| Name | Tier | Attunement | Usage Requirements | Type | Cost | Session Required | Description | Notes | Sourcebook |
|---|---|---|---|---|---|---|---|---|---|
| Alluring Dye | 2 | No | None | Potion, Consumable | 100 GP | No | This dye is available in many different colors, from the brightest of hues seen on bright gallus to more subtle brown, black, and green shades. Applying this thick paste to your feathers, fur, or hair permanently dyes it the color of the dye. You gain +2 to Charisma saving throws for 24 hours after first applying the dye and cannot benefit from this effect again unless you use a dye of a different color. If you re-dye yourself more than once in ten days, roll a d4. On a 1, your fur, feathers, or hair turn a shocking yellow as the dyes interact disastrously, and you have disadvantage on Charisma checks for 1d6 days, after which the color fades to your natural shade. | HWT | |
| Cream of Ooze Moisturizing Face Serum | 1 | No | None | Potion, Consumable | 10 GP | No | When you apply this light pink cream, it causes a prestidigitation-like effect, cleaning any grime or dirt from your face or another equivalent-sized area of your body you apply it to. | HWT | |
| Balloon Pack | 1 | No | None | Wondrous Item, Consumable | 50 GP | No | This backpack contains the spirit of an air elemental and a compact leather balloon. While you’re wearing the backpack, you can deploy the balloon as an action and gain the effect of the levitate spell for 10 minutes, targeting yourself and requiring no concentration. Alternatively, you can use a reaction to deploy the balloon when you’re falling and gain the effect of the feather fall spell for yourself. When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend gently toward the ground for up to 60 feet. If you are still in the air at the end of this distance, you fall if you have no other means of staying aloft. After the spirit departs, the backpack’s property is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack. | PotA | |
| Bead of Nourishment | 3 | No | None | Wondrous Item, Consumable | 50 GP | No | This spongy, flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of rations. | XGE | |
| Bead of Refreshment | 3 | No | None | Wondrous Item, Consumable | 50 GP | No | This spongy, flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison. | XGE | |
| Deck of Miscellany | 2 | No | None | Wondrous Item, Consumable | 400 GP | No | This wooden box contains a set of thirty-two parchment cards. The face of each card bears an illustration of a different item or set of items. As an action, you can draw a card of your choice from the deck and throw it to the ground in an unoccupied space within 5 feet of yourself. When the card hits the ground, the card permanently transforms into the item or set of items depicted on its face. An altered deck of real-world playing cards can simulate the deck, as shown on the Deck of Miscellany table. | BMT | |
| Dust of Deliciousness | 2 | No | None | Wondrous Item, Consumable | 100 GP | No | This wooden box contains a set of thirty-two parchment cards. The face of each card bears an illustration of a different item or set of items. As an action, you can draw a card of your choice from the deck and throw it to the ground in an unoccupied space within 5 feet of yourself. When the card hits the ground, the card permanently transforms into the item or set of items depicted on its face. An altered deck of real-world playing cards can simulate the deck, as shown on the Deck of Miscellany table. Card / Item 3 ♦ Wooden abacus 4 ♦ Four vials of perfume 5 ♦ 5 days’ worth of rations 6 ♦ Iron pot 7 ♦ Disguise kit 8 ♦ Window (up to 5 feet wide and 5 feet high), which you can place on a vertical surface up to 5 feet thick and which allows you to look through the surface 9 ♦ Manacles 10 ♦ Ten sheets of parchment 3 ♥ Three daggers 4 ♥ Four flasks of oil 5 ♥ Five silk robes 6 ♥ Forgery kit 7 ♥ Quarterstaff 8 ♥ Fishing tackle 9 ♥ Leather pouch containing 18 gp 10 ♥ 10 crossbow bolts 3 ♣ Three books, written in Common, about random historical events 4 ♣ Canvas tent 5 ♣ 50 feet of coiled silk rope 6 ♣ Two crowbars 7 ♣ Healer’s kit 8 ♣ Eight gems worth 5 gp each 9 ♣ Lamp 10 ♣ 10 feet of iron chain 3 ♠ Three spears 4 ♠ Steel mirror 5 ♠ 15-foot wooden pole 6 ♠ Burlap sack 7 ♠ Two sets of fine clothes 8 ♠ Shovel 9 ♠ Light hammer 10 ♠ Ten arrows | EGW | |
| Dust of Dryness (10 Pinches) | 2 | No | None | Wondrous Item, Consumable | 200 GP | No | This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet’s weight is negligible. Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet’s magic. An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one. | DMG | |
| Feather Token | 2 | No | None | Wondrous Item, Consumable | 20 GP | No | This small metal disk is inscribed with the image of a feather. When you fall at least 20 feet while the token is on your person, you descend 60 feet per round and take no damage from falling. The token’s magic is expended after you land, whereupon the disk becomes nonmagical. | ERLW | |
| Gem of Brightness | 3 | No | None | Wondrous Item, Consumable | 200 GP | No | This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word. When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 GP. | DMG | |
| Medal of the Meat Pie | 1 | No | None | Wondrous Item, Consumable | 25 GP | No | You gain 2d4 + 2 temporary hit points when you use an action to press this medal to your mouth. Once this property has been used, it can’t be used again, and the medal becomes nonmagical. While magical, this medal is slightly warm to the touch (as if it’s fresh from the oven) and smells faintly of baked pie crust. | CRCtoN | |
| Moodmark Paint | 1 | No | None | Wondrous Item, Consumable | 10 GP | No | This thick, black paint is stored in a small jar, containing enough paint to apply moodmarks to one creature. The paint is dabbed on the face in spots or markings that often resemble the eyes of insects or spiders. Applying the paint in this way takes 1 minute. For the next 8 hours, the marks change to reflect your mental state. A creature that can see you and makes a successful DC 10 Wisdom (Insight) check can discern whether you are happy, sad, angry, disgusted, surprised, or afraid, as well as the main source of that emotion. For example, you might communicate fear caused by a monster you just saw around the corner, grief at the loss of a friend, or happiness derived from pride in your performance in combat. A dark elf has advantage on this check. | GGR | |
| Mystery Key | 1 | No | None | Wondrous Item, Consumable | 50 GP | No | A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it’s inserted. Once it unlocks something, the key disappears. | XGE | |
| Nolzur's Marvelous Pigments (4 Pots) | 3 | No | None | Wondrous Item, Consumable | 4000 GP | No | Typically found in 4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image. Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features—such as a door, a pit, flowers, trees, cells, rooms, or weapons—that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet. When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create. Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material. If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything. | DMG | |
| Pot of Awakening | 1 | No | None | Wondrous Item, Consumable | 100 GP | No | If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub at the end of that time. When the shrub awakens, its roots break the pot, destroying it. The awakened shrub is friendly toward you. Absent commands from you, it does nothing. | XGE | |
| Potion of Comprehension | 2 | No | None | Potion, Consumable | 90 GP | No | When you drink this potion, you gain the effect of a comprehend languages spell for 1 hour. This liquid is a clear concoction with bits of salt and soot swirling in it. | WDMM | |
| Potion of Animal Friendship | 3 | No | None | Potion, Consumable | 200 GP | No | When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. | DMG | |
| Potion of Fire Breath | 2 | No | None | Potion, Consumable | 150 GP | No | After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion’s orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened. | DMG | |
| Potion of Gaseous Form | 4 | No | None | Potion, Consumable | 300 GP | No | When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion’s container seems to hold fog that moves and pours like water. | DMG | |
| Potion of Healing | 1 | No | None | Potion, Consumable | 50 GP | No | You regain 2d4 + 2 hit points when you drink this potion. The potion’s red liquid glimmers when agitated. | DMG | |
| Potion of Mind Reading | 1 | No | None | Potion, Consumable | 150 GP | No | When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion’s dense, purple liquid has an ovoid cloud of pink floating in it. | DMG | |
| Potion of Poison | 2 | No | None | Potion, Consumable | 150 GP | No | This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. | DMG | |
| Potion of Water Breathing | 2 | No | None | Potion, Consumable | 50 GP | No | You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it. | DMG | |
| Pressure Capsule | 2 | No | None | Wondrous Item, Consumable | 50 GP | No | This small capsule is made of beeswax blended with sand and a variety of enchanted water plants. A creature who consumes a pressure capsule ignores the effects of swimming at depths greater than 100 feet | This effect lasts for 8 hours | GoS |
| Quaal's Feather Token, Anchor | 1 | No | None | Wondrous Item, Consumable | 100 GP | No | This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can’t be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. | DMG | |
| Quaal's Feather Token, Tree | 1 | No | None | Wondrous Item, Consumable | 50 GP | No | This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. Tree. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. | DMG | |
| Rope of Mending | 1 | No | None | Wondrous Item, Consumable | 50 GP | No | You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed. | XGE | |
| Packet of Smokepowder | 1 | No | None | Wondrous Item, Consumable | 25 GP | No | Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots. If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage. Casting dispel magic on smokepowder renders it permanently inert. | WDH | |
| Sovereign Glue (7 Ounces) | 3 | No | None | Wondrous Item, Consumable | 140 GP | No | This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with oil of slipperiness. When found, a container contains 1d6 + 1 ounces. One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of universal solvent or oil of etherealness, or with a wish spell. | DMG | |
| Spell Scroll (1st Level) | 1 | No | None | Scroll, Consumable | 200 GP | No | If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 11. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A spell cast from this scroll has a save DC of 13 and an attack bonus of +5. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 11 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. | DMG | |
| Spell Scroll (2nd level) | 2 | No | None | Scroll, Consumable | 500 GP | No | If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 12. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A spell cast from this scroll has a save DC of 13 and an attack bonus of +5. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 12 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. | DMG | |
| Spell Scroll (Cantrip) | 1 | No | None | Scroll, Consumable | 100 GP | No | If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 10. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A spell cast from this scroll has a save DC of 13 and an attack bonus of +5. | DMG | |
| Spellwrought Tattoo (1st level) | 3 | No | None | Tattoo, Wondrous Item, Consumable | 200 GP | No | Produced by a special needle, this magic tattoo contains a single 1st level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin. The Ability modifier for this spell is +3; the Save DC is 13 and the attack bonus is +5. | Common Tattoo | TCE |
| Spellwrought Tattoo (2nd level) | 3 | No | None | Tattoo, Wondrous Item, Consumable | 500 GP | No | Produced by a special needle, this magic tattoo contains a single 2nd level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin. The Ability modifier for this spell is +3; the Save DC is 13 and the attack bonus is +5. | Uncommon Tattoo | TCE |
| Spellwrought Tattoo (Cantrip) | 2 | No | None | Tattoo, Wondrous Item, Consumable | 100 GP | No | Produced by a special needle, this magic tattoo contains a single cantrip, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin. The Ability modifier for this spell is +3; the Save DC is 13 and the attack bonus is +5. | Common Tattoo | TCE |
| Universal Solvent | 2 | No | None | Wondrous Item, Consumable | 10 GP | No | This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including sovereign glue. | DMG | |
| Walloping Ammunition (Each) | 1 | No | None | Ammunition, Generic Variant, Consumable | 1 GP | No | This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. | XGE | |
| Ammunition +1 (Stack of 20) | 2 | No | None | Ammunition, Generic Variant, Consumable | 50 GP | No | You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. | DMG | |
| Bead of Force (8 Beads) | 3 | No | None | Wondrous Item, Consumable | 800 GP | No | This small black sphere measures ¾ of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together. You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere’s wall. No attack or other effect can. An enclosed creature can use its action to push against the sphere’s wall, moving the sphere up to half the creature’s walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside. | DMG | |
| Blood of the Lycanthrope Antidote | 2 | No | None | Potion, Consumable | 100 GP | No | This clear potion has dark red flecks within, resembling clotted blood. When you drink this potion, it removes the curse of lycanthropy from you if that curse was imposed by a lycanthrope’s bite or similar effect. | IMR | |
| Bottled Breath | 2 | No | None | Potion, Consumable | 200 GP | No | This bottle contains a breath of elemental air. When you inhale it, you either exhale it or hold it. If you exhale the breath, you gain the effect of the gust of wind spell. If you hold the breath, you don’t need to breathe for 1 hour, though you can end this benefit early (for example, to speak). Ending it early doesn’t give you the benefit of exhaling the breath. | PotA | |
| Condensed Order | 2 | No | None | Wondrous Item, Consumable | 125 GP | No | Condensed Order is a silvery powder that can be extracted from those of a lawful persuasion. Devils bound for the warfronts of Avernus take flasks and snuff boxes of the stuff to fortify themselves against exposure to the raw chaos of demons. Taking the substance requires an action and makes you immune to the flesh warping feature of demonic ichor. It also gives you advantage on saving throws against any effect from a demonic source. These benefits last for 8 hours. | CoA | |
| Dispelling Stone | 4 | No | None | Wondrous Item, Consumable | 400 GP | No | This smooth, rainbow-colored, egg-shaped stone can be thrown up to 30 feet and explodes in a 10-foot-radius sphere of magical energy on impact, destroying the stone. Any active spell of 5th level or lower in the sphere ends. | EGW | |
| Draught of Slime Curse Cure | 3 | No | None | Potion, Consumable | 300 GP | No | This slightly astringent green liquid is thick and viscous, and is filled with bubbles. Drinking this potion grants you the benefits of the remove curse spell as though it were cast on you, as well as advantage on saving throws made to resist being cursed for 1 hour after you drink it. | HWT | |
| Dried Leech (Each) | 3 | No | None | Ammunition, Generic Variant, Consumable | 10 GP | No | This leech has been dried and imbued with a mote of animating magic. If you hit a creature with a ranged attack roll using this ammunition, the leech springs to life and sinks its teeth into the target, dealing 1d4 piercing damage at the start of each of the target’s turns. If the leech deals at least 10 damage or the target dies, the leech falls off. A creature, including the target, can use its action to detach the leech. Once a leech is no longer attached to its target, the leech dies and is no longer magical. | BMT | |
| Dust of Corrosion | 3 | No | None | Wondrous Item, Consumable | 300 GP | No | As an action, you can throw this dust into the air, filling a 10-foot cube that extends out from you. Surfaces and objects made of nonmagical ferrous metal in the area instantly corrode and turn to dust, becoming useless and unsalvageable. Any creature in the area that is made wholly or partly out of ferrous metal must make a DC 13 Constitution saving throw, taking 4d8 necrotic damage on a failed save, or half as much damage on a successful one. Found in a small packet, this dust is made from finely ground rust monster antennae. There is enough dust in each packet for one use. | WBtW | |
| Dust of Disappearance | 2 | No | None | Wondrous Item, Consumable | 100 GP | No | Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. | DMG | |
| Elemental Gem | 6 | No | None | Wondrous Item, Consumable | 1,250 GP | No | Multiple variations of this item exist, as listed below: Elemental Gem, Blue Sapphire – Air Elemental Elemental Gem, Emerald – Water Elemental Elemental Gem, Red Corundum – Fire Elemental Elemental Gem, Yellow Diamond – Earth Elemental This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem’s magic is lost. | DMG | |
| Elixir of Health | 4 | No | None | Potion, Consumable | 400 GP | No | When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it. | DMG | |
| Faerie Dust | 2 | No | None | Other, Consumable | 250 GP | No | A pinch of this dust can substitute for the material components of any enchantment spell of 3rd level or lower. If a pinch of faerie dust is sprinkled on a creature, roll percentile dice and consult the Faerie Dust table to determine the effect. d100 Magical Effect 01-70 The creature sprinkled with dust gains a flying speed of 60 feet for 10 minutes. 71-80 The creature sprinkled with dust must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. The creature awakens if it takes damage or if it is shaken or slapped as an action. 81-90 The creature sprinkled with dust must succeed on a DC 11 Wisdom saving throw or be affected by a confusion spell. 91-00 The creature sprinkled with dust becomes invisible for 1 hour. Any equipment it is wearing or carrying is invisible as long as it is on the creature’s person. The effect on the creature ends if it attacks, deals any damage, or casts a spell. | SKT | |
| Ioun Stone, Absorption | 3 | Yes | None | Wondrous Item, Consumable | 250 GP | No | An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can’t cancel it. | DMG | |
| Keoghtom's Ointment (5 Doses) | 4 | No | None | Wondrous Item, Consumable | 1000 GP | No | This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh ½ pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. | DMG | |
| Kwark's Wondrous Kernels, Planter (Heart, Green) | 2 | No | None | Wondrous Item, Consumable | 75 GP | No | These 1-inch-diameter kernels, which come in various shapes and colors, are found in ordinary-looking velvet pouches containing 2d4 seeds. The kernels come in two varieties, planters and tossables. For each bag found, the GM rolls a d8 to determine what types of kernels the bag holds, or chooses kernels from one of the lists below. Bags either contain planters or tossables, but not both. Planter kernels must be planted for their magic to take effect. You can use an action to plant a seed in nearby soil. 1 minute after the planter kernel is planted, the associated effect occurs, depending on the type of kernel. All objects created by planter seeds wither into organic mush 1 hour after sprouting from the earth, as do any removable parts they create. A gnarled staff covered in ivy and fruit-bearing grapevines grows in the spot where the seed was sown. The staff can be taken and wielded as a quarterstaff. Treat this weapon as though it were under the effect of a shillelagh spell for as long as the staff exists. | HWT | |
| Kwark's Wondrous Kernels, Planter (Oval, Russet) | 3 | No | None | Wondrous Item, Consumable | 200 GP | No | These 1-inch-diameter kernels, which come in various shapes and colors, are found in ordinary-looking velvet pouches containing 2d4 seeds. The kernels come in two varieties, planters and tossables. For each bag found, the GM rolls a d8 to determine what types of kernels the bag holds, or chooses kernels from one of the lists below. Bags either contain planters or tossables, but not both. Planter kernels must be planted for their magic to take effect. You can use an action to plant a seed in nearby soil. 1 minute after the planter kernel is planted, the associated effect occurs, depending on the type of kernel. All objects created by planter seeds wither into organic mush 1 hour after sprouting from the earth, as do any removable parts they create. A hollow shell resembling a large oval-shaped seed sprouts from the earth. This shell splits down the middle into two halves. Each half can be taken and wielded as a standard shield. Anyone wielding one of these shields has resistance to fire damage. | HWT | |
| Kwark's Wondrous Kernels, Planter (Oval, Yellow) | 2 | No | None | Wondrous Item, Consumable | 125 GP | No | These 1-inch-diameter kernels, which come in various shapes and colors, are found in ordinary-looking velvet pouches containing 2d4 seeds. The kernels come in two varieties, planters and tossables. For each bag found, the GM rolls a d8 to determine what types of kernels the bag holds, or chooses kernels from one of the lists below. Bags either contain planters or tossables, but not both. Planter kernels must be planted for their magic to take effect. You can use an action to plant a seed in nearby soil. 1 minute after the planter kernel is planted, the associated effect occurs, depending on the type of kernel. All objects created by planter seeds wither into organic mush 1 hour after sprouting from the earth, as do any removable parts they create. A strong root rises from the ground, topped with a removable wooden burl that resembles a bottle’s stopper. While it exists, this root functions as an eversmoking bottle once the burl is removed as an action, except that the cloud of smoke it produces is yellow and smells strongly of mustard. | HWT | |
| Kwark's Wondrous Kernels, Planter (Round, Black) | 3 | No | None | Wondrous Item, Consumable | 200 GP | No | These 1-inch-diameter kernels, which come in various shapes and colors, are found in ordinary-looking velvet pouches containing 2d4 seeds. The kernels come in two varieties, planters and tossables. For each bag found, the GM rolls a d8 to determine what types of kernels the bag holds, or chooses kernels from one of the lists below. Bags either contain planters or tossables, but not both. Planter kernels must be planted for their magic to take effect. You can use an action to plant a seed in nearby soil. 1 minute after the planter kernel is planted, the associated effect occurs, depending on the type of kernel. All objects created by planter seeds wither into organic mush 1 hour after sprouting from the earth, as do any removable parts they create. Grows a Large red flower. The flower closes around and swallows the first Large or smaller sized creature that comes within 5 feet of it for the first time on a turn. A creature swallowed by the flower is restrained, blinded, and has total cover against effects that originate from outside the flower. The flower can only swallow one creature at a time. A swallowed creature can cut its way out by attacking the flower from the inside with a weapon that deals slashing damage. The flower has AC 14 and 30 hit points. It disintegrates once it is reduced to 0 hit points. A swallowed creature is freed once the flower is destroyed. | HWT | |
| Kwark's Wondrous Kernels, Planter (Round, Red) | 4 | No | None | Wondrous Item, Consumable | 600 GP | No | These 1-inch-diameter kernels, which come in various shapes and colors, are found in ordinary-looking velvet pouches containing 2d4 seeds. The kernels come in two varieties, planters and tossables. For each bag found, the GM rolls a d8 to determine what types of kernels the bag holds, or chooses kernels from one of the lists below. Bags either contain planters or tossables, but not both. Planter kernels must be planted for their magic to take effect. You can use an action to plant a seed in nearby soil. 1 minute after the planter kernel is planted, the associated effect occurs, depending on the type of kernel. All objects created by planter seeds wither into organic mush 1 hour after sprouting from the earth, as do any removable parts they create. A single wooden shaft shoots up from the soil and then ignites. This magical torch can be removed and wielded. It sheds bright red light in a 30-foot radius and dim light in a 30-foot radius beyond this. You can make attacks with this torch as though it were a club. Any creature hit with the torch takes an additional 2d6 fire damage and must make a DC 13 Dexterity saving throw or catch fire. A creature that is on fire takes 1d6 fire damage at the start of its turn, and can repeat the saving throw using an action, ending the effect on a success. The torch cannot be extinguished except by magical means. | HWT | |
| Kwark's Wondrous Kernels, Planter (Teardrop Brown) | 1 | No | None | Wondrous Item, Consumable | 100 GP | No | These 1-inch-diameter kernels, which come in various shapes and colors, are found in ordinary-looking velvet pouches containing 2d4 seeds. The kernels come in two varieties, planters and tossables. For each bag found, the GM rolls a d8 to determine what types of kernels the bag holds, or chooses kernels from one of the lists below. Bags either contain planters or tossables, but not both. Planter kernels must be planted for their magic to take effect. You can use an action to plant a seed in nearby soil. 1 minute after the planter kernel is planted, the associated effect occurs, depending on the type of kernel. All objects created by planter seeds wither into organic mush 1 hour after sprouting from the earth, as do any removable parts they create. A small tree grows from the spot the seed was planted. It has 1d4 + 1 red fruits hanging from its branches. The fruit can be eaten as an action and provides the benefit of a potion of healing. | HWT | |
| Kwark's Wondrous Kernels, Planter (Teardrop, Orange) | 1 | No | None | Wondrous Item, Consumable | 25 GP | No | These 1-inch-diameter kernels, which come in various shapes and colors, are found in ordinary-looking velvet pouches containing 2d4 seeds. The kernels come in two varieties, planters and tossables. For each bag found, the GM rolls a d8 to determine what types of kernels the bag holds, or chooses kernels from one of the lists below. Bags either contain planters or tossables, but not both. Planter kernels must be planted for their magic to take effect. You can use an action to plant a seed in nearby soil. 1 minute after the planter kernel is planted, the associated effect occurs, depending on the type of kernel. All objects created by planter seeds wither into organic mush 1 hour after sprouting from the earth, as do any removable parts they create. A sturdy sapling sprouts. One of its branches is longer than the others and can be easily removed. This branch can be commanded to glow or stop glowing by anyone holding it. It sheds bright orange light in a 60-foot radius and dim light in a 60-foot radius beyond this. | HWT | |
| Kwark's Wondrous Kernels, Planter (Teardrop, Purple) | 1 | No | None | Wondrous Item, Consumable | 125 GP | No | These 1-inch-diameter kernels, which come in various shapes and colors, are found in ordinary-looking velvet pouches containing 2d4 seeds. The kernels come in two varieties, planters and tossables. For each bag found, the GM rolls a d8 to determine what types of kernels the bag holds, or chooses kernels from one of the lists below. Bags either contain planters or tossables, but not both. Planter kernels must be planted for their magic to take effect. You can use an action to plant a seed in nearby soil. 1 minute after the planter kernel is planted, the associated effect occurs, depending on the type of kernel. All objects created by planter seeds wither into organic mush 1 hour after sprouting from the earth, as do any removable parts they create. The seed grows into a Huge mushroom with a wooden door in its stalk and a small stone chimney rising from its cap. Inside, there is a stone hearth and five soft cushions. The person who planted the seed can issue a mental command at any time to lock or unlock the door. | HWT | |
| Kwark's Wondrous Kernels, Tossable (Heart, Green) | 2 | No | None | Wondrous Item, Consumable | 125 GP | No | These 1-inch-diameter kernels, which come in various shapes and colors, are found in ordinary-looking velvet pouches containing 2d4 seeds. The kernels come in two varieties, planters and tossables. For each bag found, the GM rolls a d8 to determine what types of kernels the bag holds, or chooses kernels from one of the lists below. Bags either contain planters or tossables, but not both. The magic of tossable kernels is activated by throwing them. You can use an action to throw a kernel up to a range of 20 feet. The associated effect is instantaneous and destroys the seed. The seed breaks, and a cloud of floral pink mist escapes. Each creature within 10 feet must make a DC 14 Wisdom saving throw or become incapable of attacking or taking hostile actions for 1 minute. A creature affected in this way can attempt the saving throw again on each of its turns, ending the effect on a success. The effect ends immediately if the creature is attacked. | HWT | |
| Kwark's Wondrous Kernels, Tossable (Oval, Yellow) | 3 | No | None | Wondrous Item, Consumable | 250 GP | No | These 1-inch-diameter kernels, which come in various shapes and colors, are found in ordinary-looking velvet pouches containing 2d4 seeds. The kernels come in two varieties, planters and tossables. For each bag found, the GM rolls a d8 to determine what types of kernels the bag holds, or chooses kernels from one of the lists below. Bags either contain planters or tossables, but not both. The magic of tossable kernels is activated by throwing them. You can use an action to throw a kernel up to a range of 20 feet. The associated effect is instantaneous and destroys the seed. The seed bursts, unleashing a 10-foot radius cloud of pungent yellow gas that lasts for 1 minute. The effect is otherwise identical to a stinking cloud spell (save DC 14). | HWT | |
| Kwark's Wondrous Kernels, Tossable (Round, Black) | 3 | No | None | Wondrous Item, Consumable | 250 GP | No | These 1-inch-diameter kernels, which come in various shapes and colors, are found in ordinary-looking velvet pouches containing 2d4 seeds. The kernels come in two varieties, planters and tossables. For each bag found, the GM rolls a d8 to determine what types of kernels the bag holds, or chooses kernels from one of the lists below. Bags either contain planters or tossables, but not both. The magic of tossable kernels is activated by throwing them. You can use an action to throw a kernel up to a range of 20 feet. The associated effect is instantaneous and destroys the seed. The seed explodes into a haze of blue pollen. Each creature within 10 feet of the explosion must make a DC 13 Constitution saving throw or fall asleep. A sleeping creature can be woken using an action, and wakes automatically if it takes any damage. Otherwise, they awaken in 1 minute. | HWT | |
| Kwark's Wondrous Kernels, Tossable (Round, Red) | 3 | No | None | Wondrous Item, Consumable | 250 GP | No | These 1-inch-diameter kernels, which come in various shapes and colors, are found in ordinary-looking velvet pouches containing 2d4 seeds. The kernels come in two varieties, planters and tossables. For each bag found, the GM rolls a d8 to determine what types of kernels the bag holds, or chooses kernels from one of the lists below. Bags either contain planters or tossables, but not both. The magic of tossable kernels is activated by throwing them. You can use an action to throw a kernel up to a range of 20 feet. The associated effect is instantaneous and destroys the seed. The seed explodes in flames. Each creature within 10 feet must make a DC 14 Dexterity saving throw, taking 5d6 fire damage on a failure and half as much on a success. | HWT | |
| Kwark's Wondrous Kernels, Tossable (Teardrop, Brown) | 2 | No | None | Wondrous Item, Consumable | 150 GP | No | These 1-inch-diameter kernels, which come in various shapes and colors, are found in ordinary-looking velvet pouches containing 2d4 seeds. The kernels come in two varieties, planters and tossables. For each bag found, the GM rolls a d8 to determine what types of kernels the bag holds, or chooses kernels from one of the lists below. Bags either contain planters or tossables, but not both. The magic of tossable kernels is activated by throwing them. You can use an action to throw a kernel up to a range of 20 feet. The associated effect is instantaneous and destroys the seed. The seed unleashes a gentle, green radiance. Each creature within 10 feet gains 2d4 + 2 temporary hit points. | HWT | |
| Kwark's Wondrous Kernels, Tossable (Teardrop, Orange) | 2 | No | None | Wondrous Item, Consumable | 100 GP | No | These 1-inch-diameter kernels, which come in various shapes and colors, are found in ordinary-looking velvet pouches containing 2d4 seeds. The kernels come in two varieties, planters and tossables. For each bag found, the GM rolls a d8 to determine what types of kernels the bag holds, or chooses kernels from one of the lists below. Bags either contain planters or tossables, but not both. The magic of tossable kernels is activated by throwing them. You can use an action to throw a kernel up to a range of 20 feet. The associated effect is instantaneous and destroys the seed. The seed erupts, releasing a cascade of orange acid. Each creature within 10 feet must succeed on a DC 14 Dexterity saving throw or take 2d8 acid damage. | HWT | |
| Kwark's Wondrous Kernels, Tossable (Teardrop, Purple) | 3 | No | None | Wondrous Item, Consumable | 250 GP | No | These 1-inch-diameter kernels, which come in various shapes and colors, are found in ordinary-looking velvet pouches containing 2d4 seeds. The kernels come in two varieties, planters and tossables. For each bag found, the GM rolls a d8 to determine what types of kernels the bag holds, or chooses kernels from one of the lists below. Bags either contain planters or tossables, but not both. The magic of tossable kernels is activated by throwing them. You can use an action to throw a kernel up to a range of 20 feet. The associated effect is instantaneous and destroys the seed. The seed shatters into a haze of befuddling spores. Each creature within 5 feet must succeed on a DC 14 Constitution saving throw. On a failure, the creature behaves as if under the effect of the confusion spell. At the end of each of their turns, an affected creature can repeat the saving throw, ending the effect on a success. | HWT | |
| Masque Charm | 1 | No | None | Wondrous Item, Consumable | 100 GP | No | A masque charm is a small silver pin. While wearing this charm, you can use an action to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast, it can’t be cast from the charm again until the next sunset. When casting the spell, you can have the spell last for its normal 1 hour duration or for 6 hours. If you choose the 6-hour duration, the charm becomes nonmagical when the spell ends. In either case, the spell ends if the charm is removed from you. | SCC | |
| Medal of Muscle | 2 | No | None | Wondrous Item, Consumable | 100 GP | No | You can squeeze this medal tightly in the palm of your hand as an action. Doing so gives you advantage on Strength checks and Strength saving throws for 1 hour. Once this property has been used, it can’t be used again, and the medal becomes nonmagical. | CRCtoN | |
| Medal of the Horizonback | 2 | No | None | Wondrous Item, Consumable | 150 GP | No | When you would be hit by an attack, you can use your reaction to increase your AC by 5 until the start of your next turn, including against the triggering attack. You must be wearing the medal and able to see the creature that made the triggering attack to use this property. Once this property has been used, it can’t be used again, and the medal becomes nonmagical. | CRCtoN | |
| Medal of the Maze | 2 | No | None | Wondrous Item, Consumable | 100 GP | No | When you use an action to trace the maze inscribed on this medal, you gain advantage on Wisdom checks and know the quickest route to the end of any nonmagical path or maze for 1 hour. Once this property has been used, it can’t be used again, and the medal becomes nonmagical. | CRCtoN | |
| Medal of the Wetlands | 2 | No | None | Wondrous Item, Consumable | 80 GP | No | When you use an action to trace the edge of this medal, difficult terrain doesn’t cost you extra movement for 1 hour. Once this property has been used, it can’t be used again, and the medal becomes nonmagical. | CRCtoN | |
| Medal of Wit | 2 | No | None | Wondrous Item, Consumable | 100 GP | No | You can press this medal to your temple as an action. Doing so gives you advantage on Intelligence checks and Intelligence saving throws for 1 hour. Once this property has been used, it can’t be used again, and the medal becomes nonmagical. | CRCtoN | |
| Mind Crystal (Careful) | 2 | No | None | Wondrous Item, Consumable | 200 GP | No | These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect. When you cast a spell that has a casting time of 1 action while holding a mind crystal, you can modify the spell in a specific way. You can use only a single mind crystal to modify the spell, and you can’t use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp. Modify Spell. Choose up to three creatures affected by the spell. The chosen creatures automatically succeed on their saving throws against the spell. | PaBTSO | |
| Mind Crystal (Distant) | 2 | No | None | Wondrous Item, Consumable | 200 GP | No | These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect. When you cast a spell that has a casting time of 1 action while holding a mind crystal, you can modify the spell in a specific way. You can use only a single mind crystal to modify the spell, and you can’t use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp. Modify Spell. If the spell has a range of 5 feet or more and doesn’t have a range of self, the spell’s range increases by 100 feet. If the spell has a range of touch, its range becomes 30 feet. | PaBTSO | |
| Mind Crystal (Empowered) | 2 | No | None | Wondrous Item, Consumable | 200 GP | No | These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect. When you cast a spell that has a casting time of 1 action while holding a mind crystal, you can modify the spell in a specific way. You can use only a single mind crystal to modify the spell, and you can’t use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp. Modify Spell. When you roll damage for the spell, you can reroll up to three damage dice. You must use the new rolls. | PaBTSO | |
| Mind Crystal (Extended) | 2 | No | None | Wondrous Item, Consumable | 400 GP | No | These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect. When you cast a spell that has a casting time of 1 action while holding a mind crystal, you can modify the spell in a specific way. You can use only a single mind crystal to modify the spell, and you can’t use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp. Modify Spell. If the spell has a duration of 1 minute or longer, double the spell’s duration, to a maximum duration of 24 hours. | PaBTSO | |
| Mummy Rot Antidote | 2 | No | None | Potion, Consumable | 100 GP | No | White dust swirls constantly within this pale gray potion. When you drink the potion, it cures you of mummy rot. | IMR | |
| Oil of Slipperiness | 4 | No | None | Potion, Consumable | 500 GP | No | This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours. Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours. | DMG | |
| Perfume of Bewitching | 1 | No | None | Wondrous Item, Consumable | 75 GP | No | This tiny vial contains magic perfume, enough for one use. You can use an action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfume’s effect are not aware that they’ve been influenced by magic. | XGE | |
| Philter of Love | 4 | No | None | Potion, Consumable | 500 GP | No | The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion’s rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart. | DMG | |
| Pixie Dust | 2 | No | None | Wondrous Item, Consumable | 100 GP | No | As an action, you can sprinkle this dust on yourself or another creature you can see within 5 feet of you. The recipient gains a flying speed of 30 feet and the ability to hover for 1 minute. If the creature is airborne when this effect ends, it falls safely to the ground, taking no damage and landing on its feet. A small packet holds enough pixie dust for one use. | WBtW | |
| Potion of Advantage | 3 | No | None | Potion, Consumable | 250 GP | No | When you drink this potion, you gain advantage on one ability check, attack roll, or saving throw of your choice that you make within the next hour. This potion takes the form of a sparkling, golden mist that moves and pours like water. | WBtW | |
| Potion of Aqueous Form | 1 | No | None | Potion, Consumable | 100 GP | No | When you drink this potion, you transform into a pool of water. You return to your true form after 10 minutes or if you are incapacitated or die. You’re under the following effects while in this form: Liquid Movement. You have a swimming speed of 30 feet. You can move over or through other liquids. You can enter and occupy the space of another creature. You can rise up to your normal height, and you can pass through even Tiny openings. You extinguish nonmagical flames in any space you enter. Watery Resilience. You have resistance to nonmagical damage. You also have advantage on Strength, Dexterity, and Constitution saving throws. Limitations. You can’t talk, attack, cast spells, or activate magic items. Any objects you were carrying or wearing meld into your new form and are inaccessible, though you continue to be affected by anything you’re wearing, such as armor. | MOT | |
| Potion of Clairvoyance | 4 | No | None | Potion, Consumable | 300 GP | No | When you drink this potion, you gain the effect of the clairvoyance spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened. | DMG | |
| Potion of Climbing | 2 | No | None | Potion, Consumable | 125 GP | No | When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors. | DMG | |
| Potion of Diminution | 3 | No | None | Potion, Consumable | 200 GP | No | When you drink this potion, you gain the “reduce” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process. | DMG | |
| Potion of Greater Healing | 2 | No | None | Potion, Consumable | 200 GP | No | You regain 4d4 + 4 hit points when you drink this potion. The potion’s red liquid glimmers when agitated. | DMG | |
| Potion of Growth | 3 | No | None | Potion, Consumable | 200 GP | No | When you drink this potion, you gain the “enlarge” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. | DMG | |
| Potion of Heroism | 3 | No | None | Potion, Consumable | 300 GP | No | For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling. | DMG | |
| Potion of Hill Giant Strength | 2 | No | None | Potion, Consumable | 300 GP | No | When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of fingernail from a hill giant. | DMG | |
| Potion of Invisibility | 2 | No | None | Potion, Consumable | 250 GP | No | This potion’s container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell. | DMG | |
| Potion of Maximum Power | 2 | No | None | Potion, Consumable | 200 GP | No | The first time you cast a damage-dealing spell of 4th level or lower within 1 minute after drinking the potion, instead of rolling dice to determine the damage dealt, you can instead use the highest number possible for each die. This glowing purple liquid smells of sugar and plum, but it has a muddy taste. | EGW | |
| Potion of Mind Control (Beast) | 5 | No | None | Potion, Consumable | 500 GP | No | When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don’t, the potion is wasted. A potion of mind control produces the effect of a dominate beast spell. If the target’s initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time. | TftYP | |
| Potion of Rest | 4 | No | None | Potion, Consumable | 450 GP | No | This pale blue elixir has a jasmine flower suspended within it. It is brewed using bluebee venom, which helps the imbiber sleep calmly and deeply. Drinking this potion before taking a long or short rest causes the imbiber to wake with 1d10 + 5 temporary hit points. The imbiber also awakens healed of one level of exhaustion. This is in addition to what the rest would normally provide. | HWT | |
| Quaal's Feather Token, Fan | 2 | No | None | Wondrous Item, Consumable | 400 GP | No | Fan. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action. | DMG | |
| Quaal's Feather Token, Swan Boat | 3 | No | None | Wondrous Item, Consumable | 600 GP | No | Swan Boat. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action. | DMG | |
| Quaal's Feather Token, Whip | 2 | No | None | Wondrous Item, Consumable | 150 GP | No | Whip. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage. As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die. | DMG | |
| Ring of Temporal Salvation | 2 | Yes | None | Ring, Consumable | 350 GP | No | If you die while wearing this gray crystal ring, you vanish and reappear in an unoccupied space within 5 feet of the space you left (or the nearest unoccupied space). You have a number of hit points equal to 3d6 + your Constitution modifier. If your hit point maximum is lower than the number of hit points you regain, your hit point maximum rises to a similar amount. If you have any levels of exhaustion, reduce your level of exhaustion by 1. Once the ring is used, it turns to dust and is destroyed. | EGW | |
| Robe of Serpents (7 Serpents) | 2 | Yes | None | Wondrous Item, Consumable | 300 GP | No | A robe of serpents is a stylish silk garment that is popular among wealthy nobles and retired assassins. The robe is emblazoned with 1d4 + 3 stylized serpents, all brightly colored. As a bonus action on your turn, you can transform one of the robe’s serpents into a giant poisonous snake. The snake instantly falls from the robe, slithers into an unoccupied space next to you, and acts on your initiative count. The snake can tell friendly creatures from hostile ones and attacks the latter. The snake disappears in a harmless puff of smoke after 1 hour, when it drops to 0 hit points, or when you dismiss it (no action required). Once detached, a snake can’t return to the robe. When all of the robe’s snakes have detached, the robe becomes a nonmagical garment. | DMG | |
| Rope of Climbing | 3 | No | None | Wondrous Item, Consumable | 150 GP | No | This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. | DMG | |
| Rope of Entanglement | 3 | No | None | Wondrous Item, Consumable | 200 GP | No | This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. | DMG | |
| Seeker Dart | 3 | No | None | Dart, Simple Weapon, Ranged Weapon, Consumable | 150 GP | No | 1d4 piercing – finesse, thrown (20/60 ft.) This small dart is decorated with designs like windy spirals that span the length of its shaft. When you whisper the word “seek” and hurl this dart, it seeks out a target of your choice within 120 feet of you. You must have seen the target before, but you don’t need to see it now. If the target isn’t within range or if there is no clear path to it, the dart falls to the ground, its magic spent and wasted. Otherwise, elemental winds guide the dart instantly through the air to the target. The dart can pass though openings as narrow as 1 inch wide and can change direction to fly around corners. When the dart reaches its target, the target must succeed on a DC 16 Dexterity saving throw or take 1d4 piercing damage and 3d4 lightning damage. The dart’s magic is then spent, and it becomes an ordinary dart. | PotA | |
| Sensory Stone | 2 | No | None | Wondrous Item, Consumable | 300 GP | No | This small, smooth stone contains the essence of a single experience. As an action, you or a willing creature you designate can touch the stone and experience the sensation as if it happened to the designated creature. The illusory experience is fleeting and harmless, however real it might feel in the moment. Record Sensation. You can use your reaction to record a short sensation lasting no longer than 6 seconds experienced by a creature of your choice within 30 feet of yourself, infusing the essence of that experience into the stone. This replaces any sensation already stored within the stone. Siphon Sensation. As a bonus action, you can draw on the stone’s magic to end the charmed or frightened condition on yourself, destroying the stone in the process. | SatO | |
| Spell Scroll (3rd level) | 3 | No | None | Scroll, Consumable | 1,000 GP | No | If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 13. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A spell cast from this scroll has a save DC of 15 and an attack bonus of +7. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 13 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. | DMG | |
| Spell Scroll (4th level) | 3 | No | None | Scroll, Consumable | 3,000 GP | No | If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 14. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A spell cast from this scroll has a save DC of 15 and an attack bonus of +7. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 14 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. | DMG | |
| Spell Scroll (5th level) | 4 | No | None | Scroll, Consumable | 6,000 GP | No | If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 15. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A spell cast from this scroll has a save DC of 17 and an attack bonus of +9. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 15 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. | DMG | |
| Spellwrought Tattoo (3rd level) | 4 | No | None | Tattoo, Wondrous Item, Consumable | 1,000 GP | No | Produced by a special needle, this magic tattoo contains a single 3rd level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin. The Ability modifier for this spell is +4; the Save DC is 15 and the attack bonus is +7. | Uncommon Tattoo | TCE |
| Spellwrought Tattoo (4th level) | 5 | No | None | Tattoo, Wondrous Item, Consumable | 3,000 GP | No | Produced by a special needle, this magic tattoo contains a single 4th level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin. The Ability modifier for this spell is +4; the Save DC is 15 and the attack bonus is +7. | Rare Tattoo | TCE |
| Statuette of Augury | 1 | No | None | Wondrous Item, Consumable | 100 GP | No | This gold statuette of an elf is worth 100 GP, and is imbued with divination magic. A non-evil creature grasping the statue can ask it a question and receive a telepathic response, as though the creature had cast augury. Once a creature has asked its question and received a response, it can never activate the statuette again. | PaBTSO | |
| Unbreakable Arrow (Each) | 1 | No | None | Arrow, Ammunition, Consumable | 2 GP | No | This arrow can’t be broken, except when it is within an antimagic field. | XGE | |
| Ammunition +2 (each) | 5 | No | None | Ammunition, Generic Variant, Consumable | 20 GP | No | You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. | DMG | |
| Arrow of Slaying (Must Specify Type for Each) | 5 | No | None | Ammunition, Generic Variant, Consumable | 500 GP | No | An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow. Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common. | Only bolts and arrow types allowed | DMG |
| Bag of Beans (12 Beans) | 4 | No | None | Wondrous Item, Consumable | 2,400 GP | No | Inside this heavy cloth bag are 3d4 dry beans. The bag weighs ½ pound plus ¼ pound for each bean it contains. If you dump the bag’s contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table determine it randomly, or create an effect. d100 Effect 01 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. 02-10 A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (DM’s choice) 30 feet into the air for 1d12 rounds. 11-20 A treant sprouts. There’s a 50 percent chance that the treant is chaotic evil and attacks. 21-30 An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. 31-40 A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished). 41-50 1d6 + 6 shriekers sprout. 51-60 1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM’s choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke. 61-70 A hungry bulette burrows up and attacks. 71-80 A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the DM’s choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. 81-90 A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. 91-99 A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord’s lair, and its sarcophagus contains treasure of the DM’s choice. 00 A giant beanstalk sprouts, growing to a height of the DM’s choice. The top leads where the DM chooses, such as to a great view, a cloud giant’s castle, or a different plane of existence. | (81-90) The Eggs do not give you permament stat boost. | DMG |
| Cataclysm Bolts | 4 | No | None | Crossbow bolts, Consumable | 200 GP | No | These steel crossbow bolts were first created by the Jaggenstrike Clan during the Scattered War, and the secret to crafting them remains well guarded by the Houses of Kraghammer. Cataclysm bolts are usually kept in sets of ten, though anyone who holds even one can feel it thrumming with magical power. When you hit with an attack using a cataclysm bolt, the attack deals normal damage. Then roll a d6 on the following table to determine its additional effect. Once the bolt hits, the enchantment ends and it becomes a normal piece of ammunition. Cataclysm Bolt Effects d6 Effect 1-2 The bolt explodes in a blast of fire, dealing 3d8 fire damage to the target and each creature within 5 feet of it. 3-4 The bolt freezes the air around the target into jagged ice. The target and each creature within 5 feet of it must succeed on a DC 17 Dexterity saving throw or take 1d10 cold damage and be restrained until the end of your next turn. 5 The bolt releases a pulse of necrotic energy. The target takes 2d6 necrotic damage and must succeed on a DC 16 Strength saving throw or be stunned until the end of your next turn. 6 The bolt shatters to unleash a burst of shrapnel. Make six additional ranged attacks against the target, each of which has a +7 attack bonus and deals 1d6 piercing damage on a hit. | TDCSR | |
| Chime of Opening | 3 | No | None | Wondrous Item, Consumable | 1,000 GP | No | This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time it cracks and becomes useless. | DMG | |
| Chromatic Rose (Must Specify Type) | 5 | No | None | Wondrous Item, Consumable | 1,000 GP | No | This magic rose comes in one of five colors, as noted in the Chromatic Roses table. While a rose is held, it gains a harmless visual effect as indicated on the table. While holding the rose by its stem, you gain resistance to damage of the type associated with the rose’s color. If you would take more than 10 damage of this type from a single source (after applying the resistance), the rose disintegrates, and you take no damage instead. As an action, you can blow the petals from the rose to produce a 20-foot cone of acid, lightning, poisonous gas, fire, or cold, as dictated by the rose’s damage type. Each creature in the cone must make a DC 15 Constitution saving throw, taking 3d10 damage of the appropriate type on a failed save, or half as much damage on a successful one. Using this property destroys the rose. Chromatic Roses Color Visual Effect Damage Type Black Drips acid Acid Blue Crackles with lightning Lightning Green Issues green gas Poison Red Wreathed in fire Fire White Covered in frost Cold | WBtW | |
| Conch of Safe Rest | 4 | No | None | Other, Consumable | 1500 GP | No | You can use an action to blow this pearlescent conch like a horn, creating an effect identical with that of a Leomund’s tiny hut spell. The conch disappears once the spell takes effect. The effect ends if you leave the spell’s area. | TTP | |
| Deck of Illusions (Full Deck) | 4 | No | None | Wondrous Item, Consumable | 600 GP | No | This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 – 1 cards. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can’t be used again. | DMG | |
| Dust of Sneezing and Choking | 4 | No | None | Wondrous Item, Consumable | 250 GP | No | Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be such. There is enough of it for one use. When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature. | DMG | |
| Glowing Ember | 3 | No | None | Wondrous Item, Consumable | 500 GP | No | This clear crystal contains an ember suspended in its center. It weighs one pound and feels perpetually warm to the touch. When you speak the glowing ember’s command word within 60 feet of it, the ember begins to glow, emitting bright light and heat in a 20-foot radius and dim light for an additional 20 feet. Additionally, any creatures within 20 feet of the illuminated crystal feel the ember’s heat and gain resistance to cold damage for as long as the ember glows. Speaking the command word again extinguishes the ember’s light and heat. A solid object placed over the illuminated crystal (such as a bucket or barrel) prevents the ember’s light from emanating, but not its heat. You can speak a different command word to cause the glowing ember to float up to 5 feet off the ground. Speaking this command word again causes the crystal to stop floating. If you move more than 20 feet from the hovering crystal, it follows until it is within 20 feet of you. It takes the shortest path to reach you, avoiding obstacles if possible. If prevented from moving towards you while it is illuminated, the crystal begins to emanate even more heat. If unable to reach the creature it is following within 3 rounds, it detonates, dealing 8d6 fire damage to each creature within 20 feet of it, and it is destroyed. Creatures caught in the blast can attempt a DC 13 Dexterity saving throw, taking half damage from the explosion on a success. While it is illuminated, the crystal can be attacked. The crystal is a Tiny object with 30 hit points, AC 16, resistance to non-magical slashing and piercing damage, and immunity to fire damage. Once the crystal reaches 0 hit points, it detonates, as described above. | The Glowing Ember moves at 30ft. per round. | HWT |
| Glowrune Pigment (6 Pots) | 4 | No | None | Wondrous Item, Consumable | 1.000 GP | No | One paint pot contains enough pigment to paint one rune. A creature can spend 10 minutes to paint one of the following runes onto itself or another creature: Journey Rune. difficult terrain doesn’t cost the painted creature extra movement. Life Rune. The painted creature gains 10 temporary hit points and has advantage on death saving throws. Light Rune. The painted creature gains darkvision to a range of 30 feet. If the painted creature already has darkvision from another source, the range of its darkvision increases by 30 feet. Mountain Rune. The painted creature is immune to being knocked prone and has advantage on Strength and Constitution saving throws. Shield Rune. The painted creature has advantage on Dexterity saving throws against effects that deal damage. A creature can benefit from only one painted rune at a time, so a new rune painted on a creature has no effect unless the old one is removed first. The rune’s benefits last for 8 hours or until the painted creature uses its action to wipe away the rune. | BGG | |
| Gnomengarde Grenade | 4 | No | None | Wondrous Item, Consumable | 1000 GP | No | As a bonus action, a creature can turn a special key to arm the grenade. Once armed, the grenade explodes in a matter of seconds. As an action, the wielder can hurl the grenade up to 120 feet. At the end of their turn, the grenade explodes. All creatures within 60 feet of the grenade when it explodes suffer the following effects: Each creature must make a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much fire damage on a successful one. Each creature must make a DC 15 Constitution saving throw. On a failed save, it takes 28 (8d6) thunder damage and is stunned until the end of its next turn. On a successful save, it takes half as much thunder damage and is not stunned. The wielder rolls on the chart for the wand of wonder three times, rerolling any duplicate results. Any effects that specify a target affect all creatures in range of the grenade when it explodes. Any effects that would affect the wielder of the wand instead affect the closest creature to the grenade when it goes off. The grenade explodes immediately if a creature places it in an extradimensional space or teleports while in possession of it. The effects of the explosion will be felt at both the origin and terminus of the teleportation, but only affecting all creatures within 30 feet of either location. | DC | |
| Helm of Brilliance (100 Gems) | 4 | Yes | None | Wondrous Item, Consumable | 8,000 GP | No | This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You can use an action to cast one of the following spells (save DC 18), using one of the helm’s gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm. As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage. As long as the helm has at least one ruby, you have resistance to fire damage. As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon. Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed. | DMG | |
| Horn of Blasting | 3 | No | None | Wondrous Item, Consumable | 500 GP | No | You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. | DMG | |
| Medal of the Conch | 3 | No | None | Wondrous Item, Consumable | 300 GP | No | When you use an action to rub this medal, you gain a swimming speed equal to your walking speed for 1 hour. Once this property has been used, it can’t be used again, and the medal becomes nonmagical. | CRCotN | |
| Mind Crystal (Heightened) | 4 | No | None | Wondrous Item, Consumable | 400 GP | No | This gemstone contains a crystallized bit of spellcasting magic. When you cast a spell that has a casting time of 1 action while holding the mind crystal, you can modify the spell in the way described below. You can use only a single mind crystal to modify the spell, and you can’t use a mind crystal and a Metamagic option on the same spell. Once you use the mind crystal, it becomes a nonmagical gem worth 50 gp. Modify Spell. Choose one creature affected by the spell. That creature has disadvantage on the first saving throw it makes against the spell. | PaBTSO | |
| Necklace of Fireballs (Price Per Bead) | 4 | No | None | Wondrous Item, Consumable | 400 GP | No | This necklace can have up to 7 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. | 7 Beads are equivalent to a 9th level Fireball | DMG |
| Oil of Etherealness | 4 | No | None | Potion, Consumable | 1,000 GP | No | Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour. | DMG | |
| Orc Stone | 3 | Yes | None | Wondrous Item, Consumable | 500 GP | Yes | Requires attunement by a recipient only I saved the life of an orc, who gave me a stone with the symbol of the Many-Arrows tribe (a humanoid skull pierced by three arrows) carved into it. The stone is an uncommon magic item that requires attunement, and only I can attune to it. As an action, I can use the stone to summon the spirit of an orc warrior, which appears within 30 feet of me. The spirit uses the orc war chief stat block in the Monster Manual and disappears after 10 minutes or when reduced to 0 hit points. The spirit understands any language I speak and obeys my commands. After the stone is used three times, it turns to dust. | IDRotF | |
| Paper Bird (9 Sheets) | 4 | No | None | Wondrous Item, Consumable | 900 GP | No | After you write a message of fifty words or fewer on this magic sheet of parchment and speak a creature’s name, the parchment magically folds into a Tiny paper bird and flies to the recipient whose name you uttered. The recipient must be on the same plane of existence as you, otherwise the bird turns into ash as it takes flight. The bird is an object that has 1 hit point, an Armor Class of 13, a flying speed of 60 feet, a Dexterity of 16 (+3), and a score of 1 (−5) in all other abilities, and it is immune to poison and psychic damage. It travels to within 5 feet of its intended recipient by the most direct route, whereupon it turns into a nonmagical and inanimate sheet of parchment that can be unfolded only by the intended recipient. If the bird’s hit points or speed is reduced to 0 or if it is otherwise immobilized, it turns into ash. Paper birds usually come in small, flat boxes containing 1d6 + 3 sheets of the parchment. | WDH | |
| Potion of Flying | 4 | No | None | Potion, Consumable | 800 GP | No | When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it. | DMG | |
| Potion of Frost Giant Strength | 4 | No | None | Potion, Consumable | 750 GP | No | When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of fingernail from a frost giant. | DMG | |
| Potion of Longevity | 4 | No | None | Potion, Consumable | 800 GP | No | When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is a 10 percent cumulative chance that you instead age by 1d6 + 6 years. Suspended in this amber liquid are a scorpion’s tail, an adder’s fang, a dead spider, and a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened. | DMG | |
| Potion of Mind Control (Humanoid) | 4 | No | None | Potion, Consumable | 750 GP | No | When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don’t, the potion is wasted. A potion of mind control produces the effect of a dominate person spell. If the target’s initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time. | TftYP | |
| Potion of Possibility | 4 | No | None | Potion, Consumable | 900 GP | No | When you drink this clear potion, you gain two Fragments of Possibility, each of which looks like a Tiny, grayish bead of energy that follows you around, staying within 1 foot of you at all times. Each fragment lasts for 8 hours or until used. When you make an attack roll, an ability check, or a saving throw, you can expend your fragment to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against you, you can expend your fragment to roll a d20 and choose which of the d20s to use, the one you rolled or the one the attacker rolled. If the original d20 roll has advantage or disadvantage, you roll your d20 after advantage or disadvantage has been applied to the original roll. While you have one or more Fragments of Possibility from this potion, you can’t gain another Fragment of Possibility from any source. | EGW | |
| Potion of Psionic Fortitude | 4 | No | None | Potion, Consumable | 300 GP | No | When you drink this potion, you have advantage for 1 hour on saving throws you make to avoid or end the charmed or stunned condition on yourself. This black potion swirls with shimmering flecks of pink and purple. | PaBTSO | |
| Potion of Resistance (Must Specify Type) | 3 | No | None | Potion, Consumable | 400 GP | No | When you drink this potion, you gain resistance to a specific damage type for 1 hour. | DMG | |
| Potion of Speed | 4 | No | None | Potion, Consumable | 500 GP | No | When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion’s yellow fluid is streaked with black and swirls on its own. | DMG | |
| Potion of Stone Giant Strength | 4 | No | None | Potion, Consumable | 750 GP | No | When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of fingernail from a stone giant. | DMG | |
| Potion of Superior Healing | 3 | No | None | Potion, Consumable | 2000 GP | No | You regain 8d4 + 8 hit points when you drink this potion. The potion’s red liquid glimmers when agitated. | DMG | |
| Potion of Supreme Healing | 4 | No | None | Potion, Consumable | 15,000 GP | No | You regain 10d4 + 20 hit points when you drink this potion. The potion’s red liquid glimmers when agitated. | DMG | |
| Potion of Vitality | 5 | No | None | Potion, Consumable | 10,000 GP | No | When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion’s crimson liquid regularly pulses with dull light, calling to mind a heartbeat. | DMG | |
| Potion of Watchful Rest | 4 | No | None | Potion, Consumable | 1,500 GP | No | When you drink this potion, you gain the following benefits for the next 8 hours: magic can’t put you to sleep, and you can remain awake during a long rest and still gain its benefits. This sweet, amber-colored brew has no effect on creatures that don’t require sleep, such as elves. | WDMM | |
| Quaal's Feather Token, Bird | 5 | No | None | Wondrous Item, Consumable | 3,000 GP | No | Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can’t attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day. with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action. | DMG | |
| Reincarnation Dust | 4 | No | None | Wondrous Item, Consumable | 4,000 GP | No | When this small pouch of purple dust is sprinkled on a dead humanoid or a piece of a dead humanoid, the dust is absorbed by the remains. If willing, the dead creature returns to life with a new body as if the reincarnate spell had been cast on the remains. | DMG | |
| Ring of Djinni Summoning | 4 | Yes | None | Ring, Consumable | 2,500 GP | No | While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane. While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions. After the djinni departs, it can’t be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies. | DMG | |
| Scarab of Protection | 3 | Yes | None | Wondrous Item, Consumable | 1,000 GP | No | If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person: You have advantage on saving throws against spells. The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended. | DMG | |
| Spell Scroll (6th level) | 4 | No | None | Scroll, Consumable | 10,000 GP | No | If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 16. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A spell cast from this scroll has a save DC of 17 and an attack bonus of +9. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 16 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. | DMG | |
| Spell Scroll (7th level) | 5 | No | None | Scroll, Consumable | 25,000 GP | No | If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 17. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A spell cast from this scroll has a save DC of 18 and an attack bonus of +10. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 17 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. | DMG | |
| Spell Scroll (8th level) | 6 | No | None | Scroll, Consumable | 50,000 GP | No | If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 18. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A spell cast from this scroll has a save DC of 18 and an attack bonus of +10. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 18 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. | DMG | |
| Spellwrought Tattoo (5th level) | 6 | No | None | Tattoo, Wondrous Item, Consumable | 6,000 GP | No | Produced by a special needle, this magic tattoo contains a single 5th level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin. The Ability modifier for this spell is +5; the Save DC is 17 and the attack bonus is +9. | Rare Tattoo | TCE |
| Sling Bullets of Althemone (each) | 4 | No | None | Sling Bullets, Ammunition, Consumable | 200 GP | No | Roll on the Magic Sling Bullets table for each bullet to determine its magical property. Magic Sling Bullets d4 Bullet 1 Banishment. A creature that takes damage from this bullet must succeed on a DC 15 Charisma saving throw or be banished as though affected by the banishment spell. 2 Fulguration. On a hit, this bullet deals an extra 2d8 lightning damage to its target. All other creatures within 10 feet of the target must each succeed on a DC 15 Constitution saving throw or take 1d8 thunder damage. 3 Stunning. On a hit, this bullet deals an extra 1d10 force damage, and the target is stunned until the end of your next turn. 4 Tracking. A creature that takes damage from this bullet is marked with a glowing rune where the bullet hit. The mark lasts 24 hours. While the creature is marked, you always know the direction to it. You have a +2 bonus to attack and damage rolls made with each of these bullets. If a bullet misses its target, the bullet teleports back into the pouch. Once a bullet hits a target, the bullet loses its magic. | DMG | |
| Teleportation Tablet | 3 | No | None | Wondrous Item, Consumable | 500 GP | Yes | This clay tablet is eight inches long, four inches wide, and half an inch thick. Inscribed on it is the sigil sequence for a permanent teleportation circle. A creature that studies the sequence for 10 minutes can make a DC 21 Intelligence (Arcana) check, learning the circle’s destination on a success. You can use an action to break the tablet in half, turning it to dust. If the tablet is broken while it is on the same plane of existence as the teleportation circle whose sigil sequence was engraved on it, a 10-foot-diameter teleportation circle of glowing blue light appears on the ground in an unoccupied space you choose within 30 feet of you. This teleportation circle has the characteristics of one created using the teleportation circle spell, except that it connects to the teleportation circle whose sigil sequence appears on the tablet. The teleportation circle created by the tablet disappears at the end of your next turn. | CRCotN | |
| Thessaltoxin Antidote | 3 | No | None | Potion, Consumable | 600 GP | No | This potion appears to change color and texture each time you look at it. When you drink the potion, it ends the polymorph effect imposed by thessaltoxin. | IMR | |
| Ammunition +3 (each) | 6 | No | None | Ammunition, Generic Variant, Consumable | 50 GP | No | You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. | DMG | |
| Bracelet of Rock Magic | 5 | Yes | None | Wondrous Item, Consumable | 2,000 GP | No | While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead. Curse. The bracelet’s affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone giants and dwarves, have advantage on the saving throw against flesh to stone cast from the bracelet. If such a creature’s save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are petrified instantly. | TftYP | |
| Candle of Invocation (Must Specify Alignment) | 8 | Yes | None | Wondrous Item, Consumable | 25,000 GP | No | Full Description Here The candle’s magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle’s total burn time. While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle’s can cast 1st-level spells he or she has prepared without expending spell slots, though the spell’s effect is as if cast with a 1st-level slot. Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle. | DMG | |
| Draught of Feather Shine | 4 | No | None | Potion, Consumable | 30,000 GP | No | When you consume this oily draught, you gain advantage on Charisma ability checks and saving throws for 24 hours. If you have feathers, they are noticeably more shiny than usual. | HWT | |
| Efreeti Bottle | 4 | No | None | Wondrous Item, Consumable | 25,000 GP | Yes | This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you. d100 Effect 01-10 The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. 11-90 The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can’t be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. 91-00 The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic. The first time the bottle is opened, the DM rolls to determine what happens. | DMG | |
| Ioun Stone, Greater Absorption | 6 | Yes | None | Wondrous Item, Consumable | 10,000 GP | No | An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can’t cancel it. | DMG | |
| Oil of Sharpness | 6 | No | None | Potion, Consumable | 1,000 GP | No | This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. | DMG | |
| Potion of Dragon's Majesty (Must Specify Type) | 5 | No | None | Potion, Consumable | 4,500 GP | No | This potion looks like liquid gold, with a single scale from a chromatic, gem, or metallic dragon suspended in it. When you drink this potion, you transform into an adult dragon of the same kind as the dragon the scale came from. The transformation lasts for 1 hour. Any equipment you are wearing or carrying melds into your new form or falls to the ground (your choice). For the duration, you use the game statistics of the adult dragon instead of your own, but you retain your languages, personality, and memories. You can’t use a dragon’s Change Shape or its legendary or lair actions. | FTD | |
| Potion of Fire Giant Strength | 5 | No | None | Potion, Consumable | 2,500 GP | No | When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of fingernail from a fire giant. | DMG | |
| Potion of Invulnerability | 5 | No | None | Potion, Consumable | 1,500 GP | No | For 1 minute after you drink this potion, you have resistance to all damage. The potion’s syrupy liquid looks like liquefied iron. | DMG | |
| Potion of Mind Control (Monster) | 7 | No | None | Potion, Consumable | 1,000 GP | No | When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don’t, the potion is wasted. A potion of mind control produces the effect of a dominate monster spell. If the target’s initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time. | TftYP | |
| Spell Scroll (9th level) | 7 | No | None | Scroll, Consumable | 100,000 GP | No | If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 19. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A spell cast from this scroll has a save DC of 19 and an attack bonus of +11. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 19 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. | DMG | |
| Tablet of Reawakening | 7 | No | None | Wondrous Item, Consumable | 50,000 GP | Yes | Witches of Rashemen created this Tiny stone tablet to counter the necromancy of the Red Wizards. As an action, you can cast true resurrection from the tablet. Once used in this way, the tablet turns to dust and is destroyed. | HAT-LMI | |
| Talisman of Pure Good | 4 | Yes | Good | Wondrous Item, Consumable | 9,000 GP | Yes | Requires attunement by a creature of good alignment This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed. | DMG | |
| Talisman of Ultimate Evil | 4 | Yes | Evil | Wondrous Item, Consumable | 9,000 GP | Yes | Requires attunement by a creature of evil alignment This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed. | DMG | |
| Talon Tincture | 4 | No | None | Potion, Consumable | 20,000 GP | No | When you apply this light tincture to your talons, claws, or other appendages, you gain advantage on Dexterity ability checks and saving throws for 24 hours. | HWT | |
| Winged Ammunition (Each) | 2 | No | None | Ammunition, Generic Variant, Consumable | 50 GP | No | Ranged weapon attack rolls made with this ammunition ignore half and three-quarters cover. In addition, attacking at long range doesn’t impose disadvantage on ranged weapon attack rolls made with this ammunition. | BMT | |
| Potion of Cloud Giant Strength | 6 | No | None | Potion, Consumable | 7,500 GP | No | When you drink this potion, your Strength score changes to 27 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of fingernail from a cloud giant. | DMG | |
| Potion of Giant Size | 7 | No | None | Potion, Consumable | 20,000 GP | No | When you drink this potion, you become Huge for 24 hours if you are Medium or smaller, otherwise the potion does nothing. For that duration, your Strength becomes 25, if it isn’t already higher, and your hit point maximum is doubled (your current hit points are doubled when you drink the potion). In addition, the reach of your melee attacks increases by 5 feet. Everything you are carrying and wearing also increases in size for the duration. When rolling damage for weapons enlarged in this manner, roll three times the normal number of dice; for example, an enlarged longsword would deal 3d8 slashing damage (instead of 1d8), or 3d10 slashing damage (instead of 1d10) when used with two hands. When the effect ends, any hit points you have above your hit point maximum become temporary hit points. This potion is a pale white liquid made from the tongue of a giant clam, with a pungent aroma akin to that of rotting algae. It tastes sweet, however, when consumed. | SKT | |
| Potion of Storm Giant Strength | 7 | No | None | Potion, Consumable | 9,000 GP | No | When you drink this potion, your Strength score changes to 29 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of fingernail from a storm giant. | DMG | |
| Ring of Three Wishes | 8 | No | None | Ring, Consumable | 300,000 GP | Yes | While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the wish spell from it. The ring becomes nonmagical when you use the last charge. | DMG | |
| Manual of Bodily Health | 5 | No | DTP | Wondrous Item, Manual and Tome, Consumable | 250,000 GP | Yes | This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. | This Manual costs 6 DTP to read | DMG |
| Manual of Gainful Exercise | 5 | No | DTP | Wondrous Item, Manual and Tome, Consumable | 250,000 GP | Yes | This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. | This Manual costs 6 DTP to read | DMG |
| Manual of Quickness of Action | 5 | No | DTP | Wondrous Item, Manual and Tome, Consumable | 250,000 GP | Yes | This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. | This Manual costs 6 DTP to read | DMG |
| Nether Scroll of Azumar | 6 | No | DTP | Scroll, Manual and Tome, Consumable | 300,000 GP | Yes | Unlike most scrolls, a Nether Scroll of Azumar is not a consumable magic item. It takes 30 days of concentrated study—at least 8 hours per day—to attempt to understand this scroll. After completing this study, you must make a DC 25 Intelligence (Arcana) check. If this check fails, you take 16d10 psychic damage, and you can attempt the check again after another 30 days of concentrated study. When you succeed on the check, you gain the following benefits: Your Intelligence score increases by 2, to a maximum of 22. Once you gain this benefit, you can’t use this scroll to increase your Intelligence again. You gain advantage on saving throws against spells and other magical effects. | This Scroll costs 30 DTP per attempt to read | CM |
| Tome of Clear Thought | 5 | No | DTP | Wondrous Item, Manual and Tome, Consumable | 250,000 GP | Yes | This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. | This Tome costs 6 DTP to read | DMG |
| Tome of Leadership and Influence | 5 | No | DTP | Wondrous Item, Manual and Tome, Consumable | 250,000 GP | Yes | This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. | This Tome costs 6 DTP to read | DMG |
| Tome of Understanding | 5 | No | DTP | Wondrous Item, Manual and Tome, Consumable | 250,000 GP | Yes | This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. | This Tome costs 6 DTP to read | DMG |
| Abracadabrus | 3 | No | None | Wondrous Item | 750 GP | No | An abracadabrus is an ornate, gemstone-studded wooden chest that weighs 25 pounds while empty. Its interior compartment is a cube measuring 1½ feet on a side. The chest has 20 charges. A creature can use an action to touch the closed lid of the chest and expend 1 of the chest’s charges while naming one or more nonmagical objects (including raw materials, foodstuffs, and liquids) worth a total of 1 GP or less. The named objects magically appear in the chest, provided they can all fit inside it and the chest doesn’t contain anything else. For example, the chest can conjure a plate of strawberries, a bowl of hot soup, a flagon of water, a stuffed animal, or a bag of twenty caltrops. Food and drink conjured by the chest are delicious, and they spoil if not consumed after 24 hours. Gems and precious metals created by the chest disappear after 1 minute. The chest regains 1d20 expended charges daily at dawn. If the item’s last charge is expended, roll a d20. On a 1, the chest loses its magic (becoming an ordinary chest), and its gemstones turn to dust. | IDRotF | |
| Amulet of the Drunkard | 2 | No | None | Wondrous Item | 300 GP | No | This amulet smells of old, ale-stained wood. While wearing it, you can regain 4d4 + 4 hit points when you drink a pint of beer, ale, mead, or wine. Once the amulet has restored hit points, it can’t do so again until the next dawn. | EGW | |
| Arcanaloth's Music Box | 1 | No | None | Other | 50 GP | No | This music box is made of dark wood with gold filigree. Each of its five sides is sculpted with the image of a horned woman playing a different musical instrument: a dulcimer, a flute, a harp, a lyre, and a viol. While touching the box, you can use an action to make it play music featuring one of the instruments shown, which can be heard up to 60 feet away. You can also use an action to stop the music. | ToA | |
| Armor of Gleaming | 1 | No | None | Armor, Generic Variant | 25 GP + Armor Cost | No | This armor never gets dirty. | XGE | |
| Basilisk Crystal | 1 | No | None | Wondrous Item, Spellcasting Focus | 100 GP | No | Such crystals are grown on the backs of basilisks before they are shed, and possess incredible hardness. A basilisk crystal cannot be effectively cut or damaged except by tools or weapons made of adamantine. A basilisk crystal otherwise serves as an excellent arcane spell focus. An Arcane Focus takes a specific form and is bejeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus. | HWT | |
| Bottle of Boundless Coffee | 3 | No | None | Wondrous Item | 50 GP | No | This metal bottle carries delicious, warm coffee. The bottle comes with a stopper, which is attached to the bottle by a little chain. Even when open, the bottle won’t accept any liquid other than the coffee it produces. The coffee inside is always comfortably warm, and none of the heat can be felt through the bottle. Each time you drink the coffee, roll a d20. On a 1, the bottle refuses to dispense coffee for the next hour. If you pour coffee from the bottle, rather than drinking from it, the coffee vanishes the moment it leaves the bottle. | SCC | |
| Candle of the Deep | 1 | No | None | Wondrous Item | 10 GP | No | The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle. | XGE | |
| Cast-Off Armor | 1 | No | None | Armor, Generic Variant | 10 GP + Armor Cost | No | You can doff this armor as an action. | This can stack with any other variant. | XGE |
| Charred Wand of Magic Missiles | 3 | No | None | Wand | 500 GP | No | This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Each time you expend a charge from this wand, there is a 50 percent chance that nothing happens and the charge is wasted. | DMG | |
| Cleansing Stone | 1 | No | None | Wondrous Item | 50 GP | No | A cleansing stone is a sphere 1 foot in diameter, engraved with mystic sigils. When touching the stone, you can use an action to activate it and remove dirt and grime from your garments and your person. Such stones are often embedded in pedestals in public squares in Aundair or in high-end Ghallanda inns. | Weighs 150 lbs | WGE |
| Cloak of Billowing | 1 | No | None | Wondrous Item | 50 GP | No | While wearing this cloak, you can use a bonus action to make it billow dramatically. | XGE | |
| Cloak of Many Fashions | 2 | No | None | Wondrous Item | 50 GP | No | While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties. | XGE | |
| Clockwork Dog | 1 | No | None | Wondrous Item | 50 GP | No | This Tiny clockwork dog made of copper and tin comes with a copper wind-up key. As an action, you can use the key to wind the dog, after which it follows you for 12 hours. At the end of that duration, the clockwork dog stops until wound again. The dog has AC 5, 1 hit point, and a walking speed of 30 feet. | SKT | |
| Clothes of Mending | 1 | No | None | Wondrous Item | 35 GP | No | This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way. | XGE | |
| Coin of Delving | 1 | No | None | Wondrous Item | 10 GP | No | This scintillating copper coin sheds dim light in a 5-foot radius. If dropped a distance greater than 5 feet, the coin issues a melodious ringing sound when it hits a surface. Any creature that can hear the chime can determine the distance the coin dropped based on the tone. | EGW | |
| Common Glamerweave | 1 | No | None | Wondrous Item | 10 GP | No | Glamerweave is clothing imbued with harmless illusory magic. While wearing the common version of these clothes, you can use a bonus action to create a moving illusory pattern within the cloth. | WGE | |
| Cracked Driftglobe | 1 | No | None | Wondrous Item | 40 GP | No | This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light spell. | CM | |
| Doublet of Dramatic Demise | 1 | No | None | Wondrous Item | 200 GP | No | This striking satin jacket allows you to make the most of your dying moments. When you drop to 0 hit points while wearing this doublet, you do not fall unconscious. Instead, you are incapacitated and your speed becomes 0, but you can speak and communicate. You make death saving throws as normal, but if you roll a 1 on the d20, you swoon with a loud gasp and die instantly. | TDCSR | |
| Draconic Longsword | 1 | No | None | Longsword, Martial Weapon, Melee Weapon | 50 GP + Base Cost | No | 1d8 slashing – versatile (1d10) This longsword has a dragon-shaped hilt. While you carry it, you gain the ability to speak and understand the Draconic language. | Generic Melee Weapon Variants allowed Creature needs to have a language it can speak to benefit from this item. | DMG |
| Ear Horn of Hearing | 2 | No | None | Wondrous Item | 35 GP | No | While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally. | XGE | |
| Echo Stone | 1 | No | None | Wondrous Item | 50 GP | No | This dull-blue river stone is soft to the touch, and makes remarkably little sound if dropped. When an echo stone is squeezed as an action, it glows faintly for 1 minute. The stone records all sound made within 15 feet of it while glowing, then repeats that recorded sound at an equal volume once every 5 minutes. This cycle of repetition continues until the stone is squeezed again as an action, which silences it. Squeezing the stone twice in quick succession as an action causes it to play the sounds it has most recently recorded, rather than recording new sounds. | TDCSR | |
| Earring of Message | 1 | No | None | Wondrous Item | 100 GP | No | The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the message spell. The earring regains 1d4 + 1 expended charges daily at dawn. | DMG | |
| Emerald Pen | 2 | No | None | Wondrous Item | 150 GP | No | This pen is tipped with an emerald nib and requires no ink to write. While holding this pen, you can cast illusory script at will, requiring no material components. | FTD | |
| Ersatz Eye | 1 | No | None | Wondrous Item | 100 GP | No | This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye. | XGE | |
| Eversmoking Bottle | 2 | No | None | Wondrous Item | 300 GP | No | Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud’s area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet. The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round. | DMG | |
| Falkir's Helm of Pigheadedness | 1 | No | None | Other | 50 GP | No | This steel helm is shaped like the head of a boar. Once you don the helm, it can’t be removed until you die or until a remove curse spell or similar magic is cast on it. If you wear the helm and are a humanoid, you gain the following flaw until the helm is removed: “I’m exceedingly stubborn and think I’m right all the time.” (This flaw supersedes any conflicting flaw.) | WDMM | |
| Hat of Vermin | 1 | No | None | Wondrous Item | 75 GP | No | This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. | XGE | |
| Iron Ball | 1 | No | None | Weapon, Simple Weapon, Ranged Weapon | 10 GP | No | 1d4 bludgeoning – finesse, thrown (120 ft.) This ball is used to play a game of Chain Lightning. | DMG | |
| Mask of the Beast | 2 | No | None | Wondrous Item | 150 GP | No | This wooden mask is shaped in the likeness of a beast’s visage and has 3 charges. While wearing the mask you can expend 1 charge and use the mask to cast the animal friendship spell as an action. The mask regains all expended charges at dawn. | ToA | |
| Mithral Armor | 2 | No | None | Medium Armor or Heavy Armor, Generic Variant | 250 GP + Armor Cost | No | Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. | DMG | |
| Moon-Touched Sword | 1 | No | None | Sword, Martial Weapon, Melee Weapon, Generic Variant | 25 GP + Base Cost | No | In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. | Generic Melee Weapon Variants allowed | XGE |
| Orb of Direction | 2 | No | None | Wondrous Item | 50 GP | No | While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane. | XGE | |
| Orb of Gonging | 1 | No | None | Wondrous Item | 45 GP | No | This common wondrous item is a hollow, 5-inch-diameter orb that weighs 5 pounds. Its outer shell is composed of notched bronze rings, which can be turned so that the notches line up. Aligning the notches requires an action, and doing so causes the orb to gong loudly until the notches are no longer aligned. The sounds are spaced 6 seconds apart and can be heard out to a range of 600 feet. | WDMM | |
| Orb of Time | 1 | No | None | Wondrous Item | 40 GP | No | While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane. | XGE | |
| Pipe of Remembrance | 1 | No | None | Wondrous Item | 50 GP | No | This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer’s most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can’t be used this way again until the next dawn. | GoS | |
| Pipe of Smoke Monsters | 1 | No | None | Wondrous Item | 25 GP | No | While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke. | XGE | |
| Pole of Angling | 1 | No | None | Wondrous Item | 15 GP | No | While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole. | XGE | |
| Pole of Collapsing | 1 | No | None | Wondrous Item | 15 GP | No | While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole’s weight doesn’t change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows. | XGE | |
| Prosthetic Limb | 1 | No | None | Wondrous Item | 150 GP | No | This item replaces a lost limb-a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die. | DMG | |
| Sekolahian Worshipping Statuette | 1 | No | None | Wondrous Item | 10 GP | No | Skillfully carved from sandstone, this 1-foot-tall statuette depicts a shark twisting through the water with its mouth open. If any Tiny sea-dwelling animal is within 1 inch of the statuette’s mouth, the shark flashes to life and deals 1 piercing damage to it. The shark can deal damage in this way no more than once per hour. | DMG | |
| Shield of Expression | 1 | No | None | Armor, Shield | 25 GP | No | AC +2 The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face’s expression. | XGE | |
| Shield of Shouting | 1 | No | None | Armor, Shield | 35 GP | No | AC +2 A detect magic spell reveals an aura of transmutation magic around this shield, which has a minor magical property: words spoken by the shield’s bearer are amplified and sound ten times louder than normal. | ToA | |
| Shiftweave | 1 | No | None | Wondrous Item | 200 GP | No | When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. While wearing the clothing, you can speak its command word as a bonus action to transform your outfit into your choice of one of the other designs contained within it. Regardless of its appearance, the outfit can’t be anything but clothing. Although it can duplicate the look of other magical clothing, it doesn’t gain their magical properties. | WGE | |
| Smoldering Armor | 1 | No | None | Armor, Generic Variant | 30 GP + Armor Cost | No | Wisps of harmless, odorless smoke rise from this armor while it is worn. | XGE | |
| Staff of Adornment | 1 | No | None | Staff, Simple Weapon, Melee Weapon | 30 GP | No | 1d6 bludgeoning – versatile (1d8) If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place. | XGE | |
| Staff of Birdcalls | 1 | No | None | Staff, Simple Weapon, Melee Weapon | 25 GP | No | 1d6 bludgeoning – versatile (1d8) This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch’s chirp, a raven’s caw, a duck’s quack, a chicken’s cluck, a goose’s honk, a loon’s call, a turkey’s gobble, a seagull’s cry, an owl’s hoot, or an eagle’s shriek. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever. | XGE | |
| Staff of Flowers | 1 | No | None | Staff, Simple Weapon, Melee Weapon | 25 GP | No | 1d6 bludgeoning – versatile (1d8) This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mildscented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever. | XGE | |
| Strixhaven Pennant | 1 | No | None | Wondrous Item | 5 GP | No | This magic pennant bears the symbol of Strixhaven or one of its colleges: Lorehold, Prismari, Quandrix, Silverquill, or Witherbloom. While you wave the pennant, the symbol on it glitters, and the pennant sheds bright light in a 10-foot-radius and dim light for an additional 10 feet. | SCC | |
| Sunbeam Compass | 3 | No | None | Wondrous Item | 300 GP | No | A device that always directs the user to the sun by emitting a small light at the tip of the needle in a glass orb, allowing it to rotate in all directions—a very useful tool when exploring subterranean territory. | TDCSR | |
| Treebane | 1 | No | None | Battleaxe, Martial Weapon, Melee Weapon | 100 GP + Base Cost | No | 1d8 slashing – versatile (1d10) The axe’s handle is carved with leaves and vines, and it weighs half as much as a normal battleaxe. When the axe hits a plant, whether an ordinary plant or a plant creature, the target takes an extra 1d8 slashing damage. When a creature of non-good alignment wields the axe, it sprouts thorns whenever its wielder makes an attack with it. These thorns prick the wielder for 1 piercing damage after the attack is made, and this damage is considered magical. | Generic Melee Slashing Weapon Variants allowed | CoS |
| Veteran's Cane | 1 | No | None | Wondrous Item, Consumable | 25 GP | No | When you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical. | XGE | |
| Vicious Weapon | 2 | No | None | Weapon, Generic Variant | 150 GP + Base Cost | No | When you roll a 20 with this magic weapon, the target takes an extra 7 damage of the weapon’s type. | Generic Weapon Variants allowed | DMG |
| Wand of Conducting | 1 | No | None | Wand | 25 GP | No | This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed. | XGE | |
| Wand of Pyrotechnics | 1 | No | None | Wand | 30 GP | No | This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed. | XGE | |
| Wand of Scowls | 1 | No | None | Wand | 25 GP | No | This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to scowl for 1 minute. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of smiles. | XGE | |
| Wand of Smiles | 1 | No | None | Wand | 25 GP | No | This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of scowls. | XGE | |
| Horseshoes of Speed | 2 | No | None | Wondrous Item | 1500 GP | No | These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature’s walking speed by 30 feet. | DMG | |
| Alchemy Jug | 3 | No | None | Wondrous Item | 400 GP | No | This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn. Liquid Max Amount Acid 8 ounces Basic poison ½ ounce Beer 4 gallons Honey 1 gallon Mayonnaise 2 gallons Oil 1 quart Vinegar 2 gallons Water, fresh 8 gallons Water, salt 12 gallons Wine 1 gallon | DMG | |
| Alchemy Jug (Blue) | 3 | No | None | Wondrous Item | 300 GP | No | This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn. Liquid Max Amount Beer 4 gallons Boiling Hot Tea 1 quart Honey 1 gallon Mayonnaise 2 gallons Oil quart Vinegar 2 gallons Water, fresh 8 gallons Water, salt 12 gallons Wine 1 gallon | CM | |
| Alchemy Jug (Orange) | 3 | No | None | Wondrous Item | 300 GP | No | This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn. Liquid Max Amount Beer 4 gallons Honey 1 gallon Mayonnaise 2 gallons Oil quart Soy Sauce 1 gallon Vinegar 2 gallons Water, fresh 8 gallons Water, salt 12 gallons Wine 1 gallon | CM | |
| Antlers of the True Path | 3 | No | None | Wondrous Item | 1000 GP | No | This polished wooden divining rod is a highly valued tool among Cairith’s seers. It is carved into the shape of antlers and scored with delicate filigree. While holding the divining rod by the antlers, you can spend 10 minutes visualizing a person, place, or object you are familiar with. After this time, the rod will pull you towards your target for as long as you maintain concentration on the effect (as if concentrating on a spell). The rod will only pull you towards the person, place, or object if it is within 1,000 feet of you and on the same plane of existence. Once you have used this item, it can’t be used again until the next dawn. | HWT | |
| Armor +1 | 2 | No | None | Armor, Generic Variant | 250 GP + Base Cost | No | You have a +1 bonus to AC while wearing this armor. | DMG | |
| Armor of Fungal Spores | 2 | No | None | Medium Armor, Generic Variant | 150 GP + Base Cost | No | While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the poisoned condition until the end of your next turn. Once this property is used, it can’t be used again until the next dawn. | BMT | |
| Bag of Bounty | 3 | No | None | Wondrous Item | 400 GP | No | This is a sturdy leather sack with tiny Siberys shards embedded into the lining. If you have the Mark of Hospitality you can use an action to cast create food and water, drawing a feast from within the bag. You shape this meal with your thoughts. You can create the standard bland fare without requiring any sort of check, but you can attempt to create finer food by making a Charisma check; if you’re proficient with cook’s utensils, add your bonus to this check. A failed check results in a sour and squalid meal. | Only a Creature with the Mark of Hospitality may cast create food and water with this bag | WGE |
| Bag of Holding | 3 | No | None | Wondrous Item | 500 GP | No | This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. | DMG | |
| Bag of Tricks, Gray | 2 | No | None | Wondrous Item | 300 GP | No | This ordinary bag, made from gray cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn. d8 Creature 1 Weasel 2 Giant rat 3 Badger 4 Boar 5 Panther 6 Giant badger 7 Dire wolf 8 Giant elk | DMG | |
| Bag of Tricks, Tan | 2 | No | None | Wondrous Item | 250 GP | No | This ordinary bag, made from tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn. d8 Creature 1 Jackal 2 Ape 3 Baboon 4 Axe beak 5 Black bear 6 Giant weasel 7 Giant hyena 8 Tiger | DMG | |
| Bag of Tricks, Rust | 2 | No | None | Wondrous Item | 250 GP | No | This ordinary bag, made from rust cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn. d8 Creature 1 Rat 2 Owl 3 Mastiff 4 Goat 5 Giant goat 6 Giant boar 7 Lion 8 Brown bear | DMG | |
| Balance of Harmony | 2 | No | None | Wondrous Item | 400 GP | No | This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 GP in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends. | The scales come with the gems. | TftYP |
| Baleful Talon | 3 | No | None | Dagger, Simple Weapon, Melee Weapon | 450 GP + Base Cost | No | 1d4 piercing – finesse, light, thrown (20/60 ft.) You gain a +1 bonus to attack and damage rolls made with this hooked, obsidian dagger. When you hit a creature with this magic weapon and roll a 19 or 20 on the attack roll, the creature must make a DC 15 Constitution saving throw as the dagger flares with sickly light. The creature takes 6d6 necrotic damage on a failed save, or half as much on a successful one. If this damage reduces the creature to 0 hit points, the creature disintegrates into dust. | Generic Finesse Weapon Variants allowed | BMT |
| Bloodrage Greataxe | 2 | No | None | Greataxe, Martial Weapon, Melee Weapon | 200 GP + Base Cost | No | 1d12 slashing – heavy, two-handed You gain a +2 bonus to attack and damage rolls made with this magic greataxe while you have half your hit points or fewer. | Generic Melee Slashing Weapon Variants allowed | BMT |
| Boots of Elvenkind | 4 | No | None | Wondrous Item | 500 GP | No | While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. | DMG | |
| Boots of False Tracks | 2 | No | None | Wondrous Item | 100 GP | No | Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. | XGE | |
| Boots of the Vigilant | 2 | No | None | Wondrous Item | 250 GP | No | While you wear these boots, you can sense impending danger. After you roll initiative, you can choose to roll a d8 and add it to your initiative roll. Once this property is used, it can’t be used again until the next dawn. | TDCSR | |
| Bowl of Commanding Water Elementals | 5 | No | None | Wondrous Item | 1,000 GP | No | While this bowl is filled with water, you can use an action to speak the bowl’s command word and summon a water elemental, as if you had cast the conjure elemental spell. The bowl can’t be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons. | DMG | |
| Brazier of Commanding Fire Elementals | 5 | No | None | Wondrous Item | 1,250 GP | No | While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. The brazier weighs 5 pounds. | DMG | |
| Bridle of Capturing | 4 | No | None | Wondrous Item | 400 GP | No | This fine leather bridle tugs at the hand when first held, as though it longs to reach out for a beast nearby. When you hold one end of the bridle, you can use an action to speak its command word, causing the other end to lash out at a beast you can see within 20 feet of you. The target must succeed on a DC 17 Charisma saving throw or have the bridle tie itself around its neck, then fall under your command as if subjected to the dominate beast spell. Once the targeted is affected, you do not need to hold the other end of the bridle to command it. With a successful saving throw, the target becomes immune to the bridle’s power until the next dawn. A creature controlled by the bridle can be released by the creature that bound it as a bonus action. A creature controlled by the bridle can make a DC 17 Charisma check each day at dawn. On a success, the creature is no longer affected by the bridle. | IMR | |
| Candle Mace | 2 | No | None | Mace, Simple Weapon, Melee Weapon | 150 GP + Base Cost | No | 1d6 bludgeoning You have a +1 bonus to attack and damage rolls made with this magic weapon. The head of this mace sheds bright light in a 5-foot-radius and dim light for an additional 5 feet. When you wield this mace, you can extinguish or ignite its light as an action. | Generic Melee Bludgeoning Weapon Variants allowed | BGDIA |
| Card Sharp's Deck | 3 | No | None | Wondrous Item | 250 GP | No | The cards of this deck shimmer around the edges. While holding this deck, you can use the following properties: Deadly Deal. As an action, you can use this deck to make a ranged spell attack by throwing a spectral card and using Dexterity for the attack roll. The card has a range of 120 feet and deals 1d8 force damage on a hit. Spray of Cards. As an action, you can shuffle the deck and cast the Spray of Cards spell at 3rd level from the deck (spell save DC 15). Once the deck has cast the spell, it can’t cast the spell again until the next dawn. | BMT | |
| Censer of Controlling Air Elementals | 5 | No | None | Wondrous Item | 1,000 GP | No | While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn. This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound. | DMG | |
| Chest of Preserving | 2 | No | None | Wondrous Item | 200 GP | No | Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves’ tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical. | WDMM | |
| Circlet of Blasting | 2 | No | None | Wondrous Item | 350 GP | No | While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn. | DMG | |
| Cogwork Wings | 2 | No | None | Wondrous Item | 500 gp | No | These wings are a strange device made by a mapach tinkerer. Two wings, made of brass and cloth, are attached to a box containing an intricate array of gears and cogs. Leather straps allow it to be worn on the back. It has two levers, one on either side of the central mechanism. Before donning the wings, you can pull the left lever to extend the wings and the right lever to set them into motion. Pushing the right lever causes the wings to stop flapping, and pushing the left lever causes them to retract, but you can’t reach these levers while wearing the wings. While wearing the contraption with the wings in motion, you have a fly speed as shown on the table below. You can use the device to fly for up to 1 hour, all at once, or in several shorter flights. The length of a flight is rounded up to the nearest minute. If you are flying when the hour expires, the wings stop moving and you drop to the ground, taking falling damage. As a reaction while falling, you can press a button on the front of the center buckle of the straps to cause the wings to set into a fixed position, allowing you to glide. While gliding, you descend at a rate of feet per round determined by your combined weight until you land, moving forward and descending at the same speed. If you press the gliding button, there is a 50 percent chance the device will fail and the wings will become stuck in a fixed gliding position. If this occurs, the device will become completely useless after you have landed, and nothing can cause the wings to retract or flap until they become unstuck after 2d12 hours. The speed of your flight and glide is determined by your combined weight along with your gear (worn and carried). The cogwork wings themselves weigh 20 pounds and are included in the total weight. Total Weight Fly Speed Glide Descent Speed Under 150 pounds 60 ft. 30 ft. 150 pounds to 250 pounds 30 ft. 60 ft. Over 250 pounds 0 ft. — The wings regain 10 minutes of flight for every 4 hours they aren’t in use. | HWT | |
| Coin of Decisionry (Max Rank) | 2 | No | None | Wondrous Item | 150 GP | No | Starting at rank 2, your coin of decisionry becomes a common magic item. When you flip the coin, it always lands with the Acquisitions Incorporated sigil face down, and a message appears on the “tails” face. Roll a d4 on the following table to determine the message. d4 Decision 1 Lucrative 2 Brand Appeal 3 Indeterminate 4 Ruinous The coin has absolutely no divination abilities, and its results when you use it are random. But nobody else knows that. When a creature within 10 feet of you flips the coin (after having had its powerful prognostication powers dutifully explained), you can exert your will to control its operation as a bonus action, choosing the result that appears after it lands as a means of gently coercing the user toward a specific course of action. The creature flipping the coin can detect your manipulation with a successful DC 13 Wisdom (Insight) check. Better Odds. When you reach rank 3, your coin of decisionry gains a measure of actual divination power and becomes an uncommon magic item. In addition to its normal function, you can use an action to flip the coin of decisionry twice while pondering a specific plan or objective, noting both random results. If you succeed on a DC 15 Intelligence (Arcana) check, you learn which of the two results is more applicable to the course of action. This property of the coin can’t be used again until the next dawn. | AI | |
| Cuddly Strixhaven Mascot | 2 | No | None | Wondrous Item | 100 GP | No | Representing one of the mascots of Strixhaven, this soft, Tiny, magic toy is perfect for cuddling. If you press it to your arm, shoulder, or leg as an action, the toy stays attached there for 1 hour or until you use an action to remove it. The toy can also be used to fight off fear. When you make a saving throw to avoid or end the frightened condition on yourself, you can give yourself advantage on the roll if the toy is on your person. You must decide to do so before rolling the d20. If the save succeeds, you can’t use the toy in this way until you finish a long rest. | SCC | |
| Dagger of Venom | 2 | No | None | Dagger, Simple Weapon, Melee Weapon | 200 GP + Base Cost | No | 1d4 piercing – finesse, light, thrown (20/60 ft.) You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn. | Generic Finesse Weapon Variants allowed | DMG |
| Decanter of Endless Water | 3 | No | None | Wondrous Item | 500 GP | No | This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: “Stream” produces 1 gallon of water. “Fountain” produces 5 gallons of water. “Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you. | DMG | |
| Deck of Wild Cards | 2 | No | None | Wondrous Item | 250 GP | No | This deck of heavy vellum cards hums with the magic of the Elemental Chaos. The magic of the deck functions only if cards are drawn at random (a deck of real-world playing cards can simulate the deck). As an action, you can draw a random card from this deck and throw it to make a ranged spell attack, using Dexterity for the attack roll. The card has a range of 30 feet. On a hit, it deals 1d4 slashing damage and imposes a magical effect determined by its suit, as detailed in the Deck of Wild Cards table. The card immediately returns to the deck after it hits or misses a target. Deck of Wild Cards d4 Suit Effect 1 ♣ (Rods) The card explodes in a burst of fire. The target and each creature within 5 feet of it must succeed on a DC 15 Dexterity saving throw or take 2d8 fire damage. 2 ♦ (Coins) The card shoots streaks of lightning. The target must make a DC 15 Dexterity saving throw. On a failed save, the target has the blinded condition until the end of your next turn, and each creature within 10 feet of the target takes 1d6 lightning damage. 3 ♥ (Cups) The card covers the target in a thick layer of ice. The target takes 1d10 cold damage and must succeed on a DC 15 Constitution saving throw or have the restrained condition until the end of your next turn. 4 ♠ (Swords) The card unleashes a sharp, concussive blast. The target and each creature within 5 feet of it take 1d6 force damage and must succeed on a DC 15 Strength saving throw or have the prone condition. | BMT | |
| Documancy Satchel (Max Rank) | 2 | No | None | Wondrous Item | 600 GP | No | At rank 2, your documancy satchel becomes a common magic item, allowing you to magically send and receive documents to and from Head Office through a special pouch. Your documancy satchel magically produces prewritten and signature-ready contracts at your request, covering most common contractual needs. It also occasionally produces sticky notes printed with useful information and inspirational quotes from Head Office. Satchel of Holding. At rank 3, your documancy satchel gains additional features and becomes an uncommon magic item. One of the satchel’s pouches now functions as a bag of holding. Additionally, you can use an action to draw forth from the documancy satchel a spell scroll of comprehend languages. The scroll vanishes when used, or ten minutes after it appears. This property of the bag can’t be used again until the next dawn. Scroll Humidor. At rank 4, your documancy satchel gains additional power and becomes a rare magic item. Within the satchel, a dedicated extradimensional space can hold up to thirty documents or spell scrolls. Placing a single document into the scroll humidor is an action. Drawing forth a desired scroll is a bonus action. | AI | |
| Dodecahedron of Doom | 2 | No | None | Wondrous Item | 666 GP | No | This twelve-sided metal die is 12 inches across and bears the numbers 1 through 12 engraved on its pentagonal sides. The dodecahedron contains arcane clockwork mechanisms that whir and click whenever the die is cast. The dodecahedron can be hurled up to 60 feet as an action. A random magical effect occurs when the die comes to rest after rolling across the ground for at least 10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by the dodecahedron require no components. Roll a d12 and consult the following table to determine the effect: d12 effect 1-2 The dodecahedron explodes and is destroyed. Each creature within 20 feet of the exploding die must make a DC 13 Dexterity saving throw, taking 40 (9d8) force damage on a failed save, or half as much damage on a successful one. 3-4 The dodecahedron casts light on itself. The effect lasts until a creature touches the die. 5-6 The dodecahedron casts ray of frost (+5 to hit), targeting a random creature within 60 feet of it that doesn’t have total cover against the attack. 7-8 The dodecahedron casts shocking grasp (+5 to hit) on the next creature that touches it. 9-10 The dodecahedron casts darkness on itself. The effect has a duration of 10 minutes. 11-12 The next creature to touch the dodecahedron gains 1d10 temporary hit points that last for 1 hour. | DM rolls for the effects only describing what obviously happens, before the effect is triggered. | WDMM |
| Dragon Slayer | 2 | No | None | Sword, Martial Weapon, Melee Weapon, Generic Variant | 250 GP + Base Cost | No | You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon’s type. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns. | Generic Weapon Variants allowed | DMG |
| Dragonguard | 2 | No | None | Breastplate, Medium Armor | 500 GP | No | AC 14 + Dex (max 2) You have a +1 bonus to AC while wearing this armor. This breastplate has a gold dragon motif worked into its design. Created for a human hero of old Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of Dragons. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer’s vital organs while leaving the wearer relatively unencumbered. | LMoP | |
| Dragontooth Dagger | 2 | No | None | Dagger, Simple Weapon, Melee Weapon | 150 GP + Base Cost | No | 1d4 piercing – finesse, light, thrown (20/60 ft.) A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator’s tooth, the handle is leather wrapped around the root of the tooth, and there is no crossguard. You gain a +1 bonus to attack and damage rolls made with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage. Draconic Potency. Against enemies of the Cult of the Dragon, the dagger’s bonus to attack and damage rolls increases to 2, and the extra acid damage increases to 2d6. | Generic Finesse Weapon Variants allowed | DMG |
| Driftglobe | 4 | No | None | Wondrous Item | 350 GP | No | This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. | DMG | |
| Elder Cartographer's Glossography (Max Rank) | 2 | No | None | Wondrous Item | 300 GP | No | When you attain rank 4, you gain a small tome that is an uncommon magic item. The elder cartographer’s glossography grants advantage on Intelligence or Wisdom checks related to geographical features or locations. | AI | |
| Elven Chain | 2 | No | None | Medium Armor | 500 GP | No | AC 13 + Dex (max 2) You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor. | DMG | |
| Enduring Spellbook | 3 | No | None | Wondrous Item | 150 GP | No | This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age. | XGE | |
| Everbright Lantern | 3 | No | None | Wondrous Item | 175 GP | No | This bullseye lantern contains an Eberron dragonshard that sheds light comparable to that produced by a continual flame spell. An everbright lantern sheds light in a 120-foot cone; the closest 60 feet is bright light, and the farthest 60 feet is dim light. | WGE | |
| Eyes of Minute Seeing | 3 | No | None | Wondrous Item | 250 GP | No | These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. | DMG | |
| Figurine of Wondrous Power, Silver Raven | 2 | No | None | Wondrous Item | 300 GP | No | A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Silver Raven. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can’t be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will. | DMG | |
| Folding Boat | 4 | No | None | Wondrous Item | 10,000 GP | No | This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. | The item requires free space around it able to accomodate the boat created, otherwise it does nothing | DMG |
| Giant Slayer | 2 | No | None | Weapon, Martial Weapon, Melee Weapon, Generic Variant | 250 GP + Base Cost | No | You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls. | Generic Weapon Variants allowed | DMG |
| Glamoured Studded Leather | 2 | No | None | Light Armor | 400 GP + Base Cost | No | AC 12 + Dex While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor’s command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. | DMG | |
| Gloves of Thievery | 4 | No | None | Wondrous Item | 500 GP | No | These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. | DMG | |
| Grasping Whip | 2 | No | None | Whip, Martial Weapon, Melee Weapon | 300 GP | No | 1d4 slashing – finesse, reach You gain a +1 bonus to attack and damage rolls made with this magic whip. When you hit a creature or object that is Large or smaller with this whip, you can pull that creature or object 5 feet toward you instead of dealing damage. | BMT | |
| Green Copper Ewer | 3 | No | None | Other | 350 GP | No | Any poisonous liquid poured into the ewer is instantly transformed into an equal amount of sweet wine. Furthermore, a creature that grasps the ewer’s handle can command the ewer to fill with 1 gallon of wine, and it can’t produce more wine until the next dawn. | CoS | |
| Hellfire Weapon | 5 | No | None | Weapon, Generic Variant | 666 GP + Base Cost | No | This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil. | Generic Weapon Variants allowed | BGDIA |
| Helm of Comprehending Languages | 4 | No | None | Wondrous Item | 400 GP | No | While wearing this helm, you can use an action to cast the comprehend languages spell from it at will. | DMG | |
| Hew | 2 | No | None | Battleaxe, Martial Weapon, Melee Weapon | 175 GP + Base Cost | No | 1d8 slashing – versatile (1d10) This +1 battleaxe deals maximum damage when the wielder hits a plant creature or an object made of wood. The axe’s creator was a dwarf smith who feuded with the dryads of a forest where he cut firewood. Whoever carries the axe feels uneasy whenever he or she travels through a forest. | Generic Melee Slashing Weapon Variants allowed | LMoP |
| Heward's Handy Haversack | 2 | No | None | Wondrous Item | 400 GP | No | This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents. Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate. Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10-feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. | DMG | |
| Heward's Handy Spice Pouch | 2 | No | None | Wondrous Item | 250 GP | No | This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn. | XGE | |
| Hook of Fisher's Delight | 2 | No | None | Wondrous Item | 200 GP | No | This tiny silver fishhook has a little gold feather attached to it. For it to function, the feathered hook must be tied to the end of a fishing line and immersed in enough water to fill at least a 10-foot cube. At the end of each uninterrupted hour of immersion, roll a d6. On a 6, a floppy, 6-inch-long magical fish appears on the end of the hook. The color and properties of the conjured fish are determined by rolling on the Hook of Fisher’s Delight table. Once the hook conjures a fish, it can’t do so again until the next dawn. Hook of Fisher’s Delight d20 Fish Color Result 1-10 Green with copper bands This tasty fish provides a day’s worth of nourishment to one creature that eats it. The fish loses this property and rots if it’s not eaten within 24 hours of being caught. 11-14 Yellow with black stripes Once removed from the hook, this awful-tasting fish can be thrown up to 120 feet, targeting a creature the thrower can see. The target must succeed on a DC 15 Strength saving throw or be knocked prone. The fish then disappears. 15-18 Blue with white bands When released from the hook, this fish squirms free, sprouts wings, follows you around, and sings a beautiful tune in Aquan. It disappears after 2d4 hours or when reduced to 0 hit points. The fish uses the quipper stat block, except that it can breathe air and has a flying speed of 30 feet. 19-20 Gold with silver stripes This tasty fish provides a day’s worth of nourishment to one creature that eats it and grants 2d10 temporary hit points to that creature. The fish loses these properties and rots if it’s not eaten within 24 hours of being caught. | IDRotF | |
| Horn of Silent Alarm | 2 | No | None | Wondrous Item | 150 GP | No | This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn. | XGE | |
| Horn of Valhalla, Silver | 3 | No | None | Wondrous Item | 600 GP | No | You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed. The silver horn summons 2d4 + 2 berserkers. The berserkers are friendly to you and your companions and follow your commands. | DMG | |
| Insignia of Claws | 2 | No | None | Wondrous Item | 150 GP | No | The jewels in the insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons. While wearing the insignia you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical. | HotDQ | |
| Jade Serpent Staff | 2 | No | None | Wondrous Item | 250 GP | No | This staff is broken into five pieces, each worth 100 GP for the jade alone. The entire staff can be restored with mending cantrips; each casting of the spell repairs one break in the staff. If the staff is made whole, it transforms from an object into an animated jade serpent that has the statistics of a giant poisonous snake, with these changes: The serpent is a construct that understands and obeys whoever was holding the staff when it transformed. It has immunity to poison damage and the poisoned condition. It doesn’t require air, food, drink, or sleep. When it drops to 0 hit points, roll a d6. On a roll of 1, the snake turns to dust and is destroyed. On any other roll, it changes back into a staff and breaks into 1d4 + 1 pieces that must be magically mended before the staff can be used again. | DMG | |
| Javelin of Lightning | 3 | No | None | Javelin, Simple Weapon, Melee Weapon | 300 GP + Base Cost | No | 1d6 piercing – thrown (30/120 ft.) This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. | Generic Thrown Weapon Variants allowed | DMG |
| Lantern of Revealing | 3 | No | None | Wondrous Item | 300 GP | No | While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. | DMG | |
| Lantern of Tracking (Must Specify Type) | 2 | No | None | Wondrous Item | 200 GP | No | This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Each lantern of tracking is designed to track down a certain type of creature, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type can’t be changed. While the lantern is within 300 feet of any creature of that type, its flame turns bright green. The lantern doesn’t pinpoint the creature’s exact location, however. | IDRotF | |
| Lash of Immolation | 2 | No | None | Whip, Martial Weapon, Melee Weapon | 275 GP | No | 1d4 slashing – finesse, reach The handle of this dark leather whip bears the fire rune, and embers dance around the whip’s tail. You gain a +1 bonus to attack and damage rolls made with this weapon, and on a hit, the whip deals an extra 1d6 fire damage. When you score a critical hit with an attack using this whip, the target also has the restrained condition until the start of your next turn, as fiery bands lash around the target. Invoking the Rune. When you make an attack with the whip and hit, you can use your reaction to invoke the whip’s rune. Doing so increases the extra fire damage dealt by the whip to 2d6. Once the rune has been invoked, it can’t be invoked again until the next dawn. | BGG | |
| Last Stand Armor | 2 | No | None | Armor, Generic Variant, Consumable | 300 GP + Base Cost | No | You have a +1 bonus to AC while wearing this armor, which shimmers softly. If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend within 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. | EGW | |
| Lightbringer | 2 | No | None | Mace, Simple Weapon, Melee Weapon | 250 GP + Base Cost | No | 1d6 bludgeoning You have a +1 bonus to attack and damage rolls made with this magic weapon. This weapon, known as Lightbringer, was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and is made of solid brass. The mace glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to Undead creatures. | Generic Melee Weapon Variants allowed | LMoP |
| Lock of Trickery | 1 | No | None | Wondrous Item | 50 GP | No | This lock appears to be an ordinary lock (of the type described in chapter 5 of the Player’s Handbook) and comes with a single key. The tumblers in this lock magically adjust to thwart burglars. Dexterity checks made to pick the lock have disadvantage. | XGE | |
| Macuahuitl | 2 | No | None | Longsword, Martial Weapon, Melee Weapon | 150 GP + Base Cost | No | 1d8 slashing – versatile (1d10) You have a +1 bonus to attack and damage rolls made with this longsword, which is made of laminated wood, and inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type. | Generic Melee Slashing Weapon Variants allowed | TftYP |
| Mithral +1 Armor | 3 | No | None | Medium Armor or Heavy Armor, Generic Variant | 400 GP + Base Cost | No | You have a +1 bonus to AC while wearing this armor. Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. | AI | |
| Mzzium Mortar | 2 | No | None | Wondrous Item | 800 GP | No | This short tube, about 2 feet long and 6 inches in diameter, is made from mizzium, a magically enhanced metal alloy forged by the Izzet League. The end that’s pointed toward a target is open, and a glowing ball of molten metal can be seen at the other end as long as the mortar has at least 1 charge remaining. The mortar has 4 charges for the following properties. It regains 1d4 expended charges daily at dawn. Molten Spray. You can expend 1 charge as an action to loose a 30-foot cone of molten mizzium. Each creature in the area must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. Mizzium Bombard. You can expend 3 charges as an action to launch a hail of molten projectiles in a 20-foot-radius, 40-foot-high cylinder centered on a point you can see within 60 feet of you. Each creature in the area must make a DC 15 Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. | GGR | |
| Night Caller | 3 | No | None | Wondrous Item | 800 GP | No | This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past. If you blow the whistle in darkness or under the night sky, it allows you to cast the animate dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can’t do so again until 7 days have passed. Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it. | DMG | |
| Pathfinder's Greataxe | 3 | No | None | Greataxe, Martial Weapon, Melee Weapon | 250 GP + Base Cost | No | 1d12 slashing – heavy, two-handed When you wield this +1 greataxe, you always know the way to the nearest passage leading from underground toward the surface, as well as the approximate depth the axe is underground. | Generic Weapon Variants allowed | PotA |
| Pearl of Undead Detection | 2 | No | None | Wondrous Item | 100 GP | No | This black pearl glows faintly when undead are within 120 feet of it. | WDMM | |
| Pipes of Haunting | 2 | No | None | Instrument, Wondrous Item | 100 GP | No | You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren’t hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn. | DMG | |
| Portfolio Keeper (Max Rank) | 2 | No | None | Wondrous Item | 500 GP | Yes | At rank 2, you gain the use of a weathered leather pouch that is an uncommon magic item. The portfolio keeper holds and organizes notes, brochures, and business cards bearing your contact information. It also has an inexhaustible supply of brochures related to your franchise’s current branding scheme. When you meet someone for the first time, their details and a rough sketch are magically stored on a small parchment card in the portfolio keeper. You can access the details of any such stored card as a bonus action. Cards of Sending. At rank 3, the power of your portfolio keeper becomes more potent, making it a rare magic item. When you give out a business card stored in your portfolio keeper, you can choose to have the card allow its recipient to contact you through your sending stone as if they had cast a sending spell. A business card loses this power seven days after it has been given out, and no more than five cards can have this power at one time. You can also use your sending stone to cast sending and contact anyone who has one of your business cards. Once you use this feature of the stone, you cannot use it again until dawn seven days later. Charming Introduction. Also at rank 4, you are able to make a focused effort to keep a potential customer’s attention. When you provide a humanoid with a business card from your portfolio keeper, you can cast charm person on them (save DC 15). The spell ends prematurely if the character loses the business card. | AI | |
| Quiver of Ehlonna | 3 | No | None | Wondrous Item | 400 GP | No | Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. | DMG | |
| Raven's Slumber | 2 | No | None | Wondrous Item | 1000 GP | No | This black crystal pendant is a magical gateway to a small pocket dimension. You can use the pendant as an improvised weapon to make a melee or ranged weapon attack against a Large or smaller creature. On a hit, the target must succeed on a DC 10 Wisdom saving throw or be trapped within the crystal. A creature that wants to be trapped can intentionally fail this saving throw. Only one creature at a time can be held in a raven’s slumber. That creature is aware of the passage of time and can see the world outside of this talisman as if through a window. You can release a held creature to an unoccupied space within 5 feet of you as a bonus action. If a companion creature granted to you by a class feature, or a beast that you’ve tamed as a companion, is reduced to 0 hit points while within 100 feet of you, it is immediately drawn into the pendant and stabilized. If the pendant already holds a creature, this effect fails. | TDCSR | |
| Reszur | 2 | No | None | Dagger, Simple Weapon, Melee Weapon | 200 GP + Base Cost | No | 1d4 piercing – finesse, light, thrown (20/60 ft.) You have a +1 bonus to attack and damage rolls made with this weapon, which doesn’t make noise when it hits or cuts something. The name “Reszur” is graven on the dagger’s pommel. If the wielder speaks the name, the blade gives off a faint, cold glow, shedding dim light in a 10-foot radius until the wielder speaks the name again. | PotA | |
| Ring of Animal Influence | 3 | No | None | Ring | 200 GP | No | This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells: Animal friendship (save DC 13) Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower Speak with animals | DMG | |
| Ring of Puzzler's Wit | 4 | No | None | Ring | 450 GP | No | This gold ring bears a fluorite stone and is enchanted to sharpen the wearer’s mind. The ring has 3 charges and regains 1d4 – 1 expended charges daily at dawn. When you make an Intelligence check, you can expend 1 charge to grant yourself advantage on the check. | BMT | |
| Rod of Mercurial Form | 2 | No | None | Wondrous Item | 500 GP | No | This humble steel rod is engraved with tiny symbols representing different weapons, as well as the monogram “T.D.” A creature holding this rod can speak the name of any simple or martial weapon aloud as a bonus action, causing the rod to transform into an ordinary weapon of that type. When in the form of a ranged weapon, this rod magically creates its own ammunition, which disappears after a ranged attack hits or misses. | TDCSR | |
| Saddle of the Cavalier | 4 | No | None | Wondrous Item | 500 GP | No | While in this saddle on a mount, you can’t be dismounted against your will if you’re conscious, and attack rolls against the mount have disadvantage. | DMG | |
| Scroll of Protection (Must Specify Type) | 3 | No | None | Scroll, Consumable | 500 GP | No | Using an action to read the scroll encloses you in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents specific creature types from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that specific creature types would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. | DMG | |
| Sending Stones | 1 | No | None | Wondrous Item | 250 GP | No | Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell. Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. | DMG | |
| Sentinel Shield | 2 | No | None | Armor, Shield | 350 GP | No | AC +2 While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye. | DMG | |
| Serpent Scale Armor | 3 | No | None | Scale Mail, Medium Armor | 500 GP | No | AC 14 + Dex This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks. | CM | |
| Serpent's Fang | 2 | No | None | Longsword, Martial Weapon, Melee Weapon | 300 GP + Base Cost | No | 1d8 slashing – versatile (1d10) This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits. | Generic Melee Slashing and Piercing Weapon Variants allowed | CM |
| Shield +1 | 2 | No | None | Armor, Shield | 200 GP | No | AC +2 While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. | DMG | |
| Sling of Giant Felling | 2 | No | None | Sling, Simple Weapon, Ranged Weapon | 250 GP + Base Cost | No | 1d4 bludgeoning – ammunition (30/120 ft.) When you hit a Giant creature with a ranged attack roll using this magic sling, the creature must succeed on a DC 18 Constitution saving throw or have the prone condition. | Generic Ranged Weapon Variants allowed | BMT |
| Spellshard | 3 | No | None | Wondrous Item | 350 GP | No | This polished Eberron dragonshard fits in the hand and stores information similar to a book. The shard can hold the equivalent of one book that’s no more than 320 pages long. A shard can be created blank or already filled with information. When the shard is created, the creator can set a passphrase that must be spoken to access the information stored within. While holding the shard, you can use an action to open your mind to the shard, seeing its content in your mind. On subsequent rounds, reading the text or scribing new text on blank “pages” in the shard requires concentration (as if concentrating on a spell) and takes the same amount of time it takes you to read and write normally. Thinking of a particular phrase or topic draws you to the first section in the shard that addresses it. A wizard can use a spellshard as a spellbook, with the usual cost in gold and time to “scribe” a spell into the shard. | WGE | |
| Spyglass of Clairvoyance (Max Rank) | 3 | No | None | Wondrous Item | 1500 GP | No | At rank 2, your Head Office-supplied spyglass becomes a common magic item. As an action, you can look through the spyglass of clairvoyance at a location within 1 mile of you that is obstructing your view, such as a mountain, castle, or forest. You must then succeed on a DC 15 Wisdom check using cartographer’s tools to map the natural terrain found within three miles of that chosen point. You do not gain any knowledge of creatures, structures, or anything other than natural terrain. This property of the spyglass cannot be used again until the next dawn. | AI | |
| Statuette of Saint Markovia | 5 | No | None | Other | 500 GP | No | This golden statuette grants any good-aligned creature that carries it a +1 bonus to saving throws. | CoS | |
| Stone of Controlling Earth Elementals | 5 | No | None | Wondrous Item | 2,000 GP | No | If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can’t be used this way again until the next dawn. The stone weighs 5 pounds. | DMG | |
| Storm Boomerang | 2 | No | None | Weapon, Simple Weapon, Ranged Weapon | 250 GP + Base Cost | No | 1d4 bludgeoning – range 60/120 ft. This boomerang is a ranged weapon carved from griffon bone and etched with the symbol of elemental air. When thrown, it has a range of 60/120 feet, and any creature that is proficient with the javelin is also proficient with this weapon. On a hit, the boomerang deals 1d4 bludgeoning damage and 3d4 thunder damage, and the target must succeed on a DC 10 Constitution saving throw or be stunned until the end of its next turn. On a miss, the boomerang returns to the thrower’s hand. Once the boomerang deals thunder damage to a target, the weapon loses its ability to deal thunder damage and its ability to stun a target. These properties return after the boomerang spends at least 1 hour inside an elemental air node. | Generic Thrown Weapon Variants allowed | PotA |
| Tankard of Plenty | 3 | No | None | Wondrous Item | 200 GP | No | This golden stein is decorated with dancing dwarves and grain patterns. Speaking the command word (“Illefarn”) while grasping the handle fills the tankard with three pints of rich dwarven ale. This power can be used up to three times per day. | DMG | |
| Tankard of Sobriety | 2 | No | None | Wondrous Item | 150 GP | No | This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison. | XGE | |
| Thermal Cube | 4 | No | None | Wondrous Item | 250 GP | No | This 3-inch cube of solid brimstone generates enough dry heat to keep the temperature within 15 feet of it at 95 degrees Fahrenheit (35 degrees Celsius). | IDRotF | |
| Thunderbuss | 3 | No | None | Pistol, Firearm, Martial Weapon, Ranged Weapon | 300 GP + Base Cost | No | 1d10 piercing – ammunition (30/90 ft.), loading This magic ranged weapon is a flared pistol with the storm rune engraved along the barrel. You gain a +1 bonus to attack and damage rolls made with it. It requires no ammunition, its damage is thunder instead of piercing, and it doesn’t have the loading property. Invoking the Rune. As a bonus action, you can invoke the weapon’s rune to launch a ball of energy to a point you can see within 30 feet of yourself. The energy then detonates into a 10-foot-radius sphere of turbulent wind and thunder centered on that point, and each creature in that sphere must make a DC 14 Constitution saving throw. On a failed save, a creature takes 3d6 thunder damage, and it can’t take reactions until the end of your next turn. On a successful save, a creature takes half as much damage only. Once the rune has been invoked, it can’t be invoked again until the next dawn. | Generic Firearm Weapon Variants allowed | BGG |
| Two-Birds Sling | 2 | No | None | Sling, Simple Weapon, Ranged Weapon | 175 GP + Base Cost | No | 1d4 bludgeoning – ammunition (30/120 ft.) You have a +1 bonus to attack and damage rolls made with this weapon. When you make a ranged attack with this sling and hit a target, you can cause the ammunition to ricochet toward a second target within 10 feet of the first, and then make a ranged attack against the second target. | Generic Thrown Weapon Variants allowed | MOT |
| Uncommon Glamerweave | 3 | No | None | Wondrous Item | 200 GP | No | Glamerweave is clothing imbued with harmless illusory magic. While wearing these clothes, you can use a bonus action to create a moving illusory pattern within the cloth. Alternatively, you can have the pattern rise from the cloth. For example, a glamerweave gown might be wreathed in harmless, illusory flames, while a glamerweave hat might have illusory butterflies fluttering around it. When you make a Charisma (Performance) or Charisma (Persuasion) check while wearing the glamerweave, you can roll a d4 and add the number rolled to the check. Once you use this property, it can’t be used again until the next dawn. | DMG | |
| Vanrak's Mithral Shirt | 3 | No | None | Chain Shirt, Medium Armor | 300 GP | No | AC 13 + Dex (max 2) Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. While you wear this armor, you gain darkvision out to a range of 60 feet. | WDMM | |
| Vicious +1 Weapon | 2 | No | None | Weapon, Generic Variant | 250 GP + Base Cost | No | You have a +1 bonus to attack and damage rolls made with this weapon. When you roll a 20 with this magic weapon, the target takes an extra 7 damage of the weapon’s type. | Generic Weapon Variants allowed | DMG |
| Vox Seeker | 2 | No | None | Wondrous Item | 300 GP | No | This clockwork device resembles a metal crab the size of a dinner plate. Every action used to wind up the device allows it to operate for 1 minute, to a maximum of 10 minutes. While operational, the item uses the accompanying Vox Seeker stat block. This automaton is under the DM’s control. A vox seeker reduced to 0 hit points is destroyed. | EGW | |
| Wand of Magic Detection | 3 | No | None | Wand | 350 GP | No | This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn. | DMG | |
| Wand of Magic Missiles | 5 | No | None | Wand | 500 GP | No | This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Each time you expend a charge from this wand, there is a 50 percent chance that nothing happens and the charge is wasted. | DMG | |
| Wand of Secrets | 3 | No | None | Wand | 250 GP | No | The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. | DMG | |
| Weapon +1 | 2 | No | None | Weapon, Generic Variant | 175 GP + Base Cost | No | You have a +1 bonus to attack and damage rolls made with this magic weapon. | Generic Weapon Variants allowed | DMG |
| Weapon of Certain Death | 3 | No | None | Weapon, Generic Variant | 300 GP + Base Cost | No | When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. | Generic Weapon Variants allowed | DMG |
| Wildspace Orrery | 3 | No | None | Wondrous Item | 100 GP | No | Inside a Wildspace system, this portable arcane device automatically tracks the positions and movements of all suns, planets, moons, and comets within that system, projecting a display of all these bodies in the space above its current location. In that display, a white, pulsating pinprick of light marks the orrery’s location. | AAG | |
| Wind Fan | 3 | No | None | Wondrous Item | 300 GP | No | While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn’t be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters. | DMG | |
| Wing Crest Shield | 3 | No | None | Wondrous Item, Armor, Shield | 300 GP | No | While wielding this shield, you gain a +1 bonus to your AC. +2 AC As an action, you can speak the command word to cast gust of wind (save DC 15). Once the shield has been used to cast this spell, it can’t be used to cast this spell again until the next dawn. | HWCS | |
| Winter's Dark Bite | 2 | No | None | Greatsword, Martial Weapon, Melee Weapon | 250 GP + Base Cost | No | 2d6 slashing – heavy, two-handed You have a +1 bonus to attack and damage rolls made with this magic weapon. This greatsword is made of an unknown black metal. In most cases, it works as a +1 greatsword. But when used against a thessalhydra, it works as a +3 greatsword. While in the Upside Down, it works as a +4 greatsword. | Generic Melee Slashing Weapon Variants allowed | HftT |
| Woodcutter's Axe | 2 | No | None | Greataxe, Martial Weapon, Melee Weapon | 250 GP + Base Cost | No | 1d12 slashing – heavy, two-handed You have a +1 bonus to attack and damage rolls made with this magic weapon. When you use this axe to make an attack against a plant (an ordinary plant or a creature with the Plant type) or a wooden object that isn’t being worn or carried, the attack deals an extra 2d6 slashing damage on a hit. | Generic Melee Slashing Weapon Variants allowed | WBtW |
| Wraps of Unarmed Prowess +1 | 2 | No | None | Wondrous Item | 300 GP | No | While you’re wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +1 bonus to the attack and damage rolls of your unarmed strikes. | BMT | |
| Armor +2 | 4 | No | None | Armor, Generic Variant | 1000 GP + Base cost | No | You have a +2 bonus to AC while wearing this armor. | DMG | |
| Shield +2 | 4 | No | None | Armor, Shield | 1,250 GP | No | AC +2 While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. | DMG | |
| Weapon +2 | 4 | No | None | Weapon, Generic Variant | 1,500 GP + Base Cost | No | You have a +2 bonus to attack and damage rolls made with this magic weapon. | Generic Weapon Variants allowed | DMG |
| Wraps of Unarmed Prowess +2 | 4 | No | None | Wondrous Item | 3,000 GP | No | While you’re wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +2 bonus to the attack and damage rolls of your unarmed strikes. | BMT | |
| Adamantine Armor | 3 | No | None | Armor, Generic Variant | 1000 GP + Base Cost | No | This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any critical hit against you becomes a normal hit. | DMG | |
| Breathing Bubble | 3 | No | None | Wondrous Item | 400 GP | No | This translucent, bubble-like sphere has a slightly tacky outer surface, and you gain the item’s benefits only while wearing it over your head like a helmet. The bubble contains 1 hour of breathable air. The bubble regains all its expended air daily at dawn. | EGW | |
| Broom of Flying | 4 | No | None | Wondrous Item | 6,000 GP | No | This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land. You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you. | DMG | |
| Cap of Water Breathing | 4 | No | None | Wondrous Item | 3,000 GP | No | While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater. | DMG | |
| Cape of the Mountebank | 5 | No | None | Wondrous Item | 2,500 GP | No | This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can’t be used again until the next dawn. When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. | DMG | |
| Carpet of Flying (3 x 5) | 5 | No | None | Wondrous Item | 3,000 GP | No | You can speak the carpet’s command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. A 3 ft. × 5 ft. carpet can carry up to 200 lb. at a fly speed of 80 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity. | DMG | |
| Carpet of Flying (4 x 6) | 5 | No | None | Wondrous Item | 5,000 GP | No | You can speak the carpet’s command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. A 4 ft. × 6 ft. carpet can carry up to 400 lb. at a fly speed of 60 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity. | DMG | |
| Cartographer's Map Case (Max Rank) | 4 | No | None | Wondrous Item | 2,000 GP | No | Map of Shortcuts. At rank 3, your map case becomes a common magic item. In addition to storing normal maps, your cartographer’s map case can be used to generate a special map identifying a shortcut. You can use your action to make a DC 15 Wisdom (Perception) check, with a success revealing a map buried in your cartographer’s map case noting a relevant shortcut. Your travel time is reduced by half while you follow that route. If you succeed at the check by 5 or more, the map includes notes on the terrain, granting you advantage on the next ability check you make to travel through the mapped area in the next hour. Once you use this feature, you cannot use it again until you finish a long rest. Map of the Moment. Starting at rank 3, you can use an action to make a DC 15 Wisdom (Perception) check and search your cartographer’s map case to find a map either related to your current mission or inspiring a new one. On a success, you find a map with a prominent landmark. The map has information on the natural terrain within one mile of the landmark. Once you use this feature, you cannot use it again until dawn seven days later. Possible Map Mission Landmarks d8 Landmark 1 The Ancient Sarcophagus of Gerald Smith 2 A tree labeled “This tree” 3 “The Last Resting Place of My Rich Brother that is Also a Bear Cave” 4 A range of peaks known as the Slightly Wobbly Spires 5 An ever-flowing, nonmagical spigot of pure, clear water in the middle of nowhere 6 A cave filled with screaming bioluminescent worms 7 The most haunted forest for ten miles in any direction 8 A huge pile of rocks with no other rocks within sight | AI | |
| Cauldron of Plenty | 5 | No | None | Wondrous Item | 2,500 GP | No | This cauldron is made of thick copper that has turned green with age. It is 4 feet wide, has a mouth 3½ feet in diameter, weighs 50 pounds, and can hold up to 30 gallons of liquid. Embossed on its bulging sides are images of satyrs and nymphs in repose, holding ladles. The cauldron comes with a lid and has side handles. It sits on five little clawed feet that keep it from tipping. If water is poured into the cauldron and stirred for 1 minute, it transforms into a hearty, hot stew, which can provide one nourishing meal for up to four people per gallon. The stew remains hot while in the cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew. The cauldron can create stew three times. It then ceases to function until the next dawn, when it regains all its uses. | IDRotF | |
| Cloak of the Manta Ray | 5 | No | None | Wondrous Item | 6,000 GP | No | While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action. | DMG | |
| Clockwork Amulet | 4 | No | None | Wondrous Item | 16,000 GP | No | This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn. | XGE | |
| Daern's Instant Fortress | 4 | No | None | Wondrous Item | 20,000 GP | No | You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty. The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors. with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening. Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren’t being worn or carried take this damage and are pushed automatically. The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points. | DMG | |
| Dimensional Shackles | 4 | No | None | Wondrous Item | 5,000 GP | No | You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing-through an interdimensional portal. You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles. | DMG | |
| Dwarven Plate | 4 | No | None | Plate Armor, Heavy Armor | 2,500 GP | No | AC 18 While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. The wearer has disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. | DMG | |
| Eagle Whistle | 6 | No | None | Wondrous Item | 2,000 GP | No | While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn. | TftYP | |
| Figurine of Wondrous Power, Bronze Griffon | 4 | No | None | Wondrous Item | 7,500 GP | No | A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Bronze Griffon. This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed. | DMG | |
| Figurine of Wondrous Power, Ebony Fly | 4 | No | None | Wondrous Item | 7,500 GP | No | A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Ebony Fly. This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed. | DMG | |
| Figurine of Wondrous Power, Golden Lions (2 Lions) | 3 | No | None | Wondrous Item | 5,000 GP | No | A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Golden Lions. These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can’t be used again until 7 days have passed. | DMG | |
| Figurine of Wondrous Power, Ivory Goats (3 Goats) | 3 | No | None | Wondrous Item | 5,000 GP | No | A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Ivory Goats. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can’t be used again until 30 days have passed. The goat of terror becomes a giant goat for up to 3 hours. The goat can’t attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat’s aura for the next 24 hours. Once the figurine has been used, it can’t be used again until 15 days have passed. | DMG | |
| Figurine of Wondrous Power, Marble Elephant | 3 | No | None | Wondrous Item | 8,000 GP | No | A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Marble Elephant. This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can’t be used again until 7 days have passed. | DMG | |
| Figurine of Wondrous Power, Onyx Dog | 3 | No | None | Wondrous Item | 2,000 GP | No | A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Onyx Dog. This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can’t be used again until 7 days have passed. | DMG | |
| Figurine of Wondrous Power, Sepertine Owl | 4 | No | None | Wondrous Item | 8,000 GP | No | A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Serpentine Owl. This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can’t be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence. | DMG | |
| Fish Suit | 3 | No | None | Wondrous Item | 4,000 GP | No | This bulky suit, which fully encases your head and body, takes 1 minute to don or doff. While worn, it enables you to breathe in an airless environment and renders you immune to the harmful effects of any gas that surrounds you. The suit also grants you a swimming speed equal to your walking speed while underwater, or a flying speed equal to your walking speed in an environment with no gravity. | AAG | |
| Forcebreaker Weapon | 4 | No | None | Weapon, Generic Variant | 2,000 GP + Base Cost | No | You gain a +2 bonus to attack and damage rolls made with this magic weapon. This weapon was crafted to destroy structures made of force, such as those created by Forcecage or Wall of Force. Striking a Large or smaller structure of magical force with this weapon automatically shatters that structure. If the target is a Huge or larger structure of force, this weapon shatters a 20-foot-cube portion of it. | Generic Melee Weapon Variants allowed | BMT |
| Goggles of Night | 4 | No | None | Wondrous Item | 2,000 GP | No | While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. | DMG | |
| Heartstone | 3 | No | None | Other | 1,000 GP | No | This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days. | MM | |
| Hither-Thither Staff | 4 | No | None | Staff, Simple Weapon, Melee Weapon | 4,500 GP | No | 1d6 bludgeoning – versatile (1d8) This walking stick has a brilliant gemstone fitted at the top. This staff has 4 charges and regains 1d4 expended charges daily at dawn. As an action, you can expend 1 charge from the staff to create two linked teleportation portals, each one appearing on a flat surface of your choice that you can see within 1,500 feet of yourself. Alternatively, you can expend 1 charge as an action to relocate one or both portals, subject to the same limitation. The surface on which a portal appears must be big enough to accommodate it. Each portal is a two-dimensional, glowing oval ring, and together they create an open doorway up to 6 feet high and 4 feet wide. Any creature or object entering one portal exits from the other as if the two portals were a single opening that connects their locations. A portal can appear on a moving surface, but the effect ends when the two portals move more than 1 mile apart. As a bonus action while holding the staff, you can close both portals (ending the effect) or suppress one portal, causing it to disappear until you relocate it (see above), during which time the remaining portal can’t be used. The portals otherwise last for 24 hours. | HAT-LMI | |
| Horn of the Endless Maze | 4 | No | None | Wondrous Item | 6,000 GP | No | You can use an action to blow this horn. In response, warrior spirits from the Abyss appear within 60 feet of you. These spirits look like minotaurs, and use the berserker statistics. They return to Abyss after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed. The horn summons 3d4 + 3 berserkers. To use the horn, you must be proficient with all simple weapons. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. | WDMM | |
| Horn of Valhalla, Brass | 4 | No | None | Wondrous Item | 6,000 GP | No | You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed. A brass horn summons 3d4 + 3 berserkers. To use the brass horn, you must be proficient with all simple weapons. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. | DMG | |
| Horseshoes of a Zephyr | 3 | No | None | Wondrous Item | 1,500 GP | No | These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march. | DMG | |
| House of Cards | 3 | No | None | Wondrous Item | 3,000 GP | No | This deck of cards is decorated with geometric shapes that have a protective motif. While you’re holding the deck, you can use an action to shuffle it and cause the cards to deal themselves out and transform into a shelter made of cards. The shelter can be shaped however you desire, but it must fit in a 40-foot cube centered on a point within 30 feet of you. The shelter has one door and up to four windows, and only you can open or close them. It has a floor and a roof, and it maintains a comfortable temperature inside. The shelter has AC 15, 50 hit points, and immunity to poison and psychic damage. The shelter lasts for 24 hours, until you dismiss it as an action, or until it is reduced to 0 hit points. When the shelter’s duration ends, it transforms back into a deck of cards and appears in your hand. Once the deck has transformed into a shelter, it can’t be used again until the next dawn. | BMT | |
| Immovable Rod | 2 | No | None | Rod | 750 GP | No | This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. | DMG | |
| Infernal Puzzle Box | 3 | No | None | Wondrous Item | 500 GP | No | An infernal puzzle box is a cube-shaped container 5 to 6 inches on a side, composed of airtight, interlocking parts made from materials found in the Nine Hells. Most of these boxes are made of infernal iron, though some are carved from bone or horn. Infernal puzzle boxes are used to safeguard diabolical contracts signed between devils and mortals, even after the terms of these contracts are fulfilled. An empty infernal puzzle box weighs 3 pounds regardless of the materials used to fashion it. When an object small enough to fit inside an infernal puzzle box is placed in it, the container magically seals shut around the object, and no magic can force the box open. The sealed box becomes immune to all damage as well. Every infernal puzzle box is constructed with a unique means of opening it. The trick to solving the puzzle is always mundane, never magical. Once a creature figures out the trick or sequence of steps needed to open a particular infernal puzzle box, that creature can open the box as an action, allowing access to the box’s contents. A creature that spends 1 hour holding an infernal puzzle box while trying to open it can make a DC 30 Intelligence (Investigation) check. If the check succeeds, the creature figures out the trick or sequence of steps needed to open the box. If the check fails by 5 or more, the creature must make a DC 18 Wisdom saving throw, taking 42 (12d6) psychic damage on a failed save, or half as much damage on a successful one. | BGDIA | |
| Iron Bands of Bilarro | 5 | No | None | Wondrous Item | 1,500 GP | No | This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn. | DMG | |
| Lesser Hammok of Worlds | 4 | No | None | Wondrous Item | 16,000 GP | No | The Hammock of Worlds is a colorful hammock woven with traditional Ataguan designs. You can use an action to unfold and place the lesser version of the Hammock of Worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the DM decides where it leads or the user can cause it to always reliably connect to the Ghost Orchid Tepui. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once the lesser version of the Hammock of Worlds has opened a portal, it can’t do so again for 1d8 hours. | JttRC | |
| Living Loot Satchel (Max Rank) | 4 | No | None | Wondrous Item | 20,000 GP | No | As a rank 2 hoardsperson, you are granted the use of a living loot satchel, which is an uncommon magic item. It functions as a bag of holding and is available in a variety of colors and styles. Class-Based Living Loot Satchel Class Satchel Barbarian Broad belt with a dozen hanging pockets Bard Lute case Cleric Hollowed-out holy tome Druid Made from natural, organic, locally sourced woven fibers Fighter A thick, battle-scarred iron lockbox Paladin A metal case with fine engraving and scrollwork Ranger A fur-lined bindle Rogue A nondescript coin pouch Sorcerer A battered leather satchel, prone to spitting out multicolored sparks at the seams Warlock A patchwork monster-leather satchel with a “purely decorative” fanged mouth. Wizard A pocket dimension hidden up your sleeve or inside your hat The living loot satchel is a kind of magical being that safeguards the franchise’s funds and valuables. Its innards are connected to a secure coffer within Head Office’s vault in Waterdeep, to which the satchel periodically transfers the franchise’s wealth. As an action, you can transfer any amount of your franchise funds back to your satchel with a successful DC 15 Dexterity (Sleight of Hand) check. Secret Satchel. As a rank 3 hoardsperson, your living loot satchel gets an upgrade to function as the replica chest used for the Leomund’s secret chest spell, becoming a rare magic item. You can open the secret chest through your living loot satchel to deposit or withdraw items—even items that wouldn’t normally fit in your satchel, but which fit within the chest. Thanks to Head Office striking deals you don’t want to know about with extraplanar creatures you really don’t want to know about, there is no chance for the spell to end. That Thing You Need. At rank 3, you can use a bonus action to reach into your living loot satchel and make a DC 15 Dexterity (Sleight of Hand) check. On a success, you draw forth an item of your choice on the Adventuring Gear table in chapter 5 of the Player’s Handbook. The item must be of a size that can fit into your secret chest and be worth no more than 15 gp. Once you attempt to draw five items from your satchel, you cannot draw forth any more items until the next dawn. Portable Hole Satchel. At rank 4, your living loot satchel receives another upgrade, becoming a very rare magic item. The secret chest accessed by your satchel now has the storage capacity of a portable hole—6 feet in diameter and 10 feet deep. As before, you can place any appropriately sized object into the portable-hole-sized chest, even if it wouldn’t normally fit into your satchel. That Expensive Thing You Need. Also at rank 4, when you use your That Thing You Need feature, you can requisition any item of up to 250 gp in value, as long as it would fit into the confines of your satchel’s portable hole. | For purpouses of Wealth transfer, the satchel connects to your Vault in the Nexus. | AI |
| Mariner's Armor | 3 | No | None | Armor, Generic Variant | 750 GP + Base Cost | No | While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. | DMG | |
| Mind Flayer Skull | 5 | No | None | Other | 5,000 GP | Yes | While you have the skull in your possession, you are invisible to mind flayers, as is anything you are wearing or carrying. | WDMM | |
| Mirror of the Past | 5 | No | None | Wondrous Item | 7,500 GP | No | The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder’s reflection, the mirror presents scenes from the target’s past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can’t be used again until the next dawn. | TftYP | |
| Mizzium Armor | 4 | No | None | Medium Armor or Heavy Armor, Generic Variant | 5000 GP + Base Cost | No | This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you’re wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. | GGR | |
| Obsidian Flint Dragon Plate | 4 | No | None | Plate Armor, Heavy Armor | 2,500 GP | No | AC 18 You gain a +2 bonus to AC and resistance to poison damage while you wear this armor. In addition, you gain advantage on ability checks and saving throws made to avoid or end the grappled condition on yourself. The wearer has disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. | BGDIA | |
| Order of the Silver Dragon +2 Shield | 4 | No | None | Armor, Shield | 3,500 GP | No | AC +2 While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. The shield is emblazoned with a stylized silver dragon that is the emblem of the Order of the Silver Dragon (see Curse of Strahd, chapter 7). The shield whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. | CoS | |
| Periapt of Health | 4 | No | None | Wondrous Item | 5,000 GP | No | You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant. | DMG | |
| Periapt of Proof Against Poison | 5 | No | None | Wondrous Item | 15,000 GP | No | This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage. | DMG | |
| Portable Hole | 4 | No | None | Wondrous Item | 5,000 GP | No | This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, Heward’s handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. | DMG | |
| Portal Compass | 3 | No | None | Wondrous Item | 500 GP | No | This portable arcane instrument points in the direction of the last portal it passed through while it and the portal are on the same plane of existence. If that portal no longer exists, the needle becomes static until the compass passes through a new portal. | SatO | |
| Prehistoric Figurine of Wondrous Power, Carnelian Triceratops | 4 | No | None | Wondrous Item | 6,000 GP | No | Larger and more roughly hewn than typical figurines of wondrous power, these statuettes depict dinosaurs and related creatures from the earliest days of the world. As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature’s statistics. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Carnelian Triceratops. This figurine becomes a triceratops for up to 6 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 10 days have passed. | BGG | |
| Prehistoric Figurine of Wondrous Power, Kyanite Pteranodon | 4 | No | None | Wondrous Item | 7,000 GP | No | Larger and more roughly hewn than typical figurines of wondrous power, these statuettes depict dinosaurs and related creatures from the earliest days of the world. As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature’s statistics. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Kyanite Pteranodon. This figurine becomes a pteranodon for up to 8 hours. If your size is Medium or smaller, you can ride the pteranodon as a mount. Once it has been used, it can’t be used again until 7 days have passed. | BGG | |
| Prehistoric Figurine of Wondrous Power, Pyrite Plesiosaurus | 4 | No | None | Wondrous Item | 10,000 GP | No | Larger and more roughly hewn than typical figurines of wondrous power, these statuettes depict dinosaurs and related creatures from the earliest days of the world. As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature’s statistics. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Pyrite Plesiosaurus. This figurine becomes a plesiosaurus for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 4 days have passed. While you are riding the plesiosaurus, you can use it to cast water breathing at will. | BGG | |
| Pyxis of Pandemonium | 6 | No | None | Wondrous Item | 9,000 GP | Yes | A creature that touches this ornate wooden vessel for 1 minute gains the benefits of a short rest. That creature also gains the effects of the bless spell until the creature finishes a short or long rest. The creature can’t gain these benefits again until it finishes a long rest. If the vessel is opened, roll on the Pyxis of Pandemonium table to determine what happens. Any spells cast by the vessel have a spell save DC of 17. One minute after the vessel is opened, it disappears. It reappears, sealed, in a random location on the same plane of existence 24 hours later. Curse. Any creature that gains the benefit of a short rest from the vessel hears cloying telepathic whispers emanating from it. That creature must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the vessel for 1 hour. The charmed creature does everything it can to open the vessel as soon as possible. On a successful save, the creature is immune to the vessel’s whispers for 24 hours. | MOT | |
| Ring of Swimming | 3 | No | None | Ring | 750 GP | No | You have a swimming speed of 40 feet while wearing this ring. | DMG | |
| Rod of Security | 7 | No | None | Rod | 25,000 GP | No | While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space. For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don’t age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can’t be used again until ten days have passed. | DMG | |
| Ring of Water Walking | 3 | No | None | Ring | 1,250 GP | No | While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. | DMG | |
| Stormrider Boots | 4 | No | None | Wondrous Item | 750 GP | No | These dark leather boots look to be of common make, but a subtle pattern of swirling storm clouds upon their soles suggests the potency of their enchantment. You can activate these boots as part of your movement, gaining the following benefits until the end of your turn: You have a flying speed of 90 feet. Opportunity attacks against you are made with disadvantage. Whenever you move within 5 feet of a hostile creature, it must succeed on a DC 15 Dexterity saving throw or take 3d8 lightning damage. A creature can’t be damaged in this way more than once per turn. Once this property is used, it can’t be used again until the next dawn. | TDCSR | |
| The Codicil of White | 5 | No | None | Wondrous Item | 2,500 GP | No | The Codicil of White is a tall, thin volume bound in white ermine fur over seasoned boards of white pine and sealed with a clasp and lock of tarnished silver. The book is cold to the touch, and the fur is worn about the edges from use. The twenty-seven pages within are of vellum painted with silver gilt on the outer edges. The whole is sewn to a leather binding with strips of sinews, making it quite durable. A creature with the codicil in its possession has resistance to cold damage. | IDRotF | |
| Travel Alchemical Kit (Max Rank) | 3 | No | None | Wondrous Item | 1000 GP | No | Also at rank 3, Head Office provides you with a travel alchemical kit—an uncommon magic item containing miniaturized versions of both alchemist’s supplies and a poisoner’s kit (glass vials, a mortar and pestle, chemicals, and a glass stirring rod). You gain proficiency with a poisoner’s kit as part of this upgrade. You can use this magical kit as long as it is on your person, with no need to draw or stow it. If you are ever searched, finding your travel alchemical kit requires a successful DC 20 Intelligence (Investigation) or Wisdom (Insight) check. | AI | |
| Voting Kit (Max Rank) | 3 | No | None | Wondrous Item | 750 GP | No | At rank 4, your voting kit becomes a common magic item that conceals an extradimensional space. As a bonus action, you can place one tool kit that you are proficient with into the voting kit, or can remove it. No other type of object can be placed into the extradimensional space. A creature searching the voting kit finds and extracts the tool kit with a successful DC 20 Intelligence (Investigation) or Wisdom (Perception) check. Additionally, you can use the voting kit to cast charm person (save DC 15). This property of the kit can’t be used again until the next dawn. | AI | |
| War Horn of Valor | 4 | No | None | Wondrous Item | 1,500 GP | No | This brass war horn is engraved with the war rune, which glows purple when the horn is blown. You can blow the horn as a bonus action. When you do, if you have the frightened condition, you immediately end that condition on yourself. You also have advantage on saving throws against being frightened until the start of your next turn. Invoking the Rune. When you blow the horn, you can also invoke the rune, imbuing the horn’s deep call with protective magic that affects creatures of your choice within 30 feet of yourself. You and all affected creatures gain a +1 bonus to AC until the start of your next turn. Once the rune has been invoked, it can’t be invoked again until the next dawn. | BGG | |
| Well of Many Worlds | 4 | No | None | Wondrous Item | 20,000 GP | No | This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold and place the well of many worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the DM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once well of many worlds has opened a portal, it can’t do so again for 1d8 hours. | DMG | |
| White Dragon Cape | 5 | No | None | Other | 1,500 GP | No | You have resistance to cold damage while wearing this cape. | DMG | |
| Whistle of Freedom | 4 | No | None | Wondrous Item | 3000 GP | No | This captain’s whistle has magical properties that, when blown, grants all creatures that can hear the whistle and are within 100 feet advantage on their next saving throw against a spell or effect currently affecting them. Any creature who can hear the whistle and is under a mind-controlling effect (such as dominate person) is immediately freed from that effect. A creature that has benefitted from hearing the whistle cannot benefit from its magical properties again for the next 24 hours. | HWT | |
| Armor +3 | 5 | No | None | Armor, Generic Variant | 3,000 GP + Base Cost | No | You have a +3 bonus to AC while wearing this armor. | DMG | |
| Carpet of Flying (5 x 7) | 5 | No | None | Wondrous Item | 5,000 GP | No | You can speak the carpet’s command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. A 5 ft. × 7 ft. carpet can carry up to 600 lb. at a fly speed of 40 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity. | DMG | |
| Carpet of Flying (6 x 9) | 5 | No | None | Wondrous Item | 8,500 GP | No | You can speak the carpet’s command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. A 6 ft. × 9 ft. carpet can carry up to 800 lb. at a fly speed of 30 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity. | DMG | |
| Chime of Exile | 6 | No | None | Wondrous item | 8,000 GP | Yes | This silver chime is engraved with delicate magic sigils. While holding the chime, you can use an action to cast the Banishment spell (spell save DC 20). If the target of the spell has 50 hit points or fewer, it automatically fails its saving throw. Once the chime has been used to cast the spell, it can’t be used this way again until the next dawn. | VEoR | |
| Cubic Gate | 6 | No | None | Wondrous Item | 25,000 GP | Yes | This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the DM. You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side. The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn. | Cube sides need to be specified upon purchase | DMG |
| Figurine of Wondrous Power, Obsidian Steed | 6 | No | None | Wondrous Item | 15,000 GP | No | A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Obsidian Steed. This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can’t be used again until 5 days have passed. If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. | DMG | |
| Gold Canary Figurine of Wondrous Power | 5 | No | None | Wondrous Item | 20,000 GP | No | This gold statuette is carved in the likeness of a canary and is small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature in one of two forms (you choose). If there isn’t enough space for the creature where it would appear, the figurine doesn’t become a creature. The two forms are as follows: Giant Canary Form. The figurine becomes a giant canary for up to 8 hours and can be ridden as a mount. Once the figurine has become a giant canary, it can’t be used this way again until the next dawn. Gold Dragon Form. While you are missing half or more of your hit points, you can speak a different command word and the figurine becomes an adult gold dragon (see its stat block in the Monster Manual) for up to 1 hour. The dragon can’t use any legendary actions or lair actions. Once the figurine has become an adult gold dragon, it can’t be used this way again until 1 year has passed. In either form, the creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each form. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the description. | FTD | |
| Horn of Valhalla, Bronze | 5 | No | None | Wondrous Item | 7,500 GP | No | You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed. A bronze horn summons 4d4 + 4 berserkers. To use the bronze horn, you must be proficient with medium armor. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. | DMG | |
| Horn of Valhalla, Iron | 6 | No | None | Wondrous Item | 9,000 GP | No | You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed. The iron horn summons 5d4 + 5 berserkers. To use the iron horn, you must be proficient with all martial weapons. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. | DMG | |
| Iron Flask (Empty) | 5 | No | None | Wondrous Item | 13,500 GP | Yes | This iron bottle has a brass stopper. You can use an action to speak the flask’s command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you’re on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t need to breathe, eat, or drink and doesn’t age. You can use an action to remove the flask’s stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. An identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. | DMG | |
| Obviator's Lenses (Max Rank) | 6 | No | None | Wondrous Item | 15,000 GP | No | Also at rank 2, you gain the use of an uncommon magic item taking the form of a pair of spectacles, a spyglass, a monocle, or any other device with one or two lenses. When you look through the obviator’s lenses, you use a bonus action to make them function as eyes of minute seeing or eyes of the eagle. Once you make this choice, it cannot be changed until the next dawn. Enhanced Lenses. At rank 4, your obviator’s lenses gain additional power and become a rare magic item. The lenses now function as both eyes of the eagle and eyes of minute seeing. Additionally, you can focus the power of the lenses to gain accuracy in combat, gaining advantage on a weapon attack roll (no action required). If that attack hits, roll one additional weapon damage die. This property of the lenses can’t be used again until the next dawn. | AI | |
| Orcus Figurine | 5 | No | None | Wondrous Item | 14,666 GP | No | Carved from an ogre’s petrified heart, the gray figurine depicts the Demon Prince of Undeath in ghastly detail, clutching his skull-topped wand in one hand and three severed heads by the hair in the other. The figurine smells like decaying flesh, and this scent is detectable out to a range of 5 feet. The figurine is a Tiny object with AC 17, 3 hit points, and immunity to all types of damage except radiant damage. A detect evil and good spell or similar magic reveals that the figurine has been desecrated. As long as it has at least 1 hit point, the figurine has the following magical properties: Undead within 30 feet of the figurine can’t be turned. Dead creatures within 30 feet of the figurine can’t be brought back to life. A creature that holds the figurine while praying to Orcus for at least 1 hour has a 10 percent chance of summoning a smoky avatar of the demon lord. Once this avatar is summoned, it can’t be summoned again for 30 days. Orcus’s avatar has the statistics of a wraith except that it’s chaotic evil. It attacks all non-undead creatures it encounters, and it disappears after 1 hour or when reduced to 0 hit points. | CM | |
| Prehistoric Figurine of Wondrous Power, Jasper Tyrannosaurus Rex | 7 | No | None | Wondrous Item | 9,000 GP | No | Larger and more roughly hewn than typical figurines of wondrous power, these statuettes depict dinosaurs and related creatures from the earliest days of the world. As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature’s statistics. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Jasper Tyrannosaurus Rex. This figurine, crafted from rare green jasper, becomes a tyrannosaurus rex for up to 1 hour. Once it has been used, it can’t be used again until 14 days have passed. Whenever you command the figurine while it’s in tyrannosaurus rex form (including commanding it to revert to figurine form), you must roll a d20. On a 1, you lose control of the figurine, and it becomes hostile to you and your companions until it is reduced to 0 hit points, at which point it reverts to figurine form. | BGG | |
| Red Wizard Blade | 8 | No | None | Dagger, Simple Weapon, Melee Weapon | 40,000 GP | No | 1d4 piercing – finesse, light, thrown (20/60 ft.) Forged by Red Wizards using a secret process known only to them, this grim steel dagger draws its power from the Negative Plane. When you hit a creature with a melee attack using this magic dagger, the target takes an extra 3d12 necrotic damage. A creature reduced to 0 hit points by this weapon dies and can’t be raised from the dead except by a deity or by a creature using a tablet of reawakening to cast the true resurrection spell. | HAT-LMI | |
| Sage's Mirror | 7 | No | None | Wondrous Item | 20,000 GP | No | This item has 3 charges and regains all charges at dusk. You can use an action and expend 1 of the mirror’s charges to cast one of the following spells: Find the Path Legend Lore With each use, it is apparent that the information gleaned from the mirror comes from a chamber in the Nine Hells where sages and scholars are tortured for the answers to each question. | Obviously a good aligned creature cannot use this item. | CoA |
| Shield +3 | 5 | No | None | Armor, Shield | 2,500 GP | No | AC +2 While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. | DMG | |
| Weapon +3 | 5 | No | None | Weapon, Generic Variant | 3,000 GP | No | You have a +3 bonus to attack and damage rolls made with this magic weapon. | Generic Weapon Variants allowed | DMG |
| Wraps of Unarmed Prowess +3 | 5 | No | None | Wondrous Item | 3,500 GP | No | While you’re wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +3 bonus to the attack and damage rolls of your unarmed strikes. | BMT | |
| Boon of Combat Prowess | 5 | No | None | Epic Boon | 70,000 GP | Yes | When you miss with a melee weapon attack, you can choose to hit instead. Once you use this boon, you can’t use it again until you finish a short rest. | DMG | |
| Boon of Dimensional Travel | 3 | No | None | Epic Boon | 30,000 GP | Yes | As an action, you can cast the misty step spell, without using a spell slot or any components. Once you do so, you can’t use this boon again until you finish a short rest. | DMG | |
| Boon of Fate | 4 | No | None | Epic Boon | 50,000 GP | Yes | When another creature that you can see within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can roll a d10 and apply the result as a bonus or penalty to the roll. Once you use this boon, you can’t use it again until you finish a short rest. | DMG | |
| Boon of Fortitude | 5 | No | None | Epic Boon | 100,000 GP | Yes | Your hit point maximum increases by 40. | DMG | |
| Boon of High Magic | 7 | No | None | Epic Boon | 200,000 GP | Yes | You gain one 9th-level spell slot, provided that you already have one. | DMG | |
| Boon of Immortality | 6 | No | None | Epic Boon | 150,000 GP | Yes | You stop aging. You are immune to any effect that would age you, and you can’t die from old age. | DMG | |
| Boon of Invincibility | 7 | No | None | Epic Boon | 200,000 GP | Yes | When you take damage from any source, you can reduce that damage to 0. Once you use this boon, you can’t use it again until you finish a short rest. | DMG | |
| Boon of Irresistible Offense | 8 | No | None | Epic Boon | 300,000 GP | Yes | You can bypass the damage resistances of any creature. | DMG | |
| Boon of Luck | 4 | No | None | Epic Boon | 50,000 GP | Yes | You can add a d10 roll to any ability check, attack roll, or saving throw you make. Once you use this boon, you can’t use it again until you finish a short rest. | DMG | |
| Boon of Magic Resistance | 4 | No | None | Epic Boon | 100,000 GP | Yes | You have advantage on saving throws against spells and other magical effects. | DMG | |
| Boon of Peerless Aim | 5 | No | None | Epic Boon | 75,000 GP | Yes | You can give yourself a +20 bonus to a ranged attack roll you make. Once you use this boon, you can’t use it again until you finish a short rest. | DMG | |
| Boon of Perfect Health | 6 | No | None | Epic Boon | 250,000 GP | Yes | You are immune to all diseases and poisons, and you have advantage on Constitution saving throws. | DMG | |
| Boon of Planar Travel | 6 | No | None | Epic Boon | 200,000 GP | Yes | When you gain this boon, choose a plane of existence other than the Material Plane. You can now use an action to cast the plane shift spell (no spell slot or components required), targeting yourself only, and travel to the chosen plane, or from that plane back to the Material Plane. Once you use this boon, you can’t use it again until you finish a short rest. | DMG | |
| Boon of Quick Casting | 5 | No | None | Epic Boon | 150,000 GP | Yes | Choose one of your spells of 1st through 3rd level that has a casting time of 1 action. That spell’s casting time is now 1 bonus action for you. | DMG | |
| Boon of Recovery | 7 | No | None | Epic Boon | 300,000 GP | Yes | You can use a bonus action to regain a number of hit points equal to half your hit point maximum. Once you use this boon, you can’t use it again until you finish a long rest. | DMG | |
| Boon of Resilience | 4 | No | None | Epic Boon | 100,000 GP | Yes | You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. | DMG | |
| Boon of Skill Proficiency | 9 | No | None | Epic Boon | 1,000,000 GP | Yes | You gain proficiency in all skills. | DMG | |
| Boon of Speed | 5 | No | None | Epic Boon | 150,000 GP | Yes | Your walking speed increases by 30 feet. In addition, you can use a bonus action to take the Dash or Disengage action. Once you do so, you can’t do so again until you finish a short rest. | DMG | |
| Boon of Spell Mastery | 6 | No | None | Epic Boon | 150,000 GP | Yes | Choose one 1st-level sorcerer, warlock, or wizard spell that you can cast. You can now cast that spell at its lowest level without expending a spell slot. | DMG | |
| Boon of Spell Recall | 7 | No | None | Epic Boon | 200,000 GP | Yes | You can cast any spell you know or have prepared without expending a spell slot. Once you do so, you can’t use this boon again until you finish a long rest. | DMG | |
| Boon of the Fire Soul | 6 | No | None | Epic Boon | 200,000 GP | Yes | You have immunity to fire damage. You can also cast burning hands (save DC 15) at will, without using a spell slot or any components. | DMG | |
| Boon of the Night Spirit | 5 | No | None | Epic Boon | 250,000 GP | Yes | While completely in an area of dim light or darkness, you can become invisible as an action. You remain invisible until you take an action or a reaction. | DMG | |
| Boon of the Stormborn | 7 | No | None | Epic Boon | 300,000 GP | Yes | You have immunity to lightning and thunder damage. You can also cast thunderwave (save DC 15) at will, without using a spell slot or any components. | DMG | |
| Boon of Undetectability | 6 | No | None | Epic Boon | 250,000 GP | Yes | You gain a +10 bonus to Dexterity (Stealth) checks, and you can’t be detected or targeted by divination magic, including scrying sensors. | DMG | |
| Boon of the Unfettered | 5 | No | None | Epic Boon | 150,000 GP | Yes | You have advantage on ability checks made to resist being grappled. In addition, you can use an action to automatically escape a grapple or free yourself of restraints of any kind. | DMG | |
| Boon of Truesight | 6 | No | None | Epic Boon | 150,000 GP | Yes | You have truesight out to a range of 60 feet. | DMG | |
| Amulet of Protection from Turning | 1 | Yes | None | Wondrous Item | 100 GP | No | While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead. If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn. Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds. | TftYP | |
| Armblade | 1 | Yes | Warforged | Weapon, Generic Variant | 100 GP + Base Cost | No | Requires attunement by a warforged An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you’re attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can’t use that hand for other purposes. | Generic Weapon Variants allowed | WGE |
| Band of Loyalty | 1 | Yes | None | Wondrous Item | 100 GP | No | If you are reduced to zero hit points while attuned to a band of loyalty, you instantly die. These rings are favored by spies who can’t afford to fall into enemy hands. | WGE | |
| Belt of the Weald | 2 | Yes | None | Wondrous Item | 200 GP | No | This thin chain belt appears to be made of metal, yet closer inspection reveals it to be made up of links of highly polished wood. While wearing this belt, you gain the following benefits: You have advantage on Survival skill checks while in a forest environment. You ignore difficult terrain while moving through forests. You can cast the longstrider spell once, targeting yourself. This property of the belt can’t be used again until the next dawn. | HWT | |
| Blasted Goggles | 3 | Yes | None | Wondrous Item | 450 GP | No | These tinker’s goggles have 3 charges. As an action, you can expend 1 charge to shoot a beam of fiery light from the goggles at a creature you can see within 120 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or take 3d6 fire damage. The goggles regain 1d3 expended charges daily at dawn. Curse. The goggles are cursed, and becoming attuned to them extends the curse to you. You can’t remove the goggles or end your attunement to them until you are targeted by a Remove Curse spell or similar magic. Whenever you use the goggles’ fiery beam and the target rolls a 20 on the d20 for the saving throw, the goggles expose you to a flash of violent bright light. As a result, you have the blinded condition for 24 hours. | BMT | |
| Bracer of Flying Daggers | 2 | Yes | None | Wondrous Item | 300 GP | No | This armband appears to have thin daggers strapped to it. As an action, you can pull up to two magic daggers from the bracer and immediately hurl them, making a ranged attack with each dagger. A dagger vanishes if you don’t hurl it right away, and the daggers disappear right after they hit or miss. The bracer never runs out of daggers. | WDH | |
| Charlatan’s Die | 1 | Yes | None | Wondrous Item | 75 GP | No | Whenever you roll this six-sided die, you can control which number it rolls. | XGE | |
| Dagger of Guitar Solos | 1 | Yes | None | Dagger, Simple Weapon, Melee Weapon | 50 GP + Base Cost | No | 1d4 piercing – finesse, light, thrown (20/60 ft.) This drow-made dagger is decorated with silver web filigree. It magically plays a fragment of a guitar solo when struck or used to strike a foe. | Generic Weapon Variants allowed | DMG |
| Fabulist Gem | 3 | Yes | None | Wondrous Item | 750 GP | No | This glittering red gem is commonly found embedded in a ring or brooch. While wearing the gem, you gain the following benefits. Counterfeit Coins. You can use your action to magically create a pile of coins, worth no more than 100 GP total, in an unoccupied space within 10 feet of yourself. The pile must appear on a surface that can support it. After 1 hour, the coins vanish, regardless of where they are. Once this action is used, it can’t be used again until the next dawn. Illusory Fashion. As a bonus action, you can magically change the appearance of your clothing and armor. You can change the style, color, and apparent quality of what you’re wearing, or you can make it appear as if you were wearing different garments entirely. In either case, the changes wrought by this magic fail to pass physical inspection. | BMT | |
| Illuminator’s Tattoo | 1 | Yes | None | Tattoo, Wondrous Item | 100 GP | No | Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Scribing. While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink. As an action, you can touch a piece of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn. | Common Tattoo | TCE |
| Instrument of Illusions | 1 | Yes | None | Instrument, Wondrous Item | 75 GP | No | While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing. | XGE | |
| Instrument of Scribing | 1 | Yes | None | Instrument, Wondrous Item | 100 GP | No | This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours. The instrument regains all expended charges daily at dawn. | XGE | |
| Nest Charm | 3 | Yes | None | Wondrous Item | 200 GP | No | This charm is a sphere of intricate metal branches, interwoven to form a sort of nest. By placing the charm on the ground and speaking its command word, you can cause it to unfold, creating a 30-foot-diameter circular platform of interwoven branches. Once the platform has reached its full size, a magical tree grows beneath it, lifting the platform 50 feet into the air, carrying any passengers and items along with it. This perch lasts up to 8 hours, at which point the tree will retreat into the ground and the platform will shrink, eventually curling back into the small charm. At any time the command word can be spoken again to dismiss the perch in a similar fashion. Once the nest charm’s power has been used, it can’t be used again until the next dawn. | HWCS | |
| Pipes of the Sewers | 1 | Yes | None | Instrument, Wondrous Item | 75 GP | No | You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. The pipes regain 1d3 expended charges daily at dawn. Whenever a swarm of rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can’t hear the pipes’ music, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. See the Tool Proficiencies entry for more information. Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. History. Your expertise aids you in recalling lore related to your instrument. Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act. Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. Musical Instrument Activity DC Identify a tune 10 Improvise a tune 20 | DMG | |
| Pyroconverger | 2 | Yes | None | Wondrous Item | 100 GP | No | A Pyroconverger is an Izzet-made flamethrower. It carries a risk of malfunction each time you use it. As an action, you can cause the Pyroconverger to project fire in a 10-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. Each time you use the Pyroconverger, roll a d10 and add the number of times you have used it since your last long rest. If the total is 11 or higher, the Pyroconverger malfunctions: you take 4d6 fire damage, and you can’t use the Pyroconverger again until you finish a long rest. | GGR | |
| Ring of the Orator | 2 | Yes | None | Ring | 150 GP | No | This ring has 6 charges. While you wear it, you can expend 1 of its charges to project your voice to be heard clearly by all creatures within 1 mile of yourself, regardless of intervening noise, for 1 minute. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks this projection. If you project your voice while speaking a language the listening creatures don’t understand, you can make the creatures understand what you’re saying. You must be able to see the creatures to make them understand. The ring regains 1d6 expended charges daily at dawn. | PaBTSO | |
| Skull of Selfish Knowledge | 1 | Yes | None | Wondrous Item | 250 GP | No | You may use an action to make the magical skull devour a nonmagical book, map, or scroll. Once devoured the learning is forever available to you, but you can never write the information down or communicate it to others. It is for you alone. | CoA | |
| Talking Doll | 1 | Yes | None | Wondrous Item | 50 GP | No | While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set an observable condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends. | XGE | |
| Wand Sheath | 1 | Yes | Warforged | Wand | 300 GP | No | Requires attunement by a warforged A wand sheath clamps onto your arm and imparts the following benefits: The wand sheath can’t be removed from you while you’re attuned to it. You can insert a wand into the sheath as an action. The sheath can hold only one wand at a time. You can retract or extend a wand from the sheath as a bonus action. While the wand is extended, you can use it as if you were holding it, but your hand remains free. If a sheathed wand requires attunement, you must attune to the wand before you can use it. However, the wand sheath and the attached wand count as a single magic item with regard to the number of magic items you can attune to. If you remove the wand from the sheath, your attunement to the wand ends. | WGE | |
| Whisper Jar (Max Rank) | 3 | Yes | None | Wondrous Item | 500 GP | No | Also at rank 1, you are the beneficiary of a whisper jar—a common magic item resembling an ether-filled jar with a long tap hose. The jar is used to record others’ stories and your own observations, like a verbal notebook with unlimited space. The whisper jar records as fast as a creature can speak into it, and whispers back words at the same pace they were recorded. Activating the playback of a particular recording is an action. Things Recorded in Your Whisper Jar d8 Recording 1 A live recording of the only performance of the mostly forgotten stage play Tabaxi on a Hot Tin Roof 2 The life’s work of the loremonger who owned the jar before you 3 Every courageous thought you’ve ever had, to cover for how scared you are most of the time 4 Everything, because everyone else around you will eat their words one day! 5 The top seven places to eat fried rat skewers in every settlement you’ve ever visited 6 The entire family tree of every royal line, extant or lost, in Faerûn 7 A moment-by-moment review of your favorite Jim Darkmagic stage performance 8 The sound of raucous applause, which you play back liberally Whispered Encyclopedia. At rank 2, your whisper jar becomes an uncommon magic item that can tap into the broader lore of Acquisitions Incorporated. As a bonus action, you ask the jar for information on a specific subject and make a DC 15 Intelligence (History) check. On a success, the jar plays back a recording on that subject, made somewhere, sometime by another Acq Inc loremonger. This property of the whisper jar can’t be used again until the next dawn. Whispered Warnings. Also at rank 3, your whisper jar gains additional power and becomes a rare magic item. As an action, you can cause the jar to function as a wand of enemy detection, whereupon it whispers the direction to foes within range. This property of the whisper jar can’t be used again until the next dawn. Whispered Arcana. Also at rank 4, your whisper jar gains access to even more magic. By whispering the name of one of the following spells into the jar as an action, you can cast that spell from the jar: detect evil and good, detect magic, detect poison and disease, find traps, identify, or locate animals or plants. This property of the whisper jar can’t be used again until the next dawn. | AI | |
| All-Purpose Tool +1 | 2 | Yes | Artificer | Wondrous Item | 400 GP | No | Requires attunement by an artificer While holding this tool, you gain a +1 bonus to the spell attack rolls and the saving throw DCs of your artificer spells. As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don’t know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can’t be used again until the next dawn. | Attunable by a Thief Rogue (lvl 13) | TCE |
| Amulet of Health | 4 | Yes | None | Wondrous Item | 900 GP | No | Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher without it. | DMG | |
| Amulet of the Black Skull | 2 | Yes | None | Wondrous Item | 750 GP | No | This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It hangs from an iron chain necklace. The amulet has 6 charges and regains 1d6 charges daily at dawn. While wearing the amulet, you can use an action to expend 1 of its charges to transport yourself and anything you are wearing or carrying to a location within 100 feet of you. The destination you choose doesn’t need to be in your line of sight, but it must be familiar to you (in other words, a place you have seen or visited), and it must be on the same plane of existence as you. This effect isn’t subject to the magic restrictions placed on the Tomb of the Nine Gods; thus, the amulet can be used to enter and exit the tomb. If you aren’t undead, you must make a DC 16 Constitution saving throw each time you use the amulet to teleport. On a failed saving throw, the black skull cackles as you are transformed in transit. The transformation takes effect as soon as you arrive at the destination, and is determined randomly by rolling percentile dice and consulting the Black Skull Transformation table. Black Skull Transformation d100 Transformation 01-20 The symbol of Acererak is burned into your flesh, a curse that can only be removed with a remove curse spell or similar magic. Until the curse ends, your hit points can’t be restored by magic. 21-35 You grow larger as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour. 36-50 You grow smaller as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour. 51-70 You arrive at the destination wearing nothing but the amulet of the black skull. Everything else that you were wearing or carrying appears in a random unoccupied space within 100 feet of you. 71-95 You are paralyzed for 1 minute or until this effect is ended with a lesser restoration spell or similar magic. 96-00 You become petrified. This effect can be ended only with a greater restoration spell or similar magic. | ToA | |
| Amulet of the Devout +1 | 2 | Yes | Cleric, Paladin | Wondrous Item | 400 GP | No | Requires attunement by a cleric or paladin This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn. | Attunable by a Thief Rogue (LVL 13) or Artificer (LVL 14) | TCE |
| Animated Shield | 2 | Yes | None | Armor, Shield | 350 GP | No | AC +2 While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. | DMG | |
| Arcane Grimoire +1 | 2 | Yes | Wizard | Wondrous Item | 400 GP | No | Requires attunement by a wizard While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells. You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. | Attunable by a Thief Rogue (LVL 13) or Artificer (LVL 14) | TCE |
| Arcane Propulsion Arm | 2 | Yes | Missing Limb | Wondrous Item | 450 GP | No | Requires attunement by a creature missing a hand or an arm Full Description Here 1d8 force – thrown (20/60 ft.) While attached, the prosthetic provides these benefits: The prosthetic is a fully capable part of your body. You can take an action to remove the prosthetic, and it removes itself if your attunement to it ends. It can’t be removed against your will. The prosthetic is a magic melee weapon with which you’re proficient. It deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the prosthetic detaches and flies at the target of the attack, then immediately returns to you and reattaches. | ERLW | |
| Armor of Safeguarding | 3 | Yes | None | Heavy Armor, Generic Variant | 450 GP + Base Cost | No | Set in the center of this armor’s chest is a citrine engraved with the shield rune. While wearing this armor, your hit point maximum increases by an amount equal to 10 + your level. Invoking the Rune. As an action, you can invoke the armor’s rune to cast the beacon of hope spell with it; the spell has a duration of 1 minute and doesn’t require concentration. Once the rune has been invoked, it can’t be invoked again until the next dawn. | BGG | |
| Armor of the Fallen | 3 | Yes | None | Medium Armor or Heavy Armor, Generic Variant, Consumable | 300 GP + Base Cost | No | While wearing this armor, you can use it to cast either Speak with Dead or Animate Dead. Once the armor has cast a spell in this way, it can’t cast either spell until the next dawn. Your soul keeps this armor together. If you die while you are attuned to the armor, the armor is destroyed. | BMT | |
| Armor of the Valiant Soul | 2 | Yes | None | Medium Armor (Scale Mail) | 2000 GP | Yes | This antique armor forged from jade and black dragon scales was once worn by J’mon Sa Ord of Ank’Harel. Dormant. While the Armor of the Valiant Soul is in a dormant state, you gain a +1 bonus to AC while wearing it. You can also cast the command spell (save DC 14) while attuned to this armor. Once this property is used, it can’t be used again until you finish a long rest. Awakened. When the Armor of the Valiant Soul reaches an awakened state, you gain the following benefits: The AC bonus of the armor increases to +2. You have resistance to acid damage while wearing this armor. You are immune to the frightened condition while wearing this armor. The spell save DC for the armor’s command spell increases to 16, and the spell can target up to three creatures. Exalted. When the Armor of the Valiant Soul reaches an exalted state, you gain the following benefits: The AC bonus of the armor increases to +3. You are immune to acid damage while wearing this armor. All friendly creatures within 15 feet of you are immune to the frightened condition as long as you are conscious. The spell save DC of the armor’s command spell increases to 18, and the spell can target up to five creatures. Vestige of Divergence. This item is a Vestige of Divergence, see Vestiges of Divergence for more information. The wearer has disadvantage on Dexterity (Stealth) checks. | Starting Dormant, this Item may become Awakened when a character reaches level 13 (T4) and Exalted when a character reaches level 17 (T5) Dormant 0-24 IP, Awakened 25-49 IP, Exalted 50-60 IP. (See Exaltable/Piety Item rules.) You may only have one exaltable item attuned at a time. | TDCSR |
| Armor of Vulnerability (Must Specify Type) | 2 | Yes | None | Plate Armor, Heavy Armor | 2000 GP | No | AC 18 While wearing this armor, you have resistance to bludgeoning, piercing, or slashing damage. Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to the (bludgeoning, piercing, and/or slashing) damage. The wearer has disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. | DMG | |
| Armor of Weightlessness | 2 | Yes | None | Armor, Generic Variant | 450 GP + Base Cost | No | This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges). This armor regains 1d4 + 1 expended charges daily at dawn. | BMT | |
| Astral Shard | 2 | Yes | Sorcerer | Wondrous Item | 300 GP | No | Requires attunement by a sorcerer This crystal is a solidified shard of the Astral Plane, swirling with silver mist. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, immediately after casting the spell you can teleport to an unoccupied space you can see within 30 feet of you. | Attunable by a Thief Rogue (LVL 13) or Artificer (LVL 14) | TCE |
| Astromancy Archive | 4 | Yes | Wizard | Wondrous Item | 1 500 GP | No | This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings. While you are holding the archive, you can use it as a spellcasting focus for your wizard spells. The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school. When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied. | Attunable by a Thief Rogue (LVL 13) or Artificer (LVL 14) Wizards may use this book to copy the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. You must be the appropriate Wizard level to copy these spells | TCC |
| Azorius Guild SIgnet | 2 | Yes | None | Ring | 400 GP | No | This ring, adorned with the symbol of Azorius, allows you to cast ensnaring strike. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Azorius’s recognition and favor. A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13). | GGR | |
| Barrier Tattoo (Small) | 2 | Yes | None | Tattoo, Wondrous Item | 350 GP | No | Produced by a special needle, this magic tattoo depicts protective imagery and uses ink that resembles liquid metal. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Protection. While you aren’t wearing armor, the tattoo grants you an Armor Class of 12 + your dexterity bonus. You can use a shield and still gain this benefit. | Uncommon Tattoo | TCE |
| Battering Shield | 2 | Yes | None | Shield | 300 GP | No | AC +2 While holding this iron tower shield, you gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. Additionally, the shield has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are holding the shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it prone, or both. | EGW | |
| Battle Standard of Infernal Power | 2 | Yes | None | Wondrous Item | 350 GP | No | This hell-forged battle standard is made of infernal iron and fitted with a small, unopenable cage containing a quasit. The trapped quasit is incapacitated, and its cage has AC 19, 10 hit points, and immunity to all types of damage except force damage. If killed or somehow released, the quasit disappears in a cloud of smoke, and a new one appears in the cage, provided the cage is intact. While you hold the banner, your weapon attacks and those of all allied creatures within 300 feet of you count as magical for the purposes of overcoming damage immunities and resistances. | BGDIA | |
| Bell Branch | 2 | Yes | Druid, Warlock | Wondrous Item | 500 GP | No | Requires attunement by a druid or warlock This silver implement is shaped like a tree branch and is strung with small golden bells. The branch is a spellcasting focus for your spells while you hold it. The branch has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: As a bonus action, you can expend 1 charge to detect the presence of aberrations, celestials, constructs, elementals, fey, fiends, or undead within 60 feet of you. If such creatures are present and don’t have total cover from you, the bells ring softly, their tone indicating the creature types present. As an action, you can expend 1 charge to cast protection from evil and good. | Attunable by a Thief Rogue (LVL 13) or Artificer (LVL 14) | TCE |
| Belt of Hill Giant Strength | 3 | Yes | None | Wondrous Item | 850 GP | No | While wearing this belt, your Strength score changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score. | DMG | |
| Berserker Axe | 2 | Yes | None | Axe, Melee Weapon, Generic Variant | 300 GP + Base Cost | No | You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. | Generic Melee Slashing and Piercing Weapon Variants allowed | DMG |
| Blade of Medusa | 4 | Yes | None | Sword, Martial Weapon, Melee Weapon, Generic Variant | 550 GP + Base Cost | No | When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour. A creature is immune to this effect if it is immune to damage of the weapon’s type, does not have a body made of flesh, or has legendary actions. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above. | Generic Melee Slashing and Piercing Weapon Variants allowed | LLk |
| Blade of the Wood | 3 | Yes | None | Weapon, Generic Variant | 400 GP + Base Cost | No | A finely crafted sword with delicate etchings, it resonates with a faint hum of life. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The sword has 2 charges. You can expend a charge and speak the command word to cast spike growth (save DC 16) centered on yourself. You can pass through this terrain unaffected. The sword regains one charge each day at dawn. | Generic Melee Slashing and Piercing Weapon Variants allowed | HWCS |
| Blod Stone | 2 | Yes | None | Wondrous Item | 6000 GP | No | This diamond contains the blood of a creature—blood that appears in the form of the blod (blood) rune. While the item is on your person, you can use your action to divine the location of the creature nearest to you that is related to the blood in the item and that isn’t undead. You sense the distance and direction of the creature relative to your location. The creature is either the one whose blood is in the item or a blood relative. This item is made from a large diamond worth at least 5,000 gp. When the blood of a creature is poured onto it during the creation process, the blood seeps into the heart of the gem. If the gem is destroyed, the blood evaporates and is gone forever. A vengeful being might use a blod stone to hunt down an entire bloodline. Such stones are sometimes given as gifts to siblings or handed down from parent to child. | Creature’s blood needs to be specified on purchase. | SKT |
| Bloodshed Blade | 4 | Yes | None | Sword, Melee Weapon, Generic Variant | 2500 GP + Base Cost | No | The hilt of this sword bears a carnelian engraved with the blood rune. You can add your Constitution modifier (minimum of +1) to the damage rolls of attacks made with this weapon. Invoking the Rune. When you target a creature with an attack using this weapon, you can invoke the sword’s rune, causing it to flare with crimson light and infusing your attack with bloodthirsty precision. You then spend and roll one of your unspent Hit Dice and add the number rolled to the attack roll. You can choose to invoke the rune after rolling the d20. If this attack hits, you can also spend and roll any number of your unspent Hit Dice and add the total rolled to the weapon’s damage. Once the rune has been invoked, it can’t be invoked again until the next dawn. | Generic Melee Slashing and Piercing Weapon Variants allowed | BGG |
| Bloodwell Vial +1 | 2 | Yes | Sorcerer | Wondrous Item | 400 GP | No | Requires attunement by a sorcerer To attune to this vial, you must place a few drops of your blood into it. The vial can’t be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can’t be used again until the next dawn. | Attunable by a Thief Rogue (LVL 13) or Artificer (LVL 14) | TCE |
| Bob | 1 | Yes | None | Battleaxe, Martial Weapon, Melee Weapon | 200 GP + Base Cost | No | 1d8 slashing – versatile (1d10) This +1 battleaxe floats on water and other liquids, and grants its bearer advantage on Strength (Athletics) checks made to swim. | Generic Melee Weapon Variants allowed | ToA |
| Boomerang Shield | 2 | Yes | None | Armor, Shield | 500 GP | No | AC +2 You can make a ranged weapon attack with this magic shield. It has a normal range of 20 feet and a long range of 60 feet, and it uses your Strength or Dexterity for the attack roll (your choice). If you’re proficient with shields, you are proficient with attacks made using this shield. On a hit, it deals 1d6 slashing damage. If you throw the shield, it reappears in your hand the instant after it hits or misses a target. | BMT | |
| Boots of Levitation | 2 | Yes | None | Wondrous Item | 200 GP | No | While you wear these boots, you can use an action to cast the levitate spell on yourself at will. | DMG | |
| Boots of Speed | 2 | Yes | None | Wondrous Item | 650 GP | No | While you wear these boots, you can use a bonus action and click the boots’ heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. | DMG | |
| Boots of Striding and Springing | 2 | Yes | None | Wondrous Item | 250 GP | No | While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow. | DMG | |
| Boros Guild Signet | 2 | Yes | None | Ring | 300 GP | No | This ring, adorned with the symbol of Boros, allows you to cast heroism. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Boros’ recognition and favor. A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13). | GGR | |
| Bow of Conflagration | 3 | Yes | None | Bow, Weapon, Generic Variant | 400 GP + Base Cost | No | Ammunition fired from this bow blazes brightly. When you hit with an attack roll using this bow, the target takes an extra 1d6 fire damage. If the target is a flammable, nonmagical object, it catches fire, taking 1d6 fire damage at the start of each of your turns until a creature uses an action to extinguish the flames. | Generic Ranged Weapon Variants allowed | BMT |
| Bow of Melodies | 3 | Yes | None | Bow, Weapon, Generic Variant | 350 GP + Base Cost | No | This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic. You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must choose to do so before you make the attack roll, and you can play only one melody per attack. Melody of Precision. If you’re proficient in Performance, you gain a +1 bonus to the attack roll. If you have expertise in Performance, you gain a +2 bonus instead. Melody of Reverberation. The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier. | Generic Ranged Weapon Variants allowed | BMT |
| Bracers of Asmodeus | 2 | Yes | None | Wondrous Item | 250 GP | No | You have a +2 bonus to AC while wearing these bracers, if you do not wear armor or use a shield at the same time. Curse. While attuned to the bracers, you become obsessed with plotting, scheming, and manipulation. You always barter for better deals, often using secrets or leveraging other offers in the process. If you ever decline an opportunity to better yourself financially at another’s expense, you immediately take 3d10 necrotic damage. Only the Remove Curse spell allows you to end attunement to this item. Corrupting. This item corrupts. See the “Infernal Item Corruption” section. | CoA | |
| Breastplate of Balance | 2 | Yes | None | Breastplate, Medium Armor | 550 GP | No | AC 14 + Dex (max 2) The armor has 4 charges. You can use the charges in the following ways while wearing the armor: Equalize. When you or a creature you can see within 60 feet of yourself is about to roll a d20 with advantage or disadvantage, you can expend 1 charge and take a reaction to prevent the roll from being affected by advantage or disadvantage. Expunge Imbalance. As a bonus action, you can expend 2 charges to cast the Lesser Restoration spell from the armor. The armor regains 1d4 expended charges daily at dawn. | BMT | |
| Cabal's Ruin | 2 | Yes | None | Wondrous Item | 2000 GP | Yes | This cloak is made of heavy dark cloth trimmed with golden patterns, and occasionally shimmers with sparks of arcane energy. It was once worn by the famed gunslinger Percival Fredrickstein von Musel Klossowski de Rolo III of Whitestone. Dormant. While Cabal’s Ruin is in a dormant state, the cloak has 4 charges and it regains 1d4 expended charges daily at dawn. When you hit with an attack, you can expend any number of charges from the cloak, with the attack dealing an extra 1d6 lightning damage per charge expended. If your attack strikes multiple targets, you choose one target that takes this extra damage. When you are targeted by an enemy’s spell, you can use your reaction to absorb a portion of the spell’s energy into the cloak. The spell affects you normally, but the cloak regains a number of charges equal to the level of the spell. This property can’t be used again until you finish a short or long rest. Awakened. When Cabal’s Ruin reaches an awakened state, you gain the following benefits: You have advantage on saving throws against spells and other magical effects while wearing this cloak. The cloak has 6 charges and it regains 1d4 + 2 expended charges daily at dawn. When you use the cloak to absorb a spell, you gain resistance to one type of damage dealt by the spell (your choice). This resistance then lasts until the end of your next turn. Exalted. When Cabal’s Ruin reaches an exalted state, you gain the following benefit: The cloak has 10 charges and it regains 1d6 + 4 expended charges daily at dawn. Vestige of Divergence. This item is a Vestige of Divergence, see Vestiges of Divergence for more information. | Starting dormant, this Item may become Awakened when a character reaches level 13 (T4) and Exalted when a character reaches level 17 (T5) Dormant 0-24 IP, Awakened 25-49 IP, Exalted 50-60 IP. (See Exaltable/Piety Item rules.) You may only have one exaltable item attuned at a time. Leveling up an item in this way requires gold paid in addition to the required IP: Awakened – 15 000gp Exalted – 80 000gp | TDCSR |
| Circlet of Barbed Vision | 2 | Yes | Evil Alignment | Wondrous Item | 1500 GP | Yes | Requires attunement by an evil aligned creature. When you don this circlet of gnarled onyx, black barbs dig into your head, imparting power to you as the circlet twists your appearance to amuse The Spider Queen. The current resting place of the Circlet of Barbed Vision is unknown, but rumor has it that a spectral assassin known as the Inevitable End seeks this relic. Dormant. While the Circlet of Barbed Vision is in a dormant state, you have advantage on initiative rolls while you wear it, but your Charisma score decreases by 2. Your Charisma score returns to normal if you remove the circlet, but you take 4d6 psychic damage when you do so. Additionally, when you make an attack roll, you can use your reaction to gain a +5 bonus to the roll. You make this choice after you see the roll, but before the GM says whether the attack hits or misses. You can’t use this property again until you finish a short or long rest. Awakened. When the Circlet of Barbed Vision reaches an awakened state, you gain the following benefits: You have resistance to poison damage, and you are immune to the poisoned condition. Your ability to gain a bonus to an attack roll can be used twice between rests. Exalted. When the Circlet of Barbed Vision reaches an exalted state, you gain the following benefits: You are immune to poison damage. You have truesight out to a range of 60 feet. Your ability to gain a bonus to an attack roll can be used three times between rests. Vestige of Divergence. This item is a Vestige of Divergence, see Vestiges of Divergence for more information. | Starting dormant, this Item may become Awakened when a character reaches level 13 (T4) and Exalted when a character reaches level 17 (T5) Dormant 0-24 IP, Awakened 25-49 IP, Exalted 50-60 IP. (See Exaltable/Piety Item rules.) You may only have one exaltable item attuned at a time. Leveling up an item in this way requires gold paid in addition to the required IP: Awakened – 15 000gp Exalted – 80 000gp | TDCSR |
| Charm of Plant Command | 2 | Yes | None | Wondrous Item | 150 GP | No | This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt. This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor, and attitude of plants. The charm regains all expended charges at dawn each day. | GoS | |
| Circlet of Human Perfection | 2 | Yes | Humanoid | Wondrous Item | 600 GP | No | Requires attunement by a humanoid The Circlet of Human Perfection transforms its attuned wearer into an attractive human of average height and weight. The circlet chooses the physical characteristics of the form, such as age, gender, skin color, hair color, and voice. Except for size, the wearer’s statistics and racial traits don’t change, nor do items worn or carried by the wearer. Removing the circlet ends the effect. | Attunable by a Thief Rogue (LVL 13) or Artificer (LVL 14) | WDMM |
| Claws of the Umber Hulk | 3 | Yes | None | Wondrous Item | 750 GP | No | These heavy gauntlets of brown iron are forged in the shape of an umber hulk’s claws, and they fit the wearer’s hands and forearms all the way up to the elbow. While wearing both claws, you gain a burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round. You can use a claw as a melee weapon while wearing it. You have proficiency with it, and it deals 1d8 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls, as normal). While wearing the claws, you can’t manipulate objects or cast spells with somatic components. | PotA | |
| Cloak of Protection | 2 | Yes | None | Wondrous Item | 450 GP | No | You gain a +1 bonus to AC and saving throws while you wear this cloak. | DMG | |
| Cloak of Spines | 2 | Yes | None | Wondrous Item | 750 GP | No | This garment is made of large, soft quills that harden while worn. When wearing this cloak, your AC becomes 14 + your Dexterity modifier if you aren’t wearing any armor. If you are hit by a melee attack while wearing the cloak, you can use your reaction to cause the cloak to block the attack and retaliate against the attacker. Reduce the damage of an attack blocked in this way by 2d4, and you deal 2d4 points of magical piercing damage to the attacker. A hedge who uses the cloak to block a melee attack instead reduces the attack’s damage by 4d4 and deals 4d4 points of magical piercing damage to the attacker. Once used, this property of the cloak can’t be used again until the next dawn. | HWT | |
| Clockwork Armor | 3 | Yes | None | Heavy Armor, Generic Variant | 550 GP + Base Cost | No | The outside surface and internal joints of this armor whir with interlocking gears, drawing on the orderly magic of the plane of Mechanus. The armor has 4 charges. If you make a d20 roll while wearing this armor, you can expend 1 charge to change the number rolled to a 10. The armor regains 1d4 expended charges daily at dawn. | BMT | |
| Coat of the Crest | 3 | Yes | None | Wondrous Item | 1000 GP | No | This exquisite brocade coat is cut in a long, high-collared style popular among nobles of the Clovis Concord—a nation on the west coast of Wildemount whose stylish fashion is often mimicked in Tal’Dorei. Its shimmering lining hints at its magical properties. You gain a +1 bonus to AC while wearing this coat, which can be worn over light armor. Additionally, the coat has 3 charges and regains 1d3 expended charges daily at dawn. When you are the target of an attack while wearing this coat, you can spend 1 charge as a reaction to gain resistance to one type of damage from the triggering attack. This resistance is effective against the triggering attack and lasts until the start of your next turn. | TDCSR | |
| Coiling Grasp Tattoo | 3 | Yes | None | Tattoo, Wondrous Item | 500 GP | No | Produced by a special needle, this magic tattoo has long intertwining designs. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Grasping Tendrils. While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature. | Uncommon Tattoo | TCE |
| Corpse Slayer | 2 | Yes | None | Weapon, Generic Variant | 250 GP + Base Cost | No | You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. | Generic Weapon Variants allowed | EGW |
| Crown of the Wrath Bringer | 3 | Yes | None | Wondrous Item | 750 GP | No | This jagged iron circlet bears ornaments in the shape of the enemy rune. When worn, the crown glows with pale light as it draws upon the wearer’s fury to strike opponents with vicious terror. When you make an attack roll against a creature and hit it while wearing this crown, you can spend and roll one of your unspent Hit Dice. The creature takes extra psychic damage equal to the number rolled. Invoking the Rune. As an action, you can invoke the crown’s rune to cast the fear spell (save DC 15) with it; the spell has a duration of 1 minute and doesn’t require concentration. Once the rune has been invoked, it can’t be invoked again until the next dawn. | BGG | |
| Crystal Ball | 4 | Yes | None | Wondrous Item | 1500 GP | No | This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. | DMG | |
| Crystal Blade | 2 | Yes | None | Sword, Martial Weapon, Melee Weapon, Generic Variant | 300 GP + Base Cost | No | This magic sword’s blade is fashioned from a horn or spine from a crystal dragon. When you hit with an attack roll using this sword, the target takes an extra 1d8 radiant damage. The sword has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with an attack roll using the sword, you can expend 1 charge to regain a number of hit points equal to the extra radiant damage the sword dealt. While you’re holding the sword, you can use a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light. | Generic Melee Slashing and Piercing Weapon Variants allowed | FTD |
| Crystalline Chronicle | 4 | Yes | Wizard | Wondrous Item | 1250 GP | No | An etched crystal sphere the size of a grapefruit hums faintly and pulses with irregular flares of inner light. While you are touching the crystal, you can retrieve and store information and spells within the crystal at the same rate as reading and writing. When found, the crystal contains the following spells: detect thoughts, intellect fortress, Rary’s telepathic bond, sending, telekinesis, Tasha’s mind whip, and Tenser’s floating disk. It functions as a spellbook for you, with its spells and other writing psychically encoded within it. While you are holding the crystal, you can use it as a spellcasting focus for your wizard spells, and you know the mage hand, mind sliver (appears in this book), and message cantrips if you don’t already know them. The crystal has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the information within the crystal, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. When you cast a wizard spell, you can expend 1 charge to cast the spell without verbal, somatic, or material components of up to 100 gp value. | Attunable by a Thief Rogue (LVL 13) or Artificer (LVL 14) Wizards may use this crystal to copy the following spells: detect thoughts, intellect fortress, Rary’s telepathic bond, sending, telekinesis, Tasha’s mind whip, and Tenser’s floating disk. You also know the mage hand, mind sliver, and message cantrips if you don’t already know them. You must be the appropriate Wizard level to copy these spells | TCE |
| Cursed Luckstone | 1 | Yes | None | Wondrous Item | 150 GP | No | This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone, you can gain advantage on one ability check of your choice. The stone can’t be used this way again until the next dawn. Curse. This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the stone, which immediately teleports back into your pocket or pack. After you use the stone’s magic, your next two ability checks are made with disadvantage. | GoS | |
| Dagger of Blindsight | 3 | Yes | None | Dagger, Simple Weapon, Melee Weapon | 550 GP + Base Cost | No | 1d4 piercing – finesse, light, thrown (20/60 ft.) This rare magic item requires attunement. A creature attuned to it gains blindsight out to a range of 30 feet. The dagger has a saw-toothed edge and a black pearl nested in its pommel. | Generic Weapon Variants allowed | WDMM |
| Dancing Sword | 2 | Yes | None | Sword, Martial Weapon, Melee Weapon, Generic Variant | 500 GP + Base Cost | No | You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. | Generic Melee Weapon Variants allowed | DMG |
| Danoth's Visor | 4 | Yes | None | Wondrous Item | 9,000 GP | Yes | These mithral-frame goggles with clear diamond lenses were used by the evoker Danoth Oro to spot invisible enemies and scout areas from afar. Dormant. While wearing the goggles in their dormant state, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sight. Awakened. When Danoth’s Visor reaches an awakened state, it gains the following properties: You see invisible creatures and objects within 60 feet of you as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. As a bonus action, you can speak a command word and use the goggles to see into and through solid matter. This vision has a radius of 60 feet and lasts for 1 minute. To you, solid objects within that radius appear transparent. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. This property can’t be used again until the next dawn. As a bonus action, you can speak a command word to switch the goggles into spyglass mode. While in this mode, creatures and objects viewed through the goggles are magnified to twice their size. Speaking the command word again reverts the goggles to their normal operation. Exalted. When Danoth’s Visor reaches an exalted state, it gains the following properties: You automatically detect illusions you can see and automatically succeed on saving throws against them. In addition, you see a bright aura around any creature that isn’t in its true form. As an action, you can cast the antimagic field spell from the visor. This property can’t be used again until the next dawn. | Scales 4-5-6 | EGW |
| Dark Shard Amulet | 1 | Yes | Warlock | Wondrous Item | 100 GP | No | Requires attunement by a warlock This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits: You can use the amulet as a spellcasting focus for your warlock spells. You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest. | Attunable by a Thief Rogue (LVL 13) or Artificer (LVL 14) | XGE |
| Deathwalker's Ward | 2 | Yes | None | Light Armor (Studded Leather Armor) | 1500 GP | Yes | This beautiful black leather armor is covered in intricate scrollwork, and has a mantle bearing the black feathers of The Matron of Ravens. Legends say that it has been worn by a number of that deity’s champions over the centuries—most recently, Vax’ildan of Vox Machina. Dormant. When the Deathwalker’s Ward is in a dormant state, you gain a +1 bonus to AC and you have advantage on death saving throws while wearing the armor. Awakened. When the Deathwalker’s Ward reaches an awakened state, you gain the following benefits: The AC bonus of the armor increases to +2. While wearing the armor, you have resistance to one of the following damage types of your choice: acid, cold, fire, lightning, necrotic, or poison. You can change the damage type when you finish a short rest. Exalted. When the Deathwalker’s Ward reaches an exalted state, you gain the following benefits: The AC bonus of the armor increases to +3. As a bonus action, you grow large black raven wings that grant you a flying speed of 60 feet and last for 1 hour. Once this property is used, it can’t be used again until you finish a long rest. Vestige of Divergence. This item is a Vestige of Divergence, see Vestiges of Divergence for more information. | Starting dormant, this Item may become Awakened when a character reaches level 13 (T4) and Exalted when a character reaches level 17 (T5) Dormant 0-24 IP, Awakened 25-49 IP, Exalted 50-60 IP. (See Exaltable/Piety Item rules.) You may only have one exaltable item attuned at a time. Leveling up an item in this way requires gold paid in addition to the required IP: Awakened – 15 000gp Exalted – 80 000gp | TDCSR |
| Deck of Oracles | 3 | Yes | None | Wondrous Item | 450 GP | No | The illustrations on this deck of oracle cards move or change subtly when viewed indirectly. When you finish a long rest, you can spend 10 minutes consulting the cards for an omen of the coming day. Roll a d20 and record the number rolled. Once in the next 8 hours, immediately after a creature within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can use your reaction to discard the d20 roll; the creature must use the number you rolled in place of its roll. Additionally, while holding the cards, you can cast Divination from them. Once this property is used, it can’t be used again until the next dawn. | BMT | |
| Delver's Claws | 3 | Yes | None | Wondrous Item | 550 GP | No | The back of this weatherworn leather glove is adorned with three large metal hooks shaped like a mole’s claws. Stitched into the glove’s palm is the mountain rune. The glove is considered a simple melee weapon with the finesse and light properties, and it deals 1d4 slashing damage on a hit. While attuned to the glove, you gain a burrowing speed equal to your walking speed and blindsight to 15 feet. Invoking the Rune. As an action, you can invoke the glove’s rune to bolster yourself with the sturdiness of the earth. Spend and roll a number of your unspent Hit Dice up to a maximum equal to your proficiency bonus. You then regain a number of hit points equal to the total roll plus your Constitution modifier. Once the rune has been invoked, it can’t be invoked again until the next dawn. | BGG | |
| Demon Armor | 2 | Yes | None | Heavy Armor, Plate | 2500 GP | No | While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor’s clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack and damage rolls and a damage die of 1d8. Curse. Once you don this cursed armor, you can’t doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities. The wearer has disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. | DMG | |
| Devotee's Censer | 2 | Yes | Cleric, Paladin | Flail, Martial Weapon, Melee Weapon | 500 GP + Base Cost | No | Requires attunement by a cleric or paladin 1d8 bludgeoning The rounded head of this flail is perforated with tiny holes, arranged in symbols and patterns. The flail counts as a holy symbol for you. When you hit with an attack using this magic flail, the target takes an extra 1d8 radiant damage. As a bonus action, you can speak the command word to cause the flail to emanate a thin cloud of incense out to 10 feet for 1 minute. At the start of each of your turns, you and any other creatures in the incense each regain 1d4 hit points. This property can’t be used again until the next dawn. | Attunable by a Thief Rogue (LVL 13) or Artificer (LVL 14) Generic Melee Weapon Variants allowed | DMG |
| Dimir Guild Signet Ring | 1 | Yes | None | Ring | 400 GP | No | This ring, adorned with the symbol of Dimir, allows you to cast disguise self. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Dimir’s recognition and favor. A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13). | GGR | |
| Docent | 3 | Yes | Warforged | Wondrous Item | 600 GP | Yes | Requires attunement by a warforged A docent is a small metal sphere, about 2 inches across, studded with dragonshards. To attune to a docent, you must embed the item somewhere on your body, such as your chest or your eye socket. Sentience. A docent is a sentient item of any alignment with an Intelligence of 16, a Wisdom of 14, and a Charisma of 14. It perceives the world through your senses. It communicates telepathically with you and can speak, read, and understand any language it knows (see “Random Properties” below). Life Support. Whenever you end your turn with 0 hit points, the docent can make a Wisdom (Medicine) check with a +6 bonus. If this check succeeds, the docent stabilizes you. Random Properties. A docent has the following properties: Languages. The docent knows Common, Giant, and 1d4 additional languages chosen by the DM. If a docent knows fewer than six languages, it can learn a new language after it hears or reads the language through your senses. Skills. The docent has a +7 bonus to one of the following skills (roll a d4): (1) Arcana, (2) History, (3) Investigation, or (4) Nature. Spells. The docent knows one of the following spells and can cast it at will, requiring no components (roll a d6): (1–2) detect evil and good or (3–6) detect magic. The docent decides when to cast the spell. Personality. A docent is designed to advise and assist the warforged it’s attached to. One of the simple functions of a docent is to serve as a translator. The docent’s properties are under its control, and if you have a bad relationship with your docent, it might refuse to assist you. | Attunable by a Thief Rogue (LVL 13) or Artificer (LVL 14) A Docent comes with 6 languages, 1 skill proficiency, and 1 spell that must be determined and recorded upon purchase. The Alignment of the item also needs to be recorded. | ERLW |
| Dragon Sensing Longsword | 2 | Yes | None | Longsword, Martial Weapon, Melee Weapon | 350 GP + Base Cost | No | 1d8 slashing – versatile (1d10) This +1 longsword is made of dragon bone and with a dragon-leather grip. It has rubies in its pommel and hilt. The sword grows warm and the rubies glow slightly when the sword is within 120 feet of a dragon. | Generic Weapon Variants allowed | PotA |
| Dragon Thighbone Club | 2 | Yes | None | Greatclub, Simple Weapon, Melee Weapon | 350 GP | No | Attunement optional 1d8 bludgeoning – two-handed This red dragon’s thighbone is 14 feet long, 250 lbs, and is wrapped in old leather, suggesting that it was once used as a giant’s greatclub. When you hit a creature of the dragon type with this weapon, it deals an extra 2d8 bludgeoning damage. If you attune to the greatclub, it magically shrinks to a size that you can wield effectively. | Creatures of Medium size need a strength score of 17 to wield this weapon without disadvantage while not attuned. Creatures of Large size or Creatures with the Powerful Build trait can wield this weapon normally. | SKT |
| Dragongleam | 3 | Yes | None | Spear, Simple Weapon, Melee Weapon | 450 GP + Base Cost | No | 1d6 piercing – thrown (20/60 ft.), versatile (1d8) This spear is enchanted with 10 charges of a daylight spell for use in twilight or dark forest underbrush. The command phrase is “Tiamat’s eyes shine,” written in Draconic runes on the spear’s crossguard. | Generic Weapon Variants allowed | DMG |
| Dragonhide Belt +1 | 2 | Yes | Monk | Wondrous Item | 400 GP | No | Requires attunement by a monk This finely detailed belt is made of dragonhide. While wearing it, you gain a +1 bonus to the saving throw DCs of your ki features. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn. | Attunable by a Thief Rogue (LVL 13) or Artificer (LVL 14) | FTD |
| Duplicitous Manuscript | 4 | Yes | Wizard | Wondrous Item | 550 GP | No | To you, this book is a magical spellbook. To anyone else, the book appears to be a volume of verbose romance fiction. As an action, you can change the book’s appearance and alter the plot of the romance. When found, the book contains the following spells: hallucinatory terrain, major image, mirror image, mislead, Nystul’s magic aura, phantasmal force, and silent image. It functions as a spellbook for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the illusion school. When a creature you can see makes an Intelligence (Investigation) check to discern the true nature of an illusion spell you cast, or makes a saving throw against an illusion spell you cast, you can use your reaction and expend 1 charge to impose disadvantage on the roll. | Attunable by a Thief Rogue (LVL 13) or Artificer (LVL 14) Wizards may use this book to copy the following spells: hallucinatory terrain, major image, mirror image, mislead, Nystul’s magic aura, phantasmal force, and silent image. You must be the appropriate Wizard level to copy these spells | TCE |
| Earworm | 2 | Yes | None | Wondrous Item | 300 GP | No | To attune to this symbiont, you must hold it against the skin behind your ear for the entire attunement period, whereupon it burrows into your head and bonds to your skull. While the earworm is inside you, you can speak, read, and write Deep Speech. Spells. The earworm has 4 charges. You can cast the following spells from it, expending the necessary number of charges (spell save DC 15): detect thoughts (2 charges) or dissonant whispers (1 charge). Each time you use the earworm to cast the detect thoughts spell, it sends the information gleaned to the nearest daelkyr, or to the next nearest earworm until it reaches a daelkyr. The earworm regains 1d4 expended charges daily at dawn. Symbiotic Nature. The earworm can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the earworm ends, and it exits your body. | ERLW | |
| Eldritch Claw Tattoo | 3 | Yes | None | Tattoo, Wondrous Item | 650 GP | No | Produced by a special needle, this magic tattoo depicts claw-like forms and other jagged shapes. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can’t be used again until the next dawn. | Uncommon Tattoo | TCE |
| Eldritch Staff | 2 | Yes | None | Staff, Simple Weapon, Melee Weapon | 450 GP | No | 1d6 bludgeoning – versatile (1d8) This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed in an otherwise harmless burst of eldritch energy. Eldritch Attack. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d8 lightning damage. Eldritch Escape. If you take damage while holding the staff, you can use your reaction to expend 3 of the staff’s charges, whereupon you turn invisible and teleport yourself, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space that you can see. You remain invisible until the start of your next turn or until you attack, cast a spell, or deal damage. | WBtW | |
| Elemental Essence Shard (Air) | 4 | Yes | Sorcerer | Wondrous Item | 1,000 GP | No | Requires attunement by a sorcerer This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use the following property: Property. You can immediately fly up to 60 feet without provoking opportunity attacks. | Attunable by a Thief Rogue (LVL 13) or Artificer (LVL 14) | TCE |
| Elemental Essence Shard (Earth) | 3 | Yes | Sorcerer | Wondrous Item | 1,000 GP | No | Requires attunement by a sorcerer This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use the following property: Property. You gain resistance to a damage type of your choice until the start of your next turn. | Attunable by a Thief Rogue (LVL 13) or Artificer (LVL 14) | TCE |
| Elemental Essence Shard (Fire) | 3 | Yes | Sorcerer | Wondrous Item | 600 GP | No | Requires attunement by a sorcerer This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use the following property: Property. One target of the spell that you can see catches fire. The burning target takes 2d10 fire damage at the start of its next turn, and then the flames go out. | Attunable by a Thief Rogue (LVL 13) or Artificer (LVL 14) | TCE |
| Elemental Essence Shard (Water) | 4 | Yes | Sorcerer | Wondrous Item | 900 GP | No | Requires attunement by a sorcerer This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use the following property: Property. You create a wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that you can see in that area takes 2d6 cold damage and must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and fall prone. | Attunable by a Thief Rogue (LVL 13) or Artificer (LVL 14) | TCE |
| Eyes of Charming | 1 | Yes | None | Wondrous Item | 450 GP | No | These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn. | DMG | |
| Eyes of the Eagle | 2 | Yes | None | Wondrous Item | 500 GP | No | These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. | DMG | |
| Failed Experiment Wand | 3 | Yes | Spellcaster | Wand | 900 GP | No | Requires attunement by a spellcaster This wand has 2 charges. While holding it, you can use an action to expend 1 or more of its charges to cast either a green-flamed fireball or a blue lightning bolt at random from it (save DC 15). For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. | AI | |
| Far Realm Shard | 4 | Yes | Sorcerer | Wondrous Item | 650 GP | No | Requires attunement by a sorcerer This writhing crystal is steeped in the warped essence of the Far Realm. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can cause a slimy tentacle to rip through the fabric of reality and strike one creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw against your spell save DC or take 3d6 psychic damage and become frightened of you until the start of your next turn. | Attunable by a Thief Rogue (LVL 13) or Artificer (LVL 14) | TCE |
| Fate Dealer's Deck +1 | 2 | Yes | Cleric, Paladin | Wondrous Item | 400 GP | No | Requires attunement by a cleric or paladin The backs of these cards are inscribed with glyphs representing the Inner Planes, the Outer Planes, or the holy symbols of various deities. While holding this deck, you can use it as a spellcasting focus, and you gain a +1 bonus to spell attack rolls and to your spell save DC. In addition, while you’re holding the deck, you can draw a card as an action to expend and roll one of your Hit Dice and add the deck’s bonus to the number rolled. One creature you can see within 30 feet of you either takes radiant damage or regains hit points (your choice) equal to the total. | Attunable by a Thief Rogue (LVL 13) or Artificer (LVL 14) | BMT |
| Feathered Helm | 3 | Yes | None | Wondrous Item | 600 GP | Yes | The helm itself is simple leather, hide, scale, or plate, but the magic imbued into it comes from the feather. The birdfolk races of Humblewood consider the giving of a feather to be one of the highest honors one can bestow, and it represents an eternal bond or deep appreciation. The helm has 3 charges that, while wearing it, you can use to activate its abilities. The helm has different properties based on the race of the birdfolk who gifted the feather. Corvum. You can use a charge to cast Tasha’s hideous laughter (save DC 16) and two charges to cast detect thoughts (save DC 16). Gallus. You can use a charge to cast bless and two charges to cast aid. Luma. You can use a charge to cast a random 1st-level spell from the sorcerer spell list, then roll a d20. On a roll of 20, you may use this ability again without expending a charge. On a roll of 1, the spell also targets you, unless you are its only target, in which case the spell fizzles to no effect. Any spell cast using this helm that requires a saving throw has a save DC of 16. Raptor. You can use a charge to cast hunter’s mark and two charges to cast magic weapon. Strig. You can use a charge to cast divine favor and two charges to cast pass without trace. The helm regains 1d3 charges each day at dawn. | When bought type of Feather must be specified | HWCS |
| Fenthras | 2 | Yes | None | Weapon (Longbow), Martial Weapon, Ranged Weapon | 1500 GP | Yes | This gorgeous longbow made of everbark from the Fey Realm flexes and shifts like a living entity. It is said to have been wielded by the legendary ranger Vex’ahlia against great evils. Dormant. While Fenthras is in a dormant state, you gain a +1 bonus to attack and damage rolls made with this magic weapon. When you make an attack with Fenthras, you can declare it an oracle shot, allowing you to experience the area around the arrow using your normal senses for 10 minutes. Once this property is used, it can’t be used again until you finish a short or long rest. Additionally, when a creature is killed by an attack using this weapon, a six-foot-tall tree rapidly grows out of the corpse over the next minute. The tree is rooted in the ground to make the body difficult to move, but does not permanently damage the corpse or its organs. Awakened. When Fenthras reaches an awakened state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +2. Additionally, when you hit with an attack using this weapon, the target takes an extra 1d4 lightning damage. When you hit with an attack using this weapon, you can declare it a bramble shot. The attack deals an extra 3d8 piercing damage, and the target must succeed on a DC 15 Strength saving throw or become restrained by steely brambles that burst from the arrow. A restrained target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property is used, it can’t be used again until you finish a short or long rest. Exalted. When Fenthras reaches an exalted state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +3. The extra lightning damage dealt by attacks using the bow increases to 1d6. You can declare a bramble shot twice between rests, and the saving throw DC increases to 17. Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. Vestige of Divergence. This item is a Vestige of Divergence, see Vestiges of Divergence for more information. | Starting dormant, this Item may become Awakened when a character reaches level 13 (T4) and Exalted when a character reaches level 17 (T5) Dormant 0-24 IP, Awakened 25-49 IP, Exalted 50-60 IP. (See Exaltable/Piety Item rules.) You may only have one exaltable item attuned at a time. Leveling up an item in this way requires gold paid in addition to the required IP: Awakened – 15 000gp Exalted – 80 000gp | TDCSR |
| Feywild Shard | 2 | Yes | Sorcerer | Wondrous Item | 600 GP | No | Requires attunement by a sorcerer This warm crystal glints with the sunset colors of the Feywild sky and evokes whispers of emotional memory. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can roll on the Wild Magic Surge table in the Player’s Handbook. If the result is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration. If you don’t have the Wild Magic Sorcerous Origin, once this property is used to roll on the Wild Magic Surge table, it can’t be used again until the next dawn. | Attunable by a Thief Rogue (LVL 13) or Artificer (LVL 14) | TCE |
| Finder's Goggles | 2 | Yes | Mark of Finding | Wondrous Item | 350 GP | No | Requires attunement by a creature with the Mark of Finding The lenses of these garish goggles are carved from Siberys dragonshards. While wearing these lenses, you gain the following benefits: When you make a Wisdom (Insight) check, you can roll a d4 and add the number rolled to the check. As an action, you can use the goggles to examine an object to identify the aura of the last creature that touched it. Make a Wisdom (Insight) check against a DC of 13 + the number of days since the last contact occurred. On a success, you learn the creature’s type and can immediately use the goggles to cast locate creature to find that creature. This property can’t be used again until the next dawn. | Attunable by a Thief Rogue (LVL 13) or Artificer (LVL 14) | WGE |
| Flamefriend Lantern | 2 | Yes | None | Wondrous Item | 550 GP | Yes | This wrought-iron lantern holds a small fire elemental spirit. To attune to this item, you must also succeed on a DC 10 Charisma check to bond with the spirit inside the lantern. Light and Flame. While attuned to the lantern, you can verbally ask the elemental to glow (no action required), causing the lantern to cast bright light in a radius of your choice up to 60 feet and dim light for the same distance beyond that. You can also cast the produce flame cantrip from the lantern at will. Wisdom is your spellcasting ability for this spell. Elemental Essence. The fire elemental spirit in the lantern can grant you a small fragment of its power. As an action, you gain one of the following benefits of your choice for 1 hour: You have resistance to fire damage. Whenever a creature hits you with a melee attack, that creature takes fire damage equal to your proficiency bonus. You can cast the burning hands spell (spell save DC 15) from the lantern at 3rd level. Once you cast the spell, you can’t do so again until the next time you use this property of the lantern. Once the elemental has shared its power with you in this way, it can’t do so again until the next dawn. Willful Attunement. Your attunement to the lantern lasts until you choose to end it, or until you anger the elemental (by dousing the lantern in water, attacking another nonhostile elemental being, and so forth). You can attempt to attune to the lantern again and repeat the check to bond with the elemental during a short or long rest, but you make this check with disadvantage until you have made amends to the spirit, as the GM determines. | TDCSR | |
| Flame Tongue | 3 | Yes | None | Sword, Martial Weapon, Melee Weapon, Generic Variant | 800 GP + Base Cost | No | You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. | Generic Melee Weapon Variants allowed | DMG |
| Flame Tongue Shortsword of Greed | 3 | Yes | None | Shortsword, Martial Weapon, Melee Weapon | 850 GP | No | 1d6 piercing – finesse, light You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. While you are attuned to this sword you can use an action to mentally command it to detect gems and jewels. You learn the kind and number of such objects within 60 feet of the sword. | DMG | |
| Flayer Slayer | 2 | Yes | None | Greataxe, Martial Weapon, Melee Weapon | 250 GP + Base Cost | No | 1d12 slashing – heavy, two-handed Carvings of decapitated mind flayers adorn this greataxe’s metal blade. You gain a +1 bonus to attack and damage rolls made with this greataxe. An Aberration hit with this greataxe takes an extra 1d12 slashing damage. If the Aberration is currently grappling a creature, the Aberration must succeed on a DC 15 Strength saving throw or release each creature it is grappling. | Generic Melee Slashing Weapon Variants allowed | PaBTSO |
| Fulminating Treatise | 4 | Yes | Wizard | Wondrous Item | 1500 GP | No | Requires attunement by a wizard This thick, scorched spellbook reeks of smoke and ozone, and sparks of energy crackles along the edges of its pages. When found, the book contains the following spells: contingency, fireball, gust of wind, Leomund’s tiny hut, magic missile, thunderwave, and wall of force. It functions as a spellbook for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the evocation school. When one creature you can see takes damage from an evocation spell you cast, you can use your reaction and expend 1 charge to deal an extra 2d6 force damage to the creature and knock the creature prone if it is Large or smaller. | Wizards may use this book to copy the following spells: contingency, fireball, gust of wind, Leomund’s tiny hut, magic missile, thunderwave, and wall of force. You must be the appropriate Wizard level to copy these spells | TCE |
| Galder's Bubble Pipe | 2 | Yes | None | Wondrous Item | 550 GP | No | This finely carved pipe blows odorless bubbles instead of smoke when used. The pipe has 3 charges, and it regains all spent charges daily at dawn. While you hold the pipe, you can expend charges to gain access to the following properties: You can cast fog cloud as an action (1 charge). You can cast misty step as a bonus action (2 charges). You can summon a steam mephit as an action (3 charges). The mephit is friendly to you, obeys your verbal commands, and acts on its own turn in the initiative order. It disappears in a harmless puff of steam after 1 minute or if it ends its turn more than 60 feet from the pipe. | LLK | |
| Gambler's Blade | 4 | Yes | None | Sword, Martial Weapon, Melee Weapon, Generic Variant | 1450 GP + Base Cost | No | Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. | Generic Melee Slashing and Piercing Weapon Variants allowed | LLK |
| Gauntlets of Flaming Fury | 2 | Yes | None | Wondrous Item | 650 GP | No | While you wear both of these steel gauntlets, any non-magical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra 1d6 fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can’t be used again until the next dawn. | BGDIA | |
| Gauntlets of Ogre Power | 2 | Yes | None | Wondrous Item | 750 GP | No | Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher without them. | DMG | |
| Gauntlets of Rage | 4 | Yes | Bard, Sorcerer, Warlock, Wizard | Wondrous Item | 1,500 GP | No | Requires attunement by a bard, sorcerer, warlock, or wizard You gain the power of never-ending fury. After you make a melee weapon attack, you automatically enter a special fury for 1 minute. While furious, you can’t cast spells, can’t verbally communicate, and are immune to the charmed and frightened conditions. Each time you deal damage, you regain 2d8 hit points and may immediately remove a condition you currently suffer from or end this fury. Additionally, while in this fury, you may spend a spell slot before you make a melee attack. Doing so causes the attack to deal an extra 3 (1d6) necrotic damage per level of spell slot expended, if the attack hits. Once used you may not use this fury again until you finish a short or long rest. | Attunable by a Thief Rogue (LVL 13) or Artificer (LVL 14) | CoA |
| Gavel of the Venn Rune | 2 | Yes | None | Wondrous Item | 400 GP | No | This wooden gavel is small by giant reckoning but nearly the size of a warhammer in human hands. The venn (friend) rune is inscribed in mithral in the base of the haft. Among giants, this item is used as part of rituals to resolve disputes. The gavel has the following properties. Arbiters Shield. At the start of every combat, attack rolls against you have disadvantage before the start of your first turn, provided that the gavel is on your person. Bond of Amity. As an action, you can use the gavel to strike a point on a hard surface. The first time in the next minute that a creature within 60 feet of that point deals damage to another creature with an attack that hits, the attacker takes psychic damage equal to half the damage it dealt to the target. Once you use this property, you can’t use it again until you finish a long rest. Gift of Truth. You can transfer the gavel’s magic to a place by tracing the venn rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 30-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the gavel to be within 5 feet of you. At the end, the gavel is destroyed, and the area gains the following property: Whenever a creature utters a lie while within the 30-foot-radius sphere, that creature takes 5 psychic damage and flinches visibly. | SKT | |
| Ghost Lantern | 2 | Yes | None | Wondrous Item | 250 GP | No | A restless spirit is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light in a 30-foot radius and dim light for an additional 30 feet. While holding the lantern, you can use an action to order the spirit to leave the lantern and duplicate the effect of the mage hand spell. The spirit returns to the lantern when the spell ends. If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch, and then quickly returns to the lantern. The spirit is bound to the lantern and can’t be harmed, turned, or raised from the dead. Casting a dispel evil and good spell on the lantern releases the spirit to the afterlife and renders the lantern nonmagical. | ToA | |
| Ghost Step Tattoo | 2 | Yes | None | Tattoo, Wondrous Item | 450 GP | No | Produced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing blurred. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Ghostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo’s charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits: You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. You can’t be grappled or restrained. You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled. | Very Rare Tattoo | TCE |
| Glimmering Moonbow | 2 | Yes | None | Bow, Weapon, Generic Variant | 550 GP + Base Cost | No | This silver-and-black bow is engraved with the phases of the moon. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with a ranged attack roll using this magic bow, the target takes an extra 1d6 radiant damage. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the bow vanishes the instant after it hits or misses a target. While wielding this magic bow, you can use a bonus action to enter a semi-incorporeal state until the start of your next turn. While semi-incorporeal, you have resistance to bludgeoning, piercing, and slashing damage. Once this bonus action is used, it can’t be used again until the next dawn. | Generic Ranged Bow and Crossbow Weapon Variants allowed | BMT |
| Gloomwrought Armor | 1 | Yes | None | Armor, Generic Variant | 600 GP + Base Cost | No | This intricate grayscale armor was forged in the Shadowfell and is infused with that plane’s gloom. While you’re wearing this armor, you have advantage on saving throws you make to avoid or end the frightened condition on yourself. This armor has 3 charges. You can expend a charge to cast the Calm Emotions spell (save DC 15) from the armor. This armor regains 1d3 expended charges daily at dawn. | BMT | |
| Gloves of Missile Snaring | 2 | Yes | None | Wondrous Item | 350 GP | No | These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you’re wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. | DMG | |
| Gloves of Swimming and Climbing | 1 | Yes | None | Wondrous Item | 200 GP | No | While wearing these gloves, climbing and swimming don’t cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim. | DMG | |
| Goggles of Object Reading | 1 | Yes | None | Wondrous Item | 200 GP | No | These leather-framed goggles feature purple crystal lenses. While wearing the goggles, you have advantage on Intelligence (Arcana) checks made to reveal information about a creature or object you can see. In addition, you can cast the identify spell using the googles. Once you do so, you can’t do so again until the next dawn. | EGW | |
| Golgari Guild Signet | 1 | Yes | None | Ring | 400 GP | No | This ring, adorned with the symbol of Golgari, allows you to cast entangle. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Golgari’s recognition and favor. A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13). | GGR | |
| Grimoire Infinitus | 3 | Yes | Wizard | Wondrous Item | 12,500 GP | Yes | Requires attunement by a wizard Several of these spellbooks with gilded pages and silver-plated covers were created during the Age of Arcanum, but only one has been found since the Calamity ended. The book has an infinite number of pages, is three inches thick, eight inches wide, twelve inches long, and weighs three pounds. Dormant. Most of the book is blank, but the following spells are recorded in the first pages of the tome: alarm, antimagic field, Bigby’s hand, blight, charm person, confusion, control weather, create undead, detect thoughts, enlarge/reduce, fear, foresight, gaseous form, glyph of warding, legend lore, Leomund’s tiny hut, mass suggestion, mislead, misty step, Mordenkainen’s faithful hound, prismatic spray, ray of enfeeblement, silent image, teleport, and thunderwave. You can use the grimoire as your spellbook, and you can scribe new spells into it as normal. When you prepare wizard spells using the grimoire, the number of wizard spells you can prepare increases by 1. Awakened. When the Grimoire Infinitus reaches an awakened state, it gains the following properties: While you carry the spellbook, you have advantage on saving throws against spells and magical effects. When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again. Exalted. When the Grimoire Infinitus reaches an exalted state, it gains the following properties: You can now use your Arcane Recovery feature twice between long rests, rather than once. When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again. Vestige of Divergence. This item is a Vestige of Divergence, see Vestiges of Divergence for more information. | Starting dormant, this Item may become Awakened when a character reaches level 13 (T4) and Exalted when a character reaches level 17 (T5) Dormant 0-24 IP, Awakened 25-49 IP, Exalted 50-60 IP. (See Exaltable/Piety Item rules.) You may only have one exaltable item attuned at a time. Leveling up an item in this way requires gold paid in addition to the required IP: Awakened – 15 000gp Exalted – 80 000gp | EGW |
| Gruul Guild Signet | 1 | Yes | None | Ring | 300 GP | No | This ring, adorned with the symbol of Gruul, allows you to cast compelled duel. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Gruul’s recognition and favor. A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13). | GGR | |
| Guardian Emblem | 2 | Yes | Cleric, Paladin | Wondrous Item | 550 GP | No | Requires attunement by a cleric or paladin This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it. The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead. The emblem regains all expended charges daily at dawn. | Attunable by a Thief Rogue (LVL 13) or Artificer (LVL 14) | TCE |
| Gulthias Staff | 2 | Yes | None | Staff, Simple Weapon, Melee Weapon | 400 GP | No | Made from the branch of a Gulthias tree (see the blights entry of the Monster Manual), a Gulthias staff is a spongy, black length of wood. Its evil makes beasts visibly uncomfortable while within 30 feet of it. The staff has 10 charges and regains 1d6 + 4 of its expended charges daily at dusk. If the staff is broken or burned to ashes, its wood releases a terrible, inhuman scream that can be heard out to a range of 300 feet. All blights that can hear the scream immediately wither and die. Vampiric Strike. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to regain a number of hit points equal to the damage dealt by the weapon. Each time a charge is spent, red blood oozes from the staff’s pores, and you must succeed on a DC 12 Wisdom saving throw or be afflicted with short term madness (see “Madness” in chapter 8 of the Dungeon Master’s Guide). Blight Bane. While you are attuned to the staff, blights and other evil plant creatures don’t regard you as hostile unless you harm them. 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. | CoS | |
| Gurt's Greataxe | 3 | Yes | None | Greataxe, Martial Weapon, Melee Weapon | 1,500 GP | Yes | In the Year of the Icy Axe (123 DR), the frost giant Lord Gurt fell to Uthgar Gardolfsson—leader of the folk who would become the Uthgardt barbarians—in a battle that marked the ascendance of humankind over the giants in the Dessarin Valley. Gurt’s greataxe was buried in Morgur’s Mound until it was unearthed and brought back to Waterdeep. After laying in the city’s vaults for decades, the axe was given to Harshnag, a frost giant adventurer, in recognition of his service to Waterdeep. Uthgardt barbarians recognize the weapon on sight and attack any giant that wields it. You gain a +1 bonus to attack and damage rolls made with this magic weapon. It is sized for a giant, weighs 325 pounds, and deals 3d12 slashing damage on a hit, plus an extra 2d12 slashing damage if the target is human. The axe sheds light as a torch when the temperature around it drops below 0 degrees Fahrenheit. The light can’t be shut off in these conditions. As an action, you can cast a version of the heat metal spell (save DC 13) that deals cold damage instead of fire damage. Once this power is used, it can’t be used again until the next dawn. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. | Creatures of Medium size need a strength score of 22 to wield this weapon without disadvantage. Creatures of Large size or Creatures with the Powerful Build trait can wield this weapon normally. Characters have to follow encumberance rules with this weapon. | SKT |
| Hammer of Runic Focus | 4 | Yes | None | Warhammer, Martial Weapon, Melee Weapon | 750 GP + Base Cost | No | 1d8 bludgeoning – versatile (1d10) This magic hammer has 3 charges. As a bonus action, you can expend 1 charge and slam this hammer on the ground, creating a 15-foot-radius circle of glowing runes centered on the point of impact. While you’re inside that area, your hammer glows with matching runes, and you gain a +3 bonus to attack and damage rolls made with this hammer. The rune circle disappears after 1 minute, when you create another rune circle, or when you dismiss the rune circle as a bonus action. This hammer regains 1d3 expended charges daily at dawn. | Generic Melee Weapon Variants allowed | BMT |
| Hammer of Thunderbolts | 3 | Yes | Multi-Item | Maul, Martial Weapon, Melee Weapon | 1,250 GP | Yes | 2d6 bludgeoning – heavy, two-handed You gain a +1 bonus to attack and damage rolls made with this magic weapon. Giant’s Bane (Requires Attunement). You must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die. The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn. | You have to be attuned to the three items in order to benefit from the hammer. | DMG |
| Harkon's Bite | 2 | Yes | None | Wondrous Item | 450 GP | No | A dire wolf tooth dangles from this simple cord necklace. While you wear it, the necklace grants you a +1 bonus to ability checks and saving throws. Curse. Attuning to Harkon’s Bite curses you until either Harkon Lukas removes the necklace from you or you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot remove the necklace. Upon donning or removing the necklace, whether you are attuned to it or not, you are afflicted with werewolf lycanthropy as detailed in the Monster Manual. The curse lasts until the dawn after the next full moon. If you are still wearing the necklace at this time, you are afflicted with the lycanthropy again. | VRGR | |
| Hat of Disguise | 1 | Yes | None | Wondrous Item | 200 GP | No | While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. | DMG | |
| Hat of Wizardry | 1 | Yes | Wizard | Wondrous Item | 450 GP | No | Requires attunement by a wizard This antiquated, cone—shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: You can use the hat as a spellcasting focus for your wizard spells. You can try to cast a cantrip that you don’t know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest. | Attunable by a Thief Rogue (LVL 13) or Artificer (LVL 14) | XGE |
| Headband of Intellect | 3 | Yes | None | Wondrous Item | 600 GP | No | Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher without it. | DMG | |
| Helm of Telepathy | 1 | Yes | None | Wondrous Item | 250 GP | No | While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply—using a bonus action to do so—while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can’t be used again until the next dawn. | DMG | |
| Helm of the Gods | 2 | Yes | None | Wondrous Item | 550 GP | No | While wearing this helm, you know whether there is a celestial or fiend within 30 feet of you, as well as where the creature is located, provided the creature isn’t behind total cover. Whenever you finish a long rest while wearing the helm, you can pray to one of the gods listed on the Helm of the Gods table and store the listed spell in the helm, replacing any spell that is already stored there. The save DC for the spell is 13. The helm has 3 charges. To cast a spell from the helm, you must expend 1 charge, and the helm regains 1d3 charges daily at dawn. God Spell Athreos protection from evil and good Ephara sanctuary Erebos inflict wounds Heliod guiding bolt Iroas heroism Karametra goodberry Keranos thunderous smite Klothys entangle Kruphix dissonant whispers Mogis hellish rebuke Nylea faerie fire Pharika lesser restoration Phenax charm person Purphoros searing smite Thassa identify | MOT | |
| Heward's Hireling Armor | 2 | Yes | None | Leather Armor, Light Armor | 350 GP | No | AC 11 + Dex A number of Kwalish’s experiments were attempts to research the works of the legendary mage Heward, who first crafted what he named hireling armor. While wearing this armor, you gain a +1 bonus to AC. In addition, the armor’s animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The armor always weighs 10 pounds, regardless of its pockets’ contents. Placing an object into one of the armor’s pockets follows the normal rules for interacting with objects. Retrieving an item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top. Placing the armor inside an extradimensional space created by a bag of holding, a Heward’s handy haversack, or a similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. | LLK | |
| Hide of the Feral Guardian | 3 | Yes | None | Studded Leather Armor, Light Armor | 7,500 GP | Yes | It is believed that this polished and beautifully detailed leather armor was a gift from Melora, bestowed on a long-forgotten archdruid and champion of the natural world before the terrors of the Calamity. Dormant. While wearing the armor in its dormant state, you gain the following benefits: The armor grants you a +1 bonus to AC. While you are transformed by an effect that replaces any of your game statistics with those of another creature, you have a +1 bonus to melee attack and damage rolls, and you retain the benefits of this armor. As an action, you can use the armor to cast polymorph on yourself, transforming into a giant owl while retaining your Intelligence, Wisdom, and Charisma scores. This property can’t be used again until the next dawn. Awakened. When the armor reaches an awakened state, it gains the following properties: The AC bonus of the armor increases to +2. While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +2). When you cast the polymorph spell using this armor, you can transform into a cave bear. Exalted. When the armor reaches an exalted state, it gains the following properties: The AC bonus of the armor increases to +3. While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +3). When you cast the polymorph spell using this armor, you can transform into a guardian wolf. Vestige of Divergence. This item is a Vestige of Divergence, see Vestiges of Divergence for more information. | Starting dormant, this Item may become Awakened when a character reaches level 13 (T4) and Exalted when a character reaches level 17 (T5) Dormant 0-24 IP, Awakened 25-49 IP, Exalted 50-60 IP. (See Exaltable/Piety Item rules.) You may only have one exaltable item attuned at a time. Leveling up an item in this way requires gold paid in addition to the required IP: Awakened – 15 000gp Exalted – 80 000gp | EGW |
| Honor's Last Stand | 2 | Yes | Non-Evil | Shield | 2000 GP | Yes | Requires attunement by a creature of non-evil alignment This massive silvered shield bears the crest of The Platinum Dragon and never tarnishes. Its metal is always warm to the touch. Dormant. While Honor’s Last Stand is in a dormant state, you gain a +1 bonus to AC while holding the shield. This bonus is in addition to the shield’s normal bonus to AC. You also can’t be knocked prone while bearing this shield. Awakened. When Honor’s Last Stand reaches an awakened state, you gain the following benefits: The shield’s bonus to AC increases to +2. If you successfully shove a creature while holding this shield, that creature takes 2d6 force damage. When a creature within 5 feet of you misses you with an attack, you can attempt to shove that creature as a reaction. Exalted. When Honor’s Last Stand reaches an exalted state, you gain the following benefits: The shield’s bonus to AC increases to +3. When you successfully shove a creature while holding this shield, you can move it up to 15 feet away from you. As a bonus action, you can protect an ally within 5 feet of you, granting that ally a +3 bonus to AC until the start of your next turn or until they are no longer within 5 feet of you. Vestige of Divergence. This item is a Vestige of Divergence, see Vestiges of Divergence for more information. | Starting dormant, this Item may become Awakened when a character reaches level 13 (T4) and Exalted when a character reaches level 17 (T5) Dormant 0-24 IP, Awakened 25-49 IP, Exalted 50-60 IP. (See Exaltable/Piety Item rules.) You may only have one exaltable item attuned at a time. Leveling up an item in this way requires gold paid in addition to the required IP: Awakened – 15 000gp Exalted – 80 000gp | TDCSR |
| Hunter's Coat | 2 | Yes | None | Leather Armor, Light Armor | 450 GP | No | AC 11 + Dex You have a +1 bonus to AC while wearing this armor. The coat has 3 charges. When you hit a creature with an attack and that creature doesn’t have all its hit points, you can expend 1 charge to deal an extra 1d10 necrotic damage to the target. The coat regains 1d3 expended charges daily at dawn. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. | EGW | |
| Icon of Ravenloft | 2 | Yes | Good | 500 GP | No | Requires attunement by a creature of good alignment The Icon of Ravenloft is a 12-inch tall statuette made of the purest silver, weighing 10 pounds. It depicts a cleric kneeling in supplication. The icon was given to Strahd by the archpriest Ciril Romulich, an old family friend, to consecrate the castle and its chapel. While within 30 feet of the icon, a creature is under the effect of a protection from evil and good spell against fiends and undead. Only a creature attuned to the icon can use its other properties. Augury. You can use an action to cast an augury spell from the icon, with no material components required. Once used, this property can’t be used again until the next dawn. Bane of the Undead. You can use the icon as a holy symbol while using the Turn Undead or Turn the Unholy feature. If you do so, increase the save DC by 2. Cure Wounds. While holding the icon, you can take an action to heal one creature that you can see within 30 feet of you. The target regains 3d8 + 3 hit points, unless it is an undead, a construct, or a fiend. Once used, this property can’t be used again until the next dawn.gains 3d8 + 3 hit points, unless it is an undead, a construct, or a fiend. Once used, this property can’t be used again until the next dawn. | The Icon’s first effect only works as long as a player character (not a familiar or otherwise) is attuned to it and affects any creature within the 30 ft. | CoS | |
| Imbued Wood Focus (Must Specify Type) | 1 | Yes | None | Spellcasting Focus, Wondrous Item | 150 GP | No | An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you’re a spellcaster, you can use this as a spellcasting focus. When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one damage roll of the spell, provided the damage is of the type associated with the item’s wood. The types of wood and their associated damage types are listed in the Imbued Wood Focus table. Imbued Wood Focus Wood Damage Type Fernian Ash Fire Irian Rosewood Radiant Kythrian Manchineel Acid or poison Lamannian Oak Lightning or thunder Mabaran Ebony Necrotic Risian Pine Cold Shavarran Birch Force Xorian Wenge Psychic | Wood type needs to be specified on purchase. | WGE |
| Inescapable Lash | 2 | Yes | None | Weapon (Whip), Martial Weapon, Melee Weapon | 300 GP | No | This braided cord is dull bronze in color, ends in a splayed set of three barbs, and gleams like metal under any light. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which has a reach of 20 feet. When you hit a creature or object using this whip, you can attempt to grapple the target as a bonus action. While you have a creature grappled using this whip, you can use your action to either pull the creature up to 20 feet toward you, or cause the creature to be restrained until you let go of the whip. A creature restrained in this way can escape by making a successful Strength (Athletics) or Dexterity (Acrobatics) check as an action. The DC of this check equals 8 + your proficiency bonus + your Strength modifier. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Extended Reach. This weapon adds 20 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with an Extended Reach weapon. | TDCSR | |
| Infiltrator's Key | 2 | Yes | None | Wondrous Item | 8,500 GP | Yes | This mithral skeleton key was forged using the blood of twelve master thieves executed for trying to steal magic items during the Age of Arcanum. Dormant. The Infiltrator’s Key grants the following benefits in its dormant state: The key can be used as thieves’ tools for the purpose of opening locks. When using the key, you are considered proficient in thieves’ tools and you have advantage on ability checks made to open locks. While holding the key, your steps are muffled, giving you advantage on Dexterity (Stealth) checks made to move silently. Awakened. When the Infiltrator’s Key reaches an awakened state, it gains the following properties: While holding the key, you can use a bonus action to transform the key into a magic dagger or back into a key. While the key is in the form of a dagger, you gain a +1 bonus to attack and damage rolls made with it, and it returns to your hand immediately after it is used to make a ranged attack. While holding the key, you can use an action to cast one of the following spells from it: alter self, invisibility, knock, or pass without trace. Once a spell has been cast using the key, it can’t be used to cast that spell again until the next dawn. Exalted. When the Infiltrator’s Key reaches an exalted state, it gains the following properties: As a bonus action, you can touch the key to a floor, wall, or ceiling that is no more than 5 feet thick and cause a magical opening to appear in the surface. When you create the opening, you choose its length and width, up to 10 feet for each dimension. The opening lasts until the key passes through it to the other side, at which point it disappears (if a creature is in the opening when the doorway closes, the creature is safely shunted to the nearest unoccupied space). The key can’t be used to create another opening until the next dawn. While holding the key, you can use an action to cast one of the following spells from it: dimension door, gaseous form, or mislead. Once a spell has been cast using the key, it can’t be used to cast that spell again until the next dawn. Vestige of Divergence. This item is a Vestige of Divergence, see Vestiges of Divergence for more information. | Starting dormant, this Item may become Awakened when a character reaches level 13 (T4) and Exalted when a character reaches level 17 (T5) Dormant 0-24 IP, Awakened 25-49 IP, Exalted 50-60 IP. (See Exaltable/Piety Item rules.) You may only have one exaltable item attuned at a time. Leveling up an item in this way requires gold paid in addition to the required IP: Awakened – 15 000gp Exalted – 80 000gp | EGW |
| Ingot of the Skold Rune | 2 | Yes | None | Wondrous Item | 300 GP | No | This appears to be a simple ingot of iron ore, about a foot long and a few inches across. Inspection of its surface reveals the faint, silvery outline of the skold (shield) rune. The ingot has the following properties, which work only while it’s on your person. Runic Shield. You have a +1 bonus to AC. Shield Bond. As a bonus action, choose a creature that you can see within 30 feet of you, other than yourself. Until the end of your next turn, any damage the target takes is reduced to 1, but you take half the damage prevented in this way. The damage you take can’t be reduced in any way. Once you use this property, you can’t use it again until you finish a short or long rest. Shield Ward. You can transfer the ingot’s magic to a nonmagical item—a shield or a two-handed melee weapon-by tracing the skold rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the ingot is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form: Shield. The shield is now a rare magic item that requires attunement. Its magic gives you a +1 bonus to AC, and the first time after each of your long rests that damage reduces you to 0 hit points, you are instead reduced to 1 hit point. You must be wielding the shield to gain these benefits. Weapon. The weapon is now an uncommon magic weapon. It grants you a +1 bonus to AC while you’re holding it. | Transfer needs to be logged in DTP log and costs 1 DTP | SKT |
| Ioun Stone of Vitality | 1 | Yes | None | Wondrous Item | 250 GP | No | An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. You gain a +1 bonus to death saving throws while this luminous green-and-blue marbled sphere orbits your head. | IMR | |
| Ioun Stone, Agility | 2 | Yes | None | Wondrous Item | 450 GP | No | An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head. | DMG | |
| Ioun Stone, Awareness | 2 | Yes | None | Wondrous Item | 450 GP | No | An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. You can’t be surprised while this dark blue rhomboid orbits your head. | DMG | |
| Ioun Stone, Fortitude | 2 | Yes | None | Wondrous Item | 450 GP | No | An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head. | DMG | |
| Ioun Stone, Historical Knowledge | 2 | Yes | None | Wondrous Item | 350 GP | No | An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. You gain proficiency in the History skill, or a +1 bonus to checks with that skill if already proficient, while this polished, steely sphere orbits your head. | LLK | |
| Ioun Stone, Insight | 2 | Yes | None | Wondrous Item | 450 GP | No | An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head. | DMG | |
| Ioun Stone, Intellect | 2 | Yes | None | Wondrous Item | 450 GP | No | An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head. | DMG | |
| Ioun Stone, Language Knowledge (Must Determine Language upon Purchase) | 1 | Yes | None | Wondrous Item | 250 GP | No | An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. You are fluent in one additional language while this pulsating bit of red jeweled crystal orbits your head. The DM chooses the language bestowed by the stone. | Language needs to be specified | LLK |
| Ioun Stone, Leadership | 1 | Yes | None | Wondrous Item | 450 GP | No | An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head. | DMG | |
| Ioun Stone, Natural Knowledge | 2 | Yes | None | Wondrous Item | 350 GP | No | An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. You gain proficiency in the Nature skill, or a +1 bonus to checks with that skill if already proficient, while this burnished, brassy stone orbits your head. | LLK | |
| Ioun Stone, Protection | 2 | Yes | None | Wondrous Item | 300 GP | No | An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. You gain a +1 bonus to AC while this dusty rose prism orbits your head. | DMG | |
| Ioun Stone, Religious Knowledge | 2 | Yes | None | Wondrous Item | 250 GP | No | An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. You gain proficiency in the Religion skill, or a +1 bonus to checks with that skill if already proficient, while this tiny golden gem orbits your head. Source: | LLK | |
| Ioun Stone, Reserve (Empty) | 2 | Yes | None | Wondrous Item | 450 GP | No | An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 – 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space. | DMG | |
| Ioun Stone, Self-Preservation | 2 | Yes | None | Wondrous Item | 250 GP | No | An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. You gain a +1 bonus to Intelligence saving throws while this silvery gem orbits your head. | LLK | |
| Ioun Stone, Strength | 2 | Yes | None | Wondrous Item | 450 GP | No | An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head. | DMG | |
| Ioun Stone, Supreme Intellect | 2 | Yes | None | Wondrous Item | 300 GP | No | An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. You gain a +1 bonus to Intelligence checks while this faceted sphere orbits your head. | LLK | |
| Izzet Guild Signet | 2 | Yes | None | Ring | 700 GP | No | This ring, adorned with the symbol of Izzet, allows you to cast chaos bolt. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Izzet’s recognition and favor. A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13). | GGR | |
| Jewel of Three Prayers | 3 | Yes | None | Wondrous Item | 14,500 GP | Yes | The Jewel of Three Prayers is a Vestige of Divergence (see the “Vestiges of Divergence” sidebar). In ancient times, Alyxian the Apotheon bore this amulet as a symbol of his covenant with three Prime Deities: Sehanine the Moon Weaver, Avandra the Change Bringer, and Corellon the Arch Heart. When the jewel is found, only Sehanine’s power thrums within its dormant heart. The power of the other two deities waits to be reawakened by a hero—or heroes—who can follow in Alyxian’s footsteps. Dormant State. In this state, the Jewel of Three Prayers is a glittering golden disk attached to a fine golden chain. The chain magically resizes to function as a necklace for the creature that wears it. In its Dormant State, the jewel has the following properties: You gain a +1 bonus to AC while wearing the jewel. While wearing or holding the jewel, you can use an action to cause it to shed bright light in a 15-foot radius and dim light for an additional 15 feet. The light lasts until you extinguish it (no action required). The jewel has 3 charges and regains all its expended charges daily at dawn. While holding the jewel, you can expend 1 charge from it to cast the invisibility spell. Awakened State. In this state, the jewel has received the blessing of Avandra the Change Bringer. Three delicate spires unfurl from the jewel’s center, like the buds of flowers opening in the spring. Three lapis lazuli stones rest like dewdrops on these spires. The following benefits of the jewel improve: The bonus that the jewel confers to your AC increases to +2. Its number of charges increases to 5. The jewel gains the following additional properties, which you can use while wearing or holding it: You can expend 1 of the jewel’s charges (no action required) to end one of the following conditions on yourself: grappled, paralyzed, or restrained. When another creature you can see within 60 feet of you fails a saving throw, you can expend 1 of the jewel’s charges as a reaction to enable that creature to reroll the saving throw, potentially turning a failure into a success. The creature must use the new roll. Exalted State. In this state, the jewel has received the blessing of Corellon the Arch Heart. A gleaming emerald surrounded by a halo of gold appears on the jewel. The following benefits of the jewel improve: The bonus that the jewel confers to your AC increases to +3. Its number of charges increases to 7. The jewel gains the following additional properties, which you can use while wearing or holding it: You gain the ability to breathe water, and you gain a swimming speed equal to your walking speed. Each of your allies within 30 feet of you gains the ability to breathe water and gains a swimming speed equal to its walking speed. As a bonus action, you can expend 1 of the jewel’s charges to target yourself or one willing creature you can see within 15 feet of yourself. The target teleports to an unoccupied space of your choice within 15 feet of yourself, along with any equipment the target is wearing or carrying. The target appears in a flash of golden radiance, and each creature of your choice within 5 feet of the target’s new location must make a DC 18 Constitution saving throw. On a failed save, the creature takes 4d10 radiant damage and is blinded until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t blinded. Vestige of Divergence. This item is a Vestige of Divergence, see Vestiges of Divergence for more information. | Starting dormant, this Item may become Awakened when a character reaches level 13 (T4) and Exalted when a character reaches level 17 (T5) Dormant 0-24 IP, Awakened 25-49 IP, Exalted 50-60 IP. (See Exaltable/Piety Item rules.) You may only have one exaltable item attuned at a time. Leveling up an item in this way requires gold paid in addition to the required IP: Awakened – 15 000gp Exalted – 80 000gp | CRCtoN |
| Keycharm | 2 | Yes | MOW | Wondrous Item | 350 GP | No | Requires attunement by a creature with the Mark of Warding This small stylized key plays a vital role in the work of House Kundarak. If you cast the alarm, arcane lock, or glyph of warding spell, you can tie the effect to the keycharm so that whoever holds it receives the notification from the alarm spell, bypasses the lock of the arcane lock spell, or avoids triggering the glyph placed by the glyph of warding spell. In addition, the holder (who needn’t be attuned to the item) can take an action to end any one spell tied to it, provided the holder knows the command word you set for ending the tied spells. The keycharm can have up to three tied spells at one time. | Attunable by a Thief Rogue (LVL 13) or Artificer (LVL 14) | WGE |
| Knave's Eyepatch | 4 | Yes | None | Wondrous Item | 1550 GP | No | While wearing this eye patch, you gain these benefits: You have advantage on Wisdom (Perception) checks that rely on sight. If you have the Sunlight Sensitivity trait, you are unaffected by the trait. You are immune to magic that allows other creatures to read your thoughts or determine whether you are lying. Creatures can communicate telepathically with you only if you allow it. | WDH | |
| Libram of Souls and Flesh | 4 | Yes | Wizard | Wondrous Item | 1400 GP | No | With covers made of skin and fittings of bone, this tome is cold to the touch, and it whispers faintly. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: animate dead, circle of death, false life, finger of death, speak with dead, summon undead, and vampiric touch. It functions as a spellbook for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the necromancy school. As an action, you can expend 1 charge to take on a semblance of undeath for 10 minutes. For the duration, you take on a deathly appearance, and undead creatures are indifferent to you, unless you have damaged them. You also appear undead to all outward inspection and to spells used to determine the target’s status. The effect ends if you deal damage or force a creature to make a saving throw. | Attunable by a Thief Rogue (LVL 13) or Artificer (LVL 14) Wizards may use this book to copy the following spells: animate dead, circle of death, false life, finger of death, speak with dead, summon undead, and vampiric touch. You must be the appropriate Wizard level to copy these spells | TCE |
| Living Gloves | 3 | Yes | None | Wondrous Item | 750 GP | No | These symbiotic gloves—made of thin chitin and sinew—pulse with a life of their own. To attune to them, you must wear them for the entire attunement period, during which the gloves bond with your skin. While attuned to these gloves, you gain one of the following proficiencies (your choice when you attune to the gloves): Sleight of Hand Thieves’ tools One kind of artisan’s tools of your choice One kind of musical instrument of your choice When you make an ability check using the chosen proficiency, you add double your proficiency bonus to the check, instead of your normal proficiency bonus. Symbiotic Nature. The gloves can’t be removed from you while you’re attuned to them, and you can’t voluntarily end your attunement to them. If you’re targeted by a spell that ends a curse, your attunement to the gloves ends, and they can be removed. | Chosen proficiency needs to be specified on purchase | DMG |
| Lorehold Primer | 2 | Yes | Spellcaster | Wondrous Item | 350 GP | No | Requires attunement by a spellcaster The Lorehold Primer is a magic textbook created at Strixhaven’s Lorehold College. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make an Intelligence (History) or Intelligence (Religion) check while holding the primer, you can expend 1 charge to give yourself 1d4 bonus to the check, immediately after you roll the d20. In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the cleric or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. | Attunable by a Thief Rogue (LVL 13) | SCC |
| Lost Sword | 3 | Yes | None | Shortsword, Martial Weapon, Melee Weapon | 450 GP + Base Cost | No | 1d6 piercing – finesse, light The Lost Sword is a sentient lawful good +1 shortsword (Intelligence 11, Wisdom 13, Charisma 13). It has hearing and normal vision out to a range of 120 feet. It communicates by transmitting emotion to the creature carrying or wielding it. The sword’s purpose is to fight evil. The sword has the following additional properties: The sword continually sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Only by destroying the sword can this light be extinguished. A lawful good creature can attune itself to the sword in 1 minute. While attuned to the weapon, the sword’s wielder can use the sword to cast the crusader’s mantle spell. Once used, this property of the sword can’t be used again until the next dawn. | Generic Melee Weapon Variants allowed | CoS |
| Luminous War Pick | 2 | Yes | None | War Pick, Martial Weapon, Melee Weapon | 300 GP + Base Cost | No | 1d8 piercing The haft of this war pick is inlaid with crushed pearlescent stones that imbue the weapon with a faint luminescence. You gain a +1 bonus to attack and damage rolls made with this war pick. While wielding the war pick, you can use a bonus action to cast the daylight spell, choosing a point on the war pick. Once you use this bonus action, it can’t be used again until the next dawn. | Generic Melee Weapon Variants allowed | PaBTSO |
| Mace of Disruption | 3 | Yes | None | Mace, Simple Weapon, Melee Weapon | 400 GP + Base Cost | No | 1d6 bludgeoning When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. | Generic Melee Bludgeoning Weapon Variants allowed | DMG |
| Mace of Smiting | 2 | Yes | None | Mace, Simple Weapon, Melee Weapon | 300 GP + Base Cost | No | 1d6 bludgeoning You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or an extra 14 bludgeoning damage if it’s a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. | Generic Melee Bludgeoning Weapon Variants allowed | DMG |
| Mace of Terror | 3 | Yes | None | Mace, Simple Weapon, Melee Weapon | 550 GP + Base Cost | No | 1d6 bludgeoning This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. The mace regains 1d3 expended charges daily at dawn. | Generic Melee Bludgeoning Weapon Variants allowed | DMG |
| Magician's Judge | 2 | Yes | None | Weapon (Greatsword), Martial Weapon, Melee Weapon | 500 GP + Base Cost | No | An executioner’s blade from the Age of Arcanum, this magic greatsword is one of many similar weapons once used to execute magic-wielding criminals. Though most commonly found in the lands now known as Wildemount and Issylra, a few such blades have found their way to Tal’Dorei. If you hit a creature with an attack using this weapon, you can cast the dispel magic spell from the sword against the target as part of the attack. Alternatively, you can use an action to cast dispel magic from the sword against a target of your choice. If you need to make a check with your spellcasting ability modifier as part of casting the spell, you make this check with a +3 modifier or your own spellcasting ability modifier, whichever is higher. Once you cast dispel magic using this weapon, you can’t do so again until the next dawn. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. | Generic Melee Weapon Variants allowed | TDCSR |
| Marotte of Chance | 1 | Yes | Luma | Rod, Spellcasting Focus | 400 GP | No | This flashy bird-shaped jester’s baton has been imbued with the magic of the Amaranthine Clhuran: the magic of fate. Lumas can tap into this force to unleash all manner of magical effects. The marotte of chance can be used as an arcane focus for your spells. Additionally, the marotte has an unusual heft to it, and it functions as a magical club with which you can use your Charisma modifier to make attack and damage rolls. Each time you hit with this weapon, roll a d100. On a result of 10 or less, something odd happens. When this occurs, roll a d10 and consult the Chance Table to determine any additional effects that occur. The attack deals damage as normal, unless otherwise specified. Chance Table d10 Effect 1 The attack deals no damage and emits a clear, resonant squeak, audible out to 100 feet. 2 A bouquet of sweet-smelling flowers springs from the head of the marotte. The attack deals no damage, and the target of your attack must succeed on a DC 13 Wisdom saving throw or become charmed by you for 1 minute. The charmed effect ends the moment you or one of your allies takes hostile actions against the target. 3 You and the target of your attack immediately switch places. This is a teleportation effect, which emits an audible pop. 4 Magical lightning arcs from the marotte toward the target of your attack. The target takes 2d6 points of lightning damage, and each creature within 10 feet of the target (including you) must succeed on a DC 13 Dexterity saving throw or take 1d6 points of lightning damage. 5 The target of your attack is affected by the effects of an enlarge/reduce spell. Roll a d10. On an even number, the target is enlarged, and on an odd number, the target is reduced. If the target is unwilling, it can make a DC 13 Constitution saving throw to avoid the effect. 6 The marotte transforms into an axe. Your attack deals 1d12 + your Charisma modifier slashing damage instead of what it would deal normally. The target of your attack must succeed on a DC 14 Wisdom saving throw or become frightened of you for 1 minute. A frightened creature can attempt a saving throw at the end of its turn, ending the effect on a success. The marotte transforms back into its normal form at the start of your next turn. 7 The target of your attack glows the color of your choice. Until the start of your next turn, the target sheds bright light in a 15-foot radius and dim light for an additional 15 feet and can’t be invisible. 8 You turn invisible for 1 minute. Roll a d10. On an odd number, the target of your attack also becomes invisible for 1 minute. 9 Your attack deals no damage. The target of your attack must succeed on a DC 14 Wisdom saving throw or turn into a frog (as if under the effect of a polymorph spell) for 1 minute. Roll another d10. On a roll of 1, the effect happens again, targeting you. 10 Roll twice more on this table, re-rolling 10s. Your attack has both of the effects you rolled combined. If an effect states your attack would deal no damage, this applies only to the attack’s original damage roll and not to damage caused by any additional effects. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | HWT |
| Masquerade Tattoo | 1 | Yes | None | Tattoo, Wondrous Item | 200 GP | No | Produced by a special needle, this magic tattoo appears on your body as whatever you desire. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin. Disguise Self. As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can’t be cast from the tattoo again until the next dawn. | Common Tattoo | TCE |
| Medallion of Thoughts | 2 | Yes | None | Wondrous Item | 250 GP | No | The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn. | DMG | |
| Mimir | 3 | Yes | None | Wondrous Item | 1200 GP | No | This skull-shaped device is filled with knowledge. The device weighs 5 pounds and is covered with subtle etchings of planar sigils. As a bonus action, you can toss the device into the air, whereupon it floats at a distance of 1d3 feet from you and you can access its properties. While the mimir is floating, a creature other than you can use an action to grasp or net the device, either by making a successful unarmed strike against AC 22 or a successful DC 22 Dexterity (Acrobatics) check. You can use a bonus action to seize and stow the device. The device has AC 22, 25 hit points, immunity to poison and psychic damage, and resistance to all other damage. It is considered to be an object that is being worn while it is floating near you. Esoteric Knowledge. While the device is floating, you can use an action to cast legend lore from the device. The device speaks the revealed lore aloud. Once this property has been used, it can’t be used again until the next dawn. Planar Knowledge. The device knows basic, useful information about the planes of existence. While the device is floating, it verbally answers questions you or anyone you designate poses to it about that topic. It knows the information about the planes in the Dungeon Master’s Guide, as well as basic information about the gate-towns of the Outlands (presented in chapter 3 of Sigil and the Outlands). | SatO | |
| Mind Blade | 2 | Yes | Mind Flayer, Thrall | Sword, Martial Weapon, Melee Weapon, Generic Variant | 850 GP + Base Cost | Yes | Requires attunement by a specific mind flayer or mind flayer thrall Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) Generic Melee Slashing and Piercing Weapon Variants allowed | VGM |
| Mind Lash | 2 | Yes | Mind Flayer | Whip, Martial Weapon, Melee Weapon | 800 GP | No | Requires attunement by a mind flayer 1d4 slashing – finesse, reach In the hands of any creature other than a mind flayer, a mind lash functions as a normal whip. In the hands of an illithid, this magic weapon strips away a creature’s will to survive as it also strips away flesh, dealing an extra 2d4 psychic damage to any target it hits. Any creature that takes psychic damage from the mind lash must also succeed on a DC 15 Wisdom saving throw or have disadvantage on Intelligence, Wisdom, and Charisma saving throws for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | VGM |
| Mindblasting Cap | 3 | Yes | None | Wondrous Item | 650 GP | No | This soft, violet cap bears stitching in the pattern of folds on a brain. As a bonus action while wearing the cap, you can project psychic energy in a 60-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw. On a failed save, a creature takes 5d8 psychic damage and has the stunned condition for 1 minute. On a successful save, the creature takes half as much damage only. At the end of each of its turns, a stunned creature can repeat the saving throw, ending the stunned condition on itself on a success. Once this bonus action is used, it can’t be used again until the next dawn. | PaBTSO | |
| Mistral Mantle | 3 | Yes | None | Wondrous Item | 750 GP | No | This thick, fur-lined cloak has the frost rune stitched on the hem in silvery blue thread. Frigid wind swirls around the cloak, regardless of the weather. While wearing this cloak, you have resistance to cold damage. Additionally, when you move within 5 feet of a creature, you can cause the cloak’s cold wind to buffet the creature. The creature must succeed on a DC 14 Dexterity saving throw or take 1d6 cold damage and have the prone condition. A creature can be affected by the mantle only once during a turn. Invoking the Rune. As an action, you can invoke the mantle’s rune to cast the sleet storm spell (save DC 14) with it. When you use the mantle to cast the spell, the area of the spell isn’t difficult terrain for you, and you can see through the storm, ignoring the normal penalties of a heavily obscured area. Once the rune has been invoked, it can’t be invoked again until the next dawn. | BGG | |
| Moonsickle +1 | 2 | Yes | Druid, Ranger | Sickle, Simple Weapon, Melee Weapon | 400 GP | No | Requires attunement by a druid or ranger 1d4 slashing – light This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells. When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. | Attunable by a Thief Rogue (LVL 13) or Artificer (LVL 14) | TCE |
| Mythcarver | 3 | Yes | Bard | Weapon (Longsword), Martial Weapon, Melee Weapon | 2500 GP | Yes | Requires attunement by a bard This incredible silvered blade once belonged to the legendary White Duke, a founding member of the Golden Grin, and many other master bards before him. It resonates with nearby musical tones. In the modern era, it is best known as the personal weapon of famed bard Scanlan Shorthalt. Dormant. While Mythcarver is in a dormant state, you gain a +1 bonus to attack and damage rolls made with this magic weapon. This longsword’s enchantments and light construction also grant it the Finesse property, which allows you to use either your Strength or Dexterity modifier for the attack and damage rolls when making an attack with this weapon. Additionally, when you target an ally with your Bardic Inspiration feature, you gain advantage on attacks with this weapon until the end of your turn. Awakened. When Mythcarver reaches an awakened state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +2. Additionally, when you hit with an attack using this weapon, the target takes an extra 1d6 force damage. When you use your Bardic Inspiration to affect an enemy while wielding this sword, that enemy has disadvantage on their next saving throw. Exalted. When Mythcarver reaches an exalted state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +3. As an action, you let the spirit of the sword overtake your body and guide your strikes. You make 4 melee attacks with the sword, then gain 1 level of exhaustion. Once this property is used, it can’t be used again until you finish a long rest. 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. Vestige of Divergence. This item is a Vestige of Divergence, see Vestiges of Divergence for more information. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.r turn. | Starting dormant, this Item may become Awakened when a character reaches level 13 (T4) and Exalted when a character reaches level 17 (T5) Dormant 0-24 IP, Awakened 25-49 IP, Exalted 50-60 IP. (See Exaltable/Piety Item rules.) You may only have one exaltable item attuned at a time. Leveling up an item in this way requires gold paid in addition to the required IP: Awakened – 15 000gp Exalted – 80 000gp | TDCSR |
| Nature's Mantle | 1 | Yes | Druid, Ranger | Wondrous Item | 400 GP | No | Requires attunement by a druid or ranger This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a spellcasting focus for your druid and ranger spells. While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | TCE |
| Needle of Mending | 2 | Yes | None | Dagger, Simple Weapon, Melee Weapon | 350 GP | No | 1d4 piercing – finesse, light, thrown (20/60 ft.) This weapon is a magic dagger disguised as a sewing needle. When you hold it and use a bonus action to speak its command word, it transforms into a dagger or back into a needle. You gain a +1 bonus to attack and damage rolls made with the dagger. While holding it, you can use an action to cast the mending cantrip from it. | DMG | |
| Netherese Ring of Protection | 3 | Yes | None | Ring | 700 GP | No | You gain a +1 bonus to AC and saving throws while wearing this ring. The ring is made from a single piece of mystical green glass that’s stronger than steel. It has the added property of making the wearer less likely to drop or lose anything held in the hand the ring is on. The wearer receives a +4 bonus to saving throws or checks made to avoid dropping or being disarmed of any item held in that hand. | PaBTSO | |
| Nightfall Pearl | 1 | Yes | None | Wondrous Item | 650 GP | No | Used to summon night, this 6-inch-diameter, jet-black orb is cold to the touch. You can spend 10 minutes to activate it, causing the area within 10 miles of it at the moment of activation to become night even if it is daytime. This night lasts for 24 hours, until you cancel it as an action, or until your attunement to the pearl ends. Once used, the pearl can’t be used again for 24 hours. | DMG | |
| Oceanic Weapon | 2 | Yes | None | Weapon, Generic Variant | 450 GP + Base Cost | No | This elegant weapon is adorned with engravings depicting leaping dolphins and drifting jellyfish. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you ignore the normal penalties on ranged weapon attacks while using this weapon underwater. While holding the weapon in front of you with both hands, you have a swimming speed of 30 feet. Additionally, while you hold the weapon, you can use an action to cast the water breathing spell. Once this property is used, it can’t be used again until the next dawn. | Generic Weapon Variants allowed | TDCSR |
| Orb of Shielding (Must Specify Type) | 2 | Yes | None | Spellcasting Focus, Wondrous Item | 450 GP | No | An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you’re a spellcaster, you can use this orb as a spellcasting focus. If you’re holding the orb when you take damage of the type associated with the orb’s material, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). The materials and their associated damage types are listed in the Orb of Shielding table. Orb of Shielding Planar Material Damage Type Fernian basalt Fire Irian quartz Radiant Kythrian Skarn Acid and poison Lamannian flint Lightning and thunder Mabaran obsidian Necrotic Risian shale Cold Shavarran chert Force Xorian marble Psychic | WGE | |
| Orb of the Stein Rune | 3 | Yes | None | Wondrous Item | 500 GP | No | This orb of granite is about the size of an adult human’s fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it’s on your person. Indomitable Stand. As an action, you can channel the orb’s magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn. Stone Soul. You can’t be petrified. Earthen Step. You can cast meld into stone as a bonus action. Once you use this property, you can’t use it again until you finish a short or long rest. Gift of Stone. You can transfer the orb’s magic to a nonmagical item—a shield or a pair of boots—by tracing the stein rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the orb is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form: Shield. The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks. Boots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone. | Transfer needs to be logged in DTP log and costs 1DTP. | SKT |
| Orzhov Guild Signet | 1 | Yes | None | Ring | 300 GP | No | This ring, adorned with the symbol of Orzhov, allows you to cast command. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Orzhov’s recognition and favor. A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13). | GGR | |
| Outer Essence Shard (Evil) | 3 | Yes | Sorcerer | Wondrous Item | 650 GP | No | Requires attunement by a sorcerer This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property. Property. Choose one creature who takes damage from the spell. That target takes an extra 3d6 necrotic damage. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | TCE |
| Outer Essence Shard (Good) | 3 | Yes | Sorcerer | Wondrous Item | 650 GP | No | Requires attunement by a sorcerer This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property. Property. You or one creature of your choice that you can see within 30 feet of you gains 3d6 temporary hit points. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | TCE |
| Pathfinder's Pebble | 4 | Yes | Nature Cleric, Druid, Ranger | Wondrous Item | 1000 GP | No | Requires attunement by a cleric of the nature domain, druid, or ranger This polished pebble is inscribed with the holy symbol of Reya and carries a powerful blessing from the Amaranthine. So long as you carry the pebble and are outdoors, you always know which way is north. When holding the stone, you can spend an action to focus your mind on your surroundings, allowing you to cast commune with nature once per day. You regain the ability to do so each dawn. Additionally, by grasping the pebble tightly and speaking out loud the name of a fixed location you are familiar with on the same plane of existence, the pebble will grant you knowledge of the shortest, most direct physical path toward it. As long as you are holding the pebble, you know how far the named location is from you and in what direction it lies. Furthermore, you can automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination. This lasts until you have either arrived at your destination, you select a new destination in the same manner described above, or you dismiss the effect at any time, costing no action. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | HWCS |
| Pearl of Power | 3 | Yes | Spellcaster | Wondrous Item | 400 GP | No | Requires attunement by a spellcaster While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can’t be used again until the next dawn. | Attunable by a Thief Rogue (lvl 13) | DMG |
| Periapt of Wound Closure | 2 | Yes | None | Wondrous Item | 350 GP | No | While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. | DMG | |
| Piercer | 2 | Yes | None | Shortsword, Martial Weapon, Melee Weapon | 200 GP + Base Cost | No | 1d6 piercing – finesse, light You have a +1 bonus to attack and damage rolls made with this magic weapon. A character attuned to the sword regains the maximum possible number of hit points from expended Hit Dice. However, the attuned character must eat twice as much food each day (a minimum of 2 pounds) to avoid exhaustion | Generic Melee Weapon Variants allowed | AI |
| Plate of Knight's Fellowship | 3 | Yes | None | Plate Armor, Heavy Armor | 2,000 GP | No | AC 18 While wearing this armor, you can use a bonus action to summon the spirit of a warrior to your aid. The spirit’s corporeal form manifests in an unoccupied space of your choice within 30 feet of you, and it uses the knight stat block. The spirit disappears when it drops to 0 hit points or after 1 minute, whichever comes first. The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count but takes its turn immediately after yours. The spirit obeys your commands (no action required by you); if you don’t issue any commands, the spirit takes the Dodge action and uses its movement to avoid danger. Once this bonus action is used, it can’t be used again until the next dawn. | BMT | |
| Plate of the Dawnmartyr | 2 | Yes | None | Heavy Armor (Plate Armor) | 2000 GP | Yes | Beautiful silver scrollwork and priceless cut rubies adorn this set of brass-and-gold armor. Legend holds that it was worn by Duana, High Priest of the The Dawnfather, when she was martyred in the Battle of Ghor Dranas in the final days of the Calamity. In more recent times, it was worn by Pike Trickfoot, a legendary cleric of the The Everlight, while fighting against the Chroma Conclave and The Whispered One. Dormant. While the Plate of the Dawnmartyr is in a dormant state, you gain a +1 bonus to AC while wearing it. When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to rebuke that creature, dealing it 1d6 fire damage. Awakened. When the Plate of the Dawnmartyr reaches an awakened state, you gain the following benefits: The armor’s bonus to AC increases to +2. You are immune to the frightened condition. You have resistance to fire damage. The fire damage you deal when you rebuke an attacker increases to 2d6. Exalted. When the Plate of the Dawnmartyr reaches an exalted state, you gain the following benefits: The armor’s bonus to AC increases to +3. When you rebuke an attacker, you can choose to deal either fire damage or radiant damage. When you are reduced to 0 hit points, you can choose to have a blast of healing flame surround you. You regain 1 hit point and are lifted to your feet. Each enemy within 10 feet of you takes 2d6 fire damage or radiant damage (your choice). This property of the armor can’t be used again until you finish a long rest. Vestige of Divergence. This item is a Vestige of Divergence, see Vestiges of Divergence for more information. The wearer has disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. | Starting dormant, this Item may become Awakened when a character reaches level 13 (T4) and Exalted when a character reaches level 17 (T5) Dormant 0-24 IP, Awakened 25-49 IP, Exalted 50-60 IP. (See Exaltable/Piety Item rules.) You may only have one exaltable item attuned at a time. Leveling up an item in this way requires gold paid in addition to the required IP: Awakened – 15 000gp Exalted – 80 000gp | TDCSR |
| Polymolrph Blade | 2 | Yes | None | Sword, Martial Weapon, Melee Weapon, Generic Variant | 450 GP + Base Cost | No | When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into. d20 New Form 1 Tyrannosaurus Rex 2 Giant Ape 3 Elephant 4 Giant scorpion 5 Rhinoceros 6 Polar bear 7 Giant toad 8 Giant eagle 9 Black bear 10 Crocodile 11 Wolf 12 Horse 13 Ox 14 Giant frog 15 Poisonous snake 16 Hawk 17 Octopus 18 Cat 19 Rat 20 Rabbit A creature is immune to this effect if it is immune to damage of the weapon’s type, is a shapechanger, or has legendary actions. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form. | Generic Melee Weapon Variants allowed | LLK |
| Prismari Primer | 2 | Yes | Spellcaster | Wondrous Item | 500 GP | No | Requires attunement by a spellcaster The Prismari Primer is a magic textbook created at Strixhaven’s Prismari College. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make a Dexterity (Acrobatics) or a Charisma (Performance) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20. In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the bard or sorcerer spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. | Attunable by a Thief Rogue (lvl 13) | SCC |
| Propeller Helm | 2 | Yes | Humanoid | Wondrous Item | 350 GP | No | Requires attunement by a small humanoid While worn, the helm allows its wearer to use an action to cast the levitate spell, requiring no components. The helm’s propeller spins and whirs loudly until the spell ends. Each time the spell ends, there is a 50 percent chance that the helm loses its magic and becomes nonmagical. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | WDMM |
| Protective Verses | 4 | Yes | Wizard | Wondrous Item | 1400 GP | No | Requires attunement by a wizard This leather-bound spellbook is reinforced with iron and silver fittings and an iron lock (DC 20 to open). As an action, you can touch the book’s cover and cause it to lock as if you cast arcane lock on it. When found, the book contains the following spells: arcane lock, dispel magic, globe of invulnerability, glyph of warding, Mordenkainen’s private sanctum, protection from evil, and symbol. It functions as a spellbook for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the abjuration school. When you cast an abjuration spell, you can expend 1 charge to grant a creature you can see within 30 feet of you 2d10 temporary hit points. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) Wizards may use this book to copy the following spells: arcane lock, dispel magic, globe of invulnerability, glyph of warding, Mordenkainen’s private sanctum, protection from evil, and symbol. You must be the appropriate Wizard level to copy these spells | TCE |
| Psi Crystal | 2 | Yes | Intelligence | Wondrous Item | 450 GP | No | Requires attunement by a creature with an intelligence score of 3 or higher This crystal grants you telepathy for as long as you remain attuned to it. See the introduction of the Monster Manual for rules on how this telepathy works. The crystal also glows with a purplish inner light while you are attuned to it. The higher your intelligence, the greater the light’s intensity and the greater the range of the telepathy (see the Psi Crystal Properties table). Psi Crystal Properties Intelligence Score Range of Telepathy Light Intensity 3-7 15 feet Dim light out to a range of 5 feet 8-11 30 feet Bright light in a 5-foot radius and dim light for an additional 5 feet 12-15 60 feet Bright light in a 10-foot radius and dim light for an additional 10 feet 16 or higher 120 feet Bright light in a 15-foot radius and dim light for an additional 15 feet | IDRotF | |
| Pyremaul | 2 | Yes | None | Weapon (Maul), Martial Weapon, Melee Weapon | 1500 GP | Yes | Forged from deep red iron, this massive hammer is set with a brilliant fire opal that shimmers with eternal flame. It is rumored to be currently wielded by Grand Legate Phaestor, the fire giant ruler of Vulkanon, somewhere beneath the Cliffkeep Mountains. Dormant. While Pyremaul is in a dormant state, you gain a +1 bonus to attack rolls made with this magic weapon. When you hit with an attack using this weapon, the target takes an extra 1d6 fire damage. Additionally, you can choose to have this weapon shed bright light in a 30-foot radius and dim light for an additional 30 feet (no action required). Awakened. When Pyremaul reaches an awakened state, you gain the following benefits: The weapon’s bonus to attack rolls increases to +2. The extra fire damage dealt by the weapon increases to 2d6. As an action, you can slam Pyremaul into the ground to cast the burning hands spell at 2nd level (save DC 15). You can’t use this property again until you finish a short or long rest. Whenever you score a critical hit with this weapon, the target must succeed on a DC 15 Strength saving throw or be knocked prone. Exalted. When Pyremaul reaches an exalted state, you gain the following benefits: The weapon’s bonus to attack rolls increases to +3. The extra fire damage dealt by the weapon increases to 3d6. When you cast burning hands with the weapon, you do so at 3rd level and the save DC increases to 17. When you score a critical hit with this weapon, the saving throw to avoid being knocked prone increases to 17. You also roll an extra 3d6 fire damage when determining the extra damage for the critical hit. When you kill a creature with an attack using this weapon, you can take 10d10 fire damage and immolate the creature’s corpse. This damage can’t be reduced in any way, and you die if this damage reduces you to 0 hit points. The immolated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of ash. The creature can be restored to life only by means of a true resurrection or a wish spell. You can’t use this property of the maul again until 7 days have passed. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. Vestige of Divergence. This item is a Vestige of Divergence, see Vestiges of Divergence for more information. | Starting dormant, this Item may become Awakened when a character reaches level 13 (T4) and Exalted when a character reaches level 17 (T5) Dormant 0-24 IP, Awakened 25-49 IP, Exalted 50-60 IP. (See Exaltable/Piety Item rules.) You may only have one exaltable item attuned at a time. Leveling up an item in this way requires gold paid in addition to the required IP: Awakened – 15 000gp Exalted – 80 000gp | TDCSR |
| Quandrix Primer | 2 | Yes | Spellcaster | Wondrous Item | 300 GP | No | Requires attunement by a spellcaster The Quandrix Primer is a magic textbook created at Strixhaven’s Quandrix College. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make an Intelligence (Arcana) or an Intelligence (Nature) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20. In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the druid or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. | Attunable by a Thief Rogue (lvl 13) | SCC |
| Radiance | 2 | Yes | Spellcaster | Wand | 400 GP | No | Requires attunement by a spellcaster While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. Radiance is in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. | Attunable by a Thief Rogue (lvl 13) | CM |
| Rakdos Guild Signet | 1 | Yes | None | Ring | 750 GP | No | This ring, adorned with the symbol of Rakdos, allows you to cast hellish rebuke. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Rakdos’ recognition and favor. A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13). | GGR | |
| Red-Feather Bow | 3 | Yes | None | Ranged weapon, Generic variant | 800 GP + Base Cost | No | A prized hunting weapon among mistral raptors, this bow is imbued with magic to help the wielder see their prey from afar. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bow has 3 charges. When you fire an arrow from this bow, you can speak the command word and use a charge to see through the arrow as a bonus action. You can see from the point your arrow lands as if you were there for 1 minute. If the arrow strikes a creature, you see what they see for the same duration. Base items. This item variant can be applied to the following base items: Longbow (Red-Feather Longbow) Shortbow (Red-Feather Shortbow) | Generic Ranged Bow and Crossbow Weapon Variants allowed | HWCS |
| Rhythm-Maker's Drum +1 | 2 | Yes | Bard | Instrument, Wondrous Item | 400 GP | No | Requires attunement by a bard While holding this drum, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your bard spells. As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can’t be used again until the next dawn. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | TCE |
| Ring of Evasion | 2 | Yes | None | Ring | 450 GP | No | This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead. | DMG | |
| Ring of Feather Falling | 2 | Yes | None | Ring | 200 GP | No | When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling. | DMG | |
| Ring of Invisibility | 2 | Yes | None | Ring | 600 GP | No | While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again. | DMG | |
| Ring of Jumping | 1 | Yes | None | Ring | 150 GP | No | While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. | DMG | |
| Ring of Mind Shielding | 5 | Yes | None | Ring | 6500 GP | No | While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. | DMG | |
| Ring of Obscuring | 1 | Yes | None | Ring | 300 GP | No | This band of iron resembles a skull and is cold to the touch. It has 3 charges and regains 1d3 expended charges daily at dawn. As an action while wearing the ring, you can expend 1 of its charges to cast the fog cloud spell from it, with the following changes: the cloud is centered on you when it first appears, and the spell lasts for 1 minute (no concentration required). | EGW | |
| Ring of Protection | 2 | Yes | None | Ring | 500 GP | No | You gain a +1 bonus to AC and saving throws while wearing this ring. | DMG | |
| Ring of Spell Storing | 3 | Yes | None | Ring | 750 GP | No | This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 – 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. | DMG | |
| Ring of Telekinesis | 2 | Yes | None | Ring | 400 GP | No | While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried. | DMG | |
| Ring of the Ram | 2 | Yes | None | Ring | 400 GP | No | This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to make a ranged spell attack against one creature you can see within 60 feet of you. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring’s charges as an action to try to break an object you can see within 60 feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend. | DMG | |
| RIng of the Sky Hunter | 2 | Yes | None | Wondrous Item | 600 GP | No | The dark metal talons of this ring’s setting grasp a blue gem that seems to swirl with patterns of windswept clouds. This ring has 3 charges, and it regains 1d3 spent charges each day at dawn. Stooping Talons. While wearing this ring, you can use an action and expend any number of its charges to attack one creature you can see within 60 feet of you. The ring produces a pair of spectral talons which dive from the sky and make an attack roll with a +7 bonus. On a hit, the target takes 2d8 magical piercing damage for each charge you spent. Raising Talons. Alternatively, you can expend 1 to 3 of the ring’s charges as an action to cause the same spectral talons to appear and lift a Large or smaller creature you can see within 60 feet of you. The target is grappled by the claws and lifted 20 feet into the air for each charge spent. An unwilling target must succeed on a DC 15 Strength saving throw to avoid being grappled. The grapple lasts for a number of rounds equal to the number of charges spent. The target can repeat the saving throw at the end of each of its turns to break free of the grapple and takes damage as normal if this causes it to fall. | HWT | |
| Ring of Truth Telling | 1 | Yes | None | Ring | 250 GP | No | While wearing this ring, you have advantage on Wisdom (Insight) checks to determine whether someone is lying to you. | WDH | |
| Rings of Shared Suffering | 2 | Yes | MOS | Ring | 300 GP | No | These rings come in linked pairs. If you possess the Mark of Sentinel, you can use a bonus action to form a link to the creature attuned to the other ring; from then on, whenever that creature suffers damage, they only suffer half of that damage and you take the rest. This effect continues until you end it as a bonus action or until you or the other creature removes their ring. This effect isn’t limited by range. A creature cannot be attuned to more than one ring of shared suffering. | Must be Activated by a Creature with the Mark of Sentinel Both creatures need to be on the same plane of existance to benefit from the item. | WGE |
| Robe of Eyes | 3 | Yes | None | Wondrous Item | 650 GP | No | This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight. You have darkvision out to a range of 120 feet. You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet. The eyes on the robe can’t be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe. A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success. | DMG | |
| Rod of Alertness | 2 | Yes | None | Rod | 800 GP | No | This rod has a flanged head and the following properties. Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative. Spells. While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility. Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod’s head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light. The rod’s head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can’t be used again until the next dawn. | DMG | |
| Rod of Hellish Flames | 3 | Yes | Spellcaster | Rod | 750 GP | No | Requires attunement by a spellcaster Hellish Resistance. You have resistance to fire and necrotic damage. Searing Rebuke. You can cast the Hellish Rebuke spell as a 4th-level spell (save DC 16) from the rod. Once you use the rod to cast the spell, the rod can’t cast the spell again until the next dawn. Surge of Brimstone. Whenever you cast a spell that deals fire or necrotic damage, you can use the rod to deal the maximum damage instead of rolling. Once this property is used, it can’t be used again until the next dawn. | Attunable by a Thief Rogue (lvl 13) | BMT |
| Rod of Retribution | 1 | Yes | None | Rod | 350 GP | No | This adamantine rod is tipped with a glowing crystalline eye. The rod has 3 charges and regains all its expended charges daily at dawn. When a creature you can see within 60 feet of you damages you while you are holding this rod, you can use your reaction to expend 1 of the rod’s charges to force the creature to make a DC 13 Dexterity saving throw. The creature takes 2d10 lightning damage on a failed save, or half as much damage on a successful one. | DMG | |
| Rod of the Pact Keeper +1 | 2 | Yes | Warlock | Rod | 400 GP | No | Requires attunement by a warlock While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | TCE |
| Rogue's Mantle | 4 | Yes | None | Wondrous Item | 3550 GP | No | Darkvision. You gain darkvision within a range of 60 feet. If you already have darkvision, the mantle increases your darkvision’s range by 60 feet instead. Move in Shadows. While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. Willful Enmity. You can cast the Antagonize spell (save DC 15) from the mantle. Once the mantle has cast the spell, it can’t cast the spell again until the next dawn. | BMT | |
| Ruby of the War Mage | 2 | Yes | Spellcaster | Wondrous Item | 200 GP | No | Requires attunement by a spellcaster Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can’t be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. | Attunable by a Thief Rogue (lvl 13) | XGE |
| Ruby Weave Gem | 7 | Yes | Spellcaster | Wondrous Item | 50,000 GP | No | Requires attunement by a spellcaster While you are holding this gem, you can use it as a spellcasting focus for your spells. The gem has 3 charges and regains all expended charges daily at dawn. When you cast a spell while holding this gem, you can expend up to 3 charges to ignore the spell’s material components with a gold piece cost, up to 500 GP per charge expended. When you finish a long rest, choose a spell from any class list. The spell you choose must be of a level you can cast. You know the chosen spell and can cast it with your spell slots of the appropriate level until the end of your next long rest. | Attunable by a Thief Rogue (lvl 13) | FTD |
| Ruinous Flail | 3 | Yes | None | Flail, Martial Weapon, Melee Weapon | 650 GP + Base Cost | No | 1d8 bludgeoning This ash-gray flail is cold to the touch. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals double damage to objects and structures. Additionally, when you hit a creature with this weapon, you can force the creature to make a DC 15 Constitution saving throw. On a failed save, the creature has the poisoned condition for 1 minute. The poisoned creature takes 2d4 necrotic damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property is used in this way, it can’t be used again until the next dawn. | Generic Melee Weapon Variants allowed | BMT |
| Sage's Signet (Bear) | 3 | Yes | Spellcaster | Ring | 700 GP | No | Requires attunement by a spellcaster This gilded ring bears a beautiful engraving and is imbued with powers of keen wisdom and foresight. While wearing this ring, you can use an action to cast the Augury spell from the ring. Once you use the ring to cast the spell, the ring can’t cast the spell again until the next dawn. While wearing the Sage’s Signet, you can cast the Enlarge/Reduce and Polymorph once each from the ring using your Intelligence as the spellcasting ability. Once you cast each spell from the ring, the ring can’t cast the spell again until the next dawn. | Attunable by a Thief Rogue (lvl 13) | BMT |
| Sage's Signet (Hart) | 3 | Yes | Spellcaster | Ring | 700 GP | No | Requires attunement by a spellcaster This gilded ring bears a beautiful engraving and is imbued with powers of keen wisdom and foresight. While wearing this ring, you can use an action to cast the Augury spell from the ring. Once you use the ring to cast the spell, the ring can’t cast the spell again until the next dawn. While wearing the Sage’s Signet, you can cast the Aura of Vitality and Mass Cure Wounds once each from the ring using your Intelligence as the spellcasting ability. Once you cast each spell from the ring, the ring can’t cast the spell again until the next dawn. | Attunable by a Thief Rogue (lvl 13) | BMT |
| Sage's Signet (Lion) | 3 | Yes | Spellcaster | Ring | 700 GP | No | Requires attunement by a spellcaster This gilded ring bears a beautiful engraving and is imbued with powers of keen wisdom and foresight. While wearing this ring, you can use an action to cast the Augury spell from the ring. Once you use the ring to cast the spell, the ring can’t cast the spell again until the next dawn. While wearing the Sage’s Signet, you can cast the Destructive Wave and Fireball once each from the ring using your Intelligence as the spellcasting ability. Once you cast each spell from the ring, the ring can’t cast the spell again until the next dawn. | Attunable by a Thief Rogue (lvl 13) | BMT |
| Sage's Signet (Serpent) | 3 | Yes | Spellcaster | Ring | 700 GP | No | Requires attunement by a spellcaster This gilded ring bears a beautiful engraving and is imbued with powers of keen wisdom and foresight. While wearing this ring, you can use an action to cast the Augury spell from the ring. Once you use the ring to cast the spell, the ring can’t cast the spell again until the next dawn. While wearing the Sage’s Signet, you can cast the Fear and Hex once each from the ring using your Intelligence as the spellcasting ability. Once you cast each spell from the ring, the ring can’t cast the spell again until the next dawn. | Attunable by a Thief Rogue (lvl 13) | BMT |
| Sage's Signet (Songbird) | 3 | Yes | Spellcaster | Ring | 700 GP | No | Requires attunement by a spellcaster This gilded ring bears a beautiful engraving and is imbued with powers of keen wisdom and foresight. While wearing this ring, you can use an action to cast the Augury spell from the ring. Once you use the ring to cast the spell, the ring can’t cast the spell again until the next dawn. While wearing the Sage’s Signet, you can cast the Charm Person and Hypnotic Pattern once each from the ring using your Intelligence as the spellcasting ability. Once you cast each spell from the ring, the ring can’t cast the spell again until the next dawn. | Attunable by a Thief Rogue (lvl 13) | BMT |
| Sage's Signet (Wolf) | 3 | Yes | Spellcaster | Ring | 700 GP | No | Requires attunement by a spellcaster This gilded ring bears a beautiful engraving and is imbued with powers of keen wisdom and foresight. While wearing this ring, you can use an action to cast the Augury spell from the ring. Once you use the ring to cast the spell, the ring can’t cast the spell again until the next dawn. While wearing the Sage’s Signet, you can cast the Freedom of Movement and Pass without Trace once each from the ring using your Intelligence as the spellcasting ability. Once you cast each spell from the ring, the ring can’t cast the spell again until the next dawn. | Attunable by a Thief Rogue (lvl 13) | BMT |
| Scorpion Armor | 2 | Yes | None | Plate Armor, Heavy Armor | 1,750 GP | No | AC 18 This suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits: The armor improves your combat readiness, granting you a +5 bonus to initiative as long as you aren’t incapacitated. The armor doesn’t impose disadvantage on your Dexterity (Stealth) checks. The armor doesn’t impose disadvantage on saving throws made to resist the effects of extreme heat (see chapter 5 of the Dungeon Master’s Guide). Curse. This armor is cursed. Whenever you don or doff it, you must make a DC 15 Constitution saving throw, taking 100 (10d10 + 45) poison damage on a failed save, or half as much damage on a successful one. Only a wish spell can remove the armor’s curse. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. | ToA | |
| Scribe's Pen | 1 | Yes | MOS | Wondrous Item | 350 GP | No | Requires attunement by a creature with the Mark of Scribing You can use this pen to write on any surface. You decide whether the writing is visible or invisible, but the writing is always visible to a person with the Mark of Scribing. Any creature with the Mark of Scribing can use an action to touch the invisible writing, making it visible to all. If you use the pen to write on a creature that isn’t a construct, the writing fades after 7 days. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | WGE |
| Selesnya Guild Signet | 2 | Yes | None | Ring | 400 GP | No | This ring, adorned with the symbol of Selesnya, allows you to cast charm person. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Selesnya’s recognition and favor. A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13). | GGR | |
| Shadowfell Brand Tattoo | 3 | Yes | None | Tattoo, Wondrous Item | 750 GP | No | Produced by a special needle, this magic tattoo is dark in color and abstract. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Shadow Essence. You gain darkvision with a range of 60 feet, and you have advantage on Dexterity (Stealth) checks. Shadowy Defense. When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Then the reaction can’t be used again until the next sunset. | Rare Tattoo | TCE |
| Shard of Xeluan | 3 | Yes | None | Wondrous Item | 1250 GP | No | This 1-foot-long shard of obsidian has veins of silver and gold beneath its cold surface. Empowered Magic. While holding the shard, you can use it as a spellcasting focus, and it gives you a +1 bonus to your spell attack rolls. Enhanced Strength. Your Strength score increases by 4 while the shard is on your person. The shard can’t raise your Strength score above 22. Curse. Attuning to this item extends its curse to you. You remain cursed until you are targeted by a remove curse spell or similar magic, or until the shard is reattached to Xeluan’s petrified heart. The shard’s curse causes misfortune to befall you. When you roll a 1 on an attack roll, an ability check, or a saving throw, roll on the Shard Misfortunes table to determine the misfortune. For as long as this misfortune lasts, no other shard misfortunes befall you. d6 Misfortune 1 You accidentally cut yourself with the shard and are poisoned until the next dawn. 2 You experience a vision of an ancient calamity—a beautiful city threatened by crumbling mountains and erupting volcanoes—and are stunned until the end of your next turn. 3 For a few seconds, the ground shakes under you. You and each creature within 10 feet of you must succeed on a DC 16 Dexterity saving throw or be knocked prone. 4 The shard releases three glowing darts of magical force that target one random creature within 30 feet of you. If no such target exists, you become the target. Each dart hits automatically and deals 3 (1d4 + 1) force damage to the target. 5 Until the next dawn, Beasts with an Intelligence score of 3 or lower are hostile to you. 6 Nothing seems to go your way. Until the next dawn, you have disadvantage on ability checks. | KftGV | |
| Shatterspike | 2 | Yes | None | Longsword, Martial Weapon, Melee Weapon | 250 GP + Base Cost | No | 1d8 slashing – versatile (1d10) You have a +1 bonus to attack and damage rolls made with this magic weapon. If it hits an object, the hit is automatically a critical hit, and it can deal bludgeoning or slashing damage to the object (your choice). Further, damage from nonmagical sources can’t harm the weapon. | Generic Melee Bludgeoning and Slashing Weapon Variants allowed | TftYP |
| Shield of the Tortoise | 1 | Yes | None | Armor, Shield | 250 GP | No | While you are wielding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. Curse. This item is cursed. Attuning to it extends the curse to you until you are targeted by a Remove Curse spell or similar magic. You cannot discard the shield, and remain attuned to it, as long as you are cursed. As long as you are cursed, you are sluggish. Your speed is halved. When you roll initiative, treat the roll on your d20 as a 1. You can’t change your initiative by any means. | BMT | |
| Shrieking Greaves | 2 | Yes | None | Wondrous Item | 200 GP | No | The greaves have 3 charges. While wearing these greaves, you can use a bonus action to expend 1 charge to increase your walking speed by 30 feet, and you have advantage on Dexterity saving throws. These effects last for 1 minute. The greaves regain 1d3 expended charges daily at dawn. Curse. The greaves are cursed, and becoming attuned to them extends the curse to you. You can’t remove the greaves or end your attunement to them until you are targeted by a Remove Curse spell or similar magic. You have disadvantage on saving throws against the frightened condition. Whenever you start your turn frightened, the greaves release an ear-piercing scream. You and each creature within 10 feet of you must make a DC 15 Constitution saving throw, taking 9 (2d8) thunder damage on a failed save, or half as much damage on a successful one. | Ring of free action does not negate the curse. | BMT |
| Silverquill Primer | 2 | Yes | Spellcaster | Wondrous Item | 700 GP | No | Requires attunement by a spellcaster The Silverquill Primer is a magic textbook created at Strixhaven’s Silverquill College. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make a Charisma (Intimidation) or a Charisma (Persuasion) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20. In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the bard or cleric spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. | Attunable by a Thief Rogue (lvl 13) | SCC |
| Simic Guild Signet | 2 | Yes | None | Ring | 400 GP | No | This ring, adorned with the symbol of Simic, allows you to cast expeditious retreat. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Simic’s recognition and favor. A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13). | GGR | |
| Siren Song Lyre | 1 | Yes | None | Instrument, Wondrous Item | 400 GP | No | You can use an action to play this lyre and cast one of the following spells from it: animal friendship, charm person, enthrall, suggestion. If the spell requires a saving throw, the spell save DC is 13. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. | MOT | |
| Skyblinder Staff | 2 | Yes | None | Staff, Simple Weapon, Melee Weapon | 350 GP | No | 1d6 bludgeoning – versatile (1d8) You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While holding it, you gain a +1 bonus to spell attack rolls. If a flying creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to hold the staff aloft and cause it to flare with light. The attacker has disadvantage on the attack roll, and it must succeed on a DC 15 Constitution saving throw or be blinded until the start of its next turn. | GGR | |
| Skysail | 3 | Yes | None | Wondrous Item, Weapon (Quarterstaff), Simple Weapon, Melee Weapon | 900 GP | No | These bat-like wings were first used by the Air Ashari to soar through the sky. They are constructed of either leather and bone, or cloth and wood, and are set onto a sturdy wooden pole that helps their user remain stable during flight. While these wings are open and you are riding the skysail, you can glide through the air. You have a flying speed of 60 feet, but you must descend at least 10 feet by the end of each of your turns and you can’t gain altitude. Additionally, while in contact with the skysail, you can use an action to cast the fly spell on yourself, with a duration of 1 minute and requiring no concentration. The spell ends if you lose physical contact with the skysail. Once this property is used, it can’t be used again until the next dawn, or unless the skysail is immersed in powerful magic of elemental air. (This includes magic such as that found at the top of the Summit Peaks near the rift of air in Zephrah, or on the Elemental Plane of Air). When the skysail is not in use, its wings can be retracted, and its pole can be used as a quarterstaff. 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. | TDCSR | |
| Spider Staff | 2 | Yes | None | Staff, Simple Weapon, Melee Weapon | 300 GP | No | 1d6 bludgeoning – versatile (1d8) The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack. The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class’s spell list: spider climb (1 charge) or web (2 charges, spell save DC 15). No components are required. The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff’s last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. | LMoP | |
| Spies' Murmur | 1 | Yes | None | Wondrous Item | 300 GP | No | This headpiece, crafted from dark metal, is worn curved around the ear. If you know a creature wearing another Spies’ Murmur and that creature is within 1 mile of you, you can communicate telepathically with each other. As a bonus action, you can allow that creature to hear everything you hear for 1 hour. You can end this effect as a bonus action, and it ends if you’re incapacitated. | GGR | |
| Spire of Conflux | 2 | Yes | Spellcaster | Staff, Weapon, Simple Weapon, Melee Weapon | 5000 GP | Yes | Requires attunement by a spellcaster A powerful relic passed down from generation to generation of Ashari leaders, the Spire of Conflux was lost over three centuries ago when Joran the Sea-Speaker, a respected leader of the Water Ashari, was devoured by a demon of the Abyss. It was rediscovered by the legendary druid Keyleth of Zephrah, Voice of the Tempest. However, rumors swirl that she is seeking another hero to wield it—one who can travel the land and do good in small ways as she once did. Dormant. While the Spire of Conflux is in a dormant state, the staff has 8 charges and regains 1d4 + 2 expended charges daily at dawn. While holding the staff, you can expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge) or fireball (3 charges). Additionally, while holding this staff, you have a +1 bonus to spell attack rolls and your spell save DC increases by 1. Awakened. When the Spire of Conflux reaches an awakened state, you gain the following benefits: The staff has 12 charges, and it regains 1d6 + 2 expended charges daily at dawn. You can also spend charges to cast the following spells from the staff: conjure elemental (5 charges) or ice storm (4 charges). When you cast a spell that deals bludgeoning, cold, fire, lightning, or thunder damage and you roll a 1 on a damage die, you can reroll the die and must use the new roll. Exalted. When the Spire of Conflux reaches an exalted state, you gain the following benefits: The staff has 20 charges, and it regains 1d6 + 4 expended charges daily at dawn. You can also spend charges to cast the following spells from the staff: chain lightning (6 charges) or fire storm (7 charges) The bonus to spell attack rolls and your spell save DC increases to +2. 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. Vestige of Divergence. This item is a Vestige of Divergence, see Vestiges of Divergence for more information. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) Starting Dormant, this Item may become Awakened when a character reaches level 13 (T4) and Exalted when a character reaches level 17 (T5) Dormant 0-24 IP, Awakened 25-49 IP, Exalted 50-60 IP. (See Exaltable/Piety Item rules.) You may only have one exaltable item attuned at a time. | TDCSR |
| Staff of Charming | 3 | Yes | Bard, Cleric, Druid, Sorcerer, Warlock, Wizard | Staff, Simple Weapon, Melee Weapon | 750 GP | No | Requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard 1d6 bludgeoning – versatile (1d8) While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can’t use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff’s intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | DMG |
| Staff of Climbing Ivy | 3 | Yes | Bard, Druid, Sorcerer, Warlock | Staff, Simple Weapon, Melee Weapon | 400 GP | No | Requires attunement by a bard, druid, sorcerer, or warlock This staff is formed from several strands of leafy vines that have grown together into the shape of a twisted walking stick. It is rigid and sturdy. The staff has three command words. While holding the staff, you can speak one of its command words to cause an effect. Growth. Speaking the first command word as a bonus action causes up to 120 feet of creeping vines to grow from the staff towards a solid surface or unattended object you can see. The vines grow at a speed of 30 feet per round. Grasp. Speaking the second command word, costing no action causes the vines to firmly affix themselves to a surface or unattended object within their reach. The vines can only be anchored to one object or surface at a time. Grapple. Speaking the third command word as an action causes the vines to retract into the staff at a speed of 30 feet per round. If anchored to a solid surface, the vines will pull the staff’s wielder towards the surface at the same speed. If anchored to an object, the vines will pull the object towards the wielder of the staff. When the vines are extended, they can be attacked. The extended vines have an Armor Class of 14, 45 hit points, and vulnerability to fire and slashing damage. The vines have a Strength score of 16 and can bear up to 240 pounds of weight at once. Weight in excess of this will cause the vines to begin to tear, dealing 10 points of damage to them each round. If the vines drop to 0 hit points, the staff is destroyed. The vines regain all lost hit points when they retract into the staff. 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. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | HWT |
| Staff of Defense | 2 | Yes | None | Staff, Simple Weapon, Melee Weapon | 650 GP | No | 1d6 bludgeoning – versatile (1d8) This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. While holding the staff, you have a +1 bonus to your Armor Class. Spells. The staff has 10 charges. While holding it, you can expend the requisite number of charges to cast one of the following spells from the staff: mage armor (1 charge) or shield (2 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the staff’s last charge, roll a d20. On a 1, the staff shatters and is destroyed. | LMoP | |
| Staff of Dunamancy | 3 | Yes | Wizard | Staff, Simple Weapon, Melee Weapon | 650 GP | No | Requires attunement by a wizard 1d6 bludgeoning – versatile (1d8) This staff of polished gray wood bears numerous runes carved along its length. The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into dust and is destroyed. While holding the staff, you can use an action to expend 2 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: fortune’s favor (2 charges), pulse wave (3 charges), or gravity sinkhole (4 charges). New Possibility. If you are holding the staff and fail a saving throw against a spell that targets only you, you can turn your failed save into a successful one. This property can’t be used again until the next dawn. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | EGW |
| Staff of Healing | 4 | Yes | Bard, Cleric, Druid | Staff, Simple Weapon, Melee Weapon | 2500 GP | No | Requires attunement by a bard, cleric, or druid 1d6 bludgeoning – versatile (1d8) This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges). or mass cure wounds (5 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff vanishes in a flash of light, lost forever. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | DMG |
| Staff of Swarming Insects | 4 | Yes | Bard, Cleric, Druid, Sorcerer, Warlock, Wizard | Staff, Simple Weapon, Melee Weapon | 2500 GP | No | Requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard 1d6 bludgeoning – versatile (1d8) This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses. Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges). Insect Cloud. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | DMG |
| Staff of the Adder | 3 | Yes | Cleric, Druid, Warlock | Staff, Simple Weapon, Melee Weapon | 450 GP | No | Requires attunement by a cleric, druid, or warlock 1d6 bludgeoning – versatile (1d8) You can use a bonus action to speak this staff’s command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the command word again, you return the staff to its normal inanimate form. You can make a melee attack using the snake head, which has a reach of 5 feet. Your proficiency bonus applies to the attack roll. On a hit, the target takes 1d6 piercing damage and must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage. The snake head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed. As long as it’s not destroyed, the staff regains all lost hit points when it reverts to its inanimate form. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | DMG |
| Staff of the Ivory Claw | 2 | Yes | Spellcaster | Staff, Simple Weapon, Melee Weapon | 250 GP | No | Requires attunement by a spellcaster 1d6 bludgeoning – versatile (1d8) This gray-and-cerulean staff is topped with a small dragon claw carved from ivory. While holding the staff, you gain a +1 bonus to spell attack rolls. Whenever you score a critical hit with a spell attack, the target takes an extra 3d6 radiant damage. | Attunable by a Thief Rogue (lvl 13) | EGW |
| Staff of the Python | 3 | Yes | Cleric, Druid, Warlock | Staff, Simple Weapon, Melee Weapon | 550 GP | No | Requires attunement by a cleric, druid, or warlock 1d6 bludgeoning – versatile (1d8) You can use an action to speak this staff’s command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. On your turn, you can mentally command the snake if it is within 60 feet of you and you aren’t incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | DMG |
| Staff of the Rooted Hills | 2 | Yes | None | Staff, Simple Weapon, Melee Weapon | 350 GP | No | 1d6 bludgeoning – versatile (1d8) The hill rune is carved into this gnarled wooden staff. The staff magically resizes to match the height of any creature that attunes to it. The staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The first time you hit any creature with the staff on your turn, the creature must succeed on a DC 12 Strength saving throw or be restrained by spectral vines until the start of your next turn. Invoking the Rune. As an action, you can invoke the staff’s rune to cast either hold person (save DC 12) or speak with plants with the staff. When you cast hold person using the staff, the target is wreathed in spectral vines. Once the rune has been invoked to cast either spell, it can’t be invoked again until the next dawn. | BGG | |
| Staff of Withering | 3 | Yes | Cleric, Druid, Warlock | Staff, Simple Weapon, Melee Weapon | 550 GP | No | Requires attunement by a cleric, druid, or warlock 1d6 bludgeoning – versatile (1d8) This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | DMG |
| Starshot Crossbow | 2 | Yes | None | Crossbow, Ranged Weapon, Generic Variant | 450 GP | No | This crossbow is crafted from blackened wood, and its limbs bear pearl inlays depicting constellations. You ignore the loading property with this crossbow. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target. The crossbow has 3 charges and regains 1d3 expended charges daily at dawn. Constellations. The crossbow is decorated with three constellations. As a bonus action, you can tap one of the constellations to invoke it, expending 1 charge and producing one of the following effects: Balance. The next time you hit a creature with a ranged attack roll using this crossbow before the end of your next turn, you or another creature of your choice within 30 feet of you can regain hit points equal to 1d8 plus your proficiency bonus. Flames. Until the end of your next turn, when you hit a creature with a ranged attack roll using this crossbow, the attack deals an additional 2d8 fire damage. Rogue. Until the end of your next turn, you have the invisible condition, and anything you are wearing or carrying is also invisible. | BMT | |
| Star Razor | 2 | Yes | None | Weapon (Longsword), Martial Weapon, Melee Weapon | 1500 GP | Yes | The thick, grooved blade of this shining silver longsword is lined with etched runes that sparkle blue in the light. Star Razor—known also as Dwueth’var—was thought to have been destroyed or lost after the Calamity, but new rumors suggest that it might be wielded by a half-orc somewhere in Wildemount. Dormant. While Star Razor is in a dormant state, you can hold this magic longsword and use a bonus action to speak the command word Galas-var, causing the sword to emit a pale blue glow that sheds bright light in a 20-foot radius and dim light for an additional 20 feet. This glow lasts until you use a bonus action to speak the command word again, or until you drop or sheathe the sword. While this longsword is glowing, you gain a +1 bonus to attack and damage rolls made with the weapon, and you have resistance to radiant damage. You can cast the faerie fire spell from the weapon as an action, requiring no components (save DC 13). Once a spell has been cast using Star Razor, that spell can’t be cast from the sword until the next dawn. Awakened. When Star Razor reaches an awakened state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +2. When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to create a burst of radiance from the sword, dealing 1d8 radiant damage to the attacker. You can cast the see invisibility spell from the sword as an action, and the save DC for spells cast using the sword increases to 15. Exalted. When Star Razor reaches an exalted state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +3. The burst of radiance you can create as a reaction when hit with a melee attack deals 1d12 radiant damage, and you can immediately teleport to an unoccupied space you can see within 15 feet of you as part of the same reaction. You can cast the fly spell from the sword as an action, and the save DC for spells cast using the sword increases to 17. 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. Vestige of Divergence. This item is a Vestige of Divergence, see Vestiges of Divergence for more information. | Starting dormant, this Item may become Awakened when a character reaches level 13 (T4) and Exalted when a character reaches level 17 (T5) Dormant 0-24 IP, Awakened 25-49 IP, Exalted 50-60 IP. (See Exaltable/Piety Item rules.) You may only have one exaltable item attuned at a time. Leveling up an item in this way requires gold paid in addition to the required IP: Awakened – 15 000gp Exalted – 80 000gp | TDCSR |
| Stone of Good Luck | 2 | Yes | None | Wondrous Item | 300 GP | No | While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. | DMG | |
| Stonemaker War Pick (7 charges) | 3 | Yes | None | War Pick, Martial Weapon, Melee Weapon, Consumable | 450 GP + Base Cost | No | 1d8 piercing You gain a +1 bonus to attack and damage rolls made with this magic war pick. It has the following special properties: Meld into Stone. You can cast the Meld into Stone spell from this war pick. Once this property is used, it can’t be used again until the next dawn. Petrification. The war pick has 1d6 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, you can expend 1 charge from the war pick to have that creature make a DC 15 Constitution saving throw. On a failed save, the creature has the petrified condition for 8 hours. When the war pick has no charges remaining, it loses this property. | Generic Melee Weapon Variants allowed | BMT |
| Stonespeaker Crystal | 2 | Yes | None | Wondrous Item | 550 GP | No | Created by the stone giant librarians of Gravenhollow, this nineteen-inch-long shard of quartz grants you advantage on Intelligence (Investigation) checks while it is on your person. The crystal has 10 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it: speak with animals (2 charges), speak with dead (4 charges), or speak with plants (3 charges). When you cast a divination spell, you can use the crystal in place of one material component that would normally be consumed by the spell, at a cost of 1 charge per level of the spell. The crystal is not consumed when used in this way. The crystal regains 1d6 + 4 expended charges daily at dawn. If you expend the crystal’s last charge, roll a d20. On a 1, the crystal vanishes, lost forever. | OotA | |
| Summer's Dance | 2 | Yes | None | Weapon (Scimitar), Martial Weapon, Melee Weapon | 450 GP + Base Cost | No | This beautiful golden blade appears to bend and flex like a reed with your movements. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, the scimitar has 3 charges and regains 1 expended charge daily at dawn. While wielding this scimitar, you can expend 1 charge as a bonus action to cast the misty step spell. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. | Generic Melee Weapon Variants allowed | TDCSR |
| Sun Staff | 2 | Yes | Cleric, Druid, Warlock | Staff, Simple Weapon, Melee Weapon | 400 GP | No | Requires attunement by a cleric, druid, or wizard 1d6 bludgeoning – versatile (1d8) Veins of sunstone run through this wooden staff. This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. When you hit with an attack roll using this staff, the target takes an extra 1d8 fire damage. Solar Focus. You can use the staff as a spellcasting focus. While holding the staff, you can reroll a number of damage dice up to your proficiency bonus when you use a spell slot to cast a spell that deals fire or radiant damage. You must use the new rolls. Once this property is used, it can’t be used again until the next dawn. Sunny Glow. As a bonus action, you can cause the staff to glow with sunlight. While glowing, the staff sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The light lasts until you use another bonus action to extinguish it. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | BMT |
| Sword of Life Stealing | 2 | Yes | None | Sword, Martial Weapon, Melee Weapon, Generic Variant | 300 GP + Base Cost | No | When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn’t a construct or an undead. You also gain 10 temporary hit points. | Generic Melee Slashing Weapon Variants allowed | DMG |
| Sword of Sharpness | 2 | Yes | None | Sword, Martial Weapon, Melee Weapon, Generic Variant | 350 GP + Base Cost | No | When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target’s limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead. In addition, you can speak the sword’s command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light. | Generic Melee Slashing Weapon Variants allowed | DMG |
| Sword of the Paruns | 3 | Yes | None | Longsword, Martial Weapon, Melee Weapon | 750 GP + Base Cost | No | 1d8 slashing – versatile (1d10) You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, once on each of your turns, you can use one of the following properties if you’re holding the sword: Immediately after you use the Attack action to attack with the sword, you can enable one creature within 60 feet of you to use its reaction to make one weapon attack. Immediately after you take the Dash action, you can enable one creature within 60 feet of you to use its reaction to move up to its speed. Immediately after you take the Dodge action, you can enable one creature within 60 feet of you to use its reaction to gain the benefits of the Dodge action. | Generic Melee Slashing Weapon Variants allowed | GGR |
| Sword of Vengeance | 1 | Yes | None | Sword, Martial Weapon, Melee Weapon, Generic Variant | 200 GP + Base Cost | No | You gain a +1 bonus to attack and damage rolls made with this magic weapon. Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. | Generic Melee Slashing and Piercing Weapon Variants allowed | DMG |
| Sword of Wounding | 5 | Yes | None | Sword, Martial Weapon, Melee Weapon, Generic Variant | 2500 GP + Base Cost | No | Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. | Generic Melee Weapon Variants allowed | DMG |
| Talons of Squall | 3 | Yes | None | Wondrous Item | 300 GP | No | Awarded to those who pass the test of endurance administered by priests of Altus, these leg-bracers seem to crackle with faint energy. While you wear them, you gain the following benefits: You have resistance to lightning damage. You have advantage on saving throws and ability checks made to resist being moved by strong winds. You do not suffer disadvantage on ranged attack rolls or Perception checks while in strong winds or under conditions of heavy rain or snowfall. If you can fly, you can fly at a normal speed under such conditions. | HWT | |
| Tentacle Rod | 4 | Yes | None | Rod | 3000 GP | No | Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature’s speed is halved, it has disadvantage on Dexterity saving throws, and it can’t use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. | DMG | |
| Tinkertop Boltblaster 1000 | 2 | Yes | None | Weapon (Hand Crossbow), Martial Weapon, Ranged Weapon | 500 GP | No | This strange contraption of gears, wires, and lacquered wood has a handle with a metal grip and crank. Its stock bears a flamboyant maker’s mark that reads: “Made in Hupperdook,” a city in Wildemount. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 on an attack roll made with this weapon, you can immediately make another attack with this weapon after resolving the critical hit. When you roll a 1 on an attack roll made with this weapon, you must succeed on a DC 14 Dexterity saving throw or take 1d6 piercing damage as some of its gears and wires spring loose. Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. | TDCSR | |
| Trident of Fish Command | 1 | Yes | None | Trident, Martial Weapon, Melee Weapon | 250 GP + Base Cost | No | 1d6 piercing – thrown (20/60 ft.), versatile (1d8) This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn. | Generic Melee Weapon Variants allowed | DMG |
| Verminshroud | 3 | Yes | None | Wondrous Item | 4,500 GP | Yes | This patchy cloak was pieced together from the pelts of rats found feasting on the dead in Blightshore and is dotted with the bloated corpses of magically preserved insects along its seams. Dormant. While wearing the Verminshroud in its dormant state, you gain the following benefits: You have advantage on Wisdom (Perception) checks that rely on smell, you are immune to disease, and you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the cloak increases the range of your darkvision by 60 feet. As an action, you can use the Verminshroud to cast polymorph on yourself, transforming into a giant rat or rat while retaining your Intelligence, Wisdom, and Charisma scores, as well as the properties of the cloak. This property can’t be used again until the next dawn. Awakened. While wearing the Verminshroud in its awakened state, you gain the following benefits: You have resistance to poison damage. You can use an action to cast the insect plague spell (save DC 15) from the Verminshroud, requiring no material components. This property can’t be used again until the next dawn. When you cast the polymorph spell using the Verminshroud, you can transform into a giant wasp. Exalted. While wearing the Verminshroud in its exalted state, you gain the following benefits: You gain a climbing speed equal to your walking speed. Your teeth become razor-sharp natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can make this attack as a bonus action. When you bite a creature and deal damage to it, the creature must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success. When you cast the polymorph spell using the Verminshroud, you can transform into a giant scorpion. Vestige of Divergence. This item is a Vestige of Divergence, see Vestiges of Divergence for more information. | Starting dormant, this Item may become Awakened when a character reaches level 13 (T4) and Exalted when a character reaches level 17 (T5) Dormant 0-24 IP, Awakened 25-49 IP, Exalted 50-60 IP. (See Exaltable/Piety Item rules.) You may only have one exaltable item attuned at a time. Leveling up an item in this way requires gold paid in addition to the required IP: Awakened – 15 000gp Exalted – 80 000gp | EGW |
| Wand of Binding | 4 | Yes | Spellcaster | Wand | 3000 GP | No | Requires attunement by a spellcaster This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. | Attunable by a Thief Rogue (lvl 13) | DMG |
| Wand of Enemy Detection | 1 | Yes | None | Wand | 250 GP | No | This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. | DMG | |
| Wand of Entangle | 1 | Yes | Spellcaster | Wand | 250 GP | No | Requires attunement by a spellcaster This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the entangle spell (save DC 13) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. | Attunable by a Thief Rogue (lvl 13) | DMG |
| Wand of Fear | 3 | Yes | None | Wand | 400 GP | No | This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Command. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15). Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand’s tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevent it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. | DMG | |
| Wand of Paralysis | 3 | Yes | Spellcaster | Wand | 350 GP | No | Requires attunement by a spellcaster This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. | Attunable by a Thief Rogue (lvl 13) | DMG |
| Wand of Polymorph | 3 | Yes | Spellcaster | Wand | 600 GP | No | Requires attunement by a spellcaster This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. | Attunable by a Thief Rogue (lvl 13) | DMG |
| Wand of the War Mage +1 | 2 | Yes | Spellcaster | Wand | 300 GP | No | Requires attunement by a spellcaster While you are holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. | Attunable by a Thief Rogue (lvl 13) | DMG |
| Wand of Viscid Globs | 2 | Yes | None | Wand | 500 GP | No | Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don’t have a spellcasting modifier) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away. Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own. The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wands last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed. A wand of viscous globs is destroyed if exposed to sunlight for 1 hour without interruption. | OotA | |
| Wand of Web | 2 | Yes | Spellcaster | Wand | 200 GP | No | Requires attunement by a spellcaster This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. | Attunable by a Thief Rogue (lvl 13) | DMG |
| Wand of Winter | 3 | Yes | None | Wand | 750 GP | No | This wand looks and feels like an icicle. You must be attuned to the wand to use it. The wand has 7 charges, which are used to fuel the spells within it. With the wand in hand, you can use your action to cast one of the following spells from the wand, even if you are incapable of casting spells: ray of frost (no charges, or 1 charge to cast at 5th level; +5 to hit with ranged spell attack), sleet storm (3 charges; spell save DC 15), or ice storm (4 charges; spell save DC 15). No components are required. The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand’s last charge, roll a d20. On a 20, the wand melts away, forever destroyed. | HotDQ | |
| Warrior's Passkey | 2 | Yes | None | Longsword, Martial Weapon, Melee Weapon, Wondrous Item | 550 GP | No | This silver skeleton key is warm to the touch. While holding the key in its key form, you can use an action to cast the Knock spell from the key. Transforming the Key. While holding the key, you can use a bonus action to transform it into a magic longsword. You are considered proficient with the sword, and you have a +1 bonus to attack and damage rolls made with it. On a hit, the sword deals 1d10 force damage. The item remains in its sword form until it leaves your grasp or you use another bonus action to revert it to its key form. If you end your attunement to the item while it’s in its sword form, it automatically reverts to its key form. | BMT | |
| Watchful Helm | 3 | Yes | None | Wondrous Item | 600 GP | No | While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight. As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn. | CM | |
| Waythe | 2 | Yes | None | Greatsword, Martial Weapon, Melee Weapon | 250 GP + Base Cost | No | 2d6 slashing – heavy, two-handed Waythe is a unique greatsword most recently in the possession of a high-ranking cloud giant ambassador. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature of the giant type with it, the giant takes an extra 2d6 slashing damage, and it must succeed on a DC 15 Strength saving throw or fall prone. The sword also functions as a wand of enemy detection. It regains all of its expended charges at dawn and isn’t at risk of crumbling if its last charge is used. | Generic Melee Slashing Weapon Variants allowed | TftYP |
| Weapon of Throne's Command | 4 | Yes | None | Weapon, Generic Variant | 1250 GP + Base Cost | No | This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the Intimidation and Persuasion skills if you don’t already have it. Spellcasting. The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges). | Generic Weapon Variants allowed | BMT |
| Weapon of Warning | 2 | Yes | None | Weapon, Generic Variant | 300 GP + Base Cost | No | This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. | Generic Weapon Variants allowed | DMG |
| Weird Tank | 3 | Yes | None | Wondrous Item | 500 GP | No | A weird tank is a ten-gallon tank of blown glass and sculpted bronze with a backpack-like carrying harness fashioned from tough leather. A water weird is contained within the tank. While wearing the tank, you can use an action to open it, allowing the water weird to emerge. The water weird acts immediately after you in the initiative order, and it is bound to the tank. You can command the water weird telepathically (no action required) while you wear the tank. You can close the tank as an action only if you have first commanded the water weird to retract into it or if the water weird is dead. If the water weird is killed, the tank loses its magical containment property until it spends at least 24 hours inside an elemental water node. When the tank is recharged, a new water weird forms inside it. The tank has AC 15, 50 hit points, vulnerability to bludgeoning damage, and immunity to poison and psychic damage. Reducing the tank to 0 hit points destroys it and the water weird contained within it. | PotA | |
| Whisper | 2 | Yes | None | Weapon (Dagger), Simple Weapon, Melee Weapon | 1000 GP | Yes | Forged with a mercurial metal accidentally drawn from the Realms Beyond, this dagger shimmers with an unsettling sourceless light. It was once wielded by Vax’ildan, a legendary champion of the Matron of Ravens. Two raven feathers are linked to its pommel as a memento of its former bearer. Dormant. While Whisper is in a dormant state, you gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, when you score a critical hit with this dagger, the target must succeed on a DC 13 Wisdom saving throw or become frightened of you for 1 minute. On a success, the target is immune to this effect for 24 hours. Awakened. When Whisper reaches an awakened state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +2. Additionally, when you hit with an attack using this dagger, the target takes an extra 1d6 psychic damage. The DC to resist being frightened from a critical hit increases to 15. Exalted. When Whisper reaches an exalted state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +3, and the extra psychic damage it deals increases to 1d8. The DC to resist being frightened from a critical hit increases to 17. When this dagger is used to make a ranged attack, you can choose to transform into shadow and merge with the blade as part of the action used to attack, teleporting to another location. If the attack hits, you appear in an unoccupied space of your choice within 5 feet of the target. If the attack misses, you appear where the GM determines the dagger lands (typically within 1d6 × 5 feet of the target). In either case, you appear with the dagger in your hand. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Vestige of Divergence. This item is a Vestige of Divergence, see Vestiges of Divergence for more information. | Starting dormant, this Item may become Awakened when a character reaches level 13 (T4) and Exalted when a character reaches level 17 (T5) Dormant 0-24 IP, Awakened 25-49 IP, Exalted 50-60 IP. (See Exaltable/Piety Item rules.) You may only have one exaltable item attuned at a time. Leveling up an item in this way requires gold paid in addition to the required IP: Awakened – 15 000gp Exalted – 80 000gp | |
| Witherbloom Primer | 2 | Yes | Spellcaster | Wondrous Item | 700 GP | No | Requires attunement by a spellcaster The Witherbloom Primer is a magic textbook created at Strixhaven’s Witherbloom College. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make an Intelligence (Nature) or Wisdom (Survival) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20. In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the druid or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. | Attunable by a Thief Rogue (lvl 13) | SCC |
| Wraps of Dyamak | 2 | Yes | Monk | Wondrous Item | 2500 GP | Yes | Created and wielded by the ancient warrior-monk Dyamak, these thick strips of enchanted cloth are stained to appear dark crimson with blood of unknown origin. The current resting place of the wraps is unknown. Dormant. When the Wraps of Dyamak are in a dormant state, you gain a +1 bonus to attack and damage rolls made with your unarmed strike while wearing them. In addition, when you finish a short or long rest, you gain a number of temporary hit points equal to your total number of ki points. Awakened. When the Wraps of Dyamak reach an awakened state, they gain the following properties: The bonus to attack and damage rolls with your unarmed strike increases to +2. You can cast the misty step spell from the wraps as a bonus action, vanishing in a cloud of crimson mist. This property of the wraps can’t be used again until you finish a short or long rest, or until you score a critical hit with an unarmed strike against a hostile creature. Exalted. When the Wraps of Dyamak reach an exalted state, they gain the following properties: The bonus to attack and damage rolls with your unarmed strike increases to +3. When you hit with an unarmed strike, you can choose to make the attack a ravenous strike. The target takes an extra 6d6 necrotic damage, and you regain hit points equal to the amount of necrotic damage dealt. This property of the wraps can’t be used again until you finish a long rest, or until you score a critical hit with an unarmed strike against a hostile creature. Vestige of Divergence. This item is a Vestige of Divergence, see Vestiges of Divergence for more information. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) Starting Dormant, this Item may become Awakened when a character reaches level 13 (T4) and Exalted when a character reaches level 17 (T5) Dormant 0-24 IP, Awakened 25-49 IP, Exalted 50-60 IP. (See Exaltable/Piety Item rules.) You may only have one exaltable item attuned at a time. | TDCSR |
| Wreath of the Prism | 2 | Yes | None | Wondrous Item | 2,500 GP | Yes | This loop of golden thorns is inset with dozens of gems representing the five colors of Tiamat. Dormant. While wearing the wreath in its dormant state, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the wreath increases the range of your darkvision by 60 feet. When you hit a beast, dragon, or monstrosity of challenge rating 5 or lower with an attack, or when you grapple it, you can use the wreath to cast dominate monster on the creature (save DC 13). On a successful save, the target is immune to the power of the wreath for 24 hours. On a failure, a shimmering, golden image of the wreath appears as a collar around the target’s neck or as a crown on its head (your choice) until it is no longer charmed by the spell. If you use the wreath to charm a second creature, the first spell immediately ends. When the spell ends, the target knows it was charmed by you. Awakened. Once the Wreath of the Prism reaches an awakened state, it gains the following benefits: You can affect creatures of challenge rating 10 or lower with the wreath. The save DC of the wreath’s spell increases to 15. Exalted. Once the Wreath of the Prism reaches an exalted state, it gains the following benefits: You can affect creatures of challenge rating 15 or lower with the wreath. The save DC of the wreath’s spell increases to 17. Vestige of Divergence. This item is a Vestige of Divergence, see Vestiges of Divergence for more information. | Starting dormant, this Item may become Awakened when a character reaches level 13 (T4) and Exalted when a character reaches level 17 (T5) Dormant 0-24 IP, Awakened 25-49 IP, Exalted 50-60 IP. (See Exaltable/Piety Item rules.) You may only have one exaltable item attuned at a time. Leveling up an item in this way requires gold paid in addition to the required IP: Awakened – 15 000gp Exalted – 80 000gp | EGW |
| Zephyr Armor | 3 | Yes | None | Light Armor, Generic Variant | 350 GP + Base Cost | No | This fine set of white-and-silver armor bears the wind rune upon its chest. While wearing this armor, you have advantage on Dexterity (Acrobatics) checks and Dexterity saving throws as your movements are bolstered by gentle currents of wind. Invoking the Rune. As an action, you can invoke the armor’s rune to cast the wind wall spell (save DC 15) with it. Once the rune has been invoked, it can’t be invoked again until the next dawn. | BGG | |
| Absorbing Tattoo (Must Specify Type) | 3 | Yes | None | Tattoo, Wondrous Item | 2,000 GP | No | Produced by a special needle, this magic tattoo features designs that emphasize one color. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Damage Resistance. While the tattoo is on your skin, you have resistance to a type of damage associated with that color, as shown on the table below. The DM chooses the color or determines it randomly. Absorbing Tattoo d10 Color Tattoo 1 Green Acid Absorbing Tattoo 2 Blue Cold Absorbing Tattoo 3 Red Fire Absorbing Tattoo 4 White Force Absorbing Tattoo 5 Yellow Lightning Absorbing Tattoo 6 Black Necrotic Absorbing Tattoo 7 Violet Poison Absorbing Tattoo 8 Silver Psychic Absorbing Tattoo 9 Gold Radiant Absorbing Tattoo 10 Orange Thunder Absorbing Tattoo Damage Absorption. When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can’t be used again until the next dawn. | Very Rare Tattoo | TCE |
| Agony | 3 | Yes | Non-Good | Weapon (Flail) | 3000 GP | Yes | Utilized in countless tortures and slow executions, the hooked chains of this brutal weapon constantly show dried blood and rot. Legend says that Agony was wielded in the Calamity by the gnoll scion of a flesh-eating Demon Lord. Dormant. While Agony is in a dormant state, you gain a +2 bonus to attack and damage rolls made with this magic weapon. Whenever you damage a creature with Agony, that creature is marked for 10 minutes or until you damage a different creature. When you hit a creature marked in this way with this weapon, the target takes an extra 1d6 piercing damage. Awakened. When Agony reaches an awakened state, you gain the following benefits: The extra damage when you hit a marked creature increases to 1d8. A marked creature has disadvantage on Constitution checks and Constitution saving throws. When you reduce a creature to 0 hit points with an attack using Agony, you can immediately make an additional melee attack with this weapon as a bonus action. Exalted. When Agony reaches an exalted state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +3. The extra damage when you hit a marked creature increases to 2d8. When you score a critical hit with this weapon, the target must succeed on a DC 17 Wisdom saving throw or become frightened of you for 1 minute. On a success, the target is immune to this effect for 24 hours. Vestige of Divergence. This item is a Vestige of Divergence, see Vestiges of Divergence for more information. | Starting dormant, this Item may become Awakened when a character reaches level 13 (T4) and Exalted when a character reaches level 17 (T5) Dormant 0-24 IP, Awakened 25-49 IP, Exalted 50-60 IP. (See Exaltable/Piety Item rules.) You may only have one exaltable item attuned at a time. Leveling up an item in this way requires gold paid in addition to the required IP: Awakened – 15 000gp Exalted – 80 000gp | TDCSR |
| Alchemical Compendium | 4 | Yes | Wizard | Wondrous Item | 2,250 GP | No | Requires attunement by a wizard Acrid odors cling to this stained, heavy volume. The book’s metal fittings are copper, iron, lead, silver, and gold, some frozen mid-transition from one metal to another. When found, the book contains the following spells: enlarge/reduce, feather fall, flesh to stone, gaseous form, magic weapon, and polymorph. It functions as a spellbook for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the transmutation school. As an action, you can touch a nonmagical object that isn’t being worn or carried and spend a number of charges to transform the target into another object. For 1 charge, the object can be no larger than 1 foot on a side. You can spend additional charges to increase the maximum dimensions by 2 feet per charge. The new object must have a gold value equal to or less than the original. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) Wizards may use this book to copy the following spells: enlarge/reduce, feather fall, flesh to stone, gaseous form, magic weapon, and polymorph. You must be the appropriate Wizard level to copy these spells | TCE |
| All-Purpose Tool +2 | 4 | Yes | Artificer | Wondrous Item | 2,500 GP | No | Requires attunement by an artificer While holding this tool, you gain a +2 bonus to the spell attack rolls and the saving throw DCs of your artificer spells. As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don’t know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can’t be used again until the next dawn. | Attunable by a Thief Rogue (lvl 13) | TCE |
| Amethyst Lodestone | 5 | Yes | None | Wondrous Item | 4,500 GP | No | This fist-sized chunk of amethyst is infused with an amethyst dragon’s ability to bend gravitational forces. While you are carrying the lodestone, you have advantage on Strength saving throws. The lodestone has 6 charges for the following properties, which you can use while you are holding the stone. The stone regains 1d6 expended charges daily at dawn. Flight. As a bonus action, you can expend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying speed equal to your walking speed, and you can hover. Gravitational Thrust. As an action, you can expend 1 charge to focus gravity around a creature you can see within 60 feet of you. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in a direction of your choice. Reverse Gravity. As an action, you can expend 3 charges to cast reverse gravity from the stone (save DC 18). | FTD | |
| Amulet of Betrayal | 3 | Yes | None | Wondrous Item | 3,500 GP | No | You can use a bonus action to move one of the following conditions from yourself to an ally within 60 feet of you: blinded, deafened, frightened, poisoned, stunned, exhaustion. When transferring exhaustion, move all your exhaustion levels. If the chosen ally is immune to a transferred condition, the transfer fails. | CoA | |
| Amulet of Proof Against Detection and Location | 3 | Yes | None | Wondrous Item | 1,500 GP | No | While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors. | DMG | |
| Amulet of the Devout +2 | 4 | Yes | Cleric, Paladin | Wondrous Item | 2,500 GP | No | Requires attunement by a cleric or paladin This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | TCE |
| Amulet of the Planes | 3 | Yes | None | Wondrous Item | 2,000 GP | No | While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence. | DMG | |
| Arcane Grimoire +2 | 4 | Yes | Wizard | Wondrous Item | 2,500 GP | No | Requires attunement by a wizard While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your wizard spells. You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | TCE |
| Armor of Invulnerability | 3 | Yes | None | Heavy Armor | 5,000 GP | No | AC 18 You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can’t be used again until the next dawn. The wearer has disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. | DMG | |
| Armor of Resistance (Must Specify Type) | 3 | Yes | None | Armor, Generic Variant | 2,500 GP + Base Cost | No | You have resistance to one type of damage while you wear this armor. | DMG | |
| Arrow-Catching Shield | 4 | Yes | None | Armor, Shield | 2,000 GP | No | AC +2 You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead. | DMG | |
| Atlas of Endless Horizons | 4 | Yes | Wizard | Wondrous Item | 1250 GP | No | Requires attunement by a wizard This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: arcane gate, dimension door, gate, misty step, plane shift, teleportation circle, and word of recall. It functions as a spellbook for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school. When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) Wizards may use this book to copy the following spells, which are wizard spells for you while you are attuned to the book: arcane gate, dimension door, gate, misty step, plane shift, and teleportation circle. You must be the appropriate Wizard level to copy these spells | TCE |
| Azorius Keyrune | 3 | Yes | Azorius | Wondrous Item | 2,500 GP | No | This keyrune is carved from white marble and lapis lazuli to resemble a noble bird of prey. It can become a giant eagle for up to 1 hour. While the transformed eagle is within 1 mile of you, you can communicate with it telepathically. As an action, you can see through the eagle’s eyes and hear what it hears until the start of your next turn, and you gain the benefit of its keen sight. During this time, you are deaf and blind with regard to your own senses. When you use an action to speak the item’s command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a giant eagle. If there isn’t enough space for the eagle, the keyrune doesn’t transform. The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the eagle takes the Dodge action and moves to avoid danger. At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can’t transform again until 36 hours have passed. | GGR | |
| Badge of the Watch | 4 | Yes | None | Wondrous Item | 2,500 GP | Yes | A badge of the Watch is given only to those who have earned the trust of the Open Lord of Waterdeep. The badge, signifying the rank of captain in Waterdeep’s City Watch, bears the emblem of Waterdeep and is meant to be worn or carried. While wearing the badge, you gain a +2 bonus to AC if you aren’t using a shield. If the badge is more than 5 feet away from you for more than 1 minute, it vanishes and harmlessly reappears on a surface within 5 feet of the Open Lord. While holding the badge, the Open Lord knows your location, provided the two of you are on the same plane of existence and your attunement to the badge hasn’t ended. As an action, the Open Lord can touch the badge and end your attunement to it. | WDH | |
| Bands of Fruitfulness | 4 | Yes | Bard, Cleric, Druid | Wondrous Item | 3500 GP | No | Requires attunement by a bard, cleric, or druid This gold bangle is etched with depictions of fruits, vegetables, and prepared foods. It has 6 charges. You can speak the command word and expend up to 6 charges to cause the bangle to fly from your wrist and transform into a gold table filled with fresh and lovingly made home-cooked dishes. This food never goes bad or spoils, nor does the table empty until the effect’s duration expires. The feast created by the bangle takes 10 minutes to consume for each charge expended to activate it. Up to 5 creatures can sit at the table. If they spend the full duration feasting, they gain the following benefits based on how many charges were spent to activate the bangle: 1 charge: Each creature heals 5d8 hit points. 2 charges: The benefit listed above, and each creature has advantage on saving throws made to resist being poisoned or frightened for 1 hour. 3 charges: All benefits listed above, and each creature is cured of all diseases and poisons currently affecting them. 4 charges: All benefits listed above, and each creature has their exhaustion level reduced by one. 5 charges: All benefits listed above, and each creature’s hit point maximum increases by 2d10 for 1 hour. Each creature also gains this number of hit points. 6 charges: All benefits listed above, but exhaustion is reduced by an additional level, and all the benefits which last for 1 hour last for 24 hours instead. Each time a charge is used, some of the etchings of food that decorate the band’s surface fade away. When the band is out of charges, it resembles a plain gold bangle. The band regains 2 charges each day at dawn, up to a maximum of 6 charges. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | HWT |
| Banner of Krig Rune | 3 | Yes | None | Wondrous Item | 3,500 GP | No | Crafted from a thick, red fabric, this banner measures 5 feet high and 3 feet wide. The krig (war) rune is displayed on the fabric with round, metal plates sewn into it. It can be attached to a 10-foot pole to serve as a standard. Furling or unfurling the banner requires an action. The banner has the following properties. Mark of Courage. As a bonus action, you can touch the unfurled banner and cause it to emanate courage. You and your allies are immune to the frightened condition while within 20 feet of it. This benefit lasts for 10 minutes or until the banner is furled. Once you use this property, you can’t use it again until you finish a short or long rest. Sentinel Standard. You can see invisible creatures while they are within 20 feet of the unfurled banner and within your line of sight. Standard’s Shield. As a bonus action, you can touch the unfurled banner and invoke this power. Any ranged attack roll that targets you or an ally of yours has disadvantage if the target is within 20 feet of the unfurled banner. This benefit lasts for 1 minute or until the banner is furled. Once you use this property, you can’t use it again until you finish a short or long rest. Gift of Battle. You can transfer the banner’s magic to a place by tracing the krig rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 500-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the banner to be within 5 feet of you and during which you choose creatures, creature types, or both that will benefit from the magic. At the end, the banner is destroyed, and the area gains the following property: While in the 500-foot-radius sphere, the creatures you chose during the transfer process are immune to the frightened condition and gain a +1 bonus to attack rolls and AC. | SKT | |
| Barrier Tattoo (Medium) | 3 | Yes | None | Tattoo, Wondrous Item | 800 GP | No | Produced by a special needle, this magic tattoo depicts protective imagery and uses ink that resembles liquid metal. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Protection. While you aren’t wearing armor, the tattoo grants you an Armor Class of 15 + your Dexterity modifier (maximum of +2). You can use a shield and still gain this benefit. | Rare Tattoo | TCE |
| Belashyrra's Beholder Crown | 4 | Yes | None | Wondrous Item | 7,000 GP | No | This symbiotic crown is carved from dark purple and mauve stone, with ten points like stalks set with gemstones resembling the eyestalks of a beholder. To attune to this item, you must wear it on your head for the entire attunement period, during which the crown’s hidden tendrils burrow into your scalp to bond with your skull. While wearing the crown, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Spells. The crown has 10 charges. While wearing it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 16): charm person (1 charge), disintegrate (6 charges), fear (3 charges), finger of death (7 charges), flesh to stone (6 charges), hold person (2 charges), ray of enfeeblement (2 charges), sleep (1 charge), slow (3 charges), telekinesis (5 charges). The crown regains 1d6 + 3 expended charges daily at dawn. Symbiotic Nature. The crown can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the crown ends, and it detaches from you. The daelkyr Belashyrra made these crowns. While on the same plane of existence as the crown, Belashyrra can see through its eyestalks. | DMG | |
| Belt of Dwarven Kind | 3 | Yes | None | Wondrous Item | 3,500 GP | No | While wearing this belt, you gain the following benefits: Your Constitution score increases by 2, to a maximum of 20. You have advantage on Charisma (Persuasion) checks made to interact with dwarves. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you’re capable of growing one, or a visibly thicker beard if you already have one. If you aren’t a dwarf, you gain the following additional benefits while wearing the belt: You have advantage on saving throws against poison, and you have resistance against poison damage. You have darkvision out to a range of 60 feet. You can speak, read, and write Dwarvish. | DMG | |
| Belt of Frost Giant Strength | 4 | Yes | None | Wondrous Item | 5,000 GP | No | While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score. | DMG | |
| Belt of Stone Giant Strength | 4 | Yes | None | Wondrous Item | 5,000 GP | No | While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score. | DMG | |
| Blast Scepter | 3 | Yes | None | Rod | 1,500 GP | No | The Blast Scepter can be used as an arcane focus. Whoever is attuned to the Blast Scepter gains resistance to fire and lightning damage and can, as an action, use it to cast thunderwave as a 4th-level spell (save DC 16) without expending a spell slot. | WDMM | |
| Blood Spear | 4 | Yes | None | Spear, Simple Weapon, Melee Weapon | 2,500 GP + Base Cost | Yes | 1d6 piercing Thrown (20/60 ft.), versatile (1d8) Kavan was a ruthless chieftain whose tribe lived in the Balinok Mountains centuries before the arrival of Strahd von Zarovich. Although he was very much alive, Kavan had some traits in common with vampires: he slept during the day and hunted at night, he drank the blood of his prey, and he lived underground. In battle, he wielded a spear stained with blood. His was the first blood spear, a weapon that drains life from those it kills and transfers that life to its wielder, imbuing that individual with the stamina to keep fighting. When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain 2d6 temporary hit points. Any creature can wield the spear, but only the character chosen by Kavan to wield it gains a +2 bonus to attack and damage rolls made with this magic weapon. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. 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. | Generic Melee Weapon Variants allowed | CoS |
| Bloodaxe | 4 | Yes | None | Greataxe, Martial Weapon, Melee Weapon | 2,500 GP + Base Cost | No | 1d12 slashing – heavy, two-handed You gain a +2 bonus to attack and damage rolls made with this magic axe. The axe deals an extra 1d6 necrotic damage to creatures that aren’t constructs or undead. If you reduce such a creature to 0 hit points with an attack using this axe, you gain 10 temporary hit points. This axe is forged from a dark, rust-colored metal and once belonged to the goliath barbarian Grog Strongjaw of Vox Machina. | Generic Melee Weapon Variants allowed | EGW |
| Bloodwell Vial +2 | 4 | Yes | Sorcerer | Wondrous Item | 2,500 GP | No | Requires attunement by a sorcerer To attune to this vial, you must place a few drops of your blood into it. The vial can’t be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can’t be used again until the next dawn. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | TCE |
| Bobbing Lily Pad | 3 | Yes | None | Wondrous Item | 1,000 GP | No | This magic vehicle is a 10-foot-diameter leaf that floats on water. It has tendrils that propel it across land and across the water’s surface (but not underwater), as well as through the air. It has a walking, flying, and swimming speed of 20 feet, and it can hover. It moves according to your spoken directions while you are riding it. The lily pad can transport up to 300 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity. | WBtW | |
| Boots of the Winterlands | 3 | Yes | None | Wondrous Item | 1,500 GP | No | These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: You have resistance to cold damage. You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit. | DMG | |
| Boots of Haste | 3 | Yes | None | Wondrous Item | 3000 GP | No | While you wear these boots, you can click your heels together to cast the haste spell on yourself as a bonus action. You don’t suffer from lethargy when the spell ends when cast using these boots. Once this property is used, it can’t be used again until next dawn. | TDCSR | |
| Boros Keyrune | 3 | Yes | Boros | Wondrous Item | 750 GP | No | (requires attunement by a member of the Boros guild) Carved from red sandstone with white granite elements to resemble a member of the Boros Legion, this keyrune can become a veteran (human) for up to 8 hours. In addition to fighting on your behalf, this veteran cheerfully offers tactical advice, which is usually sound. Anyone who talks with the transformed keyrune or examines it closely can easily recognize that it is an artificial human. When you use an action to speak the item’s command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a veteran (human). If there isn’t enough space for the veteran, the keyrune doesn’t transform. The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger. At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can’t transform again until 36 hours have passed. | GGR | |
| Bracers of Archery | 4 | Yes | None | Wondrous Item | 1,500 GP | No | While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. | DMG | |
| Bracers of Celerity | 3 | Yes | None | Wondrous Item | 1,250 GP | No | This pair of lightweight bronze bracers is lined with soft, purple velvet and engraved with swirling designs. While you’re wearing these bracers, all your speeds increase by 10 feet, and you have advantage on saving throws you make to avoid or end the paralyzed or restrained condition on yourself. | PaBTSO | |
| Bracers of Defense | 3 | Yes | None | Wondrous Item | 2,000 GP | No | While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. | DMG | |
| Brooch of Living Essence | 3 | Yes | None | Wondrous Item | 750 GP | No | While wearing this nondescript brooch, spells and anything else that would detect or reveal your creature type treat you as humanoid, and those that would reveal your alignment treat it as neutral. | EGW | |
| Brooch of Shielding | 3 | Yes | None | Wondrous Item | 1500 GP | No | While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. | DMG | |
| Butcher's Bib | 4 | Yes | None | Wondrous Item | 4,500 GP | No | This black leather apron is perpetually covered by blood, even after being washed off. You gain the following benefits while wearing the apron: Once per turn when you roll damage for a melee attack with a weapon, you can reroll the weapon’s damage dice. If you do so, you must use the second total. Your weapon attacks that deal slashing damage score a critical hit on a roll of 19 or 20 on the d20. | EGW | |
| Cape of Enlargement | 3 | Yes | None | Wondrous Item | 4,000 GP | No | Ancient runes are stitched in silver thread along the hem of this grayish-purple cape. The cape has 3 charges. As a bonus action while wearing the cape, you can expend 1 of its charges to enlarge yourself, granting yourself the following benefits: Your size increases by one category—from Medium to Large, for example. If there isn’t enough room for your size to increase by one category, you instead become the maximum possible size in the space available. You have advantage on Strength checks and Strength saving throws. When you hit with an attack roll using a weapon or an unarmed strike, you can add your proficiency bonus to the attack’s damage. These benefits last for 10 minutes or until you use another bonus action to dismiss them. The cape regains 1d3 expended charges daily at dawn. | PaBTSO | |
| Cauldron of Rebirth | 4 | Yes | Druid, Warlock | Wondrous Item | 3,000 GP | No | Requires attunement by a druid or warlock This Tiny pot bears relief scenes of heroes on its cast iron sides. You can use the cauldron as a spellcasting focus for your spells, and it functions as a suitable component for the scrying spell. When you finish a long rest, you can use the cauldron to create a potion of greater healing. The potion lasts for 24 hours, then loses its magic if not consumed. As an action, you can cause the cauldron to grow large enough for a Medium creature to crouch within. You can revert the cauldron to its normal size as an action, harmlessly shunting anything that can’t fit inside to the nearest unoccupied space. If you place the corpse of a humanoid into the cauldron and cover the corpse with 200 pounds of salt (which costs 10 GP) for at least 8 hours, the salt is consumed and the creature returns to life as if by raise dead at the next dawn. Once used, this property can’t be used again for 7 days. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | DMG |
| Chronicle of Fools | 4 | Yes | None | Wondrous Item | 7500 GP | Yes | A poorly bound leather journal, the chronicle of fools is filled with stories from countless adventurers and chroniclers, spanning centuries. The back of the book perpetually has blank pages that hunger for more stories. The cover is indestructible, and if the pages are damaged or removed, they will re-form a few minutes later. The writing on the pages can’t be obscured, smudged, or altered in any way. Only those attuned to the book can write in it. As an action, you can consult the stories within to grant yourself or a creature who can hear you advantage on any ability check. The target also adds double their proficiency bonus to this check, unless they already have expertise in the skill. Curse. Attuning to the book curses you. You are reluctant to part with the chronicle for as long as you remain attuned to it and are compelled to keep the journal on you at all times. Some force inside the book urges you to write detailed entries about anything that happens in your life, including intimate details about you, your friends, and anything of note you may have come across. The book compels you to write in total honesty and to divulge vulnerabilities, flaws, and even damaging secrets in your entries. | The Book can only grant the benefit of Advantage and Expertise to one creature at a time. | HWT |
| Claw of the Wyrm Rune | 4 | Yes | None | Wondrous Item | 2,750 GP | No | This dragon’s claw has been covered with a coat of molten silver, upon which has been inscribed the wyrm (dragon) rune. The claw has the following properties. Wyrmslayer. As an action, you can point the claw at a dragon within 30 feet of you. The dragon must then succeed on a DC 15 Constitution saving throw or gain vulnerability to all damage types until the end of your next turn. This property can be used three times. The claw regains all expended uses at the next dawn. Wyrm Shield. While the claw is displayed on your person, you have resistance to the damage caused by any dragon’s breath weapon. Wyrm Ward. You can transfer the claw’s magic to a place by tracing the wyrm rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 100-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the claw to be within 5 feet of you. At the end, the claw is destroyed, and the area gains the following property: While in the 100-foot-radius sphere, any dragon has disadvantage on saving throws and can have a flying speed no higher than 10 feet. | SKT | |
| Cloak of Arachnida | 3 | Yes | None | Wondrous Item | 2,250 GP | No | You have resistance to poison damage. You have a climbing speed equal to your walking speed. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You can’t be caught in webs of any sort and can move through webs as if they were difficult terrain. You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can’t be used again until the next dawn. | DMG | |
| Cloak of Displacement | 4 | Yes | None | Wondrous Item | 2,000 GP | No | While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. | DMG | |
| Cloak of Elvenkind | 4 | Yes | None | Wondrous Item | 1,500 GP | No | While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action. | DMG | |
| Cloak of Invisibility | 5 | Yes | None | Wondrous Item | 5,000 GP | No | While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action. Deduct the time you are invisible, in increments of 1 minute, from the cloak’s maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak goes unused, it regains 1 hour of duration. | DMG | |
| Cloak of the Bat | 3 | Yes | None | Wondrous Item | 1,750 GP | No | While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak’s edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can’t be used this way again until the next dawn. | DMG | |
| Conch of Teleportation | 4 | Yes | None | Wondrous Item | 1,000 GP | Yes | This item is an ordinary, albeit rather large, conch shell that has been inscribed with the uvar rune. The conch measures 2½ feet long and weighs 20 pounds. As an action, you can cast the teleport spell by blowing into the shell. The destination is fixed, and there is no chance of either a mishap or the spell being off target. Anyone teleported by the conch appears in a specific location designated by the item’s creator at the time the uvar rune is inscribed on the conch. It doesn’t allow teleportation to any other destination. Once its spell is cast, the conch can’t be used again until the next dawn. | SKT | |
| Crown of Daffodils | 3 | Yes | None | Wondrous Item | 1500 GP | No | This enchanted flower crown is woven from leafy, flowering vines which sprout 1d4 blooming daffodils. As long as the crown has at least one daffodil in bloom while you wear it, you gain a +1 bonus to ability checks and saving throws. You can remove a daffodil from the crown as an action and bestow it to another creature. The creature can choose to magically affix the given daffodil to themselves. The daffodil can become a boutonniere, a hair ornament, or corsage. The creature possessing a freshly plucked daffodil gains a +1 bonus to ability checks and saving throws. The flower withers away 1 hour after it was removed from the crown and no longer grants a bonus effect. Each day at dawn, 1d4 daffodils bloom on the crown, up to a maximum of 4 daffodils. When the last daffodil is removed from the crown, roll a d20. On a 1, the crown withers away and is destroyed. | HWT | |
| Crown of Whirling Comets | 4 | Yes | None | Wondrous Item | 3,500 GP | No | The crown has 6 charges for the following properties, which you can use while wearing the crown: Star Flight. As a bonus action, you can spend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying speed equal to your walking speed, and you can hover. While flying, you glow faintly with starlight. Starlight Strike. As an action, you can spend any number of charges to launch bolts of frigid starlight. You launch a number of bolts equal to the number of charges spent, and you can direct the bolts to target one creature or several, so long as all creatures are within 120 feet of you and you can see them. The bolts automatically strike their targets, and each bolt deals 2d4 cold damage. Whirling Hail. As an action, you can spend 3 charges and cast the Ice Storm spell (save DC 16). The crown regains 1d6 expended charges daily at dawn. | BMT | |
| Crystal Ball of Mind Reading | 4 | Yes | None | Wondrous Item | 2,000 GP | No | This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. You can use an action to cast the detect thoughts spell (save DC 17) while you are scrying with the crystal ball, targeting creatures you can see within 30 feet of the spell’s sensor. You don’t need to concentrate on this detect thoughts to maintain it during its duration, but it ends if scrying ends. | DMG | |
| Crystal Ball of Telepathy | 4 | Yes | None | Wondrous Item | 2,500 GP | No | This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell’s sensor. You can also use an action to cast the suggestion spell (save DC 17) through the sensor on one of those creatures. You don’t need to concentrate on this suggestion to maintain it during its duration, but it ends if scrying ends. Once used, the suggestion power of the crystal ball can’t be used again until the next dawn. | DMG | |
| Crystal Ball of True Seeing | 3 | Yes | None | Wondrous Item | 1,750 GP | No | This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor. | DMG | |
| Cube of Force | 7 | Yes | None | Wondrous Item | 95,000 GP | No | This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn. You can use an action to press one of the cube’s faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube’s sixth face, or the cube runs out of charges. You can change the barrier’s effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can’t pass through the cube, you can’t move any closer to that object as long as the barrier remains. Cube of Force Faces Face Charges Effect 1 1 Gases, wind, and fog can’t pass through the barrier. 2 2 Nonliving matter can’t pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. 3 3 Living matter can’t pass through the barrier. 4 4 Spell effects can’t pass through the barrier. 5 5 Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. 6 0 The barrier deactivates. The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below. Spell or item Charges Lost Disintegrate 1d12 Horn of blasting 1d10 Passwall 1d6 Prismatic spray 1d20 Wall of fire 1d4 | DMG | |
| Dagger of Denial | 4 | Yes | None | Weapon (Dagger), Simple Weapon, Melee Weapon | 1500 GP | No | This silver stiletto blade bears intricate grooves that spiral from its tip to its ivory hilt and handle. You gain a +2 bonus to attack and damage rolls made with this magic weapon. As an action, you can place the point of the blade into any keyhole and seal it shut. A keyhole sealed in this way can’t be unlocked until this dagger is placed into that keyhole once more (though a sealed door or container can still be broken, bypassing the lock). Sealing a keyhole unseals any keyholes previously sealed with this weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. | TDCSR | |
| Dawnbringer | 4 | Yes | Non-Evil | Longsword, Martial Weapon, Melee Weapon | 2,500 GP + Base Cost | Yes | Lost for ages in the Underdark, Dawnbringer appears to be a gilded longsword hilt. While grasping the hilt, you can use a bonus action to make a blade of pure radiance spring from the hilt, or cause the blade to disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with Dawnbringer. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. While holding the weapon, you can use an action to touch a creature with the blade and cast lesser restoration on that creature. Once used, this ability can’t be used again until the next dawn. Sentience. Dawnbringer is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. The sword can speak, read, and understand Common, and it can communicate with its wielder telepathically. Its voice is kind and feminine. It knows every language you know while attuned to it. Personality. Forged by ancient sun worshippers, Dawnbringer is meant to bring light into darkness and to fight creatures of darkness. It is kind and compassionate to those in need, but fierce and destructive to its enemies. Long years lost in darkness have made Dawnbringer frightened of both the dark and abandonment. It prefers that its blade always be present and shedding light in areas of darkness, and it strongly resists being parted from its wielder for any length of time. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. 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. | OotA | |
| Demonbone Polearm | 4 | Yes | None | Glaive or Halberd, Martial Weapon, Melee Weapon, Generic Variant | 3,000 GP + Base Cost | No | You have a +2 bonus to attack and damage rolls made with this magic weapon. In addition, when you’re damaged by a creature in reach, you may use your reaction to make one melee attack against it with this weapon. Curse. You’re unwilling to part with this weapon while attuned to it. While attuned, you have disadvantage on attack rolls with weapons other than this one. Whenever a hostile creature damages you, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action on each of your turns to attack the creature nearest to you with the weapon. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You’re berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. Alternatively, an ally can use an action to make a DC 15 Charisma (Persuasion) check and if successful, you’re no longer berserk. Only the Remove Curse spell allows you to end attunement to this item. Corrupting. This item corrupts. See the “Infernal Item Corruption” section. | Glaive or Halberd Weapon Variants allowed | CoA |
| Dimir Keyrune | 3 | Yes | Dmir | Wondrous Item | 750 GP | No | (requires attunement by a member of the Dimir guild) This keyrune, carved from black stone accented with steel, resembles a stylized horror. On command, it transforms into an intellect devourer that resembles the Dimir guild symbol, with six bladelike legs. The creature exists for up to 24 hours. During that time, it pursues only a single mission you give it—usually an assignment to take over someone’s body, either to impersonate that person for a brief time or to extract secrets from their mind. When the mission is complete, the creature returns to you, reports its success, and reverts to its keyrune form. When you use an action to speak the item’s command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a intellect devourer. If there isn’t enough space for the creature, the keyrune doesn’t transform. The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger. At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can’t transform again until 36 hours have passed. | GGR | |
| Donjon's Sundering Sphere | 3 | Yes | None | Wondrous Item | 1,000 GP | No | This marble-size crystal sphere glows with extraplanar energy. As part of attuning to this item, you press the crystal sphere to the hilt of a nonmagical melee weapon of your choice, magically attaching the sphere to the weapon. The weapon becomes a magic weapon with a +1 bonus to attack and damage rolls. While wielding this weapon, you gain the following benefits: Dimensional Anchor. You have advantage on saving throws against spells or effects that would send you to an extradimensional space, a demiplane, or another plane of existence against your will. Isolating Smite. When you hit a creature with this weapon, you can force the creature to make a DC 16 Charisma saving throw. On a failed save, the creature is banished to a harmless demiplane until the end of its next turn. When the banished creature returns, it reappears in the space it left or the nearest unoccupied space if that space is occupied. Once this property is used, it can’t be used again until the next dawn. When you end your attunement to the sphere, the sphere harmlessly detaches from the weapon, and the weapon reverts to a nonmagical piece of equipment. | BMT | |
| Dragon Scale Mail (Must Specify Type) | 3 | Yes | None | Scale Mail, Medium Armor, Variant | 10,750 GP | No | AC 14 + Dex (max 2) Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to (Chromatic damage type) damage. Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest (Color chosen) dragon within 30 miles of you. This special action can’t be used again until the next dawn. The wearer has disadvantage on Dexterity (Stealth) checks. Multiple variations of this item exists (Black, Blue, Brass, Bronze, Copper, Gold, Green, Red, Silver, White) | DMG | |
| Dragon Wing Bow | 3 | Yes | None | Bow, Ranged Weapon, Generic Variant | 2,750 GP + Base Cost | No | The limb tips of this magic bow are shaped like a dragon’s wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon’s breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow—acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target. | Generic Ranged Bow or Crossbow Weapon Variants allowed | FTD |
| Dragonhide Belt +2 | 4 | Yes | Monk | Wondrous Item | 2,500 GP | No | Requires attunement by a monk This finely detailed belt is made of dragonhide. While wearing it, you gain a +2 bonus to the saving throw DCs of your ki features. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | FTD |
| Dragonstaff of Ahghairon | 3 | Yes | None | Staff, Simple Weapon, Melee Weapon | 2,500 GP | Yes | 1d6 bludgeoning – versatile (1d8) While holding the dragonstaff of Ahghairon, you have advantage on saving throws against the spells and breath weapons of dragons, as well as the breath weapons of other creatures of the dragon type (such as dragon turtles). A creature of the dragon type that you touch with the staff can move through the city of Waterdeep, ignoring Ahghairon’s dragonward. This effect lasts until the creature is touched again by the staff or until a time you proclaim when you confer the benefit. The staff has 10 charges. While holding it, you can expend 1 charge as an action to cast the command spell. If you target a dragon with this casting, the dragon has disadvantage on its saving throw. The staff regains 1d10 charges daily at dawn. | WDH | |
| Drown | 3 | Yes | None | Trident, Martial Weapon, Melee Weapon | 2,500 GP | Yes | 1d6 piercing Thrown (20/60 ft.), versatile (1d8) A steel trident decorated with bronze barnacles along the upper part of its haft, Drown has a sea-green jewel just below the tines and a silver shell at the end of its haft. It floats on the surface if dropped onto water, and it floats in place if it is released underwater. The trident is always cool to the touch, and it is immune to any damage due to exposure to water. Drown contains a spark of Olhydra, the Princess of Evil Water. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with it, the targets take an extra 1d8 cold damage. Water Mastery. You gain the following benefits while you hold Drown: You can speak Aquan fluently. You have resistance to cold damage. You can cast dominate monster (save DC 17) on a water elemental. Once you have done so, Drown can’t be used this way again until the next dawn. Tears of Endless Anguish. While inside a water node, you can perform a ritual called the Tears of Endless Anguish, using Drown to create a devastation orb of water. Once you perform the ritual, Drown can’t be used to perform the ritual again until the next dawn. Flaw. Drown makes its wielder covetous. While attuned to the weapon, you gain the following flaw: “I demand and deserve the largest share of the spoils, and I refuse to part with anything that’s mine.” In addition, if you are attuned to Drown for 24 consecutive hours, barnacles form on your skin. The barnacles can be removed with a greater restoration spell or similar magic, but not while you are attuned to the weapon. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. 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. | PotA | |
| Duskcrusher | 4 | Yes | None | Warhammer, Martial Weapon, Melee Weapon | 5,000 GP | No | 1d8 radiant – versatile (1d10) This item takes the form of a leather-wrapped metal rod emblazoned with the symbol of Pelor, the Dawn Father. While grasping the rod, you can use a bonus action to cause a warhammer head of crackling radiance to spring into existence. The warhammer’s radiant head emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. You can use an action to make the radiant head disappear. While the radiant head is active, you gain a +2 bonus to attack and damage rolls made with this magic weapon, and attacks with the weapon deal radiant damage instead of bludgeoning damage. An undead creature hit by the weapon takes an extra 1d8 radiant damage. While you are holding Duskcrusher and its radiant head is active, you can use an action to cast the sunbeam spell (save DC 15) from the weapon, and this action can’t be used again until the next dawn. | EGW | |
| Dyrrn's Tentacle Whip | 4 | Yes | None | Whip, Martial Weapon, Melee Weapon | 1,750 GP | No | 1d4 slashing Finesse, reach This long, whip-like strand of tough muscle bears a sharp stinger at one end. To attune to this symbiotic weapon, you wrap the whip around your wrist for the entire attunement period, during which time the whip painfully embeds its tendrils into your arm. You gain a +2 bonus to attack and damage rolls made with this magic whip, but attack rolls made against aberrations with this weapon have disadvantage. A creature hit by this weapon takes an extra 1d6 psychic damage. When you roll a 20 on the d20 for an attack roll with this weapon, the target is stunned until the end of its next turn. As a bonus action, you can sheathe the whip by causing it to retract into your arm, or draw the whip out of your arm again. Symbiotic Nature. The whip can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the whip ends, and it detaches from you. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon. | DMG | |
| Earthboard | 5 | Yes | None | Wondrous Item | 30,000 GP | No | An earthboard is a slab of granite about three inches thick, nine feet long, and two feet wide, with smooth, tapered ends. However, its mundane appearance belies its unique elemental power, which reduces its weight to 40 pounds while a creature is attuned to it. The Earth Ashari of Terrah can often be seen with these stone boards upon their backs as they trek into the crags of the Cliffkeep Mountains. While standing on an earthboard, you gain the following benefits: Your speed increases to 60 feet as the board skims across solid ground (but not liquid surfaces). If you ramp off a surface of solid earth, you can long jump up to 60 feet. When you end this jump, you can choose to slam into the ground, creating a shockwave. Each creature standing on the ground within 20 feet of you must succeed on a DC 14 Strength saving throw or fall prone. You have a burrowing speed of 20 feet that allows you to tunnel through earth or solid rock, leaving a 5-foot-diameter tunnel in your wake. As an action, you can increase this burrowing speed to 60 feet until the start of your next turn. The earthboard always moves with you until you decide to dismount it (no action required). These benefits last until you end your turn not standing on the earthboard. | Weighs 765lb when not attuned. | TDCSR |
| Eye of Starsight | 3 | Yes | None | Wondrous Item | 1500 GP | Yes | This black bronze amulet is made of intricate cogwork and has a single polished glass orb the size of an eye set tightly in its center. This item has 3 charges and regains 1d3 charges each night at dusk. Cosmic Insight. When you wear this amulet, the orb inside grants you supernatural awareness of your surroundings. When you make a skill check, attack roll, or saving throw, you can spend your reaction and expend a charge to re-roll the result. You must do this after your first die has been rolled, but before the outcome has been determined. You must take the result of the new roll. Stellar Eye. Speaking a command word causes the cogwork around the glass orb to open slightly, allowing the orb to be removed. Speaking the command word again closes it. While the amulet is open, you can use your bonus action to command the orb to float out of its setting, or return to a resting state. While the orb is floating, you can spend an action to move it up to 30 feet in any direction, and you can expend a single charge to mentally receive visual information from the orb for 10 minutes. The orb has truesight out to 30 feet and is blind beyond this radius. It can see in all directions at once. There is no limit to how far away from you the orb can move, but it can’t enter a different plane of existence from you. The orb’s movement can be blocked by a solid barrier, but it can pass through an opening as small as 1 inch in diameter. While the orb is outside of the amulet, you cannot benefit from its other property. | HWCS | |
| Fangs of Guile | 3 | Yes | None | Wondrous Item | 5000 GP | No | This rare necklace was created by supplicants of Kren, who obtained knowledge of their craft in a ritual exchange. The necklace imbues its wearer with equal parts guile and ferocity. While you wear the necklace, you have advantage on Deception, Insight, and Persuasion skill checks. The necklace has 3 charges. It regains 1d3 charges nightly, at dusk. You can spend an action to expend 1 to 3 charges and cause a large red spectral maw to bite a creature you can see within 5 feet of you. The spectral jaws make an attack roll with a +7 bonus. On a hit, the target takes 3d6 magical piercing damage for each charge spent. You gain an amount of temporary hit points equal to the damage dealt. If the necklace has no charges at dusk, roll 1d6. On a 1 the fangs yellow and dull, and the necklace loses its magic forever. | HWT | |
| Fate Cutter Shears | 4 | Yes | None | Dagger, Simple Weapon, Melee Weapon | 4,500 GP | No | 1d4 piercing – finesse, light, thrown (20/60 ft.) Ever Sharp. When you hit with an attack using the shears, the target takes an extra 1d6 force damage. Sever Threads. When you hit a creature with the shears, you can cut that creature’s fate. Until the target finishes a long rest, attack rolls against it score a critical hit on a roll of 19 or 20 on the d20. Once this property is used, it can’t be used again until the next dawn. | BMT | |
| Fate Dealer's Deck +2 | 4 | Yes | Cleric, Paladin | Wondrous Item | 2,500 GP | No | Requires attunement by a cleric or paladin The backs of these cards are inscribed with glyphs representing the Inner Planes, the Outer Planes, or the holy symbols of various deities. While holding this deck, you can use it as a spellcasting focus, and you gain a +2 bonus to spell attack rolls and to your spell save DC. In addition, while you’re holding the deck, you can draw a card as an action to expend and roll one of your Hit Dice and add the deck’s bonus to the number rolled. One creature you can see within 30 feet of you either takes radiant damage or regains hit points (your choice) equal to the total. | BMT | |
| Feather of Diatryma Summoning | 3 | Yes | None | Wondrous Item | 800 GP | No | This bright plume is made from the feather of a diatryma (pronounced dee-ah-TRY-mah), a Large, colorful, flightless bird native to the Underdark. If you use an action to speak the command word and throw the feather into a Large unoccupied space on the ground within 5 feet of you, the feather becomes a living diatryma for up to 6 hours, after which it reverts to its feather form. It reverts to feather form early if it drops to 0 hit points or if you use an action to speak the command word again while touching the bird. When the diatryma reverts to feather form, the magic of the feather can’t be used again until 7 days have passed. The diatryma uses the statistics of an axe beak, except that its beak deals piercing damage instead of slashing damage. | WDH | |
| Feywrought Armor | 3 | Yes | None | Armor, Generic Variant | 1500 GP + Base Cost | No | This colorful, flowery armor was forged in the Feywild and is infused with that plane’s captivating magic. While wearing this armor, you have advantage on saving throws you make to avoid or end the charmed condition on yourself. This armor has 3 charges. You can use an action to expend a charge to cast the Compulsion spell (save DC 15) from this armor. The armor regains 1d3 expended charges daily at dawn. | BMT | |
| Fool's Blade | 4 | Yes | None | Sword, Martial Weapon, Melee Weapon, Generic Variant | 3,500 GP + Base Cost | No | You have a +2 bonus to attack and damage rolls made with this magic weapon. While wielding it, you also gain the following benefits: Fool’s Feint. As a bonus action, you can feint, choosing a creature within 5 feet of you as your target. Until the start of your next turn, you have advantage on attack rolls against the target. Once this bonus action is used, it can’t be used again until the next dawn. Misdirect. When a creature within 60 feet of you targets you with an attack roll, you can use your reaction to require that creature to make a DC 15 Intelligence saving throw. On a failed save, the attack instead targets another creature of your choice that is within the attacker’s reach. Once this reaction has been used, it can’t be used again until the next dawn. | Generic Melee Weapon Variants allowed | BMT |
| Frost Brand | 3 | Yes | None | Sword, Martial Weapon, Melee Weapon, Generic Variant | 2,000 GP + Base Cost | No | When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. | Generic Melee Weapon Variants allowed | DMG |
| Gem of Seeing | 4 | Yes | None | Wondrous Item | 2,500 GP | No | This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. | DMG | |
| Golgari Keyrune | 3 | Yes | Golgari | Wondrous Item | 750 GP | No | (requires attunement by a member of the Golgari guild) Made from deep green jade with black veins, this keyrune has an insectile shape. It can transform into a giant scorpion for up to 6 hours. The scorpion has an Intelligence of 4 and can communicate with you telepathically while it is within 60 feet of you, though its messages are largely limited to describing the passage of potential prey. When you use an action to speak the item’s command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a giant scorpion. If there isn’t enough space for the creature, the keyrune doesn’t transform. The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger. At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can’t transform again until 36 hours have passed. | GGR | |
| Gruul Keyrune | 3 | Yes | Gruul | Wondrous Item | 750 GP | No | (requires attunement by a member of the Gruul guild) This crude keyrune is cobbled together from bits of rubble, broken glass, bone, and animal hair. One end resembles a horned beast. On command, the keyrune transforms into a ceratok, a horned creature much like a rhinoceros (and with the same statistics). It remains in its ceratok form for 1 hour. When you use an action to speak the item’s command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a ceratok. If there isn’t enough space for the creature, the keyrune doesn’t transform. The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger. At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can’t transform again until 36 hours have passed. | GGR | |
| Harp of Gilded Plenty | 4 | Yes | None | Wondrous Item | 6,000 GP | Yes | This golden harp is sculpted in the image of the god Iallanis, depicted as a young cloud giant woman. When a creature comes within 5 feet of the harp, the instrument animates and is capable of speaking, singing, and playing by itself. Whenever you attempt to attune to the harp, you must first make either a DC 15 Charisma (Performance) check or a DC 20 Charisma (Persuasion) check to convince the harp that you are worthy, attuning to the harp on a success. If you fail, you can’t attempt to attune to the harp again until the next dawn. Once you have successfully attuned to the harp, the harp resizes to suit you. Stalwart Song. Whenever you make a Charisma check while attuned to the harp, you can treat a roll of 9 or lower on the die as a 10. Feast of Plenty. If you spend 10 minutes playing the harp, you can cast the heroes’ feast spell from it. Once this property is used, it can’t be used again until 1d10 + 10 days have passed. Soothing Melody. As an action, you can use the harp to cast the calm emotions spell (save DC 19). When the spell is cast using the harp, its duration increases to 1 hour, provided you maintain concentration on the spell. This property can be used five times, and it regains all uses at dawn. Sentience. The harp is a sentient, chaotic good object with an Intelligence of 13, a Wisdom of 15, and a Charisma of 20. It has hearing and darkvision to a range of 120 feet. The harp can speak, read, and understand Common and Giant. It can also communicate telepathically with the creature attuned to it. The harp has a dramatic and pompous personality, taking extreme pride in the quality of music produced from its strings. If the harp is shorter than 6 feet tall, it bemoans its height. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. See the Tool Proficiencies entry for more information. Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. History. Your expertise aids you in recalling lore related to your instrument. Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act. Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. Musical Instrument Activity DC Identify a tune 10 Improvise a tune 20 | BGG | |
| Hazirawn | 5 | Yes | None | Greatsword, Martial Weapon, Melee Weapon | 10,500 GP | No | 2d6 slashing – heavy, two-handed A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if you aren’t attuned to the sword, you gain a +1 bonus to attack and damage rolls made with this weapon. If you are not attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with the weapon. Increased Potency. While you are attuned to this weapon, its bonus on attack and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6). Spells. Hazirawn has 4 charges to cast spells. As long as the sword is attuned to you and you are holding it in your hand, you can cast detect magic (1 charge), detect evil and good (1 charge), or detect thoughts (2 charges). Each night at midnight, Hazirawn regains 1d4 expended charges. Wounding. While you are attuned to the weapon, any creature that you hit with Hazirawn can’t regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success. | HotDQ | |
| Heart Weaver's Primer | 4 | Yes | Wizard | Wondrous Item | 1250 GP | No | (requires attunement by a wizard) 3 lb. This pristine book smells faintly of a random scent you find pleasing. When found, the book contains the following spells: antipathy/sympathy, charm person, dominate person, enthrall, hypnotic pattern, modify memory, and suggestion. It functions as a spellbook for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the enchantment school. When you cast an enchantment spell, you can expend 1 charge to impose disadvantage on the first saving throw one target makes against the spell. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) Wizards may use this book to copy the following spells: antipathy/sympathy, charm person, dominate person, enthrall, hypnotic pattern, modify memory, and suggestion. You must be the appropriate Wizard level to copy these spells | TCE |
| Hell Hound Cloak | 2 | Yes | None | Wondrous Item | 666 GP | No | This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form. Curse. This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times. The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can’t willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a hell hound. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation. | TftYP | |
| Helm of Devil Command | 4 | Yes | Infernal | Wondrous Item | 2,666 GP | No | (requires attunement by a creature that can speak Infernal) This bulky, eyeless helmet is made for a pit fiend but magically resizes to fit the heads of other wearers. While wearing the helm, you can see out of it as though you weren’t wearing it. In addition, you know the exact location and type of all devils within 1,000 feet of you. You can telepathically communicate with a devil within range, or you can broadcast your thoughts to all devils within range. The devils receiving your broadcasted thoughts have no special means of replying to them. The helm has 3 charges. As an action, you can expend 1 charge to cast dominate monster (save DC 21), which affects devils only. (The spell fails and the charge is wasted if you target any creature that’s not a devil.) If a devil can see you when you cast this spell on it, the devil knows you tried to charm it. The helm regains all its charges 24 hours after its last charge is expended. If you are not a devil, using the helm’s dominate monster property in the Nine Hells has a 20 percent chance of attracting a narzugon, which arrives on the back of a nightmare mount in 1d4 hours. The narzugon tries to recover the helm, killing you if necessary to obtain it. If it gets the helm, the narzugon tries to deliver it to its infernal master. | BGDIA | |
| Helm of Teleportation | 5 | Yes | None | Wondrous Item | 3,500 GP | No | This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. The helm regains 1d3 expended charges daily at dawn. | DMG | |
| Helm of Underwater Action | 3 | Yes | None | Wondrous Item | 1,500 GP | No | While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet. | GoS | |
| Holy Symbol of Ravenkind | 2 | Yes | Cleric, Paladin, Good | Wondrous Item | 450 GP | No | (requires attunement by a cleric or paladin of good alignment) The Holy Symbol of Ravenkind is a unique holy symbol sacred to the good-hearted faithful of Barovia. It predates the establishment of any church in Barovia. According to legend, it was delivered to a paladin named Lugdana by a giant raven—or an angel in the form of a giant raven. Lugdana used the holy symbol to root out and destroy nests of vampires until her death. The high priests of Ravenloft kept and wore the holy symbol after Lugdana’s passing. The holy symbol is a platinum amulet shaped like the sun, with a large crystal embedded in its center. The holy symbol has 10 charges for the following properties. It regains 1d6 + 4 charges daily at dawn. Hold Vampires. As an action, you can expend 1 charge and present the holy symbol to make it flare with holy power. Vampires and vampire spawn within 30 feet of the holy symbol when it flares must make a DC 15 Wisdom saving throw. On a failed save, a target is paralyzed for 1 minute. It can repeat the saving throw at the end of its turns to end the effect on itself. Turn Undead. If you have the Turn Undead or the Turn the Unholy feature, you can expend 3 charges when you present the holy symbol while using that feature. When you do so, undead have disadvantage on their saving throws against the effect. Sunlight. As an action, you can expend 5 charges while presenting the holy symbol to make it shed bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight and lasts for 10 minutes or until you end the effect (no action required). | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | CoS |
| Illusionist´s bracers | 4 | Yes | None | Wondrous Item | 8,500 GP | No | A powerful illusionist of House Dimir originally developed these bracers, which enabled her to create multiple minor illusions at once. The bracers’ power, though, extends far beyond illusions. While wearing the bracers, whenever you cast a cantrip, you can use a bonus action on the same turn to cast that cantrip a second time. | GGR | |
| Infernal Amulet | 4 | Yes | None | Wondrous Item | 1,250 GP | No | While wearing this amulet, you can use it as a spellcasting focus for your spells, and it grants a +2 bonus to your spell save DC and spell attack bonus. Curse. You’re unwilling to part with this amulet while attuned to it and you wear it always. While wearing the amulet you have disadvantage on Strength saving throws and Strength checks. Only the Remove Curse spell allows you to remove the item and end attunement. Corrupting. This item corrupts. See the “Infernal Item Corruption” section. | CoA | |
| Infernal Plate Armor | 3 | Yes | None | Plate Armor, Heavy Armor | 3,500 GP | No | AC 18 While wearing this armor, you gain a +2 bonus to AC. Curse. Once you wear this armor, and are attuned to it, you can’t remove it. Only the Remove Curse spell allows you to end the attunement and finally doff it. While wearing the armor, you’re vulnerable to the following damage types: force, lightning, psychic, radiant, and thunder. Corrupting. This item corrupts. See the “Infernal Item Corruption” section. The wearer has disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. | CoA | |
| Instrument of the Bards, Canaith Mandolin | 3 | Yes | Bard | Instrument, Wondrous Item | 2,500 GP | No | (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. In addition, the Canaith mandolin can be used to cast cure wounds (3rd level), dispel magic, and protection from energy (lightning only). If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. See the Tool Proficiencies entry for more information. Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. History. Your expertise aids you in recalling lore related to your instrument. Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act. Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. Musical Instrument Activity DC Identify a tune 10 Improvise a tune 20 | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | DMG |
| Instrument of the Bards, Doss Lute | 3 | Yes | Bard | Instrument, Wondrous Item | 2,500 GP | No | (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. In addition, the Doss lute can be used to cast animal friendship, protection from energy (fire only), and protection from poison. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. See the Tool Proficiencies entry for more information. Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. History. Your expertise aids you in recalling lore related to your instrument. Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act. Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. Musical Instrument Activity DC Identify a tune 10 Improvise a tune 20 | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | DMG |
| Instrument of the Bards, Mac-Fuirmidh Cittern | 3 | Yes | Bard | Instrument, Wondrous Item | 2,500 GP | No | (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. In addition, the Mac-Fuirmidh cittern can be used to cast barkskin, cure wounds, and fog cloud. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. See the Tool Proficiencies entry for more information. Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. History. Your expertise aids you in recalling lore related to your instrument. Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act. Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. Musical Instrument Activity DC Identify a tune 10 Improvise a tune 20 | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | DMG |
| Instrument of the Bards, Ollamh Harp | 4 | Yes | Bard | Instrument, Wondrous Item | 3,500 GP | No | (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. In addition, the Ollamh harp can be used to cast confusion, control weather, and fire storm. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. See the Tool Proficiencies entry for more information. Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. History. Your expertise aids you in recalling lore related to your instrument. Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act. Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. Musical Instrument Activity DC Identify a tune 10 Improvise a tune 20 | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | DMG |
| Instruments of the Bards, Anstruth Harp | 3 | Yes | Bard | Instrument, Wondrous Item | 2,500 GP | No | (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. In addition, the Anstruth harp can be used to cast control weather, cure wounds (5th level), and wall of thorns. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. See the Tool Proficiencies entry for more information. Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. History. Your expertise aids you in recalling lore related to your instrument. Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act. Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. Musical Instrument Activity DC Identify a tune 10 Improvise a tune 20 | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | DMG |
| Instruments of the Bards, Cli Lyre | 3 | Yes | Bard | Instrument, Wondrous Item | 2,500 GP | No | (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. In addition, the Cli lyre can be used to cast stone shape, wall of fire, and wind wall. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. See the Tool Proficiencies entry for more information. Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. History. Your expertise aids you in recalling lore related to your instrument. Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act. Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. Musical Instrument Activity DC Identify a tune 10 Improvise a tune 20 | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | DMG |
| Instruments of the Bards, Fochlucan Bandore | 3 | Yes | Bard | Instrument, Wondrous Item | 2,000 GP | No | (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. In addition, the Fochlucan bandore can be used to cast entangle, faerie fire, shillelagh, and speak with animals. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. See the Tool Proficiencies entry for more information. Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. History. Your expertise aids you in recalling lore related to your instrument. Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act. Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. Musical Instrument Activity DC Identify a tune 10 Improvise a tune 20 | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | DMG |
| Ioun Stone, Mastery | 3 | Yes | None | Wondrous Item | 1,500 GP | No | An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Your proficiency bonus increases by 1 while this pale green prism orbits your head. | DMG | |
| Ioun Stone, Regeneration | 1 | Yes | None | Wondrous Item | 200 GP | No | An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point. | DMG | |
| Ioun Stone, Sustenance | 3 | Yes | None | Wondrous Item | 750 GP | No | An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. You don’t need to eat or drink while this clear spindle orbits your head. | DMG | |
| Ironfang | 5 | Yes | None | War Pick, Martial Weapon, Melee Weapon | 7,500 GP | Yes | 1d8 piercing A war pick forged from a single piece of iron, Ironfang has a fang-like head inscribed with ancient runes. The pick is heavy in the hand, but when the wielder swings the pick in anger, the weapon seems almost weightless. This weapon is immune to any form of rust, acid, or corrosion—nothing seems to mark it. Ironfang contains a spark of Ogrémoch, the Prince of Evil Earth. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with it, the target takes an extra 1d8 thunder damage. Earth Mastery. You gain the following benefits while you hold Ironfang: You can speak Terran fluently. You have resistance to acid damage. You have tremorsense out to a range of 60 feet. You can sense the presence of precious metals and stones within 60 feet of you, but not their exact location. You can cast dominate monster (save DC 17) on an earth elemental. Once you have done so, Ironfang can’t be used this way again until the next dawn. Shatter. Ironfang has 3 charges. You can use your action to expend 1 charge and cast the 2nd-level version of shatter (DC 17). Ironfang regains 1d3 expended charges daily at dawn. The Rumbling. While inside an earth node, you can perform a ritual called the Rumbling, using Ironfang to create a devastation orb of earth. Once you perform the ritual, Ironfang can’t be used to perform the ritual again until the next dawn. Flaw. Ironfang heightens its wielder’s destructive nature. While attuned to the weapon, you gain the following flaw: “I like to break things and cause ruin.” | PotA | |
| Izzet Keyrune | 2 | Yes | Izzet Guild | Wondrous Item | 750 GP | No | (requires attunement by a member of the Izzet guild) Formed of carved and polished red and blue stone, the keyrune includes bits of cable and wire. One end resembles a humanlike head, suggesting the jagged elemental form of the galvanice weird that it can become for a duration of 3 hours. In this form, it will serve you as a bodyguard, lift and carry things for you, act as a test subject for your experiments, or aid you in any other way that its capabilities allow. When you use an action to speak the item’s command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a galvanice weird. If there isn’t enough space for the creature, the keyrune doesn’t transform. The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger. At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can’t transform again until 36 hours have passed. | GGR | |
| Jakarion's Staff of Frost | 3 | Yes | Druid, Sorcerer, Warlock, Wizard | Staff, Simple Weapon, Melee Weapon | 3,000 GP | No | Requires attunement by a druid, sorcerer, warlock, or wizard 1d6 bludgeoning – versatile (1d8) You have resistance to cold damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff turns to water and is destroyed. Imprinted on this staff is a fragment of a dead wizard’s personality. The first character who touches the staff gains the following flaw: “I crave power above all else, and will do anything to obtain more of it.” This flaw trumps any conflicting personality trait. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | DMG |
| Javelin of Backbiting | 3 | Yes | None | Javelin, Simple Weapon, Melee Weapon | 1,750 GP + Base Cost | No | 1d6 piercing – thrown (30/120 ft.) You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet, and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the javelin. | Generic Thrown Weapon Variants allowed | TftYP |
| Kagonesti Forest Shroud | 3 | Yes | None | Wondrous Item | 1,500 GP | No | This cloak appears to be made of autumnal leaves woven together. While you wear this cloak, you have advantage on Dexterity (Stealth) checks, and you can use a bonus action to magically teleport, along with any equipment you are wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. You then have advantage on the next attack roll you make before the end of the turn. Once this bonus action is used, it can’t be used again until the next dawn. | DSotDQ | |
| Kyrzin's Ooze | 4 | Yes | None | Wondrous Item | 4,000 GP | No | This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar’s interior. To attune to this item, you must first drink the contents of the jar, unlocking the following properties. Resistant. While attuned to Kyrzin’s ooze, you have resistance to poison and acid damage, and you’re immune to the poisoned condition. Amorphous. As an action, you can speak a command word and cause your body to assume the amorphous qualities of an ooze. For the next minute, you (along with any equipment you’re wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can’t be used again until the next dawn. Acid Breath. As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 36 (8d8) acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can’t be used again until the next dawn. Symbiotic Nature. The ooze can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the ooze ends, as it seeps out of you. If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a black pudding allied with the daelkyr. | ERLW | |
| Leather Golem Armor | 2 | Yes | None | Leather Armor, Light Armor | 750 GP | No | AC 11 + Dex Strange rituals have repurposed the body of a flesh golem into this partially sentient suit of leather armor. While wearing this armor, you gain a +1 bonus to AC and to saving throws against spells and other magical effects. In addition, you gain the following properties: Immutable Form. You are immune to any spell or effect that would alter your form. Lightning Absorption. You gain resistance to lightning damage. Whenever you take lightning damage, you gain 5 temporary hit points. Curse. This armor is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the armor. In addition, while you wear the cursed armor, you gain the following properties: Aversion of Fire. If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn. Berserk. Whenever a critical hit is made against you, roll a d6. On a 6, the armor causes you to go berserk. On each of your turns while berserk, you attack the nearest creature you can see. If no creature is near enough to move to and attack, you attack an object, with preference for an object smaller than yourself. Once the armor causes you to go berserk, it cannot be removed. You continue to attack until you are incapacitated or until another creature is able to calm you with appropriate magic (such as a calm emotions spell) or a successful DC 15 Charisma (Persuasion) check. | LLK | |
| Lifewell Tattoo | 4 | Yes | None | Tattoo, Wondrous Item | 2,500 GP | No | Produced by a special needle, this magic tattoo features symbols of life and rebirth. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Necrotic Resistance. You have resistance to necrotic damage. Life Ward. When you would be reduced to 0 hit points, you drop to 1 hit point instead. Once used, this property can’t be used again until the next dawn. | Very Rare Tattoo | TCE |
| Living Armor | 4 | Yes | None | Armor, Generic Variant | 4500 GP + Base Cost | No | This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. Symbiotic Nature. The armor can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. | DMG | |
| Lost Crown of Besilmer | 3 | Yes | None | Wondrous Item | 3,250 GP | No | This dwarven battle-helm consists of a sturdy open-faced steel helmet, decorated with a golden circlet above the brow from which seven small gold spikes project upward. You gain the following benefits while wearing the crown: You have resistance to psychic damage. You have advantage on saving throws against effects that would charm you. You can use a bonus action to inspire one creature you can see that is within 60 feet of you and that can see or hear you. Once before the end of your next turn, the inspired creature can roll a d6 and add the number rolled to one ability check, attack roll, or saving throw it makes. This uses 1 charge from the crown. It has 3 charges, and it regains 1d3 expended charges daily at dawn. | PotA | |
| Lucent Destroyer | 3 | Yes | None | Musket, Firearm, Martial Weapon, Ranged Weapon | 2,000 GP + Base Cost | No | 1d12 piercing – ammunition (40/120 ft.), loading, two-handed This magic weapon is a triple-barreled bronze musket. You gain a +1 bonus to attack and damage rolls made with it. It requires no ammunition, its damage is radiant instead of piercing, and it doesn’t have the loading property. The base of the weapon is emblazoned with the light rune. Additionally, while attuned to the weapon, you can cast dancing lights from the musket at will. Invoking the Rune. As an action, you can invoke the weapon’s rune to cast the sunbeam spell (save DC 17) with it. Once the rune has been invoked, it can’t be invoked again until the next dawn. | Generic Ranged Firearm Weapon Variants allowed | DMG |
| Lyre of Building | 4 | Yes | Bard | Instrument, Wondrous Item | 3,000 GP | No | Requires attunement by a bard While holding this lyre, you can cast mending as an action. You can also play the lyre as a reaction when an object or a structure you can see within 300 feet of you takes damage, causing it to be immune to that damage and any further damage of the same type until the start of your next turn. In addition, you can play the lyre as an action to cast fabricate, move earth, passwall, or summon construct, and that spell can’t be cast from it again until the next dawn. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | TCE |
| Mantle of Spell Resistance | 3 | Yes | None | Wondrous Item | 1,250 GP | No | You have advantage on saving throws against spells while you wear this cloak. | DMG | |
| Mindguard Crown | 4 | Yes | None | Wondrous Item | 3,500 GP | No | While you wear this adamantine crown, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage. | PaBTSO | |
| Mirror of Reflected Pasts | 3 | Yes | None | Wondrous Item | 1750 GP | No | This mirror of elven design allows those who stare into it to reflect on positive memories. The 3-foot-tall mirror weighs 25 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed if reduced to 0 hit points. While holding the mirror upright, you can use an action to speak its command word and activate it. While activated, the mirror hovers in the air, and it can be destroyed but not moved. It remains activated until you use an action to speak the command word again or your attunement to the mirror ends, at which point the mirror harmlessly floats to the ground. Once the mirror has been deactivated, it can’t be activated again until the next dawn. If a non-Construct creature other than you sees its reflection in the activated mirror while within 30 feet of it, that creature must succeed on a DC 15 Wisdom saving throw or become paralyzed until the mirror is deactivated or until that creature can no longer see the mirror. A creature paralyzed by the mirror can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this mirror’s effect for the next 24 hours. While paralyzed by the mirror, the creature sees events from their past reflected in the mirror’s glass. These memories aren’t real, but rather idealized versions of those occurrences. Nearby observers can glimpse flashes of these memories if looking indirectly at the mirror. | DSotDQ | |
| Mizzium Apparatus | 5 | Yes | Sorcerer, Warlock, Wizard | Wondrous Item | 50,000 GP | Yes | (requires attunement by a sorcerer, warlock, or wizard) 8 lb. Innovation is a dangerous pursuit, at least the way the mages of the Izzet League engage in it. As protection against the risk of an experiment going awry, they have developed a device to help channel and control their magic. This apparatus is a collection of leather straps, flexible tubing, glass cylinders, and plates, bracers, and fittings made from a magic-infused metal alloy called mizzium, all assembled into a harness. The item weighs 8 pounds. While you are wearing the mizzium apparatus, you can use it as an arcane focus. In addition, you can attempt to cast a spell that you do not know or have prepared. The spell you choose must be on your class’s spell list and of a level for which you have a spell slot, and you must provide the spell’s components. You expend a spell slot to cast the spell as normal, but before resolving it you must make an Intelligence (Arcana) check. The DC is 10 + twice the level of the spell slot you expend to cast the spell. On a successful check, you cast the spell as normal, using your spell save DC and spellcasting ability modifier. On a failed check, you cast a different spell from the one you intended. Randomly determine the spell you cast by rolling on the table for the level of the spell slot you expended. If the slot is 6th level or higher, roll on the table for 5th-level spells. If you try to cast a cantrip you don’t know, the DC for the Intelligence (Arcana) check is 10, and on a failed check, there is no effect. 1st-Level Spells d6 spell 1 burning hands 2 chaos bolt 3 color spray 4 faerie fire 5 fog cloud 6 thunderwave 2nd-Level Spells d6 spell 1 blur 2 gust of wind 3 heat metal 4 Melf’s acid arrow 5 scorching ray 6 shatter 3rd-Level Spells d6 spell 1 fear 2 feign death 3 fireball 4 gaseous form 5 sleet storm 6 stinking cloud 4th-Level Spells d4 spell 1 confusion 2 conjure minor elementals 3 Evard’s black tentacles 4 ice storm 5th-Level Spells d4 spell 1 animate objects 2 cloudkill 3 cone of cold 4 flame strike | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) Limited to only spells from the Sorcerer, Warlock, or Wizard classes and subclasses regardless of casting levels from other classes. | GGR |
| Molten Bronze Skin | 3 | Yes | None | Breastplate, Half Plate, or Plate, Generic Variant | 2500 GP + Base Cost | No | This magical armor appears as a jug of molten bronze. When you attune to it, the bronze adheres and contours to your skin. The armor can be worn under normal clothes, but it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so. While wearing the armor, you have resistance to fire damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks. | MOT | |
| Moonsickle +2 | 4 | Yes | Druid, Ranger | Sickle, Simple Weapon, Melee Weapon | 2,500 GP | No | Requires attunement by a druid or ranger 1d4 slashing – light This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 bonus to attack and damage rolls made with it, and you gain a +2 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells. When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | TCE |
| Necklace of Adaptation | 3 | Yes | None | Wondrous Item | 1,250 GP | No | While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons). | DMG | |
| Necklace of Prayer Beads (Blessing) | 3 | Yes | Cleric, Druid, Paladin | Wondrous Item | 600 GP | No | Requires attunement by a cleric, druid, or paladin This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. Bead of Blessing Spell: Bless | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | DMG |
| Necklace of Prayer Beads (Curing) | 3 | Yes | Cleric, Druid, Paladin | Wondrous Item | 750 GP | No | Requires attunement by a cleric, druid, or paladin This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. Bead of Curing Spell: Cure wounds (2nd level) or lesser restoration | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | DMG |
| Necklace of Prayer Beads (Favor) | 4 | Yes | Cleric, Druid, Paladin | Wondrous Item | 2,500 GP | No | Requires attunement by a cleric, druid, or paladin This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. Bead of Favor Spell: Greater restoration | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | DMG |
| Necklace of Prayer Beads (Smiting) | 3 | Yes | Cleric, Druid, Paladin | Wondrous Item | 450 GP | No | Requires attunement by a cleric, druid, or paladin This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. Bead of Smiting Spell: Branding smite | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | DMG |
| Necklace of Prayer Beads (Summons) | 4 | Yes | Cleric, Druid, Paladin | Wondrous Item | 7,000 GP | No | Requires attunement by a cleric, druid, or paladin This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. Bead of Summons Spell: Planar ally | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | DMG |
| Necklace of Prayer Beads (Wind Walking) | 4 | Yes | Cleric, Druid, Paladin | Wondrous Item | 6,750 GP | No | Requires attunement by a cleric, druid, or paladin This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. Bead of Wind walking Spell: Wind walk | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | DMG |
| Nimbus Coronet | 3 | Yes | None | Wondrous Item | 1,750 GP | No | The design of this bronze circlet resembles swirling clouds. At its center is set a deep-blue stone, upon which is inscribed the cloud rune. While wearing this circlet, you take no damage from falling. Additionally, as a bonus action, you and everything you are wearing or carrying can teleport to an unoccupied space you can see within 15 feet of yourself, reappearing in a puff of shimmering clouds. Invoking the Rune. As an action, you can invoke the circlet’s rune to assume a cloudlike form. The form lasts for 1 minute, until you are incapacitated, or until you dismiss it (no action required). While in cloud form, you have a flying speed of 60 feet and resistance to bludgeoning, piercing, and slashing damage. Once the rune has been invoked, it can’t be invoked again until the next dawn. | BGG | |
| Nine Lives Stealer (9 Charges) | 5 | Yes | None | Sword, Martial Weapon, Melee Weapon, Generic Variant, Consumable | 8,500 GP + Base Cost | No | You gain a +2 bonus to attack and damage rolls made with this magic weapon. The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. | Generic Weapon Variants allowed | DMG |
| Oathbow | 5 | Yes | None | Longbow, Martial Weapon, Ranged Weapon | 15,000 GP | No | 1d8 piercing – ammunition (150/600 ft.), heavy, two-handed When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can, as a command phrase, say, “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons. | DMG | |
| Opal of the Ild Rune | 3 | Yes | None | Wondrous Item | 2,500 GP | No | This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it’s on your person. Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter. Fires Friend. You have resistance to cold damage. Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius. Gift of Flame. You can transfer the opal’s magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form: Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits. Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor. | Transfer needs to be logged in downtime channel and costs 1 DTP | SKT |
| Orb of Skoraeus | 4 | Yes | Spellcaster | Wondrous Item | 7,500 GP | No | (requires attunement by a spellcaster) 8 lb. Said to be infused with the wisdom and power of the god Skoraeus, this polished stone orb is veined with iridescent crystal that seems to glow from within. The orb is 8 inches in diameter and weighs 8 pounds, making it a palm-sized trinket for a stone giant but a more unwieldy item for a Medium creature to use. While holding this orb, you can use it as a spellcasting focus for your spells. You also gain the following benefits: Abundant Components. The orb has 3 charges and regains all expended charges at dawn. When you cast a spell while holding this orb, you can expend up to 3 charges to ignore the spell’s material components with a gold piece cost, up to 300 gp per charge expended. Astute Mind. You gain a +2 bonus to any Constitution saving throw you make to maintain your concentration on a spell. Divine Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | BGG |
| Orb of the Veil | 4 | Yes | Yes | Wondrous Item | 3,500 GP | No | This onyx sphere bears deep, spiraling grooves and dangles from an iron chain. While the orb is on your person, you gain the following benefits: Your Wisdom score increases by 2, as does your maximum for that score. You gain darkvision out to a range of 60 feet. If you already have darkvision, the orb increases its range by 60 feet. You have advantage on Wisdom checks to find hidden doors and paths. Curse. The orb is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the orb, keeping it on your person at all times. All nonmagical flames within 30 feet of you automatically extinguish, and fire damage dealt by you is halved. | DMG | |
| Orcsplitter | 4 | Yes | Dwarf, Fighter, Paladin, Good | Greataxe, Martial Weapon, Melee Weapon | 3,500 GP | No | (requires attunement by a dwarf, fighter, or paladin of good alignment) Martial weapon, melee weapon 7 lb. 1d12 slashing Heavy, two‑handed A mighty axe wielded long ago by the dwarf king Torhild Flametongue, Orcsplitter is a battered weapon that appears unremarkable at first glance. Its head is graven with the Dwarvish runes for “orc,” but the runes are depicted with a gap or slash through the markings; the word “orc” is literally split in two. You gain the following benefits while holding this magic weapon: You gain a +2 bonus to attack and damage rolls made with it. When you roll a 20 on an attack roll with this weapon against an orc, that orc must succeed on a DC 17 Constitution saving throw or drop to 0 hit points. You can’t be surprised by orcs while you’re not incapacitated. You are also aware when orcs are within 120 feet of you and aren’t behind total cover, although you don’t know their location. You and any of your friends within 30 feet of you can’t be frightened while you’re not incapacitated. Sentience. Orcsplitter is a sentient, lawful good weapon with an Intelligence of 6, a Wisdom of 15, and a Charisma of 10. It can see and hear out to 120 feet and has darkvision. It communicates by transmitting emotions to its wielder, although on rare occasions it uses a limited form of telepathy to bring to the wielder’s mind a couplet or stanza of ancient Dwarvish verse. Personality. Orcsplitter is grim, taciturn, and inflexible. It knows little more than the desire to face orcs in battle and serve a courageous, just wielder. It disdains cowards and any form of duplicity, deception, or disloyalty. The weapon’s purpose is to defend dwarves and to serve as a symbol of dwarven resolve. It hates the traditional foes of dwarves—giants, goblins, and, most of all, orcs—and silently urges its possessor to meet such creatures in battle. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | PotA |
| Orzhov Keyrune | 2 | Yes | Orzhov | Wondrous Item | 750 GP | No | (requires attunement by a member of the Orzhov guild) This keyrune is carved from white marble with veins of black. The end is shaped like a thrull’s head, with a gold faceplate affixed. On command, the keyrune transforms into a winged thrull for up to 2 hours. If you don’t come from an Orzhov oligarch family, it serves you grudgingly, clownishly aping your movements and mannerisms while carrying out your orders. When you use an action to speak the item’s command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a winged thrull. If there isn’t enough space for the creature, the keyrune doesn’t transform. The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger. At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can’t transform again until 36 hours have passed. | GGR | |
| Outer Essence Shard (Chaotic) | 4 | Yes | Sorcerer | Wondrous Item | 1,000 GP | No | Requires attunement by a sorcerer This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property. Property. Choose one creature who takes damage from the spell. That target has disadvantage on attack rolls and ability checks made before the start of your next turn. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | TCE |
| Outer Essence Shard (Lawful) | 5 | Yes | Sorcerer | Wondrous Item | 10,000 GP | No | Requires attunement by a sorcerer This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property. Property. You can end one of the following conditions affecting yourself or one creature you can see within 30 feet of you: charmed, blinded, deafened, frightened, poisoned, or stunned. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | TCE |
| Pariah's Shield | 4 | Yes | None | Armor, Shield | 2,000 GP | No | AC +2 Soldiers of the Boros Legion consider it an honor to bear this shield, even knowing that it might be the last honor they receive. The front of the shield is sculpted to depict a grieving human face. You gain a +1 bonus to AC for every two allies within 5 feet of you (up to a maximum of +3) while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC. When a creature you can see within 5 feet of you takes damage, you can use your reaction to take that damage, instead of the creature taking it. When you do so, the damage type changes to force. | GGR | |
| Pennant of the Vind Rune | 4 | Yes | None | Wondrous Item | 1,500 GP | No | This blue pennant is crafted from silk and is five feet long and whips about as if buffeted by a wind. The vind (wind) rune appears on its surface, looking almost like a cloud. The pennant has the following properties, which work only while it’s on your person. Wind Step. As an action, you fly up to 20 feet. If you don’t land at the end of this flight, you fall unless you have another means of staying aloft. Comforting Wind. You can’t suffocate. Winds Grasp. As a reaction when you fall, you can cause yourself to take no damage from the fall. Once you use this property, you can’t use it again until you finish a short or long rest. Wind Walker. While you are attuned to this rune, you can cast levitate as a bonus action. Once you use this property, you can’t use it again until you finish a short or long rest. Gift of Wind. You can transfer the pennant’s magic to a nonmagical item—a suit of armor, a pair of boots, or a cloak—by tracing the vind rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the pennant is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form: Armor. The armor is now an uncommon magic item that requires attunement. You gain a bonus to speed of 5 feet while you wear the armor, and if it normally imposes disadvantage on Stealth checks, it no longer does so. Boots/Cloak. The pair of boots or cloak is now a rare magic item that requires attunement. While wearing the item, you can convert up to 20 feet of your movement on each of your turns into flight. If you don’t land at the end of this flight, you fall unless you have another means of staying aloft. You can also cast feather fall once from the item, and you regain the ability to do so when you finish a short or long rest. | Transfer has to be logged in downtime channel and takes 1DTP | SKT |
| Peregrine Mask | 4 | Yes | None | Wondrous Item | 2,500 GP | No | While wearing this winged helm, you have a flying speed of 60 feet. In addition, you have advantage on initiative rolls. | GGR | |
| Petrified Grung Egg | 4 | Yes | Spellcaster | Other | 4500 GP | No | Requires attunement by a spellcaster While this egg is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you have used the egg, it can’t be used again until the next dawn. Additionally, while you are attuned to the egg, you gain resistance to poison damage. | Attunable by a Thief Rogue (lvl 13) | DMG |
| Planecaller's Codex | 4 | Yes | Wizard | Wondrous Item | 2,500 GP | No | (requires attunement by a wizard) 3 lb. The pages of this book are bound in fiend hide, and its cover is embossed with a diagram of the Great Wheel of the multiverse. When found, the book contains the following spells: banishment, find familiar, gate, magic circle, planar binding, and summon elemental. It functions as a spellbook for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school. When you cast a conjuration spell that summons or creates one creature, you can expend 1 charge to grant that creature advantage on attack rolls for 1 minute. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) Wizards may use this book to copy the following spells: banishment, find familiar, gate, magic circle, planar binding, and summon elemental. You must be the appropriate Wizard level to copy these spells | TCE |
| Platinum Scarf | 5 | Yes | None | Wondrous Item | 12,000 GP | No | This scarf is made of sturdy cloth and covered in platinum-colored scales. As an action, you can pull a scale from the scarf and speak a command word. When you do so, choose one of the following effects: Breath of Life. The scale disappears, and you or a creature you touch regains 10d4 hit points. Platinum Shield. For 1 hour or until you dismiss it (no action required), the scale becomes a +1 shield, which you or another creature can use. A creature wielding the shield has immunity to radiant damage. Radiant Hammer. For 1 hour or until you dismiss it (no action required), the scale becomes a magic light hammer, which you or another creature can use. The weapon deals 2d4 radiant damage, instead of the bludgeoning damage normal for a light hammer. It deals an extra 2d4 radiant damage to chromatic dragons. Once three scales have been pulled from the scarf, no more scales can be removed until the next dawn, when all the missing scales grow back. If you pull off a scale but don’t speak a command word, it disappears after 1 minute. | FTD | |
| Rakdos Keyrune | 2 | Yes | Rakdos | Wondrous Item | 750 GP | No | (requires attunement by a member of the Rakdos guild) This dark granite keyrune is marbled with scarlet veins and carved with the leering visage of a mischievous demon. When activated, it transforms into a cackler for up to 1 hour. When you use an action to speak the item’s command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a cackler. If there isn’t enough space for the creature, the keyrune doesn’t transform. The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger. At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can’t transform again until 36 hours have passed. | GGR | |
| Rakdos Riteknife (Empty) | 6 | Yes | None | Dagger, Simple Weapon, Melee Weapon | 25,000 GP | Yes | 1d4 piercing Finesse, light, thrown (20/60 ft.) You gain a +1 bonus to attack and damage rolls made with this magic weapon. Its blade is cruelly serrated, and its hilt resembles a demonic head and wings. Whenever you slay a creature with an attack using the dagger, the creature’s soul is imprisoned inside the dagger, and that creature can be restored to life only by a wish spell. The dagger can hold a maximum of five souls. For each soul imprisoned in the dagger, your attacks with it deal an extra 1d4 necrotic damage on a hit. While the dagger is within 5 feet of you, your dreams are haunted by whispers from the trapped souls. The dagger has the following additional properties. Siphon Vitality. As a bonus action, you can release any number of stored souls from the dagger to regain 1d10 hit points per soul released. Annihilation. If the dagger holds five souls, you can use this property: As a reaction immediately after you hit a creature with the dagger and deal damage to that target, you can release all five souls. If the target now has fewer than 75 hit points, it must succeed on a DC 15 Constitution saving throw or die. If the target dies, you can’t use this property again until you finish a long rest. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. | GGR | |
| Reaper's Scream | 5 | Yes | None | Morningstar, Martial Weapon, Melee Weapon | 5,500 GP + Base Cost | No | 1d8 piercing You gain a +2 bonus to attack and damage rolls made with this weapon, and attacks with this weapon deal necrotic damage instead of piercing damage. When you attack a creature with this weapon and roll a 20 on the attack roll, you gain 10 temporary hit points. Any creature that hits you with a melee attack while you have 1 or more of these temporary hit points takes 10 necrotic damage. Invoking the Rune. As a bonus action, you can invoke the weapon’s rune, unleashing the screams of every creature slain by the weapon in one cacophonous burst. Each creature of your choice within 60 feet of you must succeed on a DC 15 Wisdom saving throw or have the stunned condition until the start of your next turn. Once the rune has been invoked, it can’t be invoked again until the next dawn. | Generic Melee Weapon Variants allowed | BGG |
| Reveler's Concertina | 4 | Yes | Bard | Instrument, Wondrous Item | 1,500 GP | No | Requires attunement by a bard While holding this concertina, you gain a +2 bonus to the saving throw DC of your bard spells. As an action, you can use the concertina to cast Otto’s irresistible dance from the item. This property of the concertina can’t be used again until the next dawn. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | RMBRE |
| Rhythm-Maker's Drum +2 | 4 | Yes | Bard | Instrument, Wondrous Item | 2,500 GP | No | Requires attunement by a bard While holding this drum, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your bard spells. As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can’t be used again until the next dawn. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | TCE |
| Ring of Amity | 3 | Yes | None | Ring | 2,500 GP | No | This ring is carved from hematite and bears an engraving of the friend rune. When you first attune to this ring, you can touch one willing creature and form a magical bond between the two of you. While this bond lasts, whenever you are subjected to a spell or magical effect that restores hit points, the bonded creature also receives the benefits of the spell or effect. You can bond with a different creature whenever you finish a long rest, provided that you can touch the creature and the creature is willing. A creature can benefit from only one ring of amity’s bond at a time. The bond ends if either you or the creature travels to a different plane of existence, if you bond with a different creature at the end of a long rest, or if you sever the bond as a bonus action. Invoking the Rune. When the bonded creature hits a target with an attack roll, you can use your reaction to invoke the ring’s rune if you are within 60 feet of the bonded creature. The bonded creature’s attack is then turned into a critical hit. Once the rune has been invoked, it can’t be invoked again until the next dawn. | BGG | |
| Ring of Elemental Command (Must Specify Type) | 3 | Yes | None | Ring | 5,000 GP | No | While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane. The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. Ring of Air Elemental Command Ring of Earth Elemental Command Ring of Fire Elemental Command Ring of Water Elemental Command | DMG | |
| Ring of Free Action | 4 | Yes | None | Ring | 1,750 GP | No | While you wear this ring, difficult terrain doesn’t cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. | DMG | |
| Ring of Protection +2 | 4 | Yes | None | Ring | 5000 GP | No | You gain a +2 bonus to AC and saving throws while wearing this ring. | TDCSR | |
| Ring of Red Fury | 5 | Yes | None | Ring | 5,000 GP | No | This ring has a stripe of ruidium running through it. While wearing the ring, you gain the following benefits: You can breathe water. You gain a swimming speed equal to your walking speed. Ruidium Rage. As a bonus action, you can use the ring to gain the following benefits, which last for 1 minute or until you are incapacitated: You have advantage on Strength checks and Strength saving throws. When you hit with an attack, you can add your proficiency bonus to the damage roll. Difficult terrain doesn’t cost you extra movement, and you are immune to the paralyzed and restrained conditions. You can’t use this property of the ring again until you finish a long rest. Ruidium Corruption. When you use the Ruidium Rage property of the ring, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save. If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and the ring of red fury becomes a ring of free action. | DMG | |
| Ring of Regeneration | 3 | Yes | None | Ring | 1,500 GP | No | While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time. | DMG | |
| Ring of Resistance (Must Specify Type) | 3 | Yes | None | Ring | 2,500 GP | No | You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type. | DMG | |
| Ring of Shooting Stars | 3 | Yes | Outdoors, Night | Ring | 2,750 GP | No | (requires attunement outdoors at night) Major tier While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. (4 spheres = 2d4, 3 spheres = 2d6, 2 spheres = 5d4, 1 sphere = 4d12) Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. | DMG | |
| Ring of Spell Turning | 3 | Yes | None | Ring | 3,000 GP | No | While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster. | DMG | |
| Ring of Treachery | 3 | Yes | None | Ring | 1,750 GP | No | This ring has 3 charges. While wearing this ring, when you’re damaged, you may use a reaction to expend a charge and transfer that damage to a random creature (which could include an ally) within 60 feet. All charges are restored when you finish a long rest. | CoA | |
| Ring of Warmth | 3 | Yes | None | Ring | 1,250 GP | No | While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit. | DMG | |
| Ring of X-Ray Vision | 4 | Yes | None | Ring | 1,750 GP | No | While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don’t prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion. | DMG | |
| Robe of Stars | 5 | Yes | None | Wondrous Item | 2,500 GP | No | This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe’s upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space. | DMG | |
| Robe of Summer | 4 | Yes | None | Wondrous Item | 7500 GP | No | This elegant garment is made from fine cloth in hues of red, orange, and gold. While you wear the robe, you have resistance to cold damage. In addition, you are comfortable as if the temperature were that of a balmy day, so you suffer no ill effects from the weather’s temperature extremes. | TftYP | |
| Robe of the Archmagi | 5 | Yes | Sorcerer, Warlock, Wizard | Wondrous Item | 40,000 GP | Yes | Requires attunement by a sorcerer, warlock, or wizard This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe’s color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can’t attune to a robe of the archmagi that doesn’t correspond to your alignment. You gain these benefits while wearing the robe: If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier. You have advantage on saving throws against spell and other magical effects. Your spell save DC and spell attack bonus each increase by 2. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | DMG |
| Robes of Scintillating Colors | 3 | Yes | None | Wondrous Item | 1,500 GP | No | This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends. | DMG | |
| Rod of Resurrection | 5 | Yes | Cleric, Druid, Paladin | Rod | 6,000 GP | No | Requires attunement by a cleric, druid, or paladin The rod has 5 charges. While you hold it, you can use an action to cast one of the following spells from it: heal (expends 1 charge) or resurrection (expends 5 charges). The rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod disappears in a burst of radiance. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | DMG |
| Rod of Rulership | 5 | Yes | None | Rod | 40,000 GP | No | You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can’t be used again until the next dawn. | DMG | |
| Rod of the Pact Keeper +2 | 4 | Yes | Warlock | Rod | 2,500 GP | No | Requires attunement by a warlock While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | TCE |
| Ruidium Armor | 3 | Yes | None | Medium Armor or Heavy Armor, Generic Variant | 2,500 GP + Base Cost | No | This magic armor has a dull, rusty color or has veins of ruidium running through it. While you wear this armor, you gain the following benefits: You have resistance to psychic damage. You can breathe water. You gain a swimming speed equal to your walking speed. Ruidium Corruption. When you roll a 1 on a saving throw while wearing this armor, you must make a DC 15 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save. If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and ruidium armor becomes +1 armor. | DMG | |
| Ruidium Shield | 4 | Yes | None | Armor, Shield | 3,000 GP | No | AC +2 You have resistance to psychic damage. You can breathe water. You gain a swimming speed equal to your walking speed. Psychic Reflection. When you take psychic damage while holding the shield, you can use your reaction to choose another creature you can see within 30 feet of you. That creature takes the psychic damage you would have taken. Ruidium Corruption. When you use the shield’s Psychic Reflection property, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save. If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium shield becomes a +2 shield. | DMG | |
| Ruidium Weapon | 4 | Yes | None | Weapon, Generic Variant | 2,000 GP + Base Cost | No | This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits: You can breathe water. You gain a swimming speed equal to your walking speed. Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage. Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save. If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon. | Generic Weapon Variants allowed | DMG |
| Ruinblade | 5 | Yes | None | Greatsword, Martial Weapon, Melee Weapon | 12,000 GP + Base Cost | Yes | 2d6 slashing Heavy, two‑handed Ruinblade is a unique weapon possessed by Moghadam, the architect of the Tomb of Horrors. A symbol of his authority, Moghadam carries the weapon during the time frame of the adventure to intimidate the tomb’s workers. (In later years, after Acererak trapped Moghadam in the completed tomb as an undead archwraith, Moghadam was able to use the weapon as his own phylactery.) A small jade version of the green devil face of the Tomb of Horrors is fashioned into the hilt of the weapon, with the blade extending from its open mouth. The blade always appears ruined and rusting, and causes its surroundings to appear reflected in the blade as if in a state of decay. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with it, the attack deals an extra 1d8 force damage. In addition, the weapon has the following properties: Blighted Ruin. You can cast the blight spell from the weapon (DC 15). Once used, this property of the weapon can’t be used until the next dawn. Destructive Ruin. You can cast the disintegrate spell from the weapon, but can target only a nonmagical object or a creation of magical force. Once used, this property of the weapon can’t be used until dawn seven days later. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. The weapon must take direct part in the destruction of 1,000 gp worth of materials and objects every seven days, or a conflict arises between you and the weapon at the end of the seventh day. Sentience. Ruinblade is a sentient lawful evil weapon with an Intelligence of 15, a Wisdom of 8, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is a rough, ruined echo. While you are attuned to it, Ruinblade also understands every language you know. Personality. Ruinblade speaks either with a dolorous or frenetic tone, depending on its mood. That mood improves when the sword is actively engaged in acts of destruction, but worsens if the blade is left inactive too long. The weapon’s purpose is to ruin and unmake existing objects, so that its owner can rebuild the world from a blank slate. It thus encourages its wielder to engage in constant destruction, claiming that this will allow the creation of a more superior vision from the ruin of what came before. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. | DMG | |
| Saber of Unity | 4 | Yes | None | Martial Weapon, Melee Weapon, Generic Variant | 1750 GP + Base Cost | No | This sword has been imbued with the spirit of Gaspard’s leadership and grants whoever wields it a portion of his courage. You gain a +2 bonus to attack and damage rolls made with this magic sword. In addition, you and any allies within 10 feet of you are immune to being frightened while you wield it. Whenever you score a critical hit with this sword against a foe that is a size larger than you, you and all allies within 10 feet of you gain 2d10 temporary hit points. | Generic Melee Slashing and Piercing Weapon Variants allowed | HWT |
| Sanctum Amulet | 5 | Yes | None | Wondrous Item | 7,500 GP | No | A black opal pendant hangs at the base of this pearlescent chain. The sacred rune is inscribed on the back of the pendant. While wearing this item, you have resistance to necrotic damage. Additionally, you can cast the spare the dying cantrip using either an action or a bonus action. Invoking the Rune. When a creature you can see within 60 feet of you is reduced to 0 hit points as a result of taking damage, you can use your reaction to invoke the item’s rune, causing the pendant to flash with pale light. The creature then instead drops to 1 hit point. Once the rune has been invoked, it can’t be invoked again until the next dawn. | BGG | |
| Sapphire Buckler | 4 | Yes | None | Armor, Shield | 1,750 GP | No | AC +2 This crystalline blue shield is fashioned from a sapphire dragon’s scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature. As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can’t be used again until the next dawn. | FTD | |
| Scimitar of Speed | 4 | Yes | None | Scimitar, Matial Weapon, Melee Weapon | 1,750 GP + Base Cost | No | 1d6 slashing – finesse, light You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. | Generic Melee Weapon Variants allowed | DMG |
| Scissors of Shadow Snipping | 4 | Yes | Fey, Spellcaster | Wondrous Item | 3,500 GP | No | (requires attunement by a fey or a spellcaster) As an action, you make a few snips with these iron shears and cause the shadow of a Humanoid creature you can see within 5 feet of you to detach from its source. If the creature is unwilling to give up its shadow, it can make a DC 15 Charisma saving throw, retaining its shadow on a success. Whether or not the shadow is snipped, this property of the scissors can’t be used again until the next dawn. The detached shadow is rooted to the spot where it was snipped until you use a bonus action to cause it to behave in one of the following ways, either of which is possible only if you can see the shadow: You control the shadow’s movements and can make the shadow move up to 30 feet across a solid or liquid surface, in any direction you choose (including along vertical surfaces), provided it remains within your sight at all times. The shadow is harmless and unable to be harmed, and it is invisible in darkness. It can’t speak, and it doesn’t require air, sleep, or nourishment. You can relinquish control of the shadow, at which point it becomes autonomous and behaves as the DM wishes. It uses the shadow stat block in the Monster Manual, but its creature type is Fey instead of Undead. A creature whose Strength is reduced to 0 by this shadow’s Strength Drain attack does not die but falls unconscious instead. The creature regains consciousness and all its Strength after finishing a short or long rest. A creature whose shadow has detached from it is cursed. If a shadowless creature is subjected to any spell that ends a curse, or if its detached shadow is reduced to 0 hit points, the detached shadow disappears, and the creature regains its normal shadow instantly. | Attunable by a Thief Rogue (lvl 13) | WBtW |
| Selesnya Keyrune | 3 | Yes | Selesnya | Wondrous Item | 1000 GP | No | (requires attunement by a member of the Selesnya guild) Carved from white and green marble in the shape of a wolf’s head, this keyrune transforms into a dire wolf. The wolf persists for 8 hours. Its Intelligence is 6, and it understands Elvish and Sylvan but can’t speak those languages. While it is within 1 mile of you, you can communicate with each other telepathically. When you use an action to speak the item’s command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a dire wolf. If there isn’t enough space for the creature, the keyrune doesn’t transform. The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger. At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can’t transform again until 36 hours have passed. | GGR | |
| Shadowfell Shard | 3 | Yes | Sorcerer | Wondrous Item | 1,500 GP | No | Requires attunement by a sorcerer This dull, cold crystal sits heavy and leaden, saturated by the Shadowfell’s despair. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can momentarily curse one creature targeted by the spell; choose one ability score, and until the end of your next turn, the creature has disadvantage on ability checks and saving throws that use that ability. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | TCE |
| Shard of the Ise Rune | 4 | Yes | None | Wondrous Item | 2750 GP | No | This shard of ice is long and slender, roughly the size of a dagger. The ise (ice) rune glows within it. The shard has the following properties, which work only while it’s on your person. Frigid Touch. As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can’t use it again until you finish a short or long rest. Frost Friend. You have resistance to fire damage. Icy Mantle. As an action, you can touch yourself or another creature with water on your finger. The water creates an icy mantle of protection. The next time within the next minute that the target takes bludgeoning, slashing, or piercing damage, that damage is reduced to 0, and the mantle is destroyed. Once you use this property, you can’t use it again until you finish a short or long rest. Winters Howl. As an action, you can cast sleet storm (spell save DC 17). You regain this ability after you finish a short or long rest. Gift of Frost. You can transfer the shard’s magic to a nonmagical item—a cloak or a pair of boots-by tracing the ise rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shard is destroyed, and the rune appears in blue on the chosen item, which gains a benefit based on its form: Cloak. The cloak is now a rare magic item that requires attunement. While wearing it, you have resistance to fire damage, and you have advantage on Dexterity (Stealth) checks made while in snowy terrain. Boots. The pair of boots is now a rare magic item that requires attunement. While wearing it, you ignore difficult terrain while walking, and you can walk on water. | SKT | |
| Shard Solitaire (Black Sapphire) | 4 | Yes | None | Wondrous Item | 3,000 GP | No | This gemstone contains an unstable extradimensional rift. Its facets are ribboned with iridescent veins that seem to move of their own accord. Five types of shard solitaire are known to exist, each one a different type of gemstone, as shown in the Shard Solitaire Types table. Rift Step. As a bonus action, while wearing or holding the shard solitaire, you can teleport yourself, along with anything you’re wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. When you use this property, you can tap into the unstable power of the stone’s extradimensional rift to increase the teleport distance by up to 30 feet, but if you teleport more than 30 feet using Rift Step, you must succeed on a DC 16 Constitution saving throw or take 3d10 force damage immediately after you teleport. Spellcasting. The stone has 6 charges and regains 1d6 expended charges daily at dawn. The Shard Solitaire Types table lists the spells common to all shard solitaires, as well as the spells specific to each kind of stone. As an action, you can cast one of the stone’s spells by expending the requisite number of charges, requiring no material components (save DC 16). Shard Solitaire Spells All Banishment (3 charges; the target is banished to the stone’s extradimensional space for the spell’s duration), mirror image (1 charge) Black sapphire Blight (3 charges), finger of death (6 charges) Diamond Ice storm (3 charges), simulacrum (6 charges; the duplicate created by the spell has the same number of hit points as the creature it imitates) Jacinth Fireball (2 charges), fire storm (6 charges) Rainbow pearl Prismatic spray (6 charges), water breathing (2 charges) Ruby Fly (2 charges), teleport (6 charges) | KftGV | |
| Shard Solitaire (Jacinth) | 4 | Yes | None | Wondrous Item | 1,750 GP | No | This gemstone contains an unstable extradimensional rift. Its facets are ribboned with iridescent veins that seem to move of their own accord. Five types of shard solitaire are known to exist, each one a different type of gemstone, as shown in the Shard Solitaire Types table. Rift Step. As a bonus action, while wearing or holding the shard solitaire, you can teleport yourself, along with anything you’re wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. When you use this property, you can tap into the unstable power of the stone’s extradimensional rift to increase the teleport distance by up to 30 feet, but if you teleport more than 30 feet using Rift Step, you must succeed on a DC 16 Constitution saving throw or take 3d10 force damage immediately after you teleport. Spellcasting. The stone has 6 charges and regains 1d6 expended charges daily at dawn. The Shard Solitaire Types table lists the spells common to all shard solitaires, as well as the spells specific to each kind of stone. As an action, you can cast one of the stone’s spells by expending the requisite number of charges, requiring no material components (save DC 16). Shard Solitaire Spells All Banishment (3 charges; the target is banished to the stone’s extradimensional space for the spell’s duration), mirror image (1 charge) Black sapphire Blight (3 charges), finger of death (6 charges) Diamond Ice storm (3 charges), simulacrum (6 charges; the duplicate created by the spell has the same number of hit points as the creature it imitates) Jacinth Fireball (2 charges), fire storm (6 charges) Rainbow pearl Prismatic spray (6 charges), water breathing (2 charges) Ruby Fly (2 charges), teleport (6 charges) | KftGV | |
| Shard Solitaire (Rainbow Pearl) | 4 | Yes | None | Wondrous Item | 1,750 GP | No | This gemstone contains an unstable extradimensional rift. Its facets are ribboned with iridescent veins that seem to move of their own accord. Five types of shard solitaire are known to exist, each one a different type of gemstone, as shown in the Shard Solitaire Types table. Rift Step. As a bonus action, while wearing or holding the shard solitaire, you can teleport yourself, along with anything you’re wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. When you use this property, you can tap into the unstable power of the stone’s extradimensional rift to increase the teleport distance by up to 30 feet, but if you teleport more than 30 feet using Rift Step, you must succeed on a DC 16 Constitution saving throw or take 3d10 force damage immediately after you teleport. Spellcasting. The stone has 6 charges and regains 1d6 expended charges daily at dawn. The Shard Solitaire Types table lists the spells common to all shard solitaires, as well as the spells specific to each kind of stone. As an action, you can cast one of the stone’s spells by expending the requisite number of charges, requiring no material components (save DC 16). Shard Solitaire Spells All Banishment (3 charges; the target is banished to the stone’s extradimensional space for the spell’s duration), mirror image (1 charge) Black sapphire Blight (3 charges), finger of death (6 charges) Diamond Ice storm (3 charges), simulacrum (6 charges; the duplicate created by the spell has the same number of hit points as the creature it imitates) Jacinth Fireball (2 charges), fire storm (6 charges) Rainbow pearl Prismatic spray (6 charges), water breathing (2 charges) Ruby Fly (2 charges), teleport (6 charges) | KftGV | |
| Shard Solitaire (Ruby) | 4 | Yes | None | Wondrous Item | 1,750 GP | No | This gemstone contains an unstable extradimensional rift. Its facets are ribboned with iridescent veins that seem to move of their own accord. Five types of shard solitaire are known to exist, each one a different type of gemstone, as shown in the Shard Solitaire Types table. Rift Step. As a bonus action, while wearing or holding the shard solitaire, you can teleport yourself, along with anything you’re wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. When you use this property, you can tap into the unstable power of the stone’s extradimensional rift to increase the teleport distance by up to 30 feet, but if you teleport more than 30 feet using Rift Step, you must succeed on a DC 16 Constitution saving throw or take 3d10 force damage immediately after you teleport. Spellcasting. The stone has 6 charges and regains 1d6 expended charges daily at dawn. The Shard Solitaire Types table lists the spells common to all shard solitaires, as well as the spells specific to each kind of stone. As an action, you can cast one of the stone’s spells by expending the requisite number of charges, requiring no material components (save DC 16). Shard Solitaire Spells All Banishment (3 charges; the target is banished to the stone’s extradimensional space for the spell’s duration), mirror image (1 charge) Black sapphire Blight (3 charges), finger of death (6 charges) Diamond Ice storm (3 charges), simulacrum (6 charges; the duplicate created by the spell has the same number of hit points as the creature it imitates) Jacinth Fireball (2 charges), fire storm (6 charges) Rainbow pearl Prismatic spray (6 charges), water breathing (2 charges) Ruby Fly (2 charges), teleport (6 charges) | KftGV | |
| Shield of Missile Attraction | 2 | Yes | None | Armor, Shield | 1,500 GP | No | AC +2 While holding this shield, you have resistance to damage from ranged weapon attacks. Curse. This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead. | DMG | |
| Simic Keyrune | 2 | Yes | Simic | Wondrous Item | 750 GP | No | (requires attunement by a member of the Simic guild) This keyrune is assembled from coral, mother-of-pearl, and chrome and adorned with the spirals and curves characteristic of Simic ornamentation. The head resembles the shell of a sea creature. On command, the keyrune turns into a category 1 krasis that has the Grabber and Stabilizing Legs adaptations. The transformation lasts for up to 5 hours. When you use an action to speak the item’s command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a category 1 krasis that has the Grabber and Stabilizing Legs adaptations. If there isn’t enough space for the creature, the keyrune doesn’t transform. The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger. At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can’t transform again until 36 hours have passed. | GGR | |
| Skull Helm | 4 | Yes | Yes | Wondrous Item | 6,500 GP | No | While wearing this skull-shaped helm, you have resistance to cold, poison, and necrotic damage. Additionally, while wearing the helm, you can cast Spirit of Death from it without requiring material components. Once you use the helm to cast the spell, the helm can’t cast this spell again until the next dawn. | BMT | |
| Slippers of Spider Climbing | 3 | Yes | None | Wondrous Item | 2,000 GP | No | While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil. | DMG | |
| Spell Bottle | 4 | Yes | None | Wondrous Item | 3,500 GP | No | This glass bottle can store one spell of up to 5th level at a time. When found, roll a d6 and subtract 1; the total determines the level of spell in the bottle (the DM chooses the spell, and 0 means the bottle is empty). A swirling blue vapor fills the bottle while it contains a spell. When the bottle is empty, any creature can cast a spell of 1st through 5th level into it by touching it while casting. The spell has no effect other than to be stored in the bottle. While holding the bottle, you can cast the spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The bottle becomes empty once the spell is cast. If you’re holding the empty bottle when you see a creature casting a spell within 60 feet of you, you can open the bottle as a reaction in an attempt to interrupt the spell. If the creature is casting a spell of 3rd level or lower, the spell has no effect, and it is stored in the bottle. If it is casting a spell of 4th level or higher, make an Intelligence check. The DC equals 10 + the spell’s level. On a success, the spell has no effect, and it is stored in the bottle. | EGW | |
| Spellguard Shield | 3 | Yes | None | Armor, Shield | 1,250 GP | No | AC +2 While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. | DMG | |
| Spindle of Fate | 3 | Yes | None | Wand | 4,000 GP | No | This wand is shaped like a drop spindle wrapped in red thread. The wand has 6 charges that can be used for the following properties: Battle Foreknowledge. When you roll initiative, you can expend 1 charge to add or subtract your proficiency bonus from the total roll. Doom Foretold. As an action, you can expend 2 charges to target a creature within 30 feet of yourself and invoke that creature’s doom. While the target is on the same plane of existence as you, you can sense the direction to its location, and you know the direction of its movement if it’s in motion. Additionally, once per turn when you deal damage to the doomed creature, you can roll 1d6 and add the number rolled to the damage roll. These benefits persist for 1 hour or until you target another creature with this effect. Twist of Fate. When a creature within 60 feet of you makes a saving throw or an attack roll, you can use your reaction to expend 3 charges and alter the outcome, turning a failed saving throw into a successful one, a missed attack roll into a hit, or vice versa. The wand regains 1d6 expended charges daily at dawn. | BMT | |
| Staff of Fire | 3 | Yes | Druid, Sorcerer, Warlock, Wizard | Staff, Simple Weapon, Melee Weapon | 3,500 GP | No | Requires attunement by a druid, sorcerer, warlock, or wizard 1d6 bludgeoning – versatile (1d8) You have resistance to fire damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | DMG |
| Staff of Frost | 3 | Yes | Druid, Sorcerer, Warlock, Wizard | Staff, Simple Weapon, Melee Weapon | 3,000 GP | No | Requires attunement by a druid, sorcerer, warlock, or wizard 1d6 bludgeoning – versatile (1d8) You have resistance to cold damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff turns to water and is destroyed. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | DMG |
| Staff of Power | 5 | Yes | Sorcerer, Warlock, Wizard | Staff, Simple Weapon, Melee Weapon | 80,000 GP | Yes | 1d6 bludgeoning Versatile (1d8) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges. Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin Effect 10 ft. away or closer 8 × the number of charges in the staff 11 to 20 ft. away 6 × the number of charges in the staff 21 to 30 ft. away 4 × the number of charges in the staff 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. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | DMG |
| Staff of Ruling | 3 | Yes | None | Staff, Simple Weapon, Melee Weapon | 4,500 GP | No | 1d6 bludgeoning Versatile (1d8) An ornate carving of a serpent adorned with a coursing river spirals down the length of this redand-gold staff. While you’re holding it, you can use an action to produce one of the following effects. Once the staff has produced an effect, it can’t produce that effect again until the next dawn. Orb of Lightning. You create a Small orb of lightning in an unoccupied space you can see within 60 feet of yourself. You concentrate on this orb as if concentrating on a spell. As a bonus action, you can move the orb up to 20 feet in any direction. When your concentration ends, or when a creature enters the orb’s space or starts its turn there, the orb detonates in a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking lightning damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one; the orb’s base damage is 6d6, and if at the end of your turn the orb hasn’t detonated, its damage increases by 2d6, to a maximum of 10d6. Staff to Snake. You throw the staff to an unoccupied space within 10 feet of you, and the staff becomes a giant poisonous snake. The snake is under your control and shares your initiative count, but it takes its turn immediately after yours. On your turn, you can mentally command the snake if it is within 60 feet of you and you don’t have the incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a location. If you use a bonus action to speak the command word again, or if the snake is reduced to 0 hit points, the snake reverts to staff form in its current space. Thunderclap. You point the staff skyward, producing a fearsome thunderclap. Each creature of your choice in a 30-foot-radius sphere centered on you must succeed on a DC 15 Constitution saving throw or have the deafened and frightened conditions until the end of your next turn. 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. | QftIS | |
| Staff of the Woodlands | 4 | Yes | Druid | Staff, Simple Weapon, Melee Weapon | 3,500 GP | No | 1d6 bludgeoning Versatile (1d8) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges). You can also use an action to cast the pass without trace spell from the staff without using any charges. Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. 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. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | DMG |
| Staff of Thunder and Lightning | 4 | Yes | None | Staff, Simple Weapon, Melee Weapon | 2,500 GP | No | 1d6 bludgeoning Versatile (1d8) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can’t be used again until the next dawn. Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage. Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn. Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff’s tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn’t deafened. Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn’t expend the daily use of those properties, only the use of this one. 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. | DMG | |
| Steel | 4 | Yes | Good | Longsword, Martial Weapon, Melee Weapon | 1,500 GP | No | Requires attunement by a good-aligned creature 1d8 slashing – versatile (1d10) You have a +2 bonus to attack and damage rolls made with this magic weapon. Revivify. You can use an action to cast the revivify spell from the sword. You must touch the target with the sword to cast the spell. Once this property of the weapon is used, it can’t be used again until the next dawn. | WBtW | |
| Stonebreaker's Breastplate | 4 | Yes | None | Breastplate, Medium Armor | 3,250 GP | No | AC 14 + Dex (max 2) This breastplate is made from marbled granite, though it feels no heavier than a typical metal breastplate. Its chest is emblazoned with the stone rune. While wearing this breastplate, you have resistance to bludgeoning, piercing, and slashing damage and are immune to being knocked prone. Invoking the Rune. As an action, you can invoke the breastplate’s rune to cast the wall of stone spell (save DC 14) with it. When you cast the spell in this way, you have advantage on saving throws made to maintain concentration on the spell. Once the rune has been invoked, it can’t be invoked again until the next dawn. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer’s vital organs while leaving the wearer relatively unencumbered. | BGG | |
| Stormgirdle | 3 | Yes | None | Wondrous Item | 25,000 GP | Yes | A Stormgirdle is a wide belt made of thick leather branded with the symbol of Kord. The girdle’s clasps are made from dragon ivory. Dormant. While wearing the Stormgirdle in its dormant state, you have resistance to lightning damage and thunder damage, and your Strength score becomes 21 if it isn’t already 21 or higher. In addition, you can use an action to become a Storm Avatar for 1 minute, gaining the following benefits for the duration: You have immunity to lightning damage and thunder damage. When you hit with a weapon attack that normally deals bludgeoning damage, it deals thunder damage instead. When you hit with a weapon attack that normally deals piercing or slashing damage, it deals lightning damage instead. As a bonus action, you can choose one creature you can see within 30 feet of you to be struck by lightning. The target must make a DC 15 Dexterity saving throw, taking 3d6 lightning damage on a failed save, or half as much damage on a successful one. Once you use the girdle’s Storm Avatar property, that property can’t be used again until the next dawn. Awakened. While wearing the Stormgirdle in its awakened state, you gain the following benefits: Your Strength score becomes 23 if it isn’t already 23 or higher. Your Storm Avatar’s lightning strike deals 4d6 lightning damage (instead of 3d6). While transformed into a Storm Avatar, you gain a flying speed of 30 feet and can hover. Exalted. While wearing the Stormgirdle in its exalted state, you gain the following benefits: Your Strength score becomes 25 if it isn’t already 25 or higher. Your Storm Avatar’s lightning strike deals 5d6 lightning damage (instead of 3d6). You can cast the control weather spell from the girdle. This property can’t be used again until the next dawn. Vestige of Divergence. This item is a Vestige of Divergence, see Vestiges of Divergence for more information. | Starting dormant, this Item may become Awakened when a character reaches level 13 (T4) and Exalted when a character reaches level 17 (T5) Dormant 0-24 IP, Awakened 25-49 IP, Exalted 50-60 IP. (See Exaltable/Piety Item rules.) You may only have one exaltable item attuned at a time. Leveling up an item in this way requires gold paid in addition to the required IP: Awakened – 15 000gp Exalted – 80 000gp | EGW |
| Studded Leather Armor of Acid Resistance +2 | 4 | Yes | None | Light Armor | 2500 GP | No | You have a +2 bonus to AC while wearing this armor. You have resistance to acid damage while you wear this armor. | TDCSR | |
| Studded White Dragon Leather Armor of Cold Resistance +2 | 4 | Yes | None | Light Armor | 2500 GP | No | You have a +2 bonus to AC while wearing this armor. You have resistance to cold damage while you wear this armor. | TDCSR | |
| Sun Blade | 4 | Yes | None | Longsword, Martial Weapon, Melee Weapon | 1,500 GP + Base Cost | No | 1d8 radiant – finesse, versatile (1d10) This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. | Generic Melee Slashing and Piercing Weapon Variants lacking the Heavy property are allowed | DMG |
| Sunforger | 4 | Yes | None | Warhammer, Martial Weapon, Melee Weapon | 2,500 GP + Base Cost | No | 1d8 bludgeoning – versatile (1d10) You gain a +2 bonus to attack and damage rolls made with this magic weapon. As an action, you can hurl the weapon up to 120 feet to a point you can see. When it reaches that point, the weapon vanishes in an explosion, and each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. Afterward, you can use an action to cause the weapon to reappear in your empty hand. You can’t cause it to explode again until you finish a short or long rest. If you don’t call the weapon back to your hand, it reappears at the point where it exploded when you are no longer attuned to it or when 24 hours have passed. | Generic Melee Bludgeoning Weapon Variants allowed | GGR |
| Tearulai | 4 | Yes | None | Longsword, Martial Weapon, Melee Weapon | 2,000 GP | No | 1d8 slashing – versatile (1d10) The longsword, Tearulai, is a sentient, neutral good sword of sharpness with an emerald-colored blade and precious gemstones embedded in its hilt and pommel. The sword’s magical properties are suppressed until it is removed from Valdemar’s skull. Evil creatures can’t attune to Tearulai; any evil creature that tries to do so takes 20 psychic damage. The weapon’s emerald blade can’t be damaged or dulled, and the sword can’t be teleported anywhere without its wielder while the two are attuned to one another. Spells. The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. A creature attuned to the sword can use an action and expend 1 or more charges to cast one of the following spells from it without material components: fly (2 charges), polymorph (3 charges), or transport via plants (4 charges). | WDMM | |
| Tidecaller Trident | 4 | Yes | None | Trident, Martial Weapon, Melee Weapon | 7,500 GP | No | 1d6 piercing – thrown (20/60 ft.), versatile (1d8) You gain a +2 bonus to attack and damage rolls made with this magic trident. You also have advantage on attack rolls made with this weapon while underwater. This trident has 3 charges. You can expend 1 charge to cast Control Water (save DC 15) from the trident or 3 charges to cast Tsunami (save DC 15) from it instead. The trident regains 1d3 expended charges daily at dawn. | BMT | |
| Tinderstrike | 5 | Yes | None | Dagger, Simple Weapon, Melee Weapon | 5,500 GP | Yes | 1d4 piercing Finesse, light, thrown (20/60 ft.) A flint dagger, Tinderstrike is uncommonly sharp, and sparks cascade off its edge whenever it strikes something solid. Its handle is always warm to the touch, and the blade smolders for 1d4 minutes after it is used to deal damage. It contains a spark of Imix, Prince of Evil Fire. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with it, the target takes an extra 2d6 fire damage. Fire Mastery. You gain the following benefits while you hold Tinderstrike: You can speak Ignan fluently. You have resistance to fire damage. You can cast dominate monster (save DC 17) on a fire elemental. Once you have done so, Tinderstrike can’t be used this way again until the next dawn. Dance of the All-Consuming Fire. While inside a fire node, you can perform a ritual called the Dance of the All-Consuming Fire, using Tinderstrike to create a devastation orb of fire. Once you perform the ritual, Tinderstrike can’t be used to perform the ritual again until the next dawn. Flaw. Tinderstrike makes its wielder impatient and rash. While attuned to the weapon, you gain the following flaw: “I act without thinking and take risks without weighing the consequences.” Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. | PotA | |
| Titanstone Knuckles | 3 | Yes | None | Wondrous Item | 5000 GP | Yes | Carved from the heartstone of a slain earth primordial, these gauntlets bestow immeasurable might to their wearer. In recent times, they were wielded by the legendary barbarian Grog Strongjaw, who continues to use them as he seeks worthy challengers across Tal’Dorei and Exandria. Dormant. While the Titanstone Knuckles are in a dormant state, your Strength score becomes 22 while you wear these gauntlets. Additionally, your weapon attacks deal double damage to objects and structures. Awakened. When the Titanstone Knuckles reach an awakened state, they gain the following properties: Your Strength score becomes 24. You can use an action to cast the enlarge/reduce spell from the gauntlets on yourself (enlarge only), with a duration of 10 minutes. This property of the gauntlets can’t be used again until you finish a long rest. Exalted. When the Titanstone Knuckles reach an exalted state, they gain the following properties: Your Strength score becomes 26. While you are under the effect of the enlarge/reduce spell cast by the gauntlets, you have resistance to cold, fire, lightning, and thunder damage. Vestige of Divergence. This item is a Vestige of Divergence, see Vestiges of Divergence for more information. | Starting dormant, this Item may become Awakened when a character reaches level 13 (T4) and Exalted when a character reaches level 17 (T5) Dormant 0-24 IP, Awakened 25-49 IP, Exalted 50-60 IP. (See Exaltable/Piety Item rules.) You may only have one exaltable item attuned at a time. Leveling up an item in this way requires gold paid in addition to the required IP: Awakened – 15 000gp Exalted – 80 000gp | TDCSR |
| Topaz Annihilator | 4 | Yes | None | Musket, Firearm, Martial Weapon, Ranged Weapon | 3,000 GP | No | 2d6 necrotic – two-handed This magic ranged weapon resembles a musket, but in lieu of any ammunition, it holds a glowing yellow scale from a topaz dragon in its heart. The weapon has a normal range of 100 feet and a long range of 300 feet, and it has the two-handed property. It deals 2d6 necrotic damage on a hit. If this damage reduces a creature or object to 0 hit points, the target is reduced to dust. A creature reduced to dust can be restored to life only by a true resurrection or wish spell. While the weapon is on your person, you can use an action to cast the disintegrate spell (save DC 18). Once this property is used, it can’t be used again until the next dawn. | This weapon cannot be used with ammunition as it specificly uses its own | FTD |
| Ventilating Lungs | 4 | Yes | None | Wondrous Item | 5,000 GP | No | These metallic nodules were created in response to the poisonous gases used on the battlefields of the Last War. When you attune to these lungs, they replace the lungs in your chest, which disappear. The lungs allow you to breathe normally, even in an antimagic field, and their breathing function can’t be suppressed by magic. Outside an antimagic field or any other effect that suppresses magic, these lungs allow you to breathe normally in any environment (including a vacuum), and you have advantage on saving throws against harmful gases such as those created by a cloudkill spell, a stinking cloud spell, inhaled poisons, and gaseous breath weapons. As an action, you can use these lungs to exhale a gust of wind, as if you had cast the gust of wind spell (spell save DC 15) with no components. This property of the lungs can’t be used again until the next dawn. If your attunement to the lungs ends, your original lungs reappear. | DMG | |
| Vial of Greed | 3 | Yes | None | Wondrous Item | 1,250 GP | No | This small glass vial can stockpile resources for use in the future. Once stored, resources last for 1 century before vanishing. As an action you make the vial store any number of the following resources, which are magically consumed and converted into a violet-colored liquid: Up to 31 days of food and/or drink. The flavors are lost, instead becoming tasteless. Up to 7 days of alcohol. The flavors are lost, instead becoming tasteless. Up to 5 magic scrolls that affect a single creature. The target of the spell is you, and if the spell requires concentration, you can concentrate. Up to 5 magic potions. No more than 2 duplicate potions can be stored at a time. You may have more than one kind of resource in the vial, up to the limits expressed above. You can use a bonus action to consume one day of food (or alcohol) or activate one scroll or magic potion. If activating a magic scroll, the effects of that scroll must end before you can activate another scroll from the Vial of Greed. | CoA | |
| Voyager Staff | 4 | Yes | Spellcaster | Staff, Simple Weapon, Melee Weapon | 4,500 GP | No | Requires attunement by a spellcaster 1d6 bludgeoning – versatile (1d8) You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While you hold it, you gain a +1 bonus to spell attack rolls. This staff has 10 charges. While holding it, you can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: banishment (4 charges), blink (3 charges), misty step (2 charges), passwall (5 charges), or teleport (7 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes forever. | Attunable by a Thief Rogue (lvl 13) | GGR |
| Wand of Fireballs | 3 | Yes | Spellcaster | Wand | 1,500 GP | No | Requires attunement by a spellcaster This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. | Attunable by a Thief Rogue (lvl 13) | DMG |
| Wand of Lightning Bolts | 3 | Yes | Spellcaster | Wand | 2,500 GP | No | Requires attunement by a spellcaster This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. | Attunable by a Thief Rogue (lvl 13) | DMG |
| Wand of the War Mage +2 | 4 | Yes | Spellcaster | Wand | 2,500 GP | No | Requires attunement by a spellcaster While you are holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. | Attunable by a Thief Rogue (lvl 13) | DMG |
| Wand of Wonder | 3 | Yes | Spellcaster | Wand | 1,000 GP | No | (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell’s save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn’t already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed. d100 Effect 01-05 You cast slow. 06-10 You cast faerie fire. 11-15 You are stunned until the start of your next turn, believing something awesome just happened. 16-20 You cast gust of wind. 21-25 You cast detect thoughts on the target you chose. If you didn’t target a creature, you instead take 1d6 psychic damage. 26-30 You cast stinking cloud. 31-33 Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. 34-36 An animal appears in the unoccupied space nearest the target. The animal isn’t under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. 37-46 You cast lightning bolt. 47-49 A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. 50-53 You enlarge the target as if you had cast enlarge/reduce. If the target can’t be affected by that spell or if you didn’t target a creature, you become the target. 54-58 You cast darkness. 59-62 Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute. 63-65 An object of the DM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. 66-69 You shrink yourself as if you had cast enlarge/reduce on yourself. 70-79 You cast fireball. 80-84 You cast invisibility on yourself. 85-87 Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. 88-90 A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand’s tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line. 91-95 A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 96-97 The target’s skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. 98-00 If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn’t target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. | Attunable by a Thief Rogue (lvl 13) | DMG |
| Wayfarer's Boots | 3 | Yes | None | Wondrous Item | 750 GP | No | This pair of boots is made of durable cloth, with the journey rune stitched in golden thread above each heel. While you are wearing this item, your walking speed increases by 10 feet, and you have advantage on Wisdom (Survival) checks. Invoking the Runes. As a bonus action, you can invoke the boots’ runes to cast the expeditious retreat spell with them. Once the runes have been invoked, they can’t be invoked again until the next dawn. | BGG | |
| Windvane | 4 | Yes | None | Spear, Simple Weapon, Melee Weapon | 2,750 GP | Yes | 1d6 piercing Finesse, thrown (20/60 ft.), versatile (1d8) A silver spear, Windvane has dark sapphires on the filigreed surface of its polished head. Held by its shining haft, the weapon feels insubstantial, as if clutching a cool, gently flowing breeze. The spear contains a spark of Yan-C-Bin, the Prince of Evil Air. You have a +2 bonus to attack and damage rolls made with this magic weapon, which has the finesse weapon property. When you hit with it, the target takes an extra 1d6 lightning damage. Air Mastery. You gain the following benefits while you hold Windvane: You can speak Auran fluently. You have resistance to lightning damage. You can cast dominate monster (save DC 17) on an air elemental. Once you have done so, Windvane can’t be used this way again until the next dawn. Song of the Four Winds. While inside an air node, you can perform a ritual called the Song of the Four Winds, using Windvane to create a devastation orb of air. Once you perform the ritual, Windvane can’t be used to perform the ritual again until the next dawn. Flaw. Windvane makes its wielder mercurial and unreliable. While attuned to the weapon, you gain the following flaw: “I break my vows and plans. Duty and honor mean nothing to me.” Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. 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. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. | PotA | |
| Winged Boots | 4 | Yes | None | Wondrous Item | 1,500 GP | No | While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren’t in use. | DMG | |
| Wings of Flying | 4 | Yes | None | Wondrous Item | 8,500 GP | No | While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can’t use them again for 1d12 hours. | DMG | |
| Wingwear | 3 | Yes | None | Wondrous Item | 1,600 GP | No | This snug uniform has symbols of air stitched into it and leathery flaps that stretch along the arms, waist, and legs to create wings for gliding. A suit of wingwear has 3 charges. While you wear the suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your altitude drops by 5 feet. Your altitude drops instantly to 0 feet at the end of your turn if you didn’t fly at least 30 feet horizontally on that turn. When your altitude drops to 0 feet, you land (or fall), and you must expend another charge to use the suit again. The suit regains all of its expended charges after spending at least 1 hour in an elemental air node. | PotA | |
| Wyrmreaver Gauntlets | 4 | Yes | None | Wondrous Item | 1,750 GP | No | Originally crafted for ground-bound giant brawlers to fight against dragons and other enormous predators of the sky, these studded gauntlets are engraved with the dragon rune. While you are wearing these gauntlets, your unarmed strike deals an additional 1d6 force damage on a hit. Additionally, whenever you finish a long rest, choose one of the following damage types: acid, cold, fire, lightning, or poison. You have resistance to the chosen damage type until you finish another long rest. Invoking the Runes. As a bonus action, you can invoke the gauntlets’ runes and summon two enormous spectral fists that envelop the gauntlets and mimic your hand motions. The fists can also launch themselves to strike distant opponents, returning immediately to your space after they hit or miss. The fists last for 1 minute or until you are incapacitated. While the spectral fists are active, unarmed strikes you make on your turn have a reach of 30 feet, and when you hit a creature with an opportunity attack made with your unarmed strike, the creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or have the prone condition. Once the runes have been invoked, they can’t be invoked again until the next dawn. | BGG | |
| All-Purpose Tool +3 | 5 | Yes | Artificer | Wondrous Item | 5,000 GP | No | Requires attunement by an artificer While holding this tool, you gain a +3 bonus to the spell attack rolls and the saving throw DCs of your artificer spells. As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don’t know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can’t be used again until the next dawn. | Attunable by a Thief Rogue (lvl 13) | TCE |
| Amulet of Appearance | 5 | Yes | None | Wondrous Item | 3,500 GP | No | Your armor, weapons, and other equipment always shine as if just polished. Even if you’re wounded, your wounds do not appear to others. You’re immune to the frightened and poisoned conditions, as these would otherwise ruin your elegant appearance. However, whenever you would otherwise have been affected by one of these conditions, a random non-evil Humanoid on the Material Plane whom you have previously met gets the condition instead. You know this. | You need to appraise the DM of this item. | CoA |
| Amulet of the Devout +3 | 5 | Yes | Cleric, Paladin | Wondrous Item | 5,000 GP | No | Requires attunement by a cleric or paladin This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +3 bonus to spell attack rolls and the saving throw DCs of your spells. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | TCE |
| Arcane Grimoire +3 | 5 | Yes | Wizard | Wondrous Item | 5,000 GP | No | Requires attunement by a wizard While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your wizard spells. You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | TCE |
| Barrier Tattoo (Large) | 3 | Yes | None | Tattoo, Wondrous Item | 4,000 GP | No | Produced by a special needle, this magic tattoo depicts protective imagery and uses ink that resembles liquid metal. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Protection. While you aren’t wearing armor, the tattoo grants you an Armor Class of 18. You can use a shield and still gain this benefit. | Very Rare Tattoo | DMG |
| Belt of Fire Giant Strength | 5 | Yes | None | Wondrous Item | 25,000 GP | No | While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score. | DMG | |
| Black Dragon Mask | 5 | Yes | None | Wondrous Item | 25,000 GP | Yes | This horned mask of glossy ebony has horns and a skull-like mien. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties. Damage Absorption. You have resistance to acid damage. If you already have damage resistance to acid from another source, you gain immunity to acid damage. If you already have immunity to acid damage from another source, you regain hit points equal to half of any acid damage you are dealt. Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class. Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. Dragon Sight. You gain darkvision with a radius of 60 feet, or an additional 60 feet of darkvision if you already have that sense. Once per day, you can gain blindsight out to a range of 30 feet for 5 minutes. Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against Black dragons. Legendary Resistance. (1/Day) If you fail a saving throw, you can choose to succeed instead. Water Breathing. You can breathe underwater. | HotDQ | |
| Blood Fury Tattoo | 5 | Yes | None | Tattoo, Wondrous Item | 10,000 GP | No | Produced by a special needle, this magic tattoo evokes fury in its form and colors. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits: When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt. When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll. | Legendary Tattoo | DMG |
| Bloodwell Vial +3 | 5 | Yes | Sorcerer | Wondrous Item | 5,000 GP | No | Requires attunement by a sorcerer To attune to this vial, you must place a few drops of your blood into it. The vial can’t be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can’t be used again until the next dawn. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | TCE |
| Blue Dragon Mask | 5 | Yes | None | Wondrous Item | 25,000 GP | Yes | This mask of glossy azure has spikes around its edges and a ridged horn in its center. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties. Damage Absorption. You have resistance against lightning damage. If you already have resistance to lightning damage from another source, you instead have immunity to lightning damage. If you already have immunity to lightning damage from another source, whenever you are subjected to lightning damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type. Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class. Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. Dragon Sight. You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against Blue Dragons. Legendary Resistance. (1/Day) If you fail a saving throw, you can choose to succeed instead. Lingering Shock. If you deal lightning damage to a creature, it can’t take reactions until its next turn. | RoTOS | |
| Bookmark | 5 | Yes | None | Dagger, Simple Weapon, Melee Weapon | 12,000 GP | No | 1d4 piercing – finesse, light, thrown (20/60 ft.) This +3 dagger belongs to Artus Cimber. While you have the dagger drawn, you can use a bonus action to activate one of the following properties: Cause a blue gem set into the dagger’s pommel to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the gem go dark. Turn the dagger into a compass that, while resting on your palm, points north. Cast dimension door from the dagger. Once this property is used, it can’t be used again until the next dawn. Cast compulsion (save DC 15) from the dagger. The range of the spell increases to 90 feet but it targets only spiders that are beasts. Once this property is used, it can’t be used again until the next dawn. | ToA | |
| Canian Fork | 4 | Yes | None | Trident, Martial Weapon, Melee Weapon | 8,000 GP | No | 1d6 piercing – thrown (20/60 ft.), versatile (1d8) You have a +3 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one additional attack with it as a bonus action on each of your turns. Curse. You’re unwilling to part with this weapon while attuned to it. You’re also vulnerable to radiant damage and each time you receive magical healing, you must make a DC 15 Constitution saving throw. On a failed save, the healing has no effect. Only the Remove Curse spell allows you to end attunement to this item. Corrupting. This item corrupts. See the “Infernal Item Corruption” section. | CoA | |
| Chronolometer | 5 | Yes | None | Wondrous Item | 25,000 GP | Yes | While attuned to this device, you have a +1 bonus to Intelligence saving throws. The first time you attune to the chronolometer, you choose one language you don’t know. You subsequently know that language while attuned to the device. Time Bandit. At the start of your turn, roll a d6 (no action required). On a 1–3, you slow down time, gaining an additional action on your turn and doubling your speed until the end of the turn. On a 4–6, you go forward in time to warn yourself of what is to come. The next time you fail a saving throw, attack roll, or ability check, you can reroll the check and take either result. Once you use this feature of the chronolometer, it cannot be used again until the next dawn. Fate Swap. As a reaction when a creature you can see within 30 feet of you takes damage, that creature gains an additional action if it is the creature’s turn, or can take an action immediately even though it isn’t the creature’s turn. Once you use this feature of the chronolometer, it cannot be used again until the next dawn. Part of a Whole. While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM. | DMG | |
| Corvum Feather Robe | 5 | Yes | Sorcerer, Warlock, Wizard | Wondrous Item | 50,000 GP | Yes | Requires attunement by a sorcerer, warlock, or wizard This luxuriant robe is made from the feather of a birdfolk spellcaster. Though it appears to be made of many individual plumes, the robe is actually composed of only a single feather, flawlessly copied over and over again by the magic that created it. You gain the following benefits from wearing the robe. Your Intelligence or Charisma score becomes 22 (your choice when you first attune to the robe). You have a +1 bonus to saving throws while you wear this robe. Your spell attacks have advantage against foes that have not yet acted in this combat. Treat any successful spell attack roll made against a surprised creature as though it were a critical hit. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | HWT |
| Deck of Dimensions | 5 | Yes | None | Wondrous Item | 9,000 GP | No | The deck has 6 charges: Marked Card. As a bonus action, you can expend 1 charge to draw a card from the deck and place it in an unoccupied space within 5 feet of you. The card then becomes marked with an invisible sigil. Once within the next 24 hours, as an action, you can speak the marked card’s name and teleport to the card’s location, along with any equipment you are wearing or carrying, appearing in the closest unoccupied space to the card. After you teleport in this way, or after 8 hours, the card returns to the deck, and the mark on it fades. Riffling Portal. As an action, you can expend 3 charges to cast the Arcane Gate spell from the deck. The deck vanishes, and fluttering cards create the spell’s portal rings. When the spell ends, the deck reappears in your possession. Shuffling Stride. As a bonus action, you can expend 1 charge to throw a card from the deck to an unoccupied space within 60 feet of yourself and teleport, along with any equipment you’re wearing or carrying, to that space. The card then vanishes and returns to the deck. The deck regains 1d6 expended charges daily at dawn. | BMT | |
| Defender | 5 | Yes | None | Sword, Martial Weapon, Melee Weapon, Generic Variant | 5,000 GP + Base Cost | No | You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. | All Weapon Variations Allowed | DMG |
| Devlin's Staff of Striking | 5 | Yes | None | Staff, Simple Weapon, Melee Weapon | 6,500 GP | No | 1d6 bludgeoning Versatile (1d8) This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. If you attune to this staff, you transform into a goat-humanoid hybrid over the course of 3 days. Tieflings are immune to this curse. Throughout the first day, shaggy fur begins to grow all over your body. After 24 hours, your eyes become goat-like, and stumpy horns sprout from your brow. On the last day, your fingers and toes meld into double digits, and the horns grow to full length. This transformation doesn’t prevent you from wielding weapons or casting spells. Remove curse, greater restoration, or any other effect that ends a curse restores your original appearance, but only a wish spell can rid the staff of its power to transform those who attune to it. 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. | ToA | |
| Dimensional Loop | 5 | Yes | None | Wondrous Item | 25,000 GP | Yes | While attuned to this device, you have a +1 bonus to Strength saving throws, and you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. Dimensional Cloak. As a bonus action, you send your body out of phase with the material world for 1 minute, granting you advantage on Dexterity (Stealth) checks made to hide, and imposing disadvantage on attack rolls against you. Once you use this feature of the dimensional loop, it cannot be used again until the next dawn. Fold Space. Choose a space you can see within 60 feet of you (no action required). You treat that space as if it were within 5 feet of you until the end of your turn. This allows you to move immediately to that space without provoking opportunity attacks, or to interact with objects or creatures in that space as though they were next to you (including allowing you to make melee attacks into that space). Once you use this feature of the dimensional loop, it cannot be used again until the next dawn. Part of a Whole. While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM. | WGE | |
| Dragonhide Belt +3 | 5 | Yes | Monk | Wondrous Item | 5,000 GP | No | Requires attunement by a monk This finely detailed belt is made of dragonhide. While wearing it, you gain a +3 bonus to the saving throw DCs of your ki features. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | FTD |
| Dragonlance | 5 | Yes | None | Lance or Pike, Martial Weapon, Melee Weapon | 9,500 GP | No | A dragonlance is a renowned weapon forged from rare metal with the aid of powerful artifacts associated with Bahamut. Different lances are forged for use by foot soldiers (as pikes) and by riders (as lances), but the magical properties of the weapons are the same. You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a Dragon with this weapon, the Dragon takes an extra 3d6 force damage, and any Dragon of your choice that you can see within 30 feet of you can immediately use its reaction to make a melee attack. | FTD | |
| Dwarven Thrower | 5 | Yes | Dwarf | Warhammer, Martial Weapon, Melee Weapon | 8,000 GP | No | Requires attunement by a dwarf 1d8 bludgeoning – thrown (20/60 ft.), versatile (1d10) You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | DMG |
| Efreeti Chain | 5 | Yes | None | Heavy Armor | 6,500 GP | No | AC 16 While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground. The wearer has disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. | DMG | |
| Egg of Rebirth | 4 | Yes | None | Wondrous Item | 100,000 GP | Yes | This smooth golden egg fits in your hand. It feels warm and is surprisingly strong despite its delicate appearance. It is blessed with the life-giving powers of Ardea. Attuning to the egg involves placing a portion of your life energy inside of it. You can feel your life force within it, and once you have attuned to it, you always know its direction and distance from you as long as you are on the same plane of existence as the egg. The egg is unbreakable and indestructible. Only a power word kill spell cast on the egg can destroy it, causing it to turn black and crumble to dust and killing any attuned character in the process, regardless of their hit point total. While you carry this egg with you, you may spend your reaction to grant yourself advantage on a saving throw against one effect or condition currently affecting you. Once you use this property, you can’t use it again until the next dawn. When you die, as long as the egg is within 20 feet of you, it shatters, destroying it, and you are immediately restored to life in a blaze of brilliant light. You are revived with full hit points, and your hit point maximum is restored (if it had been reduced). When this happens, all hostile creatures within 60 feet of you must succeed on a DC 17 Constitution saving throw, taking 12d6 radiant damage on a failure, or half as much on a success. Any creature that fails the saving throw is blinded for 1 minute. | HWT | |
| Elven Thrower | 5 | Yes | Elf | Spear, Simple Weapon, Melee Weapon | 7,500 GP | No | Requires attunement by a elf 1d6 piercing – thrown (20/60 ft.), versatile (1d8) You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a Giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | BGG |
| Euryale's Aegis | 5 | Yes | None | Armor, Shield | 10,000 GP | No | AC +2 Blessing of Euryale. You have resistance to poison damage and are immune to the petrified condition. Petrifying Heraldry. As a bonus action, you can make the front of the shield flare with a medusa’s petrifying magic, causing the relief’s eyes to glow brightly. Choose one creature you can see within 30 feet of you. The creature must succeed on a DC 20 Constitution saving throw, or it has the restrained condition as its body turns to stone. The restrained creature must make another DC 20 Constitution saving throw at the start of its next turn. On a failed save, the creature has the petrified condition for 24 hours. On a successful save, the restrained condition ends. Once this bonus action is used, it can’t be used again until the next dawn. Spellcasting. You can use an action to cast one of the following spells: Lesser Restoration, Locate Creature, Transport via Plants. Once you use the shield to cast a spell, it can’t cast that spell again until the next dawn. | BMT | |
| Fane-Eater | 5 | Yes | Evil Cleric, Evil Paladin | Battleaxe, Martial Weapon, Melee Weapon | 4,000 GP | No | Requires attunement by an evil cleric or paladin 1d8 slashing – versatile (1d10) Fane-Eater is a battleaxe belonging to Arkhan the Cruel. You gain a +3 bonus to attack and damage rolls with Fane-Eater. If you attack a creature with this weapon and roll a 20 on the attack roll, the creature takes an extra 2d8 necrotic damage, and you regain a number of hit points equal to the necrotic damage taken. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | DMG |
| Far Gear | 5 | Yes | None | Wondrous Item | 25,000 GP | Yes | While attuned to this device, you have a +1 bonus to Charisma saving throws, and you have advantage on Charisma (Intimidation) checks. Aberrant Ally. You can conjure an aberrant creature from the chaos of the multiverse to serve you. This functions as the conjure celestial spell (no concentration required), except the creature you summon is an aberration of challenge rating 4 or lower. Once you use this feature of the far gear, it cannot be used again until the next dawn. Unnatural Bane. You can cast the bane spell (save DC 15), which affects any number of creatures within range for 1 minute. Once you use this feature of the far gear, it cannot be used again until the next dawn. Part of a Whole. While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM. | AI | |
| Fate Dealer's Deck +3 | 5 | Yes | Cleric, Paladin | Wondrous Item | 5,000 GP | No | Requires attunement by a cleric or paladin The backs of these cards are inscribed with glyphs representing the Inner Planes, the Outer Planes, or the holy symbols of various deities. While holding this deck, you can use it as a spellcasting focus, and you gain a +3 bonus to spell attack rolls and to your spell save DC. In addition, while you’re holding the deck, you can draw a card as an action to expend and roll one of your Hit Dice and add the deck’s bonus to the number rolled. One creature you can see within 30 feet of you either takes radiant damage or regains hit points (your choice) equal to the total. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | BMT |
| Flail of Tiamat | 6 | Yes | None | Flail, Martial Weapon, Melee Weapon | 35,000 GP | Yes | 1d8 bludgeoning This magic flail is made in the image of Tiamat, with five jagged heads shaped like the heads of five different chromatic dragons. You gain a +3 bonus to attack and damage rolls made with this flail. When you hit with an attack roll using it, the target takes an extra 5d4 damage of your choice of one of the following damage types: acid, cold, fire, lightning, or poison. While holding the flail, you can use an action and speak a command word to cause the heads to breathe multicolored flames in a 90-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed save, it takes 14d6 damage of one of the following damage types (your choice): acid, cold, fire, lightning, or poison. On a successful save, it takes half as much damage. Once this action is used, it can’t be used again until the next dawn. | FTD | |
| Flame of Ingenuity | 5 | Yes | Bard, Sorcerer, Wizard | Wondrous Item | 20,000 GP | Yes | Requires attunement by a bard, sorcerer, or wizard This wooden lantern contains a small flame within and represents the true power of fire’s gift when properly harnessed. The creation of the first flame of ingenuity is said to have been divinely inspired by Gesme herself. Light of Revelation. The mystical flame inside this wooden lantern never goes out and can only be quenched inside an antimagic field. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects become visible so long as they are in the lantern’s bright light, and illusions in the bright light are immediately revealed, appearing as spectral forms rather than solid matter. You can use a bonus action to speak a command word to reduce the flame’s light to dim light in a 5-foot radius. Stroke of Ingenuity. When you roll a 1 or 2 on an Intelligence check while you are attuned to the lantern, you can reroll the die and must use the new result. Arcane Rekindling. By spending 1 minute meditating on the flame within the lantern, you can regain up to 5 levels worth of spell slots, divided as you choose. For example, you could regain one 5th level spell slot, or one 3rd level and one 2nd level spell slot. This property can’t be used again until the next dawn. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | HWT |
| Gallus Feather Robe | 5 | Yes | Sorcerer, Warlock, Wizard | Wondrous Item | 100,000 GP | Yes | Requires attunement by a sorcerer, warlock, or wizard This luxuriant robe is made from the feather of a birdfolk spellcaster. Though it appears to be made of many individual plumes, the robe is actually composed of only a single feather, flawlessly copied over and over again by the magic that created it. You gain the following benefits from wearing the robe. Your Intelligence or Charisma score becomes 22 (your choice when you first attune to the robe). You have a +1 bonus to saving throws while you wear this robe. Additionally, you gain different benefits from wearing the robe depending on the race of the birdfolk spellcaster that donated a feather to create it. The GM chooses the feather that was used to make the robe or rolls a d10 to determine it randomly. When you cast a spell that targets only one ally and doesn’t have a range of self, you can target a second ally in range with the same spell. You can use this property up to three times each day. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | HWT |
| Greater Silver Sword | 5 | Yes | Psionic | Greatsword, Martial Weapon, Melee Weapon | 16,000 GP | Yes | Requires attunement by a creature that has psionic ability 2d6 slashing – heavy, two-handed This magic weapon grants a +3 bonus to attack and damage rolls made with it. While you hold the sword, you have advantage on Intelligence, Wisdom, and Charisma saving throws, you are immune to being charmed, and you have resistance to psychic damage. In addition, if you score a critical hit with it against a creature’s astral body, you can cut the silvery cord that tethers the target to its material body, instead of dealing damage. | Attunable by a Psi Warrior Fighter, Soulknife Rogue, Aberrant Mind Sorcerer, and Gith | MTF |
| Green Dragon Mask | 5 | Yes | None | Wondrous Item | 25,000 GP | Yes | This mottled green mask is surmounted by a frilled crest and has leathery spiked plates along its jaw. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties Damage Absorption. You have resistance against poison damage. If you already have resistance to poison damage from another source, you instead have immunity to poison damage. If you already have immunity to poison damage from another source, whenever you are subjected to poison damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type. Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class. Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. Dragon Sight. You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against Green Dragons. Legendary Resistance. (1/Day) If you fail a saving throw, you can choose to succeed instead. Water Breathing. You can breathe underwater. | RoTOS | |
| Heretic | 5 | Yes | Non-Good | Weapon (longsword), Martial weapon, melee weapon | 9,500 GP | No | Requires attunement by a non-good creature You gain a +3 bonus to attack and damage rolls made with this magic weapon. Heretic has 6 charges for the following properties; the sword regains 1d4 + 1 charges daily at dawn: Destroy Devotion. Once per turn when you hit a creature with this weapon, you can expend 1 of its charges to attempt to render the target powerless. The target must succeed on a DC 17 Constitution saving throw or have the paralyzed condition until the start of your next turn. Celestials have disadvantage on the save. Faith Hunter. While holding the sword, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: Detect Evil and Good (1 charge), Fly (2 charges), or True Seeing (3 charges). | QftIS | |
| Holy Avenger | 5 | Yes | Paladin | Sword, Martial Weapon, Melee Weapon, Generic Variant | 7,500 GP + Base Cost | No | Requires attunement by a paladin You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) Generic Melee Weapon Variants allowed | DMG |
| Infernal Tack | 4 | Yes | Evil | Wondrous Item | 6,666 GP | Yes | Requires attunement by a creature of evil alignment A rider binds a nightmare to its service with infernal tack, which consists of a bridle, bit, reins, saddle, and stirrups, along with spurs that are worn by the rider. A nightmare equipped with infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed. You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again. | MTF | |
| Jester's Mask | 5 | Yes | Bard, Sorcerer, Warlock | Wondrous Item | 13,000 GP | No | Requires attunement by a bard, sorcerer, or warlock Charismatic Focus. You can use the mask as a spellcasting focus. You gain a +3 bonus to any spell attack rolls and spell saving throw DCs that use Charisma as the spellcasting ability. Marvelous Escape. When a creature hits you with an attack roll, you can use your reaction to disappear in a puff of smoke and colorful sparkles. You take no damage and instead teleport, along with anything you are wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. Once this reaction is used, it can’t be used again until the next dawn. Topsy-Turvy. When you roll a 1 on a d20, you can treat the roll as if you rolled a 20 instead. Once this property is used, it can’t be used again until the next dawn. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | BMT |
| Longbow of the Healing Hearth | 5 | Yes | Longbow, Martial Weapon, Ranged Weapon | 8,000 GP | No | 1d8 piercing Ammunition (150/600 ft.), heavy, two‑handed This ivory longbow is inscribed with a prayer to the god Hiatea, the runes of which are entwined with gilded engravings of wheat stalks and deer antlers. You gain a +3 bonus to attack and damage rolls made with this weapon. If you load no ammunition in the weapon, it produces its own, automatically creating one magic arrow when you pull back the string. The arrow created by the bow vanishes the instant after it hits or misses a target. The bow has 8 charges for the following properties, which you can use while wielding the bow. The bow regains 1d4 + 1 charges daily at dawn. Curative Arrow. When you take the Attack action using the bow, you can expend 1 charge to replace one of your attacks with a blazing arrow of curative magic, which automatically hits one creature you can see within 150 feet of you. The target can then immediately spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your Wisdom modifier (minimum of +1). If the target has no unspent Hit Dice remaining, nothing happens. You can use a curative arrow only once per turn. Spellcasting. While holding the bow, you can use an action to expend 1 or more of its charges to cast one of the following spells from it (save DC 18): create food and water (1 charge), warding bond (2 charges), guardian of faith (3 charges). Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. | BGG | ||
| Luma Feather Robe | 5 | Yes | Sorcerer, Warlock, Wizard | Wondrous Item | 40,000 GP | Yes | Requires attunement by a sorcerer, warlock, or wizard This luxuriant robe is made from the feather of a birdfolk spellcaster. Though it appears to be made of many individual plumes, the robe is actually composed of only a single feather, flawlessly copied over and over again by the magic that created it. You gain the following benefits from wearing the robe. Your Intelligence or Charisma score becomes 22 (your choice when you first attune to the robe). You have a +1 bonus to saving throws while you wear this robe. When a target succeeds on a saving throw against one of your spells, you can use your reaction to force that target to repeat that saving throw. The target must use the new result. You can use this property up to three times each day. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | HWT |
| Matalotok | 4 | Yes | None | Warhammer, Martial Weapon, Melee Weapon | 11,000 GP | Yes | 1d8 bludgeoning – versatile (1d10) Matalotok, the Frost Father, is an ancient hammer fashioned by Thrym, the god of frost giants. The favored weapon of the demon lord Kostchtchie, Matalotok is frigid to the touch and wreathed in mist. You are immune to cold damage while holding Matalotok. Whenever it deals damage to a creature, the hammer radiates a burst of intense cold in a 30-foot-radius sphere. Each creature in that area takes 10 (3d6) cold damage. | BGDIA | |
| Mind Carapace Armor | 3 | Yes | Mind Flayer, Mind Flayer Thrall | Heavy Armor, Generic Variant | 500 GP + Base Cost | Yes | Requires attunement by a specific individual Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition. | VGM | |
| Moonblade | 7 | Yes | Elf, Half-Elf, Neutral Good | Longsword, Martial Weapon, Melee Weapon | 66,000 GP | Yes | (requires attunement by an elf or half-elf of neutral good alignment) Martial weapon, melee weapon 3 lb. 1d8 slashing Versatile (1d10) Of all the magic items created by the elves, one of the most prized and jealously guarded is a moon blade. In ancient times, nearly all elven noble houses claimed one such blade. Over the centuries, some blades have faded from the world, their magic lost as family lines have become extinct. Other blades have vanished with their bearers during great quests. Thus, only a few of these weapons remain. A moonblade passes down from parent to child. The sword chooses its bearer and remains bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it and lays claim to its power. A moonblade serves only one master at a time. The attunement process requires a special ritual in the throne room of an elven regent or in a temple dedicated to the elven gods. A moonblade won’t serve anyone it regards as craven, erratic, corrupt, or at odds with preserving and protecting elvenkind. If the blade rejects you, you make ability checks, attack rolls, and saving throws with disadvantage for 24 hours. If the blade accepts you, you become attuned to it and a new rune appears on the blade. You remain attuned to the weapon until you die or the weapon is destroyed. A moonblade has one rune on its blade for each master it has served (typically 1d6 + 1). The first rune always grants a +1 bonus to attack and damage rolls made with this magic weapon. Each rune beyond the first grants the moon blade an additional property. The DM chooses each property or determines it randomly on the Moon Blade Properties table. Moonblade Properties d100 Property 01-40 Increase the bonus to attack and damage rolls by 1, to a maximum of +3. Reroll if the moonblade already has a +3 bonus. 41-80 The moonblade gains a randomly determined minor property (see “Special Features” DMG p143). 81-82 The moonblade gains the finesse property. 83-84 The moonblade gains the thrown property (range 20/60 feet). 85-86 The moonblade functions as a defender. 87-90 The moon blade scores a critical hit on a roll of 19 or 20. 91-92 When you hit with an attack using the moon blade, the attack deals an extra 1d6 slashing damage. 93-94 When you hit a creature of a specific type (such as dragon, fiend, or undead) with the moonblade, the target takes an extra 1d6 damage of one of these types: acid, cold, fire, lightning, or thunder. 95-96 You can use a bonus action to cause the moonblade to flash brightly. Each creature that can see you and is within 30 feet of you must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can’t be used again until you take a short rest while attuned to the weapon. 97-98 The moonblade functions as a ring of spell storing. 99 You can use an action to call forth an elfshadow, provided that you don’t already have one serving you. The elfshadow appears in an unoccupied space within 120 feet of you. It uses the statistics for a shadow, except it is neutral, immune to effects that turn undead, and doesn’t create new shadows. You control this creature, deciding how it acts and moves. It remains until it drops to 0 hit points or you dismiss it as an action. 00 The moonblade functions as a vorpal sword. Sentience. A moon blade is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet. The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder’s hand when it wants to communicate something it has sensed. It can communicate more explicitly, through visions or dreams, when the wielder is either in a trance or asleep. Personality. Every moonblade seeks the advancement of elvenkind and elven ideals. Courage, loyalty, beauty, music, and life are all part of this purpose. The weapon is bonded to the family line it is meant to serve. Once it has bonded with an owner who shares its ideals, its loyalty is absolute. If a moon blade has a flaw, it is overconfidence. Once it has decided on an owner, it believes that only that person should wield it, even if the owner falls short of elven ideals. 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. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | DMG |
| Moonsickle +3 | 5 | Yes | Druid, Ranger | Sickle, Simple Weapon, Melee Weapon | 5,000 GP | No | Requires attunement by a druid or ranger 1d4 slashing – light This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +3 bonus to attack and damage rolls made with it, and you gain a +3 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells. When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | TCE |
| Occultant Abacus (Max Rank) | 5 | Yes | None | Wondrous Item | 6,500 GP | No | Head office grants you the use of a unique item known as an occultant abacus (sometimes just referred to as an occultant), whose beads resemble tiny skulls. Read the Kill. Also at rank 1, your occultant abacus not only tracks your franchise’s kills, it helps you determine the impact of those kills on the franchise’s fate. Over a period of 1 minute, you can study a creature killed by someone in your franchise within the last 24 hours, then grant the character who slew it a d10. Once within the next hour, that character can add the d10 to an attack roll, ability check, or saving throw. If it’s not clear who administered the killing blow, you grant this benefit to a random creature involved in the fight. Once you use this feature, you can’t use it again until you finish a long rest. d6 Reading 1 Using a tiny bellows to pump one last breath into a corpse. 2 Reading the entrails with special reading-the-entrails glasses. 3 Burning a small piece of the body and looking for shapes in the smoke. 4 A cautious, reasoned, professional guesstimate. 5 Careful measurements. The distance between nostrils. The difference between the index finger and the middle finger. The elasticity of the ear lobe. 6 You take a long, careful look, and then decide based on which fellow franchisee has been nice to you lately. Eldritch Occultant. Starting at rank 2, your occultant abacus becomes an uncommon magic item that can track lives both eliminated and saved. While holding your occultant abacus within 5 feet of a creature killed within the past 24 hours, you can cast the augury spell. The course of action you inquire about with the spell does not need to have any connection to the dead creature. This property of the occultant abacus can’t be used again until the next dawn. Bring Out Your Dead. Also at rank 2, you regain the use of your Read the Kill feature after you finish a short or long rest. Bead of Instant Karma. At rank 3, one of the beads on your occultant abacus channels the power of instant karma, turning the occultant abacus into a rare magic item. As a reaction, you can target one creature you can see that is about to attempt an ability check, attack roll, or saving throw, either granting advantage or imposing disadvantage on the roll. The bead crumbles to dust when used, reappearing on your occultant abacus at the next dawn. Bead of Diverted Karma. At rank 4, one of the beads on your occultant abacus allows you to divert karma to where it’s needed, turning the occultant abacus into a very rare magic item. While the bead is unused, you know automatically when any creature you can see is about to make an ability check, attack roll, or saving throw with disadvantage. When such a roll is made, you can use a reaction to grant a d10 to a different creature you can see. That creature can add the d10 to any ability check, attack roll, or saving throw it makes within the next minute. The bead crumbles to dust when used, reappearing on your occultant abacus at the next dawn. Correct the Balance. As a rank 4 occultant, you learn that sometimes the death of a creature has unintended consequences. Within seven days of a creature’s death, you can use your occultant abacus to divine ways to reverse or mitigate events resulting from that death. As an action, make a DC 15 Intelligence (Religion) check. On a success, you learn the relevant information based on the nature of the creature and its place in the world. If you fail the check, this property of the occultant abacus can’t be used again until the next dawn. If you succeed on the check, this property can’t be used again until dawn seven days later. | The Nexus is your franchise for the purpouses of this Item. | AI |
| Plate Armor of Etherealness | 4 | Yes | None | Plate Armor, Heavy Armor | 5,500 GP | No | AC 18 While you’re wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which lasts for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can’t be used again until the next dawn. The wearer has disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. | DMG | |
| Raptor Feather Robe | 5 | Yes | Sorcerer, Warlock, Wizard | Wondrous Item | 150,000 GP | Yes | Requires attunement by a sorcerer, warlock, or wizard This luxuriant robe is made from the feather of a birdfolk spellcaster. Though it appears to be made of many individual plumes, the robe is actually composed of only a single feather, flawlessly copied over and over again by the magic that created it. You gain the following benefits from wearing the robe. Your Intelligence or Charisma score becomes 22 (your choice when you first attune to the robe). You have a +1 bonus to saving throws while you wear this robe. When casting a spell that deals damage to a single target, so long as you have already expended some of your movement during that turn, your spell deals additional damage equal to your character level. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) Only works one one damage instance | HWT |
| Red Dragon Mask | 5 | Yes | None | Wondrous Item | 25,000 GP | Yes | This mask of glossy crimson has swept-back horns and spiked cheek ridges. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties. Damage Absorption. You have resistance against fire damage. If you already have resistance to fire damage from another source, you instead have immunity to fire damage. If you already have immunity to fire damage from another source, whenever you are subjected to fire damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type. Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class. Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. Dragon Sight. You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against Red Dragons. Legendary Resistance. (1/Day) If you fail a saving throw, you can choose to succeed instead. Dragon Fire. If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire. | RoTOS | |
| Rhythm-Maker's Drum +3 | 5 | Yes | Bard | Instrument, Wondrous Item | 5,000 GP | No | Requires attunement by a bard While holding this drum, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your bard spells. As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can’t be used again until the next dawn. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | TCE |
| Rod of Lordly Might | 5 | Yes | None | Mace, Simple Weapon, Melee Weapon, Rod | 9,000 GP | No | This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage roll made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Six Buttons. You can press one of the rod’s six buttons as a bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. If you press button 1, the rod becomes a flame tongue as a fiery blade sprouts from the end opposite the rod’s flanged head (you choose the type of sword). If you press button 2, the rod’s flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it. If you press button 3, the rod’s flanged head folds down, a spear point springs from the rod’s tip, and the rod’s handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target rakes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can’t be used again until the next dawn. Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can’t be used again until the next dawn. Terrify. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can’t be used again until the next dawn. | DMG | |
| Rod of the Pact Keeper +3 | 5 | Yes | Warlock | Rod | 5,000 GP | No | Requires attunement by a warlock While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | TCE |
| Rotor of Return | 5 | Yes | None | Wondrous Item | 25,000 GP | Yes | While attuned to this device, you have a +1 bonus to Constitution saving throws. You periodically receive flashbacks of old memories, and you can unerringly recall any event that took place within the previous 30 days. Borrow Object. You name a mundane item with a value of 50 GP or less and it appears in your hand or at your feet. This can be any item that appears in chapter 5, “Equipment,” of the Player’s Handbook, or any similar item selected with the DM’s permission. The summoned item is transported to you from somewhere else in the world, but it is generic in nature, so that you might call for a longsword but you cannot borrow a specific creature’s longsword. The item vanishes 10 minutes after it appears. Once you use this feature of the rotor of return, it cannot be used again until the next dawn. Recall Code. As an action, you can set your current location as a point of return locked to the rotor. Anytime thereafter, you can use a bonus action to teleport to the rotor’s point of return as long as you are within 500 feet of that point. Once you use the rotor of return to teleport, this feature cannot be used again until the next dawn. Part of a Whole. While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM. | AI | |
| Shield of the Blazing Dreadnought | 4 | Yes | None | Armor, Shield | 5,000 GP | No | AC +2 Modeled after the formidable spiked tower shields wielded by some fire giants, this iron shield emanates a constant warmth. You can use a bonus action to activate the shield, causing glowing lava to flow through the shield’s grooves for 1 minute. While the shield is active, you gain the following benefits: Blazing Soul. You have immunity to fire damage. Cleansing Fire. As an action, you can cause the shield to flare with the cleansing fire of the god Surtur. Choose one creature you can see within 30 feet of yourself (you can choose yourself). One disease or condition of your choice affecting this creature ends immediately; the condition can be blinded, charmed, deafened, or poisoned. Shield Bash. When you take the Attack action on your turn, you can replace one of your attacks with a shield bash, targeting one creature you can see within 5 feet of yourself. The target must make a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier). On a failed save, the target takes 3d6 bludgeoning damage plus 3d6 fire damage and is knocked prone. On a successful save, the target takes half as much damage only. You can use Shield Bash only once per turn. Once the shield has been activated, it can’t be activated again until the next dawn. | BGG | |
| Shield of the Uven Rune | 5 | Yes | None | Armor, Shield | 4,500 GP | No | AC +2 This shield is made from the scale of an ancient white dragon. It has a rune burned into its outward-facing side. A character who examines the rune and succeeds on a DC 20 Intelligence (History) check recognizes it as an uven (“enemy” in Giant) rune that confers great power. While holding the shield, you benefit from the following properties. Winter’s Friend. You are immune to cold damage. Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature. Bane. You can cast the bane spell from the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell from the shield, you can’t do so again until you finish a short or long rest. Gift of Vengeance. You can transfer the shield’s magic to a nonmagical weapon by tracing the uven rune on the weapon with one finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shield is destroyed, and the rune is etched or burned into the chosen weapon. This weapon becomes a rare magic item that requires attunement. It has the properties of a +1 weapon. The bonus increases to +3 when the weapon is used against one of the following creature types, chosen by you at the time of the magic weapon’s creation: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, or undead. | Transfer takes 1 DTP and needs to be logged in downtime log. | WDMM |
| Silver Sword | 5 | Yes | Psionic | Longsword, Martial Weapon, Melee Weapon | 7,500 GP | No | Requires attunement by a creature that has psionic ability 2d6 slashing – heavy, two-handed You have a +3 bonus to attack and damage rolls made with this magic weapon. On a critical hit against a target in an astral body (as with the astral projection spell), you can cut the silvery cord that tethers the target to its material body, instead of dealing damage. | Attunable by a Psi Warrior Fighter, Soulknife Rogue, Aberrant Mind Sorcerer, and Gith | MTF |
| Slimeforged Blade | 4 | Yes | None | Weapon (Greatsword), Martial Weapon, Melee Weapon | 30,000 GP | No | You have a +2 bonus to attack and damage rolls made with this magic weapon. When you attack a creature with this weapon and roll a 20 on the attack roll, the target is paralyzed until the end of their next turn. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. | HWT | |
| Snicker-Snack | 5 | Yes | Non-Evil | Greatsword, Martial Weapon, Melee Weapon | 15,000 GP | No | Requires attunement by a non-evil creature 2d6 slashing – heavy, two-handed You gain a +3 bonus to attack and damage rolls made with this magic vorpal sword. In addition, the weapon ignores resistance to slashing damage. When you use this weapon to attack a creature that has at least one head and roll a 20 on the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, it doesn’t have or need a head, it has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. While attuned to Snicker-Snack, you have proficiency with greatswords, and you can use your Charisma modifier instead of your Strength modifier for attack and damage rolls made with the weapon. | WBtW | |
| Staff of Fate | 5 | Yes | None | Quarterstaff, Staff, Simple Weapon, Melee Weapon | 8,000 GP | No | 1d6 bludgeoning – versatile (1d8) This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost. If you expend the staff’s last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. | CM | |
| Staff of Striking | 5 | Yes | None | Quarterstaff, Staff, Simple Weapon, Melee Weapon | 9,000 GP | No | 1d6 bludgeoning – versatile (1d8) This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. | DMG | |
| Staff of the Magi | 6 | Yes | Sorcerer, Warlock, Wizard | Staff, Simple Weapon, Melee Weapon | 75,000 GP | Yes | 1d6 bludgeoning Versatile (1d8) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges. Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges). You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good. Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin Damage 10 ft. away or closer 8 × the number of charges in the staff 11 to 20 ft. away 6 × the number of charges in the staff 21 to 30 ft. away 4 × the number of charges in the staff 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. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | DMG |
| Strig Feather Robe | 5 | Yes | Sorcerer, Warlock, Wizard | Wondrous Item | 40,000 GP | Yes | Requires attunement by a sorcerer, warlock, or wizard This luxuriant robe is made from the feather of a birdfolk spellcaster. Though it appears to be made of many individual plumes, the robe is actually composed of only a single feather, flawlessly copied over and over again by the magic that created it. You gain the following benefits from wearing the robe. Your Intelligence or Charisma score becomes 22 (your choice when you first attune to the robe). You have a +1 bonus to saving throws while you wear this robe. Whenever you cast a spell using a spell slot, you gain temporary hit points equal to 2d10 + the level of the spell. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14) | HWT |
| Sword of Answering (Must Specify Alignment) | 5 | Yes | Alignment | Longsword, Martial Weapon, Melee Weapon | 8,750 GP | No | 1d8 slashing – versatile (1d10) Answerer, the Chaotic Good sword, has an emerald set in its pommel. Back Talker, the Chaotic Evil sword, has jet set in its pommel. Concluder, the Lawful Neutral sword, has an amethyst set in its pommel. Last Quip, the Chaotic Neutral sword, has a tourmaline set in its pommel. Rebutter, the Neutral Good sword, has a topaz set in its pommel. Replier, the Neutral sword, has a peridot set in its pommel. Retorter, the Lawful Good sword, has an aquamarine set in its pommel. Scather, the Lawful Evil sword, has a garnet set in its pommel. Squelcher, the Neutral Evil sword, has a spinel set in its pommel. You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it 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. | If you are considering one of these look em up yourself. | DMG |
| Timepiece of Travel | 5 | Yes | None | Wondrous Item | 25,000 GP | Yes | While attuned to this device, you have a +1 bonus to Dexterity saving throws and you always know which way is north. Additionally, you can cast the longstrider spell on yourself at will. Turn-by-Turn Directions. You can name any location within 10 miles of your current location that is known to at least one creature also within 10 miles of that location (including you). Once you name the location, a disembodied voice heard only by you provides directions to the location by the safest, most direct route. The voice knows to avoid natural hazards, so that it does not send you through trackless wilderness or into a lake. But it has no knowledge of or ability to help you avoid monsters, enemies, traps, locked doors, and the like. The timepiece is of no use for reaching locations that are wholly secret or not known to any creatures within range. Once you use this feature of the timepiece of travel, it cannot be used again until the next dawn. Get Away From It All. As an action, you can cast the teleport spell. Once you use this feature of the timepiece of travel, it cannot be used again until the next dawn. Part of a Whole. While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM. | AI | |
| Vorpal Sword | 5 | Yes | None | Sword, Martial Weapon, Melee Weapon, Generic Variant | 10,000 GP + Base Cost | No | You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. | Generic Melee Slashing Weapon Variants allowed | DMG |
| Wand of the War Mage +3 | 5 | Yes | Spellcaster | Wand | 5,000 GP | No | Requires attunement by a spellcaster While you are holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. | Attunable by a Thief Rogue (lvl 13) | DMG |
| Weapon of Agonizing Paralysis | 5 | Yes | None | Weapon, Melee Weapon, Generic Variant | 16,666 GP | No | You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn’t die. Instead, infernal runes appear as if carved into their flesh and they’re healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they’re paralyzed, the creature suffers immense pain and gains a level of exhaustion. | CoA | |
| Wheel of Stars | 5 | Yes | None | Wondrous Item | 25,000 GP | Yes | While attuned to this device, you have a +1 bonus to Wisdom saving throws, and you can use an action to cast the dancing lights, guidance, or message cantrips. Portent of the Stars. As a reaction when a creature you can see within 60 feet of you makes an attack roll, saving throw, or ability check, you make that creature roll a d10 and add or subtract the number rolled (your choice) from the roll. Once you use this feature of the wheel of stars, it cannot be used again until the next dawn. Alter Gravity. As an action, you can cast fly on yourself or you can cast levitate (save DC 15). Once you use this feature of the wheel of stars, it cannot be used again until the next dawn. Part of a Whole. While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM. | AI | |
| Whelm | 6 | Yes | Dwarf | Warhammer, Martial Weapon, Melee Weapon | 8,000 GP | Yes | (requires attunement by a dwarf) Martial weapon, melee weapon 2 lb. 1d8 bludgeoning Thrown (20/60 ft.), versatile (1d10) Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky. Thrown Weapon. Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don’t have a hand free, the weapon lands at your feet. Shock Wave. You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn. Supernatural Awareness. While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can’t cast it from the weapon again until the next dawn. Sentience. Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish, Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat. Personality. Whelm’s purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. 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. | Attunable by a Thief Rogue (lvl 13) or Artificer (lvl 14). The Goblin and Giant hate is non optional even in the nexus magic enabled places. | DMG |
| White Dragon Mask | 5 | Yes | None | Wondrous Item | 25,000 GP | Yes | This gleaming mask is white with highlights of pale blue and is topped by a spined crest. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties. Damage Absorption. You have resistance against cold damage. If you already have resistance to cold damage from another source, you instead have immunity to cold damage. If you already have immunity to cold damage from another source, whenever you are subjected to cold damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type. Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class. Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. Dragon Sight. You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against White Dragons. Legendary Resistance. (1/Day) If you fail a saving throw, you can choose to succeed instead. Winter’s Fury. While your current hit points are equal to or less than half your hit point maximum, you deal an extra 1d8 cold damage with your melee attacks. | RoTOS | |
| Belt of Cloud Giant Strength | 6 | Yes | None | Wondrous Item | 27,000 GP | No | While wearing this belt, your Strength score changes to 27. The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score. | DMG | |
| Belt of Storm Giant Strength | 7 | Yes | None | Wondrous Item | 35,000 GP | No | While wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score. | DMG | |
| Gloves of Soul Catching | 6 | Yes | None | Wondrous Item | 50,000 GP | Yes | Your Constitution score is 20 while you wear these gloves. This property of the gloves has no effect on you if your Constitution is already 20 or higher. After making a successful unarmed strike while wearing these gloves, you can use the gloves to deal an extra 2d10 force damage to the target, and you regain a number of hit points equal to the force damage dealt. Alternatively, instead of regaining hit points in this way, you can choose to gain advantage on one attack roll, ability check, or saving throw you make before the end of your next turn. | CM | |
| Luck Blade (3 Charges) | 6 | Yes | None | Sword, Martial Weapon, Melee Weapon, Generic Variant | 325,000 GP + Base Cost | Yes | You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can’t be used again until the next dawn. Wish. The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can’t be used again until the next dawn. The sword loses this property if it has no charges. | Generic Melee Weapon Variants allowed | DMG |
| Rod of Absorption | 6 | Yes | None | Rod, Consumable | 150,000 GP | No | While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell’s effect is canceled, and the spell’s energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If you are targeted by a spell that the rod can’t store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. | DMG | |
| Sword of the Planes | 8 | Yes | None | Sword, Martial Weapon, Melee Weapon, Generic Variant | 75,000 GP + Base Cost | Yes | You gain a +3 bonus to attack and damage rolls made with this magic sword. This sword can tear the fabric of reality, creating a temporary rift between planes. You can use your action to choose a different plane of existence from the one you’re on and slice through an unoccupied space within 5 feet of yourself, creating a rift to that other plane. The rift can be up to 10 feet high and 10 feet wide, and it lasts for 1 minute. Once this property is used, it can’t be used again until the next dawn. You can specify a target destination, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second layer of the Nine Hells, and the rift opens in or near that destination (DM’s discretion). If you are trying to reach the City of Brass, for example, the rift might appear on the Street of Steel, before the Gate of Ashes, or facing the city from across the Sea of Fire, at the DM’s discretion. Anything that enters the rift is instantly transported to the other plane, appearing in the unoccupied space nearest to the rift. | Generic slashing Melee Weapon Variants allowed | BMT |
| Adze of Annam | 7 | Yes | None | Greataxe, Martial Weapon, Melee Weapon, Artifact | 150,000 GP | Yes | This massive adze is said to have been wielded by All-Father Annam, not as a weapon but as the tool he used to shape the various worlds of the Material Plane eons ago. Random Properties. The adze has the following random properties, determined by rolling on the appropriate table in the Dungeon Master’s Guide: 2 minor beneficial properties 1 major beneficial property 2 minor detrimental properties Magic Weapon. When a creature attunes to the adze, the artifact magically adjusts its size so that creature can wield it as a greataxe. The adze is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. On a hit, the adze deals an additional 3d12 force damage. It also deals double damage to objects and structures. Divine Mattock. As an action, you can call upon the might of the All-Father and use the adze to cast Move Earth or Fabricate. Once this property is used, it can’t be used again until the next dawn. | BGG | |
| Akmon, Hammer of Purphoros | 9 | Yes | None | Warhammer, Martial Weapon, Melee Weapon, Artifact | 300,000 GP | Yes | Purphoros’s hammer works wonders and disasters, the god of the forge using it to craft ground-breaking marvels and dangerous inventions in equal measure. Purphoros rarely bestows Akmon on mortals but occasionally leaves it unattended at his forge in Mount Velus. When Purphoros does permit a mortal to use the hammer, it’s usually so they might bring an important work into being, wreck a force of destruction, or forge something remarkable somewhere the god isn’t welcome. Hammer of the Forge. This magic warhammer grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using it, the target takes an extra 3d10 fire damage. Blessing of the Forge. If you are a worshiper of Purphoros, you gain all the following benefits for which you have the required piety: Piety 10+. The hammer has 1 randomly determined minor beneficial property. Piety 25+. The hammer has 1 randomly determined major beneficial property. Piety 50+. The hammer has 1 additional randomly determined major beneficial property. If you aren’t a worshiper of Purphoros, the hammer has 2 randomly determined minor detrimental properties. See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties. Reforged. While holding the hammer, you have resistance to fire damage and are immune to exhaustion. Additionally, you have proficiency with smith’s tools and have advantage on all ability checks made using them. Spells. While the hammer is on your person, you can use an action to cast one of the following spells (save DC 18): Animate Objects, Heat Metal, Fabricate, Magic Weapon, Mending, Shatter. Once you use the hammer to cast a spell, the spell can’t be cast again from it until the next dusk. Destroying the Hammer. To destroy the hammer, it must be taken to the realm of Tizerus, in the Underworld. There it must be coated in clay from the Mire of Punishment. The heat of the hammer hardens the clay, which fuses to it after one month. Once fully hardened, the clay-covered hammer must be swallowed and digested by a kraken. | Earning and Losing Piety You increase your piety score when you expand the god’s influence in the world in a concrete way through acts. Your piety score decreases if you diminish their influence in the world, contradict their ideals, or make them look ridiculous or ineffectual. | MOT |
| Axe of the Dwarvish Lords | 6 | Yes | None | Battleaxe, Martial Weapon, Melee Weapon, Artifact | 100,000 GP | Yes | Seeing the peril his people faced, a young dwarf prince came to believe that his people needed something to unite them. Thus, he set out to forge a weapon that would be such a symbol. Venturing deep under the mountains, deeper than any dwarf had ever delved, the young prince came to the blazing heart of a great volcano. With the aid of Moradin, the dwarven god of creation, he first crafted four great tools: the Brutal Pick, the Earthheart Forge, the Anvil of Songs, and the Shaping Hammer. With them, he forged the Axe of the Dwarvish Lords. Armed with the artifact, the prince returned to the dwarf clans and brought peace. His axe ended grudges and answered slights. The clans became allies, and they threw back their enemies and enjoyed an era of prosperity. This young dwarf is remembered as the First King. When he became old, he passed the weapon, which had become his badge of office, to his heir. The rightful inheritors passed the axe on for many generations. Later, in a dark era marked by treachery and wickedness, the axe was lost in a bloody civil war fomented by greed for its power and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it. Magic Weapon. The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. The axe also functions as a Belt of Dwarvenkind, a Dwarven Thrower, and a Sword of Sharpness. Random Properties. The axe has the following randomly determined properties: 2 minor beneficial properties 1 major beneficial property 2 minor detrimental properties Blessings of Moradin. If you are a dwarf attuned to the axe, you gain the following benefits: You have immunity to poison damage. The range of your darkvision increases by 60 feet. You gain proficiency with artisan’s tools related to blacksmithing, brewing, and stonemasonry. Conjure Earth Elemental. If you are holding the axe, you can use your action to cast the Conjure Elemental spell from it, summoning an earth elemental. You can’t use this property again until the next dawn. Travel the Depths. You can use an action to touch the axe to a fixed piece of dwarven stonework and cast the teleport spell from the axe. If your intended destination is underground, there is no chance of a mishap or arriving somewhere unexpected. You can’t use this property again until 3 days have passed. Curse. The axe bears a curse that affects any nondwarf that becomes attuned to it. Even if the attunement ends, the curse remains. With each passing day, the creature’s physical appearance and stature become more dwarflike. After seven days, the creature looks like a typical dwarf, but the creature neither loses its racial traits nor gains the racial traits of a dwarf. The physical changes wrought by the axe aren’t considered magical in nature (and therefore can’t be dispelled), but they can be undone by any effect that removes a curse, such as a Greater Restoration or Remove Curse spell. Destroying the Axe. The only way to destroy the axe is to melt it down in the Earthheart Forge, where it was created. It must remain in the burning forge for fifty years before it finally succumbs to the fire and is consumed. | DMG | |
| Baba Yaga's Mortar and Pestle | 8 | Yes | None | Wondrous Item, Quarterstaff, Simple Weapon, Melee Weapon, Artifact | 250,000 GP | Yes | The creations of the immortal hag Baba Yaga defy the laws of mortal magic. Among the notorious implements that cement her legend on countless worlds are the artifacts that propel her through the planes: Baba Yaga’s Mortar and Pestle. These signature tools of Baba Yaga are a single artifact for purposes of attunement. Should the two objects become separated, the pestle appears next to the mortar at the next dawn. Random Properties. This artifact has the following random properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide: 2 minor beneficial properties 1 major beneficial property 1 minor detrimental property Properties of the Mortar. The mortar is a Tiny wooden bowl. However, the mortar increases in size to accommodate anything you place inside, expanding-if there’s enough space-up to Large size, meaning it can hold even a Large creature. Properties of the Pestle. The pestle is a 6-inch-long, worn wooden tool. Once during your turn while you are holding the pestle, you can extend it into a quarterstaff or shrink it back into a pestle (no action required). As a quarterstaff, the pestle is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. The pestle has 12 charges. When you hit with a melee attack using the pestle, you can expend up to 3 of its charges to deal an extra 1d8 force damage for each charge expended. The pestle regains all expended charges daily at dawn. Perfect Tools. While holding the mortar and pestle, you can use your action to say the name of any nonmagical plant, mineral, or fluid and an amount of the material worth 10 gp or less. The mortar instantly fills with the desired amount of that material. Once you use this action, you can’t do so again until you finish a short or long rest. You can also use the artifact as alchemist’s supplies, brewer’s supplies, cook’s utensils, an herbalism kit, and a poisoner’s kit. You have advantage on any check you make using the artifact as one of these tools. Primal Parts. As an action while the pestle and the mortar is within 5 feet of you, you can command the pestle to grind. For the next minute, or until you use your action to verbally command it to stop, the pestle moves on its own, grinding the contents of the mortar into a mush or fine powder that’s equally useful for cooking or alchemy. At the start of each of your turns, whatever is in the mortar takes 4d10 force damage. If this reduces the target’s hit points to 0, the target is reduced to powder, pulp, or paste, as appropriate. Only magic items are unaffected. If you wish, when the pestle stops, you can have the mortar separate its contents-like powdered bone, crushed herbs, pulped organs-into separate piles. Traverse the Night. If you are holding the pestle while you are inside the mortar, you can use your action to verbally command the mortar to travel to a specific place or creature. You don’t need to know where your destination is, but it must be a specific destination-not just the nearest river or a red dragon’s lair. If the stated destination is within 1,000 miles of you, the mortar lifts into the air and vanishes. You and any creatures in the mortar travel through a dreamlike sky, with hazy reflections of the world passing by below. Creatures might see images of you streaking through the sky between your point of origin and the destination. You arrive at the location 1 hour later or, if it is night, 1 minute later. Bones Know Their Home. When you command the mortar to travel, you can instead throw out the dust or paste of something ground by the mortar and name a location on a different plane of existence or a different world on the Material Plane. If that material came from a creature native to the named plane or world, the mortar travels through an empty night sky to an unoccupied space at that destination, arriving in 1 minute. Destroying the Mortar and Pestle. The mortar and pestle are destroyed if they are crushed underfoot by the Dancing Hut of Baba Yaga or by Baba Yaga herself. | TCE | |
| Bigby's Beneficent Bracelet | 5 | Yes | None | Wondrous Item, Artifact | 150,000 GP | Yes | This gorgeous jewelry piece, crafted by the wizard Bigby himself, consists of four gold rings attached via delicate chains to a wrist cuff studded with sapphires and diamonds. Random Properties. The bracelet has the following random properties, determined by rolling on the appropriate table in the Dungeon Master’s Guide: 1 minor beneficial property 1 major beneficial property 1 minor detrimental property Dexterous Fingers. While wearing the bracelet, you can cast Mage Hand. Force Sculpture. By focusing and channeling the bracelet’s magic for 1 minute, you can create a spectral copy of a Large or smaller nonmagical object. The copy appears in an unoccupied space within 10 feet of you, and it is made of tangible but translucent force that mimics the size, weight, and other properties of the object it’s copying. The copy must appear on a surface or liquid that can support it. Creatures can touch and interact with the copy as if it were a nonmagical object. The copy is immune to all damage and can’t be dispelled, but a Disintegrate spell destroys it immediately. Otherwise, the copy disappears after 8 hours or when you dismiss it as an action. The bracelet can create up to three copies and regains all expended uses at dawn. Helpful Hand. As an action, you can use the bracelet to cast Bigby’s Hand as a 9th-level spell (spell attack bonus +13). When you cast the spell this way, the spell doesn’t require concentration. Once this property is used, it can’t be used again until the next dawn | BGG | |
| Blade of Broken Mirrors | 3 | Yes | Humanoid | Dagger, Simple Weapon, Melee Weapon, Artifact | 8,000 GP | Yes | (requires attunement by a humanoid) Simple weapon, melee weapon 1 lb. 1d4 piercing Finesse, light, thrown (20/60 ft.), Vestige A weapon of Tharizdun, this dagger is a piece of jagged stone whose blade is scribed with a maze-like pattern with no beginning or end. Sentience. The Blade of Broken Mirrors is a sentient chaotic evil weapon with an Intelligence of 21, a Wisdom of 24, and a Charisma of 24. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common. Personality. An insane glabrezu named Ragazuu lives within the Blade of Broken Mirrors. The weapon yearns to cause chaos. It learns its wielder’s principles, then uses those ideals to encourage reckless action. The dagger whispers ideas of revolution. Dormant. The dagger grants the following benefits in its dormant state: You can speak, read, and write Abyssal. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Immediately after you make a ranged attack with this weapon, it returns to your hand. Whenever you kill a humanoid with an attack using the Blade of Broken Mirrors, the blade remembers the creature’s appearance. While holding the dagger, you can use an action to change your form to match any humanoid the blade remembers. Your statistics, other than your size, don’t change. Any equipment you are wearing or carrying isn’t transformed. You can revert to your true appearance as an action. You revert to your true appearance automatically when you die. When the Blade of Broken Mirrors attunes to a new wielder, the appearances of humanoids it has killed are wiped from its memory. Betrayer Artifact Properties The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information. Awakened. When the dagger reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2. While holding the weapon, you can use an action to cast one of the following spells from it (save DC 15): fabricate, hallucinatory terrain, major image, or phantasmal killer. Once a spell has been cast using the dagger, that spell can’t be cast from the dagger again until the next dawn. Exalted. When the dagger reaches an exalted state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +3. The saving throw DC for spells cast from the dagger increases to 17. While holding the dagger, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until you stop holding the dagger, until you attack or cast a spell that forces a creature to make a saving throw, or until you use a bonus action to become visible again. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. | Starting dormant, this Item may become Awakened when a character reaches level 13 (T4) and Exalted when a character reaches level 17 (T5) Dormant 0-24 IP, Awakened 25-49 IP, Exalted 50-60 IP. (See Exaltable/Piety Item rules.) You may only have one exaltable item attuned at a time. Leveling up an item in this way requires gold paid in addition to the required IP: Awakened – 15 000gp Exalted – 80 000gp | EGW |
| Book of Exalted Deeds | 7 | Yes | Good | Wondrous Item, Artifact | 400,000 GP | Yes | (requires attunement by a creature of good alignment) 5 lb. The definitive treatise on all that is good in the multiverse, the fabled Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the book’s various authors filled the pages with their own vision of true virtue, providing guidance for defeating evil. The Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it vanishes to some other corner of the multiverse where its moral guidance can bring light to a darkened world. Although attempts have been made to copy the work, efforts to do so fail to capture its magical nature or translate the benefits it offers to those pure of heart and firm of purpose. A heavy clasp, wrought to look like angel wings, keeps the book’s contents secure. Only a creature of good alignment that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its benefits. Other creatures that peruse the book’s open pages can read the text but glean no deeper meaning and reap no benefits. An evil creature that tries to read from the book takes 24d6 radiant damage. This damage ignores resistance and immunity, and can’t be reduced or avoided by any means. A creature reduced to 0 hit points by this damage disappears in a blinding flash and is destroyed, leaving its possessions behind. Benefits granted by the Book of Exalted Deeds last only as long as you strive to do good. If you fail to perform at least one act of kindness or generosity within the span of 10 days, or if you willingly perform an evil act, you lose all the benefits granted by the book. Random Properties. The Book of Exalted Deeds has the following random properties: 2 minor beneficial properties 2 major beneficial properties Increased Wisdom. After you spend the requisite amount of time reading and studying the book, your Wisdom score increases by 2, to a maximum of 24. You can’t gain this benefit from the book more than once. Enlightened Magic. Once you’ve read and studied the book, any spell slot you expend to cast a cleric or paladin spell counts as a spell slot of one level higher. Halo. Once you’ve read and studied the book, you gain a protective halo. This halo sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can dismiss or manifest the halo as a bonus action. While present, the halo gives you advantage on Charisma (Persuasion) checks made to interact with good creatures and Charisma (Intimidation) checks made to interact with evil creatures. In addition, fiends and undead within the halo’s bright light make attack rolls against you with disadvantage. Destroying the Book. It is rumored that the Book of Exalted Deeds can’t be destroyed as long as good exists in the multiverse. However, drowning the book in the River Styx removes all writing and imagery from its pages and renders the book powerless for 1d100 years. | You have to inform the DM of this item if you join a session. This Item does not vanish after attunement and follows the standard rules of attunement. | DMG |
| Book of Vile Darkness | 5 | Yes | None | Wondrous Item, Artifact | 150,000 GP | Yes | The contents of this foul manuscript of ineffable wickedness are the meat and drink of those in evil’s thrall. No mortal was meant to know the secrets it contains, knowledge so horrid that to even glimpse the scrawled pages invites madness. Most believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its pages every diseased idea, every unhinged thought, and every example of blackest magic he came across or devised. Vecna covered every vile topic he could, making the book a gruesome catalog of all mortal wrongs. Other practitioners of evil have held the book and added their own input to its catalog of vile knowledge. Their additions are clear, for the writers of later works stitched whatever they were writing into the tome or, in some cases, made notations and additions to existing text. There are places where pages are missing, torn. or covered so completely with ink, blood, and scratches that the original text can’t be divined. Nature can’t abide the book’s presence. Ordinary plants wither in its presence, animals are unwilling to approach it, and the book gradually destroys whatever it touches. Even stone cracks and turns to powder if the book rests on it long enough. A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify the book’s contents, provided that those modifications advance evil and expand the lore already contained within. Whenever a non-evil creature attunes to the Book of Vile Darkness, that creature must make a DC 17 Charisma saving throw. On a failed save, the creature’s alignment changes to neutral evil. The Book of Vile Darkness remains with you only as long as you strive to work evil in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book disappears. If you die while attuned to the book, an entity of great evil claims your soul. You can’t be restored to life by any means while your soul remains imprisoned. Random Properties. The Book of Vile Darkness has the following random properties: 3 minor beneficial properties 1 major beneficial property 3 minor detrimental properties 2 major detrimental properties Adjusted Ability Scores. After you spend the requisite amount of time reading and studying the book, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can’t adjust your ability scores again. Mark of Darkness. After you spend the requisite amount of time reading and studying the book, you acquire a physical disfigurement as a hideous sign of your devotion to vile darkness. An evil rune might appear on your face, your eyes might become glossy black, or horns might sprout from your forehead. Or you might become wizened and hideous, lose all facial features, gain a forked tongue, or some other feature the DM chooses. The mark of darkness grants you advantage on Charisma (Persuasion) checks made to interact with evil creatures and Charisma (Intimidation) checks made to interact with non-evil creatures. Command Evil. While you are attuned to the book and holding it, you can use an action to cast the Dominate Monster spell on an evil target (save DC 18). You can’t use this property again until the next dawn. Dark Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as lore about demons. When you do so, double your proficiency bonus on that check. Dark Speech. While you carry the Book of Vile Darkness and are attuned to it, you can use an action to recite word from its pages in a foul language known as Dark Speech. Each time you do so, you take 1d12 psychic damage, and each non-evil creature within 15 feet of you takes 3d6 psychic damage. Destroying the Book. The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the book eventually, usually when a new author adds pages to the tome. If a solar tears the book in two, the book is destroyed for 1d100 years, after which it reforms in some dark corner of the multiverse. A creature attuned to the book for one hundred years can unearth a phrase hidden in the original text that, when translated to Celestial and spoken aloud, destroys both the speaker and the book in a blinding flash of radiance. However, as long as evil exists in the multiverse, the book reforms 1d10 x 100 years later. If all evil in the multiverse is wiped out, the book turns to dust and is forever destroyed. | You have to inform the DM of this item if you join a session. You have to inform the DM of this item if you join a session. None evil creatures require a respec upon aquisition of the item | DMG |
| Borealus | 4 | Yes | None | Staff, Simple Weapon, Melee Weapon, Artifact | 100,000 GP | Yes | 1d6 bludgeoning Versatile (1d8) This legendary artifact was created by a powerful wizard, crafted from the finger of a towering, ancient elemental aspect of frost. It is so cold to the touch that it numbs any skin it comes into contact with, although an attuned character is immune to this effect. Gifts of the Rime. As long as you are attuned to the Borealus, you gain the following benefits: You are resistant to fire damage You are immune to cold damage You learn the ray of frost cantrip Breath of Winter. While holding the staff you can use your action to unleash an icy-cold blizzard from your open mouth. A 100-foot-cone of hoarfrost blasts forth in a direction of your choice, dealing 9d8 cold damage to all creatures within the cone if they fail a DC 18 Constitution saving throw, or half as much on a success. You can’t use this property again until the next dawn. Glacial Prison. By using your action to touch the staff to a surface, you can cause a barrier of ice to spring into existence from a point you can see along this surface within 200 feet of you. This effect is otherwise identical to a wall of ice spell cast at 6th level, with a DC 18 for all saving throws related to the effect. You can’t use this property again until 3 days have passed. Cruel Winds. Wherever the staff goes, a bitterly cold boreal wind accompanies it. The wind gusts intermittently within 30 feet of the attuned character and extinguishes all non-magical flames it comes into contact with. Destroying the Staff. The staff can be destroyed through exposure to flames from a fire elemental of equal power to the being it was crafted from. After centuries of exposure, it will melt away into nothing. 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. | HWCS | |
| Crown of Lies | 6 | Yes | None | Wondrous item, Artifact | 250,000 GP | Yes | After betraying and nearly destroying the lich Vecna, the warrior Kas found himself trapped in the Shadowfell, imprisoned in a Domain of Dread called Tovag. There, he languished as a vampire. In time, the Dark Powers of the Domain of Dread lured Kas to a hidden forge, where he found the Crown of Lies. Once Kas vowed to deliver Vecna into the Dark Powers’ clutches and donned the crown, the Dark Powers released Kas. From there, Kas set out to ruin his former master. Should Kas fail, the Dark Powers will reclaim him. The crown is made of burnished and entwined metal rods. To attune to it, you must place it on your head and speak a true desire of your heart. You know how to attune to the crown when you touch it. Random Properties. The Crown of Lies has the following random properties (see the Dungeon Master’s Guide for options): 1 minor beneficial property 1 major beneficial property 1 minor detrimental property Perfect Disguise. While attuned to the crown, you can use an action to transform yourself to look and feel like any creature you’ve seen at least once and whose size is no more than one size smaller or larger than yours. The new form mimics the chosen creature’s appearance exactly, including its voice. Your size and speed are replaced by the chosen creature’s. You otherwise retain your own game statistics. While in this new form, the crown melds into your person and is undetectable. Your new form lasts until you die, your attunement to the crown ends, or you use another action to transform into a different creature or your true form. Interactions with you while you are transformed by the crown reveal no illusory magic, nor do they reveal anything other than details about the creature you’re disguised as. You count as the chosen creature for the purposes of spells, traps, and other defenses that wouldn’t target the chosen creature. While in your disguised form, any lies you tell always seem to be true, no matter what magical or mundane methods are used to try to detect your falsehoods. You are the recipient of Sending spells addressed to you and the creature you are disguised as, and Scrying and similar spells that target the creature you are disguised as actually target you. The only way to reveal your true nature while transformed by the crown is with a Wish spell. While wearing this crown in your true form, you can choose for the crown to be visible if you wish. Destroying the Crown. If a creature wearing the crown is killed by the creature it is disguised as, the crown disintegrates and is destroyed. | To attune to it, you must place it on your head and speak a true desire of your heart. You know how to attune to the crown when you touch it. you cannot Assume the identity of any Nexus Member. | VEoR |
| Daoud's Wondrous Lanthorn | 5 | Yes | None | Wondrous item, Artifact | 125,000 GP | Yes | This artifact destroys wealth to provide light and protection. Wrought from the finest yellow gold, the lantern has four faces, and an unwavering amber flame burns within it. The faces of the lantern are fitted with faceted gemstone lenses. The lantern is a symbol of the teachings of Daoud, who was once a priest of Istus, a god of fate. When Daoud was stripped of his possessions, he developed a radical new philosophy in his quest to understand fate. He urged followers of his ideology to eschew wealth and seek out all fortunes, good and ill, to unravel the cloth of destiny. Random Properties. The lantern has the following random properties: 2 minor beneficial properties 1 major beneficial property 1 minor detrimental property Precious Fuel. The lantern burns only one source of fuel: powdered gemstones placed in the lantern’s base. The lantern can hold a maximum of 10,000 gp worth of powdered gems, and it contains 9,000 gp of fuel when found. Thereafter it attempts to burn 100 gp of fuel after each year passes, keeping the lantern burning for another year. If no fuel is available, the lantern’s flame goes out. You can add more fuel to the lantern as part of a short or long rest. Once added, fuel can’t be removed from the lantern’s base. The lantern’s flame can’t be extinguished by any means other than running out of fuel. If the lantern’s flame goes out, the creature attuned to it immediately dies. One exception to this rule exists (see the “Destroying the Lantern” section). Revealing Light. The lantern sheds bright light in a 60-foot radius and dim light for an additional 60 feet. Invisible creatures and objects are visible while in the lantern’s bright light. While attuned to the lantern, you can use a bonus action to dim the lantern, reducing the light to dim light in a 5-foot radius, or brighten the lantern back to its normal bright light radius. Lenses. When found, the lantern’s faces display the following gem lenses: diamond, emerald, ruby, and sapphire. As part of a short or long rest, you can magically change any of these gem lenses to a different type of gem shown in the Lenses table. The gem lenses can’t be removed from the lantern. As an action while holding the lantern, you can burn some of the lantern’s fuel to cast a spell (save DC 20) through one or more of its current gem lenses, as noted in the Lenses table. The spell’s target or point of origin must be in the lantern’s area of bright light. If there isn’t enough fuel left to cast the spell, the last of the remaining fuel is expended, and the flame goes out. Lenses Lens Color Spell Fuel Cost Amethyst Reverse Gravity 3,000 gp Diamond Disintegrate 2,000 gp Emerald Haste 500 gp Jacinth Flame Strike 1,000 gp Ruby Hold Monster 1,000 gp Sapphire Fear 500 gp Topaz Slow 500 gp Any four colors Prismatic Wall 5,000 gp Destroying the Lantern. To destroy the lantern, the creature attuned to it must forsake all material possessions except for the lantern and common clothes. Then the creature must willingly snuff the lantern’s flame with the intention to destroy the artifact. When its flame is snuffed in this way, the lantern’s gold corrodes, the lenses and remaining gemstone fuel turn to worthless sand, and the creature attuned to it is spared. | Lantern comes with 9,000 GP worth of fuel. Fueling the lanturn is to be done in the downtime log with a cost of 0 downtime points. | QftIS |
| Dekella Bident of Thassa | 5 | Yes | None | Trident, Martial Weapon, Melee Weapon, Artifact | 275,000 GP | Yes | Thassa wields Dekella, a two-pronged weapon gifted to her by Purphoros. When the god of the sea bestows her weapon on a mortal, it’s often so they might work her will far from the ocean, right some wrong affecting those she’d prefer not to harm, or give a mortal a glimpse of her terrible responsibilities. Bident of the Deep. Thassa’s signature weapon thrums with the icy currents of the deep ocean. This weapon functions as a trident that grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using the bident, the target takes an extra 2d10 cold damage. Blessing of the Deep. If you are a worshiper of Thassa, you gain all the following benefits for which you have the required piety: Piety 10+. You can breathe underwater, and you gain a swimming speed of 60 feet. Piety 25+. The bident has 1 randomly determined minor beneficial property. Piety 50+. The bident has 1 randomly determined major beneficial property. If you aren’t a worshiper of Thassa, the bident has 1 minor detrimental property and 1 major detrimental property, both randomly determined. See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties. Command the Deep. The bident holds the power to command the waves and its creatures. As an action, you can change the condition of the sea within 1 mile of you, creating strong winds and heavy rain that cause violent waves (see “Weather at Sea” in chapter 5 of the Dungeon Master’s Guide) or calming a storm. In either case, the unnatural weather lasts for 1 hour before returning to normal. Once used, this property of the bident can’t be used again until the next dusk. Additionally, you can cast the Dominate Monster spell (save DC 18) from the bident, but only on beasts and monstrosities that have an innate swimming speed. Once used, this property of the bident can’t be used again until the next dusk. Aquatic Metamorphosis. You can cast the True Polymorph spell (save DC 18) from the bident, but you must cast it on a creature to turn it into a kind of creature that has an innate swimming speed. Once used, this property of the bident can’t be used again until the next dusk. Destroying the Bident. To destroy the bident, it must be heated by the breath of an ancient red dragon and then, while still hot, immersed in the Tartyx River. | Earning and Losing Piety You increase your piety score when you expand the god’s influence in the world in a concrete way through acts. Your piety score decreases if you diminish their influence in the world, contradict their ideals, or make them look ridiculous or ineffectual. | MOT |
| Demonomicon of Iggwilv | 8 | Yes | None | Wondrous Item, Artifact | 250,000 GP | Yes | An expansive treatise documenting the Abyss’s infinite layers and inhabitants, the Demonomicon of lggwilv is the most thorough and blasphemous tome of demonology in the multiverse. The tome recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book’s spine, the general chapters remain, ever revealing demonic secrets. And the book holds more than blasphemies. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and it longs to be more than mere reference material. Random Properties. The artifact has the follow random properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide: 2 minor beneficial properties 1 minor detrimental property 1 major detrimental property Spells. The book has 8 charges. It regains 1d8 expended charges daily at dawn. While holding it, you can use an action to cast Tasha’s Hideous Laughter from it or to expend 1 or more of its charges to cast one of the following spells (save DC 20) from it: Magic Circle (1 charge), Magic Jar (3 charges), Planar Ally (3 charges), Planar Binding (2 charges), Plane Shift (to layers of the Abyss only; 3 charges), Summon Fiend (3 charges; appears in this book). Abyssal Reference. You can reference the Demonomicon whenever you make an Intelligence check to discern information about demons or a Wisdom (Survival) check related to the Abyss. When you do so, you can add double your proficiency bonus to the check. Fiendish Scourging. Your magic causes pain to fiends. While carrying the book, when you make a damage roll for a spell you cast against a fiend, you use the maximum possible result instead of rolling. Ensnarement. While carrying the book, whenever you cast the Magic Circle spell naming only fiends, or the Planar Binding spell targeting a fiend, the spell is cast at 9th level, regardless of what level spell slot you used, if any. Additionally, the fiend has disadvantage on its saving throw against the spell. Containment. The first 10 pages of the Demonomicon are blank. As an action while holding the book, you can target a fiend that you can see that is trapped within a Magic Circle. The fiend must succeed on a DC 20 Charisma saving throw with disadvantage or become trapped within one of the Demonomicon’s empty blank pages, which fills with writing detailing the trapped creature’s widely known name and depravities. Once used, this action can’t be used again until the next dawn. When you finish a long rest, if you and the Demonomicon are on the same plane of existence, the trapped creature of the highest challenge rating within the book can attempt to possess you. You must make a DC 20 Charisma saving throw. On a failure, you are possessed by the creature, which controls you like a puppet. The possessing creature can release you as an action, appearing in the closest unoccupied space. On a successful save, the fiend can’t try to possess you again for 7 days. When the tome is discovered, it has 1d4 fiends occupying its pages, typically an assortment of demons. Destroying the Demonomicon. To destroy the book, six different demon lords must each tear out a sixth of the book’s pages. If this occurs, the pages reappear after 24 hours. Before all those hours pass, anyone who opens the book’s remaining binding is transported to a nascent layer of the Abyss that lies hidden within the book. At the heart of this deadly, semi-sentient domain lies a long-lost artifact, Fraz-Urb’luu’s Staff. If the staff is dragged from the pocket plane, the tome is reduced to a mundane and quite out-of-date copy of the Tome of Zyx, the work that served as the foundation for the Demonomicon. Once the staff emerges, the demon lord Fraz-Urb’luu instantly knows. | TCE | |
| Ephixis, Bow of Nylea | 5 | Yes | None | Shortbow, Simple Weapon, Ranged Weapon, Artifact | 100,000 GP | Yes | Nylea wields the shortbow Ephixis, the bow whose arrows herald the turning of the seasons. Nylea is quick to let her favored followers borrow her bow, particularly when they intend to use it to perform great deeds, put an end to foul creatures, or cast down the arrogant. Bow of the Wild. This divine weapon includes a shortbow and a quiver with four arrows, each tied to one of the four seasons. You gain a +3 bonus to attack and damage rolls made with this bow, and you suffer no disadvantage when attacking at the weapon’s long range. Additionally, Ephixis scores a critical hit on a d20 roll of 19 or 20. Blessing of the Wild. If you are a worshiper of Nylea, you gain all the following benefits for which you have the required piety: Piety 10+. The bow has 1 randomly determined minor beneficial property. Piety 25+. The bow has 1 randomly determined major beneficial property. If you aren’t a worshiper of Nylea, the bow has 1 randomly determined major detrimental property. See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties. Arrows of the Seasons. The four arrows — each associated with a season — that accompany this bow can be fired only from it. Each arrow disappears immediately after it’s used, and it reappears in the quiver at the next dusk. The save DC against spells cast with the arrows is 18. Each arrow has a unique property: Spring. As an action, you can fire this arrow, targeting a beast or a plant creature you can see within 320 feet of you. On a hit, the arrow deals no damage, and the target gains the benefits of the awaken spell for 8 hours. Summer. As an action, you can fire this arrow at an unoccupied space on the ground that you can see within 320 feet of you, no attack roll required. A Nyxborn lynx is summoned in that space (use the stat block for a tiger with the Nyxborn traits from chapter 6 of MOT). The lynx understands your verbal commands and obeys them as best it can, and it takes its turns immediately after yours. The emissary remains for 1 hour before fading away. Autumn. As an action, you can fire this arrow at a space on the ground that you can see within 320 feet of you, no attack roll required, casting the Wall of Thorns spell there. Winter. As an action, you can fire this arrow at a space that you can see within 320 feet of you, no attack roll required, casting the Ice Storm spell there. Destroying the Bow. The bow can’t be destroyed without first destroying all its arrows. The winter arrow must be fed to a cerberus on the winter solstice. The spring arrow must be planted at the base of a Black Oak of Asphodel on the spring equinox. The summer arrow must be broken by a sea giant on the summer solstice. Then the autumn arrow must be shot into the carcass of a hydra on the autumnal equinox. When all four arrows are destroyed, the bow and quiver dissolve into dust. | Earning and Losing Piety You increase your piety score when you expand the god’s influence in the world in a concrete way through acts. Your piety score decreases if you diminish their influence in the world, contradict their ideals, or make them look ridiculous or ineffectual. | MOT |
| Eye of Vecna | 7 | Yes | None | Wondrous Item, Artifact | 225,000 GP | Yes | Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his power, Vecna couldn’t escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about. Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower. Some say that Vecna’s lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King’s rule to an end in a terrible battle that left Vecna’s tower a heap of ash. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One’s will in the world. The Eye of Vecna and the Hand of Vecna might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a mummified and shriveled left extremity. To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die. To attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die. Random Properties. The Eye of Vecna and the Hand of Vecna each have the following random properties: 1 minor beneficial property 1 major beneficial property 1 minor detrimental property Properties of the Eye. Your alignment changes to neutral evil, and you gain the following benefits: You have truesight. You can use an action to see as if you were wearing a Ring of X-Ray Vision. You can end this effect as a bonus action. The eye has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: Clairvoyance (2 charges), Crown of Madness (1 charge), Disintegrate (4 charges), Dominate Monster (5 charges), or Eyebite (4 charges). The eye regains 1d4 + 4 expended charges daily at dawn. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul from your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM’s control. Properties of the Hand. Your alignment changes to neutral evil, and you gain the following benefits: Your Strength score becomes 20, unless it is already 20 or higher. Any melee spell attack you make with the hand, and any melee weapon attack made with a weapon held by it, deals an extra 2d8 cold damage on a hit. The hand has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: Finger of Death (5 charges), Sleep (1 charge), Slow (2 charges), or Teleport (3 charges). The hand regains 1d4 + 4 expended charges daily at dawn. Each time you cast a spell from the hand, it casts the Suggestion spell on you (save DC 18), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you. Properties of the Eye and Hand. If you are attuned to both the hand and eye, you gain the following additional benefits: You are immune to disease and poison. Using the eye’s X-ray vision never causes you to suffer exhaustion. You experience premonitions of danger and, unless you are incapacitated, can’t be surprised. If you start your turn with at least 1 hit point, you regain 1d10 hit points. If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the Hand of Vecna. You can do so by using an action to make a melee attack against a creature you can reach, using your choice of your melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points. You can use an action to cast Wish. This property can’t be used again until 30 days have passed. Destroying the Eye and Hand. If the Eye of Vecna and the Hand of Vecna are both attached to the same creature, and that creature is slain by the Sword of Kas, both the eye and the hand burst into flame, turn to ash, and are destroyed forever. Any other attempt to destroy the eye or hand seems to work, but the artifact reappears in one of Vecna’s many hidden vaults, where it waits to be rediscovered. | The eye and hand have to be aquired seperately. They each count as their own artifact | DMG |
| Grovelthrash | 3 | Yes | None | Warhammer, Martial Weapon, Melee Weapon, Artifact | 8,000 GP | Yes | 1d8 bludgeoning Versatile (1d10), Vestige Crafted from a single piece of obsidian, this warhammer of Torog hums with magical energy and is carved with the images of faces screaming in pain. Sentience. Grovelthrash is a sentient neutral evil weapon with an Intelligence of 18, a Wisdom of 15, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Infernal. Personality. A covetous ultroloth named Ciria lives within Grovelthrash. The weapon values material possessions and doling out pain. It compliments its wielder whenever they claim treasure and takes pleasure in harming others. Dormant. The warhammer grants the following benefits in its dormant state: You can speak, read, and write Abyssal and Infernal. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this warhammer, you can deal an extra 2d6 bludgeoning damage to the target. If you do, you take 1d6 psychic damage. The warhammer deals double damage to objects and structures. While holding this weapon, you have advantage on Wisdom (Insight) checks made to discern a lie spoken in a language you understand. Betrayer Artifact Properties The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information. Awakened. When the warhammer reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2. You gain a burrowing speed equal to your walking speed. You can use your burrowing speed to move through sand, loose earth, mud, or ice, not solid rock. When a creature you can see within 30 feet of you hits you with an attack while you are wielding the warhammer, you can use your reaction to deal an amount of psychic damage to that creature equal to the damage you took from the attack. This property can’t be used again until the next dawn. Exalted. When the warhammer reaches an exalted state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +3. When you have fewer hit points than half your hit point maximum, the warhammer deals an extra 2d6 bludgeoning damage on a hit. You can burrow through solid rock at half your burrowing speed and leave a 5-foot-diameter tunnel in your wake. As an action, you can use the warhammer to cast one of the following spells from it (save DC 17): earthquake, meld into stone, or stone shape. Once a spell has been cast using the warhammer, that spell can’t be cast from the warhammer again until the next dawn. 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. Vestige of Divergence. This item is a Vestige of Divergence, see Vestiges of Divergence for more information. | Starting dormant, this Item may become Awakened when a character reaches level 13 (T4) and Exalted when a character reaches level 17 (T5) Dormant 0-24 IP, Awakened 25-49 IP, Exalted 50-60 IP. (See Exaltable/Piety Item rules.) You may only have one exaltable item attuned at a time. Leveling up an item in this way requires gold paid in addition to the required IP: Awakened – 15 000gp Exalted – 80 000gp | EGW |
| Hand of Vecna | 8 | Yes | None | Wondrous Item, Artifact | 275,000 GP | Yes | Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his power, Vecna couldn’t escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about. Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower. Some say that Vecna’s lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King’s rule to an end in a terrible battle that left Vecna’s tower a heap of ash. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One’s will in the world. The Eye of Vecna and the Hand of Vecna might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a mummified and shriveled left extremity. To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die. To attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die. Random Properties. The Eye of Vecna and the Hand of Vecna each have the following random properties: 1 minor beneficial property 1 major beneficial property 1 minor detrimental property Properties of the Eye. Your alignment changes to neutral evil, and you gain the following benefits: You have truesight. You can use an action to see as if you were wearing a Ring of X-Ray Vision. You can end this effect as a bonus action. The eye has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: Clairvoyance (2 charges), Crown of Madness (1 charge), Disintegrate (4 charges), Dominate Monster (5 charges), or Eyebite (4 charges). The eye regains 1d4 + 4 expended charges daily at dawn. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul from your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM’s control. Properties of the Hand. Your alignment changes to neutral evil, and you gain the following benefits: Your Strength score becomes 20, unless it is already 20 or higher. Any melee spell attack you make with the hand, and any melee weapon attack made with a weapon held by it, deals an extra 2d8 cold damage on a hit. The hand has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: Finger of Death (5 charges), Sleep (1 charge), Slow (2 charges), or Teleport (3 charges). The hand regains 1d4 + 4 expended charges daily at dawn. Each time you cast a spell from the hand, it casts the Suggestion spell on you (save DC 18), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you. Properties of the Eye and Hand. If you are attuned to both the hand and eye, you gain the following additional benefits: You are immune to disease and poison. Using the eye’s X-ray vision never causes you to suffer exhaustion. You experience premonitions of danger and, unless you are incapacitated, can’t be surprised. If you start your turn with at least 1 hit point, you regain 1d10 hit points. If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the Hand of Vecna. You can do so by using an action to make a melee attack against a creature you can reach, using your choice of your melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points. You can use an action to cast Wish. This property can’t be used again until 30 days have passed. Destroying the Eye and Hand. If the Eye of Vecna and the Hand of Vecna are both attached to the same creature, and that creature is slain by the Sword of Kas, both the eye and the hand burst into flame, turn to ash, and are destroyed forever. Any other attempt to destroy the eye or hand seems to work, but the artifact reappears in one of Vecna’s many hidden vaults, where it waits to be rediscovered. | The eye and hand have to be aquired seperately. They each count as their own artifact | DMG |
| Helm of Perfect Potential | 5 | Yes | None | Wondrous Item, Artifact | 200,000 GP | Yes | This copper-hued helm contains a shard of the Elemental Chaos embedded in its forehead, surrounded by a motif of a rising sun. Legend says Annam fashioned this helm for his daughter Diancastra to hold the fragment of chaos she used to prove her worth to her father. Random Properties. The helm has the following random properties, determined by rolling on the appropriate table in the Dungeon Master’s Guide: 2 minor beneficial properties 1 major beneficial property 1 minor detrimental property Master of Guile. While wearing the helm, you have advantage on Charisma (Deception) and Wisdom (Insight) checks. Arrow of Elemental Havoc. As a bonus action while wearing the helm, you can launch a bolt of searing elemental energy toward a creature you can see within 90 feet of yourself. The target must make a DC 20 Dexterity saving throw. On a failed save, the creature takes 4d6 acid, cold, fire, lightning, or thunder damage (your choice). On a successful save, the creature takes half as much damage. Spellcasting. The helm has 6 charges and regains 1d6 charges each dawn. As an action while wearing the helm, you can expend 1 or more of its charges to cast one of the following spells (save DC 20): Elemental Weapon (1 charge), Call Lightning (2 charges), Wall of Fire (3 charges), Conjure Elemental (4 charges), Tsunami (5 charges). | BGG | |
| Khrusor, Spear of Heliod | 5 | Yes | None | Spear, Simple Weapon, Melee Weapon, Artifact | 175,000 GP | Yes | Heliod wields Khrusor, a spear blessed with the power of the sun. In his hands, it can be pitched from Nyx to any point on Theros. When Heliod lends his weapon to a mortal, it’s typically so they can perform some great work in his name or as a test of their worthiness. Spear of the Sun. This spear grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using this spear, the target takes an extra 2d8 radiant damage. Blessing of the Sun. If you are a worshiper of Heliod, you gain all the following benefits for which you have the required piety: Piety 3+. You gain 15 temporary hit points each dawn. Piety 10+. The spear has 1 randomly determined minor beneficial property. Piety 25+. The spear has 1 additional randomly determined minor beneficial property. Piety 50+. The spear has 1 randomly determined major beneficial property. If you aren’t a worshiper of Heliod, the spear has 2 randomly determined major detrimental properties. See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties. Luminous. The spear sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight. Sun’s Retaliation. When you take damage from a creature within 5 feet of you, you can use your reaction to make a melee attack with the spear against that creature. On a hit, the spear deals damage as normal, and the creature is blinded until the start of its next turn. This property of the spear can’t be used again until the next dawn. Spells. The spear has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: Guiding Bolt (1 charge), Daylight (3 charges, targeting the tip of the spear only), Sunbeam (6 charges). The spear regains 1d6 + 4 expended charges daily at dawn. Destroying the Spear. If taken to Erebos’s palace in Tizerus, and used to sacrifice a champion of Heliod to Erebos, Khrusor is either destroyed or fundamentally twisted to Erebos’s service. | Earning and Losing Piety You increase your piety score when you expand the god’s influence in the world in a concrete way through acts. Your piety score decreases if you diminish their influence in the world, contradict their ideals, or make them look ridiculous or ineffectual. | MOT |
| Lash of Shadows | 2 | Yes | None | Whip, Martial Weapon, Melee Weapon, Artifact | 4,000 GP | Yes | This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads. Sentience. The Lash of Shadows is a sentient chaotic evil weapon with an Intelligence of 18, a Wisdom of 16, and a Charisma of 20. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Draconic. Personality. A mad marilith named Sizlifeth lives within the Lash of Shadows. The weapon has a short temper and experiences only extreme emotions. It is most happy when dealing harm. Dormant. The whip grants the following benefits in its dormant state: You can speak, read, and write Abyssal and Draconic. You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can attempt to poison any creature that is hit by the whip. The creature must succeed on a DC 13 Constitution saving throw or suffer the effect of one of the following poisons of your choice; once a poison other than Serpent Venom has been used, that poison can’t be used again until the next dawn: Dead Eyes. A creature that fails the saving throw against this poison is poisoned for 1 hour. While poisoned in this way, the creature is blinded. Serpent Venom. A creature that fails the saving throw against this poison takes 3d6 poison damage, or half as much damage on a successful save. Awakened. When the whip reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2. The saving throw DC for the weapon’s poisons increases to 15. The weapon gains a new poison option called Ghoul’s Blood. A creature that fails the saving throw against this poison is poisoned for 1 minute. While poisoned in this way, the creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Exalted. When the whip reaches an exalted state, it gains the following additional properties: The weapon’s bonus to attack and damage rolls increases to +3. The saving throw DC for the weapon’s poisons increases to 17. The weapon gains a new poison option called Cockatrice Tears. A creature that fails the saving throw against this poison begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours. | Starting dormant, this Item may become Awakened when a character reaches level 13 (T4) and Exalted when a character reaches level 17 (T5) Dormant 0-24 IP, Awakened 25-49 IP, Exalted 50-60 IP. (See Exaltable/Piety Item rules.) You may only have one exaltable item attuned at a time. Leveling up an item in this way requires gold paid in addition to the required IP: Awakened – 15 000gp Exalted – 80 000gp | EGW |
| Luba's Tarokka of Souls | 5 | Yes | None | Wondrous Item, Artifact | 250,000 GP | Yes | Not all lingering spirits are tragic souls, lost on their way to the hereafter. Some languish as prisoners, souls so wicked mortals dare not free them upon an unsuspecting afterlife. Created by a figure of Vistani legend, Luba’s Tarokka of Souls shaped the destiny of countless heroes. The prophecies of this deck of cards also revealed great evils and guided its creator into the path of nefarious forces. Untold times the deck’s creator, Mother Luba, narrowly escaped doom, spared only by her keen insights. But even for her not all wickedness could be escaped. In the most dire cases, Mother Luba managed to ensnare beings of pure evil amid the strands of fate, imprisoning them within her tarroka deck. There these foul spirits dwell still, trapped within a nether-realm hidden amid shuffling cards, waiting for fate to turn foul — as it inevitably will. Like all tarokka decks, the Tarokka of Souls is a lavishly illustrated collection of fifty-four cards, comprising the fourteen cards of the high deck and forty other cards divided into four suits: coins, glyphs, stars, and swords. Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide: 2 minor detrimental properties 2 minor beneficial properties Spells. While holding the deck, you can use an action to cast one of the following spells (save DC 18) from it: Comprehend Languages, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Locate Object, or Scrying. Once you use the deck to cast a spell, you can’t cast that spell again from it until the next dawn. Enduring Vision. While holding the deck, you automatically succeed on Constitution saving throws made to maintain your concentration on divination spells. Twist of Fate. As an action, you can draw a card from the deck and twist the fortune of another creature you can see within 15 feet of you. Choose one of the following effects: Weal. The creature has advantage on attack rolls, ability checks, and saving throws for the next hour. Woe. The creature has disadvantage on attack rolls, ability checks, and saving throws for the next hour. The deck can be used in this way twice, and you regain all expended uses at the next dawn. Prisoners of Fate. Whenever you use the Twist of Fate property, there is a chance that one of the souls trapped in the deck escapes. Roll d100 and consult the Souls of the Tarokka table. If you roll one of the high cards, the soul associated with it escapes. You can find its statistics in the Monster Manual. If you roll a soul that has already escaped, roll again. Souls of the Tarokka d100 Card Soul 1 Artifact Flameskull 2 Beast Wraith 3 Broken One Banshee 4 Darklord Vampire 5 Donjon Mummy 6 Executioner Death knight 7 Ghost Ghost 8 Horseman Mummy lord 9 Innocent Ghost 10 Marionette Mummy 11 Mists Wraith 12 Raven Vampire spawn 13 Seer Vampire 14 Tempter Vampire spawn 15-00 — — The released soul appears at a random location within 10d10 miles of you and terrorizes the living. Until the released soul is destroyed, it gains the benefit of a weal from the deck’s Twist of Fate property, and both you and the original target of Twist of Fate suffer the effect of woe. Shuffling Fate. If you go 7 days without using the Twist of Fate property, your attunement to Luba’s Tarroka of Souls ends, and you can’t attune to it again until after another creature uses Twist of Fate on you. Destroying the Deck. Luba’s Tarokka of Souls can be destroyed only if all fourteen souls within are released and destroyed. This reveals a fifteenth soul, a lich, that inhabits the Nether card, which appears only when the fourteen souls are defeated. If this ancient entity is destroyed, the Nether card vanishes and the deck becomes a normal tarokka deck, with no special properties, but it includes a new card of the DM’s design. | DM needs to be informed of this item. If a roll releasing a soul happens, it required a detrimental log in line with item description. | TCE |
| Mace of the Black Crown | 3 | Yes | None | Mace, Simple Weapon, Melee Weapon, Artifact | 8,000 GP | Yes | This mace has a haft of black iron and a ruby head with a fiendish countenance. Carrying the boon of Asmodeus, it is fit for the most powerful servants of the Nine Hells. Sentience. The Mace of the Black Crown is a sentient lawful evil weapon with an Intelligence of 20, a Wisdom of 12, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal. Personality. A greedy erinyes named Xartaza lives within the Mace of the Black Crown. Xartaza wants to recruit more souls for Asmodeus, so the weapon pushes its wielder toward lawful evil actions by manipulating the wielder’s dreams. A former Blood War general, Xartaza hates demons and relishes crafting sound battle plans in any conflict. Dormant. The mace grants the following benefits in its dormant state: You can speak, read, and write Infernal. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding the mace, you can use a bonus action to speak its Infernal command word, causing flames to erupt from the head. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the mace is ablaze, it deals an extra 1d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you are no longer holding the mace. While holding the mace, you can use an action to summon an imp. Any devil you summon with this mace is friendly to you and your companions for the duration. The imp obeys any verbal commands that you issue to it and returns to the Nine Hells 10 minutes after you summoned it. This property can’t be used again until the next dawn. Awakened. When the mace reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2, and the extra fire damage dealt by the weapon when it is ignited increases to 2d6. The weapon’s Summon Devil feature can also be used to summon a bearded devil. You have resistance to poison damage while holding this weapon. Exalted. When the mace reaches an exalted state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +3, and the extra fire damage dealt by the weapon when it is ignited increases to 3d6. Fire damage dealt by the mace ignores resistance to fire damage. The weapon’s Summon Devil feature can also be used to summon a barbed devil. You have resistance to fire damage while you hold this weapon. | Starting dormant, this Item may become Awakened when a character reaches level 13 (T4) and Exalted when a character reaches level 17 (T5) Dormant 0-24 IP, Awakened 25-49 IP, Exalted 50-60 IP. (See Exaltable/Piety Item rules.) You may only have one exaltable item attuned at a time. Leveling up an item in this way requires gold paid in addition to the required IP: Awakened – 15 000gp Exalted – 80 000gp | EGW |
| Mask of the Dragon Queen | 7 | Yes | None | Wondrous Item, Artifact | 175,000 GP | Yes | Individually, the five Dragon Masks resemble the dragons they are named for. When two or more of the dragon masks are assembled, however, they transform magically into the Mask of the Dragon Queen. Each mask shrinks to become the modeled head of a chromatic dragon, appearing to roar its devotion to Tiamat where all the masks brought together are arranged crown-like on the wearer’s head. Below the five masks, a new mask shapes itself, granting the wearer a draconic visage that covers the face, neck, and shoulders. While you are attuned to and wear this mask, you can have any of the properties from any one mask. Additionally, you gain the Damage Absorption from each of the five Dragon Masks, and you gain five uses of the Legendary Resistance property. | This Artifact Requires all five Dragon Masks to be purchased before purchasing this item. | ROT |
| Mastix, Whip of Erebos | 5 | Yes | None | Whip, Martial Weapon, Melee Weapon, Artifact | 275,000 GP | Yes | Erebos wields Mastix, a whip capable of extending like an impossibly long shadow. In the hands of the god of the dead, the whip snares the reluctant dead and drags them into his realm. When Erebos grants his weapon to a mortal follower, it’s typically to reclaim a powerful soul or to humiliate Heliod. Whip of the Dead. Erebos’s whip seethes with the enervating energy of the Underworld. This magic whip grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using this whip, the target takes an extra 2d8 necrotic damage and you regain hit points equal to half the amount of necrotic damage dealt. Additionally, when you make an attack with the whip on your turn, you can increase the range of the attack to 300 feet. This property of the weapon can’t be used again until the next dusk. Blessing of the Dead. If you are a worshiper of Erebos, you gain all the following benefits for which you have the required piety: Piety 1+. The whip has 1 randomly determined minor detrimental property-a burden Erebos imposes to test his faithful. Piety 25+. The whip has 1 randomly determined major beneficial property. Piety 50+. The whip has 1 additional randomly determined major beneficial property. If you aren’t a worshiper of Erebos, the whip has 2 randomly determined major detrimental properties. See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties. Erebos’s Claim. While carrying the whip, you can use an action to cast either Circle of Death or Dominate Monster (targeting only undead) from the whip. The save DC for these spells is 18. Once you use the whip to cast a spell, that spell can’t be cast from it again until the next dusk. Destroying the Whip. To destroy the whip, it must be taken to the heights of Mount Hiastos in Nyx, unraveled by a Returned, and left to bask in continual daylight for one month. | Earning and Losing Piety You increase your piety score when you expand the god’s influence in the world in a concrete way through acts. Your piety score decreases if you diminish their influence in the world, contradict their ideals, or make them look ridiculous or ineffectual. | MOT |
| Orb of Dragonkind | 3 | Yes | None | Wondrous Item, Artifact | 175,000 GP | Yes | Ages past, on the world of Krynn, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and worked their greatest magic, forging five Orbs of Dragonkind (or Dragon Orbs) to help them defeat the dragons. One orb was taken to each of the five towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic. As the Towers of High Sorcery fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons. Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb. An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it. While attuned to an orb, you can use an action to peer into the orb’s depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it. While you are charmed by the orb, you can’t voluntarily end your attunement to it, and the orb casts Suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Takhisis (Tiamat’s name on Krynn), or something else the DM decides. Random Properties. An Orb of Dragon kind has the following random properties: 2 minor beneficial properties 1 minor detrimental property 1 major detrimental property Spells. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: Cure Wounds (5th-level version, 3 charges), Daylight (1 charge), Death Ward (2 charges), or Scrying (3 charges). You can also use an action to cast the Detect Magic spell from the orb without using any charges. Call Dragons. While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can’t be used again for 1 hour. Destroying an Orb. An Orb of Dragonkind appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A disintegrate spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however. | DMG | |
| Orrery of the Wanderer | 8 | Yes | None | Wondrous Item, Artifact | 450,000 GP | Yes | This delicate and exquisitely crafted clockwork orrery features multiple geared components whose sweeping hands and dials represent the complex interplay of planar and magical realms. Standing two feet high, the orrery housing is a wondrous device imbued with magic of its own, but the power of its six clockwork components makes the artifact even more potent. The Orrery of the Wanderer was created by a renowned clockwork mage known only as Lottie. She crafted the relic as a means of tapping into the power of the planes, and to channel the divination and foretelling powers of the stars. But Lottie soon realized that her creation was far more powerful than she had intended. As it tapped into planar magic, the orrery began to manifest the darkness and malevolence inherent to some of the planes. Eventually, it would impress upon its owner a desire to open portals into the most cursed and dangerous worlds, including the Far Realm. To prevent the orrery from ever being so used, Lottie scattered the components that powered it, secreting them across the world. But the orrery’s instinct for survival is strong, and its components have a way of inexorably coming together over decades or centuries, found by treasure hunters, stolen by monsters, found and stolen again – and moving closer to each other all the time. Random Properties. The orrery has the following randomly determined properties: 2 minor beneficial properties 1 major beneficial property 1 major detrimental property The random properties of the orrery might function only when all its components are installed, or might function sporadically if any components are missing. The Sum of Its Parts. Each of the six components that powers the Orrery of the Wanderer is a powerful magic relic in its own right: The Chronolometer The Dimensional Loop The Far Gear The Rotor of Return The Timepiece of Travel The Wheel of Stars Creatures can attune to the orrery’s components individually. If attuned to an individual component, a creature must hold the component to make use of its features. A creature can also attune to the orrery and all the components installed in it. Attuning to an installed component doesn’t count against the number of magic items you can normally attune to. While a component is not installed in the orrery, its magic might function sporadically or with unpredictable side effects, as determined by the DM. Future Echoes. With or without its components, the orrery lets you catch momentary glimpses of the future that warn you of danger. As long as the orrery is within 30 feet of you, you gain a +1 bonus to AC. Into the Void. With or without its components, the attuned orrery infuses your spirit with the tumultuous energy of the planes. Over time, your alignment changes to chaotic neutral, and you are compelled to engage with and explore the most dangerous planar realms. Master of Travel. While all six components of the Orrery of the Wanderer are installed, the artifact has 7 charges. While touching the orrery, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 17): Contact Other Plane (3 charges), Demiplane (6 charges), Gate (7 charges), Plane Shift (5 charges), or Teleportation Circle (3 charges). The orrery regains 1d4 + 4 expended charges daily at dawn. | This Artifact Requires all six Orrery pieces be purchased before purchasing this item. For the sake of Artificers, this item only counts as one Attunement item. | AI |
| Ransuer of Torture | 9 | Yes | None | Pike, Martial Weapon, Melee Weapon, Artifact | 350,000 GP | Yes | 1d10 piercing Heavy, reach, two‑handed Forged of infernal iron and Hellfire through the help of Dispater, the Ranseur of Torture has been Belial’s weapon of choice since he first became an archdevil. It is so directly tied to him that one of his worshipped symbols is a two-pronged fork. The weapon never leaves his side, and he is a master at wielding it. The Ranseur of Torture is a magic pike. You have a +3 bonus to attack and damage rolls made with this weapon, and it does 2d10 piercing damage instead of its regular damage. When you hit a good aligned creature with it, that creature takes an extra 1d10 necrotic damage. Random Properties. The Ranseur of Torture has the following random properties: 1 minor beneficial property 1 major beneficial property 1 minor detrimental property Wounding. Damage dealt by the Ranseur of Torture is particularly dangerous, as it can only be restored through magical means. Resting, food, and medicine won’t restore hit points removed by the pike. If the damage goes untreated for 7 days, the missing hit points are permanently removed, and can be recovered only through casting a Regenerate or Wish spell on the victim. Execution. If a creature with less than its full hit points is hit by this pike, the Ranseur of Torture deals 1d10 additional piercing damage. If a creature is killed by the pike, their soul is sent to Phlegethos and can be restored only through casting a Wish spell on the victim. Staggered. Each time a creature takes damage from the Ranseur of Torture, they must make a Constitution save, with a DC equaling the damage they took. On a failed save, their movement speed is reduced by 5 feet until the end of their next turn. This penalty stacks, though movement speed can’t be reduced below 0. Interrupting. Spellcasters damaged by the Ranseur of Torture have disadvantage on Constitution checks made to maintain concentration until the damage is healed. If a creature is concentrating on a spell when damaged by the ranseur, their concentration is immediately ended. Destroying the Ranseur. Only through the written consent of both Dispater and Belial can the Ranseur of Torture be destroyed. If either or both of the archdevils are dead, then the new archdevil to take their mantle must give permission in their stead. The two writs must be wrapped around each of the prongs of the weapon, then the weapon must be tossed into the Pit of Flame. If performed successfully, the Hellfire briefly burns a different hue. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon. Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. | CoA | |
| Ring of Winter | 5 | Yes | None | Wondrous Item, Artifact | 275,000 GP | Yes | The Ring of Winter is a golden band that resizes to fit snugly on the finger of its wearer. A thin layer of frost coats the outside of the ring, which normal heat can’t melt. The ring feels ice cold to the touch and initially numbs the hand that wears it, but this cold ceases to be felt by one who is attuned to the ring. The Ring of Winter is sentient and tries to take control of any creature that wears it (see “Sentient Magic Items” in chapter 7 of the Dungeon Master’s Guide). If it succeeds, the ring compels its wearer to cause undue harm to everyone and everything around it, in a cold-hearted attempt to incur the wrath of enemies and bring about the wearer’s doom. Sentience. The Ring of Winter is a sentient chaotic evil item with an Intelligence of 14, a Wisdom of 14, and a Charisma of 17. The ring communicates by transmitting emotion to the creature carrying or wielding it, and it has hearing and normal vision out to a range of 60 feet. The ring craves destruction, and it likes inflicting indiscriminate harm on others. Nondetection. The Ring of Winter defies attempts to magically locate it. Neither the ring nor its wearer can be targeted by any divination magic or perceived through magical scrying sensors. Frozen Time. As long as you wear the ring, you don’t age naturally. This effect is similar to suspended animation, in that your age doesn’t catch up to you once the ring is removed. The ring doesn’t protect its wearer from magical or supernatural aging effects, such as the Horrifying Visage of a ghost. Cold Immunity. While attuned to and wearing the ring, you have immunity to cold damage and don’t suffer any ill effects from extreme cold (see chapter 5 of the Dungeon Master’s Guide). Magic. The Ring of Winter has 12 charges and regains all its expended charges daily at dawn. While wearing the ring, you can expend the necessary number of charges to activate one of the following properties: You can expend 1 charge as an action and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point you can see within 300 feet of you. The temperature in that area drops 20 degrees per minute, to a minimum of -30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect is permanent unless you use the ring to end it as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute. You can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: Bigby’s Hand (2 charges; the hand is made of ice, is immune to cold damage, and deals bludgeoning damage instead of force damage as a clenched fist), Cone of Cold (2 charges), Flesh to Ice (3 charges; as Flesh to Stone except that the target turns to solid ice with the density and durability of stone), Ice Storm (2 charges), Otiluke’s Freezing Sphere (3 charges), Sleet Storm (1 charge), Spike Growth (1 charge; the spikes are made of ice), or Wall of Ice (2 charges). You can expend the necessary number of charges as an action and use the ring to create either an inanimate ice object (2 charges) or an animated ice creature (4 charges). The ice object can’t have any moving parts, must be able to fit inside a 10-foot cube, and has the density and durability of metal or stone (your choice). The ice creature must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. The ice creature obeys only its creator’s commands. The ice object or creature appears in an unoccupied space within 60 feet of you. It melts into a pool of normal water after 24 hours or when it drops to 0 hit points. In extreme heat, it loses 5 (1d10) hit points per minute as it melts. Use the guidelines in chapter 8 of the Dungeon Master’s Guide to determine the hit points of an inanimate object if they become necessary. Other Properties. The Ring of Winter is rumored to possess other properties that can be activated only by an evil being whose will the ring can’t break. Frost giants have long believed that the ring can be used to freeze entire worlds, while a djinni in the service of a Calishite pasha once claimed that the ring could be used to summon and control white dragons, as well as a mighty ice primordial named Cryonax. Destroying the Ring. The ring is nigh indestructible, resisting even the most intense magical heat. If it is placed on the finger of the powerful arch fey known as the Summer Queen, the ring melts away and is destroyed forever. | ToA | |
| Ruin's Wake | 3 | Yes | None | Spear, Simple Weapon, Melee Weapon, Artifact | 8,000 GP | Yes | This spear is made from the ivory bone of an ancient gold dragon and carved with an Ore hymn to Gruumsh. Sentience. Ruin’s Wake is a sentient chaotic evil weapon with an Intelligence of 20, a Wisdom of 16, and a Charisma of 22. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Orc. Personality. A slaughter-loving balor named Yarrowish lives within Ruin’s Wake. The weapon desires only to draw blood and pushes its wielder to solve problems with violence. Dormant. The spear grants the following benefits in its dormant state: You can speak, read, and write Abyssal and Orc. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 1d8 piercing damage to any target it hits. Immediately after you make a ranged attack with this weapon, it flies back to your hand. As a reaction when you are hit by a melee attack, you can make a melee attack with Ruin’s Wake with advantage against the attacker. You can’t use this property again until you finish a short or long rest. Awakened. When the spear reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2, and the extra piercing damage dealt by the weapon increases to 2d8. When you hurl the spear and speak a command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a creature you can see within 120 feet of you. Each creature in the line, excluding you, must make a DC 15 Dexterity saving throw, taking 8d6 lightning damage on a failed save, or half as much damage on a successful one. Ruin’s Wake then returns to your hand. This property can’t be used again until the next dawn. Exalted. When the spear reaches an exalted state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +3. While holding the spear, you can let out a battle cry as a bonus action. Each creature you choose within 30 feet of you gains advantage on attack rolls until the start of your next turn. This property can’t be used again until the next dawn. When you reduce a creature to 0 hit points with an attack from the spear, you can regain hit points equal to the damage you dealt with the attack. This property can’t be used again until the next dawn. | Starting dormant, this Item may become Awakened when a character reaches level 13 (T4) and Exalted when a character reaches level 17 (T5) Dormant 0-24 IP, Awakened 25-49 IP, Exalted 50-60 IP. (See Exaltable/Piety Item rules.) You may only have one exaltable item attuned at a time. Leveling up an item in this way requires gold paid in addition to the required IP: Awakened – 15 000gp Exalted – 80 000gp | EGW |
| Scourge of Shadow | 7 | Yes | None | Whip, Martial Weapon, Melee Weapon, Artifact | 275,000 GP | Yes | 1d4 slashing Finesse, reach Said to be a gift to Glasya from Asmodeus, the Scourge of Shadow is a multi-headed whip constructed from infernal iron. The scourge is nigh-in- destructible, and Glasya carries it with her wherever she goes. When she wields the whip in battle, it shrouds her in an aura of shadow. The Scourge of Shadow is a magic whip. You have a +3 bonus to attack and damage rolls made with this weapon, and it does 3d4 slashing damage instead of its regular damage. When you hit a good aligned creature with it, that creatures takes an extra 4d4 necrotic damage. Whenever an unattuned creature attacks with the weapon, it deals 2d4 necrotic damage, ignoring resistances and immunities, to them, but otherwise functions normally. Random Properties. The Scourge of Shadow has the following random properties: 2 minor beneficial properties 1 major beneficial property 2 minor detrimental properties 1 major detrimental property Keen. The whip scores a critical on a roll of 18, 19, or 20. When it scores a critical, its damage dice are upgraded to 3d6 instead of 3d4 for the duration of the attack. If attacking a good aligned creature, or attacking with the weapon unattuned, the necrotic damage dice are also increased to a d6 instead of a d4. Fast Reflexes. While attuned to the Scourge of Shadow, you gain advantage on initiative rolls, and you add your Charisma and Dexterity modifiers to the roll. You may use either your Strength, Dexterity, or Charisma modifier for the attack and damage rolls (the same modifier must be used for both attack and damage). Veil of Shadow. You’re protected by a field of shadow that makes you resistant to radiant and necrotic damage. While in dim light or darkness you gain blindsight out to 60 feet and Dexterity (Stealth) checks are made with advantage. Destroying the Scourge. Though the process is known only to Glasya and Asmodeus, the Scourge of Shadow can be destroyed. It must be taken to the Pit of Fire in Phlegethos. The scourge, along with the body of an archdevil, must be thrown into the Hellfire together. As they hit the flames, a spell of Darkness must be cast at 9th level on the scourge. If each part of the ritual is performed correctly, the whip disintegrates within the Hellfire. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon. | Even the non attunement properties do not work without attunement. | CoA |
| Shroud of Ending | 5 | Yes | None | Wondrous Item, Artifact | 200,000 GP | Yes | There is an old tale about a foolish birdfolk sage who believed themselves to be even wiser than the Amaranthine. One day, while wandering alone in the wood at night, they met Tyton, who had come to collect their soul. Rather than accept their death with dignity, the sage instead debated with Tyton about the unfairness of mortality. Tyton could not deny their logic, but warned the heedless sage about disrupting the cycle of life and death. He wove for the sage a cloak from the fabric of the night sky itself and infused it with a small fraction of his power. With this, the sage could live forever. Tyton declared that he would return in a century, and if the sage still felt the same, the Amaranthine of death would never again visit the sage. The sage watched everyone around them gradually age, succumbing to illness and old age as he lived on, and eventually understood his folly. It is said that Tyton left the Shroud of Ending in the world as a reminder of the sage’s foolishness. You must make a DC 12 Constitution saving throw when you attune to this artifact. On a failure, the Shroud of Ending causes you to magically age 5d10 years. For the next hour, you make any attack roll, ability check, or saving throw with disadvantage as your body is temporarily weakened by your sudden advance in age. If this causes you to age beyond the average natural lifespan for your race, you instantly die and your soul rises immediately as a ghost sworn to protect the artifact. As long as you are attuned to this artifact, you deal 1d6 necrotic damage to any plant you touch that isn’t a creature, and any creatures with the plant or beast type within 30 feet of you become hostile toward you. Additionally, you stop aging and no longer require food or sleep to live. Whenever you are no longer attuned to this item you immediately age a number of years equal to the amount of time you would have aged while attuned to the artifact. If this causes you to age beyond the average natural lifespan for your race, you instantly die. Blessings of Tyton. While wearing the cloak you gain the following benefits: You gain a +2 bonus to your AC and saving throws. You can see in darkness as if it were bright light. You are immune to poison damage, the poisoned condition, and all diseases. You make death saving throws, and saving throws against effects that would kill you instantly without dealing damage with advantage. Hasten the Sunset. While wearing the cloak, you can spend an action to cause a living creature you can see within 120 feet of you to age rapidly. The creature must make a DC 17 Constitution saving throw, instantly aging 6d10 years on a failure and aging by one year on a success. On a failed saving throw, the target automatically fails any Strength or Dexterity checks and makes all other attack rolls, ability checks, and saving throws with disadvantage. This effect lasts until a remove curse spell is cast on the target to dispel it. If the target ages over the average natural lifespan for their race, they die. Once this property has been used, it can’t be used again until the next dusk. Shade’s Form. While wearing the cloak, you can cast Etherealness. Once this property has been used, it can’t be used again until the next dusk. Step of the Night’s Shadow. While wearing the cloak, you gain the ability to teleport to a location within an area of dim light or darkness within 500 feet of you as an action. You arrive at exactly the spot desired, so long as it is an area of dim light or darkness. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.” In order for the teleportation to succeed, you must arrive in an area of dim light or darkness; otherwise, you are teleported to the nearest such area within range. You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creatures or objects you wished to bring with you fail to teleport. After you use this property roll 1d6. On a roll of 6, you can’t use it again until the next dusk. Destroying the Cloak. The only way to destroy the Shroud of Ending is to present it to the rising sun in the hands of a Cleric of Ardea of at least 17th level. The cleric must say a prayer, returning the power of night and death to Tyton, and cast the Daylight spell upon it. The power within the Shroud of Ending will recognize the coming of Ardea’s dawn and return to Tyton’s realm. A faintly magical, but powerless cloak will be left behind, which resembles the sky at dusk. | Hasten the Sunset ability has been limitted to once per day in line with other abilities in the statblock of the item. | HWT |
| Silken Spite | 3 | Yes | None | Rapier, Martial Weapon, Melee Weapon, Artifact | 8,000 GP | Yes | The blade of this rapier is made of spider silk. Its onyx pommel is tipped with a ruby cut in the shape of a spider, and the blade carries the blessing of Lolth. Sentience. Silken Spite is a sentient chaotic evil weapon with an Intelligence of 13, a Wisdom of 15, and a Charisma of 15. It has hearing and darkvision out to a range of 1 20 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, Elvish, and Undercommon. Personality. A murderous yochlol named Sinnafex lives within Silken Spite. The weapon speaks in whispers, pushing its wielder to trust no one and to kill those who cause the slightest personal offense. Dormant. The rapier grants the following benefits in its dormant state: You can speak, read, and write Abyssal, Elvish, and Undercommon. You have darkvision out to a range of 60 feet. If you already have darkvision, being attuned to the rapier increases the range of your darkvision by 60 feet. You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause poison to coat the rapier’s blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature uses its action to shake the creature awake. While carrying the rapier, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. Additionally, you can’t be caught in webs of any sort and can move through webs as if they were difficult terrain. Awakened. When the rapier reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2. The saving throw DC for the weapon’s poison increases to 15. While holding the rapier, you can use an action to cast one of the following spells from it (save DC 15): Cloudkill, Darkness, Levitate, or Web. Once a spell has been cast using the rapier, that spell can’t be cast from the rapier again until the next dawn. Exalted. When the rapier reaches an exalted state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +3. The saving throw DC for the weapon’s poison and spells cast from the weapon increases to 17. Magical darkness doesn’t impede your darkvision. While holding the weapon in dim light or darkness, you can use a bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. This property can’t be used again until the next dawn. | Starting dormant, this Item may become Awakened when a character reaches level 13 (T4) and Exalted when a character reaches level 17 (T5) Dormant 0-24 IP, Awakened 25-49 IP, Exalted 50-60 IP. (See Exaltable/Piety Item rules.) You may only have one exaltable item attuned at a time. Leveling up an item in this way requires gold paid in addition to the required IP: Awakened – 15 000gp Exalted – 80 000gp | EGW |
| Staff of the Forgotten One | 8 | Yes | Sorcerer, Warlock, Wizard | Staff, Simple Weapon, Melee Weapon, Artifact | 350,000 GP | Yes | Staff, artifact (requires attunement by a sorcerer, warlock, or wizard) This crooked staff is carved from bone and topped with the skull of a forgotten archmage whom Acererak destroyed long ago. Etched into the skull’s forehead is Accrerak’s rune, which is known on many worlds as a sign of death. Beneficial Properties. While the staff is on your person, you gain the following benefits: Your proficiency bonus to Intelligence (Arcana) and Intelligence (History) checks is doubled. You can’t be blinded, charmed, deafened, frightened, petrified, or stunned. Undead with a challenge rating of 2 or lower will neither threaten nor attack you unless you harm them. You can wield the staff as a +3 quarterstaff that deals an extra 10 (3d6) necrotic damage on a hit. Invoke Curse. The Staff of the Forgotten One has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the staff, you can use an action to expend 1 charge and target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw (using your spell save DC) or be cursed. While cursed in this way, the target can’t regain hit points and has vulnerability to necrotic damage. A Greater Restoration, Remove Curse, or similar spell ends the curse on the target. The Forgotten One. The bodiless life force of a dead archmage empowers the staff and is imprisoned within it. The rune carved into the staff’s skull protects Acererak from this spirit’s vengeance. Each time a creature other than Acererak expends any of the staff’s charges, there is a 50 percent chance that the life force tries to possess the staff wielder. The wielder must succeed on a DC 20 Charisma saving throw or be possessed, becoming an NPC under the DM’s control. If the intruding life force is targeted by magic such as a Dispel Evil and Good spell, it becomes trapped in the staff once more. Once it takes control of another creature, the insane spirit of the dead archmage attempts to destroy the staff. Destroying the Staff. A creature in possession of the staff can use an action to break it over one knee or a solid surface. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. Each creature in the area must make a DC 18 Dexterity saving throw, taking 132 (24d10) force damage on a failed save, or half as much damage on a successful one. When the staff is destroyed, the life force of the Forgotten One is released to the afterlife. Where it goes is anyone’s guess. Casting the staff into a Sphere of Annihilation destroys both the staff and the Life force trapped within it. The staff doesn’t explode if destroyed in this manner, but its destruction causes the sphere to be destroyed as well. | Attunable by a Thief Rogue (LVL 13) or Artificer (LVL 14) | ToA |
| Sword of Kas | 5 | Yes | None | Longsword, Martial Weapon, Melee Weapon, Artifact | 275,000 GP | Yes | When Vecna grew in power, he appointed an evil and ruthless lieutenant, Kas the Bloody Handed, to act as his bodyguard and right hand. This despicable villain served as advisor, warlord, and assassin. His successes earned him Vecna’s admiration and a reward: a sword with as dark a pedigree as the man who would wield it. For a long time, Kas faithfully served the lich but as Kas’s power grew, so did his hubris. His sword urged him to supplant Vecna, so that they could rule the lich’s empire in Vecna’s stead. Legend says Vecna’s destruction came at Kas’s hand, but Vecna also wrought his rebellious lieutenant’s doom, leaving only Kas’s sword behind. The world was made brighter thereby. The Sword of Kas is a magic, sentient longsword that grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra 2d10 slashing damage to undead. If the sword isn’t bathed in blood within 1 minute of being drawn from its scabbard, its wielder must make a DC 15 Charisma saving throw. On a successful save, the wielder take 3d6 psychic damage. On a failed save, the wielder is dominated by the sword, as if by the Dominate Monster spell, and the sword demands that it be bathed in blood. The spell effect ends when the sword’s demand is met. Random Properties. The Sword of Kas has the following random properties: 1 minor beneficial property 1 major beneficial property 1 minor detrimental property 1 major detrimental property Spirit of Kas. While the sword is on your person, you add a d10 to your initiative at the start of every combat. In addition, when you use an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain effect until the start of your next turn. Spells. While the sword is on your person, you can use an action to cast one of the following spells (save DC 18) from it: Call Lightning, Divine Word, or Finger of Death. Once you use the sword to cast a spell, you can’t cast that spell again from it until the next dawn. Sentience. The Sword of Kas is a sentient chaotic evil weapon with an Intelligence of 15, a Wisdom of 13, and a Charisma of 16. It has hearing and darkvision out to 2 range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Common Personality. The sword’s purpose is to bring ruin to Vecna. Killing Vecna’s worshipers, destroying the lich’s works, and foiling his machinations all help to fulfill this goal. The Sword of Kas also seeks to destroy anyone corrupted by the Eye and Hand of Vecna. The sword’s obsession with those artifacts eventually becomes a fixation for its wielder. Destroying the Sword. A creature attuned to both the Eye of Vecna and the Hand of Vecna can use the Wish property of those combined artifacts to unmake the Sword of Kas. The creature must cast the Wish spell and make a Charisma check contested by the Charisma check of the sword. The sword must be within 30 feet of the creature, or the spell fails. If the sword wins the contest, nothing happens, and the Wish spell is wasted. If the sword loses the contest, it is destroyed. | DMG | |
| Sword of Zariel | 9 | Yes | Worthy | Longsword, Martial Weapon, Melee Weapon, Artifact | 400,000 GP | Yes | This longsword belonged to the angel Zariel before her fall from grace. Fashioned from celestial steel, it gives off a faint glow and hum. The weapon chooses who can attune to it and who can’t. It desires a wielder who embodies bravery and heroism. Attunement. The sword allows you to attune to it immediately, without having to take a short rest. The first time you attune to the sword, you are transformed into a heavenly, idealized version of yourself, blessed with otherworldly beauty and a touch of heaven in your heart. Neither magic nor divine intervention can reverse this transformation. Your alignment becomes lawful good, and you gain the following traits: Angelic Language. You can speak, read. and write Celestial. Celestial Resistance. You have resistance to necrotic and radiant damage. Divine Presence. Your Charisma score becomes 20, unless it is already 20 or higher. Feathered Wings. You sprout a beautiful pair of feathered wings that grant you a flying speed of 90 feet and the ability to hover. If you already have a different kind of wings, these new wings replace the old ones, which fall off. Truesight. Your eyes become luminous pools of silver. You can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, perceive the original form of a shapechanger or a creature that is transformed by magic, and see into the Ethereal Plane, all within a range of 60 feet. New Personality. You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond, or flaw. Personality Traits d8 Personality Trait 1 I treat all beings, even enemies, with respect. 2 I won’t tell a lie. 3 I enjoy sharing my philosophical worldview and experiences with others. 4 I cut right to the chase in every conversation. 5 I often quote (or misquote) religious texts. 6 I anger quickly when I witness cruelty or injustice. 7 My praise and trust are earned and never given freely. 8 I like everything clean and organized. Ideals d6 Ideal 1 Charity. I always help those in need. (Good) 2 Faith. I choose to follow the tenants of a particular lawful good deity to the letter. (Lawful) 3 Responsibility. It is the duty of the strong to protect the weak. (Lawful) 4 Respect. All people deserve to be treated with dignity. (Good) 5 Honor. The way I conduct myself determines my reward in the afterlife. (Lawful) 6 Redemption. All creatures are capable of change for the better. (Good) Bonds d6 Bonds 1 I have a favorite religious hymn that I constantly hum. 2 I must keep a written record of my beliefs and the sins that I witness. When finished, this book will be my gift to the multiverse. 3 I have cherished memories of Idyllglen, though I’ve only seen this bucolic town in dreams. 4 I would die for those who fight beside me, regardless of their faults. 5 I seek to honor the angel Zariel by destroying fiends and other evildoers wherever I find them. 6 The Sword of Zariel has chosen me. I shall not fail to wield it justly. Flaws d6 Flaws 1 I am too quick to judge others. 2 I offer forgiveness too readily. 3 I will sacrifice innocent lives for the greater good. 4 Flaw? What flaw? I am flawless. Utter perfection! 5 I allow nothing to stand in the way of my crusade to eradicate evil from the multiverse. 6 I ignore those who do not support my plans, for my calling is higher than all others. Holy Light. The sword sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Fiends find the sword’s light disconcerting and painful, even if they can’t see it, and have disadvantage on attack rolls made within the weapon’s radius of bright light. As a bonus action, you can intensify the sword’s light, causing it to shed bright light in a 15-foot radius and dim light for an additional 15 feet, or reduce its glow to its normal intensity. Random Properties. The sword has 2 minor beneficial properties, each determined by rolling on the Minor Beneficial Properties table in chapter 7 of the Dungeon Master’s Guide. Searing Radiance. The sword deals an extra 9 (2d8) radiant damage to any creature it hits, or 16 (3d10) radiant damage if you’re wielding the weapon with two hands. An evil creature that takes this radiant damage must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn. Sentience. The Sword of Zariel is a sentient, lawful good item with an Intelligence of 10, a Wisdom of 20, and a Charisma of 18. It has hearing and normal vision out to a range of 30 feet. The sword communicates by transmitting emotion to the creature carrying or wielding it. Truth Seer. While holding the sword, you gain advantage on all Wisdom (Insight) checks. Destroying the Sword. Zariel can destroy the sword simply by grasping it. She couldn’t bring herself to do so when she was an angel, but as an archdevil she has no compunction about ridding the multiverse of the weapon. The sword is also destroyed if it’s used to shatter the Companion (see “Shattering the Companion,” BG:DA, page 154), unless the blade is wielded by an angel of challenge rating 15 or higher, or a good-aligned cleric or paladin of at least 10th level. If Zariel is killed for good (that is, if she dies in the Nine Hells), the sword becomes no harder to destroy than a normal longsword. | This item Forces a respec on you. The New personality change is non-negotiable and has to be rolled for | BGDIA |
| The Bloody End | 2 | Yes | None | Morningstar, Martial Weapon, Melee Weapon, Artifact | 4,000 GP | Yes | Carrying the power of Bane, this adamantine morningstar sports foot-long spikes and has a jagged blade on its pommel. Sentience. The Bloody End is a sentient lawful evil weapon with an Intelligence of 22, a Wisdom of 18, and a Charisma of 24. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal. Personality. A tyrannical pit fiend named Izeelzee lives within The Bloody End. The weapon boisterously pushes its wielder to subjugate others and to never back down from a challenge. If the wielder doesn’t demand fealty from others, the weapon is happy to demand it on their behalf. Dormant. The morningstar grants the following benefits in its dormant state: You can speak, read, and write Infernal. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding the morningstar, you can use an action to cast one of the following spells from it (save DC 13): Charm Person, Dominate Person, or Fear. Once a spell has been cast using the morningstar, that spell can’t be cast from it again until the next dawn. While holding the morningstar, you have advantage on Charisma (Intimidation) checks. Awakened. When the morningstar reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2. The saving throw DC for spells cast from the morningstar increases to 15. When you reduce a creature to 0 hit points with an attack using The Bloody End, you can cause the following effect: each creature of your choice within 15 feet of you must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of your next turn. This property can’t be used again until the next dawn. When a creature hits you with a melee attack, you can use your reaction to deal 1d6 psychic damage to the attacker. Exalted. When the morningstar reaches an exalted state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +3. Add Dominate Monster to the list of spells that can be cast from the morningstar. The saving throw DC for spells cast from the morningstar, as well as for creatures to avoid being frightened by it, increases to 17. When you use your reaction to deal psychic damage to a creature that hits you with a melee attack, the amount of psychic damage increases to 2d6. | Starting dormant, this Item may become Awakened when a character reaches level 13 (T4) and Exalted when a character reaches level 17 (T5) Dormant 0-24 IP, Awakened 25-49 IP, Exalted 50-60 IP. (See Exaltable/Piety Item rules.) You may only have one exaltable item attuned at a time. Leveling up an item in this way requires gold paid in addition to the required IP: Awakened – 15 000gp Exalted – 80 000gp | EGW |
| True-Ice Shards | 7 | Yes | None | Dagger and Rapier, Melee Weapon, Artifact | 350,000 GP | Yes | Crafted from the very glacier in which he was imprisoned, the True-Ice Shards are a rapier and parrying dagger (main gauche) pair used by Levistus. They exemplify his time spent in the glacier, augmenting telepathy, divination, and defense. Due to his control over ice, Levistus can conjure the True-Ice Shards from anywhere, including if they were destroyed. You gain a +3 bonus to attack and damage rolls made with the magical rapier and it does 1d8 cold damage instead of its regular damage. When using the magic dagger, you gain a +3 bonus to your AC, as long as it is used as your offhand weapon, and it does 1d6 cold damage instead of its regular damage. Because Levistus conjures the True-Ice Shards at will, he often rewards a copy of the artifact to his most loyal followers. The copies are identical to the original with one exception: Levistus can destroy or retrieve a copy at any time. Random Properties. The True-Ice Shards have the following random properties: 2 major beneficial properties 2 minor detrimental properties 1 major detrimental property Sub-Zero. Cold damage dealt with the shards ignores resistances and immunities. Creatures vulnerable to cold damage take triple damage from the True-Ice Shards, rather than double. After you damage a creature with the shards, you may use a bonus action to force the creature to make a DC 22 Constitution saving throw. On a failed save, the creature that took the damage becomes vulnerable to cold damage for 24 hours. Once you use this feature, you may not use it again until after you have finished a long rest. The Best Defense. As a reaction to being attacked, you use the rapier to increase your defense, adding +3 to your AC until the end of your next turn. If you attack with the rapier before the end of your next turn, you do not have its +3 bonus to attack and damage rolls. Mental Command. While attuned to the True-Ice Shards, you can use an action to cast the Detect Thoughts spell (save DC 20), targeting any creature you have previously met. If the targeted creature is on a different plane of existence, the spell fails. As long as you maintain concentration, you can use a bonus action to send a telepathic message to the focused creature. It can reply—using a bonus action to do so—as long as the focus and concentration continue. Omniscient. You can use the True-Ice Shards to cast a variety of divination spells. Locate Animals or Plants, Locate Creature, and Locate Object may be cast at will, and don’t have a maximum range. Other limitations of the spells still apply, and they can’t detect subjects on other planes of existence. Additionally, you may cast Scrying (with a spell save DC of 20) and Find the Path. Once either spell is cast, you must finish a long rest before casting either of them again. Destroying the Shards. While Levistus still lives, destroying the True-Ice Shards serves little purpose, as he is capable of recreating them at will. That aside, the shards can be destroyed when subjected to a sufficient source of heat. A few such sources include the inside of an active volcano, a continuous source of Hellfire, or a powerful fire spell cast at 9th level. | CoA | |
| Will of the Talon | 2 | Yes | None | War Pick, Martial Weapon, Melee Weapon, Artifact | 4,000 GP | Yes | Black, blue, green, red, and white gems carved in the form of dragon heads cover this ostentatious gold war pick, marking it as a weapon channeling the power of Tiamat. Sentience. Will of the Talon is a sentient lawful evil weapon with an Intelligence of 14, a Wisdom of 15, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Common, Draconic, and Infernal. Personality. A short-tempered bone devil named Ashtyrlon lives within Will of the Talon. The weapon is greedy and values strong leadership. It demands that its wielder take decisive action to keep order in high-pressure situations — and to always take a fair share of treasure in return. Dormant. The war pick grants the following benefits in its dormant state: You can speak, read, and write Draconic and Infernal. You gain a +1 bonus to attack and damage rolls made with this magic weapon. As a bonus action while holding the war pick, you can cause the following effect: each creature of your choice that is within 30 feet of you and is aware of you must succeed on a DC 13 Wisdom saving throw or become frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours. This property can’t be used again until the next dawn. While holding the war pick, you can use your action to exhale destructive energy. Pick a damage type from the Will of the Talon Breath Weapons table. Each creature in the area of the exhalation must make a DC 13 saving throw, the type of which is specified in the table. A creature takes 3d6 damage on a failed save, or half as much damage on a successful one. When you use the war pick to unleash a breath weapon of a specific damage type, you can’t choose that same damage type again until the next dawn. Will of the Talon Breath Weapons Damage Type Area Saving Throw Acid 5 ft. wide, 30 ft. long line Dexterity Cold 15 ft. cone Constitution Fire 15 ft. cone Dexterity Lightning 5 ft. wide, 30 ft. long line Dexterity Poison 15 ft. cone Constitution Awakened. When the war pick reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2. The saving throw DC for the war pick’s Breath Weapon property increases to 15, and that property deals 4d6 damage on a failed save, or half as much damage on a successful one. The saving throw DC for the war pick’s Frightful Presence property increases to 15. While carrying the weapon, you have resistance to acid, cold, fire, lightning, and poison damage. Exalted. When the war pick reaches an exalted state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +3. The saving throw DC for the war pick’s Breath Weapon property increases to 17, and that property deals 5d6 damage on a failed save, or half as much damage on a successful one. The saving throw DC for the war pick’s Frightful Presence property increases to 17. | Starting dormant, this Item may become Awakened when a character reaches level 13 (T4) and Exalted when a character reaches level 17 (T5) Dormant 0-24 IP, Awakened 25-49 IP, Exalted 50-60 IP. (See Exaltable/Piety Item rules.) You may only have one exaltable item attuned at a time. Leveling up an item in this way requires gold paid in addition to the required IP: Awakened – 15 000gp Exalted – 80 000gp | EGW |
| Wrought-Iron Tower | 7 | Yes | None | Warhammer, Martial Weapon, Melee Weapon, Artifact | 350,000 GP | Yes | 1d8 bludgeoning Versatile (1d10) Constructed from the same materials as his tower, Dispater’s Wrought-Iron Tower is a powerful weapon that marks his rule over Dis. It embodies his ideals, representing defense, authority, and power. Its construction changes hourly, similar to the tower, appearing as either iron, steel, lead, or adamantine. The Wrought-Iron Tower is a magic staff that functions as a warhammer and you have a +3 bonus to attack and damage rolls made with it. If a creature is vulnerable to a certain type of damage, all damage dealt with the staff is converted to that damage type. When you hit a good aligned creature with it, that creature takes an extra 3d6 fire damage. While holding the staff, you can control and navigate through the Iron Tower in Dis. While the staff is on the layer of Dis, Dispater knows the exact location of it, and is capable of teleporting to within 30 feet of it at will. Random Properties. The Wrought-Iron Tower has the following random properties: 2 minor beneficial properties. The Best Offense. While attuned to the staff, you have a +2 bonus to AC and a +2 bonus to all saving throws. Additionally, the staff has 10 charges. When you make an attack, you may spend 1 or more charges. For each charge spent, you deal an additional 2 fire damage on a successful attack. Charges are still consumed if the attack misses. The staff regains all charges each day at dawn. After dealing damage with the staff, you may use a bonus action and expend 1 charge to replace the damage dealt with your total AC instead. Rulership. The Wrought-Iron Tower also functions as a Rod of Rulership, with an increased save DC of 18. This property costs 3 charges to use, though a creature that successfully saves against one of its uses is immune to future uses for 24 hours. Slag. You can cast Searing Smite at 6th level on yourself, expending 1 charge. Instead of doing fire damage, you may have Searing Smite inflict acid damage. The spell requires no concentration and lasts for 1 minute. Destroying the Staff. The Wrought-Iron Tower can only be destroyed inside the Iron Tower on Dis. Located somewhere within the tower is the forge that Dispater used to create the staff. An attuned creature must place the staff into the forge fires, then cast Dispel Evil and Good and touch the staff. They then take 20d10 fire damage, which ignores resistance and immunities. If the attuned creature survives the fire damage, the staff is destroyed. 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. | CoA | |
| Dragon’s Wrath Weapon | 1 | Yes | None | Weapon, Generic Variant | 2.000 GP | Yes | This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon’s hoard, it absorbs the energy of the dragon’s breath weapon and deals damage of that type with its special properties. Slumbering: Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon. Stirring: Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon. You gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon’s breath weapon. Wakened: Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon. You gain a +2 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 2d6 damage of the type dealt by the dragon’s breath weapon. As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 damage of the type dealt by the dragon’s breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can’t be used again until the next dawn. Ascendant: Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon. You gain a +3 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 3d6 damage of the type dealt by the dragon’s breath weapon. As an action, you can unleash a 60-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 18 Dexterity saving throw, taking 12d6 damage of the type dealt by the dragon’s breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can’t be used again until the next dawn. | Slumbering Version, Can only own one hoard item at a time. Starting Slumbering, this Item may become Stirring when a character reaches level 5 (T2) , Wakened, when a character reaches level 13 (T4) and Ascendant when a character reaches level 17 (T5) Slumbering 0-9 IP, Stirring 10-24 IP, Wakened 25-49 IP, Ascendant 50-60 IP. (See Exaltable/Piety Item rules.) You may only have one exaltable item attuned at a time. Leveling up a hoard item requires gold paid in addition to the required IP: Stirring – 5 000gp Wakened – 15 000gp Ascendant – 80 000gp | FTD, p25 |
| Dragon-Touched Focus | 1 | Yes | None | Wondrous Item, Spellcasting Focus | 2.000 GP | Yes | This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons’ wings, claws, teeth, or scales. Slumbering: You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells. Stirring: You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells. The focus gains an additional property determined by the family of the dragon in whose hoard it became Stirring: Chromatic. Whenever you use a spell slot to cast a spell that deals acid, cold, fire, lightning, or poison damage, roll a d6, and you gain a bonus equal to the number rolled to one of the spell’s damage rolls. Gem. Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you. Metallic. When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to give that creature advantage on the saving throw. Wakened: You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells. The focus gains an additional property determined by the family of the dragon in whose hoard it became Stirring: Chromatic. Whenever you use a spell slot to cast a spell that deals acid, cold, fire, lightning, or poison damage, roll a d6, and you gain a bonus equal to the number rolled to one of the spell’s damage rolls. Gem. Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you. Metallic. When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to give that creature advantage on the saving throw. While you are holding a Wakened focus, you can use it to cast certain spells. Once the item is used to cast a given spell, it can’t be used to cast that spell again until the next dawn. The spells are determined by the family of the dragon in whose hoard it became Wakened. Chromatic. Hold monster, Rime’s binding ice Gem. Rary’s telepathic bond, Raulothim’s psychic lance Metallic. Fizban’s platinum shield, legend lore Ascendant: You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells. The focus gains an additional property determined by the family of the dragon in whose hoard it became Stirring: Chromatic. Whenever you use a spell slot to cast a spell that deals acid, cold, fire, lightning, or poison damage, roll a d6, and you gain a bonus equal to the number rolled to one of the spell’s damage rolls. Gem. Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you. Metallic. When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to give that creature advantage on the saving throw. While you are holding a Wakened focus, you can use it to cast certain spells. Once the item is used to cast a given spell, it can’t be used to cast that spell again until the next dawn. The spells are determined by the family of the dragon in whose hoard it became Wakened. Chromatic. Hold monster, Rime’s binding ice Gem. Rary’s telepathic bond, Raulothim’s psychic lance Metallic. Fizban’s platinum shield, legend lore When you cast a spell of 1st level or higher while holding this focus, you can treat the spell as if it were cast using a 9th-level spell slot. Once this property is used, it can’t be used again until the next dawn. | Slumbering Version, Can only own one hoard item at a time. Starting Slumbering, this Item may become Stirring when a character reaches level 5 (T2) , Wakened, when a character reaches level 13 (T4) and Ascendant when a character reaches level 17 (T5) Slumbering 0-9 IP, Stirring 10-24 IP, Wakened 25-49 IP, Ascendant 50-60 IP. (See Exaltable/Piety Item rules.) You may only have one exaltable item attuned at a time. Leveling up a hoard item requires gold paid in addition to the required IP: Stirring – 5 000gp Wakened – 15 000gp Ascendant – 80 000gp | FTD, p26 |
| Dragon Vessel | 1 | Yes | None | Wondrous Item | 2.000 GP | Yes | This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid. Slumbering: As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, a potion of healing, or a potion of climbing. Once this property is used, it can’t be used until the next dawn. A potion you create in this way loses its magical properties if it isn’t imbibed within 24 hours. Stirring: As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, mead, a potion of healing, a potion of greater healing, a potion of climbing, or a potion of fire breath. Once this property is used, it can’t be used until the next dawn. A potion you create in this way loses its magical properties if it isn’t imbibed within 24 hours. Wakened: As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, mead, wine, a potion of healing, a potion of greater healing, a potion of superior healing, a potion of climbing, a potion of fire breath, or a potion of flying. Once this property is used, it can’t be used until the next dawn. A potion you create in this way loses its magical properties if it isn’t imbibed within 24 hours. Ascendant: As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, mead, wine, whiskey, a potion of healing, a potion of greater healing, a potion of superior healing, a potion of supreme healing, a potion of climbing, a potion of fire breath, a potion of flying, or a potion of dragon’s majesty. Once this property is used, it can’t be used until the next dawn. A potion you create in this way loses its magical properties if it isn’t imbibed within 24 hours. | Slumbering Version, Can only own one hoard item at a time. Starting Slumbering, this Item may become Stirring when a character reaches level 5 (T2) , Wakened, when a character reaches level 13 (T4) and Ascendant when a character reaches level 17 (T5) Slumbering 0-9 IP, Stirring 10-24 IP, Wakened 25-49 IP, Ascendant 50-60 IP. (See Exaltable/Piety Item rules.) You may only have one exaltable item attuned at a time. Leveling up a hoard item requires gold paid in addition to the required IP: Stirring – 5 000gp Wakened – 15 000gp Ascendant – 80 000gp | FTD, p27 |
| Scaled Ornament | 1 | Yes | None | Wondrous Item | 2.000 GP | Yes | This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon’s scale, tooth, or claw, or it incorporates images in those shapes. Slumbering: You have advantage on saving throws you make to avoid being charmed or frightened or to end those conditions on you. Stirring: You gain a +1 bonus to AC, and you can’t be charmed or frightened. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being charmed or frightened or to end those conditions on itself. Wakened: You gain a +1 bonus to AC, and you can’t be charmed or frightened. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being charmed or frightened or to end those conditions on itself. When you would take damage of the type dealt by the breath of the dragon in whose hoard the ornament became Wakened, you can use your reaction to take no damage instead, and you regain hit points equal to the damage you would have taken. Once this property is used, it can’t be used again until the next dawn. Ascendant: You gain a +1 bonus to AC, and you can’t be charmed or frightened. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being charmed or frightened or to end those conditions on itself. When you would take damage of the type dealt by the breath of the dragon in whose hoard the ornament became Wakened, you can use your reaction to take no damage instead, and you regain hit points equal to the damage you would have taken. Once this property is used, it can’t be used again until the next dawn. While you are wearing the ornament, you gain a flying speed equal to your walking speed and can hover. While you are flying using this speed, spectral dragon wings appear on your back. | Slumbering Version, Can only own one hoard item at a time. Starting Slumbering, this Item may become Stirring when a character reaches level 5 (T2) , Wakened, when a character reaches level 13 (T4) and Ascendant when a character reaches level 17 (T5) Slumbering 0-9 IP, Stirring 10-24 IP, Wakened 25-49 IP, Ascendant 50-60 IP. (See Exaltable/Piety Item rules.) You may only have one exaltable item attuned at a time. Leveling up a hoard item requires gold paid in addition to the required IP: Stirring – 5 000gp Wakened – 15 000gp Ascendant – 80 000gp | FTD, p27 |
| Charlatan's Die | 1 | Yes | None | Wondrous Item | 75 GP | No | Whenever you roll this six-sided die, you can control which number it rolls. | XGE | |
| Illuminator's Tattoo | 1 | Yes | None | Tattoo, Wondrous Item | 100 GP | No | Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Scribing. While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink. As an action, you can touch a piece of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn. | Common Tattoo | TCE |

