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Menagerie of Magic

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100% found this document useful (8 votes)
3K views243 pages

Menagerie of Magic

Uploaded by

Chris Lee
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 243

Menagerie of Magic by Greedy Mimic Games LTD is unofficial Fan Content permitted under the Fan Content Policy.

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 Elven Magic Items page 8

4 Halfling Magic Items page 12

5 Human Magic Items page 16

6 Dragonborn Magic Items page 20

7 Gnome Magic Items page 24

8 Half-Elf Magic Items page 28

9 Half-Orc Magic Items page 32

10 Tiefling Magic Items page 36

11 Barbarian Magic Items page 41

12 Bard Magic Items page 45

13 Cleric Magic Items page 49

14 Druid Magic Items page 53

15 Fighter Magic Items page 57

16 Monk Magic Items page 61

17 Paladin Magic Items page 65

18 Ranger Magic Items page 69

19 Rogue Magic items page 73

20 Sorcerer Magic items page 77

21 Warlock Magic items page 81

22 Wizard Magic items page 85

23 Artificer magic items page 89

24 Unrestricted magic items page 94

25 Backer created items page 136

26 Item sets page 174

27 Spirit beast mount system page 204

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

From time to time you may come across a Dwarf


with beads braided through their beard or hair. Most
of these beads are made of wood or stone, but some
are made from rare minerals and carved with special
Dwarven runes. These special beads are imbued with
power and each bead grants +1 to an ability score.
But beware, if more than one of these beads are
present, they will nullify the power of each other.

Roll on the following table to decide which runic bead


you might find and the ability score they improve.

d6 Rune (Stat) d6 Rune (Stat)


1 Abargor (Strength) 4 Tisdor (Dexterity)
2 Coblend (Intelligence) 5 Klondil (Constitution)
3 Nithenoril (Charisma) 6 Sagera (Wisdom)

Braided Hip Flask


Wondrous item, uncommon

A typical flask you would find on any dwarf from


children up to the aged, usually made from rams
leather and decorated with twisted and braided
leather. They are regularly filled with whiskey or rum
and offer a small draught of bravery in times of need.

Drinking from this flask (regardless of its content)


allows you to add 1d6 on your next ability check.
This can be done a number of times equal to your
constitution modifier (minimum one). You must finish
a long rest before doing so again.

Gauntlet of the Hunt


Wondrous item, rare (requires attunement)

The Gauntlet of the Hunt is a treasure hunter's


dream. Originally crafted by Copperbrush Fuzzlint,
famed blacksmith, for his cousin Than Osdal when he
set off in search for his fortunes. While the original
was lost (along with Than) a handful of reproduction
versions have shown up over time.

4
Fashionable Half Cloak
Wondrous item, rare (requires attunement)

These off-the-shoudler cloaks are not usually seen on


dwarves as they tend to be longer and kept for those
who care more about class. This particular cloak has
been trimmed to be of the correct length.

While you are attuned to this cloak you gain


advantage and proficiency with all charisma based
skills. Additionally you gain +2 to your charisma.

Ka-BOOM-Stick
Weapon, (Rifle) very rare (requires attunement)

Firearms aren't a particularly common sight amongst


Dwarves let alone the other races of the realms. But
this particular type of rifle is special. It comes with
an ammunition pouch that must be within 30ft of the
weapon in order for it to function. The ammunition
automatically transfers from the pouch to the gun
through similar magic to that of a bag of holding.
This means you ignore the loading property of the
weapon.

You gain +2 to your attack and damage rolls made


using the Ka-BOOM-stick. The damage dice pool is
3d6 and you ignore the loading property.

Orb of Descent
Wondrous item, uncommon

This clear orb can detect a sudden change in altitude.


When this happens it deploys a very light shield
affecting a 5ft radius. While you are in possession of
this orb you take 1d6 less fall damage.

Quarry Spaulder
Wondrous item, uncommon

These shoulder guards are extremely common within


the mining community of Dwarves. Anyone who
spends any time in caves, caverns or quarries know
how valuable this protection can be when rocks are
falling.

Once per day you may automatically succeed on a


Dexterity saving throw. You must finish a long rest
before you can do this again.

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!

These boots are impervious to the elements. Your


feet are always dry and warm no matter what
climate you find yourself in.

Runic Mining Cap


Wondrous item, uncommon

While underground, the wearer of this item always


knows the item's depth below the surface and the
direction to the nearest staircase, ramp, or other
path leading upward.

Subterranean Mining Pick


Weapon (mace) uncommon

This may look like an ordinary mining tool to most,


but any Dwarf worth their salt would instantly
recognise the design as that of Copperbrush
Fuzzflint. The famed blacksmith spent years at a time
in the deep mines of the underdark, perfecting the
tools and methods of his trade.

This mining tool has been designed so that the pick


has the perfect angles to rip and tear into even the
most stubborn of stone and minerals. Not to mention
it is forged from a secret alloy known only to the
highest tier of the Miner's guild.

While wielding this pick axe, you gain advantage on


skill checks used to Identify a weak point in anything
made from stone. Additionally, you may choose to
succeed on any skill check used to destroy something
using the pick. Once you have done this you must
finish a long rest before you can do it again.

Support Beam
Rod, rare (requires attunement)

This rod can hold unnatural amount of weight. These


were originally used to reinforce caves and mine
shafts while digging. Recently they have been used in
destruction to reinforce buildings while the
foundation supports are removed. The support
beams are then disabled and the buildings collapse
very cleanly and efficiently.

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.

Thanbar's courage is a versatile weapon that deals


1d10(d12), rather than the usual 1d8(d10). While
you are attuned to this weapon you increase both
your Strength and Constitution scores by +2 and you
may take 2 actions in the first round of each
encounter.

Vyrnhal Battle Horn


Wondrous item, uncommon

Originally used during the Battle of Vyrnhal, these


hollowed out ram horns have been used for centuries
to call out to those in the vicinity to alert them of
battle. Back then the Rams were much larger and
imposing but over time the species has shrunk down
to the size of ordinary sheep. Any family that has an
original horn from the Battle of Vyrnhal would have it
on display and have tremendous pride over that.

If you are in a position where you could cause your


enemy to be surprised, instead you can choose to
blow the battle horn. This allows the user and all
allies to roll all attacks with advantage and with a +1
bonus to all attack and damage rolls, as well as
increasing spell DC by +1.

This effect lasts only for the first round.

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

Elves can live for hundreds of years, and these


amulets are passed on to the first born child after
death, so many of these neck pieces are thousands
of years old. Each family has one so they're quite the
common sight, but seeing someone with one lets you
know they're the eldest sibling.

These metal discs are imbued with the wisdom of the


family due to a magical property in the metal from
which they're made. The amulet actually absorbs the
memories of those who have passed on.

You gain advantage on wisdom saving throws and


you may choose to succeed one wisdom skill check.
You must finish a long rest before being able to do so
again.

Cape Eilora
Wondrous item, uncommon

These cloaks are mass produced and sold by almost


every Elven tailor. They are designed to be affordable
cloaks for balls and events. While wearing this cloak
you may add a +1 bonus to your charisma based
ability checks.

Comfortable Lynx Fur Boots


Wondrous item, uncommon (requires attunement)

These hardy yet elegant boots are both comfortable


and practical. They keep the feet warm whilst also
allowing them to breathe. They allow you to worry
about one less thing.

A good pair of boots is one item of clothing all good


elves should have. These ones in particular increase
your movement speed by +5ft and grant advantage
on dexterity saving throws to save against falling.

8
Crystal of the Ancients
Wondrous item, rare (requires attunement)

This crystalline gemstone offers no benefit to races


other than elves, aside from looking very pretty. But
for any elf that is attuned to this item, it reduces the
amount of meditation needed to gain the benefits of
a long rest from 4 hours to 2 hours. The elf must still
spend 8 hours doing non strenuous activity, but the
other 6 hours can be used on other productive
activities.

Elven Branch
Weapon (quarterstaff), very rare (requires
attunement)

This quarterstaff was crafted from the branch of a


millenia old tree that had fallen naturally. Usually a
dead branch is weak and brittle but this tree sheds
excess branches if it grows too large.

Attack and damage rolls made with this weapon are


made with a +2 bonus. The wood the staff is carved
from is almost weightless, despite being
extraordinarily strong. As such, these weapons gain
the Light property.

Eternal Beauty Comb


Wondrous item, uncommon

This comb was fashioned from a fallen branch of the


ancient core tree. A tree so old and so large, the
stories say its roots burrow deep to the centre of the
world. It is far older than anything constructed by
any sentient creature and has seen more than
anyone could possibly imagine.

Many elves believe that the nutrients from deep


inside the world that the tree feeds from are the
reason the ancient core tree has lasted so long.
Untouched by any creature and therefore completely
untainted.

Using this comb keeps your hair looking beautiful and


full of life. You may cast the Charm person spell
without expending a spell slot. Once you have done
this you must finish a long rest before doing so
again.

9
Ethereal Mirror of the Disguised
Wondrous item, rare

This mirror is a curious little trinket. Its elaborate


frame is carved from wood and treated with a rich
varnish, the reflective part is almost black and upon
first inspection you would be confused to see
nothing. No reflection staring back at you, nothing
behind you. Nothing. Unless of course you were in a
room with a Vampire.

This mirror was enchanted to show all invisible


objects and creatures within its reflection. However
at some point during the enchantment process it
went wrong, so it only shows the invisible and hidden
things.

Mask of Divine grace


Wondrous item, very rare (requires attunement)

This white mask is carved from marble and is


decorated with golden inlay to show facial features
including sharp teeth and harsh eyes. While this
mask may appear quite terrifying, it gives off a
soothing feeling while it is being worn by an elf.

When selling items to a vendor, your air of


superiority causes them to forget the true value of
items.

You may sell items for double the price of others.


This does not work on items that were previously
bought from a vendor.

Oakenbow
Weapon (shortbow), rare (requires attunement)

A strong and powerful bow despite its small size, the


oakenbow is the ultimate combination of exceptional
elven craftsmanship and sturdy materials.

Attack and damage rolls made with this bow receive


a +1 bonus. While you are attuned to this item,
travelling through difficult terrain has no ill effect on
you and you always know which way is north.

Noble Timepiece
Wondrous item, uncommon

Elves are never late (nor do they arrive exactly when


they mean to), elves are always on time. In part due
to these wonderful timepieces that are common
among elves.

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

The knowledge that elves are athletic and well suited


to moving acrobatically is known to all. However their
true hastiness can come to a surprise to some.
Others have heard the stories and believed them to
be nothing more than rumours.

If you enter combat whilst outdoors and you're last


in the initiative order, instead you act first during the
first round.

Silent Stiletto
Weapon (dagger), uncommon (requires attunement)

These daggers are designed to be as thin as possible


in order to puncture as narrow a wound as possible.
As such it is entirely possible to make an attack with
this weapon without the target knowing immediately.

If you make an attack against a surprised enemy, roll


a d20. If the roll is even you may immediately make
another attack.

Shortsword of the Light Night


Weapon (shortsword), rare, (requires attunement)

This curved sword has a sapphire embedded in the


hilt, it offers no purpose other than for appearance.
The blade glows with a low blue hue.

Attack and damage rolls made with this weapon gain


a +1 bonus. Between sunset and sunrise your
movement speed is doubled. You can also jump twice
as far and high as usual. The sword gives off light for
30ft.

Time-infused Pouch
Wondrous item, legendary (requires attunement)

This mystical satchel is painstakingly sewn together


by an artisan Tailor. Created using the finest silks and
cloths and using the strongest threads. Its purple
body almost seems to have an aura about it and the
fine stitching detail looks to glow in dim light. The
top flap is detailed with 3 beautiful purple
gemstones.

The mouth of this bag acts as a portal to a safe


room. This room can be anywhere of your choosing
but the bag can only be paired with one room at a
time. You may store as much in this bag as you can
fit in the room of your choosing, but the mouth of the
bag cannot expand to the point you could fit large
items through, like a cart or ballista. The mouth may
expand enough to let a particularly small gnome or
halfling through.

To pair this bag with a room, you must spend 8 hours


in the room with the bag whilst meditating.

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.

Advanced Cooking Kit


Tool (Cooking utensils) rare

If there is one thing Halflings love more than being at


home in front of a roaring fire with a good book, it's
a good meal. Anyone can cook some food but only a
Halfling with the correct tools can make a truly
delicious, filling meal. This advanced set of utensils
allow the user to create a magnificent feast from the
most mundane of materials. Rice becomes
delectable, simple bread is exquisite and anything
with meat is instantly mouthwatering.

This kit has 10 charges. During a long rest you may


spend one charge to prepare a meal using these
tools to improve general wellbeing and morale of you
and your allies. Anyone who eats the meal prepared
instantly replenishes all spent hit dice and gains
temporary hit points equal to their level.

Amulet of Home
Amulet, very rare (requires attunement)

No one really knows how these wondrous Amulets


work, not even the vast majority of Halfling. They're
extremely rare and only a handful of Halfling own
them.

You may speak the command word and concentrate


on a bound location. If you maintain concentration
for one minute, you will be teleported to this
location. Similar spells exist that have this effect, but
most who use these amulets bond them to their
homes as this is where Halflings feel safest.

In order to bind a location to the Amulet, you must


spend 8 hours in said location while relaxing with the
amulet. You must think about the bond at least once
per hour for it to hold. In order to bind to a new
location, you must remove any existing bindings first
by doing the opposite of the binding process.

Boomerang
Weapon (boomerang) uncommon

This curved wooden club is decorated with simplistic


red paint. It is a curious weapon in that it is a club Damage: 1d6
with a hefty throwing range and it automatically Damage type: Bludgeoning
returns to the thrower whether it hits the target or Properties: Light, thrown
not. Range: 60ft/120ft

12
Critter Pipe
Wondrous item, very rare (requires attunement)

Halflings have a natural affinity for mice. They too


are small, peaceful creatures that love food.

When you are attuned to this pipe, you gain access


to the following spells that you can cast at will using
the instrument; Find familiar, Speak with animals,
Animal Messenger, Locate animals or plants.

Formal Waistcoat
Wondrous item, uncommon (requires attunement)

Everyone should be ready for a nice meal and


everyone should dress smartly at meal times.

This waistcoat gives you advantage on skill checks to


detect poisoned food and you gain resistance to
poison damage.

Hiding Ring
Ring, rare (requires attunement)

This curious ring is forged from an unknown black


metal and seems perfectly smooth. However upon
further inspection a very slight indentation can be
seen on the outside of the band. This is so subtle
however that you cannot make it out. Upon
declaration of the command word, symbols appear in
a low blue glow.

Halfling are small and hard to find at the best of


times, but with this ring it makes it almost
impossible.

Speaking the command word allows the user to


become invisible as long as they do not move. The
effect lasts until they move. You can use this number
of times equal to your proficiency bonus. Charges
reset when you finish a long rest.

Homely Tea Set


Wondrous item, uncommon

This small whicker pack contains a delicate china tea


pot as well as a set of four cups and saucers.

During a short rest you can brew a pot of tea and


take a break to drink. If you do you so, you restore
double hit points from spending hit dice.

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.

While this is technically a dagger, with it being so


small the impact point is tiny so it does increased
damage when piercing. This weapons damage pool is
2d4 as opposed to the usual 1d4.

Lucky Brooch
Wondrous item, rare (requires attunement)

This brooch is usually attached to the lapel but some


have been known to wear them on their cloak or
satchel. It is crafted from solid silver and formed into
the shape of a dragon. The dragon is clutching a
golden orb.

This brooch augments the lucky racial ability to


trigger on a dice roll of 2 as well as a 1.

Makeshift Cloak
Wondrous item, uncommon

With halflings being naturally short, most races


outside of gnomes wouldn't think about making a
cloak for a halfling and most aren't bothered enough
to make one themselves.

This makeshift cloak is essentially a tablecloth that


has been wrapped and tied around the neck. While
wearing this cloak your hit point maximum increases
by +2 and once per day you may grant yourself
advantage on a charisma based skill check.

Peaked Cap
Wondrous item, uncommon (requires attunement)

Comfort and ease of life is the most important thing


in a halfling's opinion so imagine how inconvenient
the sun can be when it is attempting to blind you.

While you are attuned to this cap, you are unaffected


by any vision impairing effects.

Pocket Square Sling


Weapon (sling), rare (requires attunement)

Any good man has a fine pocket square, but most


men don't have one that can be used as a deadly
weapon. This small square of cloth has a strong
string attached to two of the corners, allowing you to
place a projectile in the square and launch it.

14
Scurrying Boots
Wondrous item, rare (requires attunement)

The Scurrying Boots are short by traditional


standards but come half way up the leg of a halfling.
They're a very deep blue with silver detailing. These
leather boots were crafted from the hide of a
displacer beast. An unusual material that gives the
boots unusual properties.

While wearing and attuned to these boots your


movement speed is increased by 10ft and you may
Dash as a bonus action. In addition, when you dash
as a bonus action you can use your action to jump as
though the Jump spell has been cast on you.

Self-heating Pot
Wondrous item, rare

A full belly is one of life's greatest feelings and no


one wants to eat a cold meal. This pot can fit into a
standard backpack or bedroll and has its own heating
source so no matter where you are you can have a
warm meal and a hot drink.

Thurin's Shirt
Armor (Chain shirt), Legendary (requires
attunement)

This Mithral Chain shirt was handcrafted by a Master


craftsman. Each chain link was delicately linked
together and sealed with such precision you're
unable to see the seam. The shirt has changed
owners many times since it was crafted but no one
knows who the original owner was. It is extremely
lightweight and can barely be felt while wearing,
giving you unbelievable freedom of movement.

This shirt can be worn under clothing and cannot be


detected unless a creature succeeds on a DC 20
investigation check. While wearing this item and you
are attuned to it, you gain an additional bonus to
your AC of +3 and you no longer have disadvantage
on stealth checks due to wearing a chain shirt.
Additionally, the maximum Dexterity bonus that
contributes to your AC is now +3, as opposed to the
ordinary +2.

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)

These tall leather boots are made from tan leather


and are decorated with golden stitching and buckling.
They're very expensive looking albeit not particularly
comfortable.

You gain a climbing speed equal to your movement


speed and gain advantage on skill checks related to
climbing.

Coat of Adaptability
Wondrous item, uncommon

Humans have no innate defenses against any of the


elements whether it be rain, hail, heat or cold. This
coat is just the ideal weight, thickness and material
that it is perfect for any and all conditions.

You suffer no negative effects from weather or


climate while wearing this cloak.

Comfortable Walking Boots


Wondrous item, uncommon

There is nothing more satisfying than going for a


lovely walk. Providing you are on flat ground, your
movement speed increases by 10ft.

Dragonling Ring
Ring, legendary (requires attunement)

This dirty, dark grey ring is crafted from simple iron,


it is rough to the touch and created to look like two
dragon claws intertwining.

If you are attuned to this ring you gain access to


several spells while wearing it. The ring allows you to
cast Thunderwave (1st level), Dark vision (2nd
level), Fireball (3rd level), Fly (3rd level), Haste (3rd
level). The ring has 10 charges, casting a spell
requires a number of charges equal to the spell level
to cast. The ring regains all spent charges at dawn.

If you have the ability to cast spells, you may use


your own Spell modifier. If you do not, use
Intelligence as your spell casting ability.

16
Highbow
Weapon (longbow) rare (requires attunement)

These bows were manufactured for city guardsmen


who would keep an eye out for incoming threats from
a tall watchtower.

Attacks made from vantage positions gain a +3


bonus to attack and damage rolls. Additionally you
may cast the spell Lightning arrow once per day.

Lantern of Secrets
Wondrous item, very rare (requires attunement)

This lantern gives off a dim purple light that doesn't


illuminate darkness like a traditional lantern. This one
reveals secrets. If the light touches a hidden lock,
secret door, false wall, hidden trap, invisible treasure
etc it reveals it.

You may also cast detect magic at will, without the


need for any material components and without
expending a spell slot.

Ocean Master's Trident


Weapon (Trident), uncommon (requires attunement)

This weapon resembles an ornate, large pitchfork.


While attuned to this weapon you gain the ability to
breathe underwater and may cast the shape water
cantrip.

Pearl of Wisdom
Wondrous item, rare (requires attunement)

This oversized pearl is extremely valuable in both


wealth and function. If you were to sell this to a
collector, it would sell for a minimum of 1500 gold
pieces.

Alternatively, if you were to use it yourself, then you


may meditate for four hours while holding it. This can
be done while resting as part of a long rest. This will
allow you to gain proficiency with up to 3 skills, but
for each new skill proficiency you gain, you must lose
proficiency with an existing skill.

17
Privileged Cloak
Wondrous item, uncommon

In most villages, towns and cities across the world,


humans make up the majority of the population and
as such you have never really faced any adversity or
prejudice. Being able to blend into practically any
situation or location.

On the off chance you find yourself being tracked


down, pull up the hood of this cloak and gain
advantage on stealth checks made to hide.

Revitalizing Locket
Amulet, very rare (requires attunement)

While you are attuned to this amulet, you gain 1d6


hit points at the start of every turn providing you
have at least 1 hit point. Additionally, death saving
throws succeed on rolls above 8.

Shortsword of Retaliation
Weapon (shortsword), uncommon

This small sword is very light which makes it very


easy to make quick attacks. Whenever you make an
attack as part of a reaction, your attack rolls gain a
+2 bonus.

Skilled Rod
Rod, very rare (requires attunement)

When you attune to this rod, you may select a feat.


If you remove your attunement to this item, you lose
the feat benefits. If you attempt to attune to this
item again, you may only select the feat chosen
previously.

Skinning Scimitar
Weapon (Scimitar) uncommon

This Scimitar was originally designed for hunters to


skin the pelts from wild beasts with skill and ease.
Any time this item is used to remove a pelt from a
dead animal, the skin is in perfect condition and can
be sold to any vendor for double the standard rate.

Additionally, it can be used in battle as a standard


Scimitar with no magical properties.

18
Sniping Crossbow
Weapon (Heavy crossbow),very rare

This heavy crossbow is crafted from reinforced steel


and uses a drawstring made from unicorn hair. The
damage dealt by this weapon is doubled and its
range is 300ft/600ft

Tome of Forgotten Lore


Wondrous item, very rare (requires attunement)

This silvery grey book is decorated with swirls and


twirls, stars and filigree. It is in immaculate condition
regardless of where you found it. It could have been
in the bottom of a swamp or encased in magma, the
book will still be in perfect condition.

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.

As an action, you may go back through the book to


recall a piece of information you may have forgotten
or a detail you may have overlooked. Additionally,
you gain advantage on all history checks.

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

This solid stone has volcanic origins. When eaten by


a Dragonborn the damage from the breath weapon is
doubled for 24 hours.

Cloak of the Gliding Drake


Wondrous item , very rare (requires attunement)

While wearing this cloak you fall with the grace of a


ballet dancing cat. No matter how high of a distance
from which you fall, you will never land with enough
force to take any damage. Additionally, you may use
the cloak to cast the Feather fall spell at will.

Darkened Ruby
Wondrous item, very rare (requires attunement)

This deep red gemstone can be housed in a necklace


or held loose. While this is in your possession
anytime you take healing, you heal for the maximum
possible amount.

Draconic Amulet
Amulet, rare

Draconic pendants are seen by many as beautiful


pieces of jewellery. Gemstones created by melting
specific stones in dragon flames housed in delicate
metal homes. What most will be unaware of however,
that when these amulets are worn by Dragonborn, it
modifies their breath weapon by changing the typing.

Draconic Pendant type


Gemstone Damage type
Onyx Acid
Sapphire Lightning
Ruby Poison
Moonstone Cold

20
Draconic Shield
Armor (shield), uncommon

If a failed attack made against you would have dealt


damage without the AC bonus from this shield, the
attacker is repelled backwards 5ft. This movement
does not provoke opportunity attacks.

Gauntlets of Elemental power


Wondrous item, rare (requires attunement)

These gauntlets allow the wearer to modify the


damage done using their claws as a melee weapon.
Your claws deal 1d6 slashing damage and gain an
additional source of elemental damage based on your
breath weapon. This damage matches the typing of
your breath weapon and deals an additional 1d6
damage.

Greatsword of the Savage Drake


Weapon (greatsword), very rare (requires
attunement)

This heavy weapon would be difficult for most to pick


up, let alone swing or be able to use it in battle. The
sword was forged and infused using the blood from a
legendary dragon centuries ago. This connection
causes the greatsword to feel much lighter and more
comfortable to use by a Dragonborn when attuned to
it.

Attack and damage rolls made with this weapon gain


a +2 bonus. When a Dragonborn is attuned to the
greatsword, it loses its Heavy and two handed
properties for the attuned user. This would allow the
user to wield a shield or keep a hand free for somatic
spell components.

Intimidating Roar Collar


Wondrous item (uncommon), requires attunement

This strong cylinder is designed to be worn around


the neck and protecting the throat area. They can be
crafted from any type of metal, and are usually
crafted in the same metal as one of the great
metallic dragons to show allegiance.

When activated, these collars amplify the voice


tenfold. Some use them during battle to shout
commands across the field of war, others attempt to
cause opponents to flee in terror and some even use
them to attract enemies in the hope they can cause a
distraction for allies to flee.

21
Maul of Descaling
Weapon (maul), rare (requires attunement)

Attack and damage rolls made with this weapon gain


a +1 bonus. If you attack a creature that is not
wearing armor, you may attack twice whenever you
take the attack action.

Purse of Draconic Greed


Wondrous item, rare (requires attunement)

Dragonborn, much like their dragon ancestors have a


love of all things shiny and valuable. So much so
they created these pouches to protect their coins and
gems.

Providing you are attuned to this pouch, any hand


that breaches its opening that is not yours will find
the bag close with such tremendous force it has the
potential to sever the hand.

If this occurs, the victim rolls a d20. On a 1, their


hand is severed from their body and they take 8d8
damage. On any other roll, the victim takes 4d8
damage.

Ring of Breathlessness
Ring, uncommon

This ring has been crafted with special properties to


help improve breathing and blood circulation. While
wearing this ring, you can use your breath weapon
twice between rests rather than just once.

Scale Wax
Wondrous item, rare

Some Dragonborn would rather be nude from dawn


til dusk but it is frowned upon by many societies, and
while in battle, this is not particularly wise. However,
some Dragonborn who are lucky enough to own this
peculiar wax have the option to doff their armor for
good.

When applied to a Dragonborn's scales, it forces


them to harden and repel non-magical attacks. If you
choose to use the scale wax, instead of wearing
armor, you may instead choose to use a flat 15 AC
and you gain resistance to non magical attacks.

22
Scaled Epaulette
Wondrous item, rare (requires attunement)

This decorative shoulder guard can be worn with or


without armor as it straps directly to the chest. While
wearing it your AC increases by +1 and you gain a
+2 to intimidation skill checks.

Tabard of Tiamat
Wondrous item, rare (requires attunement)

The cult of Tiamat has members in every nook of the


world. Most members hide their allegiance as the cult
has many an enemy and the vast majority of the
public distrust them.

While you are attuned to this tabard and wear it


proudly, you gain resistance to acid, cold, fire,
lightning and poison damage.

Vicious Claw Coverings


Wondrous item, uncommon

These small metallic spikes slide directly over your


claws, protecting them and granting you a +1
modifier to attack and damage rolls made with your
claws.

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.

Absolute Vision Goggles


Wondrous item, very rare (requires attunement)

It takes an exceptionally skilled tinkerer to make


something like this. These small, simple goggles
don't look like much; a skinny leather band, a rough
lens housing and purple lenses. But they are
extremely useful.

While you are wearing these Goggles and are attuned


to them, you gain blindsight out to a distance of 30ft.
Additionally, you gain immunity to the blindness
condition and can see through magical darkness.

Atomising Pulse Cannon


Weapon (gun), very rare (requires attunement)

If anyone other than a Gnome were to look at this


device, they would either assume it is from another
plane of existence or of Gnomish origin given their
reputation for making weird and wonderful creations.

This small handheld device is capable of firing energy


blasts of extreme power.

Damage: 2d6
Damage type: Force (magic damage)
Properties: Ranged
Range: 60ft/120ft

This weapon also has several special attacks that can


each be used once per long rest.
Power Blast: You may fire a large powerful blast of
energy that passes through creatures. Each creature in a
30ft line in front of you takes damage. Make a separate
attack roll for each creature.
Piercing Blast: By tweaking the frequency of the gun, it
allows the next blast to pass through solid objects. This
attack ignores all cover.
Overcharge: As a last ditch survival attempt, you can
overpower the battery of the gun causing it to explode.
Every creature within 15 yards of you must succeed on a
DC15 Dextrerity saving throw or be knocked prone and
take 4d6 Damage. Once this attack has been used, the gun
is out of commission and must be repaired during a long
rest.

24
Baboomb
Weapon (Bomb), rare

This magical grenade is an engineering masterpiece.


These bombs are constructed in such a way that they
can be manufactured to look like any mundane item.
For someone to identify this item as an explosive
device, they must succeed on a DC20 Investigation
check.

This bomb can be thrown up to 60ft and has an


explosive radius of 30ft. Any creature caught in the
blast zone must succeed on a DC15 Dexterity saving
throw or take 6d8 fire damage and fall prone. Targets
take half damage on a successful save but do not fall
prone.

Cloak of Temporal Invisibility


Cloak, rare (requires attunement)

As an action, you may summon a field of space


around you that vibrates violently causing a blurring
effect in the air. This allows you to appear invisible,
however the vibration can be seen and heard from
close by. You can walk around and act as normal
while this is occurring.

Daggerfell Chargery
Weapon (Dagger), uncommon

This dagger has an unusually large handle. It is used


to house a battery that charges the blade with
electricity. This weapon deals lightning damage.

Fingerless Gloves
Wondrous item, uncommon (requires attunement)

These gloves are used by tinkerers, mechanics,


jewellers and thieves alike. They reinforce and
stabilise your hands increasing your Dexterity
modifier by +1 ,and you gain a +2 bonus on sleight
of hand checks.

Focus Assistant
Consumable, uncommon

This small pill can be ingested to focus up. You may


make your next skill check with a +1 bonus.

Improved Tinkers Tools


Tool, tinkers tool's, uncommon

While using these tools you gain +2 on any ability


check that requires the use of Tinker's tools. In
addition these tools allow you to cast the mend
cantrip.

25
Mind Reader's Circlet
Wondrous item, uncommon (requires attunement)

This pretty metallic band sits on the head and


amplifies brain activity.

While you are attuned to this item, you gain +1 to


your intelligence modifier. Additionally you can read
the thoughts of a target if you succeed on a DC18
Intelligence saving throw. If you fail, you take 1d8
damage.

Pendant of Gravitational Pull


Amulet, very rare (requires attunement)

Speaking the command word allows the wearer of


this amulet to defy the laws of gravity. Choose a
direction, gravity now pulls that way exclusively for
you. Run directly up walls, run along ceilings, use
your imagination!

This amulet has 5 charges that recover each day at


dawn.

Propulsion Boots
Wondrous item, rare (requires attunement)

These simple looking leather boots look at first like a


miner's boots. Rugged leather with roughly attached
iron toe caps. However if you look at the soles of
these boots you will notice 6 small holes. These holes
are capable of suction and expulsion.

As an action you may speak a command word to


engage the boots in one of two ways. You may either
cast the Spider climb spell or the Jump spell. You
may do this a number of times equal to your
Proficiency modifier. You must complete a long rest
before doing so again.

Scrap Shield
Armor (shield), rare

This shield is formed from the leftover scrap metal


from a Gnome's workshop and strapping a leather
handle to the back of it. After all, Gnomes don't need
a lot of metal to make a decent shield. It would be
practically useless to any other race aside from
perhaps Halfling.

This shield gains a +1 bonus to AC on top of the


usual +2 from a standard shield. While you carry this
item, your movement speed is reduced by 5, but it is
strapped to the arm so you can still have 2 hands
free.

26
Sensory Explosion
Rod, very rare (requires attunement)

This rod is a little different to others you may see in


that it is very clearly manufactured to have specific
purposes. This rod has 1d4 charges that recharge at
dawn. If you use all charges, roll a d20. On a result
of 1, the gears and pulleys inside the rod fail and no
amount of repair work can fix it.

While you are attuned to this rod, you may throw it


up to 100ft. All creatures within a 30ft radius of the
impact point must make a dexterity saving throw or
suffer from the blinded and deafened conditions for 5
rounds.

Shock Ring
Ring, rare (requires attunement)

This hexagonal ring was fashioned from a nut and it


carries a large charge that can be used to attack
creatures or make an attempt to resuscitate a fallen
ally.
When you make a melee attack with a metal weapon, you
may use a bonus action to send the electrical pulse
through the weapon to deal an additional 1d8 electric
damage.
You may place your hand on the chest of a creature that is
making death saving throws and use a bonus action to
send a pulse through them. Roll a d20, on a 10 or higher
the creature becomes stable.
Short-bow
Weapon (shortbow) uncommon (requires
attunement)

This item isn't really a bow as much as a stick with a


piece of elastic attached to it. The elastic used allows
this bow to have a much further range than a usual
shortbow. The range on this item is 150ft (300ft).

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)

Due to their mixed heritage, half elves are common


in every city and port you will find. As such, they
regularly find themselves speaking with all kinds of
races and beings.

This amulet lets the wearer communicate


telepathically with any humanoid. The wearer hears
the mental speech in their preferred language.
Likewise, the creature you are communicating with
hears your communication in their favoured
language.

Dress Shirt
Wondrous item, uncommon

The half elves take on their favourite elements of


Elven culture and human culture, as such they
usually like to dress pretty well. This dapper shirt
gives off an aura of class and superiority.

You gain +2 to skill checks to persuade and gain


advantage on spells and abilities attempting to charm
humanoids.

Elven Glider
Wondrous item, rare

This wonderful device has been crafted to allow the


user to travel in difficult terrain quite easily, by
launching them into the air 100ft and allowing them
to angle it to float back down to land in any direction
they please. This device has 4 charges. Once all
charges are used, the fabric inside the glider
weakens to the point it cannot be used again.

Explosive Dagger
Weapon (dagger), rare (requires attunement)

When grappling a creature, you may use an action to


make a stabbing attack, while the blade is inside the
target, speak the command word. The blade contains
hundreds of minute needles that will shoot from the
blade and return.

This attack deals 4d4 damage.

28
Family Tree
Wondrous item, uncommon

This parchment has been inked with your entire


family lineage going back 200 years. You can use this
to track down family members you may not have
known and form potential bonds and alliances.

Gravitational Band
Wondrous item , very rare (requires attunement)

This simple leather band is worn around the wrist of


the weapon wielding hand. As a bonus action you
may speak the command word. For the next minute,
all attacks made with melee weapons have their
range doubled. A spectral projection of the weapon is
pushed out when an attack is made.

Hardy Leather Boots


Wondrous item, uncommon (requires attunement)

A good pair of boots cannot be underappreciated.


The wearer of these boots are unaffected by difficult
terrain and gain +1 to their AC bonus.

Hookshot
Wondrous item, very rare (requires attunement)

This wooden handle is attached to a long metal chain


with a sharp arrowhead at the end. Inside is a
powerful projectile that fires the arrow up to its
maximum distance of 50ft.

Providing the arrow connects with something it can


lodge into, the chain will then retract, causing the
user to travel at great speed to the lodged head.

29
Lucky Coin
Wondrous item, rare (requires attunement)

This magical coin grants the holder an unusual


amount of luck. At the start of each day, flip a coin. If
it lands on heads, you gain the luck feat for the rest
of the day. If the coin lands on tails, you gain no
benefit.

If you don't have a coin, you can roll a d20. On an


even roll, you gain the benefit.

Lunar Quarterstaff
Weapon (quarterstaff), very rare (requires
attunement)

Once per encounter, you my cast Healing word as a


1st level spell and cure wounds as a 1st level spell.
This does not consume any spell slots you may have
from your class.

Lens of Truth
Wondrous item,uncommon (requires attunement)

While you are attuned to this lens, you can identify


illusions by looking through it. Illusory magic will
have a blurred white aura around it. Especially
powerful magic will still be difficult to detect, but it is
possible.

Sleuthing Blade
Weapon (shortsword), uncommon (requires
attunement)

This small blade will glow white when within 30ft of


an illusion. Attack and damage rolls made with this
blade are made with a +1 bonus.

Slippers of the Depths


Wondrous item, rare

These soft shoes have webbing between the toes,


allowing you to swim at double speeds.

30
Sister Mirrors
Wondrous item, very rare (requires attunement)

These two small pocket mirrors were manufactured


and enchanted at the same time. They look identical
in every way and share a special bond. When you
look into the reflective surface of one of the mirrors
and speak the command word, it allows you to see
through the other mirror. Both sight and sound will
carry through this method allowing you to
communicate or observe from vast distances.

Tranquilizing Cufflinks
Wondrous item, rare

These small brass cufflinks look plain and of very


little value, but they hold a small compartment that
is filled with a liquid. Traditionally this is an extremely
potent sedative but has been known to house poison.

To identify the compartment, a creature must


succeed on a DC 25 Investigation check.

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)

These gloves have been used for centuries by orc.


While they may fit a little loosely due to your Half-orc
lineage, they should be fit for purpose. While you are
attuned to these gloves, your strength score
increased by +1 and you gain proficiency in all
strength based skills.

Drinking Skull
Wondrous item, uncommon

This is the skull of an unidentifiable creature. This


beast has clearly been dead for quite some time and
the skull has not been cared for.

You may take a drink from the remains of this skull,


when you do so, you gain advantage on your next
intimidation check.

Elder Carapace
Armor(shield), rare (requires attunement)

There is not a lot that is a more shocking sight than


seeing someone carry around a large skeletal remain
of a creature so casually. But seeing someone use
said remains as a shield is up there.

While you are attuned to this shield, you gain an


additional +2 AC on top of the usual +2 AC from a
standard shield. You also gain proficiency in the
intimidation skill. If you already are proficient, you
gain expertise.

First Hunt Tooth


Amulet, uncommon

As an action you can grip the necklace in your hand


and be reminded of the day you killed your first
beast and took this trophy. You gain a pride die. This
die is a d6 and can be added to any attack roll or
saving throw you make in the next hour.

You may do this 3 times per day.

32
Frenzied Drape
Wondrous item, rare (requires attunement)

While you are attuned to this cloak your AC is


increased by +1. Additionally, once per day you may
activate the Haste spell from the cloak. This modified
casting of the spell requires no concentration saves
and lasts for the full minute regardless.

Greataxe of the Conqueror


Weapon (greataxe), rare (requires attunement)

Attack and damage rolls made with this weapon


receive a +1 bonus. Additionally any attacks against
human foes deal an additional d6 of damage.

Heritage Greathelm of Honor


Wondrous item, very rare (requires attunement)

These helms were used by Orcish armies hundreds of


years ago and this particular one was used by your
grandfather. He died in battle, fighting for the rights
of Orcs everywhere. Wearing this helm fills you with
tremendous pride. Whenever you make an attack roll
and it fails, you can roll again with disadvantage.

Legionnaire's Maul
Weapon (mace), uncommon

This oversized mace would be much too large and


heavy for most races to wield. The brute strength of
the Orc blood allows you to use this item.

This maul uses a d12 as a damage die.

Medal of Service
Wondrous item, uncommon

Almost all half-orcs have a medal of this sort in their


possession, since most half-orcs have an affinity for
war. These medals were given to anyone who has
spent any time at all in military service.

Once per day you may spend 1 minute reflecting on


your history, by doing so you may recover up to 2 hit
dice worth of hit points without spending any of your
hit dice.

33
Mernagha Hammer
Weapon (warhammer), very rare (requires
attunement)

Folklore says that this Hammer was forged in


hellfires in the belly of a dragon by demon slaves,
commanded to create a weapon that could cause
even the most fearful of foes to quake in their boots
at the very sight of it.

Attack and damage rolls made with this weapon gain


a +3 bonus. While you are attuned to it, your
strength score increases by +1. Additionally, this
hammer has 3 charges that replenish at dawn. As an
action, you may spend a charge to slam the hammer
into the ground. All creatures in a 30ft radius of the
impact must succeed on a DC15 Dexterity saving
throw or fall prone.

Phantasm Greatsword
Weapon (greatsword), very rare (requires
attunement)

Attack and damage rolls made with this weapon


receive a +2 bonus. The blade passes through the
bodies of your foes and deal damage internally. If
you land 3 successive attacks on the same target
without failing one, the third attack deals an
additional d20 necrotic damage.

Powerlifting Gauntlets
Wondrous item, rare (requires attunement)

These tough gauntlets cover the hands, wrists and


forearms. They reinforce your joints and ease the
strain on the muscles. While you are attuned to them
you gain +1 strength and your lifting and carrying
capacity is doubled.

34
Savage Tower
Armor (shield), uncommon

This tall tower shield is carried via a strap on the arm


allowing you to free up a hand that would usually be
used for carrying the shield. It is almost as tall as the
user and grants a bonus +1 to AC on top of the
standard +2 to AC.

Swift Weapon Harness


Wondrous item, rare

This leather strap sits over the shoulder and has


many pockets, sheaths and buckles adorning it. The
harness can hold any type of weapon, up to 4
different weapons and grants ease of access that
nothing else can compare to. Using this harness
removes the action cost of drawing a weapon.

Warstompers
Wondrous item, uncommon

While wearing these boots you gain advantage on


initiative rolls while standing in difficult terrain.

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.

Aged Root Ring


Ring, uncommon (requires attunement)

This gnarled ring is made from the deepest roots of


the ancient trees of the underdark. While it is pretty
ugly to look at, it grants vitality to the wearer.

Dunk the ring in any food or drink, if it is impure or


poisoned, the ring will absorb all illness, leaving it
fully edible and safe.

Boots of the Timeless Hells


Wondrous item, very rare (requires attunement)

Ancient demons created these boots and only those


with some demonic blood in them could wear them.
While you are attuned to these boots you lose your
movement speed. Instead you can teleport to any
spot you can see within 120ft.

Burning Pride Drape


Wondrous item, very rare (requires attunement)

Once per day, as an action you can summon the


restorative powers of the depths. For the next
minute, any fire damage dealt to you restores hit
points instead.

Darkened Blade
Weapon (shortsword), uncommon

This blade has been dyed black which makes it


difficult to track in the dark. While you are in dim
light or darker your attack rolls gain a +1 bonus.

36
Demonic Cuff
Wondrous item, uncommon (requires attunement)

These ornate decorative wristguards increase the


potency in which you deal fire damage. While you are
attuned to them, you reroll any 1s and 2s when
rolling for damage with fire spells and abilities. You
must use the new rolls.

Hood of Solar Vengeance


Wondrous item, rare (requires attunement)

While you are attuned to this helm, you can draw


power from the sun. Your heritage gives you an
innate fondness of heat. If you can see the sun you
deal an additional 1d6 fire damage on all attacks and
spells.

Idle Mind
Wondrous item, rare (requires attunement)

While you are attuned to this item and it sits atop


your head, you are immune from charm and mind
control effects.

Neinei
Weapon (whip), uncommon (requires attunement)

This peculiar whip is darker than the inside of a coffin


on a moonless night. Attacks made with this whip
deal necrotic damage. Additionally, any damage dealt
from the whip reduces the target's hit point
maximum by the same amount.

A lesser restoration spell can return the targets hit


points to their original state.

Ominous Silk Drape


Wondrous item, uncommon

This cloak will help protect from the elements. Your


infernal heritage naturally keeps your body craving
heat more than most other humanoids. This cloak
when wrapped around your body retains all heat and
you suffer no ill effects of being in cold climates.

37
Precise Bone Pipe
Weapon (blowgun), rare (requires attunement)

Attack rolls made with this weapon gain a +5 bonus.


Additionally, because the bone is so smooth the darts
fire with much higher speeds. Instead of dealing 1
piercing damage, the darts deal 1d6 piercing
damage.

Quarterstaff of Illusion
Weapon (quarterstaff), very rare (requires
attunement)

This staff was originally gifted to one of the first


humans to make a pact with the demon lords when
they became a Tiefling. Through the years it has
been handed down to children, grandchildren and
great-grandchildren.

While you are attuned to this staff you can cast the
Major image spell at will.

Robes of Anger
Wondrous item, rare (requires attunement)

These robes recognise the demonic bloodline to


which you belong and harness the power within. You
gain immunity to fire damage while you are wearing
them.

Scorpion Stinger
Wondrous item, very rare (requires attunement)

This small handheld device looks like a miniature rod,


or a large wand. When you press the activation
button on the end, a long, thin, chain of
immeasurable strength erupts from within. It
grapples whatever it makes contact with and pulls it
directly back to you. If it grapples a creature, make
an attack roll using your dexterity modifier. On a
successful hit the creature takes 2d6 damage and is
pulled to you. The range on this item is 100ft.

38
Talisman of Incorporeal Movement
Wondrous item, uncommon (requires attunement)

While you are attuned to this talisman you can move


through other creatures as though they were difficult
terrain. You take 1d10 force damage if you end your
turn inside another creature.

Tranquil Wand
Weapon (wand), very rare (requires attunement)

While you are attuned to this wand, your spell attack


modifier and spell save DC both increase by +2.
Additionally you can add the following spells to your
spell list; Burning hands, Flame blade, Fireball, Wall
of fire and Flame strike.

The spells follow all regular restrictions. You must be


able to cast spells at the required level and have
spell slots available.

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.

Anger Absorption Amulet


Amulet, rare (requires attunement)

This amulet floods your body with adrenaline and


testosterone when you enter a range. While you are
wearing this amulet you are immune from all
damage and all condition effects on the turn that you
enter rage.

Atrocitus
Ring, rare (requires attunement)

This ring is used to extend your stamina and increase


your ability to push through discomfort and strain. It
has been enchanted with several powerful spells.
While you are attuned to this ring, you no longer
suffer from exhaustion.

Axe of Mania
Weapon (greataxe), very rare (requires attunement)

While you are attuned to this weapon, you gain an


additional attack and receive a +2 to your attack and
damage rolls. Additionally your strength score
increases by +2.

If a creature is slain and the killing blow is made by


this axe, roll a d20. On a 1, you become completely
enraged and unable to distinguish ally from foe. Your
mania takes over you and you must attack any and
all creatures within 50ft of you starting with the
closest creature.

You remain in this state until you are reduced to 0 hit


points or are the subject of a lesser restoration or
greater restoration spell.

41
Berserker's Warpaints
Wondrous item, uncommon

This small pot of wax has been tinted using the


pigments from several herbs and inks. As a result,
when applied to your face you gain advantage on
ability checks made to intimidate.

Belt of Empowerment
Wondrous item, uncommon

When entering a rage, the belt can detect a change


in the body's hormones and emits an aura of vitality.

When you enter rage, you gain temporary hit points


equal to your Barbarian level.

Boots of Advanced Attacks


Wondrous item, rare (requires attunement)

These boots have kept your feet safe in battle and


have given you a step up in countless fights. While
wearing these boots you may add your proficiency
modifier to your initiative rolls.

Crazed frenzyroot
Consumable, uncommon

While not necessarily a rare herb, Crazed frenzyroot


is not particularly common either. When crushed into
a powder and mixed with water, it causes incredible
anger in most people. Barbarians can use this herb
to regenerate one charge of rage.

Dancing Wristguards
Wondrous item, rare (requires attunement)

These leather cuffs are designed to protect your


forearms from flying weapons in battle while being
light enough to keep you quick and battle ready.
While you are attuned to these wristguards, you gain
an additional +2AC providing you are not wearing
any armor. These can be used while using a shield
and still grant the benefit.

42
Goggles of Bravery
Wondrous item, rare (requires attunement)

Most barbarians would rather rely on their own


eyesight than use some vision enhancing goggles,
these prove to be very valuable in combat. So much
so that some barbarians are willing to let their pride
take a bit of a hit if it allows them to gain an
advantage in a fight.

While you are wearing these goggles and are attuned


to them, you gain advantage on saving throws made
against frightened and petrified condition effects.

Heavy Steel Choker


Amulet, uncommon (requires attunement)

This choker places you in the mental state of being a


slave. You are reminded that this is something you
never want to experience and fills you with
determination. Whenever you are in a position to
take a level of exhaustion, roll a d20. On an even roll
you do not suffer from the exhaustion. On an odd roll
you do.

Potent Crown
Wondrous item, very rare (requires attunement)

Most barbarians are not capable of casting spells, but


the few that are tend to lose control of their arcane
abilities when they rage. This crown aims to
concentrate all of your abilities and allow you to
maximise your potential. While you are wearing this
crown and are attuned to it, you can cast spells even
when raging.

Retaliation
Wondrous item, rare (requires attunement)

While you are attuned to this cloak you gain +1 AC.


Additionally, if you are attacked from behind you may
use your reaction to lash out and make a retaliatory
attack.

43
Ring of Prolonged Rage
Ring, uncommon (requires attunement)

Have you ever heard of an angry ring? Sentient


items aren't as rare as you think, even if they don't
appear to be.

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.

Shield Splitting Sword


Weapon (longsword), rare (requires attunement)

This longsword is incredibly sharp and unusually


heavy. Attacks made using this weapon have a
critical hit range of 19-20. If you are attuned to this
weapon and land a critical hit on a target that has a
shield, the shield is destroyed.

Throwing Axe of Pure Power.


Weapon (handaxe), very rare (requires attunement)

An awkward weapon to wield and use in melee


combat, this handaxe was designed to be thrown as
hard as possible at anyone that moves. If you
attempt to use this in melee combat, you receive a
-1 penalty to attack and damage rolls.

When used as a ranged weapon, you can use your


strength modifier instead of dexterity when
determining your attack and damage rolls. You make
these rolls with a +3 modifier.

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.

Broken Harmonica of Reviving


Wondrous item, rare

This instrument has long been broken but every now


and then it works. As an action you can attempt to
play a song to a fallen ally. Roll a d10. On a roll of
10, the instrument works and the ally is brought
back to life. If you roll a 1-9 the potential magic
inside the harmonica fades. You cannot attempt to do
this again for 24 hours.

Chaucer's Forgery Kit


Forgery tools, rare

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)

This metal collar amplifies the sounds that emanate


from your mouth when used to soothe and assure. If
any of your allies benefit from your song of rest, the
die they use to heal always rolls the maximum value.

Cannot be used alongside the Collar of Vigilance

Collar of Vigilance
Amulet, rare (requires attunement)

This metal collar amplifies the sounds that emanate


from your mouth. Whether that be a rousing speech
or a song of battle. As a result, whenever you grant
an ally the use of a Bardic inspiration die, the die
always rolls the maximum value.

Cannot be used alongside the Collar of Peace.

45
Eyeglasses of Magnetism
Wondrous item, uncommon

These delicate wire framed eyeglasses are elegant


and enchanted. As an action, you may speak the
command word to change the color of your eyes to
any color you choose. Additionally, your eyes are
irresistible and attract the attention of all those who
gaze at you. You gain advantage on ability checks
made to seduce.

Fiddle Bow
Weapon (shortsword), uncommon

This sword looks eerily similar to the bow one would


use with a violin or fiddle. As such, a Bard can
smuggle this weapon into areas where you would
normally not be permitted weapons.

Jack of All Trades


Wondrous item, very rare

This is a small booklet of information and


experiences that you have added to over the years.
It serves as a simple reminder on how to do simple
tasks and how to simplify more complex ones.

During a long rest, you may read this booklet and


change one of your expertise bonuses from one
ability to another. You may only change one expertise
using this.

Master of None
Wondrous item, very rare

This is a small booklet of information and


experiences that you have added to over the years.
It serves as a simple reminder on how to do simple
tasks and how to simplify more complex ones.

During a long rest, you may read this booklet and


change one of your proficiency bonuses from one
ability to another. You may only change one
proficiency using this.

46
Performer's Gloves
Wondrous item, uncommon (requires attunement)

Most people think a Bard spends hundreds of hours


to master their craft. Usually this is true, but
sometimes it's more of a trick rather than endless
hours of training.

While you are attuned to these gloves, you gain


proficiency in all instrument and tool kits.

Perished Flute
Wondrous item, uncommon (requires attunement)

This flute was carved from the femur of a long dead


creature.

While you are attuned to this flute, you gain access


to the following spells; spare the dying and animate
dead. When you use the flute to cast these spells you
do not consume a spell slot and the range is 150ft.
Each song has one charge, you regain the expended
charges when you complete a long rest.

Pied Piper's Flute


Wondrous item, rare (requires attunement)

A small handheld flute carved from a fallen branch


from an elder tree, this instrument has an affinity to
nature.

While you are attuned to this flute you gain access to


the following spells; Animal friendship, animal
messenger and conjure animals. When you use the
flute to cast these spells you do not consume a spell
slot and the range is 150ft. Each song has one
charge, you regain the expended charges when you
complete a long rest.

Supreme Ring
Ring, very rare (requires attunement)

While you are attuned to this ring, you may cast a


spell that you know but do not have prepared,
without expanding a spell slot. Once you have done
this, the ring must recharge its power. This takes 24
hours.

47
Talisman of Knowledge
Wondrous item, very rare (requires attunement)

Bards are regularly known to be quite skillful in many


a way. They tend to exceed whenever they put their
mind to something. This talisman certainly helps feed
that narrative.

While you are attuned to this item, you gain


proficiency with all skills.

Tambe-rune
Wondrous item, very rare (requires attunement)

This small handheld drum has brass symbols along


its edge. As an action, you can pound the drum to
inspire allies, granting them advantage on all attacks
made before your next turn. Alternatively, as an
action you can shake the symbols to cause a metallic
clattering sound, distracting your enemies. All
enemies within 60ft of the drum when shaken have
disadvantage on attack rolls until the start of your
next turn.

The Tambe-rune has 5 charges that renew at dawn.

Violent Violin
Weapon (club), rare (requires attunement)

Anyone looking at this violin would notice


immediately it looks wrong. Nothing stands out at
first but the fact it has no strings should be a
giveaway. This violin is used as a weapon of musical
destruction.

This violin acts as a club, it is carved from a solid


piece of oak so is deceptively tough. Attack and
damage tolls made with this weapon gain a +2
bonus.

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

This compass would appear broken to most who pick


it up. However, when held by a cleric this compass
activates. It is true that this compass does not point
north. It points to that whichever the Cleric is most
in need of at the current moment in time.

Crown of Mischief
Wondrous item, very rare (requires attunement)

This large golden crown is uncomfortable, heavy and


impractical. But it grants the attuned user benefits
that far outweigh those drawbacks.

The following spells are added to your prepared spell


list and are classed as Cleric spells for you; Minor
illusion, disguise self, invisibility, major image and
phantom steed.

Divine Cloak
Wondrous item, uncommon (requires attunement)

Sometimes people seem to hit things harder than


they should be able to. Sometimes it's because
they're unnaturally strong, other times it's because
they have been gifted by the gods.

While you are attuned to this cloak, your weapon


attacks deal an additional 1d4 radiant damage.

Orb of Tagovailoa
Wondrous item, very rare (requires attunement)

This brown prolate spheroid is soft to the touch, but


firm. When you have this item in hand while attuned
to it, you gain additional temporary hit points during
a short rest equal to any hit points recovered using
hit die.

49
God's Will
Wondrous item, uncommon (requires attunement)

This item is a small metallic relief of a symbol that


best represents your god. While you are attuned to
this item, your spells can originate from it. Whether
the relief is placed in a static location or attached to
a creature, it matters not. Providing you are within
300ft of this item, your spells can be used in this
way.

Holy Bandages
Wondrous item, rare

These mundane looking bandages are imbued with


Holy magic from the Cleric's god. During a long rest,
these bandages can be used to help bolster an ally's
wellbeing. The patient recovers all spent hit die
during a long rest. Once used, the bandage loses all
magical properties.

Holy Hand Grenade


Wondrous item, legendary

Armaments, chapter two, verses nine


through twenty-one.

And Saint Attila raised the hand grenade up on high,


saying, "O Lord, bless this thy hand grenade, that
with it thou mayst blow thine enemies to tiny bits, in
thy mercy." And the Lord did grin. And the people did
feast upon the lambs, and sloths, and carp, and
anchovies, and orangutans, and breakfast cereals,
and fruit bats, and large chu..."

This metallic sphere is ordained with symbols of the


Cleric's God. It can be thrown up to 300ft and is
guided to the desired location by a supreme power.
When thrown it deals massive damage in a large
area. All creatures in a 50ft radius of the grenade
must make a DC 25 Dexterity saving throw or take
20d12 Holy damage or half as much on a successful
save.

The grenade is destroyed in the blast.

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.

You must finish a long rest before being able to do


this again.

50
Peace Taker
Weapon (longsword), rare (requires attunement)

"Are you taking the peace?"

Attack and damage rolls made with this weapon


receive a +1 bonus. Every attack that lands from this
weapon removes a small part of the targets essence.
When the sword has landed 10 attacks, the next
attack deals maximum damage.

Plate Armor of Blast Protection


Armor (plate), very rare (requires attunement)

While you are attuned to this armor you gain a +2


bonus to your AC. Additionally this armor grants
immunity to force damage.

Regeneration Amulet
Amulet, very rare (requires attunement)

While you are attuned to this amulet and it sits


around your neck, you regain 3 HP per hour. If you
are a life Cleric, you regain 5 HP per hour.

Rod of Worship
Rod, rare (requires attunement)

This small unassuming rod can be used to create a


restful area for worship and prayer. By standing the
rod on its edge, or by placing it into the ground and
speaking the command word, a solid translucent
bubble surrounds the area in a 30ft sphere. The
sphere passes through solid objects but does not
cause damage to them.

All creatures on the outside of the orb are unable to


pass through the bubble. Likewise all creatures inside
are unable to leave. The bubble is completely
impervious and has enough breathable air to last 8
creatures up to 24 hours. The command word can be
spoken at any point to disable the bubble, but it
disappears after 24 hours regardless.

Once used, you must wait at least 12 hours before


using this again.

51
Shield of Divine Intervention
Armor (Shield), rare (requires attunement)

This shield grants +1 to you AC. This is in addition to


the benefits of a standard shield. As a reaction when
an ally is subject to an attack, you may speak the
command word. A bolt of energy shoots down from
the sky and envelops a creature within 150ft of you.
This energy will protect the creature from the attack.
You may do this a number of times per day equal to
your wisdom modifier (min 1 ). Charges reset at
dawn.

Strombjor
Weapon (mace), very rare (requires attunement)

You gain +1 to your attack and damage rolls made


using this weapon. Attacks made from this weapon
deal an additional 1d4 Holy damage.

Strombjor has 9 charges. You may use these charges


to cast spells. Shield (1 charge), Knock (2 charges),
Blink (3 charges), Major Image (3 charges).

Strombjor regains all spent charges at dawn. If all


charges are used, roll a d20. On a 1, the weapon
crumbles to ash and floats away in the wind.

Talisman of Extended Power


Wondrous item, rare (requires attunement)

While you have this token in your possession, all of


your spells have their ranges doubled. Additionally,
your spells with a range of (touch) now have a 15ft
range.

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)

This dull metallic disk is threaded onto a simple


string and sits around the neck.

While you are in danger it begins to leak scented


vapor which rise and fills your nostrils. The amulet
seems to know exactly what you are in need of and
restores your health.

The first time each day you are subject to a


condition, the amulet will act to remove it.

Brooch of Fallen Leaves


Wondrous item, rare

This brooch has been created in the shape and image


of a leaf. The leaf is green when you are healthy but
will turn brown if you are suffering from a curse, red
if you are suffering from poison effect and black if
you are dead.

Cloak of Saving Grace


Wondrous item, rare (requires attunement)

Any time you make a saving throw, you can roll an


additional d4 and add the result to your total.

Elis'llana's Whip
Weapon (whip), uncommon (requires attunement)

This whip is made up of several strong vines that


have been braided together to form a point. You gain
+1 to your attack and damage rolls made using this
weapon. In addition, you can grapple at range using
this whip.

53
Goodberry Orb
Wondrous item, rare (requires attunement)

This orb resembles a much larger than usual version


of a goodberry. If you cast the spell Goodberry while
this orb is in your hand, the berries produced will
restore four hit points instead of one.

Horn of Hasjorth
Wondrous item, rare (requires attunement)

This horn has been fashioned into an instrument that


can call upon local wildlife to aid you. Once per day
you may use the horn to cast the Conjure Animals
spell. This variant of the spell does not require you to
concentrate on it.

Pin of Feral Traversal


Wondrous item (rare)

As an action you may speak the command word and


increase your movement speed to four times your
standard speed. This speed increase lasts one minute
and can be done once per day.

Ring of Shield of Thorns


Ring, rare (requires attunement)

An aura of thorns surrounds your flesh. Whenever a


creature moves within melee range of you, they take
1d6 piercing damage. If they begin their turn in
melee range of you, they take 1d4 piercing damage.

Sandman's Pouch
Wondrous item, uncommon

This small linen sack contains a dark purple powder.


As an action, you can throw a handful of powder into
a creature's face. The creature must make a DC 15
Wisdom Saving throw or fall asleep.

If used in combat and the creature makes the save,


they instead fall to the end of the initiative order.

Each pouch contains enough powder to do this 5


times.

54
Scaled Leather Armor.
Armor (scale mail), uncommon

This scale mail armor has been manufactured without


adding any metal to the body of it. This allows druids
who follow the true values of nature the ability to
increase their armor and protection.

Stick of Truth
Weapon (quarterstaff), very rare (requires
attunement)

The truth is everyone could do with some help and


this staff has plenty of it.

While you are attuned to this weapon you gain +3 to


your attack and damage rolls, Spell attack modifier,
spell save DC and all Saving throws.

Succubus Thorn
Weapon (Dagger), rare (requires attunement)

This weapon is a very small pointed dagger carved


from a very strong, marbled wood.

Attacks made with this weapon deal an additional


1d4 poison damage. You regain hit points equal to
the poison damage dealt.

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

This book has no magical properties but is an in


depth textbook full of anatomical research notes on
up to 5 different animals. The information in the
book is enough to allow you to transform into one of
these animals without actually seeing one yourself.

Toxic Spikes
Wondrous item, uncommon

These thorns are taken from a variety of poisonous


plants. When you throw them, they cover a 15ft by
15ft area. Any creature that steps onto a square
containing these thorns take 1d6 poison damage.
Every time they step into a square containing the
thorns they take another 1d6 poison damage.

Wilderness Cap
Wondrous item, very rare (requires attunement)

While you are attuned to this item, your hit point


maximum increases by 8, you gain +1 AC and if you
cast the Conjure Animals spell, you summon double
the standard amount of animals.

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.

Amulet of the Bull


Amulet, very rare

As part of your attack action you can charge to the


enemy. You can leap up to your full movement speed
and land in melee range of your target. If you do
this, you do not need to follow a path to the target.
You can literally jump from one point to another.

Belt of Revenge
Wondrous item, rare (requires attunement)

This belt is attuned to your very being. It feels what


you feel. When you are subject to a critical hit, the
belt pushes its magic through you to empower your
next attack.

When attacking after being subject to a critical hit,


you roll double damage dice.

Boots of Withdrawal
Wondrous item, rare (requires attunement)

If you attack a creature on this turn, you can move


out of its reach without provoking an attack of
opportunity.

Brawlers Vigor
Wondrous item, uncommon (requires attunement)

This small gemstone is quite unique in its function.


During a rest, you may focus on the stone for at
least 10 minutes. By doing so, the mysterious magic
inside of the gemstone can take effect, altering your
attributes. The alteration lasts until the next dawn.

Roll a d6 and take the result from the following table.


Once you have done this, the item cannot be used
until the next dawn.

Brawlers Vigor Table


d6 result Effect
1 -2 Wisdom
2 -2 Intelligence
3 -2 Charisma
4 +2 Dexterity
5 +2 Constitution
6 +2 Strength

57
Combat Medic's Diary
Wondrous item, uncommon

This small worn book is the personal diary of a


soldier who specialised in medical care. The book is
full of small bits of information that will help you
survive in the wilderness. Between medical tips on
how to properly bandage a wound and when a wound
is infected, to different wild plants that may be
poisonous. You gain advantage on Medicine and
Survival ability skill checks.

Grand Finale
Ring, very rare (requires attunement)

This ring can empower your next attack to incredible


levels. As an action you can activate the ring. Your
next attack will deal damage equal to half of your
current hit points. However, if this attack misses, the
ring extracts the cost from your body. You instantly
fall to 0 hit points and automatically receive one
failed death saving throw.

Once you have used this item, you must finish a long
rest before doing so again.

Iron Head
Weapon (maul), rare (requires attunement)

This brutish looking hammer head sits atop a roughly


forged pole. It is not the prettiest looking weapon by
any stretch, but it is certainly capable of causing
damage and distress.

When you are attuned to this item, your strength


score increases by +2. Additionally, all attacks made
with this maul have a chance to cause the target to
flinch.

After a successful attack, roll a d10. On a 10, the


target cannot act until the end of your next turn.

Medic's Drape
Wondrous item, uncommon

While you are attuned to this cloak, you gain an


additional charge of Second wind.

58
Orb of Combat Prowess
Wondrous item, rare (requires attunement)

While you are attuned to this item you can select an


additional fighting style. You can't take the same
fighting style more than once.

Perpetual Motion Bands


Wondrous item, rare (requires attunement)

If you speak the command word, your strength and


dexterity scores increase by +2 for 1 minute.
However, during the active period you must attack at
every available opportunity and you must attack the
same target the entire time. If the target dies before
the minute passes, you must then move onto the
next closest creature.

Rank Climber
Weapon (shortsword), very rare (requires
attunement)

Each time you land an attack with this sword, it deals


more and more damage. Its almost like it can sense
it is in battle and relishes it.

After you land an attack, progress to the next row of


the table and use the new damage roll. Once you
reach the bottom of the table, continue using this
amount until the combat encounter is over. This table
resets at the end of an encounter.

Rank Climber
Attack Damage die
1st 1d4
2nd 2d4
3rd 3d4
4th 4d4
5th 5d4

59
Shieldbreaker
Weapon (mace), rare

If you are attacking a creature that is using a shield


and your attack misses but would have landed if it
wasn't using the shield, your attack lands against the
shield and destroys it.

Surging Armor
Armor (any type), uncommon (requires attunement)

While you are attuned to this armor, you gain an


additional charge of Action surge.

Talisman of Joy
Wondrous item, very rare (requires attunement)

While you are attuned to this item you can select an


ability score that you do not have saving throw
proficiency with and become proficient in that chosen
skill.

Wall of Prolonged Pressure


Armor (shield), rare

As an action you may attempt to shove a creature by


making a standard attack roll. If this is successful,
the creature falls to the ground. As part of the same
action, you can place the shield on top of the fallen
foe, trapping them underneath. The creature suffers
from the restrained condition.

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.

Amulet of Inner Peace


Amulet, rare (requires attunement)

Monks have no need for material possessions, which


is why this amulet is all purpose and no flash. It is
made from a simple piece of stone, carved with a few
relics.

When you are attuned to this amulet, your maximum


ki points increase by an amount equal to your
proficiency modifier.

Balboa's Gloves
Wondrous item, very rare (requires attunement)

These gloves once belonged to a great natural


fighter, a true underdog.

While you are attuned to these gloves, your unarmed


attack and damage rolls gain a bonus of +2.

Charm of Self-discovery
Wondrous item, uncommon (requires attunement)

A small token you have had since you were a child.


This could be a small toy, figurine, piece of jewellery,
anything that has sentimental meaning to you. Your
bond and history with this item can inspire you with
many happy memories and allow you to increase
your health when needed.

In times of great peril, you may inspire yourself with


this item to help heal yourself in a pinch. You may
spend ki points to heal yourself at any time. The cost
of this heal is 2 ki points for 1d8+ wisdom modifier of
healing.

61
Feral Nunchaku
Weapon (club), uncommon

This monastic weapon consists of two wooden clubs


attached at their ends via a chain, allowing the
wielder to swing and spin the clubs at great speed.

This weapon takes an incredible amount of hand eye


coordination to master. When you are using this
weapon, you may use your reaction to attempt to
deflect an attack aimed at you. Roll a d20, on a 15 or
above the attack fails.

Jade Necklace of Time


Amulet, rare (requires attunement)

This amulet contains one charge of the haste spell.


You may use an action to cast this spell on yourself,
You must wait 24 hours before doing so again while
the necklace regains power.

Ki-bending Ring
Ring, uncommon (requires attunement)

When you find yourself full of life, yet short of


energy, you may transfer 8 hit points from yourself
and convert this into 1 ki point. You may do this a
number of times equal to your wisdom modifier. You
must finish a long rest before doing so again.

Phoenix Orb
Wondrous item, very rare (requires attunement)

Many monks believe in reincarnation, but there are


several theories as to how it works. Whether it is a
boon gifted by a higher power, a talent one can learn
and practice over the years or some kid of wizardry.
Any of those are possible, but the phoenix orb is a
clear sphere that performs the wonder.

When you are attuned to this item and are brought


to 0 hit points your body is engulfed in flames and
instantly vanishes. Choose a spot within 30ft of
where you fell. You reappear in this spot with full hit
points and ki points.

Once the Phoenix orb has performed this act 3 times,


it loses all magical properties.

62
Rod of Torrent Flow
Rod, rare

This rod is simple as far as rods go. If placed in a


flowing body of water, it can be charged by the
kinetic forces from the water. It fully charges in one
hour and holds 3 charges.

Any time you roll less than 10 on an ability check or


saving throw, you can spend a charge to have the
energy flow through you and make the attempt
again. You must use this new roll.

Robes of the Whispers


Wondrous item, rare (requires attunement)

This light linen robe is soft and light allowing the


wearer to move just as freely as they would with no
armor. While the robes offer no protection
whatsoever, they move and flow in such a way that
they can confuse the opponent into not knowing
where your flesh is.

While you are attuned to these robes, your AC


increases by +2 while you are not wearing armor.

Silencing Geta
Wondrous item, uncommon

These traditional wooden sandals are usually


favoured by those in the East.

When worn by a monk they grant advantage on


stealth checks related to moving quietly.

Silent Kasaya
Wondrous item, uncommon

These robes are traditionally worn by monks who


have taken a vow of silence. This robe acts as a
vessel for your verbal components of spells to
manifest. The robes can read your thoughts almost
as quickly as you think them. It puts the energy of
the spoken word into the air, allowing you to cast
spells this way.

Striped Tigers Cloak


Wondrous item, uncommon (requires attunement)

Tigers are known for their agility and feline grace.


The effects of this cloak are similar. While you are
attuned to this item, when you use your reaction to
reduce your fall speed, the amount of damage you
take is reduced by 8 times your monk level, instead
of the usual 4.

63
Stunning Fingerlets
Ring, rare (requires attunement)

While you are attuned to this ring, any time you


make a Stunning strike against a target, they make
their Constitution saving throw with disadvantage.

Windwalkers Band
Ring, very rare (requires attunement)

This ring constantly transfers motion energy through


your body which circulates from your hand
throughout the whole body.

While you are attuned to this ring, your Step of the


wind ability no longer costs a Ki point to use.

Windwraps
Wondrous item, rare (requires attunement)

The cloth used to fashion these wristwraps are made


from a frictionless material, resulting in quicker
movements and easier actions.

While you are attuned to these wristwraps, your


Dexterity score increases by +1 and you may add an
additional attack when using flurry of blows.

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.

Armor of the Paladin


Armor (any type), rare (requires attunement)

This armor is gifted to a paladin upon their


completing their training and making their vows.
While wearing this armor, the Paladin gains +1 to all
saving throws and all ability checks. Additionally,
when attacking an undead foe, you can make an
additional attack.

Bubble Hearth
Wondrous item, rare (requires attunement)

This small gemstone is bound to you when you


attune to it. When you heal yourself using hit points
from your lay on hands pool, the amount you heal is
doubled, but the hit point pool is depleted by the
original amount.

Excalibur
Weapon (longsword), Legendary (requires
attunement)

Attack and damage rolls made with this weapon gain


a +3 bonus. This sword of mythical folklore lives up
to its legend as it empowers you in practically all
ways. Increase all ability scores by +1, and you gain
3 1st level spell slots.

Gauntlet of the King


Wondrous item, very rare (requires attunement)

The bearer may double the maximum amount of hit


points available in their Lay on hands pool.

65
Gauntlets of Thunderous Wrath
Wondrous item, rare (requires attunement)

These steel gauntlets are detailed with golden


accents.

Any smite attack made while attuned to these


gauntlets deal an additional 1d8 damage.

Glyph of Might
Wondrous item, uncommon

A small metallic relief that is usually pinned to the


lapel of a jacket or on the front of armor, this symbol
fills its Paladin with great confidence.

Whenever you make a smite attack, you ay reroll all


1s and 2s. You must use the new rolls.

Hand of the King


Wondrous item, uncommon (requires attunement)

The bearer may increase the amount of hit points


available in their Lay on Hands hit point pool by 5.

Heavy Steel Boots


Wondrous item, uncommon

These standard issue boots are given to all paladins


upon taking their oath. While wearing them you
recover 1 hit point for every hour you are awake.

Mithril Chestpiece of Hope


Armor (breastplate) rare (requires attunement)

This armor grants a +1 bonus to AC. Any time you


make an attack roll, saving throw or ability check you
may reroll the result with disadvantage. You must
take the lower result of the new rolls.

66
Orb of Purity
Wondrous item, rare

This clear sphere is roughly fist sized. When placed


into food or liquid it can detect poison or impurities.
If the subject is safe to consume, the orb will remain
clear. If it is unsafe to consume, the orb will fill with a
green fog.

Shaun's Bat of Undead


Weapon (mace) very rare (requires attunement)

This wooden bat is flat on one side and beveled on


the other with a rubber wrapping around the handle
for grip. This bat is stained with blood and no matter
how hard you try, you cannot clean it.

Attack and damage rolls made with this weapon


receive a +2 bonus. Attack and damage rolls made
against undead foes receive a +4 bonus.

Attacks made with this bat seem to cause blood to fly


much further and splatter in a wider area than you'd
expect. When using this item be prepared to be told
"You've got red on you".

Shield of Justice
Shield, very rare (requires attunement)

This round buckler style shield grants a +1 bonus to


AC and can be used as a weapon as well as armor. It
can be used to bash, or as a thrown weapon.

Bash attacks are a standard melee attack. Make an


attack roll against the target. Successful attacks deal
2d8 bludgeoning damage. The target must also
succeed on a DC 13 Dexterity saving throw or be
knocked prone.

Thrown shield attacks are a standard ranged


attack with a range of 60ft. Make an attack roll
against the target. Successful attacks deal 2d8
bludgeoning damage and the shield returns to your
hand. If the attack roll is 5 or more short of the
targets AC, the shield flies past the target and you
must pick it up again.

67
Smite of Undead
Ring, very rare (requires attunement)

This golden band is imbued with holy power. Smite


attacks made against undead or fiend targets deal
maximum damage.

Stormbreaker
Weapon (handaxe), very rare (requires attunement)

With a hammer face on the back of the axehead, this


is an imposing weapon indeed. An extremely sharp
blade mounted onto a heavy wooden handle.

Attack and damage rolls made with this weapon gain


a +2 bonus and ranged attack rolls made using this
weapon can use strength rather than dexterity.

Tabard of Truth
Wondrous item, uncommon

This cloth tabard is worn over the armor. It can be


any color of your choice but must have a symbol
embroidered into it to show you are a Paladin.

While wearing this tabard, you gain an additional


spell slot that must be used to smite.

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

A skilled ranger who has trained with bows and/or


crossbows for years knows how to get the most of
their tools. Using this kit you can spend 1 minute of
downtime to sharpen the tips of arrows or bolts. This
will grant them a +1 bonus on damage rolls.

Bottomless Quiver
Wondrous item, rare (requires attunement)

Much like a bag of holding, this quiver can store an


incredible number of arrows or bolts. The maximum
number has not been discovered but it is in excess of
10,000 pieces of ammunition.

Bowman Gloves
Wondrous item, uncommon (requires attunement)

These gloves are designed to be comfortable yet


highly functional, leaving the fingertips free and
strapping over the wrists. While you are attuned to
these gloves you ignore the loading property on
weapons.

Bowstring of Elemental Wrath


Wondrous item, rare

Fastening this string to your bow will imbue your


arrows with elemental energy, altering the damage
typing from piercing to an element. Roll on the
following table, your bowstring will be empowered
with that element for 24 hours. You cannot attempt
to replace the elemental typing until after the 24
hours are up.

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)

This small dagger has been enchanted to make the


task of skinning and butchering a dead animal easy.
Simply stab the dagger into the corpse of a slain
beast, and over the next ten minutes the dagger will
magically skin the beast and remove any valuable
meat from the corpse.

Ferocity
Weapon (shortbow), legendary (requires
attunement)

Attack and damage rolls made with this weapon


receive a bonus of +3. When you attune to this Bow,
you instantly feel more in tune with your
surroundings, more reflexive, more feral. Your
Dexterity score increases by +4 up to a maximum of
24.

Goggles of Tracking
Wondrous item, rare

These goggles amplify the tracks and trails made


through any and all terrain by any creature or
humanoid. If a being you are looking for has been in
the area within the last 24 hours, you will be able to
identify its track and trace it down.

Helm of Archers
Wondrous item, uncommon (requires attunement)

While you are attuned to this item you gain a +2


bonus to your attack rolls made with crossbows,
shortbows and longbows.

70
Hunter's Tracking Boots
Wondrous item, uncommon (requires attunement)

Some creatures are just flat out faster than others.


Deer move faster than rabbits. Eagles move faster
than Deer.

While you are attuned to these boots your movement


speed increases by 10ft, additionally you can use
your bonus action to dash.

Insightful Orb
Wondrous item, uncommon (requires attunement)

This round sphere clears your mind and lets you


remember things from your past. It lets you
remember how certain creatures move, how they
build shelter, how they hunt.

While you are attuned to this item, during a long rest


you can change your favoured enemy to another
type.

Jack's Armor
Armor (studded leather), very rare (requires
attunement)

This armor was designed specifically for combatants


who specialise in multiple aspects of combat. You
gain a +1 bonus to your AC and you may select an
additional fighting style. You can't take a fighting
style more than once.

On-target Hoop
Ring, very rare (requires attunement)

Sometimes it's just harder to miss an attack than it


is to land one.

While you are attuned to this ring, your ranged


attacks do not impose disadvantage when attacking
from the longer range. Additionally ranged attacks
made in melee range to not impose disadvantage.

71
Potion of Eagle's Sight
Consumable, very rare

This clear green liquid moves around the vial like


water. Incredibly thin and still. Nothing about this
looks particularly special, apart from the color.

Drinking this potion allows you to take in more


information than you ever thought possible in such a
short space of time. You see everything, where every
creature is, was, and will be.

You gain advantage on all attacks and your attack


rolls gain a +3 bonus. This effect lasts for 1 minute.

Stryker, Hunter's Delight


Weapon (longbow), rare (requires attunement)

Attack and damage rolls made with this weapon gain


a +1 bonus. When you are attacking an animal
(including were creatures) your attacks deal double
damage.

Sword of Imposition
Weapon (shortsword) uncommon

If the combat encounter you are facing has any


animals (including were creatures) involved on either
side. You gain advantage on the initiative roll.

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.

Boots of the Whispering Winds


Wondrous item, very rare (requires attunement)

Hand crafted centuries ago by the celebrated cobbler


“Grinkoff Cazeghoth”, these magical boots were
made using the scales and leather from an Ancient
Black Dragon. Oversized upon first inspection, they
magically shrink to fit the wearer once placed on the
feet. The boots are enchanted to receive several
benefits.
They are always immaculately clean.
They produce no sound regardless of the surface you walk
on.
Grants advantage on all stealth checks.
Cloak of Obscurity
Wondrous item, uncommon

While wearing this cloak with the hood pulled over


your head, it makes it harder to identify you. Even
those who know what you're wearing may struggle.

Any creature attempting to locate you while you are


hooded suffers a -2 penalty to their investigation and
perception checks.

Cloak of Shadowy Figures


Wondrous item, uncommon (requires attunement)

This cloak looks scruffy, torn and worthless to the


untrained eye. But to those who know the true value
of this cloak know of its true powers. This cloak has 3
charges. You can spend a charge to automatically
succeed on a stealth check made in darkness. This
cloak regains all charges at dawn, however, if all
charges are spent, then it loses all magical properties
permanently.

Dagger of warping
Weapon (dagger) rare (requires attunement)

Attack and damage rolls made with this dagger gain


a +1 bonus. The blade is enchanted to return to the
creature that is attuned to it. Once thrown it
magically teleports to the thrower’s belt after it
comes to a stop. The belt that holds the dagger has
enough slots for a few more daggers which seems
odd to you. If the dagger comes straight back, why
would you need to hold more than one?

73
Hardened Thieves Tools
Wondrous item, uncommon

These thieves' tools are made from hardened metals,


forged using a special alloy and heated using
dragon's fire. No one you speak to recognises the
metals used, but you can tell they’re rare, strong and
valuable. The craftsman who made them stamped his
mark into them; a small mindflayer head. They allow
the user to have advantage on checks made to pick
locks.

Loaded Bone Dice Set


Wondrous item, rare

This dice set is carved from the rib bones of a


sorcerer. They are inherently magic and allow the
user to control the numbers they land on purely by
thought. You are not sure how they work as you
don’t feel like you have any connection or bond to
them. They just seem to obey. The number 1 side of
each of the dice has the pip replaced with a
mindflayer head.

Mask of a Thousand Faces


Wondrous item, very rare (requires attunement)

This magical mask is enchanted with an illusion spell


that allows the wearer to instantly change the face of
the mask to anyone they have seen before as an
action. The mask is form fitting and cannot be
detected unless a creature uses detect magic or
succeeds on a DC20 Investigation check.

Razor's Edge
Weapon (shortsword), very rare (requires
attunement)

Attack and damage rolls made with this weapon gain


a +2 bonus. Once per day you may cast the
Darkness spell using the sword. This darkness does
not affect you however. You may see through it as if
it was ordinary light.

74
Periapt of Augmentation
Amulet, uncommon (requires attunement)

Any time you deal sneak attack damage you gain


temporary hit points equal to your proficiency
modifier.

Resolute Retraining Sphere


Wondrous item, rare

This small clear ball, roughly the size of an apple,


allows the user to change one ability they are
expertised in.

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)

If you miss with a weapon attack, you can instead


choose to land it. You can only do this once per day.
The magic in the ring recharges at dawn. Once you
have done this you must finish a long rest before
being able to do so again.

Sheath of Potency
Wondrous item, very rare (requires attunement)

This sheath for a dagger attaches to your belt. The


inside is coated with poison. While storing your
dagger inside the sheath, the poison is applied to the
weapon. Choose one poison type at dawn, your
sheath is coated with this poison until the next dawn
when you may choose again.

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)

Attacks made using this bow, do not reveal your


location to the enemy if you miss an attack. The
arrow is fired with such force, it disintegrates on
impact with the ground or a wall. The increased force
from this bow gives your attack and damage rolls a
+1 bonus.

Threepwood’s Curved Blade of Might


Weapon (dagger), legendary (requires attunement)

This Dagger once belonged to a Mighty Pirate. It is


said to have seen many adventures on seas and
islands no longer known. The hilt is wrapped in the
finest crocodile scale leather and the blade curves at
the perfect angle to deal maximum damage when
penetrating flesh. With gold detailing and an emerald
embedded in the blade, this dagger is valuable to
both assassins and vendors alike.

When attuned by a rogue, it gives the user several


benefits.

You can increase you Dexterity score by +2 up to


a maximum of 22.

The Dagger acts as a +3 Dagger and deals Magical


damage.

An attack roll of 19 is treated as a critical hit.

Vanishing Powder
Wondrous item, uncommon

This small pouch is filled with tiny pellets of


tremendously light yet thick powder. When a pellet is
thrown to the ground the surrounding area of a 15ft
radius is cast into the darkness. The darkness is not
magical in any way, it is simply obscured.

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)

These robes are infused with the power of time and


space manipulation. This item has 3 charges, you can
expend a charge to cast the blur spell on yourself or
any target within 30ft of you while wearing these
robes. The charges replenish at dawn.

Circlet of Expanded Minds


Wondrous item, rare (requires attunement)

While you are attuned to this item, your maximum


sorcery points are increased by an amount equal to
your proficiency modifier.

Cloak of Empowered Blood


Wondrous item, rare (requires attunement)

While you are attuned to these robes, your ability


scores can be increased to a maximum of 22. The
robes do not however increase any of your scores.

77
Cloak of Mana Restoration
Cloak, very rare (requires attunement)

When you find this cloak it contains 1d10 charges. As


an action you may spend up to 4 charges to restore
sorcery points at a cost of 1 charge per point. The
cloak regains 1d4 charges at dawn. If you spend all
charges, the cloak loses all magical properties.

Coin of Telepathy
Wondrous item, uncommon

This coin is sentient, but in the most minimal of


ways. It cannot move, or communicate on its own.
All it can do is listen. As a sorcerer, your innate
ability to use magic allows you to tune into the coin
and hear what the coin hears.

As long as you are within 300ft of the coin you can


listen into the surrounding area of it.

Mana Syringe
Wondrous item, very rare (requires attunement)

As an action you may extract up to 5 sorcery points


using this syringe and place them into a vial. An ally
can drink this and gain 1st level spell slots equal to
the amount of sorcery points extracted. They cast
the spells using your spell casting ability modifier and
they choose the spells to cast from your prepared
spell pool. These spell slots last 8 hours. You cannot
extract sorcery points in this way more than once per
24 hour period.

Pendant of Powerful Mystica


Amulet, very rare (requires attunement)

You can choose one first level spell from your


prepared spell list. During a long rest you can
meditate and push your magic into the pendant. You
may cast this spell at will like a cantrip without
spending a spell slot. You can change the spell that is
inside the amulet during a long rest.

78
Prologue Cane
Weapon (quarterstaff), very rare (requires
attunement)

This staff grants you a very minimal amount of


precognition. You know when creatures are going to
attack and how. While you are attuned to this staff,
your spell attack modifier gains a +2 bonus. After
rolling for initiative you may cast a spell before the
initiative leader acts providing you are not surprised.

Ring of Arcane Protection


Ring, uncommon (requires attunement)

While you are attuned to this ring, you gain


resistance to one type of magical damage. During a
long rest, select one of the following damage types;
Acid, fire, frost, lightning, poison or thunder. You gain
resistance to this type of damage until you change
the damage type during a long rest.

Robes of Increased Focus


Wondrous item, rare (requires attunement)

These robes are imbued with magical focus that


allows you to be very aware of your surroundings.
While you are attuned to these robes, you gain
advantage on concentration checks and your saving
throws all increase by +1.

Sage Boots
Wondrous item, uncommon (requires attunement)

It takes a long time to learn everything, but why


invest that time when you can get an item that does
that for you?

While you are attuned to these boots, you gain


proficiency in all Intelligence based skills.

79
Sorcery Bank Ring
Ring, very rare (requires attunement)

You have figured out how to reduce the amount of


arcane energy you spend while casting spells. This
rings acts as a conduit for this magic.

Any time you cast a spell or spend a sorcery point


roll a d10. On a 10, you gain the benefit without
extracting the cost.

Traveller's Dagger of Time Blur


Weapon (dagger), very rare (requires attunement)

Time and speed are finite. There is only so much you


can do in an allotted time. But what if you figured
out a way to speed certain things up and slow others
down?

While you are attuned to this dagger, your spell save


DC and spell modifier increase by +1. Additionally
you gain the ability to cast the Haste spell and Slow
spell once per day. Casting these using the Dagger in
this way does not cost you any spell slots but you
must concentrate on the spells as you usually would.

Wand of Transmutation
Wand, rare

Many alchemists have tried to turn random items to


gold over the years and no one has succeeded (that
we know of).

This wand allows you to transmute stone into gold


temporarily. The gold effect wears off after 12 hours.

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.

While you are attuned to this item, your spells that


require an attack roll ignore all cover.

Armor of Shadows
Armor (leather), very rare (requires attunement)

While you are attuned to this armor, you gain a +1


bonus to your AC. Additionally, whenever you are
concealed entirely in shadows you can use an action
to teleport to any other spot that is part of the same
shadow.

Blasting Bangle
Ring, rare (requires attunement)

This bracelet reinforces the wrist to remove backlash


when casting. While you are attuned to this ring, you
may reroll any 1s and 2s you roll for damage when
casting Eldritch blast. You must use these new rolls.

Clawed Gloves
Wondrous item, uncommon

Wearing these gloves provides a protective barrier


between your flesh and the darker elements. You
gain resistance to necrotic damage.

81
Dark Pact
Weapon (dagger), rare (requires attunement)

Using this weapon to cut your palm, you take 1d4


necrotic damage and let some of the blood pool on
the ground. This will allow you to summon a fiend or
fey from another plane of existence. Any time you do
this you can summon a creature using the Find
familiar spell, but their appearance must be fiend or
fey. There is no limit to the number of times you do
this.

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)

Whenever you cast a spell, the staff gains charges


equal to the spell slot used. Once you gain 20
charges, you can spend them to automatically roll a
20 on a d20 roll. You cannot gain more charges once
you reach 20 until you spend the charges already
gained.

Fire-touched Tome
Wondrous item, uncommon (requires attunement)

During a long rest you can spend a couple of hours


reading from this book and alter your invocations.
You may change one of your selected invocations to
another during this time.

Invocation Expansion Ring


Ring, rare (requires attunement)

While you are attuned to this item, you can gain an


additional Eldritch invocation to bring your maximum
to 1 above the total you should have for your level.

82
Life Siphon
Wondrous item, uncommon (requires attunement)

This gemstone can be used to share life force


between the Warlock and a willing participant. If the
two hold the gemstone between their hands it can
move hit points from one participant to the other.

You can transfer up to 10 hit points in this way and it


can only function once per hour.

Necromastery Robe
Wondrous item, very rare (requires attunement)

Warlocks and dark magic go hand in hand. But most


warlocks do not practice necromancy. Some do not
want the burden of striking a pact with such a
Patron, while others do not want to go through the
messy aftermath of practicing such abilities.

While you are attuned to this item the following


spells are added to your list of prepared spells; Chill
touch, Spare the dying, inflict wounds, bestow curse,
vampiric touch.

They do not count against the number of spells you


can usually prepare.

Ravens Beak Potion


Consumable, rare

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.

After consuming this potion your attack and damage


rolls on all spells (not cantrips) gain a +2 bonus for
24 hours.

83
Soul Splitting Gloves
Wondrous item, rare (requires attunement)

This pair of gloves functions in a rather unique way,


in that if the Warlock wears both gloves, nothing
happens. If someone else is wearing one glove while
you are wearing the other, any damage dealt to you
is split with the other wearer. You take half of the
damage and they take half of the damage.

Stone of Petrification
Wondrous item, rare

As an action you can choose one target within 30ft of


you and force a terrifying image into their mind. The
target must succeed on a DC15 Wisdom saving throw
or become frightened for 1 minute.

You can use this stone a number of times equal to


your proficiency bonus. Once you have consumed all
charges the stone will begin to replenish its power.
This takes 24 hours.

Undead Mantle
Wondrous item, very rare (requires attunement)

These shoulderguards were created using the


skeletal remains of some kind of beast from another
plane of existence. The skeleton is like nothing of this
plane.

While you are attuned to these shoudlerpads, you


gain a +2 bonus to your concentration checks,
additionally you gain advantage on death saving
throws.

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.

Arcane Quill and Inkwell


Wondrous item, rare

Scribing spells into your spellbook in a manner that


allows you to cast them is an arduous task.
Painstakingly copying each and every rune and
symbol in the perfect way can be infuriating and
costly.

Whenever you use this quill and ink to scribe spells


into your spellbook, the time and cost to do so is
halved for any and all spells.

Cartographer's Eyes
Wondrous item, uncommon

These two brilliant blue gemstones hover above and


circle your head. Whenever you enter a new building
or cave, the gemstones create a makeshift map of
the area. In order to reveal the map, just speak the
command word and the gemstones will fly across a
piece of parchment and carve a copy of the map.

Convergence Stone
Wondrous item, very rare (requires attunement)

While you are attuned to this item, you can use an


action to summon a duplicate copy of yourself. The
copy acts on your initiative and can take full actions
in the same way you can. The duplicate has one
quarter the total hit points that you have and only
lasts for ten minutes before disintegrating.

You may do this once per day.

85
Dagger of Travel
Weapon (dagger) rare (requires attunement)

Attack and damage rolls made with this weapon are


made with a +1 bonus. While you are attuned to this
weapon you gain an interesting ability. The dagger
can be thrown like any other dagger, but when it hits
an object, providing it is securely lodged into
something, you can teleport directly to the dagger.

Dual-mind Ring of Concentration


Ring, very rare (requires attunement)

While you are attuned to this ring, you may


concentrate on 2 spells at the same time. If you fail a
concentration check, you lose concentration on both
spells.

Goggles of Truesight
Wondrous item, rare (requires attunement)

These goggles grant the wearer truesight. If you


scribe spells into your spellbook while wearing the
goggles, it takes half as long.

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.

Marlon's Mansion of Madness


Wondrous item, very rare (requires attunement)

During a rest, you may speak the command word.


Your mind is transported to Marlon's mansion. A
gigantic, luxurious home that does not exist on the
material plane. Here you can relax and soothe your
problems for as long as you want. Here, time stands
still.

While your body remains in place, you gain the


benefits of a long rest but in reality, no time has
passed at all.

86
Penetrative Goggles
Wondrous item, uncommon (requires attunement)

These goggles act in such a way that they only


recognise certain materials and types of objects.

While you are attuned to these goggles, you can use


them to look through most materials that make up
clothing such as silks, leathers and steels.

Reinforced Spellbook
Wondrous item, rare (requires attunement)

This spellbook can be used as a standard spellbook,


however it has one additional property. If you slide a
spell scroll between the pages of the book and keep
it closed for the duration of a long rest, the spell
scroll is absorbed into the book allowing you to cast
the spell yourself, even if the spell is not part of your
spell list.

Rejuvenation Amulet
Wondrous item, very rare (requires attunement)

When using your arcane recovery ability, the spell


slots you recover now equal your maximum wizard
level, instead of only half your wizard level.

Robes of Life Support


Wondrous item, rare (requires attunement)

While attuned to this item, you do not need to eat,


drink, breathe or sleep for as many days as your
Wizard level.

Rod of Illusions
Rod, uncommon(requires attunement)

This rod allows you to cast multiple instances of the


Minor Illusion cantrip. You can have up to 5 illusions
active at any one time.

87
Rod of Rituals
Rod, rare (requires attunement)

While you are attuned to this rod and hold it in your


hand, you can cast rituals much faster. They now
take only 1 minute instead of 10 minutes.

Wand of Unstable Affliction


Weapon (wand), rare (requires attunement)

As an action you may use the wand to cast a spell


from the following table. Not all spells will be
beneficial in all situations, however any spell that
usually requires the expenditure of a spell slot, does
not in this circumstance.

Unstable Affliction Table


d12 roll Spell
1 Light
2 Poison spray
3 Cure wounds
4 Minor illusion
5 Hex
6 True strike
7 Entangle
8 Feather fall
9 Sleep
10 Firebolt
11 Chill touch
12 Haste

Any spells cast in this way uses your regular spell


casting modifier.

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.

Adrenaline Injection Kit


Tools, unique, rare

During a rest you may spend at least 4 hours of


downtime brewing a solution that can be injected
into you and your allies. You can make 4 doses that
lose their potency after 24 hours. When this liquid is
in the bloodstream, your proficiency modifier
increases by 1. This benefit lasts up to 4 hours and
only one dose can be taken at a time.

Armor of Activation
Armor (any type) legendary (requires attunement)

While you are attuned to this armor you gain a +3


bonus to your AC and +1 to all saving throws. While
you were crafting this armor you figured out a
method of causing nearby items to activate and
trigger with a command. You can speak a command
word and all magical items in a 50ft radius of you
activate. This method cannot pick and choose which
items activate, every single one does.

You may trigger this effect once per 24 hours.

This could cause wands to fire from within robes,


magical shields to surround creatures, immovable
rods to stop in place etc. GM's discretion on how far
this goes and how beneficial or ill the effects are.

Drill Tunneler
Wondrous item, very rare

This large disc looks like a shield, but when placed


flat onto the ground it begins to spin and a burrow
directly downwards. It continues to spin until it
reaches a depth of 10ft.This item can burrow through
very tough stone to create small nooks for safety or
can be used to make your way through the roof of a
particularly strong compound.

89
Elemental Whetstone
Wondrous item, uncommon

You can spend 10 minutes using this whetstone to


treat the blade of a melee weapon or the heads of
ten arrows. Choose an elemental damage type; Acid,
fire, frost, lightning, poison or thunder, the treated
weapons now deal an additional 1d4 damage of the
chosen type. This benefit lasts for 24 hours. There is
no limit to the number of weapons you can treat in
this way.

Helm of Detection
Wondrous item, rare (requires attunement)

This rather large helmet has a clear visor that


completely separates you from the elements. The
helmet is fitted with many types of scanners and has
a HUD on the inside of the visor displaying
information to you. Including local time,
temperature, co-ordinates, your heart rate, the heart
rates of nearby creatures and the location of any
creatures within 100ft of you.

Holographic Message Distributor


Wondrous item, rare

Not every item created by an Artificer is overtly


mechanical or clearly manufactured. This Item looks
remarkable like a Raven, even under close scrutiny.
In reality it is a mechanical creature with a recording
scanner inside of it. This Holographic message
distributor can record a video message of up to 3
minutes long. It will then fly off to find the recipient
of the message before displaying it for them from a
projector located within its mouth.

Ice Bomb
Weapon (grenade), rare

This small metallic capsule is cold to the touch and


has condensed water on the outside.

This bomb has a range of 30ft(60ft) and has an area


of effect of a 20ft radius. Any creature caught in this
area takes 1d6 cold damage. The creature must also
succeed on a DC 15 Dexterity saving throw or be
trapped in the ice. Their movement becomes 0 for 3
rounds while the ice thaws.

90
Kraken Mask
Wondrous item, rare (requires attunement)

While you are attuned to this item and are wearing


it, you gain the ability to breathe underwater and you
also gain truesight.

Lock Breaker
Wondrous item, rare

This alchemical compound should be used as a last


resort when trying to pick a lock. This gel is placed
into the lock hole, after a couple of minutes it begins
to expand around the tumblers within the lock. After
a couple more minutes of expansion the tumblers
snap and the lock pops open. Warning: this is VERY
loud.

Magical Diffusion Rod


Rod, very rare (requires attunement)

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.

Mechanical Pet Kit


Tools, unique, rare

Using scrap metal and random parts you find lying


around, you may create a small creature that will
accompany you on your travels. Using this item you
may cast the Find Familiar spell. The only difference
is the mechanical appearance of the companion.

Ring of Impervious Penetration


Ring, very rare (requires attunement)

While you are attuned to this ring you are protected


by a constantly pulsing shield that is invisible. This
shield reduces all damage you take by 1d4.
Additionally it has 3 charges of the shield spell. These
charges replenish at dawn.

91
Rocket Boots
Wondrous item, very rare (requires attunement)

While you are attuned to these boots, your


movement speed increases by 15ft, your jump
distance is increased by 10ft and you can now dash
as a bonus action.

Trackers
Wondrous item, rare

You create four small round devices that look like


buttons that would be sewn onto a garment. These
are actually tracking devices that relay their location
information back to a reading unit. As long as you
are within 20 miles of the trackers, you can locate
them.

Underwater Boot Propellers


Wondrous item, uncommon

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.

Adamant Scale Vest


Armor (scale mail) very rare, (requires attunement)

This gleaming armor is fashioned from leather and


decorated with the scales from hundreds of baby
drakes.
Once per day, you may pass an Intelligence saving
throw you otherwise would have failed. Also once per
day, you may grant yourself advantage on a
Constitution saving throw.

When you are the target of an attack roll, roll a d10.


On a result of a 7 or higher, the attack misses. While
using this armor, you cannot comfortable use a
shield.

Aged Armor
Armor (plate), uncommon (requires attunement)

While you are attuned to this armor you gain a +1


bonus to your AC. The armor has clearly seen better
days and plenty of battles, it as many a ding and
crack. Curse: as long as you are attuned to this
item, you are also cursed. You are vulnerable to all
non-magical attacks.

Alchemist's Amulet
Amulet, rare (requires attunement)

This silver amulet is held on a twisted leather rope,


its face is embossed with the emblem of a leaf. While
attuned to this item it grants immunity to the
Poisoned condition and your Dexterity ability score is
increased by +2.

Alluring Perfume
Wondrous item, rare

With this perfume on your body, those around you


find you much more appealing and trustworthy due
to the pheromones used in the scent. Anyone who
has this sprayed on them gains a +2 bonus to all
Charisma based skill checks. Additionally any skill
checks made with charisma based skills you have
proficiency in can be made with advantage.

94
Amulet of Protection
Amulet, Legendary (requires attunement)

You gain a + 2 bonus to your AC while wearing this


item. You also gain +2 to all saving throws and have
advantage on concentration checks.

While this amulet is nothing special to look at, as


soon as you are attuned to it and wearing it you feel
a powerful aura surround you. You feel safe.

Amulet of Rejuvenation
Amulet, rare (requires attunement)

Any time you deal the killing blow against a creature,


this amulet absorbs the last fleeting part of their
essence and transfers it into you. You regain 2d4+4
hit points.

Amulet of the Student


Amulet, uncommon

This small, bronze amulet feels slightly warm at all


times. While wearing this item, your Wisdom ability
score is increased by +1.

Amulet of Disposition
Amulet, uncommon

This amulet is on the larger side. It is carved from


stone rather than the traditional metal. While
wearing this item, your Constitution ability score is
increased by +1.

Ancient Ones Inner Demon


Wondrous item, rare (requires attunement)

You find a small decorative octopus. It has bejewelled


eyes and a black metallic body. The first night you
sleep after gaining the item, it animates, crawls
down your throat and settles there. From now on,
when grappling a creature you can use a bonus
action to lash at your target with forceful tentacles
that lurch from your mouth.

The tentacle deals 2d6 bludgeoning damage and uses


your strength modifier for its attack and damage
rolls.

95
Anxious Toadstool
Consumable, uncommon

When consumed, this mushroom heightens the


senses of the user. You gain a +2 bonus to your
perception, insight, survival and stealth scores. This
benefit lasts for 4 hours.

Arachnid Ring
Ring, rare (requires attunement)

As an action you may speak the command word to


activate the effect of the ring. You shapeshift into a
half breed of your race and some kind of
spider/scorpion.

You gain a climbing speed equal to your walking


speed, your unarmed attacks deal 1d6 bludgeoning
damage and an additional 1d4 poison damage and
you can no longer speak any languages.

You can spend up to 4 hours in this state in any 24


hour period. If you exceed this time you run the risk
of permanently transforming.

Arcane Gateway Tome


Wondrous item, Legendary (requires attunement)

Using this tome as part of the components needed to


cast the spell found within, you may create a portal
to a familiar place. This portal can be used by up to
10 creatures and will last for 10 minutes after being
summoned. You can also close the portal early with a
command.

Armament of the Isles


Armor (splint), rare (requires attunement)

While you are attuned to this item you have


advantage on any skill check that relies on sailing.
Whether it be a small canoe or a frigate. Additionally,
due to your long hours at sea, you always know
which way is north and how far from the ocean you
are.

Aromatic Animal Trap


Wondrous item, rare

This trap can be used to catch small animals when


you are in a situation without food. Providing animals
live in the area, the beautifully smelling trap is
guaranteed to trap a small animal within 5 minutes.

Roll a d12, on a 1 something much, much larger is


attracted by the odor and may attack.

96
Assimilator
Rod, rare (requires attunement)

If you place the rod against a metallic object you can


use an action to cause it to melt. Different metals
take different lengths of time to melt. (GM's
discretion)

Band of Dreams
Ring, uncommon (requires attunement)

While you are attuned to this ring you may place


your hand on the head of a sleeping creature and
cause them to dream a particular thought.

Band of Unearned Resistance


Ring, uncommon

While you are wearing this ring, you gain resistance


to either piercing, bludgeoning or slashing damage.

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.

Blue Figurine of Many Eyes


Wondrous item, uncommon

Small statuette of a creature carved from marble.


The large eye in the centre is carved from an
unknown gemstone that glows like a flame. It can
start a campfire when placed against paper or small
sticks.

97
Blizzard Crown
Wondrous item, rare (requires attunement)

This item has 3 charges. While you are attuned to


this item you gain resistance to cold damage.
Additionally, you may spend a charge while you are
outside to summon a blizzard as an action. Choose a
spot and the area with a 30ft radius of that spot is
now affected.

Creatures in this area suffer from the blindness


condition and take 1d4 cold damage for each turn
they start in the blizzard. The crown regains spent
charges at dawn.

Bloodlust Ring
Ring, very rare (requires attunement)

This golden banded ring holds a beautiful red


gemstone sphere. You are unfamiliar with what the
gemstone actually is. If you are first in the initiative
order and are not surprised, you may take an
additional action during the first round of combat.

Bog Armor
Armor (plate), rare (requires attunement)

While you are attuned to this armor you gain a +2


bonus to your AC. This armor was found in a sunken
bog. It almost seemed like it was moving around by
itself. But surely your mind is just playing tricks on
you...

Bold Tunic of the Hero


Armor (ring mail), rare

You gain a +1 bonus to your AC while wearing this


ring mail. It has 1d4 charges of the heroism spell.
These charges do not replenish, but you can cast the
spell as an action. The armor also increases the
wearers Constitution score by +1.

___

Bonepike
Weapon (spear) uncommon

This long spear has been carved from the femur of a


dragon. It deals an additional 1d4 damage to
dragons and dragonkin.

98
Boots of Amplified Haste
Wondrous item, very rare (requires attunement)

While you are attuned to this item, you and your


adventuring party will always beat your enemies in
the initiative order. From now on, your party and the
enemies roll into separate pools for initiative. Settle
your order, then settle the enemies' initiative order.
Regardless of how well the enemies roll, they will
always begin their turns after the lowest initiative roll
of your party.

Captains Hat of the Sea


Wondrous item, uncommon

This hat is a typical looking pirate hat, black with a


white skull motif. The hat floats on water or other
liquids and cannot sink. Its wearer has advantage on
Strength (Athletics) checks to swim.

Camp in Plain Sight


Wondrous item, very rare

A small tent and sleeping rolls for 4 medium


humanoids. When resting inside the tent, it is hidden
to everyone unless they succeed on a DC 25
Investigation check.

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)

This dagger gains a +1 bonus to attack and damage


rolls. While you are attuned to it you can use it to cut
through solid stone like it was butter.

99
Climber's Claws
Wondrous item, uncommon (requires attunement)

These gloves have small needle like hooks on the


ends of the fingers that latch into most materials
apart from metals. While you are attuned to this
item, you gain a climbing speed equal to your
walking speed when climbing non-metallic objects.

Cloak of Cover
Wondrous item, uncommon (requires attunement)

This cloak is waterproof and windproof and will help


you remain comfortable in terrible weather.
Exhaustion no longer affects you. Curse: as long as
you are attuned to this item, you are also cursed.
You are followed constantly by storm clouds.

Cloak of Obscurity
Wondrous item, uncommon

This long billowy cloak is a very dark grey and flows


down to your ankles. You have advantage on checks
to avoid detection in darkness providing you are
standing still.

Cloak of Strength
Wondrous item, uncommon

This cloak is red, torn and very short. It doesn't even


come down past your back. It's more of a long hood
than a cloak. Once per day, you may pass a Strength
saving throw you otherwise would have failed. Also
increase your Strength score by +1.

Clockwork Music Box


Wondrous item, rare

A small wooden music box that winds with a copper


key. When the key is removed it plays the most
beautiful melody that causes any willing creature to
fall asleep after listening to the music for 30 seconds.
An unwilling creature must succeed on a DC 16
wisdom saving thrown or become unconscious.

100
Colossal Picnic Basket
Wondrous item, very rare

Place the picnic basket on the ground, your party can


take a break to eat. Each creature that eats can
restore 8d6+8 hit points. Anyone that eats from the
basket cannot benefit from another picnic basket for
24 hours.

Constitution Potion
Consumable, rare

Taking a drink of this potion will cause your senses to


spike and your body to shiver. For the next 4 hours
you gain a +1 bonus to your constitution score.

Cramp
Weapon (greataxe), rare (requires attunement)

While you are attuned to this item, you gain a bonus


to your attack and damage rolls equal to the number
of creatures within 5ft of you.

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)

This crown is made from solid brass and is encrusted


with jewels of all types and sizes. While you are
attuned to this item the gems act as eyes, granting
you vision in all directions.

As a result you can no longer be surprised while you


are conscious and you gain advantage on any skill
checks to do with vision.

101
Crystalline Sapphire
Wondrous item, rare (requires attunement)

While you are attuned to this item you gain the


ability to read a creature's thoughts at will. Curse:
as long as you are attuned to this item, you are also
cursed. You no longer have an inner monologue, you
speak all of your thoughts out loud for everyone to
see. This includes when reading minds.

Cyclops Circlet
Wondrous item, very rare (requires attunement)

This ornate little crown is crafted from solid silver. In


the centre is embedded a Ruby, just above the eyes
of the wearer.

This circlet grants you a +2 bonus to your wisdom


score. In addition to this, you can use an action to
send a beam of energy from the Ruby to a target
within 30ft. The damage is of any element type you
choose and deals 4d8 damage. This attack always
hits providing you can see the target. You can do this
a number of times equal to your wisdom modifier per
day. You regain all spent charges at dawn.

Darude
Wondrous item. uncommon

This item has 5 charges. You can spend a charge to


summon a sandstorm in a 50ft radius centred on
yourself. The area is now difficult terrain and skill
checks and attack rolls that rely on sight are now
made with disadvantage. This item does not
regenerate charges.

Death Magnet
Wondrous item, rare

A small horseshoe shaped piece of black metal. This


magnet is not attracted to metal, but death.
Whenever a creature dies within 50ft of you, you can
use a reaction to teleport to that creature. You must
finish a long rest before you can do this again.

Defiant Hoop
Ring, uncommon (requires attunement)

If you are the recipient of an attack that would


reduce you to below 0 hit points, instead retain 1 hit
point. This happens automatically and can only
happen once per day.

102
Delicate Peacock Feather
Wondrous item, rare

This feather is crafted from solid gold. When you


speak the command word, this beautifully detailed
feather will launch you 50ft into the air and allow you
to slowly glide back to earth. The feather has 3
charges that reset at dawn.

Destroyer of Worlds
Weapon (mace), very rare (requires attunement)

This hammer was found in the crypt of a wizard who


accidentally killed himself by attempting to cast
powerful spells while wearing armor that obstructed
his movements.

While you are attuned to this weapon, you gain a +3


bonus to attack and damage rolls. You also gain
resistance to all non magical damage. Curse: as
long as you are attuned to this item, you are also
cursed. You make all of your attack rolls with
disadvantage.

Detective's Eyeglasses
Wondrous item. uncommon (requires attunement)

While you are attuned to these basic looking glasses


you gain a +5 bonus to the perception and
investigation skills.

Dexterity Potion
Consumable, rare

Taking a drink of this potion will cause your senses to


spike and your body to shiver. For the next 4 hours
you gain a +1 bonus to your dexterity score.

Diamond Tiara
Wondrous item, uncommon (requires attunement)

While you are attuned to this crown, you can choose


one cantrip from the spell list of each class. You can
now cast these at any time using the spell modifier
from the original class. If you already know some
cantrips, these do not count against the number of
cantrips you know.

103
Divine Cocoon
Wondrous item. rare (requires attunement)

Choose one target, as an action you can activate and


throw this orb at them. They are immune from all
damage and effects and their movement becomes 0ft
for 5 turns while they are encapsulated in a cocoon
of holy light. They recover 1d8+4 health per round
and cannot escape the cocoon early. Once you have
done this, you must finish a long rest before you can
do so again.

Draft of Size
Consumable, rare

After you drink this potion roll a d20. If the number


you roll is even, you double in size in all directions
and your weight increases 8 fold. You gain advantage
on strength checks and strength saving throws.

If the number is odd, you half in size in all


dimensions and your weight reduces 8 fold. You have
disadvantage on strength checks and strength saving
throws.

Drunkard's Cap
Wondrous item, uncommon

The bearer always knows the direction to the closest


alcoholic beverage.

Dwarven Band
Ring, rare (requires attunement)

While you are attuned to this ring, you gain


darkvision out to a distance of 60ft. If you already
have darkvision, this range is extended to 120 ft. You
gain resistance to poison damage and you have
advantage on saving throws against poison effects.

Dwarven Pouch of Storage


Wondrous item, uncommon (requires attunement)

This simple pouch is embroidered with Dwarven


symbols and runes. The pouch has a secure
drawstring that only opens when the attuned
attempts to open it. Curse: as long as you are
attuned to this item, you are also cursed. Any elf that
you come across is hostile towards you.

104
Elixir of Draconic Travel
Consumable, rare

Immediately upon drinking this elixir you feel a sharp


pain in your back. Over the next minute or two,
powerful, scaled wings sprout from your back and
force their way out. Each of these wings is almost the
size of you. You gain a flying speed of four times
your walking speed and you can carry one other
creature of similar weight. This lasts for 4 hours.

Elixir of Youth
Potion, very rare

This small vial is filled with a fizzy purple liquid.


Drinking it causes your body to half its age. Increase
your Strength, Dexterity and Constitution scores by
1, and decrease your Charisma, Intelligence and
wisdom scores by 1.

Embroidered Leather Armor


Armor (leather), uncommon (requires attunement)

This armor has been sewn together by a trainee


alchemist and he accidentally spilled a healing potion
onto it. This somehow soaked into the leather and
allows you to heal yourself 2d4+4 hit points once per
day as an action.

Elven Band
Ring, rare (requires attunement)

While you are attuned to this ring, you gain


darkvision out to a distance of 60ft. If you already
have darkvision, this range is extended to 120 ft. You
gain proficiency in the perception skill and you have
advantage on saving throws against charm effects.

Eternity
Ring, very rare (requires attunement)

You gain immunity to all conditions.

Evaporator
Wondrous item, rare (requires attunement)

When this orb is placed in a water source it heats up


to an unbelievable temperature and begins to boil the
water causing it to evaporate. It does not matter how
big the body of water is, it will cause the water
around it to boil.

105
Everlasting Candle
Wondrous item, rare

A small wax candle that never seems to burn down


when lit. The light shines bright light for 30ft and dim
light for 30ft further. This candle works underwater
and even in environments without oxygen. Extinguish
the flame by speaking the command word.

Exotic Hide Armor


Armor (hide), uncommon

This armor is made from the skins and furs of exotic


animals such as Rhinos, gorillas and tigers. The value
of this hide armor is four times greater than standard
hide should you wish to sell it.

While you are wearing this armor you gain


proficiency in the Survival skill.

Eyes of Observation
Wondrous item. rare (requires attunement)

This pair of glass eyes can be attuned to allow you to


see through them when you close your eyes. As long
as you remain within 1 mile of the eyes you can use
them as observation devices.

Flameband
Ring, uncommon (requires attunement)

While you are attuned to this item you can survive in


locations of extreme heat without taking any ill
effects.

Foil Helm of Conspiracies


Wondrous item, rare

This helm while thin offers some major protection. It


does very little to protect your physical body but it
keeps your mind safe, man. While wearing this helm
you have advantage on saving throws to save against
being Charmed, Frightened, Paralyzed and Petrified.

Footsoldier's Breastplate
Armor (breastplate), very rare (requires attunement)

While you are attuned to this armor you gain a +1


bonus to your AC and all saving throws. Additionally,
your movement speed increases by 10ft.

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

This gleaming, golden necklace is magnificently


polished. It is so clean and shiny you can use it as a
mirror with no problems. Reduces all damage taken
by 1d4. Your Wisdom ability score is increased by
+1.

Friable Cape of Strength


Wondrous item, uncommon (requires attunement)

This cloak is thick and fur lined, it would be well


suited to colder climates. Upon attuning to this cloak
you feel much more powerful, but less graceful.
Increase your strength by +2 and decrease your
Dexterity by -2

Gem Dealer’s Monocle


Wondrous item, very rare (requires attunement)

Traditionally used by jeweller’s to examine


gemstones for impurities, this magical variant allows
the user to examine an item for magical properties.
Cast the identify spell at will, without the need for
the consumable components.

Gloves of Arcane Grip


Wondrous item, uncommon

These blue silken gloves are decorated with golden


threadwork, they're a snug fit, but not
uncomfortable. They are peculiar in that they do not
increase your strength, but allow you to lift and carry
double the weight you usually would be able to.

Gloves of Mass Adjustment


Wondrous item, very rare (requires attunement)

If you place your hands on something while you are


wearing these gloves you can alter the mass of the
object. This can allow very large objects to become
much lighter or very small objects to weigh a
considerable amount. Once you remove your hands
from the object this mass manipulation will last for
one hour.

107
Gloves of the Spider
Wondrous item, uncommon (requires attunement)

While wearing these gloves the user gains a climbing


speed equal to their walking speed and can walk up
and down walls without the use of their hands.

Glowing Lunar Stone


Wondrous item, uncommon

This blue translucent gemstone is rumoured to have


fallen from the moon. If you clutch it you can tell
whether it is day or night, even when underground.

Gnarled Drinking Horn


Wondrous item, uncommon

Drinking an alcoholic beverage from this hollowed out


horn makes you feel full of life and power. You gain
an inspiration die of a d6. You may add this to any
ability check or saving throw. You may choose to use
the inspiration die after rolling, but before the GM
announces whether or not you succeeded. You must
finish a long rest before you can do this again.

Gnomish Band
Ring, rare (requires attunement)

While you are attuned to this ring, you gain


darkvision out to a distance of 60ft. If you already
have darkvision, this range is extended to 120 ft. You
also have advantage on all Intelligence, wisdom and
charisma saving throws against magic.

Greater Picnic Basket


Wondrous item, very rare

Place the picnic basket on the ground, your party can


take a break to eat. Each creature that eats can
restore 6d6+6 hit points. Anyone that eats from the
basket cannot benefit from another picnic basket for
24 hours.

Greater Potion of the Magi


Potion, very rare

This vial contains an ordinary looking liquid. Like


water with a subtle blue tint. Drinking it allows the
user to recover 1 5th level spell slot.

108
Halfling Band
Ring, very rare (requires attunement)

While you are attuned to this ring, you gain the


ability to reroll a dice roll of 1 on attack rolls ability
checks and saving throws. You must use the new roll.

Hazy Crystal Band


Ring, rare (requires attunement)

When it was first crafted, this crystalline ring was


clear as glass and quite beautiful. But over the years
its appearance has diminished and so has its powers.

While you are attuned to this item, your proficiency


bonus increases by +1, but all of your other stats are
reduced by 1.

Healthy Ring
Ring, rare (requires attunement)

This silver banded ring is very finely detailed. The


banding is delicate and decorated with small red
hearts. While attuned to this item you increase your
constitution score by +2

Heat Seeking Goggles


Wondrous item, uncommon

These goggles allow the user to see via temperature.

Heavy Chainmail Shirt


Armor (chain shirt), rare (requires attunement)

While you are attuned to this armor you gain a +2


bonus to your AC, but you suffer from disadvantage
on your stealth checks.

Heavy Head Protector


Wondrous item, uncommon

This leather helm was roughly thrown together in a


rush by someone who didn't know what they were
doing. They clearly just wanted some kind of
protection for their head and haphazardly slapped
this together out of scraps. You may choose to pass a
Constitution saving throw you otherwise would have
failed. You must complete a long rest before being
able to do this again.

109
Hat of the Green Dragon
Wondrous item, uncommon (requires attunement)

This cloth headpiece was sewn together using the


finest silks and strongest threads. After the
completion it was soaked in the poison from a Green
Dragon. While attuned to this item you gain
resistance to poison damage.

Healer of the Broken Heart


Wondrous item, very rare (requires attunement)

While you are attuned to this item, you gain double


the amount of healing you should from all sources.

Heart of the Volcano


Amulet, uncommon

This ruby amulet is worth 500 gold. As far as magical


properties go, it has very limited abilities. While you
are wearing this amulet, your hit point maximum
increases by 5.

Hellfire Amulet
Amulet, uncommon (requires attunement)

While you are attuned to this item, as an action you


can speak the command word to cause the amulet to
repeatedly erupt in flames. You and all adjacent
creatures take 1d6 fire damage at the start of each
of your turns until you use a bonus action to stop it.
Once you have done this once, you must wait 24
hours to do so again while the amulet recharges its
power.

Helm of the Priest


Wondrous item, uncommon

This hat is tall, made from interwoven red and white


fabrics and has a religious symbol sewn into the
front. Once per day, you may grant yourself
advantage on any Religion skill check.

Hewn Stone of the Camel


Wondrous item, uncommon (requires attunement)

This small gemstone is named after the impressive


abilities it grants. While you are attuned to this item,
you can last up to a week without water and your
movement speed is not hindered when travelling on
sand.

110
Hindsight Crystal
Wondrous item, uncommon (requires attunement)

While you are attuned to this gemstone you gain the


power of hindsight!

After an event, puzzle, combat encounter etc you


may ask your GM for more info about what
transpired. They can give you more info about what
you could have done better so you can use this
information going forward.

Hubristic Studded Leather Armor


Armor(studded leather), rare

This light armor looks as though it would be a perfect


fit for just about anyone. It offers protection while
being loose and free flowing. Once per day, you may
grant yourself advantage on any skill check. You also
gain a +2 bonus to maintain your concentration on a
spell.

Illusory Hair Band


Wondrous item, uncommon

This simple wooden band when placed into your hair


gives off the illusion that your hair and appearance
looks perfect in every way.

Immaculate Copper Ring


Ring, uncommon

This magical ring enlarges or shrinks to fit any finger


of any wearer. The metal never tarnishes and is
always clean and shiny.

Immovable Rod of Pain


Rod, uncommon

This immovable rod acts the same as any other


immovable rod but it is cursed. Curse: as long as
you have possession of this item, you are also
cursed. You are now vulnerable to all spell damage.

111
Insect Amulet
Amulet, rare (requires attunement)

As an action you may speak the command word to


activate the effect of the amulet. You shapeshift into
a half breed of your race and some kind of insect.

You gain a climbing speed equal to your walking


speed and a flying speed equal to your walking
speed. Additionally you gain a stinger that you can
make unarmed attacks with that deal 1d8 poison
damage.

You can spend up to 4 hours in this state in any 24


hour period. If you exceed this time you run the risk
of permanently transforming.

Instant Door
Wondrous item, rare

This is a small wooden wand with runes carved into


it. Use the wand to trace an outline on a wall. The
wand dissolves into the air once used. The outline
instantly transforms into a door that lasts for 30
minutes. After that time, the door returns to its
original form.

Intelligence Potion
Consumable, rare

Taking a drink of this potion will cause your senses to


spike and your body to shiver. For the next 4 hours
you gain a +1 bonus to your intelligence score.

Invincible White Dragon


Amulet, legendary (requires attunement)

This solid silver disc is freezing to the touch and has


a constant layer of frost coating its surface. If left
resting against skin for too long, it can cause pain.

While attuned to this amulet, your hit point


maximum is increased by +15, you reduce all
damage taken by 1d4 and you may grant yourself
advantage on any skill check. You must complete a
long rest before you can do this again.

112
Jade Band of Luck
Ring, rare (requires attunement)

This green ring is hewn from stone and smoothed to


the point that it feels like glass to the touch.

While you are attuned to this item, you gain a +1


bonus to all skills.

Jekyll and Hyde Potion


Consumable, rare

Upon drinking this potion, you begin to feel different.


Roll a d20. On an even roll, your strength, dexterity
and constitution scores all increase by +1. On an odd
roll, your intelligence, wisdom and charisma scores
increase by +1.

These benefits last for 4 hours.

Jones' Whip
Weapon (whip) uncommon

As an action you can attempt to disarm an opponent


by targeting their weapon hand. You must declare
this action before your attack roll. Make your attack
with disadvantage, no damage is dealt on a success,
but the target instantly drops whatever they're
holding.

Kamikaze Stone
Wondrous item, rare (requires attunement)

While making death saves you can cause your body


to explode. You die and your body is not recoverable.
Every creature in a 100ft radius takes 10d6 force
damage.

Last Will
Weapon (rapier) rare (requires attunement)

Attack and damage rolls made with this weapon gain


a +1 bonus. If you were to die while attuned to this
item it would teleport to the side of your next of kin
upon your death. Both ensuring an enemy could not
steal your weapon and that your family know that
you have fallen.

113
Last Word
Weapon (club) uncommon

If you are last in the initiative order, attacks made


with this club deal an additional 1d6 damage.

Leather Pierced Vest


Armor (studded leather), rare (requires attunement)

This studded leather has been crafted exceptionally


well. While it does not protect you from non-magical
weapons in the way a magical set of armor would,
this armor calculates your AC as 14+ dex .

Lestrade's Glass
Wondrous item. rare (requires attunement)

While you are attuned to this trinket, you have a


handy knack at puzzles. Whenever you come across
a puzzle, you may ask your GM for a clue.

Liar's Armor of Deception


Armor (chain mail), uncommon

While you are wearing this armor you gain


proficiency in the persuasion and deception skills.

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.

Every enemy in an adjacent square to you must


succeed on a DC 15 dexterity saving throw or take
1d8 lightning damage and be knocked prone.

Lungalax Seaweed
Consumable, uncommon

When consumed this particular type of seaweed


grants the user the ability to hold their breath for
double the amount of time they normally would be
able to. This is due to the modification of the way the
body uses oxygen. This benefit lasts for 4 hours.

114
Long Distance Sending Stones
Wondrous item, rare

A gift from your girlfriend, from another plane of


existence, honest. These sending stones allow you to
communicate with whoever has the partner stone.
Whether they are on the same plane as you or not.

Lucky Furbolg Paw


Wondrous item, uncommon

This paw has 3 charges. Each charge allows you to


reroll any dice roll of a 1. Once all 3 charges have
been spent, the paw loses all magic and starts to
decompose.

Lucky Boots of Knowledge


Wondrous item, rare

These metal plated boots have a leather interior for


comfort, no one wants to place their feet in freeing
metal boots. While wearing these boots you gain a
+2 bonus to concentration checks and you may
automatically pass any skill check as long as you do
so before rolling for the check. You must complete a
long rest before you can do this again.

Magnesiso
Wondrous item, uncommon (requires attunement)

This is a small, round, black disc. As a bonus action


you can attach this item to the metal armor of a
creature. Attack rolls of metallic weapons or
ammunition with metallic tips gain a +2 bonus as the
magnetism attracts the weapons.

Mana Barrier Cloak


Wondrous item, very rare (requires attunement)

While you are attuned to this cloak you can use your
reaction to cast the shield spell at will.

Curse: as long as you are attuned to this item, you


are also cursed. You make all of your saving throw
rolls with disadvantage.

115
Marauder's Tunic
Armor (leather armor), very rare (requires
attunement)

You gain a +2 bonus to AC while wearing this armor.


It was made for one of the greatest Pirate captains of
the last century, Captain Claw. His very name is
enough to strike fear in some men and this tunic is
widely recognised. While attuned to this armor you
gain advantage on intimidation checks, your hit point
maximum is increased by +10 and you may grant
yourself advantage on one Constitution saving throw.
You must finish a long rest before you can do this
again.

Master Baiter’s Pole


Wondrous item, rare

This fishing rod requires no bait. The hook is dazzling


enough to attract any fish in the area. Providing
there is fish in the water you are casting into, a fish
is guaranteed to be hooked within a minute.

Masterful Duelling Gloves


Wondrous item, rare (requires attunement)

While you are attuned to these gloves, you can add


your proficiency modifier to the damage rolls of a
weapon, providing you have a one handed weapon in
one hand and nothing in the other.

Masterworked Armor
Armor (any type), very rare (requires attunement)

This armor has been crafted from exceptional


materials by an artisan craftsman. While you are
wearing this armor you gain resistance to all sources
of damage.

Menacing Gauntlets
Wondrous item, rare (requires attunement)

Whoever made these gloves tried their hardest to


make them look intimidating. Flaming skulls adorn
the backs and there are spikes that move up the
arm, these have little to no purpose, but they look
scary!

While attuned to these gauntlets your Dexterity


ability score is increased by +2 and you resist poison
and acid damage.

116
Mercy
Weapon (quarterstaff) uncommon

No matter how hard you try, this quarterstaff is


incapable of dealing lethal force. Every time you go
in for the killing blow with this weapon it just knocks
the target unconscious.

Minor Picnic Basket


Wondrous item, uncommon

Place the picnic basket on the ground, your party can


take a break to eat. Each creature that eats can
restore 2d6+2 hit points. Anyone that eats from the
basket cannot benefit from another picnic basket for
24 hours.

Minor Potion of the Magi


Potion, uncommon

This vial contains an ordinary looking liquid. Like


water with a subtle blue tint. Drinking it allows the
user to recover one 1st level spell slot.

Missile Blocking Bulwark


Shield, very rare (requires attunement)

While holding this shield, you have a bonus of +2 to


your AC. This bonus is in addition to the shield's
normal bonus to AC. The shield has seen better days.
It is covered in scratches and dents, scorch marks
and dings. The missile blocking shield imposes
disadvantage on all non-magical ranged attacks
against you. You also gain +1 to Dexterity saving
throws made to avoid damage from spells.

Mocking Belt of Speed


Wondrous item, uncommon

The wearerof this belt may cast Vicious Mockery once


per day. You also gain a +1 bonus to initiative rolls

Molegrip Claws
Wondrous item, uncommon

This metallic claws fit over the knuckles. You gain a


climbing and tunneling speed equal to your walking
speed.

117
Moth'rakul's Pendant of the Dragon
Amulet, very rare (requires attunement)

The great orc chieftan Moth'rakul was famed for his


ability to spew forth flames on the battlefield,
causing his foes to scream in agony as they burn to
death. No one knew how he did it until after he died
and looters raided his hut. They found this amulet
and his secret was discovered.

While attuned to this item you gain the ability to


breathe fire in a 15ft cone extending from you as an
action. Each creature caught in the flame belch must
succeed on a DC 18 Dexterity Saving throw or take
6d6 fire damage.

You may do this a number of times equal to your


Charisma mod (minimum 1). You must complete a
long rest before you can do this again.

Nemesis Axe
Weapon (greataxe), very rare

This is a cursed item. When attacking creatures that


are surprised, any attack that succeeds is an
automatic critical hit. However, while attuned to the
item, it corrupts your personality. You are unable to
make lawful decisions or actions.

Nimble Scalpel
Weapon (dagger) uncommon (requires attunement)

This small blade is the type of knife regularly used in


surgery. The blade is small but very sharp. Attack
rolls made with this blade gain a +1 bonus and
initiative rolls made while attuned to it gain a +2
bonus.

Nottingham Longbow
Weapon (longbow), rare (requires attunement)

This longbow once belonged to a highwayman who


would give most of his spoils to those who need it
most.

This longbow has been modified so you can nock up


to 3 arrows at a time. If you attempt to make an
attack like this you must make all attacks with
disadvantage. You can send all 3 arrows at one
target or up to 3 separate targets providing they are
within a 100ft cone of you.

118
Orb of Beauty
Wondrous item, uncommon

While you are in possession of this item you see


every humanoid as beautful as you can possibly
imagine. Everyone seems perfect in every way.
Curse: as long as you are in possession of this item,
you are also cursed. As soon as you take hold of it
for the first time, your skin becomes grey and your
hair falls out.

Orb of Empathy
Wondrous item, uncommon

While you have this item in your possesion, you are


much more in tune with other people's feelings. You
gain a +2 bonus to persuasion (charisma) skill
checks.

Otto's Arms
Wondrous item, very rare (requires attunement)

This mechanical device attaches to the back like a


backpack or bedroll, but it adds 2 powerful
mechanical arms to your body. You control these
arms mentally as if they were your own allowing you
to free up your hands for other things.

Padded Armor of the Performer


Armor (padded armor), uncommon

This simple armor type is regularly used by those in


the circus and acrobatic arts. Once per day, you may
grant yourself advantage on any Performance skill
check.

Parasitic Arrow
Ammunition, arrow (rare)

These arrows fly straight and true granting your


attack rolls a +1 bonus. Creatures attacked with this
arrow must succeed on a DC13 constitution saving
throw or be corrupted with a parasite for 8 rounds.
The parasite eats away at the flesh from the inside.

Each round the creature is infected they take 1d4


poison damage at the start of their turn.

119
Peep Scope of the Scholar
Wondrous item, very rare (requires attunement)

You may spend 1 minute observing a creature's


behaviour and anatomy. After this time, you can
correctly assume the creatures immunities,
resistances and vulnerabilities.

Peeping Tom
Wondrous item, rare

This tube resembles a seeing scope a pirate would


use from a crow's nest while out at sea. However if
you were to look through it you would be greeted
with nothing but blackness.

However, when the glass is pressed up against a


wall, you can see straight through the scope and the
wall.

Plaguespreader
Weapon (battleaxe), uncommon (requires
attunement)

While you are attuned to this weapon, attacks deal


necrotic damage rather than slashing. If you land the
killing blow on a creature using this weapon the
enemy explodes and splatters necrotic ooze on all
creatures within a 10ft radius dealing 1d8 necrotic
damage.

Polymorph Potion
Potion, rare

This silver potion appears to move in its vial even


when stood on a bench. Upon closer inspection you
see the image of hundreds of different creatures
running, swimming or flying around in the metallic
liquid. It requires you to drink the entire vial in one
swig and allows you to cast the polymorph spell on
yourself.

Potent Unknown Potion


Potion, uncommon

This Vial contains a dark yellow liquid, unlike any


potion you have seen before. You are unsure of the
effects.

GM Info: It was just moonshine! Disadvantage on


dexterity checks for 2 hours.

120
Potion of Combustion
Potion, rare

Inside this vial is a flame, despite there being no


source of oxygen or flammable liquid inside. The
flame moves and flows like a liquid.

When you drink this potion, your body temperature


spikes. For the next 3 hours, you gain resistance to
fire damage. Also, when you take any damage, every
creature within 5 feet of you must make a DC12
Dexterity save, or take 1d6 fire damage, and half on
a success.

Potion of Leeway
Potion, rare

This green potion looks like poison or acid upon first


inspection. Drinking this potion grants you temporary
hit points equal to twice your level.

Potion of the Cheetah


Potion, uncommon

Orange liquid fills this vial, it is thick and viscous.


Drinking this potion increases movement speed by
50% for one hour.

Potion of Snowcaps
Potion, rare

This potion is a very solid white colour, no one would


blame you if you confused it for milk.

Drinking this potion causes you to exhale a frost


breath in a 15 feet cone. Each creature in the area
must make a DC13 Constitution save, or take 3d6
cold damage and half as much on a success.

Pouch of Expensive Components


Wondrous item, very rare

This small pouch always seems to have consumable


spell components in it, no matter how often you use
it. It is full of diamonds and rubies and countless
others. If you attempt to use any of the components
in any other way than as a component, for example
selling the diamonds for profit, you become cursed.

Curse: your memory of basic info wanes. Spell


components are confusing to you. When casting a
spell with components, roll a d10. on a 1-4 you can't
find the correct component and you spend your time
fumbling through your component pouch.

121
Purity
Legendary ring (requires attunement)

This golden ring houses a beautiful gemstone of deep


purple. The stone is held in place by 4 ivory claws. It
is rumoured to be previously owned by Jargor Ethyl,
the Mindflayer from folk tales.

While attuned to this ring, your hit point maximum is


increased by 15, you gain immunity to effects of
mind control , your Constitution ability score is
increased by +2 and all of your Saving throw
modifiers are increased by +2.

Quarterstaff of Endless Knowledge


Weapon (quarterstaff), very rare (requires
attunement)

This staff is decorated with a golden winged


arrowhead atop its shaft with leather wrapped
sections for hands.

You gain a +1 bonus to attack and damage rolls


made with this Quarterstaff as well as +1 bonus to
your spell save DC. In addition, you choose 3
cantrips from any classes spell table, these cantrips
are now castable for you. They do not count against
the number of cantrips known and you use the
spellcasting ability type that is associated with the
class from which the cantrips have been taken.

Quarterstaff of Planar Travel


Weapon (quarterstaff), very rare (requires
attunement)

Once per day you can use this quarterstaff to travel


to another plane of existence. However once you cast
the spell you must roll a d10. On a roll of 1 you are
transported to random plane that you did not choose.

Quickstep Boots
Wondrous item, uncommon

These boots allow you to get ahead of your enemies.


While you are wearing these boots you gain a +2
bonus to your initiative rolls.

Razor Sharp Greataxe


Weapon (greataxe), uncommon

This Greataxe has been sharpened on the highest


quality whetstone. The base damage of this greataxe
is no longer 1d12, instead roll 3d6.

122
Razor sharp Greatsword
Weapon (Greatsword), uncommon

This Greatsword has been sharpened on the highest


quality whetstone. The base damage of this
greatsword is no longer 2d6. Instead, you roll 3d4.

Red Dragonborn Band


Ring, rare (requires attunement)

While you are attuned to this ring you are resistant


to fire damage. Additionally, you gain the ability to
breathe fire in a 15ft cone. The DC for this saving
throw equals 8 + your Constitution modifier + your
Proficiency Bonus. A creature takes 2d6 damage on a
failed save, and half as much damage on a successful
one. The damage increases to 3d6 at 6th level, 4d6
at 11th level, and 5d6 at 16th level.

You may do this once between rests.

Reflection Cloak
Wondrous item, rare (requires attunement)

This cloak allows you to walk through mirrors into a


protective plane. While you are in this planar realm
you are safe and cannot be harmed but beware, if
someone destroys the mirror that you entered
through, you could be lost for years trying to find an
alternate exit.

Regular Picnic Basket


Wondrous item, rare

Place the picnic basket on the ground, your party can


take a break to eat. Each creature that eats can
restore 4d6+4 hit points. Anyone that eats from the
basket cannot benefit from another picnic basket for
24 hours.

Regular potion of the Magi


Potion, rare

This vial contains an ordinary looking liquid. Like


water with a subtle blue tint. Drinking it allows the
user to recover 1 3rd level spell slot.

Reinforced Armor
Armor (any type), rare

This armor has been crafted from superior materials


by a master craftsman. While you are wearing this
armor you gain resistance to bludgeoning, piercing
and slashing damage from non magical weapons.

123
Replenishment Orb
Wondrous item, Very rare (requires attunement)

This large pearl can be used as a spellcasting focus.


It looks like an ordinary pearl in that it is round, but
that is where the similarities stop. This pearl is gold
in colour and is the size of a child's head.

At the start of your turn, you regain 1d6 hit points if


you have at least 1 hit point. Your hit point maximum
increases by 10. Additionally your Intelligence ability
score also increases by +1.

Reptilian Ring
Ring rare (requires attunement)

As an action you may speak the command word to


activate the effect of the ring. You shapeshift into a
half breed of your race and some kind of reptile.

Your body becomes covered with hard scales, your


AC is set to 20 regardless of your standard AC or any
bonuses you may receive. You also do not have any
ill effects from being in areas of extreme heat for
long periods.

You can spend up to 4 hours in this state in any 24


hour period. If you exceed this time you run the risk
of permanently transforming.

Resistance Potion
Potion, uncommon

Drinking this grants the user resistance to


Bludgeoning, Piercing and Slashing damage for one
hour.

Rhino Surging Ring


Ring, very rare (requires attunement)

This ring is crafted from a gleaming silver metal and


is decorated with a rhino head including tusk. It has
3 charges that recharge at dawn. As an action, you
may spend a charge to project the spectral form of a
rhino up to 30ft in front of you. It passes through
solid objects and attacks all creatures in range. Make
a melee attack roll using your strength ability
modifier. All creatures hit take 3d6 damage and must
succeed on a DC10 Strength saving throw or be
knocked prone.

124
Ring of Fortune
Wondrous item. uncommon (requires attunement)

While you are attuned to this item, fortune always


seems to be in your favour. You regularly find
yourself looting rare gems and coins that look to hold
considerable value.

Curse: When you attune to this item you become


cursed. Your whole body flashes with severe pain and
you pass out. Once you awaken you find your body
has transformed to that of another race. This
transformation is permanent and cannot be undone.

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.

Robes of the Silent Assassin


Wondrous item, uncommon (requires attunement)

While you are attuned to these robes your attack and


damage rolls gain a +1 bonus. Curse: as long as
you are attuned to this item, you are also cursed. As
soon as you attune, you find yourself being unable to
speak.

Robust Cloak of the Lookout


Wondrous item, rare (requires attunement)

This thick cloak allows you to keep warm and keep


your body fluid. Your hit point maximum increases by
+15 and you may grant yourself advantage on any
Perception skill check. You must finish a long rest
before you can do this again.

Rod of Healing
Rod, rare (requires attunement)

While you are attuned to this item your healing spells


become harder to control due to increased potency.

Whenever you cast a healing spell on a target, you


may also heal another target within 5ft of the original
target for half as many hit points.

125
Rod of Immobility
Rod, rare (requires attunement)

As an action, you may choose up to 6 creatures


within a 50ft radius of you and reduce their speed by
10ft each. As long as you are reducing someone's
movement speed, yours cannot be reduced.

Runic Wooden Shield


Shield, very rare (requires attunement)

This wooden shield is covered in ancient runes from


hundreds of civilisations and ages. Its origin is
unknown but it appears very old.

While holding this shield, you have a bonus of +1 to


your AC. This bonus is in addition to the shield's
normal bonus to AC. It also increases all of your stats
by +1.

Sacrificial Transition
Wondrous item. rare (requires attunement)

As an action you may choose to reduce your hit


points to 0 and start making death saving throws on
your next turn. Choose one party member, until you
either stabilize or die, this party member gains an
additional action on each of their turns.

Scale mail of the Catfish


Armor (scale mail), uncommon (requires
attunement)

While you are attuned to this armor you gain a swim


speed that is equal to double your standard walking
speed.

Scale Mail of the Sleuth


Armor(scale mail), uncommon

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

These goggles allow you to zoom your vision in to


allow you to see items up to 60ft away as if you were
adjacent to them. You can even read small print on
books from this distance.

126
Scorpion Sting
Ammunition, rare

These arrows have been soaked in the venom from a


scorpion for over one week. This causes these arrows
to deal an additional 1d4 acid damage.

Scouts Armor of the Lookout


Armor (ring mail), uncommon

You may grant yourself advantage on any Perception


skill check. You must finish a long rest before you
can do this again.

Seizefrost
Weapon (shortsword), rare (requires attunement)

While you are attuned to this weapon, melee attacks


deal an additional 1d6 cold damage and the target's
movement speed is reduced by half until the start of
your next turn.

Self Filling Bucket


Wondrous item, uncommon

Speaking the command word causes this regular


metal bucket to fill with water. Perfect if you need to
water your horse, have a quick wash or drown
someone…

Serpentine Chain of Flames


Amulet, very rare

This neck piece is fashioned from rubies and carved


in the shape of a snake. When the light hits it, it
appears to slither around your neck. While attuned to
this necklace you gain advantage vs. effects that
cause the Stunned condition, you gain resistance to
fire damage and your Intelligence score increases by
+1.

Shadowalker Robes
Wondrous item, very rare (requires attunement)

While you are wearing these robes you become


almost impossible to see anytime you are dim light
or shadows. Anytime you are covered in shadow your
stealth checks gain a +5 bonus. Curse: as long as
you are attuned to this item, you are also cursed.
Healing from spells no longer affects you.

127
Shepherd's Cloak
Wondrous item, uncommon

The wearer gains a +1 bonus to (Wisdom) Animal


Handling checks. It also contains 1d4 unreplenishable
charges of the speak with animals spell.

Shield of Elemental Transmutation


Wondrous item, very rare (requires attunement)

This shield gains a +1 bonus to AC. This is in


additional to the +2 to AC from the standard shield.
If an elemental based attack targets you , the shield
can transmute the element toa different one before it
hits you.

Additionally, if an elemental spell that targets you


receives a 1 on the attack roll, the spell will hit your
shield and you can reflect it back at the caster after
transmuting it.

Sloane's Footpads
Wondrous item, uncommon (requires attunement)

While you are attuned to these shoes, you may use


your feet as weapons. You can now make a modified
unarmed attack using your feet as a bonus action.
The damage for this kick attack is 1d6 and uses
either Strength or Dexterity for the attack and
damage rolls.

Slinky Dancer's Slippers


Wondrous item, uncommon

While you are wearing these slippers you gain


proficiency in the performance skill.

Snarltooth
Weapon (longsword), rare (requires attunement)

This longsword was found in the den of wolves


embedded into the side of a pack leader. Obviously
some poor soul attempted to kill the beast and failed
miserably. Attack and damage rolls made with this
weapon gain a +4 bonus when targeting beasts.
Curse: as long as you are attuned to this item, you
are also cursed. When you attune to the item you
instantly drop to 0 hit points and begin making death
saving throws.

128
Snowpiercer
Ring, very rare (requires attunement)

While you are attuned to this ring, you gain


resistance to frost damage. Additionally, as an action
you may summon large icicles to burst from the
ground dealing 2d6 frost damage. The target must
succeed on a DC18 dexterity saving throw or their
movement speed becomes 0 until the start of your
next turn. ou may do this a number of times equal to
your proficiency modifier per day.

Sonar Blindfold
Wondrous item, legendary (requires attunement)

This thin strip of cloth looks like nothing special, by


design. Originally used by street hustlers long ago,
this blindfold was used to trick people into thinking
the wearer was a victim of a horrible accident where
they lost their eyes. In reality this is a majorly
powerful item.

While attuned to this blindfold and it is covering your


eyes, you gain several benefits.
You gain immunity to Blinded and deafened conditions.
Attacks that hit you reduce all damage taken by 1d4.
Your Wisdom ability score is increased by +2.
You gain blindsight out to a distance of 60ft

Soulstealer
Weapon (sickle) very rare (requires attunement)

While you are attuned to this weapon attack and


damage rolls gain a +1 bonus. Every time you deal
damage with this weapon, you are healed for an
equal amount. If you are at your hit point maximum,
you can gain temporary hit points instead.

Stage Magician's Handy Hoop


Ring, uncommon

While you are wearing this ring, you may cast the
cantrip Minor illusion.

Stalwart Chain Shirt


Armor(Chain shirt), rare (requires attunement)

You gain a +2 to your AC bonus while wearing this


armor and your hit point maximum increases by
+10. It is a very popular option for front line fighters
due to its light weight, protection properties and
maneuverability.

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)

Attack and damage rolls made with this weapon gain


a +2 bonus. Additionally, if you roll a critical hit on
your attack roll, roll again. On a roll of 15+ you slice
the axe into the stomach of the target and rip out its
guts instantly killing it if has less than a quarter of its
hit point maximum. Curse: as long as you are
attuned to this item, you are also cursed. Potions no
longer have any effect on you.

Strength Potion
Consumable, rare

Taking a drink of this potion will cause your senses to


spike and your body to shiver. For the next 4 hours
you gain a +1 bonus to your strength score.

Surveyor's Kit
Tools, unique, uncommon

Spending 10 minutes surveying a structure with this


kit will allow you to identify any potential weak points
or structural insecurities.

Sword of Mastery
Weapon (longsword), very rare (requires
attunement)

Attack and damage rolls made with this sword


receive a +1 bonus. Additionally, while you are at full
hit points your melee attacks send a wave of power
out from the blade. Your melee attacks now deal
damage to all creatures in a 15ft cone. Make
separate attack and damage rolls for each target.

130
Tabard of Death
Wondrous item, rare (requires attunement)

While you are attuned to this tabard, the god of


death sees you as an ally. You must fail five death
saving throws before you actually die. It still requires
three passes to stabilize. Curse: as long as you are
attuned to this item, you are also cursed.
Everywhere you go, you are surrounded by the smell
of death. You are unsure if you are the one that
smells or if the stench of murder follows you.

Tabard of Thorns
Armor(studded leather), legendary (requires
attunement)

This armor looks more like something that would


grow in a forest than something you would wear.
Covered from top to bottom in vicious, long barbs,
anyone who gets too close would fall victim to
laceration.

You gain a +3 bonus to your AC while wearing this


armor. Your hit point maximum is increased by +15
and if you are hit by a melee weapon attack, the
attacker suffers 1d10 piercing damage.

Tarkhana's Gloves
Wondrous item, rare (requires attunement)

While you are attuned to these gloves you can


modify the molecular properties of various metals.
You can modify their shapes and craft simple statues
or makeshift handcuffs with your hands in seconds.
You can increase or reduce the strength of the metals
to reinforce your weapon or weaken an opponent’s.

Tempest
Weapon (light crossbow) uncommon

Attacks made using this crossbow are charged by a


small battery housed in the handle of this crossbow.
This alters the damage type to lightning damage.

The Bride's Sword


Weapon (longsword) uncommon (requires
attunement)

This long slender blade was originally designed for


use by ancient warriors, the blade is folded many
times to create incredibly strong metal so these
blades should last hundreds of years.

While you are attuned to this weapon and you use it


with one hand your damage die is a d10.

131
The Pearl Necklace
Amulet, uncommon

While you are wearing this necklace, it grants you a


+1 bonus to one saving throw.

The Queen's Cloak


Wondrous item, very rare (requires attunement)

This cloak looks very royal in its appearance which is


probably how it got its name. While you are attuned
to this cloak you gain a flight speed, climb speed,
swim speed and burrow speed equal to your
movement speed. Curse: as long as you are attuned
to this item, you are also cursed. While you gain all
of these benefits, your movement speed is actually
halved.

The Scrambler
Weapon (wand), rare (requires attunement)

You may use this wand a spellcasting focus, if you


cast your spells through the wand you gain +1 to
your spell attack modifier and spell save modifier.

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

The Two Ring


Ring, rare (requires attunement)

While you are attuned to this ring, you may increase


one of your stats by +2. You do this by meditating
during a long rest. During each long rest, you can
choose the stat you want to raise. You can change it
during any long rest in which you spend at least 4
hours meditating.

132
Tome of Devotion
Wondrous item, rare

This magical book details everything you need to


know regarding weapons and how to use them. You
can choose one weapon and if you wish you can
become a master with said weapon. Spend the
entirety of a long rest reading this manual and
training with your weapon of choice.

You gain a +2 bonus to your attack and damage rolls


made when using this weapon. However as a
sacrifice you lose your proficiency with all other
weapons.

Unbreakable Perception Mask


Wondrous item, very rare

This mask mimics the face of an owl, complete with


beak and oversized eyebrows. Whilst wearing it, you
feel your vision sharpen and you notice more.

You gain proficiency in perception, if you are already


proficient you gain expertise. In addition, you gain
advantage on all perception checks.

Volume of Vast Knowledge


Wondrous item, very rare (requires attunement)

This heavy bound book has hundreds of pages, each


filled with masses of deep knowledge on many a
subject.

If you attune to this item and spend 3 consecutive


long rests reading from the book your Intelligence
score increases to 24.

Walking Staff of the Grey


Weapon (quarterstaff), rare (requires attunement)

This staff grants you a +1 bonus to your attack and


damage rolls as well as your spell attack modifier and
spell save modifier.

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)

This plate armor was originally designed for the


human royal guard, however over time it has been
modified and adapted to fit any race. You gain a +3
bonus to your AC while wearing this armor and your
strength ability score increases by +2.

133
Weather Vane
Weapon (quarterstaff), very rare (requires
attunement)

This quarterstaff grants you a +1 bonus to your spell


attack modifier and your spell save modifier.
Additionally you can use the staff to change the
weather in a 1 mile radius of you. You can cause it to
rain, snow, hail, thunderstorm, gales, bright sunshine
or overcast.

Once you have done this once, you must finish a long
rest before doing so again.

Whittling Blade of Offerman


Weapon (shortsword), rare (requires attunement)

This shortsword gains a +1 bonus to attack and


damage rolls. While you are attuned to it you can use
it to cut through many types of wood as if they
weren't even there. This comes in very handy for
creating hiding nooks in trees or reducing the
integrity of bridges.

Windless Kite
Wondrous item, rare

This silk kite is extremely light to the point it flies


without the need of wind. When you speak the
command word, it elevates 50ft higher, pulling you
up with it. Can only be used outside.

Wisdom Potion
Consumable, rare

Taking a drink of this potion will cause your senses to


spike and your body to shiver. For the next 4 hours
you gain a +1 bonus to your wisdom score.

Worn Spell Book


Wondrous item, very rare

An old spell book with a faded cover and tattered


pages. The contents are written in a language you
have never seen before. There are hundreds of pages
filled with information though, maybe someone can
translate it?

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.

Aegis of the Weavebraker


Armor (shield), Legendary (Requires attunement by a
non-spellcaster)

This plain looking, battle-worn steel shield is the


keepsake of a most powerful warrior, bearing his
wish to be untouched by the magical powers that
permeate the world. While holding this shield, you
have a +2 bonus to your AC. This bonus is in
addition to the shield's normal bonus to AC. This
Shield has 5 charges for the following properties. It
regains all the expended charges daily at dawn. As a
reaction, when a spell or another magical effect
forces you to roll a saving throw, you can spend one
charge to roll with advantage. As an action, you can
spend 3 charges to channel your fear, disdain or
respect for the mysterious arcane arts into the
shield. By doing so, you gain the benefits of the
Antimagic Field spell, albeit with a reduced radius of
5 feet. When you use this ability, the shield loses all
its magic properties until it regains its charges at
dawn. Created by Andrea Beati

Alchemist's Quill
Wondrous item, rare

When dipped in any liquid, then held to paper - the


quill identifies the liquid (even potions) by writing the
name on the paper (in draconic). Once per day, you
can fill the quill (requires 1 potion dose), and it will
identify all of the ingredients.Created by J Paul
Keller

136
Skilled Musician: As a bonus action you can
change tunes while playing.

Regeneration: Every turn while playing you and


Ancient Blade of Qin any creatures in a 5-foot sphere centered on you
Wondrous Item, Artifact (requires attunement by a regenerate 1d4 hit points.
Bard)
Damaged strings: If the strings on the Ancient
This instrument is a one of a kind plucked seven- Blade of Qin become damaged, you can play the
string zither created and played by Qin; one of the Tune: Armor of Guqin as a last resort, but this Action
greatest master bards ever to have lived. A creature requires the assistance of another creature.
that attempts to play the instrument without being Created by Billy P Piteros
attuned to it must succeed on a DC 19 Wisdom
saving throw or take 5d12 psychic damage.

Ancient Blade of Qin's weapon attacks are magical.

Blades of Guqin: You can use an Action to play a


Tune on the Ancient Blade of Qin that causes
translucent swords to fly forward in a 30-foot cone.
Each creature in that area must succeed on a
dexterity saving throw, taking 2d6 slashing damage
on a failed save, or half as much damage on a
successful one.

Form of Guqin: You can use an Action to play a


Tune on the Ancient Blade of Qin that causes
translucent flurry of blows in a 30-foot line that is 10
feet wide. Each creature in that line must succeed on
a Dexterity saving throw, taking 2d6 piercing
damage on a failed save, or half as much damage on
a successful one.

Defense of Guqin: As a reaction you play a Tune


that creates a translucent 15-foot sphere of sound
that will stop anything from approaching you. Each
creature in this area must succeed on a strength
saving throw or become paralyzed while in the
sphere. Each creature in this area must make a
constitution saving throw, taking 2d8 bludgeoning
damage on a failed save and are thrown 15 feet
away from you, or half as much damage on a
successful one and pushed back 5 feet. Weapons and
objects in this sphere also suffer the same effects.

Armor of Guqin: As a last resort, someone other


than you can pull the strings tight across the zither
to allow you to play one final Tune. As an Action you
play a harsh Tune that unleashes a horde of flying
translucent armored skeletons with swords in a 60-
foot line that is 15 feet wide and tall. Each creature
in the hordes path must succeed on a dexterity
saving throw, taking 6d12 psychic damage on a
failed save, or half as much damage on a succesful
one. The Ancient Blade of Qin cannot be used again
until it is repaired by a master craftsman.

Guqin: While playing the zither you remain


stationary and your movement speed becomes 0. As
a Bonus Action you can stop playing.

The Art of Qin: While continually playing the zither


each round a creature remains in your zone of attack
they take damage until you change tunes.

137
Anti-Lock Rock.
Wondrous item, uncommon

A rock that works as a strength based thieves tool


with an added +3 to the roll. It can be randomly
found on the ground amongst common rocks.
Created by Phillip Jones

Battle Maxster
Weapon (battleaxe), rare (requires attunement)

You gain a +1 to attack and damage rolls made with


this weapon. In order to weild this weapon with 2
hands you must have a strength score of at least 13.
If your strength score is at least 15, you may weild
this weapon on handed.
While you are attuned to this weapon, you gain the
Martial adept feat with the parry and trip maneuvers.
The sace DC is 8+ Porificency bonus + strength
modifier.

The wielder gains a single d6 superiority die. If the


wielder already has superiority dice and maneuvers,
the following additional effects come into play: The
number of superiority dice increases by +1 The
wielder adds +2 to any result of the superiority dice
If the wielder already knows the trip maneuver, the
save dc the opponent makes is at disadvantage If the
wielder already knows the parry maneuver, the result
of the superiority die is doubled. Created by Jim
Deyo

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.

Each creature in the bedroll will find it to be the most


comfortable sleeping surface. Despite the
temperature and weather conditions outside,
conditions inside are perfect for resting and sleeping.
While inside the bedroll, a creature ignores any
effects of mundane weather and temperature
conditions, whether the source is natural or magical,
and has advantage on all saving throws against
poisons, diseases, and magical or supernatural
energy attacks.

Resting or sleeping in the bedroll offers some


protection from mental influence and physical
attacks. For as long as the creature is inside it, the
bedroll bestows upon the creature immunity to mind-
affecting spells or effects and the benefits of
protection from evil and good, sanctuary, and alarm
(a mental alarm for a 20-foot cube centered on the
bedroll).

First created by a halfling craving a good night's


sleep while adventuring far from comfortable beds,
bedrolls of blissful rest are now crafted by many
casters skilled in magic item creation. The best,
however, are still made by halflings.Created by
John H. Bookwalter Jr.

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)

These leather bracers seem ordinary at first sight.


Anyone who puts these bracers on immediately feels
the tremendous power of a dragon running through
his body. The Bracers of the Draginkind give the
character a bonus of +2 DEX up to a maximum of
20. Also, choose one of the following colors when the
bracers are put on Blue, Red, White, Black, Green.
The bracers will immediately take on this colour. This
colouring can only be changed again once the
bracers have been removed. Depending on the colour
you choose, your attacks will cause the following
types of damage: Blue: Lightning Red: Fire White:
Ice Black: Acid Green: Poison Created by Michael
Marino Couto

140
Brooch of Armament
Wondrous item, very rare (requires attunement)

This brooch can take three forms, two small one


handed weapons (such as daggers, shortswords,
handaxes), a shield and a one handed versatile
weapon (such as a battle axe or longsword) or a two
handed weapon (greataxe, greatsword, maul). As a
bonus action. the brooch will become +1 full sized
versions of the weapons it imitates. For example, as
a bonus action, a greatsword shaped brooch will
become a greatsword for the user to wield. This can
provide a character with the ability to bring weapons
(or a weapon and a shield) into a place they may
otherwise not be allowed. The brooch can be
detected by a Detect Magic spell or a DC 20
Investigation check. Created by Taylor Roberts

Casetto's Ascot of Closing


Wondrous item, rare (requires attunement)

A Casetto Casetti original, this ostentatiously


embroidered ascot bestows its wearer with a
supernatural ability to wheel and deal. The wearer
has advantage on Charisma (Persuasion or
Intimidation) checks made to haggle costs or
negotiate terms of deals and transactions.
Additionally, the ascot contains one charge which
may be spent, as an action, when negotiating to
change a die result of 9 or below to a 10. The ascot
then loses its abilities, regaining them after a long
rest. Created by Nicolas Nagaoka

Chalk of Safe Passage


Wondrous item, very rare (requires attunement)

A small piece of purple chalk with a slight glowing


aura. If you draw a door with this chalk, you can
open a door to somewhere you've been before.
Created by Jessica Arguello

Cloak of Malantheos
Wondrous item, legendary (requires attunement)

This ancient cloak is in pristine condition despite its


age. You can tell this is due to the magical
enchantment sewn into it. While you are attuned to
this item and wearing it, your charisma score
increases by 4 and your intelligence increases by 2.
Created by Caleb Pruitt

141
Crescendo Blade
Weapon, (any bladed weapon), legendary (requires
attunement)

A magical weapon that resonates a soft tone that


gets louder with every consecutive strike. After three
consecutive successful attacks on a creature, the
blade begins to ring loudly. If the fourth attack is
successful, the attack is an automatic a critical hit.
This effect starts over if an attack is missed or after
the completing the fourth attack. Created by Jon
Paul Santos

Daelen's Belt of Shielding


Wonderous Item, rare (requires attunement)

A thick leather belt, with a series of small metal


shields that sit just above the leather, almost as if
not directly attached to it. Once per round, the first
time that an attack would hit you, a shield from the
belt flies out in an attempt to intercept the attack.
You gain +5 to AC, but only for the triggering attack.
Resets at the end of your next turn. Created by
Ryan Levasseur

Danteele's Greatsword
Weapon (greatsword), very rare (requires
attunement)

This Item was passed through generations of


barbarians that rushed into buildings and jumped off
of cliffs never thinking of the consquences. It gives
the wielder boosts to their Dex and Strength but
drains their wisdom and intelligence.

While you are attuned to this item, you gain +2


Strength and +1 Dextarity, you also lose -1
Intelligence, -1 Wisdom Created by Geoff Zahn

Dario’s Flask of Wakefulness


Wondrous item, rare

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.

Somnia. Dream Sword allows you to move


mentally between reality and dreams. When you use
Somnia, you choose between Oneironautics or
Waken. While you wield Dream Sword within any
creature’s dream, you can use a bonus action or an
interaction to recall the weapon to your hand from
wherever it is. The sword doesn’t move; it disappears
and reappears in your hand. If you drop the sword
on the astral plane, it remains there until it is
retrieved by you or another creature. The extent and
frequency with which this ability can be used is
determined by the DM.
Waken. While you are in a dream and you have
Dream Sword on your person, you can use a bonus
action to immediately wake from the dream. You can
also wake a creature you are touching when you use
Waken. If the creature is aware that they are asleep
and wishes to stay asleep, they can resist your
attempts to wake them. The creature must succeed
on an Intelligence ability check, with disadvantage at
the DM’s discretion, contested by your Charisma
(Persuasion) check, or wake from the dream with
you. While you sleep with this sword on your person,
you can use a bonus action to immediately wake
from your dreams.

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.”

Dyn’drums Judgement is a revolver that was once


wielded by Dyn’drum Stormcrasher, a Water Genasi
vigilante of legendary proportions. Having been
gifted the weapon by a righteous god of thunder in
hopes of purging the world of evil and corruption,
Dyn’drum wandered up and down the Sword Coast
for many years, leaving the bodies of evildoers in his
wake. His most famous quarrel was against the “True
Kings;” an underground organization that attempted
to usurp the High Ruler of Waterdeep, and take over
the city as a headquarters.

This weapon deals 2d8 Piercing Damage, plus 4d8


Lightning Damage. Weight: 6 lb. Ammunition
(50/140), reload (6 shots). You gain a +5 to attack
and damage rolls made with this weapon.
Thunderous Soul: You have resistance to
Lightning damage and being Frightened while you
hold this revolver, and can speak Aquan fluently.
Additionally, you can make Intimidation checks with
Advantage if done after firing the revolver, in which it
creates a thunderous boom.
Multiattack: You can fire two shots with this
weapon as a single Attack. Magic Weapon: The
weapons attacks are considered magical.
Call the Storm: When you reload the revolver,
one of the six bullets will be critically charged with
Lighting damage. The DM rolls a 1d6 to determine
which of the bullets is charged. Upon firing the
charged shot, a bright flash of lightning explodes
around you. If the bullet hits its mark, the target
takes an additional 25 Lightning Damage. This perk
does not proc unless all bullets have been emptied
from the chamber, and the weapon has been fully
reloaded. It could also proc if the weapon isn’t fully
reloaded, but only partly due to a lack of ammunition
(DM’s choice). This ability can be used 3 times a day,
and regains all charges on the following dawn.

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)

Flesh-render Whip This solid iron shield grants the wearer +1 to AC


while equipped, this is in addition to the regular +2
Weapon (whip), rare (requires attunement)
AC from the shield. After taking the attack action
You gain a +1 bonus to attack and damage rolls with while this shield is equipped, the wearer can make
this weapon. This weapon deals an additional 1d4 one attack with the shield as a bonus action dealing
necrotic damage against a creature that isn’t at full 1d8+Str bludgeoning damage. If the wearer's attack
hit points. If you score a critical hit against a action has caused a target to take fire damage, the
creature they must succeed on a DC 14 Constitution shield sparks to life and the iron starts to glow red
saving throw or suffer one level of exhaustion. hot; causing the bonus action attack to deal an extra
Created by Alex Deane d10 fire damage on a hit. Created by Parker
Raley

Fleshwrought Bow
Weapon (Longbow), very rare (requires attunement)

Bestowed onto unlucky hunters who chance upon the


demon Yi’sou in the darkwood as a chance for them
to earn it’s mercy, this cursed bow both gives and
takes from its user. The challenge of attaining 100
kills using the arrows of bone that the bow produces
is required for the individual to save their soul and
avoid the wrath of the demon. Erupting from the
favoured forearm of the chosen individual, the bow is
an amalgamation of muscle and bone in its extended
form, with taught tendons forming the bowstring and
a small cavity where arrows of bone are forged.

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

This +1 Heavy Crossbow uses a Diminutive Air


Elemental that's trapped in its core to self power the
Crossbow. Garret's Trench Crossbow does not require
bolt's as it fires high velocity air blasts dealing 1d10
force damage and it ignores the loading property due
to the Air Elemental creating the blasts.

"I never retreat! I just advance in the opposite


direction!" - the Halfling Garret Fleetfoot at the battle
of Dunspike Gorge. Created by Chase Owens

Garterbelt of Succubi-kind
Wondrous item, rare (requires attunement)

This garterbelt is imbued with the seductive magics


of the dreaded succubus. While attuned to and
wearing this item, you gain the following benefits.
Using an action, you can cast disguise self to appear
as an exaggeratedly attractive version of yourself.
Additionally, Charisma (Persuasion) and Charisma
(Deception) checks made against NPCs by way of
flirting are made with advantage while this effect is
active. You can attempt to charm one creature. One
humanoid you can see within 30 ft. of you must
succeed on a DC 15 Wisdom saving throw or be
charmed for 1 day. The charmed target obeys your
verbal commands. If the target suffers any harm or
receives a suicidal command, it can repeat the saving
throw, ending the effect on a success. You may use
this feature once per long rest. Nathan Dressel

Ginger's Knob
Wondrous item, rare

This doorknob holds transmutation magic. Using an


Action you can push the Doorknob into any non-
magical surface and provided there is open space 5
feet or less away from the selected surface, then a
doorway is created. The doorway stays open as long
as the Doorknob is present. The Doorknob can be
removed as an Action. Everytime the Doorknob is
removed, roll 1d6, on a 1 the Doorknob breaks.
Examples: A thief pushes the doorknob into the wall
at the back of a tavern, opening a doorway into the
storage room on the other side. A spy uses the
doorknob to create an escape route from a tower
prison cell high above the city. An adventurer pushes
the doorknob into a cavern wall, nothing happens
because the stone is thicker than 5 feet, now they
must try not to break the doorknob while removing
it. Created by Geoff Rowe

___

147
Golden Pickle
Wondrous item, rare

This item fell to earth and created the first pickle


patch after being dropped by a barghest during a
battle with a storm giant. Presumably of goblin
origin, this pickle is slightly thicker than the average
pickle. It fits perfectly in the hand of any goblin, no
matter the goblin's size. Can be used by other
creatures with a 30% success rate, unless the
creature has the junk tinker feat or has some form of
goblin ancestry determined before receiving the
item. It has a multi-function purpose; it can act as a
flashlight providing 3 hours per day of illumination,
with the correct number and placement of taps, it
will deploy an umbrella that will shield up to two
medium size creatures, the umbrella has 15HP and
will retract after HP depleted, can only be deployed
after charging (1d4+11 rounds, on a 13 roll,
automatic recharge). When placed on the ground, it
can act as a doorstop, and takes on the mass and
weight of 5D20 until the correct number and order of
taps are executed to remove it (determined by owner
and percentile roll of <30%). All activations and
deactivations are a full round action. Created by Ty
McClelland

Gothic Bow of the Elements


Weapon (longbow), rare (requires attunement)

A silver and black ornate Bow and quiver. The quiver


has 3 Enchanted gems embedded into it that imbue
whatever arrows put into it with one of the these 3
elements : Fire (Red Gem), Ice (Blue Gem),
Lightning (Yellow). Each arrow can be inbued with a
different elemental damage type as you remove it
from the quiver. Created by James Jackson

Greataxe of Unlimited Murders


Weapon (greataxe), rare (requires attunemen)

Seeing this battle axe being swung around the


battlefield would cause you great anxiety and fear
due to its towering size, the blade is almost as big as
the barbarian using it. Until you realise it is being
used by a gnome and it is actually smaller than a
standard axe.

This weapon is specifically designed for a Gnome


Barbarian who feels insecure about their size. The
axe has been enchanted to compensate for its
miniscule frame. You gain +2 to attack and damage
rolls made with this weapon and your maximum
amount of rages increases by 1. Created by Holly
Freesby

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

Shield, (requires attunement)

Upon seeing a friendly target take an enemy attack


(after the attack roll but before the damage roll).
This item lets the wielder use their reaction to
Teleport within 5 feet of their target, intercepting the
attack. The user takes the Damage regardless of the
users AC. The user may make a Dexterity saving
throw in order to take half damage (DC set by DM).
You may use this ability a number of times equal to
your constitution modifier (minimum 1). Created by
Lucas Jonas

Hallicard the Wanderers Deck of 52


cut up
Wondrous item, very rare (requires attunement) Very
Rare Deck of Cards requires attunement (You will
need a real deck of cards with both jokers) A deck of
52 rune inscribed mythril playing cards and the pair
of jokers the backs are designed with gear patterns
and the faces were warforged in royal clothes,
created by Hallicard the Wanderer, a renoun Artificer
who was known for his flair for the dramatic, love of
tricks and games, Aswell as his absolute hatred for
people cheating or himself getting caught in the act,
this deck of cards is one of many he made as their
distribution across the world was done by him betting
them away and losing fairly in the game, so he
needed to make a feiw (This item is better to be won
in a game of cards than to be bought) The Deck
require attunement by Any intelligence based caster.

If you have proficiency with simple weapons or


daggers, you are proficient with these, They have the
finesse and thrown properties, as an action you may
draw five cards from the deck and make ranged spell
attacks with all five of them, dealing damage equal
to their position in the deck plus spell mod jacks are
11 queens are 12 and kings are 13, aces are 7d4 the
suit of the card determines damage type, Clubs is
Bludgeoning, Diamonds are slashing, hearts are
Healing for allies and Spades are Piercing the cards
explode on impact and are waisted if missed jokers
cannot be thrown, instead you roll on the wild magic
table, The cards can be used as a focus giving the
touch spells you have a range of 30 feet.

149
Invisi-Armor
Armor (any type), requires attunement

This enchantment can be applied to any type of


armor. Whether it be light, medium, heavy or even a
shield. While attuned to this armor, you may use a
bonus action to cast the Invisibilty Spell focused on
yourself. You may do this a number of times equal to
your proficiency modifier. You regain all spent
charges when you finish a long rest. Created by
Wayne Stewart

Ire's Shadows Edge


Weapon (battleaxe), Legendary, (Requires
Attunement)

This sentient battleaxe grants you a +2 bonus to


attack and damage rolls made with this magic
weapon. You also roll extra damage made with this
sentient weapon (1d6 necrotic). Sentience.
Shadow's Edge was forged by the Half-Orc Ire and
bears his name. It has an intelligence of 16 wisdom
of 12 and charisma of 14. This weapon understands
Dwarvish, Undercommon, and Common and grants
the ability to speak and understand these languages
with its attuned wielder. It communicates
telepathically with those who have attuned to it.
Arcane Grace. Once per long rest, you can use
your action to cast Enlarge/Reduce or Invisibility
while you are not in direct sunlight (sunlight has no
effect on spell once cast). Spell save is a Constitution
DC 14. Shadow's Envy. While wielding this
weapon, You have -2 on attack rolls and
disadvantage on Wisdom (Perception) checks that
rely on sight when you, the target of your attack, or
whatever you are trying to perceive is in direct
sunlight. Critical Growth. For every creature that
is slain per long rest, Shadow's Edge gains a 10%
chance of increasing in power. When a creature is
slain by Shadow's Edge, roll a d100. If your roll is
below the threshold, The necrotic damage from
Shadow's Edge increases in die (d6 to d8). Once an
increase happens, the percentile resets to 0. All
Critical Growth effects reset after a long rest.
Created by Garrett Taylor Hancock

Ivory Bonerang
Weapon (boomerang), uncommon

This special boomerang was carved from the rib bone


of a great beast and then burned with runes of an
unknown language. This weapon when thrown gives
off no sound, has a range of 20 (60) feet, deals 1d4
+dex mod damage and always returns to the
thrower. Created by David Bonney

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.

The bearer of this book (it must be within 1' of its


owner, even if covered in a pack) gains a +1 bonus
to attack and damage rolls made. In addition, you
can use your reaction to make one melee attack
against any creature in your reach that deals damage
to you. You have advantage on the attack roll, and
any damage dealt with this special attack ignores any
damage immunity or resistance the target has.
Created by Dean Browell

Janikowski’s Jar of Juxtaposition


Wondrous item, very rare

Range: 60ft Requires Concentration (Up to 1 hour)

A small, clear jar of plain design. Curiosity about this


item is usually peaked when it is held while full. The
dancing motes of fire seem to cause the jar to
become cold to the touch, while the icy-blue flecks
make it almost too hot to hold. The jar comes with
one charge already filled at the DM’s discretion. The
jar can be charged using a 3rd Level Spell Slot or
higher, with a spell that causes either Fire or Cold
damage. The Spell Slot is expended as normal. Cold
Charge: As an action, the user can cause an area of
30ft radius in range to take on the environmental
effects of Extreme Heat (DMG, p110). Fire Charge:
As an action, the user can cause an area of 30ft
radius in range to take on the environmental effects
of Extreme Cold (DMG, p110). The Saving Throw for
these effects is DC14 Constitution. The usual time
limit before the effects of the above conditions takes
place is reduced from 1 hour to 1 round. Creatures
within the radius make their Saving Throws at the
start of their turn. The spell ends early when the
caster chooses it to, or fails a Concentration save.
Created by: Jack Spittle and Jeanette Louise

Lens of Truth
Wondrous item, rare (requires attunement)

151
Lost Crown of Branchland
Wondrous item, rare (requires attunement)

When attuned to this crown, the wearer gains


advantage and expertise in all stealth checks.
Created by Jason Dingess

Lucky Snake-eyes
Wondrous item, rare (requires attunement)

Just looking at this set of dice you would be forgiven


to notice anything special about them, but upon
further inspection you notice that the pips on each
side and made up of hundreds of miniscule runes.
This enchanted set of dice bestow incredible luck to
those attuned to them. You gain +1 to all dice rolls.
Created by Ari

152
Maxwell McKrimmon's Magical
Mustache Wax
Wondrous item, rare

A small tin of clear wax advertised for "only the


Roll a d20 and give the following trait and effect to
truest mustache enthusiasts!" though upon closer
your facial hair for the next 24 hours based on your
inspection you can see glimmers of rainbow speckles
roll. Additional applications within 24 hour have no
inside. Invented by the eccentric artificer Maxwell
effect. Any spells granted use Charisma as their
McKrimmon intended for mass production until his
Attack Bonus or Spell Save DC.
untimely disappearance. The average tin has 2d10
uses.

Mustache wax table


d20
roll Effect
1 Your mustache is suddenly covered in multicolored polka dots. They are very nice polka dots.
2 Your mustache becomes sickly and green, only returning to normal after you use it to cast Poison Spray.
3 Your mustache becomes slightly psychic, able to read the surface level thoughts of anyone you wiggle it at
4 Your mustache gives you encouraging vibrations, allowing you to re-roll one saving throw of your choice. You must take
the second roll.
5 The tips of your mustache refine to a nice point, better able to point things out when using up to 3 charges of Detect
Magic.
6 Your mustache grows more vibrant and healthier than ever, and will absorb the first negative status condition that
would affect you.
7 Your mustache glows with the energy of the fey, allowing you to cast the Misty Step spell at will.
8 Your mustache begins to bob about hypnotically, allowing you to cast sleep on one creature of your choice.
9 The tips of your mustache begin glowing a bright blue, giving you two charges of the magic missile spell.
10 The right half of your mustache now has the ability to strum the left half like a guitar, giving you one use of Bardic
Inspiration using a 1d10 for the Inspiration die.
11 Your mustache suddenly becomes two flames extending from your upper lip, though it is painless to your touch. It can
be as a bonus melee attack on 1 creature after a successful melee attack for 1d6 fire damage.
12 Your mustache gains a pair of smart-looking glasses, increasing your Intelligence by 2 for the day.
13 Your mustache seems more charming than ever, now carrying 3 charges of Charm Person.
14 Your mustache is now decorated with a pair of Chromatic Orbs of constantly shifting color, you can use them for 2
charges of the Chromatic Orb spell.
15 No effect
16 Your mustache becomes coated in a thick layer of grease, each end now able to squirt out a charge of the Grease spell
(2 charges total). 16. Your mustache turns into a pair of bird wings the same shade as your usual facial hair. The wings
can be used to cast up to 3 charges of either the Feather Fall or Gust of Wind.
17 Your mustache is now able to grow upward into 60 foot long ends. Additionally, you can now use it to cast 1 charge of
Rope Trick. You may climb up one end and leave the other end hanging out for others or yourself to climb down.
Climbing up or down the mustache is painless, save a light tugging sensation.
18 Your mustache becomes frizzy and wild, almost animalistic. Your mustache now allows you to cast 3 charges of either
Speak With Animals or Animal Friendship.
19 Your mustache now seems to point threateningly at things you are particularly angry at. The mustache now has 3
charges of Hunter’s Mark.
20 Your mustache suddenly springs to vibrant life and detaches from your face, becoming a sentient NPC: Tyrios Follicus,
the Mustache Wizard. Tyrion has the same stats as the Mage found in the Monster Manual and dies after 24 hours if
not killed before. After dying, the player's mustache must grow back before any more wax can be applied.

Created by Zachary Hurst

153
Melna's Drum
Wondrous item, very rare (requires attunement by a
bard)

Like all Instruments of the Bards it comes with the


following spells that can be cast using the drum: Fly,
Invisibility, Levitate, Protection from Evil and Good. It
also adds the following: Aura of Vitality, Haste,
Revivify, Shatter. All spells can only be used once and
are regained upon the next dawn. Created by
James A Harder

Metal Shaft Qiang Spear of


Fortitude.
Weapon (spear), very rare (requires attunement)

This magical spear is more often used in melee


combat, rather than a thrown weapon. It is a
versatile weapon (1d10/1d12) While attuned to this
weapon you gain +3 to attack and damage rolls and
your constitution score is increased by +2, up to a
maximum of 22. Additionally you may make an extra
attack as part of your attack action. When you
reduce a target to 0 hit points with an attack made
with this weapon you gain 2d8 temporary hit points.
The spear has 5 charges. You may use 1 charge to
attack all creatures within your melee range. Charges
are replenished each day at dawn.
Additionally, you may make a charged leap attack.
You may jump double your standard jump distance
as part of this attack. If the attack lands, the target
takes maximum critical hit damage and is knocked
prone. You must finish a long rest before being able
to do so again.

This magical weapon is a versatile weapon that deals


1d10 (d12), +3 to attack and damage rolls. It is
made from an magical Adamantine and Mithril Alloy
and is light and strong. While attuned to this weapon
your constitution score is increased by +2. Your may
make an extra attack per round. When you reduce a
target to 0 hit points you gain 2d8 temporary hit
points. This spear has 5 charges per day which
recharge at dawn. 1 charge allows the wielder to
strike all targets in a 2m radius for 1 action. Once
per day the wielder can do a straight leap double
normal movement distance which if it hits does a
maximum damage critical hit and knocks the target
over. Adam i will send you some photos of the type of
Qiang spear type I would like to your google email.
Can you have the artist please colour the spear a
darkish or dull metal colour except for the edge of
the spear blade which of will be shiny sharp. Thanks
regards Created by Mark Cunningham

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)

This bad news rifle was forged from the remains of


the battle to seal Vecna by Lord Percival Fredrickstein
Von Mussel Klossowski De Rolo III, of an intrepid
group of adventurers. The barrel was forged from the
shattered remnants of the pure platinum prime
trammel created from the divine spark of a raven
queen. The optics on this rifle are ever evolving with
the growth of precision of the wielder, the main
crystal is a piece of the throne of Saranrae, The
Everlight. The wooden stock of this weapon was
carved from part of the sun tree that was willingly
given to add a divine spark from Pelor, the Dawn
Father.
Dormant state: This weapon gains a +1 to all
attack and damage rolls. Once per short rest, you
can do additional damage of either necrotic or
radiant damage (your choice) equal to your fighter
level + your intelligence modifier. You have
advantage on dexterity checks made to clear a
misfire with this weapon.
Awakened state: You have a +2 bonus to attack
and damage rolls made with this magic weapon.
Twice per short rest, you can do additional damage of
either necrotic or radiant damage (your choice) equal
to your fighter level + your intelligence modifier. You
have advantage on dexterity checks made to clear a
misfire with this weapon. You gain one additional
action surge per long rest.
Exalted state: You have a +3 bonus to attack
and damage rolls made with this magic weapon.
Three times per short rest, you can do additional
damage of either necrotic or radiant damage (your
choice) equal to your fighter level + your intelligence
modifier. You have advantage on dexterity checks
made to clear a misfire with this weapon. You gain
two additional action surge per long rest.

155
Obaxternator
Weapon (shortsword), rare (requries attunement).

While you are attuned to this shortsword you gain +1


to your attack and damage rolls. This shortsword is
strange in that it increases the paranoia of enemies.
When an enemy attacks the wielder they must make
a DC 15 constitution saving throw. On a failed save,
the target is Trampled by unseen enemies. The
enemy falls prone. Created by Jordan Neumayer
for Nick Baxter

___

Painter’s Palette
Wondrous item, uncommon

The body of the painter has magic tattoos that hold


their paints. They must be refilled overtime, the
paints are not infinite. The person with the tattoos
can use any paint tool or their hands to draw out the
paints (magical). Paint seems to just appear when in
use (like a pen). Created by Caitlin Millward

Palm Pads of the Invisible Blade


Wondrous item, very rare (requires attunement)

These fingerless gloves seem large at first, but once


they're slipped over your fingers they seem to shrink
and conform to the shape of your hands. They have
an aura around them that modify your unarmed
strikes to deal slashing damage. While attuned to
these gloves you gain the Tavern Brawler feat.

If these gloves are attuned by a monk, they also add


an additional 2 attacks to your flurry of blows ability.
This can be used a number of times equal to your
dexterity modifier. You must finish a long rest before
be able to do so again. Created by Troy Temple

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)

This simple looking blade was crafted by an


exrtemely powerful Wizard who had a hobby of
smithing. He imbued the sword with teleportation
magic.

Attack and damage rolls made with this weapon gain


+2. As an action, you can swing your sword and
force a physical manifestation of the blade to fly
towards your target, dealing all the standard melee
attack traits, but with a range of 30 feet. Created
by Antoine Chaplet

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

This is a key with a decoder puzzle as a handle.


When each code is entered and placed into a lock a
demi plane is created to a room of the hideout (4
rooms are in the hideout bedroom, workshop, vault,
dining room) the codes for these rooms are made of
images gms choice to figure out each code the player
must make an investigation check of dc 15. Rouges
have advantage for this as the symbols are in thieves
cant. Each room is fully furnished and supplied with
materials and food which replenish after a week
except for the vault as it is for the users treasurer.
Once used, for every hour the room was occupied, it
must remain empty 4 times longer in order to
recharge. Created by Christopher Tearle

Runic Brand of Domination


Wondrous item, rare

It is a brand with runes of the spell domination. The


brand needs to be heated before branding the
creature with it. When the creature is branded they
make a dc 15 wisdom saving throw each round.
When they have failed 3 times they are under the
affects of the conterol person spell by the one who
created the rune inscribed it for. It is problematic for
whenever you find one of these you must find the
other ones. For the master wants to dominate the
area. Created by Christopher Whittemore

Rylee's Bow of Accuracy


Weapon (Longbow), legendary (requires attunement)

While attuned to this longbow, you gain +2 to your


attack and damage rolls made with this weapon.
Attacks deal 4d10 piercing damage, on a successful
attack you may use a bonus action to summon magic
missles from the bolt dealing 2d4 force damage.

"Stories say that Rylee was the most powerful


villager. But he never made it past level 1" Created
by Chelsey E. Kirk

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.

Curse: As long as the player is attached to this item,


they get disadvantage on constitution rolls and
saving throws. As a reaction, if the player takes
damage, they can use their reaction to extend the
wings of the small dragon to act as a shield and
absorb the damage taken instead. The dragon has
50hp. It can take that much damage before it goes
into a dormant state and recharges for 1d4 days; It
cannot be used again until it comes out of its
dormant state. It also cannot replenish/recharge any
of its hp until the dragon hits zero. Only then will it
be able to recharge.

Any excess damage not absorbed by the dragon will


go to the player instead The dragon also contains a
deep powerful breath weapon. The eyes of the
creature tell what type of breath weapon it has. It is
up to DM discretion if they want the breath weapon
to be a 5 by 30 ft line or a 15ft cone. The DM may
also decide the type of eyes/gems that the dragon
has (otherwise the DM can roll a 1d8 to decide what
type of eyes they have). Regardless of what shape
the breath weapon takes, the DC is 8 + your
constitution modifier + your proficiency bonus. Each
creature within the range of the breath weapon must
make the designated saving throw or take 10d6 of
that type of damage or half as much damage on a
success. Once this feature is used it cannot be used
again for 1d4 days.

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

This master-crafted double-bladed sword is much


lighter than it appears to be. It has one blade being
more than twice as long as the other. They are both
thin, slightly curved blades, bent in opposite
directions and are attached in the middle by some
mechanism. The blades seem to glisten more once
separated. Attacks made with this two-handed
weapon do 1d12 slashing damage and can be made
using Dex instead of Str (finesse). When wielded,
you may use a reaction to impose disadvantage on
any melee attack made on you. As a bonus action,
the blades may be separated or combined again.
These blades are: Tachi (+1 rapier) Tanto (+1
scimitar) Created by Layton Funk

Silver Reaver
Wondrous item, very rare

A small golf ball sized engraved silver orb that when


placed near a magical item will liquify and coat the
weapon changing it to a silver looking weapon and
taking control of it's power. It is an intelligent item
once belonging to an evil god. The Silver Reaver can
only command a small portion of the item's power it
takes over by itself but if it connects with a host it
can wield much much more. Usually found taken
over heroic weapons and taking over their power and
using heroes throughout time to gain servants
devoted to itself. Created by Kaelon Fullmer

Sir Verimay’s Brooch


Wondrous item, rare (requires attunement)

As a token of friendship for an old childhood friend—


who became an accomplished Court Ambassador—
Malliksarr, the local wizard, created a magical brooch
for Sir Verimay that would aid the ambassador in
self-defense, as he traveled on official business.
When the brooch is held against a bladed weapon of
the one-handed sort (no two-handed weapons) for
about a minute, the weapon becomes an ornate
gentleman’s walking cane—perfect for concealing a
weapon into an area where weapons are confiscated
or forbidden.
At the time of the bonding, the user must choose a
word that, when uttered, will instantly transform the
cane back into the original weapon (and vice-versa).
Even magical weapons may be used. The
transformation from cane to blade, and blade to
cane, may take place as many times as the wielder
desires, as long as the word is spoken, and the
wielder is holding the cane and wearing the brooch.
If the weapon is broken or lost, or the wearer
wishes to use a different weapon, a new weapon can
be used to make a new transformation—but a new
attachment to the brooch can only be made once per
week Created by Doug Kendall

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.

Rank Powers (Determined by DM at which


character level they manifest):
Rank One Powers (Recommended level 1):
Healing Tonic: The leaves of the Staff of Potentiality
may be used to brew a healing tea (acts as a Potion
of Healing), and the tea must be consumed within an
hour after brewing. There are enough leaves to brew
3 doses of tea. The plucked leaves cannot be saved
for later use, and re-grow after a long rest. Bonding:
The staff is aware of its owner and tries to commune
with them. Each day, the wielder rolls percentage
dice and the staff summons an ethereal version of
the appropriate bird from the table of birds. This bird
follows the caster, is invulnerable, and has no attacks
or statistics. It is simply a manifestation of the staff.

Rank Two Powers (Recommended level 5): Yellow


flowers: Each flower plucked and eaten acts as a
cure wounds (see cleric spell) appropriate to the
highest spell slot of the caster. There is a
maximumum of 3 yellow flowers on the staff that
regrow after a long rest. Red flowers: The caster can
slam the staff upon the ground and have a red flower
fall off of it. Roll from a wild magic table of the DMs
choice. There is a maximumum of 3 red flowers on
the staff that regrow after a long rest.

Rank Three Powers (Recommended level 10):


Purple flowers: If a flower is plucked, choose a spell
previously prepared by the caster and cast it without
consuming that prepared spell. The maximum level
of the spell cast in this manner is ½ the casters max
spell level rounded up. Strength of the Bough: At the
beginning of each day, the player rolls a 1d6-1. This
will determine how many charges of this ability
manifest for that day. Outside of combat, the wielder
may expend one of the charges to make a single
strength check at 27 (Cloud Giant Strength). The
strength is lost when entering combat.

Rank Four Power (Recommended level 15): Spell


Renewal: Wielder restores all used spell slots and
instantly prepares new spells as if they had a long
rest. Treat this as an action. This ability has one
charge and recharges 7-days after use.

162
Sword of St Ozmus
Weapon (longsword), rare (requires attunement)

Found embedded in what seems to be a statue of a


monster, pulling the +1 long sword from the stone
releases the monster which had actually been
petrified (monster instantly attacks). As well as being
a +1 longsword, the sword has 3 charges, and a
maximum of one can be used each day. The sword
does not recharge. You can use one of the charges to
turn an attack (even a failed one) into a critical hit. If
this uses the 3rd and final charge, the sword is
embedded in the creature it hits which turns it to
stone. When this happens, the sword cannot be
removed for 100 years, after which it regains all its
charges. Created by Katie Gallacher

Syllin’s Pouch of Generosity


Wonderous Item, rare (requires attunement by a
druid)

A small leather bag with a decorative latch made


from carved shale and emerald, in the shape of an
aspen leaf. The pouch has 3 charges, with 1 charge
refreshing each dawn. Expending a charge creates 5
Goodberries inside the pouch. A druid that casts
Goodberry while attuned to this pouch will have the
berries appear in the pouch. The pouch can hold up
to 20 berries and can maintain their magic for an
indefinite amount of time while contained inside.
Goodberries created while attuned to this pouch are
more potent than normal, healing 5 hit points when
eaten instead of 1. If the druid attuned to this pouch
feeds one of these berries to a beast, the druid has
advantage on any Animal Handling checks made
toward that creature. Created by Marshall Easter

Tabitha's Lute
Wondrous item, instrument of the bard, very rare
(requires attunement)

Tabitha was a tabaxi bard of great fame. It is said


she sang her way in to Bel's forge whilst playing this
lute. This lute gives any Bard using it as their spell
focus +1 to their spell attack and spell DC. It also
gives the bard using it +2 performance and
persuasion whilst using the lute. Created by Alex
Stellings

163
The Adventurers Respite
Wondrous item, rare (requires attunement)

A jade dodecahedron on a fine gold chain, faintly


inscribed with arcane runes. - Once per day, a willing
intelligent creature may focus on this item for ten
minutes and be magically transported into the gem.
Whilst in the gem, the person will drift into a gentle
slumber. If the gem is raised to the ear, the sound of
gentle snoring may (DC12) be perceived. Whilst
within the gem, the person is only dimly aware of the
surrounding world; tapping on the gem or speaking
directly to it will awaken the occupant who may then
spend an action to leave the gem. If over 1 hour is
spent within the gem, the occupant gains the benefit
of a short rest; over 8 hours will incur the benefit of
a long rest. Only one being may occupy the gem at
any time; a second party attempting to enter the
gem will find themselves unable to do so. The
occupant is immune to any new damage or magical
effect, but any such pre-existing condition is restored
upon leaving the gem. The bearer of the necklace
incurs no additional benefits but may find that the
clasp on occasion becomes unfastened, if, for
instance, the bearer finds themselves abducted or
suffers a mortal wound, such that another of their
party may be able to retrieve the necklace where it
would otherwise be lost. Created by Keith
Sanderson

The Axe of the Dragon Lord


Weapon(battleaxe), very rare (requires attunement)

A weapon gifted to the Chosen Champion of an


Ancient Dragon. While attuned to this weapon, you
gain +2 to your attack and damage rolls made with
it. Additionally, it grants the user a breath weapon
which can be used twice. It recovers charges on a
short rest. The wielder gains the ability to
understand draconic as a language, and finds kobolds
have complete subservience to them. Created by
Patrick Sutton

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)

An adamantine shield in-layed with gold and


displaying a large "H" motif in platinum. The
Legendary Shield of Halcyon Day, can only be
wielded by those of purest heart. The bearer of this
shield may never strike the first blow, unless that
blow is in defense of another (the bearer must have
seen the target attack another living creature up to
one minute before attacking).
The shield is blessed by the god of justice and
whenever any of the spell properties of the shield are
activated the shield sings out the name of the bearer
at a volume that can be heard by all creatures within
100' radius. When seen for the first time by an evil
aligned Fiend, Drow, or Dragon, the Fiend, Drow or
Dragon must make a DC20 wisdom check or suffer
the frightened condition. If frightened they may
attempt to repeat the check at the end of each of
their subsequent turns. The effect of any aura spell,
or aura effect generated by the bearer of the shield is
extended by 10'. As a bonus action the bearer can
cast Day Light up to three times a day. If cast in any
condition other than bright sunlight, the shield bursts
dazzling radiance. Any creature in a 15' cone in front
of the shield is at disadvantage to all attack rolls
while within the cone, for the duration of the spell,
and must make a DC18 wisdom saving throw vs
Blindness which lasts for one minute. As a reaction,
up to three times per day, the bearer can cast
Entangle when any creature makes an attack within
5' of the bearer.

In the hands of a Paladin of a Good or Lawful god the


shield may be used as a thrown weapon. Dealing
1D8 magical bludgeoning damage, attak and damage
rolls made to do this gain a +3 bonus. Range 20/60.
The shield automatically returns to the hand of the
bearer following each attack. While holding this
shield, you have a +3 bonus to AC. This bonus is in
addition to the shield's normal bonus to AC. Created
By Fraser Nicol

166
The Lunar Rose
Potion, very rare

A living individual must plant the seed of any flora on


the grave of their loved one, does not have to be a
rose. The living loved one can water and care for the
flower as normal but on each full moon, they must
come and shed a tear on the grave of their loved
one. If they care for and put as much love into the
seed as they did in the relationship with the loved
one, the seed will grow into the bud of a beautiful
blue flora throughout the first year. However, the
flora will not bloom until the deceased loved one has
moved on from the Spiritual Realm. If they do not
move on before the first full moon after the
anniversary of their death, the flower will wilt. This
potion is created by the nectar of The Lunar Rose
once fully bloomed.

Consume to cure any ailment, any injury, and


individual become stabilized with one hit point.
Created by Gregory Putnam

The Mighty Quill


Wondrous item, rarity depending on strength
(requires attunement)

This an otherwise innocuous quill from a large bird.


However, when the command word is spoken, the
quill conjures forth a blade, either a dagger or a
shortsword depending on the word spoken. The quill
can hold this form for an 10 minutes and cannot be
used again until a long rest. The blades attacks are
considered magical for the purpose of overcoming
resistances and can also come in +1-3 variants.
Created by Hamilton Spivey

167
The Rings of Hardy by Nature
Ring, very rare (requires attunement)

These set of rings were forged by Gurney, cleric of


the Dwarven God of the Forge, Thermacule. This set
of six rings will summon the instruments of Hardy by
Nature. The first time used, the instruments of Hardy
by Nature is summoned. After the first use, any
instrument of the wearers choice can be summoned
and the wearer will gain proficiency with the
summoned instrument. The original Six instruments:
Udoh's Jug: A hallowed out gourd that can be played
like a glass jug Dime's Megaphone: A cone that looks
like the horn of a unicorn. Jorgumand's Upright Bass:
An upright bass shaped like a spider. Ash's Ocarina:
An ocarina with the symbol of the Ekholm family
Voldetort's Shell Drum: A drum crafted from an old
Tortle wizards shell. Gurney's Harmonica: A
harmonica with fine dwarven inlays These
instruments can be summoned once per day.
Created by Joshua Slotnick

The Traveller's Pouch of Portable


Portals
Wondrous item, very rare

Created by Mage Adepts of the Acadian College of


Magical Excellence, this ornate tooled leather pouch
contains a selection (2d10+1) of enchanted glass
spheres humming with powerful spellwork. The +1
sphere represents a spell of recall or return allowing
a recharging (once per long rest) use. (Think a bag
of marbles, the larger shooter marble is the spell of
return.) Each sphere is a single use activation of a
planar portal allowing the caster to travel with ease
to an extra-planar realm. There's just a small catch,
the portals destinations are not fixed and will open to
a random planar realm; the portal appears as a 10 ft
x 10ft black oil slick in a space that you can see
within range. This can be placed in the air or on a
surface. Once a sphere has been consumed the
vibrant shimmering colors fade to an ash grey and
the sphere collapses into a powder of fine diamond
dust. The destination could be rolled against a
random table or chosen by the dungeon master to fit
the campaign.Created by Stewart Annis

The Silver Blade


Weapon (longbow), uncommon (requires
attunement)

A valuable Bow is the Silver Blade. As a bonus action,


you can change the type of damage the attacks deal.
Created by Rowan D Baans

168
Thief's Belt
Wondrous item, rare (requires attunement)

This belt has 2 pouches. One with caltrops and the


other with ball bearings. These pouches refill
magically each day at dawn. The bely also has a
dagger that returns to the belt after being thrown
Created by Adam Hill

Umbrella of Undine's kiss


Wondrous item, rare

Opening this umbrella in any environment causes a


torrential downpour within a 40 foot circle of the
bearer to fall from the highest point above. The rain
will continue for 10 minutes or until the bearer closes
the umbrella. View within the rain is restricted to five
feet and anyone looking in cannot see more than five
feet into the rain.

The torrential rain also extinguishes open flames and


imposes disadvantages on Wisdom (Perception)
checks that rely on hearing. Runes attached to this
umbrella allow the bearer to see and hear clearly as
if there is no rain and does not impose disadvantage.
The umbrella can only be used once a day and
regains its charges each day at dawn provided it is in
view of the sun. Created by Madilyn
Tomaszewski

Unguent of Seaming
Wondrous item, uncommon

A flask filled with oil of a soft, glowing blue. When


poured in a line along a wall, dribbles down to find
and highlight even the most imperceptible of hidden
seams and doorways. The flask contains enough oil
for three uses. Created by Rick Osborne

169
Uriel's Ring
Ring, legendary (requires attunement by a rogue)

Whenever you score a critical hit, add your sneak


attack die to your damage. Created by James
Rockefeller

Vain
Wondrous item, very rare (requires attunement)

This small statuette is shaped like a small male


humanoid and is carved from Jade. As an action you
can speak the command word "Vain", this causes the
statuette to rapidly grow in size and become
animated. After activation, Vain can remain animated
for up to 24 hours. After this time he automatically
shrinks back down to his statuette form. You can
command him to return to his original form as a
bonus action. He will obey all commands while under
your control. Vain has 18AC, 80 hit points and can
act as a patrolling guard.

Curse: Vain is actually a cursed individual who has


become trapped in his current state. However, Vain
has a 5% cumulative (up to 80%) chance upon each
use of gaining full sentience and control of his body
for 24 hours and will do whatever he can to undo his
curse,Created by Mark Madden

170
War Hammer of Forge Flame
Weapon (Warhammer), uncommon, (requires
attunement)

This warhammer is hot to the touch. When you make


an attack with the weapon, it acts as though the heat
metal spell had been cast upon it. As an action, you
can cause the hammer to ignite with magical flames.
These flames can not be put out with non magical
means. They deal no additional damage but shines a
bright light for 30 feet and dim light for a futher 30
feet. You must finish a long rest before being able to
use this property again. Created by Justin Lanser

Willigins Sword
Weapon:(Any sword), (Requires Attunement By
Small Race), Very Rare

This sword has 10 charges, the uses are the


following;

1d6 Inspiration Uses 2 charges


Sleep 1st level Uses 5 Charges
Action Surge Uses 10 Charges
This Sword has a flute built within the hilt and can
be played to regain all spent charges at dawn
Created by Jack Smith

Windcutting Scimitar
Weapon (scimitar), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls with


this weapon. When you hit a flying creature with this
weapon, that creature takes an extra 2d6 slashing
damage. While holding this sword, you can use an
action to cast the Gust of Wind spell with DC 15.
Once this property of the sword has been used, it
cannot be used again until you finish a short or long
rest. Created by Blake O. Filbin

171
Winter's Kiss
Weapon (glaive), rare (require atttunement)

The blade of this weapon appears to have a slight


layer of frost to it and gives off a light mist, the
handle of the weapon is a light blue with silver
accents and is cold to the touch.

This item has 5 charges regaining all charges on a


long rest. While attuned to this item you may use the
frostbite cantrip, spend 1 charge to cast the Armor of
Agathys or Ice Knife spells, 3 charges to cast the
Snilloc's Snowball Swarm spell, or all 5 charges to
cast Ice Storm. All spells are cast at base level and
you may increase the level of a spell by spending 2
additional charges per additional level, DC for these
spells is 15 and ability modifier is +5.

Wrap Of The Dragon Magus


Wondrous item, legendary (requires attunement by a
bard, sorcerer, or wizard)

This deep purple hand wrap has a single emblem in


the middle of the that resembles a capped gray
mushroom that is encircled by silvery, dragon-like
scales. When attuned to this item, the item magically
resizes itself in order to wrap around the users
forearm and hand, however the gray mushroom will
always be visible and on the back of the users hand.

While you are attuned to this hand wrap, you gain


+2 bonus to your AC. Additionally, if you have a
draconic bloodline or ancestry, any spell that uses
your chose damage type will deal an additional 4d6
damage when cast.
Once per week, you are able to cast a single spell
one lebel higher than you are actually casting it as
long as the base spell is not 9th level. Created by
Alexander Ciganovich

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.

Most of the sets you will find in the following section


will consist of clothing pieces and will specify whether
they require any proficiencies or stats to wear any of
the items. Some sets will be based around items like
rings or amulets and some will be weapon based. If
you wanted to use a set of armor in your game world
you will likely find something here you like. Each
item set will have lore attached to it which you can
use as plot hooks, hearsay or rumours or even just
background world information. Feel free to use as
much or little as you feel necessary.

Later in the chapter you will find special item sets


designed specifically for each class and race. Similar
to the items at the start of the book. These item sets
will be more catered to augmenting the class and
racial abilities and perks of each class and race.

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.

This item set consists of 3 parts;


Armour(mage),gloves and boots. Each piece alone
has some minor benefits, but wearing more than one
will grant bonuses.

Arcane Ether Robes


Wondrous item, rare (requires attunement)

While you are wearing these robes you gain a +1 to


your AC. This robe is enchanted with a permanent
cast of Mage armor. This alters your base armor to
become 13+ Dex modifier. Additionally, you may cast
the Shield spell once. you must finish a long rest
before being able to do so again.

Arcane Ether Gloves


Wondrous item, rare (requires attunement)

While you are wearing these gloves you gain a +1


bonus to your AC. These gloves are embedded with
false jewels, the original owner tried to save money
by using faux gemstones. While attuned to these
gloves you gain +1 to 2 ability scores of your choice.
Additionally, you learn the Mage hand Cantrip.

Arcane Ether Boots


Wondrous item, rare (requires attunement)

While you are wearing these boots, you gain a +1


bonus to your AC. These boots are exceptionally
comfortable as they're made from royal silks. While
attuned to these boots you gain the ability to cast
the Minor Illusion cantrip.

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.

This item set consists of 3 parts; Hood, robes and


pants. Each piece alone has some minor benefits, but
wearing more than one will grant bonuses.

Voidweaver Hood
Wondrous item, very rare (requires attunement)

While you are wearing this hood, you gain a +1


bonus to your AC. While attuned to this hood,
magical darkness surrounds your head and all that
can be seen is a dark void. Additionally, you gain
darkvision out to a distance of 120ft.

Voidweaver Robes
Armor(studded Leather), very rare (requires
attunement)

While you are wearing these robes you gain a +1


bonus to your AC. Unless your alignment is chaotic
evil, this robe feels extremely uncomfortable and
itchy on you. While attuned to this item, you gain the
ability to cast the Hex spell. You must finish a long
rest before being able to do so again.

Voidweaver Pants
Wondrous item, very rare (requires attunement)

While you are wearing these pants, you gain a +1


bonus to your AC. These pants look an awful lot like
a skirt, however they are separated underneath. You
gain resistance to necrotic damage and you can cast
the Spare the dying Cantrip.

Set Bonus
While you are wearing 2 parts from this set, you gain
immunity to necrotic damage.

While you are wearing 3 parts from this set,


whenever you would usually take necrotic damage,
you instead are healed for half the amount of
damage. Additionally you may cast the Animate Dead
spell as a third level spell. Once you have done this
you must complete a long rest before being able to
do so again.

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.

This item set consists of 3 parts; Helm, shoulderpads


and robe. Each piece alone has some minor benefits,
but wearing more than one will grant bonuses.

Demon Master's Helm


Wondrous item, very rare (requires attunement)

While you are wearing this helmet you gain a +1


bonus to your AC. While attuned to this item you
gain some minor summoning power over beings from
another plane. You gain the ability to cast the Find
Familiar spell. You may cast this at will without
expending any spell slots and without the need for
material components.

Demon Master's Shoulderpads


Wondrous item, very rare (requires attunement)

While you are wearing these shoulderpads you gain a


+1 bonus to your AC. While attuned to these pads
you gain some minor summoning power over beings
from another plane. You gain the ability to cast the
Find Steed spell. You may cast this at will, without
expending any spell slots.

Demon Master's Jacket


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

While you are wearing this armor, you gain a +1


bonus to your AC. While you are attuned to this
jacket you gain 20 temporary hitpoints whenever you
enter a combat encounter. Whenever you are hit with
a melee attack while you have some of these
temporary hitpoints, the creature takes 2d4 cold
damage.

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.

This item set consists of 3 parts; Robe, Shoulderpads


and Pants. Each piece alone has some minor
benefits, but wearing more than one will grant
bonuses.

Robe of the Noble House


Wondrous item, rare (requires attunement)

While you are wearing these robes you gain a +1 to


your AC. This robe is enchanted with a permanent
cast of Mage armor. This alters your base armor to
become 13+ Dex modifier. This robe carries with it a
great presence. While attuned to this item you can
pass yourself off as either a royal family member, a
politician or a diplomat. If anyone questions you,
they must succeed on a DC 20 investigation check.

Mantle of the Noble House


Wondrous item, rare (requires attunement)

While you are wearing these shoulderpads you gain a


+1 bonus to your AC. The upwards flick on the edges
of the mantle can be identified from a distance. While
attuned to this item, you gain the ability to cast the
Charm Person spell. Once you do so, you must finish
a long rest before being able to do so again.

Leggings of the Noble House


Wondrous item, rare (requires attunement)

While you are wearing these pants, you gain a +1


bonus to your AC. Diplomats have a lot of work to do
and must get about their business with haste. While
attuned to these leggings your movement speed
increased by +15. In addition, you learn the Friends
cantrip.

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.

This item set consists of 3 parts; Robe, Spaulders


and boots. Each piece alone has some minor
benefits, but wearing more than one will grant
bonuses.

Warmage Robes
Wondrous item, legendary (requires attunement)

Whilst wearing this robe you gain a +1 to your AC.


This robe is enchanted with a permanent cast of
Mage armor. This alters your base armor to become
13+ Dex modifier. While you are attuned to these
robes you may cast the spell Inflict Wounds. You
must complete a long rest before you can do this
again.

Warmage Spaulders
Wondrous item, legendary (requires attunement)

Whilst wearing these spaulders you gain a +1 bonus


to your AC. These shoulderpads are bursting with
primal energy. While you are attuned to this item,
you learn the Frostbite Cantrip. This doesn't count
against the number of cantrips known if you already
know any.

Warmage Boots
Wondrous item, legendary (requires attunement)

Whilst wearing these boots, you gain a +1 bonus to


your AC. These boots are designed for battle. They
aren't the most comfortable but protect the wearer
well. While attuned to these boots you learn the
Firebolt cantrip. This doesn't count against the
number of cantrips known if you already know any.

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.

This item set consists of 3 parts; Hood, Armor and


Pants. Each piece alone has some minor benefits, but
wearing more than one will grant bonuses.

Highwayman's Hood
Wondrous item, very rare (requires attunement)

While you are wearing this hood you gain a +1 bonus


to your AC. A bandit needs to be on high alert at all
times, keeping an eye out for guards or patrols,
making sure no one can get the jump on him. While
you are attuned to this hood, you have advantage on
perception, investigation and stealth checks.

Highwayman's Hide Armor


Armor (Hide), very rare (requires attunement)

While you are wearing this hide armor you gain a +1


bonus to your AC. This chest piece has hidden
pockets and secret sections galore. Perfect for hiding
or smuggling items or concealing small weapons.
While you are attuned to this armor, you gain
advantage on skill checks to hide or conceal and
creatures inspecting you do so with disadvantage.
Additionally your Strength or Dexterity score
increases by +2.

Highwayman's Pants
Wondrous item, very rare (requires attunement)

While you are wearing these pants, you gain a +1


bonus to your AC. These pants are form fitting and
very comfortable. They allow huge movement
bonuses over regular trousers which is ideal for a
thief. While you are attuned to this item, you can
choose to automatically succeed on a dexterity
saving throw. You may do this after rolling and failing
initially. You must complete a long rest before being
able to do so again.

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.

This item set consists of 3 parts; Hat, Shoulderpads


and Armor. Each piece alone has some minor
benefits, but wearing more than one will grant
bonuses.

Admiral's Hat
Wondrous item, rare (requires attunement)

While you are wearing thishat you gain a +1 bonus


to your AC. This hat is the most obvious way to show
your dominance over other sailors. Instantly
recognisable and commands respect by all who sail.
While you are attuned to this hat, you can cast the
Command spell. You may do this a number of times
equal to your Proficiency modifier. Once all charges
are spent, you must finish a long rest before being
able to do so again.

Admiral's Epaulettes.
Wondrous item, rare (requires attunement)

While you are wearing these shoulderpads you gain a


+1 bonus to your AC. After the hat, the epaulettes
really show others how high ranking you are. They
can be decorated in any way you like. While you are
attuned to these shoulderpads, you gain advantage
on deception and persuasion skill checks.

Admiral's Swashbuckling Tunic


Armor(chain shirt), rare (requires attunement)

While you are wearing this armor, you gain a +1


bonus to your AC. This armor looks like an ordinary
silk shirt and jacket, but the shirt is actually chain,
with a silk outer covering. While you are attuned to
this armor, you can increase an ability score by +2.

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.

This item set consists of 3 parts; breastplate,


spaulders and boots. Each piece alone has some
minor benefits, but wearing more than one will grant
bonuses.

Primal Breastplate of the Beast


Armor (breastplate), rare (requires attunement)

While you are wearing this breastplate you gain a +1


bonus to your AC. This armor augments your natural
strength to increase your power. Whenever you make
a melee attack, you deal an additional 1d6 damage.

Primal Spaulders of the Beast


Wondrous item, rare (requires attunement)

While you are wearing these spaulders, you gain a


+1 bonus to your AC. These spaulders strap directly
over the arm and are adorned with spikes. While you
are attuned to these shoulderpads, as a reaction
after being struck by a melee attack, you can slam
your shoulder into the creature and deal 1d8
damage. There is no need to make an attack roll.

Primal Boots of the Beast


Wondrous item, rare (requires attunement)

While you are wearing these boots, you gain a +1


bonus to your AC. These boots, like the chestpiece
have a steel core with a leather outer shell to hide
the true nature of them. While you are attuned to
these boots, you can use a bonus action to disengage
away from a creature you have attacked this turn.

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.

While you are wearing 3 parts from this set, your


critical hit range is increased by 1. So if you would
usually score a critical hit on a 20, you will do so on a
19 or 20.

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.

This item set consists of 3 parts; hide armor, bracers


and boots. Each piece alone has some minor
benefits, but wearing more than one will grant
bonuses.

Fur Lined Hide Armor


Armor(hide), rare (requires attunement)

While you are wearing this armor you gain a +1


bonus to your AC. This armor is simple but effective.
It's crafted from simple leathers and wool, but it's
the way its crafted that makes it so powerful. While
you are attuned to this armor, you gain resistance to
cold damage.

Fur Lined Bracers


Wondrous item, rare (requires attunement)

While you are wearing these bracers you gain a +1


bonus to your AC. Like the hide armor, the bracers
are crafted with great skill. While you are attuned to
these bracers, you gain resistance to fire damage.

Fur Lined Boots


Wondrous item, rare (requires attunement)

While you are wearing these boots, you gain a +1


bonus to your AC. The soles of these boots are
exceptionally sturdy and have enough flex in them to
help you climb all terrain. While you are attuned to
these boots, you gain advantage on skill checks
made to climb.

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.

This item set consists of 3 parts; goggles, boots and


a rod.

Detect-all Lenses
Wondrous item, very rare (requires attunement)

While you are attuned to these goggles, you can see


in normal and magical darkness, see invisible
creatures and objects, automatically detect visual
illusions and succeed on saving throws against them,
and perceive the original form of a shapechanger or
a creature that is transformed by magic, out to a
range of 120ft.

Boots of Traversal
Wondrous item, very rare (requires attunement)

While you are attuned to these boots, difficult terrain


doesn't slow down you or your traveling party and if
you are actively tracking a creature you and your
party have advantage on initiative rolls.

Rod of Animal Identification


Rod, very rare (requires attunement)

While you are attuned to this rod, you can speak a


command word to activate it. As an action, you can
activate the rod and learn of all creatures within a
half mile radius, how many there are, how dangerous
they are, what kind of den they have and whether
they are hostile. This also works on were-creatures.

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.

This item set consists of 3 parts; Helm, breastplate


and pauldrons. Each piece alone has some minor
benefits, but wearing more than one will grant
bonuses.

Champion's Helmet
Wondrous item, very rare (requires attunement)

While you are wearing this helmet you gain a +1


bonus to your AC. This helmet is forged from iron
and decorated with brass. Atop the helmet is a mane
of horse hair dyed red. The eye holes are covered
with a protective lens that filters out bright lights and
blocks small particles from the eyes. While attuned to
this helmet, you gain immunity to the blindness
condition.

Champion's Pauldrons
Wondrous item, very rare (requires attunement)

While you are wearing these shoulderpads you gain a


+1 bonus to your AC. These shoulderguards are the
perfect combination of strength, weight and size.
They are perfectly balanced. While attuned to these
shoulderguards, you gain proficiency with all
weapons.

Champion's Splint Armor


Armor(splint armor), very rare (requires attunement)

While you are wearing this armor, you gain a +1


bonus to your AC. This beautiful armor fits over the
head like a shirt and straps closed, making it quick
and easy to don and doff. While attuned to this
armor you increase your strength score by +2 up to
a maximum of 24.

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.

This item set consists of 3 parts; spaulders,


breastplate and boots. Each piece alone has some
minor benefits, but wearing more than one will grant
bonuses.

Fey-infused Spaulders
Wondrous item, legendary (requires attunement)

While you are wearing these spaulders you gain a +1


bonus to your AC. The skulls forged into these
shoulderguards aren't just for decoration, they have
functionality too. As a bonus action you can speak
the command word, the spaulders will bellow thick
smoke out 30ft from you, filling this area for 1 turn.
This area hides everything within it.

Fey-infused Plate Armor


Armor (Plate), legendary (requires attunement)

While you are wearing this plate armor you gain a +1


bonus to your AC. This armor is special in that it
requires no proficiency to wear. If you wear this with
only light armor proficiency, you do not suffer from
disadvantage on all checks and you can still cast
spells. You do still require the 15 strength to be able
to move around with it on.

Fey-infused Boots
Wondrous item, legendary (requires attunement)

While you are wearing these boots, you gain a +1


bonus to your AC. The warlock who made these
boots was paranoid about their Patron dragging them
through hell and back again. While you are attuned
to these boots, you cannot be moved involuntarily.

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.

While you are wearing 3 parts from this set, choose


one 1st level spell from any class' spell list. You may
cast this at will as though it was a cantrip.

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.

This item set consists of 3 parts; spaulders,


breastplate and boots. Each piece alone has some
minor benefits, but wearing more than one will grant
bonuses.

Scorched Spaulders
Wondrous item, rare (requires attunement)

While you are wearing these spaulders you gain a +1


bonus to your AC. These shoulderguards are slightly
oversized but still comfortable. They glow in dim light
to a range of 30ft. You gain resistance to fire damage
and you learn the produce flame Cantrip.

Scorched Breastplate
Armor (breastplate), rare (requires attunement)

While you are wearing this breastplate you gain a +1


bonus to your AC. It looks more like rock than
anything but you can see the glowing orange lava
within small cracks. This armor glows in dim light to
a range of 30ft and gives resistance to fire damage.
Additionally your Strength score increases by +2.

Scorched Boots
Wondrous item, rare (requires attunement)

While you are wearing these boots, you gain a +1


bonus to your AC. These boots are always warm and
fill you with determination. They glow in dim light to
a range of 30ft. You gain resistance to fire damage
and you learn the create bonfire Cantrip.

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.

Whilst wearing 3 parts from this set, whenever you


would usually take fire damage, you instead are
healed for half the amount of damage. Additionally
you may cast the fireball spell once centred on you.
This attack does not heal you, but you take no
damage from it. You must finish a long rest before
being able to do so again.

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.

This item set consists of 3 parts; helm, chainmail and


pants. Each piece alone has some minor benefits, but
wearing more than one will grant bonuses.

Raphael's Helm
Wondrous item, rare (requires attunement)

While you are wearing this helm you gain a +1 bonus


to your AC. Most would assume the thin slits in this
helm make it difficult to see and sense your
surroundings. In reality, it works the opposite way. It
shuts out a lot of the outer world and lets you focus
on what you need to. While attuned to this armor,
you gain advantage on saving throws to protect
against all conditions.

Raphael's Chainmail
Armor (chainmail), rare (requires attunement)

While you are wearing this chainmail you gain a +1


bonus to your AC. Wearing this item channels the
power of the ninja it is named after. While you are
attuned to this armor, you gain advantage on stealth
checks.

Raphael's Greaves
Wondrous item, rare (requires attunement)

While you are wearing these greaves, you gain a +1


bonus to your AC. These pants fill you with grit and
determination. While attuned to these greaves, you
take 1d4 less damage from all sources.

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.

This item set consists of 3 parts; helm,


shoulderguards and plate armr. Each piece alone has
some minor benefits, but wearing more than one will
grant bonuses.

Avenging Helm
Wondrous item, legendary (requires attunement)

While you are wearing this helm you gain a +1 bonus


to your AC. This winged helm is forged from
reinforced gold. While you are attuned to this helm,
you gain the ability to empower your allies. Every
time you and your group enter a combat encounter,
each ally gains one empowerment die. This is a d12
they can add to any dice roll they choose.

Avenging Shoulderguards
Wondrous item, legendary (requires attunement)

While you are wearing these shoulderguards you gain


a +1 bonus to your AC. They are forged from
reinforced gold. While you are attuned to them you
and your allies always regain the maximum amount
of health when using a hit die.

Avenging Plate Armor


Armor (plate), legendary (requires attunement)

While you are wearing this armor, you gain a +1


bonus to your AC. This armor is forged from
reinforced gold and has titanium detailing. While you
are attuned to this item, you increase your
constitution and one other ability score by +2 up to a
maximum of 20.

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.

While you are wearing 3 parts from this set, your


healing power is magnified to extreme levels.
Anytime you cast a healing spell, it automatically
heals for the maximum amount, there is no need to
roll the dice.

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.

This item set consists of 5 parts; 5 separate rings.


Each piece alone has some minor benefits, but
wearing more than one will grant bonuses.

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.

Ring of Mental Control


Ring, uncommon (requires attunement)

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.

Ring of the Tundra


Ring, uncommon (requires attunement)

While you are attuned to this ring, you gain the


ability to cast the Ray of frost cantrip at will. This
does not count against the number of your known
spells.

Ring of Electrical Mass


Ring, rare (requires attunement)

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)

While you are attuned to this ring, you gain the


ability to cast the darkness spell at will. This does not
count against the number of your known spells.

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.

This set consists of three parts; a shortbow, quiver


and some special arrows. Each piece alone has some
minor benefits, but wearing more than one will grant
bonuses.

Krokori Bow
Weapon (shortbow), rare (requires attunement)

While you are attuned to this shortbow your attack


and damage rolls gain a +2 bonus. If you are
attacking a creature that is larger than you, you gain
advantage on the attack rolls. Additionally, the bow
fires itself if you mentally command it to. It does not
require you to draw the string.

Timeless Quiver
Wondrous item, rare (requires attunement)

While you are attuned to this quiver, you can


summon the arrows from within to nock themselves
into your bow. At your very thought, an arrow will
teleport from the quiver into the bow.

Lyniah Shield
Armor (shield), rare (requires attunement)

While you are attuned to this shield you gain a +2


bonus to your AC. This is in addition to the standard
+2 AC from a shield. Additionally if you are subject
to a melee attack and it does not land, you may
move up to 15ft away from the enemy without
provoking an opportunity attack.

Set Bonus
While you are you are wearing 2 parts of this set,
your strength and dexterity scores increase by 1
each.

While you are you are wearing 3 parts of this set,


each time you enter combat you can choose where in
the initiative order you are.

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.

If you are attuned to both of the items from this set,


you cannot attune to any other items as this set is
too powerful and requires all of your bonds.

The Unstoppable Force


Weapon (greatsword), legendary (requires
attunement)

While you are attuned to this greatsword, attack and


damage rolls made with it gain a +3 bonus.

The Immovable Object


Armor (shield), legendary (requires attunement)

While you are attuned to this shield, you gain a +3


bonus to AC. This is in addition to the standard +2
AC you get from a shield.

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.

If you find yourself in a situation where defense is


more important, you can move up to 2 of the bonus
from the sword into the shield for a +5 bonus.

Likewise, if you find yourself in a situation where


attack is more important, you can move up to 2 of
the bonus from the shield into the sword for a +5
bonus.

Each of the items must retain at least +1 bonus.

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.

This set consists of 3 parts; a crown, an amulet and


a ring. Each piece alone has some minor benefits,
but wearing more than one will grant bonuses.

Crown of the King


Wondrous item, rare (requires attunement)

While you are attuned to this item you gain immunity


to the Blinded, charmed, deafened, petrified and
stunned conditions.

Amulet of the Queen


Amulet, rare (requires attunement)

while you are attuned to this amulet your movement


speed is doubled and you gain a Climb speed, swim
speed, flight speed and burrow speed all equal to
your movement speed.

___

Ring of the Princess


Ring, rare (requires attunement)

While you are attuned to this ring you can choose 2


skills you are proficient in and gain expertise in
them.

Set Bonus
While you are wearing 2 parts of this set you gain
proficiency with all saving throws.

While you are wearing 3 parts of this set you gain


proficiency with all skills.

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.

There are two parts to this set; 2 longswords.

Pain
Weapon (longsword), very rare (requires
attunement)

Attack and damage rolls made with this sword gain a


+2 bonus. Any attacks made against a demon foe
deal double damage.

Panic
Weapon (longsword), very rare (requires
attunement)

Attack and damage rolls made with this sword gain a


+2 bonus. Any attacks made against a demon foe
deal double damage.

Set Bonus
___

While you are using both of these swords you can


add your attack modifier to the damage rolls on
bonus action attacks without the 'two weapon
fighting' fighting style.

While you are using both of these swords you gain


access to the following spells; Banishment,
dimension door and planar binding. You may cast
these at will and they do not count against your
number of known spells.

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

Helm of the Immortal king


Wondrous item, legendary (requires attunement)

Wearing this helm grants you an additional +1 AC,


you gain advantage on saving throws against charm
and frighten effects. While you are attuned to this
item, you gain the War Cry ability; you may cry out
to empower your allies while in combat. Each ally
that hears this cry gains 1d20 temporary hit points.
You can’t use this property again until you finish a
long rest.

Undying Longsword
Weapon (longsword), legendary (requires
attunement)

This longsword grants a +2 bonus to attack and


damage rolls. Successful attacks made with this
weapon reduces the target's maximum hit point total
by an amount equal to your constitution modifier.
This sword will glow a dull red while in the presence
of demons, and green in the presence of undead.
Additionally, you gain advantage on intimidation
checks when the target can see the blade.

Eternal Longsword
Weapon (longsword), legendary (requires
attunement)

This longsword grants a +2 bonus to attack and


damage rolls. Successful attacks made with this
weapon heal you by an amount equal to your
constitution modifier. While attuned to this weapon,
you gain the Sweeping attack ability; as a bonus
action you may make a sweeping attack against 2
adjacent targets. Make 1 attack roll for both targets
(use the higher of the 2 AC scores), damage is split
between the targets if both attacks are successful.
You gain health from the sword's life drain ability for
each target hit. You can use this feature a number of
times equal to your Strength modifier (min 1). When
you finish a Long Rest, you regain all expended uses.

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

The Tyrants Blade


Weapon (greataxe), legendary (requires attunement)

Attack and damage rolls made with this weapon


receive a +3 bonus. Additionally, you gain an extra
attack and your crit range expands to 19-20.

Heart of stone
Wondrous item, legendary (requires attunement)

This is a near-unbreakable stone heart, in order to


use this, you must replace your existing heart with
this item. It grants it's user 3 extra hit points per
level, or per hit dice for monsters, advantage against
charm or fear effects, and can give themselves
resistance to bludgeoning, piercing and slashing
damage for one hour. You may do this once, the
ability recharges upon completion of a long rest.

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)

Attacks and damage rolls made with this weapon


gain a +2 bonus. While attuned to a paladin, attacks
with this sword deal an additional 1D6 radiant
damage, and a further 1D6 radiant damage against
undead and fiends.

Shield
Armor (shield), rare (requires attunement)

This shield gains a bonus +2 to AC. This is in addition


to the standard +2 AC from a regular shield. While
you are attuned to this shield it grants the wearer
the benefits of the war caster feat. If you already
have this feat, choose another feat to gain the
benefits of while attuned to this shield.

Circlet
Wondrous item, rare (requires attunement)

While a paladin is attuned to this circlet, the wearers


charisma score and maximum charisma score each
increase by 2.

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.

When you are attuned to all three items of this set,


casting a smite spell or using your divine smite
ability treats the consumed spell slot as one level
higher. This accordingly increased the maximum
potential damage the spell or ability can do.
Additionally, you gain a third use of your channel
divinity ability per shirt or long rest, and the range of
your aura abilities is doubled.
Created by Michael Myers

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.

In order to attune to this item, the user must


meditate and focus solely on this item for 30 minutes
Set bonus
per day for 14 consecutive days. Together these three Dracones enable transformation
into an adult Black, Blue or Red (wearer’s choice)
This modified Bag of Holding can summon wings to dragon once per week for a day. The more often the
manifest and sprout from the bag itself. In addition artifacts are used together the greater the chance of
to the regular benefits of a bag of holding, you gain a a Demon Lord appearing; 5% chance increasing for
flight speed of 80ft. This lasts one hour. You must each consecutive week dragon transformation is
finish a long rest before doing so again. used.

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)

This small wooden shield was enchanted at the same


as its brother the 'Shield of Fortification'. While you
are attuned to this shield you can strap it to your
arm to allow your hand to be free. Additionally, you
can slap foes with your forearm to attack with the
shield. As a bonus action you can make a Bash
attack with your shield. A Bash attack with this shield
deals 1d6+ strength mod damage.

Shield of Fortification
Armor (shield), very rare (requires attunement)

This medium wooden shield was enchanted at the


same as its brother the 'Buckler of Bombardment'.
While you are attuned to this shield you can strap it
to your arm to allow your hand to be free.
Additionally, you can slap foes with your forearm to
attack with the shield. As part of an attack action you
can make a Bash attack with your shield. A Bash
attack with this shield deals 1d10+ strength mod
damage.

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.

As an action you can lock the shields together to


form a tower shield. This can be used as a weapon as
well as a shield. While combined this tower shield
increases your AC by +6 but requires one hand to
carry. When the shields are combined in this way you
gain access to a Slam attack. As part of an attack
action, you can slam the shield into a creature. This
slam attack deals 5d4+ strength mod damage. Every
time a slam attack lands, you push the target back
5ft. If you do so, you can step 5ft towards the target
to close the gap, this does not use your movement
speed.
203
Spirit Beast Mount System

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.

Spirit beasts live in the spirit realm when they aren’t


needed by the players. They can be summoned and
dismissed at will, but at least an hour must pass
after you dismiss the beast before you can summon
it back.

Spirit beasts cannot die but if they drop to 0 hit


points they are dismissed to the spirit realm and
cannot be summoned for one week. If this happens,
you will lose one bond tier. While they do not die,
they do feel pain and emotions. They do not need to
eat and do not breathe but they do need to rest.

Spirit beasts appear however you like, they could be


ethereal, fey or fiendlike, fiery or even just
exceptionally large versions of ordinary animals,
albeit with incredible abilities. Below you will find
both the types of beasts available, as well as what
abilities they have when they reach different tiers of
bonding.

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.

TIER 1 Basic understanding. This creature will obey Actions


your commands providing it can hear or see Bite Melee Weapon Attack: +4 to hit, reach 5ft.,
you.
one target. Hit 6 (1d8 + 2),
TIER 1 Underwater breathing While you are
Claw. Melee Weapon Attack: +4 to hit, reach 5ft.,
mounted on your crab, it extends its ability
one target. Hit 4 (1d4 + 2) target must
to breathe underwater to you.
succeed on a DC 13 Dexterity saving throw
TIER 2 Deshell If the crab is suffering from any or be knocked prone.
physical ailments such as poison, it can shed
its shell and free itself of these ailments. Dash. The crab can move up to its full
movement speed on top of its regular
movement.

'

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.

TIER 1 Basic understanding. This creature will obey Actions


your commands providing it can hear or see Bite. Melee Weapon Attack: +7 to hit, reach
you.
10 ft., one creature. Hit: 11 (2d6 + 4)
TIER 1 Standing Leap. The Stag’s long jump is up piercing damage.
to 60 feet and its high jump is up to 25 feet, Gore. Melee Weapon Attack: +4 to hit, reach 5ft.,
with or without a running start. one target. Hit 4 (1d4 + 2) target must
TIER 2 Intimidate. As your bond grows with your succeed on a DC 13 Dexterity saving throw
stag, it becomes more protective of you. It or be knocked prone.
will attempt to scare off all sources of threat
Dash. The stag can move up to its full
aimed at you. As an Action, the Stag can
project the image of its antlers as much movement speed on top of its regular
larger and imposing than they actually are. movement.
Rolls made to intimidate while you are
mounted on the Stag are made with
advantage.

'

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.

TIER 1 Basic understanding. This creature will obey Actions


your commands providing it can hear or see Slam. Melee Weapon Attack: +4 to hit, reach 5ft.,
you.
one target. Hit 10 (2d8 + 2),
TIER 1 Slow and steady While the Tortoise is much
Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
slower than some of the other spirit beasts,
one target. Hit 4 (1d4 + 2) target must
its shell makes for a wonderful place to ride.
It is big enough for up to 4 people to lie succeed on a DC 13 Dexterity saving throw
down and relax while moving. or be knocked prone.
TIER 2 Withdraw Once you and your tortoise Dash. The tortoise can move up to its full
share a strong enough bond, it will feel movement speed on top of its regular
comfortable allowing you into its shell. Here movement.
you are completely protected from attacks
and the elements. You can spend short rests
inside the shell, but it is a bit cramped for a
long rest.

'

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.

TIER 1 Basic understanding. This creature will obey


Actions
your commands providing it can hear or see Slam Melee Weapon Attack: +4 to hit, reach 5ft.,
you. one target. Hit 6 (1d8 + 2),
TIER 1 Tight pass The elemental can modify its . Melee Weapon Attack: +4 to hit, reach 5ft., one
size and shape to the point it can fit through target. Hit 4 (1d4 + 2) target must succeed
gaps as small as one inch very easily. on a DC 13 Dexterity saving throw or be
TIER 2 Purify The water that makes up the knocked prone.
elemental is clean and pure. You can use this Dash. The elemental can move up to its full
water to cleanse poison effects by drinking a movement speed on top of its regular
small amount of it. movement.
TIER 2 Mental bond. You can communicate with
your steed telepathically. Not only can you
command your Elemental, you can
understand the thoughts and needs of it to
the point you can have a conversation.

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.

buffers A whisky barrel. If you remove the lid you find


that the base of the barrel has been removed and
The following items are not magical in any way,
there is a tunnel leading directly down. How far
unless you decide to give them some magical
you cannot see.
properties. These items are designed to be given to
your players so they can obsess over them and A brass key. Roughly this size and weight of a
create story or plot points that you as a DM can in chihuahua.
turn feed off of and give them content related to it.
This makes the players feel like they are on the right A mummified squirell. Delicately wrapped and
trackwith their thoughts and logic and I have found it cared for.
makes for enjoyable play.
A stage magicians wand that looks like it has seen
Use these items when you are running short of ideas, a great deal of use.
have nothing planned or if your players gooff the
A pair of ladies heeled shoes, but they are larger
beaten track.
than most boots for a male orc.
A small locket necklace with a broken lock.
A perfectly round boulder around the size of your
Opening it up reveals a photograph of a woman in
head, with 3 small holes punctured into it.
a wedding dress but her face has been crossed
out.
A lock and key made from glass, it looks pristine
A large wooden stake that smells like garlic with like it has never been touched before.
what appears to be blood stained into the tip.
A chain that has been used to keep something
A spoon that looks as though it has been gripped restrained. Something big, something strong if the
very tightly by something much stronger than any chains are anything to go by. Some of the links
man. A handprint has been bent into the handle. have been snapped...
A quartz crystal that vibrates when a someone A peacock tailfeather carved from stone. There is a
sings into it. hole in the centre that looks like a smaller stone
A perfectly balanced spinning top that appears to
would fit into it.
A perfectly prederved skeleton of a kitten.
spin forever. (If given enough time it will
eventually come to a stop after exactly 15 A sheath for a longsword made from an unknown
minutes) material engraved with the initials BLJ.

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.

A full set of plate armor that has been exploded


open from the inside.

Hundreds of bootlaces all tied together end to end


to form one long lace. There are laces of various
thickness, colors and materials.

A single jigsaw puzzle piece. Completely black and


made from metal. A grand symbol has been
stamped into the back of it. It looks like some kind
of house crest.

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.

An urn that is half filled with ash. A skull and


crossbones has been printed onto the front of the
urn in what seems to be red mud.

A small leather wallet that contains a beautiful set


of cutlery. Each of the forks has a logo pressed
into the base of the handle.

A human skull that first appears to have been


painted gold. After further inspection it is clear
this skull has been carved from a solid block of
gold.

A blacksmiths anvil that has been well used. It is


covered in dents and dings of all shapes and sizes.
One of the dents is in the exact shape of a key.

A longsword that looks like it was used solely for


decorative purposes. The hilt and crossguard are
beautifully ornate, but the blade itself is quite
flimsy. It wouldn't deal much damage to a foe
when struck.

A set of horse shoes, still with hooves attached to


them.

A simle linen satchel designed to look like a


traditional bag of holding.

A diamond the size of a humanoid head. After


having the gemstone checked over by a
professional, or if someone casts Detect
magic or Identify on it, you find out it is
just glass and has been enchanted.

A beautiful ball gown made from silks and laces.


You can tell hundreds of hour were spent making
this dress.

A torn open envelope. Inside the envelope there is


a small piece of parchment with what appears to
be a vault combination scribed onto it.

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

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