of the items of this set you gain
an additional use of your channel divinity ability per
short or long rest. Additionally, the pool of health you
have available to your lay on hands ability is doubled.
199
In order to attune to this item, the user must
Thesaurizant Autem Dracones meditate and focus solely on this item for 30 minutes
The wild tales of the Thesaurizant Autem Dracones per day for 14 consecutive days.
passed down over countless generations are legend
itself. The veracity of these legends has never been This medallion allows the user to make a Dragon
corroborated, although the myth of the artifacts breath attack. Deal 16d6 fire damage in a 30ft cone
being used in concert by the dark architect of their from the caster. Targets caught in the area of effect
genesis is a cautionary tale of greed and deceit. must succeed on a DC17 Dexterity saving throw to
Honed from three different dragons, created in take half damage. You must wait one week before
seclusion across the far corners of the realm, each being able to cast this again.
artifact possesses a power far beyond mortal man.
None of the artificers knew the evil the other had Ungula Draconis
committed, capturing and corrupting the dragons for
Wondrous item, very rare (requires attunement)
the advancement of power, and their own eternal
renown. All the artificers were bound, consumed, and In the darkest places of the Vast Swamp the Black
destroyed along with the dragons through numerous Dragon Forgrimmorithal lurked, reaching out to rain
rituals to enact the Dracones’ creation. The dark havoc until his life was cut short through gruesome
architect who hoped for immortality lost everything magics. His black scales and talons were torn from
after his brief possession of the Thesaurizant Autem his body and sewn into gloves, giving the wearer the
Dracones. He rained terror over all until he vanished power of a dragon’s might. Quanisi the dark tailor
into the annals of time, some say taken by a Demon used some of the deepest magic of the realm in their
Lord. Created by David and Anne Ruwoldt formation. Able to deliver devastating blows to an
opponent, the magic has waned over time limiting
Perafuga Draconis the damage that can be wrought. The gloves were
held by a luckless gambler until lost in a game of
Wondrous item, Very rare (requires attunement)
chance.
Deep in the Anauroch desert, far from the Black
Road, Eshaedra’s eyrie towered above all. She ruled In order to attune to this item, the user must
the skies until capture and death found her. Immar meditate and focus solely on this item for 30 minutes
the artificer ensorcelled her scintillating blue scales per day for 14 consecutive days.
forging them into a shimmering backpack. Through
The wearer of these gloves may make a melee attack
dark rites her wings were attached creating an
using the claws of the gloves. This attack deals
artifact that could hold a dragon’s hoard while also
2d6+10 slashing damage. You may use this attack 3
enabling quick flight. After the dark architect’s
times per glove. You must finish a long rest before
disappearance, the artifact was said to be reclaimed
doing so again.
by Gerinvioch, Eshaedra’s mate.
Spiritum Draconis The first time this ability is used, roll a d20. On a 1 a
demon lord appears and attacks the party. For each
Wondrous item, very rare (requires attunement) consecutive week this ability is used, increase the die
roll needed to summon the demon lord. Week 2, 1 or
Far up in the Spine of the World, beyond where
2. Week 3, 1, 2 or 3 etc.
mortals dare tread, the great Red Dragon
Dermawellindrar’s abode could be found, and found
she was. Her defeat required 1,000 goblins battling
over many days. Crannak the jeweller used his love
of fire to shape a medallion from the dragon’s still
beating heart, torn from her dying body. The ruby
medallion is said to give the wearer her fiery breath.
Later in history, the jewel was stolen by a little
known gnome thief Tili, and was never seen again.
200
Accoutrements of the
Detective Wizard
Ring of Dresden
This ring stores a small amount of energy every time
this person moves, and releases that energy upon
the wearer’s command. A standard day’s energy will
result in a d4 amount of damage stored. If it has
been a particularly busy day, the DM may decide to
increase the kind of die used instead of a d4. Energy
may also be accumulated over a period of time and
the number & type of damage die left to the DM’s
discretion. The energy may be released as either a
large concussive force dealing bludgeoning damage,
or a direct “blade of force” as piercing damage. User
must pass a CON check to avoid being knocked prone
from the release of energy.
Duster of Protection
A large leather cloak that magically sizes itself to fit
over the wearer’s clothing and armor. Grants +1 AC
and resistance to bludgeoning and piercing damage.
Shield Bracelet
A bracelet made of small shield charms made of gold,
silver, and iron; engraved with runes. Grants +2 to
Arcana, resistance to flame & lightning damage
Created by Brandon Witmer
201
Two Become One
The Two Become One set was originally created for a
burly Ettin Warrior who preferred a defensive stance
over offense. He wielded both shields together in
such a powerfully fluid way it appeared he was
dancing on the battlefield.
Buckler of Bombardment
Armor (shield), very rare (requires attunement)
Shield of Fortification
Armor (shield), very rare (requires attunement)
Set Bonus
In order to use both of these shields together, you
must be a Large or bigger creature and have at least
a 16 Strength score. While you are attuned to both of
these shields, you gain the following benefits.
Y
ou can award your players the use of a
spirit beast. This is a companion that can
be used as a mount. Each beast has
multiple bond levels. You unlock more
abilities and traits the more you bond
with your beast. It is up to the GM to
decide how well you are bonding with
your beast and whether or not you can unlock the
next tier of abilities and traits.
204
Air Elemental TIER 2 Mental bond. You can communicate with
Huge spirit beast, neutral your steed telepathically. Not only can you
command your elemental, you can
Armor Class 20 understand the thoughts and needs of it to
Hit Points 126(20d12 + 6) the point you can have a conversation.
Speed 80ft. Flying 80ft TIER 3 Physical improvements. The elemental
increases its movement speed to 120ft,
Flying speed to 120ft, hit points to 210 and
STR DEX CON INT WIS CHA
gains immunity to poison and psychic
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) damage.
TIER 4 Whirlwind Each creature that begins its
Condition Immunities Frightened, Incapacitated turn within 5ft of you must succeed on a
Senses passive Perception 10 DC13 strength saving throw or take 15
Languages Common (3d8+2) bludgeoning damage and be
knocked back 20ft.
TIER 1 Basic understanding. This creature will obey
your commands providing it can hear or see Actions
you. Stamp Melee Weapon Attack: +4 to hit, reach
TIER 1 Tight pass The elemental can modify its 5ft., one target. Hit 6 (1d8 + 2),
size and shape to the point it can fit through Slam Melee Weapon Attack: +4 to hit, reach 5ft.,
gaps as small as one inch very easily.
one target. Hit 4 (1d4 + 2) target must
TIER 2 Wind aura While you are mounted on the succeed on a DC 13 Dexterity saving throw
elemental, it sends a constant wave of wind or be knocked prone.
outwards from you. All space within a 15ft
radius of your elemental is considered Dash. The Air elemental can move up to its
difficult terrain. full movement speed on top of its regular
movement.
205
Armadillo TIER 2 Mental bond. You can communicate with
Huge Spirit beast, neutral your steed telepathically. Not only can you
command your Armadillo, you can
Armor Class 20 understand the thoughts and needs of it to
Hit Points 126(20d12 + 6) the point you can have a conversation.
Speed 80ft. TIER 3 Physical improvements. The Armadillo
increases its movement speed to 120ft, hit
points to 210 and gains immunity to poison
STR DEX CON INT WIS CHA
and psychic damage.
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0)
TIER 4 Protective instincts. While mounted on your
Armadillo, it can flip over, grab you in its
Condition Immunities Frightened, Incapacitated arms, curl into a ball and roll along showing
Senses passive Perception 10 its protective shell. Attacks targeting you
Languages Common while in this state are made with
disadvantage.
TIER 1 Basic understanding. This creature will obey
your commands providing it can hear or see Actions
you. Claw. Melee Weapon Attack: +4 to hit, reach 5ft.,
TIER 1 Burrowing. The armadillo has a tunneling one target. Hit 5 (1d6 + 2)
speed equal to its movement speed. Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
TIER 2 Taxi for 5 The armadillo has grown one target. Hit 5 (1d4 + 2)
trusting of you enough to the point it will
allow up to 4 other people to ride it as long Dash. The Armadillo can move up to its full
as you are on board. movement speed on top of its regular
movement.
Shield. As an action, The Armadillo can sit in
front of you and provide full cover.
206
Bat TIER 2 Mental bond. You can communicate with
Huge spirit beast, neutral your steed telepathically. Not only can you
command your Bat, you can understand the
Armor Class 20 thoughts and needs of it to the point you can
Hit Points 126(20d12 + 6) have a conversation.
Speed 20ft. Flight 120ft TIER 3 Physical improvements. The bat increases its
movement speed to 30ft, flight speed to
180ft, hit points to 210 and gains immunity
STR DEX CON INT WIS CHA
to poison and psychic damage.
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0)
TIER 4 Drain blood After a combat situation has
ended, the bat can feast on the blood of the
Condition Immunities Frightened, Incapacitated fallen. While in this state, the bat extends an
Senses passive Perception 10 aura over you and any friendly creatures that
Languages Common you allow. The empowerment and strength
flows through you all and you can regain hit
TIER 1 Basic understanding. This creature will obey points equal to 2 hit die without spending
your commands providing it can hear or see the die.
you.
Actions
TIER 1 Echolocation Bats are primarily nocturnal
creatures that navigate through Bite Melee Weapon Attack: +4 to hit, reach 5ft.,
echolocation. While you are riding your bat, one target. Hit 6 (1d8 + 2),
this is extended to you. You gain truesight Screech Melee Weapon Attack: +4 to hit, reach
out to 60ft while you are mounted. As soon
5ft., one target. Hit 4 (1d4 + 2) target must
as you dismount your vision returns to
normal. succeed on a DC 13 Dexterity saving throw
or be knocked prone.
TIER 2 Flyby A bat is as sneaky as it is quick. If
the bat flies into melee range of a creature, Dash. The Bat can move up to its full
it can leave melee range without provoking movement speed on top of its regular
an opportunity attack. movement.
207
Boar TIER 2 Mental bond. You can communicate with
Huge spirit beast, neutral your steed telepathically. Not only can you
command your Boar, you can understand the
Armor Class 20 thoughts and needs of it to the point you can
Hit Points 126(20d12 + 6) have a conversation.
Speed 80ft. TIER 3 Physical improvements. The boar increases
its movement speed to 120ft, hit points to
210 and gains immunity to poison and
STR DEX CON INT WIS CHA
psychic damage.
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0)
TIER 4 Enraged fury If you are in danger of being
mortally wounded, the boar will charge to
Condition Immunities Frightened, Incapacitated your rescue. If your hit points drop to less
Senses passive Perception 10 than 25% of your maximum, the boar will
Languages Common make a charge attack against every creature
in a 50ft radius before returning to stand
TIER 1 Basic understanding. This creature will obey over you granting you cover.
your commands providing it can hear or see
you. Actions
TIER 1 Charge If the Boar moves at least 30 Stamp. Melee Weapon Attack: +4 to hit, reach
feet straight toward a target and then hits it 5ft., one target. Hit 6 (1d8 + 2),
with an attack on the same turn, the target Gore. Melee Weapon Attack: +4 to hit, reach 5ft.,
takes double damage.
one target. Hit 4 (1d4 + 2) target must
TIER 2 Gluttony Boars are extremely greedy succeed on a DC 13 Dexterity saving throw
creatures. While spirit beasts don't need or be knocked prone.
sustenance, boars do like to eat. The boar
will eat literally anything given to it. Dash. The boar can move up to its full
movement speed on top of its regular
movement.
'
208
Crab TIER 2 Mental bond. You can communicate with
Huge spirit beast, neutral your steed telepathically. Not only can you
command your Crab, you can understand the
Armor Class 20 thoughts and needs of it to the point you can
Hit Points 126(20d12 + 6) have a conversation.
Speed 80ft. Swim 40ft TIER 3 Physical improvements. The crab increases
its movement speed to 120ft, swim speed to
60ft, hit points to 210 and gains immunity to
STR DEX CON INT WIS CHA
poison and psychic damage.
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0)
TIER 4 Clawhammer As an action, the crab can
swing its massive claw down onto a creature.
Condition Immunities Frightened, Incapacitated This attack has +8 to hit, deals 8d8
Senses passive Perception 10 bludgeoning damage and knocks the
Languages Common creature prone.
'
209
Crocodile TIER 2 Mental bond. You can communicate with
Huge spirit beast, neutral your steed telepathically. Not only can you
command your Crocodile, you can
Armor Class 20 understand the thoughts and needs of it to
Hit Points 126(20d12 + 6) the point you can have a conversation.
Speed 50ft. Swimming 80ft. TIER 3 Physical improvements. The crocodille
increases its movement speed to 80ft, swim
speed to 120ft, hit points to 210 and gains
STR DEX CON INT WIS CHA
immunity to poison and psychic damage.
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0)
TIER 4 Death roll As an action the crocodile can
clasp its jaws shut onto a creature and roll
Condition Immunities Frightened, Incapacitated repeatedly in an attempt to kill it. Make an
Senses passive Perception 10 attack roll to Snap. If this attack lands you
Languages Common can start making rolls for death rolls. Roll a
d20, if the roll is above 11, then the
TIER 1 Basic understanding. This creature will obey crocodile will roll once and deal 1d8 force
your commands providing it can hear or see damage. You can continue making death roll
you. attacks until you roll 1-10.
TIER 1 Intimidate. Any creature in a 50ft radius Actions
of you while you are riding this beast is
fearful of the situation and will think twice Snap. Melee Weapon Attack: +4 to hit, reach 5ft.,
before attacking you. one target. Hit 12 (2d8 + 4),
TIER 2 Gigantic lungs The Crocodile can hold its Bite. Melee Weapon Attack: +4 to hit, reach 5
breath underwater for extended periods of ft., one creature. Hit: 7 (1d10 + 2) piercing
time. If the spirit beast trusts you it can damage, and the target is grappled (escape
extend this ability to you while you are riding DC 12). Until this grapple ends, the target is
it. You can now hold your breath for up to restrained, and the crocodile can’t bite
one hour at a time, whether you are another target.
underwater or not, as long as you are in
contact with your crocodile. Dash. The crocodile can move up to its full
movement speed on top of its regular
movement.
'
210
Crow TIER 2 Mental bond. You can communicate with
Huge spirit beast, neutral your steed telepathically. Not only can you
command your Crow, you can understand
Armor Class 20 the thoughts and needs of it to the point you
Hit Points 126(20d12 + 6) can have a conversation.
Speed 40ft. Flying 80ft TIER 3 Physical improvements. The Crow increases
its movement speed to 60 feet and flying
speed 120 feet, hit points to 210 and gains
STR DEX CON INT WIS CHA
immunity to poison and psychic damage.
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0)
TIER 4 Breaking the Sound Barrier Crows are not
necessarily known for their great speeds of
Condition Immunities Frightened, Incapacitated flight, however once you share a great bond
Senses passive Perception 10 with your Crow it will protect you will all of
Languages Common its might. While mounted you may flee at
great speeds. Flying at these incredible
TIER 1 Basic understanding. This creature will obey speeds for 1 minute allows you to travel to
your commands providing it can hear or see any point within 10 miles of your current
you. location. Once you have done this, you must
finish a long rest before doing so again.
TIER 1 Dive Attack. If the Crow is flying and
dives at least 30 feet straight toward a Actions
target and then hits it with an attack, the
attack deals double damage to the target. Claws. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 10 (2d6 + 3) slashing
TIER 2 Night Stalking. As your bond grows with damage
your Crow, it becomes more trusting of you.
It will allow you to burrow yourself deep Beak. Melee Weapon Attack: +5 to hit, reach
within its feathers. This grants you 5 ft., one target. Hit: 8 (1d10 + 3) piercing
advantage on stealth checks made while in damage.
darkness. Dash. The crow can move up to its full
movement speed on top of its regular
movement.
'
211
Dolphin TIER 2 Mental bond. You can communicate with
Huge spirit beast, neutral your steed telepathically. Not only can you
command your Dolphin, you can understand
Armor Class 20 the thoughts and needs of it to the point you
Hit Points 126(20d12 + 6) can have a conversation.
Speed 30ft. Swimming 200ft. TIER 3 Physical improvements. The Dolphin
increases its movement speed to 60ft, swim
speed to 300ft, hit points to 210 and gains
STR DEX CON INT WIS CHA
immunity to poison and psychic damage.
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0)
TIER 4 Sonar. Dolphins are known for their
echolocation abilities and this is especially
Condition Immunities Frightened, Incapacitated true with the spirit beast version. The
Senses passive Perception 10 dolphin can use this ability to locate any NPC
Languages Common or item (including potential tresure chests)
hidden or otherwise in a 100 ft radius.
TIER 1 Basic understanding. This creature will obey
your commands providing it can hear or see Actions
you. Bite. Melee Weapon Attack: +7 to hit, reach
TIER 1 Waterless Swimming Despite Dolphins 10 ft., one creature. Hit: 11 (2d6 + 4)
needing water to survive, the spirit beast piercing damage.
version does not. It can be used as a mount Tail. Melee Weapon Attack: +3 to hit, reach 5
on land as it seems to swim through the air ft., one target. Hit: 3 (1d4 + 1) bludgeoning
several feet above the ground, although its damage.
movement speed when used this way is
limited. Dash. The dolphin can move up to its full
TIER 2 Invisible in Water. The dolphin, and you movement speed on top of its regular
movement.
when riding it are invisible while fully
immersed in water.
'
212
Drake TIER 2 Elevation As your bond grows with your
Huge spirit beast, neutral Drake, it becomes more trusting of you. It
will push through physical pain and aches to
Armor Class 20 help you. As a result, while riding your
Hit Points 126(20d12 + 6) drake, you can hover in place absolutely
Speed 40ft. Flying 80ft silently for up to 72 hours. Beyond this, the
Drake becomes completely exhausted and
collapses.
STR DEX CON INT WIS CHA TIER 2 Mental bond. You can communicate with
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) your steed telepathically. Not only can you
command your Drake, you can understand
Condition Immunities Frightened, Incapacitated the thoughts and needs of it to the point you
Senses passive Perception 10 can have a conversation.
Languages Common TIER 3 Physical improvements. The Drake increases
its movement speed to 60ft and its flying
TIER 1 Basic understanding. This creature will obey speed to 120ft, hit points to 210 and gains
your commands providing it can hear or see immunity to poison and psychic damage.
you. TIER 4 Legendary Resistance (3/Day): If you fail a
TIER 1 Terror Gaze The Drake is such a terrifying saving throw, the drake can wrap you in a
beast, just laying eyes upon it could make security aura, you can choose to succeed
grown men turn and flee. If you were to lock instead.
eyes with one though, you could be done for.
As an action, the Drake can attempt to lock Actions
eyes with a target to strike fear into them. Claw. Melee Weapon Attack: +4 to hit, reach 5ft.,
The Target must succeed on a DC 15 Wisdom one target. Hit 5 (1d6 + 2)
saving throw or become frightened.
Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 5 (1d4 + 2)
Dash. The Drake can move up to its full
movement speed on top of its regular
movement.
'
213
Elephant TIER 2 Mental bond. You can communicate with
Huge spirit beast, neutral your steed telepathically. Not only can you
command your Elephant, you can
Armor Class 20 understand the thoughts and needs of it to
Hit Points 126(20d12 + 6) the point you can have a conversation.
Speed 80ft. TIER 3 Physical improvements. The elephant
increases its movement speed to 120ft, hit
points to 210 and gains immunity to poison
STR DEX CON INT WIS CHA
and psychic damage.
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0)
TIER 4 Stampeding earthquake. This spirit beast can
use its powerful legs and massive feet to
Condition Immunities Frightened, Incapacitated cause miniature tremors in the ground by
Senses passive Perception 10 stamping on the spot. As an action, you can
Languages Common command your Elephant to do this causing
every non-ally creature within 30ft to make a
TIER 1 Basic understanding. This creature will obey DC 15 Dexterity saving throw or fall prone.
your commands providing it can hear or see Each day you can do this a number of times
you. equal to your proficiency modifier. You must
finish a long rest before doing so again.
TIER 1 Empowering Trumpet If this spirit beast is
with you as you enter combat, it lets out a Actions
stunning trumpet from its trunk. This startles
the enemy and increases your likelihood of Stamp. Melee Weapon Attack: +4 to hit, reach
success. You and each ally gain one 5ft., one target. Hit 6 (1d8 + 2),
inspiration die to make an attack or saving Gore. Melee Weapon Attack: +4 to hit, reach 5ft.,
throw with advantage. This only lasts during
one target. Hit 4 (1d4 + 2) target must
this specific encounter.
succeed on a DC 13 Dexterity saving throw
TIER 2 Going up. As your bond grows with your or be knocked prone.
elephant, it becomes more trusting of you. It
will allow you to stand on the tip of its trunk Dash. The Elephant can move up to its full
and will lift you to heights with great ease. movement speed on top of its regular
(DM Discretion applies in regards to height movement.
you can reach, based on animal size). Trunk swing. As an action, the Elephant may
swing its trunk in a 10 yard cone. Any
creature caught by the swing must succeed
on a DC 18 Dexterity saving throw or take 5
(1d6+2) bludgeoning damage.
'
214
Fire Elemental TIER 2 Mental bond. You can communicate with
Huge spirit beast, neutral your steed telepathically. Not only can you
command your elemental, you can
Armor Class 20 understand the thoughts and needs of it to
Hit Points 126(20d12 + 6) the point you can have a conversation.
Speed 80ft. Flying 80ft TIER 3 Physical improvements. The elemental
increases its movement speed to 120ft,flying
speed to 120ft, hit points to 210 and gains
STR DEX CON INT WIS CHA
immunity to poison and psychic damage.
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0)
TIER 4 Flame strike A vertical column of divine
fire roars down from the heavens in a
Condition Immunities Frightened, Incapacitated location you specify. Each creature in a 10-
Senses passive Perception 10 foot-radius, 40-foot-high cylinder centered
Languages Common on a point within range must make a
Dexterity saving throw. A creature takes 8d6
TIER 1 Basic understanding. This creature will obey fire damage on a failed save, or half as much
your commands providing it can hear or see damage on a successful one. Once this has
you. been cast once, it must recharge the fires
within. This takes 24 hours.
TIER 1 Tight pass The elemental can modify its
size and shape to the point it can fit through Actions
gaps as small as one inch very easily.
Slam Melee Weapon Attack: +4 to hit, reach 5ft.,
TIER 2 Aura of flame Any creature that enters one target. Hit 6 (1d8 + 2),
within 5ft of the elemental takes 1d8 fire
damage. Scorch. Melee Weapon Attack: +4 to hit, reach
5ft., one target. Hit8 (2d4 + 4)
Dash. The elemental can move up to its full
movement speed on top of its regular
movement.
215
Gazelle TIER 2 Mental bond. You can communicate with
Huge spirit beast, neutral your steed telepathically. Not only can you
command your Gazelle, you can understand
Armor Class 20 the thoughts and needs of it to the point you
Hit Points 126(20d12 + 6) can have a conversation.
Speed 80ft. TIER 3 Physical improvements. The gazelle
increases its movement speed to 120ft, hit
points to 210 and gains immunity to poison
STR DEX CON INT WIS CHA
and psychic damage.
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0)
TIER 4 Unending endurance. The gazelle has
unrivaled loyalty to you at this point. The
Condition Immunities Frightened, Incapacitated gazelle will push through any and all
Senses passive Perception 10 exhastion and carry you indefinetely without
Languages Common stopping regardless of distance. Additionally,
difficult terrain will not slow you down while
TIER 1 Basic understanding. This creature will obey riding this gazelle.
your commands providing it can hear or see
you. Actions
TIER 1 Avoidance. If the Gazelle is subjected to Hooves. Melee Weapon Attack: +7 to hit,
an effect that allows it to make a saving reach 5 ft., one target. Hit: 11 (2d6 + 4)
throw to take only half damage, it instead bludgeoning damage.
takes no damage if it succeeds on the saving Bite. Melee Weapon Attack: +7 to hit, reach 5
throw, and only half damage if it fails. ft., one target. Hit: 11 (2d6 + 4) piercing
TIER 2 Charge. If the Gazelle moves at least 30 damage.
feet straight toward a target and then hits it Dash. The Gazelle can move up to its full
with an attack on the same turn, the target
movement speed on top of its regular
takes double damage.
movement.
'
216
Gorilla TIER 2 Beating chest A gorilla beating its chest is
Huge spirit beast, neutral a terrifying sight, especially when it is aimed
at you. But a spirit beast that is four times
Armor Class 20 the size of a real gorilla makes it infinitely
Hit Points 126(20d12 + 6) worse. As an action you can do this an all
Speed 80ft. creatures in a 30ft radius must succeed on a
DC 15 constitution saving throw or become
frightened. TIER 2 Mental bond. You can
STR DEX CON INT WIS CHA communicate with your steed telepathically.
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) Not only can you command your Gorilla, you
can understand the thoughts and needs of it
to the point you can have a conversation.
Condition Immunities Frightened, Incapacitated TIER 3 Physical improvements. The gorilla increases
Senses passive Perception 10 its movement speed to 120ft, hit points to
Languages Common 210 and gains immunity to poison and
psychic damage.
TIER 1 Basic understanding. This creature will obey
TIER 4 Ultimate empowerment The gorilla enrages,
your commands providing it can hear or see
increasing all of its stats by 2. When it does
you.
this, the benefit seeps over to you as well.
TIER 1 Running leap Gorillas are known for their Once you have done this you must finish a
exceptional athletic prowess. While riding on long rest before being able to do so again.
your gorilla, it gains the ability to leap
incredible distances. Its long jump becomes Actions
80ft and its high jump becomes 30ft. Bite Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 6 (1d8 + 2),
Slam Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 4 (1d4 + 2) target must
succeed on a DC 13 Dexterity saving throw
or be knocked prone.
Dash. The gorilla can move up to its full
movement speed on top of its regular
movement.
'
217
Giant Spider TIER 2 Mental bond. You can communicate with
Huge Spirit beast, neutral your steed telepathically. Not only can you
command your Spider, you can understand
Armor Class 20 the thoughts and needs of it to the point you
Hit Points 126(20d12 + 6) can have a conversation.
Speed 80ft. Climb 80ft TIER 3 Physical improvements. The Spider
increases its movement speed to 120ft, hit
points to 210 and gains immunity to poison
STR DEX CON INT WIS CHA
and psychic damage.
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0)
TIER 4 Egg Explosion. Once per day, as a last
ditch effort to keep you safe, the Spider can
Condition Immunities Frightened, Incapacitated expell hundreds of eggs that immediately
Senses passive Perception 10 hatch. Hundreds of spiders flee in all
Languages Common directions and cover everything within 30
yards of you. Every creature in this zone has
TIER 1 Basic understanding. This creature will obey disadvantage on attack rolls for 3 rounds.
your commands providing it can hear or see
you. Actions
TIER 1 Stickyfeet. While mounted on your spider Web. Ranged Weapon Attack: +4 to hit, range
you can walk up walls and across ceilings at 30ft., one target. Hit 5 (1d6 + 2)
your normal mounted speed. Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
TIER 2 Web Carriage. Your spider can wrap items one target. Hit 5 (1d4 + 2) The target must
in a web to protect them and drag them also succeed ona DC 13 constitution saving
behind you, acting as a makeshift carriage. throw or become poisoned.
The web pocket can hold up to 1000lbs of
items. Dash. The Spider can move up to its full
movement speed on top of its regular
movement.
'
218
Parrot TIER 2 Mental bond. You can communicate with
Huge spirit beast, neutral your steed telepathically. Not only can you
command your Parrot, you can understand
Armor Class 20 the thoughts and needs of it to the point you
Hit Points 126(20d12 + 6) can have a conversation.
Speed 30ft. Flight 60ft TIER 3 Physical improvements. The parrot increases
its movement speed to 60ft, flight speed to
90ft, hit points to 210 and gains immunity to
STR DEX CON INT WIS CHA
poison and psychic damage.
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0)
TIER 4 Unburdened Loyalty If you fall to 0 hit
points and must start making death saving
Condition Immunities Frightened, Incapacitated throws, the Parrot will fly over to you and
Senses passive Perception 10 stand over the top of you to the point no
Languages Common enemy can see you to attack you. If the
parrot is in the spirit realm, it will use its
TIER 1 Basic understanding. This creature will obey own power to transfer to the material plane
your commands providing it can hear or see to protect you.
you.
Actions
TIER 1 Mimicry The Parrot can mimic basic
sounds and simple words. It can learn Peck Melee Weapon Attack: +4 to hit, reach 5ft.,
essential words in order to communicate one target. Hit 6 (1d8 + 2),
basic terms to you. Claw Melee Weapon Attack: +4 to hit, reach 5ft.,
TIER 2 Head on a swivel The parrot has learned to one target. Hit 4 (1d4 + 2).
rotate its head 360 degrees to keep an eye
on its environment. It gains proficiency in Dash. The parrot can move up to its full
perception and investigation. If you do not movement speed on top of its regular
have these proficiencies, you gain them. If movement.
you do, you gain expertise in them.
'
219
Phoenix TIER 2 Mental bond. You can communicate with
Huge spirit beast, neutral your steed telepathically. Not only can you
command your phoenix, you can understand
Armor Class 20 the thoughts and needs of it to the point you
Hit Points 126(20d12 + 6) can have a conversation.
Speed 20ft. Flying 80ft TIER 3 Physical improvements. The phoenix
increases its movement speed to 120ft, hit
points to 210 and gains immunity to poison
STR DEX CON INT WIS CHA
and psychic damage.
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0)
TIER 4 Combustion Part of the life cycle of the
Phoenix is death. The phoenix can Combust
Condition Immunities Frightened, Incapacitated causing a massive explosion. Any creature in
Senses passive Perception 10 a 50ft radius takes 10d6 fire damage. The
Languages Common phoenix takes 24 hours to recover before
you can summon it again and it cannot
TIER 1 Basic understanding. This creature will obey combust again for one week.
your commands providing it can hear or see
you. Actions
TIER 1 Healing flames The more you ride your Bite. Melee Weapon Attack: +7 to hit, reach
phoenix the stronger your resistance to fire 10 ft., one creature. Hit: 11 (2d6 + 4)
magic becomes. At this point your tolerance piercing damage.
has built up to the point that any fire Claw. Melee Weapon Attack: +4 to hit, reach 5ft.,
damage you take when you are within 50ft one target. Hit 4 (1d4 + 2).
of your Phoenix actually heals you.
TIER 2 Healing tears The tears of a phoenix have
Dash. The Phoenix can move up to its full
healing properties, but only a phoenix with
an incredible bond would cry over a loss. If movement speed on top of its regular
you are making death saving throws, your movement.
Phoenix can shed a tear to stabilise you.
Additionally, if your phoenix is on the
material plane if you die, the phoenix tears
will resurrect you providing you have not
been dead more than 4 hours. Once the
phoenix has shed tears, it will not do so
again for at least one week.
'
220
Piranha TIER 2 Mental bond. You can communicate with
Huge spirit beast, neutral your steed telepathically. Not only can you
command your Piranha, you can understand
Armor Class 20 the thoughts and needs of it to the point you
Hit Points 126(20d12 + 6) can have a conversation.
Speed 30ft. Swimming 80ft TIER 3 Physical improvements. The piranha
increases its movement speed to 120ft, hit
points to 210 and gains immunity to poison
STR DEX CON INT WIS CHA
and psychic damage.
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0)
TIER 4 Ravenous Gnash: When backed into a
corner the Piranha is at its most dangerous.
Condition Immunities Frightened, Incapacitated As an action, the Piranha can swim between
Senses passive Perception 10 every creature in a 30ft radius of itself and
Languages Common make a bite attack against each target. You
must finish a long rest before doing this
TIER 1 Basic understanding. This creature will obey again.
your commands providing it can hear or see
you. Actions
TIER 1 Waterless Swimming Despite Piranhas Cantrips (at will): Light, minor illusion, shape
needing water to survive, the spirit beast water
version does not. It can be used as a mount Bite. Melee Weapon Attack: +7 to hit, reach
on land as it seems to swim through the air 10 ft., one creature. Hit: 11 (2d6 + 4)
several feet above the ground, although its piercing damage.
movement speed when used this way is
limited. Dash. The Piranha can move up to its full
TIER 2 Ravenous apetite: Piranhas are known to movement speed on top of its regular
movement.
eat anything placed in front of them and the
spirit beast is no exception. If you have
something you need to dispose of, the
piranha will eat it with no qualms provided it
is not magical.
'
221
Puma TIER 3 Physical improvements. The puma increases
Huge spirit beast, neutral its movement speed to 120ft, hit points to
210 and gains immunity to poison and
Armor Class 20 psychic damage.
Hit Points 126(20d12 + 6) TIER 4 Deadly Leap. If the Puma jumps at least
Speed 80ft. 15 feet as part of its movement, it can then
use this action to land on its feet in a space
that contains one or more other creatures.
STR DEX CON INT WIS CHA
Each of those creatures must succeed on a
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) DC 18 Strength or Dexterity saving throw
(target’s choice) or be knocked prone and
Condition Immunities Frightened, Incapacitated take 28 (6d6 + 8) bludgeoning damage plus
Senses passive Perception 10 14 (3d6 + 4) slashing damage. On a
Languages Common successful save, the creature takes only half
the damage, isn’t knocked prone, and is
pushed 5 feet out of the puma’s space into
TIER 1 Basic understanding. This creature will obey an unoccupied space of the creature’s choice.
your commands providing it can hear or see If no unoccupied space is within range, the
you. creature instead falls prone in the puma’s
TIER 1 Prowl. While mounted on this Puma, you space.
gain advantage on stealth checks.
Actions
TIER 2 Keen Smell. As your bond grows with your
Bite. Melee Weapon Attack: +7 to hit, reach 5
puma, it becomes more trusting of you. It
will allow you to share food with it. While the ft., one target. Hit: 30 (4d12 + 4) piercing
spirit beasts do not need to eat for damage.
sustenance, they still enjoy the hunt. The Claws. Melee Weapon Attack: +7 to hit, reach
puma is one of nature's greatest hunters and 5 ft., one target. Hit: 11 (2d6 + 4) slashing
can always find some smaller animals to eat damage.
regardless of location.
Dash. The Puma can move up to its full
TIER 2 Mental bond. You can communicate with movement speed on top of its regular
your steed telepathically. Not only can you movement.
command your Puma, you can understand
the thoughts and needs of it to the point you
can have a conversation.
'
222
Raptor TIER 2 Hyper intelligence Raptors are one of the
Huge spirit beast, neutral most intelligent creatures to have ever lived.
They very quickly learn how enemies and
Armor Class 20 other creatures behave. After the raptor (or
Hit Points 126(20d12 + 6) you if you are riding it) has been attacked
Speed 120ft. once, all future attacks are made with
disadvatage.
TIER 3 Physical improvements. The raptor increases
STR DEX CON INT WIS CHA
its movement speed to 120ft, hit points to
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) 210 and gains immunity to poison and
psychic damage.
Condition Immunities Frightened, Incapacitated TIER 4 Disembowel A raptor's claw is a vicious
Senses passive Perception 10 weapon. As an action you can attempt to
Languages Common finish off a wounded enemy. If a creature is
below 25% of their hit point maximum, your
TIER 1 Basic understanding. This creature will obey claw attack can be used to rip out the
your commands providing it can hear or see internal organs. Once you have used this
you. ability, you must finish a long rest before
doing so again.
TIER 1 Exceptional leap. Raptors are known for
their exceptional athletic prowess. While Actions
riding on your Raptor, it gains the ability to
leap incredible distances. Its long jump Claw. Melee Weapon Attack: +4 to hit, reach 5ft.,
becomes 120ft and its high jump becomes one target. Hit 6 (1d8 + 2),
50ft. *Tail whip Melee Weapon Attack: +4 to hit, reach
5ft., one target. Hit 4 (1d4 + 2) target must
TIER 2 Mental bond. You can communicate with succeed on a DC 13 Dexterity saving throw
your steed telepathically. Not only can you or be knocked prone.
command your Raptor, you can understand
the thoughts and needs of it to the point you Dash. The raptor can move up to its full
can have a conversation. movement speed on top of its regular
movement.
'
223
Rhino TIER 2 Mental bond. You can communicate with
Huge spirit beast, neutral your steed telepathically. Not only can you
command your Rhino, you can understand
Armor Class 20 the thoughts and needs of it to the point you
Hit Points 126(20d12 + 6) can have a conversation.
Speed 80ft. TIER 3 Physical improvements. The Rhino increases
its movement speed to 120ft, hit points to
210 and gains immunity to poison and
STR DEX CON INT WIS CHA
psychic damage.
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0)
TIER 4 Rampage The rhino is the last creature
you want to be around when it is angry. As
Condition Immunities Frightened, Incapacitated an action the Rhino can enter a rampage.
Senses passive Perception 10 Make a gore attack against every enemy
Languages Common creature in a 50ft radius. Each of these
attacks deal double the standard amount of
TIER 1 Basic understanding. This creature will obey damage.
your commands providing it can hear or see
you. Actions
TIER 1 Lightning rod The horn of the Rhino acts Stamp. Melee Weapon Attack: +4 to hit, reach
as a lightning rod, it attracts all hostile 5ft., one target. Hit 6 (1d8 + 2),
thunder and lightning magic in a 200ft
Gore. Melee Weapon Attack: +4 to hit, reach 5ft.,
radius. The spells are attracted to the horn
of the rhino where they instantly dissipate one target. Hit 4 (1d4 + 2) target must
with no effect. succeed on a DC 13 Dexterity saving throw
or be knocked prone.
TIER 2 Thick skinned While you are riding your
Rhino, you have resistance to bludgeoning, Dash. The Rhino can move up to its full
slashing and piercing damage. movement speed on top of its regular
movement.
'
224
Scorpion TIER 2 Mental bond. You can communicate with
Huge spirit beast, neutral your steed telepathically. Not only can you
command your Scorpion, you can
Armor Class 20 understand the thoughts and needs of it to
Hit Points 126(20d12 + 6) the point you can have a conversation.
Speed 80ft. TIER 3 Physical improvements. The scorpion
increases its movement speed to 120ft, hit
points to 210 and gains immunity to poison
STR DEX CON INT WIS CHA
and psychic damage.
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0)
TIER 4 Rend and tear As an action, you may
attempt to tear apart a grappled creature
Condition Immunities Frightened, Incapacitated with your claws. Once the target is grappled
Senses passive Perception 10 you can make this attack.
Languages Common
Melee Weapon Attack +6 to hit, reach 5ft., one
TIER 1 Basic understanding. This creature will obey target. Hit 60 (20d6) slashing damage
your commands providing it can hear or see
you.
Actions
Sting. Melee Weapon Attack: +4 to hit, reach 5ft.,
TIER 1 Desert scales Scorpions spend most of one target. Hit 6 (1d8 + 2),
their lifetime in the desert lands where the
elements are unforgiving. The scorpion has Claw Melee Weapon Attack: +4 to hit, reach 5ft.,
resistance to fire and cold damage. This one target. Hit 4 (1d4 + 2)
benefit is extended to you.
Dash. The scorpion can move up to its full
TIER 2 Venomous Sting When you reach this bond movement speed on top of its regular
level, the sting attack of your scorpion starts movement.
to inject venom into enemies. The sting
attack now deals an additional 2d6 acid
damage.
'
225
Serpent TIER 2 Mental bond. You can communicate with
Huge spirit beast, neutral your steed telepathically. Not only can you
command your Serpent, you can understand
Armor Class 20 the thoughts and needs of it to the point you
Hit Points 126(20d12 + 6) can have a conversation.
Speed 80ft. TIER 3 Physical improvements. The serpent
increases its movement speed to 120ft, hit
points to 210 and gains immunity to poison
STR DEX CON INT WIS CHA
and psychic damage.
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0)
TIER 4 Constrict. Melee Weapon Attack: +6 to
hit, reach 10 ft., one Medium or smaller
Condition Immunities Frightened, Incapacitated creature. Hit: 10 (2d6 + 3) bludgeoning
Senses passive Perception 10 damage, and the target is grappled (escape
Languages Common DC 15). Until this grapple ends, the target is
restrained, and the Serpent can’t constrict
TIER 1 Basic understanding. This creature will obey another target.
your commands providing it can hear or see
you. Actions
TIER 1 Vibration hearing Serpents do not hear in Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
the usual method. They listen using the one target. Hit 6 (1d8 + 2),
vibrations in the ground. Using this method Tail whip. Melee Weapon Attack: +4 to hit, reach
they are aware of any impending danger as
5ft., one target. Hit 4 (1d4 + 2) target must
creatures approach. You and your party
cannot be surprised. succeed on a DC 13 Dexterity saving throw
or be knocked prone.
TIER 2 Venomous parlay The venom in a serpent's
blood acts in two ways. Firstly it grants them Dash. The serpent can move up to its full
resistance to poison. Secondly it adds an movement speed on top of its regular
additional 1d4 of poison damage to your bite movement.
attacks.
226
Shark TIER 2 Mental bond. You can communicate with
Huge spirit beast, neutral your steed telepathically. Not only can you
command your Shark, you can understand
Armor Class 20 the thoughts and needs of it to the point you
Hit Points 126(20d12 + 6) can have a conversation.
Speed 30ft. Swimming 120ft. TIER 3 Physical improvements. The shark increases
its movement speed to 45ft, swim speed to
180ft, hit points to 210 and gains immunity
STR DEX CON INT WIS CHA
to poison and psychic damage.
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0)
TIER 4 Megalodon As an action, the Shark can
increase its size to more than double and is
Condition Immunities Frightened, Incapacitated then able to attack structures as though it
Senses passive Perception 10 was a seige weapon. While in this increased
Languages Common size form, all attacks deal 4 times more
damage against creatures and 8 times more
TIER 1 Basic understanding. This creature will obey against structures. You may do this 3 times.
your commands providing it can hear or see You must finish a long rest before being able
you. to do so again.
TIER 1 Waterless Swimming Despite Sharks Actions
needing water to survive, the spirit beast
version does not. It can be used as a mount Tail. Melee Weapon Attack: +3 to hit, reach 5
on land as it seems to swim through the air ft., one target. Hit: 3 (1d4 + 1) bludgeoning
several feet above the ground, although its damage.
movement speed when used this way is Bite. Melee Weapon Attack: +7 to hit, reach
limited. 10 ft., one creature. Hit: 11 (2d6 + 4)
TIER 2 Scent of blood. The shark can hunt down piercing damage.
wounded targets from several miles away. If Dash. The Shark can move up to its full
you are searching for a wounded creature
movement speed on top of its regular
(providing the wound has drawn blood) then
movement.
the shark can locate it and guide you to it.
'
227
Stag TIER 2 Mental bond. You can communicate with
Huge spirit beast, neutral your steed telepathically. Not only can you
command your Stag, you can understand the
Armor Class 20 thoughts and needs of it to the point you can
Hit Points 126(20d12 + 6) have a conversation.
Speed 80ft. TIER 3 Physical improvements. The stag increases
its movement speed to 120ft, hit points to
210 and gains immunity to poison and
STR DEX CON INT WIS CHA
psychic damage.
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0)
TIER 4 Charge. If the Stag moves at least 20
feet straight toward a target and then hits it
Condition Immunities Frightened, Incapacitated with a gore attack on the same turn, the
Senses passive Perception 10 target takes double damage. If the target is
Languages Common a creature, it is also knocked prone.
'
228
Tortoise TIER 2 Mental bond. You can communicate with
Huge spirit beast, neutral your steed telepathically. Not only can you
command your Tortoise, you can understand
Armor Class 20 the thoughts and needs of it to the point you
Hit Points 126(20d12 + 6) can have a conversation.
Speed 40ft. TIER 3 Physical improvements. The tortoise
increases its movement speed to 50ft, hit
points to 210 and gains immunity to poison
STR DEX CON INT WIS CHA
and psychic damage.
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0)
TIER 4 Perpetual life Ordinary tortoises live for
hundreds of years and the spirit beast
Condition Immunities Frightened, Incapacitated tortoise passes this ability on to you. While
Senses passive Perception 10 you have your tortoise summoned, you no
Languages Common longer age.
'
229
War Horse TIER 3 Physical improvements. The war horse
Huge spirit beast, neutral increases its movement speed to 120ft, hit
points to 210 and gains immunity to poison
Armor Class 20 and psychic damage.
Hit Points 126(20d12 + 6) TIER 4 Quick escape. Once per day, as a last
Speed 80ft. ditch effort to keep you safe, the War horse
can flee to the spirit realm and take you with
it. While there, you lose 1 Hit point per
STR DEX CON INT WIS CHA
minute until you return. When you return
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) you appear in the exact spot you
disappeared from.
Condition Immunities Frightened, Incapacitated
Senses passive Perception 10 Actions
Languages Common Kick. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 5 (1d6 + 2) Target must be
TIER 1 Basic understanding. This creature will obey behind the War Horse.
your commands providing it can hear or see
you. Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 5 (1d4 + 2)
TIER 1 Dangersense. While you are mounted on
Dash. The war horse can move up to its full
the War Horse, it can warn you of impending
danger. You can no longer be surprised while movement speed on top of its regular
you are mounted. movement.
TIER 2 Stable footed. While mounted you travel Distract. As an action, The War horse can
through Dangerous terrain with no penalty. distract one enemy within 30 feet by
You also gain advantage on attacks made concentrating all of the light from its body
with a lance while mounted. and firing it into the enemy's eyes. The
enemy has disadvantage on attack rolls until
TIER 2 Mental bond. You can communicate with the start of your next turn.
your steed telepathically. Not only can you
command your War horse, you can
understand the thoughts and needs of it to
the point you can have a conversation.
'
230
Wasp TIER 2 Mental bond. You can communicate with
Huge spirit beast, neutral your steed telepathically. Not only can you
command your Wasp, you can understand
Armor Class 20 the thoughts and needs of it to the point you
Hit Points 126(20d12 + 6) can have a conversation.
Speed 20ft. Flight 120ft TIER 3 Physical improvements. The wasp increases
its movement speed to 120ft, hit points to
210 and gains immunity to poison and
STR DEX CON INT WIS CHA
psychic damage.
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0)
TIER 4 Queen's swarm Your wasp is actually the
Queen of its swarm. As an action your wasp
Condition Immunities Frightened, Incapacitated can send out a panic pheromone. Twelve
Senses passive Perception 10 wasps will fly in and attack a selected target
Languages Common with a combination of Bite and Sting attacks
before flying off.
TIER 1 Basic understanding. This creature will obey
your commands providing it can hear or see Actions
you. Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
TIER 1 Radar signal antenna The wasp can use the one target. Hit 6 (1d8 + 2),
antennae on top of its head to monitor the Stinger. Melee Weapon Attack: +4 to hit, reach
surrounding area. If there is a creature
5ft., one target. Hit 4 (1d4 + 2) target must
within 200ft of the Wasp, it will know and be
able to alert you. succeed on a DC 13 Dexterity saving throw
or be knocked prone.
TIER 2 Nesting As an action, the wasp can very
quickly create a large nest. This will create a Dash. The wasp can move up to its full
safe space for you and your party to rest movement speed on top of its regular
without the need to worry about potential movement.
enemies. Who is going to break into a giant
wasp's nest?!
231
Water Elemental TIER 3 Physical improvements. The elemental
Huge spirit beast, neutral increases its movement speed to 120ft,
flying speed to 120ft, hit points to 210 and
Armor Class 20 gains immunity to poison and psychic
Hit Points 126(20d12 + 6) damage.
Speed 80ft. Flying 80ft TIER 4 Whelm As an action you can use this
ability. Every creature within 5ft of the
elemental must succeed on a DC15 strength
STR DEX CON INT WIS CHA
saving throw or take 13 (2d8+4)
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) bludgeoning damage. Any creature that is
large or smaller is grappled (escape DC14).
Condition Immunities Frightened, Incapacitated Until the grapple ends, the target is
Senses passive Perception 10 restrained and cannot breathe unless it can
Languages Common breathe water.
232
Wolf You may do this 3 times per day.
Huge spirit beast, neutral
TIER 2 Mental bond. You can communicate with
Armor Class 20 your steed telepathically. Not only can you
Hit Points 126(20d12 + 6) command your wWlf, you can understand the
Speed 100ft. thoughts and needs of it to the point you can
have a conversation.
STR DEX CON INT WIS CHA TIER 3 Physical improvements. The wolf increases
its movement speed to 150ft, hit points to
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0)
210 and gains immunity to poison and
psychic damage.
Condition Immunities Frightened, Incapacitated
Senses passive Perception 10 TIER 4 Summoning howl A wolf is only as good as
Languages Common its pack. Once per day you may use the
Summoning howl. A pack of 4 regular wolves
race into action. They act on your initiative
TIER 1 Basic understanding. This creature will obey
and have their own actions. Their stat blocks
your commands providing it can hear or see can be found in the monster manual.
you.
TIER 1 Superior smell Wolves have incredible Actions
noses and the spirit beast version is no Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
exception. If you are attempting to track one target. Hit 6 (1d8 + 2),
someone and you have an item that belongs
to them, the wolf can track them down from Claw. Melee Weapon Attack: +4 to hit, reach 5ft.,
up to 10 miles away. one target. Hit 4 (1d4 + 2) target must
TIER 2 Howl of terror The howl of the wolf is one succeed on a DC 13 Dexterity saving throw
of the most frightening sounds anyone could or be knocked prone.
ever hear. As an action you may use the Dash. The wolf can move up to its full
Howl of terror. All creatures in a 50ft radius movement speed on top of its regular
must succeed on a DC15 Constitution saving movement.
throw or become frightened for 3 rounds.
'
233
234
An empty sand timer that when turned upside
Random Non Magical plot down begins to tick like a clock.
A poem scrawled into a ratty piece of paper that The remains of a wooden signpost. The words are
says "Blood is red, your body is black and blue. in an unknown language.
Try and leave me again and I will kill you."
The lid of a large wooden chest. Upon closer
A small birdcage with the skeletal remains of a inspection the lid appears to be bleeding.
budgie inside.
A small wooden statue of a Dwarf's face. The face
A scarab beetle carved from pure gold. The letters has been chewed by a small creature.
GFM are pressed into the bottom.
A telescope with the lenses replaced with standard
A broken claw from an unknown beast. The claw is glass. An artist's paint palette but each 'paint' is
longer than your leg. You get the ominous feeling the blood from a different creature.
that you are being watched.
A simple copper coin, but it is the size of a shield
A pair of locked shackles that are stained with
rather than a standard coin.
blood.
235
A horse saddle that has been altered to fit a A small jewellery box that is locked. Breaking it
human. open causes a trap inside of the box that causes
an explosion, destroying all contents. If your
The headstone from a grave but the stone is
players manage to find a way to open it, its
engraved with the name of one of the party empty.
members.
A keyring with 56 different keys attached. Each
A fossilised clawed hand that can be manipulated. key has a different number embossed in the metal
apart from one which has the letter B.
A sealed envelope with a wax seal from a noble
An icicle that refuses to melt regardless of how
house. Attempting to break the seal or open the
envelope proves impossible. much heat it is exposed to.
A small potted plant that has a delicate white An apple covered in layers of dust. Despite the
flower. The flower wilts when placed in direct fact the apple has clearly been here for a long
sunlight. time, the apple itself looks as though it was
freshly picked.
A drinking goblet that is much heavier than it
should be. You can't tell what it is made from, but
the material is so black you can barely see the
curves of it. It seems to reflect no light
whatsoever.
236
237
Alphabetical index of all items Belt of Revenge- page 57
Absolute Vision Goggles- page 24 Berserker's Warpaints- page 42
Adamant Scale Vest - page 94 Bifurcate - page 139
Admiral's Epaulettes. - page 181 Blasting Bangle- page 81
Admiral's Hat- page 181 Bloodlust Ring- page 98
Admiral's Swashbuckling Tunic- page 181 Blizzard Crown- page 98
Advanced Cooking Kit- page 12 Blue Figurine of Many Eyes- page 97
Adrenaline Injection Kit- page 88 Blurring Robes- page 77
Aegis of the Weavebraker - page 136 Bog Armor- page 98
Aged Armor- page 94 Bold Tunic of the Hero- page 98
Aged Root Ring- page 36 Bonepike- page 98- Boomerang - page 12
Alchemist's Amulet - page 94 Boots of Advanced Attacks- page 42
Alchemist's Quill- page 136 Boots of Amplified Haste- page 99
Alert Hoop- page 8 Boots of the Timeless Hells- page 36
Alluring Perfume- page 94 Boots of Traversal- page 184
Amulet of Accuracy- page 81 Boots of Withdrawal- page 57
Amulet of Aromatherapy- page 53 Bottomless Quiver- page 69
Amulet of Communication- page 28 Boots of the Able Seaman - page 140
Amulet of Dueling- page 77 Boots of the Whispering Winds- page 73
Amulet of Disposition - page 95 Bottle of Moldable Cloud - page 140
Amulet of Home- page 12 Bowman Gloves- page 69
Amulet of Inner Peace- page 61 Bowstring of Elemental Wrath - page 69
Amulet of the Bull- page 57 Bow of Heartseeking- page 140
Amulet of the Queen- page 193 Bracers of the Dragonkind - page 140
Amulet of the Student - page 95 Braiding Beads - page 4
Amulet of Protection- page 95 Braided Hip Flask - page 4
Amulet of Rejuvenation- page 95 Brawlers Vigor- page 57
Ancestral Amulet- page 8 Brawnstone- page 20
Ancestry Warfists - page 32 Brooch of Armament- page 141
Ancient Blade of Qin- page 137 Broken Compass - page 49
Ancient Ones Inner Demon - page 95 Brooch of Fallen Leaves- page 53
Anger Absorption Amulet- page 41 Bubble Hearth- page 65
Anti-Lock Rock. - page 138 Buckler of Bombardment- page 202
Anxious Toadstool- page 96 Burning Pride Drape - page 36
Arachnid Ring- page 96 Camp in Plain Sight- page 99
Arcane Cloth of the Ether - page 175 Cape Eilora- page 8
Arcane Ether Robes- page 175 Captains Hat of the Sea- page 99
Arcane Ether Gloves- page 175 Cartographer's Eyes- page 85
Arcane Ether Boots- page 175 Casetto's Ascot of Closing- page 141
Arcane Gateway Tome- page 96 Cat Lord’s Virtues Varya (Elvish: Protector)- page 196
Arcane Quill and Inkwell- page 85 Chalk of Safe Passage- page 141
Armament of the Isles - page 96 Champion's Helmet- page 185
Armor of Activation - page 89 Champion's Pauldrons- page 185
Armor of the Paladin- page 65 Champion's Splint Armor- page 185
Armor of Shadows- page 81 Charm of Self-discovery- page 61
Aromatic Animal Trap- page 96 Chaucer's Forgery Kit- page 45
Arrowhead Whetstone- page 69 Chef's Ladle- page 99
Ascenë (Elvish: Easily Seen)- page 196 Chisel- page 99
Assimilator- page 97 Circlet- page 199
Atomising Pulse Cannon- page 25 Circlet of Expanded Minds- page 77
Atrocitus- page 41 Clawed Gloves - page 81
Avenging Helm- page 189 Climbing Boots - page 16
Avenging Plate Armor- page 189 Climber's Claws- page 100
Avenging Shoulderguards- page 189 Cloak of Cover- page 100
Axe of Mania- page 41 Cloak of Empowered Blood- page 77
Baboomb- page 25 Cloak of Mana Restoration- page 78
Balboa's Gloves- page 61 Cloak of Malantheos- page 141
Band of Dreams- page 97 Cloak of Obscurity- page 73
Band of Unearned Resistance- page 97 Cloak of Saving Grace- page 53
Battle Maxster- page 138 Cloak of Shadowy Figures- page 73
Battler's Amulet - page 97 Cloak of Strength - page 100
Bedroll of Blissful Rest - page 139 Cloak of Temporal Invisibility - page 25
Belt of Empowerment- page 42
238
Cloak of the Gliding Drake- page 20 Dyn’drums Judgement- page 145
Clockwork Music Box- page 101 Elder Carapace- page 32
Coat of Adaptability - page 16 Elemental Whetstone - page 90
Coin of Telepathy- page 78 Elis'llana's Whip- page 53
Collar of Peace- page 45 Elixir of Draconic Travel- page 105
Collar of Vigilance- page 45 Elixir of Youth- page 105
Colossal Picnic Basket- page 101 Elven Band- page 105
Combat Medic's Diary- page 58 Elven Branch - page 9
Comfortable Lynx Fur Boots- page 9 Elven Glider - page 28
Comfortable Walking Boots- page 16 Embroidered Leather Armor- page 105
Constitution Potion - page 101 Eternal Beauty Comb - page 9
Convergence Stone- page 85 Eternal Longsword - page 195
Cramp- page 101 Eternity - page 105
Crate of Creation- page 101 Ethereal Mirror of the Disguised- page 10
Crazed frenzyroot- page 42 Evaporator - page 105
Crescendo Blade - page 142 Everlasting Candle- page 106
Crown of Eyes- page 101 Excalibur- page 65
Crown of the King- page 193 Exotic Hide Armor- page 106
Critter Pipe- page 13 Explosive Dagger- page 28
Crown of Mischief- page 49 Eyeglasses of Magnetism- page 46
Crystal of the Ancients- page 9 Eyes of Observation- page 106
Crystalline Sapphire - page 102 Facade- page 107
Cyclops Circlet - page 102 Facial Hair of the General - page 146
Daelen's Belt of Shielding - page 142 Family Tree- page 29
Dagger of the Hunt- page 70 Fashionable Half Cloak - page 5
Dagger of Travel- page 86 Feral Nunchaku - page 62
Dagger of warping- page 73 Ferocity- page 70
Daggerfell Chargery - page 25 Fey-infused Boots- page 186
Dancing Wristguards- page 42 Fey-infused Plate Armor- page 186
Danteele's Greatsword - page 142 Fey-infused Spaulders- page 186
Dark Pact - page 82 Fiddle Bow- page 46
Darkened Blade- page 36 Fingerless Gloves- page 25
Darkened Ruby- page 20 Fire-touched Tome- page 82
Dario’s Flask of Wakefulness - page 142 First Hunt Tooth- page 32
Darude- page 102 Flameband- page 106
Death Magnet- page 102 Flesh-render Whip- page 146
Defiant Hoop- page 102 Fleshwrought Bow - page 146
Defiant Tribute- page 82 Flint Flameforge's Branding- page 146
Delicate Peacock Feather- page 103 Focus Assistant- page 25
Demonic Cuff- page 37 Foil Helm of Conspiracies - page 106
Demon Master's Helm- page 177 Footsoldier's Breastplate- page 106
Demon Master's Jacket- page 177 Formal Waistcoat- page 13
Demon Master's Shoulderpads- page 177 Fortified Amulet - page 107
Destroyer of Worlds- page 103 Frenzied Drape- page 33
Detect-all Lenses- page 184 Friable Cape of Strength - page 107
Detective's Eyeglasses- page 103 Fur Lined Boots- page 183
Devilwarped Branch- page 82 Fur Lined Bracers- page 183
Dexterity Potion - page 103 Fur Lined Hide Armor- page 183
Diamond Tiara- page 103 Garret's Trench Crossbow- page 147
Divine Cloak- page 49 Garterbelt of Succubi-kind - page 147
Divine Cocoon- page 104 Gauntlet of the Hunt - page 4
Draconic Amulet- page 20 Gauntlet of the King- page 65
Draconic Shield- page 21 Gauntlets of Elemental power - page 21
Draft of Size- page 104 Gauntlets of Thunderous Wrath- page 66
Dragonling Ring- page 16 Gem Dealer’s Monocle - page 107
Dream Sword - page 143 Ginger's Knob- page 147
Dress Shirt - page 28 Gloves of Arcane Grip- page 107
Drill Tunneler- page 89 Gloves of Mass Adjustment- page 107
Drinking Skull- page 32 Gloves of the Spider- page 108
Drunkard's Cap- page 104 Glowing Lunar Stone- page 108
Dual-mind Ring of Concentration- page 86 Glyph of Might- page 66
Duster of Protection- page 201 Gnarled Drinking Horn- page 108
Dwarven Band - page 104
Dwarven Pouch of Storage- page 104
239
Gnomish Band- page 108 Instant Door- page 112
God's Will- page 50 Intelligence Potion - page 112
Goggles of Bravery- page 43 Intimidating Roar Collar- page 21
Goggles of Tracking- page 70 Invocation Expansion Ring- page 82
Goggles of Truesight - page 86 Invincible White Dragon - page 112
Goodberry Orb- page 54 Invisi-Armour - page 150
Golden Pickle - page 148 Invisibility Cloak - page 86
Gothic Bow of the Elements- page 148 Ire's Shadows Edge- page 150
Grand Finale- page 58 Iron Fist- page 197
Gravitational Band- page 29 Iron Head- page 59
Greataxe of the Conqueror- page 33 Ivory Bonerang- page 150
Greataxe of Unlimited Murders- page 148 Jack of All Trades - page 46
Greater Picnic Basket- page 108 Jack's Armor- page 71
Greater Potion of the Magi- page 108 Jade Band of Luck- page 113
Greatsword of the Savage Drake - page 21 Jade Book of Conclusions- page 151
Gregor's Bedroll- page 149 Jade Necklace of Time- page 62
Guardians Wound - page 149 Janikowski’s Jar of Juxtaposition - page 151
Hallicard the Wanderers Deck of 52 cut up- page 149 Jekyll and Hyde Potion- page 113
Hand of the King- page 66 Jones' Whip- page 113
Handë (Elvish: Understanding)- page 196 Ka-BOOM-Stick- page 5
Halfling Band- page 109 Kamikaze Stone- page 113
Hardened Thieves Tools- page 74 Ki-bending Ring- page 62
Hardy Leather Boots- page 29 Kraken Mask - page 91
Hat of the Green Dragon - page 110 Krokori Bow- page 191
Hazy Crystal Band - page 109 Lantern of Secrets- page 17
Healer of the Broken Heart- page 110 Last Will- page 113
Healthy Ring - page 109 Last Word - page 114
Heart of stone - page 197 Leather Pierced Vest- page 114
Heart of the Volcano- page 110 Leggings of the Noble House- page 178i
Heat Seeking Goggles- page 109 Legionnaire's Maul- page 33
Heavy Chainmail Shirt- page 109 Lens of Truth- page 30
Heavy Head Protector - page 109 Lestrade's Glass- page 114
Heavy Steel Boots- page 66 Letter Opener- page 14
Heavy Steel Choker- page 43 Liar's Armor of Deception- page 114
Hellfire Amulet- page 110 Life Siphon- page 83
Helm of Archers- page 70 Lightning Rod- page 114
Helm of Detection- page 90 Loaded Bone Dice Set- page 74
Helm of the Immortal king - page 195 Lock Breaker - page 91
Helm of the Priest - page 110 Long Distance Sending Stones- page 115
Heritage Greathelm of Honor - page 33 Lost Crown of Branchland- page 152
Hewn Stone of the Camel- page 110 Lucky Boots of Knowledge - page 115
Hiding Ring- page 13 Lucky Brooch- page 14
Highbow - page 17 Lucky Coin- page 30
Highwayman's Hide Armor- page 180 Lucky Furbolg Paw- page 115
Highwayman's Hood- page 180 Lucky Snake-eyes- page 152
Highwayman's Pants- page 180 Lunar Quarterstaff - page 30
Hindsight Crystal- page 111 Lungalax Seaweed- page 114
Holographic Message Distributor- page 90 Lyniah Shield - page 191
Holy Bandages- page 50 Magical Diffusion Rod- page 91
Holy Hand Grenade- page 50 Magnesiso- page 115
Homely Tea Set- page 13 Makeshift Cloak- page 14
Hood of Solar Vengeance- page 37 Mana Barrier Cloak- page 115
Hookshot- page 29 Mana Syringe - page 78
Horn of Hasjorth- page 54 Mantle of the Noble House- page 178
Hubristic Studded Leather Armor- page 111 Mantle of the Wolf- page 198
Hunter's Tracking Boots- page 71 Marauder's Tunic- page 116
Ice Bomb- page 90 Marlon's Mansion of Madness- page 86
Idle Mind - page 37 Mask of a Thousand Faces- page 74
Illusory Hair Band- page 111 Mask of Divine grace- page 10
Immaculate Copper Ring- page 111 Master of None- page 46
Immovable Rod of Pain- page 111 Master Baiter’s Pole- page 116
Improved Tinkers Tools- page 25 Masterful Duelling Gloves- page 116
Insect Amulet- page 112
Insightful Orb- page 71
240
Masterworked Armor- page 116 Pin of Feral Traversal- page 54
Maul of Descaling- page 22 Plaguespreader- page 120
Maxwell McKrimmon's Magical Mustache Wax Plate Armor of Blast Protection- page 51
Wondrous- page 153 Pocket Square Sling- page 14
Mechanical Pet Kit- page 91 Polymorph Potion- page 120
Medal of Service- page 33 Potent Crown- page 43
Medic's Drape - page 58 Potent Unknown Potion - page 120
Melna's Drum- page 154 Potion of Combustion - page 121
Menacing Gauntlets - page 116 Potion of Eagle's Sight- page 72
Mercy - page 117 Potion of Leeway - page 121
Mernagha Hammer- page 34 Potion of the Cheetah- page 121
Metal Shaft Qiang Spear of Fortitude. - page 154 Pouch of Expensive Components - page 121
Mind Reader's Circlet - page 26 Powerlifting Gauntlets- page 34
Minor Picnic Basket- page 117 Precise Bone Pipe- page 38
Minor Potion of the Magi- page 117 Primal Boots of the Beast- page 182
Missile Blocking Bulwark- page 117 Primal Breastplate of the Beast- page 182
Mithril Chestpiece of Hope- page 66 Primal Spaulders of the Beast- page 182
Mocking Belt of Speed- page 117 Privileged Cloak- page 18
Molegrip Claws- page 117 Projection- page 157
Monastic Love - page 155 Prologue Cane- page 79
Moth'rakul's Pendant of the Dragon - page 118 Purity- page 122
Necromastery Robe- page 83 Purse of Draconic Greed- page 22
Neinei- page 37 Quarry Spaulder - page 5
Nemeis Axe - page 118 Quarterstaff of Endless Knowledge- page 122
Nimble Scalpel - page 118 Quarterstaff of Illusion- page 38
No Mercy- page 155 Quarterstaff of Planar Travel- page 122
Noble Timepiece- page 10 Quickstep Boots - page 122
Nottingham Longbow - page 118 Ram's Hide Boots- page 6
Oakenbow- page 10 Rank Climber- page 59
Obaxternator- page 156 Raphael's Chainmail- page 188
Ocean Master's Trident- page 17 Raphael's Greaves- page 188
Ominous Silk Drape- page 37 Raphael's Helm- page 188
On-target Hoop- page 71 Ravens Beak Potion- page 83
Orb of Beauty- page 119 Razor Sharp Greataxe - page 122
Orb of Combat Prowess- page 59 Razor sharp Greatsword- page 123
Orb of Descent- page 5 Razor's Edge- page 74
Orb of Empathy- page 119 Red Dragonborn Band- page 123
Orb of Purity- page 67 Reflection Cloak- page 123
Orb of Tagovailoa- page 49 Regeneration Amulet- page 51
Otto's Arms- page 119 Regular Picnic Basket- page 123
Pacifier- page 50 Regular potion of the Magi- page 123
Padded Armor of the Performer- page 119 Reinforced Armor- page 123
Pain- page 194 Reinforced Spellbook- page 87
Painter’s Palette- page 156 Rejuvenation Amulet- page 87
Palm Pads of the Invisible Blade- page 156 Replenishment Orb - page 124
Palverz's Pocket Chests- page 157 Reptilian Ring- page 124
Panic- page 194 Resistance Potion- page 124
Parasitic Arrow- page 119 Resolute Retraining Sphere- page 75
Peace Taker - page 51 Retaliation- page 43
Peaked Cap- page 14 Revitalizing Locket- page 18
Pearl of Wisdom- page 17 Rhino Surging Ring- page 124
Peep Scope of the Scholar- page 120 Riley's Locket- page 157
Peeping Tom- page 120 Ring of Arcane Alacrity- page 11
Pendant of Gravitational Pull- page 26 Ring of Arcane Protection- page 79
Pendant of Powerful Mystica- page 78 Ring of Breathlessness- page 22
Penetrative Goggles - page 87 Ring of Darkness - page 190
Perafuga Draconis- page 200 Ring of Dresden - page 201
Performer's Gloves- page 47 Ring of Electrical Mass - page 190
Periapt of Augmentation- page 74 Ring of Fortune- page 125
Perished Flute- page 47 Ring of Impervious Penetration- page 91
Perpetual Motion Bands- page 59 Ring of Light - page 190
Phantasm Greatsword - page 34 Ring of Mental Control - page 190
Phoenix Orb- page 62
Pied Piper's Flute- page 47
241
Ring of Opportunity- page 75 Shimai-ken - page 160
Ring of Prolonged Rage- page 44 Shock Ring- page 27
Ring of Shield of Thorns - page 54 Short-bow- page 27
Ring of the Animagi. - page 158 Shortbow of Hidden Fates- page 76
Ring of the Princess- page 193 Shortsword of the Light Night- page 11
Ring of the Tundra - page 190 Shortsword of Retaliation- page 18
Ring of Tremors- page 125 Silencing Geta- page 63
Rippers of the Wolf- page 198 Silent Kasaya- page 63
Robe of the Noble House- page 178 Silent Stiletto- page 11
Robes of Anger- page 38 Silver Reaver - page 160
Robes of Increased Focus- page 79 Sir Verimay’s Brooch- page 160
Robes of Life Support - page 87 Sister Mirrors- page 31
Robes of the Silent Assassin- page 125 Skilled Rod - page 18
Robes of the Whispers- page 63 Skinning Scimitar - page 18
Robust Cloak of the Lookout - page 125 Sleuthing Blade - page 30
Rocket Boots- page 92 Slinky Dancer's Slippers - page 128
Rod of Healing- page 125 Slippers of the Depths- page 30
Rod of Illusions- page 87 Sloane's Footpads- page 128
Rod of Immobility- page 126 Smite of Undead- page 68
Rod of Rituals- page 88 Snarltooth- page 128
Rod of Torrent Flow- page 63 Sniping Crossbow- page 19
Rod of Worship- page 51 Snowpiercer- page 129
Rogues Hideout - page 158 Sonar Blindfold - page 129
Runic Brand of Domination - page 158 Sorcery Bank Ring- page 80
Runic Mining Cap - page 6 Soul Splitting Gloves- page 84
Runic Wooden Shield- page 126 Soulstealer- page 129
Rylee's Bow of Accuracy- page 158 Spiritum Draconis- page 200
Sacrificial Transition- page 126 Staff of Potentiality- page 162
Sage Boots- page 79 Stage Magician's Handy Hoop- page 129
Savage Tower- page 35 Stalkers of the Wolf- page 198
Sandman's Pouch- page 54 Stalwart Chain Shirt- page 129
Scale mail of the Catfish- page 126 Static Collar- page 130
Scale Mail of the Sleuth- page 126 Steel Gutter- page 130
Scale Wax- page 22 Stone of Petrification- page 84
Scaled Epaulette- page 23 Stick of Truth- page 55
Scaled Leather Armor. - page 55 Stormbreaker- page 68
Scouts Armor of the Lookout- page 127 Strength Potion - page 130
Scope Goggles- page 126 Striped Tigers Cloak- page 63
Scorched Boots- page 187 Strombjor- page 52
Scorched Breastplate- page 187 Stryker, Hunter's Delight - page 72
Scorched Spaulders- page 187 Stunning Fingerlets- page 64
Scorpion Sting - page 127 Subterranean Mining Pick - page 6
Scorpion Stinger- page 38 Succubus Thorn- page 55
Scrap Shield- page 26 Support Beam- page 6
Scurrying Boots - page 15 Supreme Ring- page 47
Seizefrost- page 127 Surging Armor- page 60
Self Filling Bucket- page 127 Surveyor's Kit- page 130
Self-heating Pot- page 15 Swift Weapon Harness- page 35
Sensory Explosion - page 27 Sword - page 199
Serinkyrr's Tome- page 158 Sword of Imposition - page 72
Serpentine Chain of Flames - page 127 Sword of Mastery- page 130
Shadowalker Robes - page 127 Sword of St Ozmus- page 163
Shaun's Bat of Undead- page 67 Syllin’s Pouch of Generosity- page 163
Sheath of Potency- page 75 Tabard of Death- page 131
Shepherd's Cloak - page 128 Tabard of Thorns- page 131
Shield - page 199 Tabard of Tiamat- page 23
Shield Bracelet- page 201 Tabard of Truth- page 68
Shield of Divine Intervention - page 52 Tabitha's Lute - page 163
Shield of Elemental Transmutation- page 128 Talisman of Extended Power- page 52
Shield of Fortification- page 202 Talisman of Incorporeal Movement- page 39
Shield of Justice- page 67 Talisman of Joy- page 60
Shield of the Living Drake- page 159 Talisman of Knowledge- page 48
Shield Splitting Sword- page 44
Shieldbreaker- page 60
242
Tambe-rune- page 48 Weather Vane- page 134
Tarkhana's Gloves- page 131 Whittling Blade of Offerman- page 134
Tempest - page 131 Wilderness Cap- page 56
Tenacity- page 7 Willigins Sword - page 171
Thanbar's Courage- page 7 Windcutting Scimitar - page 171
The Adventurers Respite- page 164 Windless Kite- page 134
The Axe of the Dragon Lord - page 164 Windwalkers Band- page 64
The Bride's Sword- page 131 Windwraps- page 64
The Imprisoned Horde- page 165 Winter's Kiss- page 172
The Immovable Object - page 192 Wisdom Potion - page 134
The Legendary Shield of Halcyon Day- page 166 Worn Spell Book- page 134
The Lunar Rose- page 167 Wrap Of The Dragon Magus- page 172
The Mighty Quill- page 167
The Pearl Necklace- page 132
The Queen's Cloak- page 132
The Rings of Hardy by Nature- page 168
The Scrambler- page 132
The Silver Blade- page 168
The Traveller's Pouch of Portable Portals - page 168
The Two Ring- page 132
The Tyrants Blade- page 197
The Unstoppable Force- page 192
Threepwood’s Curved Blade of Might- page 76
Thief's Belt- page 169
Throwing Axe of Pure Power.- page 44
Thurin's Shirt- page 15
Time-infused Pouch- page 11
Timeless Quiver - page 191
Tome of Beasts- page 56
Tome of Devotion- page 133
Tome of Forgotten Lore - page 19
Toxic Spikes- page 56
Trackers - page 92
Tranquil Wand- page 39
Tranquilizing Cufflinks - page 31
Traveller's Dagger of Time Blur- page 80
Umbrella of Undine's kiss- page 169
Unbreakable Perception Mask - page 133
Undead Mantle- page 84
Underwater Boot Propellers - page 92
Undying Longsword - page 195
Unguent of Seaming- page 169
Ungula Draconis - page 200
Uriel's Ring - page 170
Vain- page 170
Vanishing Powder- page 76
Vicious Claw Coverings- page 23
Violent Violin- page 48
Voidweaver Hood- page 176
Voidweaver Pants- page 176
Voidweaver Robes - page 176
Volume of Vast Knowledge- page 133
Vyrnhal Battle Horn - page 7
Vyrnhal Medallion- page 7
Walking Staff of the Grey- page 133
Wall of Prolonged Pressure - page 60
Wand of Transmutation - page 80
Wand of Unstable Affliction- page 88
Warrior Plate - page 133
War Hammer of Forge Flame- page 171
Warmage Boots- page 179
Warmage Robes- page 179
Warmage Spaulders- page 179
Warstompers- page 35
243