Magic items are unearthed from vaults of ancient empires or claimed from the hordes of slain monsters. These items grant the bearer wondrous abilities, each with their own unique aspects and history.
Organized by rarity, clicking on the rarity level will take you to the magical items of that level.
Artifact
Adventuring Gear, Mundane
A bead containing compounds that create blinding light when struck. As an action you can throw the bead up to 20 feet, breaking it upon impact. Making a ranged attack against a creature or object, treat the alchemist flash as an Improvised Weapon. On a hit the target and any creature or object within 5 feet must make a DC 11 Constitution saving throw or is blinded until the start of its next turn.
Adventuring Gear, Mundane
This insulated flask holds an amalgam that freezes when unsealed. As an action, you can throw the flask up to 20 feet, breaking upon impact. Make a ranged attack against a creature or object, treating the alchemist's ice as an Improvised Weapon. On a hit, the target takes 2d4 cold damage.
Adventuring Gear, Mundane
A chambered bottle with copper rings, a shock is created when the compound mixes. As an action, you can throw the flask up to 20 feet, shattering it and activating it properties. Make a ranged attack against a creature or object, treating the alchemist's jolt as an Improvised Weapon. On a hit, the target takes 1d4 lightning damage and must make a DC 10 Constitution saving throw or be stunned until the start of its next turn.
Adventuring Gear, Mundane
A pellet containing substances that form smoke when exposed to air. As an action you can throw the pellet up to 20 feet, breaking it upon impact. Making a ranged attack against a creature or object, treat the alchemist smoke as an Improvised Weapon. On a hit the target becomes heavily obscured by a 10-foot-cube of smoke. A slight wind will disperse the smoke or 1 minute passes.
Adventuring Gear, Mundane
A flask holding a noxious chemical compound. As an action you can throw the flask up to 20 feet, breaking it upon impact. Making a ranged attack against a creature or object, treat the alchemist stink as an Improvised Weapon. On a hit the target is befouled with the chemical, and must make a DC 11 Constitution saving throw or become incapacitated heaving from the stench until the end of its next turn.
Adventuring Gear, Mundane
A bead containing a highly reactive chemical that erupts with a cracking boom. As an action you can throw the bead up to 20 feet, breaking it upon impact. Making a ranged attack against a creature or object, treat the alchemist thunder as an Improvised Weapon. On a hit the target and any creature or object within 5 feet takes 1d4 thunder damage and is deafened until the start of their next turn.
Adventuring Gear, Mundane
A wax sealed pouch with an sticky substance that adheres to a surface. When you use an action to throw the bag up to 20 feet, it bursts open cause a 5 foot area on the ground to become adherent. A creature moving through the space must succeed on a DC 13 Dexterity saving throw or have it speed reduced to 0. A trapped creature can use a bonus action to make a DC 13 Strength check to free itself, but its speed is reduced by 10 feet for the rest of the turn as the substance still adheres to the creature.
These substances are of varying legality, and their uses have spread the world over. A Note About Potency: Based on the dose taken the DM can increase the DC to resist the substance's effect or increase its effects. Also substances can be addictive, a DM can have the user make a Wisdom saving throw to resist the desire to use these substances.
Eye Kiss: A translucent liquid with a prismatic sheen derived from the tears of those driven to madness by fae magic. When you imbibe this substance you must make a DC 10 Constitution saving throw or become poisoned for 1d4 hours. You experience vivid hallucinations and while you are poisoned your vision is considered heavily obscured and your speed is halved.
Farleaf: Noted by the wildly varied patterns of leaves upon a single plant, the sticky nectar is ubiquitous in its use. A creature that smokes the leaves or ingests the nectar must make a DC 10 Constitution saving throw. On a fail the creature has disadvantage on ability checks for 1 hour due to the induced haze that fills their mind.
Sachlune: A pale azure, the needles of this plant glow in the moonlight, growing solely in the frozen north. Oft harvested and chewed on by dwarven miners to stave off exhaustion, the needles can also be made into a fine blue powder. When inhaled or ingested you must make a DC 10 Constitution saving throw or gain 1d4 temporary hit points for 1 hour. While you have these temporary hit points you have disadvantage on Wisdom, and Charisma checks, as a level of paranoid thinking sets in.
Thrake: A deep red powder made from the excretions of the thrakeshi root found in the Endless Canopy, held sacred by the Southern Lycan Pack. When the powder is rubbed on the skin you make a DC 12 Constitution saving throw or become poisoned for 1d4 hours. You become aggressive and so long as you are poisoned you are able to make a melee weapon attack as a bonus action and your speed increases by 5ft. When the effects of the drug end you suffer 2 levels of exhaustion.
Xzana's Milk: Taking on all manner of forms, but always a fetid milky white, this substance is fermented in humanoid corpses. When ingested, smoked, or injected you must make a DC 12 Constitution saving throw or be poisoned for 1d4 hours. You become slothful while poisoned, your speed becomes 10 ft., and you roll twice on the following chart gaining the effects, rerolling duplicate effects..
-1 You belch or vomit up pests: flies, slugs, ticks, mosquitoes, and the like.
-2 An extra pupil opens and moves around the eyeball.
-3 A pair of tiny angled horns protrude out of where the drug was taken.
-4 You secrete mucous from the bottom of your feet.
Adventuring Gear, Mundane
Held within a flask traced with iron and silver as an action you can coat a weapon or ten pieces of ammunition, the oil remaining for 1 minute. A fiend or undead hit with an oiled weapon takes 2d6 radiant damage. Also as an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the holy oil as an improvised weapon. On a hit, if the target is a fiend or undead it takes 1d6 radiant damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to shed the oil.
A cleric or paladin may create holy oil by performing a special ritual. The ritual takes 1 hour to perform, uses 30 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.
Armor, Mundane
Woven by the dark elven artisans of the city of Ilphavyen in the Depths of the world, these fine silk robes impart remarkable protection. While wearing these robes your armor class is 12 + your Dexterity Modifier.
Armor, Mundane
Hewn from the mighty ironwoods, this durable timber is carved into magnificent non-metal armors. Many disciples of nature and druids wear such armor. These types of armor can be Light or Medium.
Weapon, Mundane
Crafted with perfect balance and heft, this armament is as precise and deadly as a non-magical weapon might be. When you make an attack roll with this weapon you roll 2d10 instead of 1d20. This weapon does not allow for critical hits or critical misses.
Weapon, Mundane
Forged by masters of their craft these weapons have been perfected across the eons. Through secrets of a smithing clan, or a hidden grove for bowyers, these weapons are the epitome of non-magical craft. A weapon with this quality instead of the normal weapon die deals the following damage: 1d8 becomes 2d4, 1d10 becomes 1d6+1d4, and 1d12 becomes 3d4.
Wondrous Item, Common
This tin coin when flipped will give whatever result the owner calls. This is not limited to heads or tails, but dragon, king, star, or whatever symbol the owner chooses.
Wondrous Item, Common
Often shaped from wood or stone these figurines are imbued with animating magics. As an action you can speak the command word and the figurine is animated to mimic its crafted form and uses the statistics of that creature. The creature is friendly to you, but acts according to its nature. You can use an action to revert it to its figurine form once more. If the creature is reduced to 0 hit points it reverts to a figurine and cannot be used again for 1d4 days.
Wondrous Item, Common
Carved from a deep onyx stone, this inkwell feels quite heavy when held. When you tap a quill or pen inside this inkwell the pen is coated in ink.
Wondrous Item, Common
This dark cloak has a minor illusory magic. When worn with the hood up an inky blackness or white featureless mask comes over the wearer's face. You can pull the hood up or down as an action.Â
Wondrous Item, Common
An archer's glove with feathers that are sown along the fingers. If you place any ammunition in the palm of your gloved hand, it will point to other ammunition of the same kind within a 30 foot of you.
Wondrous Item, Common
A small cloth of silvery thread that when the command word is uttered as a bonus action, the cloth turns into a silvered dagger or back into the cloth.
Wondrous Item, Common
A single icosahedron that when the command word is spoken as an action it can change into any chosen polyhedral. Once per day when you roll the die you can choose to have the die roll its maximum.
Wondrous Item, Common
A quill of astute finery, it appears to reverberate when any sound is made near it. As an action you can speak the command word and the quill will begin to write, if supplied with ink and paper, anything said within 10 feet of it.
Wondrous Item, Common
Crafted from translucent crystal this sphere glows with a dull gray flicker. As an action you can look through the crystal and speak the command word cause the item to capture the images you are seeing through it. Subsequently you can use your action to continue capturing what you see. A total of 10 minutes of images can be captured by this item. You can use an action to dispel the images from the item.
Wondrous Item, Common
These stones are carved with a rune of power, an ancient art of the giants.
Ansuz. (Requires Attunement) You can't be surprised while you are conscious.
Djup. While underground, the bearer of this item knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
Helig. (Requires Attunement) The bearer gains proficiency with improvised weapons.
Medvet. (Requires Attunement) The stone grants a +1 bonus to a skill.
Norr. The wielder can use an action to learn which way is north.
Palata. The stone when thrown and strikes another object or surface returns to the thrower's hand.
Sken. The bearer as a bonus action can cause the item to shed a bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.
Skirk. The bearer can use an action to cause their voice to carry clearly for up to 150 feet until the end of the bearer's next turn.
Vakt. The stone glows faintly in the presence of certain types of creatures.
Wondrous Item, Common
A primary map of the world, the ink appears to hover atop the parchment. When a creature writes its name on this map it will show their location in proximity to the holder of the map so long as they are on the same plane of existence.
Wondrous Item, Common
This thin parchment seems to have images form across it of any surface it passes over. As an action you can press the parchment to a surface and speak the command word and the paper will copy instantly any detail present. The tracing lasts until this property is used again or you dismiss it as an action.
Wondrous Item, Common
A wand shaped as a large dinner fork, the wand smells of the countless meals it has prepared. When holding this wand you may use an action to magically animate a corpse or slab of meat to cut, prepare, and cook itself. So long as a fire, spices, and cookware are available the animated meat will make a complete meal befitting the amount taken from the corpse. The animated effect of the wand lasts 10 minutes or until the meal is cooked and plated. Also you use an action to dismiss the effect.
Armor (Shield), Uncommon (Requires Attunement)
This shield forged by the eleman is emblazoned with primordial sigils of protection.
While wielding this shield you can use a reaction to reduce acid, cold, fire, lightning, or thunder damage equal to the roll of one hit die you expend.
Wondrous Item, Uncommon (Requires Attunement)
This silver lock is bound in silver thread and when held seems to shake. While attuned to this item you are considered under the effects of the Alarm spell. You can use an action to dismiss the spell or change the mental or audible alarm.
Wondrous Item, Uncommon (Requires Attunement by a bard)
An instrument tuned with the resonance of creation. The music made by this instrument is unique to each crafting. While you are attuned to this item you are considered proficient with this instrument. You can use the instrument as a spellcasting focus for your bard spells. While holding it, you can add your Charisma modifier to the damage of any bard spell you cast. So long as you are not in combat you may use an action to play the instrument or speak a phrase, inspiring your spell work. You may choose a spell from the Bard spell list of a level you can cast, 5th level or lower. You may cast the chosen spell within 1 minute without expending a spell slot. Once you use the item this way, it cannot be used again until you complete a long rest.
When you reach 17th level you then gain a +1 bonus to spell attack rolls and to the saving throw DC of your bard spells.
Wondrous Item, Uncommon (Requires Attunement by a wizard)
Finley bound and traced in sigils of spellcraft. This book bears your understanding of the arcane. When you attune to this item you can spend that time holding the tome and your wizard spellbook and the spells will then copy into this tome, and you may treat it as your spellbook. While you are holding this tome, you can use it as a spellcasting focus for your wizard spells. You also can add your Intelligence modifier to the damage dealt by your wizard spells. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by half your proficiency bonus (rounded down).
When you reach 17th level you then gain a +1 bonus to spell attack rolls and to the saving throw DC of your wizard spells.
Wondrous Item, Uncommon (Requires Attunement)
A carved gemstone mask in miniature that seems to shrink as you look at it. Using an action you can speak the command word to come under the effects of Arcanist's Magic Aura.
Wondrous Item, Uncommon (Requires Attunement)
Wrought by the ever adaptable guilders of humanity, enlightening magics are invested in this ring. While you attune to this ring you select a number of skills equal to your proficiency bonus that you are not proficient in. You can add a +1 to each of these skills.
Wondrous Item, Uncommon
This ragged banner has led warriors across battlefields and against the most dread of ambushes. You can use an action to attach the banner to a shield or a melee weapon that has the two-handed property. You then choose up to 5 creatures within 30 feet of you. The targets gain temporary hit points equal to your level and add 1d4 to attack rolls they make for 1 minute.
Once used this way you must complete a long or short rest before regain its use.
Weapon (Bow), Uncommon (Requires Attunement)
A bow that is wrapped in spider silk, the string of which seems to twitch when drawn at an enemy. When you hit a Medium or smaller creature with an attack you can choose to have it deal half the damage to have webbing burst from the arrow. The target must make a Strength saving throw against your ability save DC, or be restrained for 1 minute. A creature can use an action to repeat the saving throw.
Also, when you take the attack action, you can use an attack to shoot an arrow at an object or surface within 30 feet. On a hit, you move to the surface drawn by a line of web.
Wondrous Item, Uncommon (Requires Attunement)
These saddlebags of peculiar make gleam with a slight energy each time they are opened. When you cast a spell to conjure a creature, you can choose to equip the creature with these saddlebags. When the spell ends, the saddlebags along with anything contained within disappear, along with the creature (following the rules of the spell). In order to bring back the saddlebags you must cast the same conjuration spell and conjure the same type of creature.
Armor (Any), Uncommon (Requires Attunement)
Crafted from reclaimed hoards of the fallen dragons, the draconic imbue the protections of their ancestry within this armor. So long as you are attuned to this armor you are able to choose one benefit from the following options:
-You gain resistance to a draconic ancestry damage type so long as you have not taken that type of damage the previous round. The type is determined by the DM (acid, cold, fire, lightning, poison).
-You gain advantage on ability checks or saving throws on any effect created by a creature's lair.
Weapon (any melee), Uncommon (Requires Attunement)
This rough-hewn weapon is shaped from the stone in the deepest places of the world. When taking the Attack action, you can use an attack to strike the ground creating a tremor. Any Medium or smaller creature on the ground within 10 feet of you must succeed on a Strength saving throw or be knocked prone. The DC equals 8 + your proficiency bonus + your Strength modifier.
Staff, Uncommon (Requires Attunement)
Hewn from the sacred sylventh tree, the enduring magical mastery of the elves is manifested in this staff. While you wield this staff any spell that has a duration of 1 minute or longer lasts a number of additional rounds equal to your proficiency bonus.
Weapon (any), Uncommon
Alloyed with strange metals fallen from the stars, this weapon holds a unearthly resonant power. When you make an attack with this weapon it deals an additional 1d6 psychic damage. If you roll a 1 or a 6 on the damage die for this weapon you take 1 psychic damage.
Wondrous Item, Uncommon (Requires Attunement)
This gauntlet is traced with intersecting runes that seem to have a thrumming energy. When you throw an object no further than 60 feet, you can use your bonus action to have the item reappear in your hand. If you have the ability to make more than one attack the object will return to your hand as part of that same bonus action at the end of your turn.
Wondrous Item, Uncommon (Requires Attunement)
Forged in the Seventh Circle of the Dread Inferno of the Hells this weapon has been sent to the Prime to sow the seeds of violence in the heart of its bearer.
This weapon deals an additional 1d4 fire damage on a hit. When you kill a creature with this weapon it deals an additional 1d4 necrotic damage for the next hour.
Wondrous Item, Uncommon
This spherical tablet has small etching as if an entire language were inscribed upon it. While you hold this item in your hand you can read, write, and speak a language of the DM's choice.
Weapon (Any), Uncommon
The armament glints with a clouded reflection, as ancient runes empower this lycan weapon with prime magics. When you wield this weapon as a bonus action you may expend 1 hit die to have the weapon deal an additional 1d6 force damage for 1 minute.
Weapon (Any), Uncommon (Requires Attunement)
Inscribed with divine sigils, this weapon is vested with the sacred power of light. You can use a bonus action to speak the command word and for 1 minute it deals an additional 1d6 radiant damage and sheds bright light for 10 feet and dim light an additional 10 feet.
Weapon (Any), Uncommon
Forged with the hallmarks of dwarven craft, this weapon still holds the fires that created it. When fire touches the weapon, for the next 10 minutes it deals an additional 1d6 fire damage.
Wondrous Item , Uncommon (Requires Attunement by a druid or ranger)
Crafted from components of the nature this totem bears a deep connection to the wilds of the world. You can use the totem as a spellcasting focus for your druid and ranger spells. While wearing or holding it, you can add your Wisdom modifier to the damage of any druid or ranger spell you cast. Drawing upon the power of nature when you are in a natural environment you can cast druid and ranger spells without expending a spell slot. The amount of spell slot levels you can cast with this ability is equal to half your proficiency bonus (rounded down). Once you use the item this way you regain its use the next dawn.
When you reach 17th level you then gain a +1 bonus to spell attack rolls and to the saving throw DC of your druid or ranger spells.
Wondrous Item, Uncommon (Requires Attunement by a spellcaster)
An object of aberrant origin, drawing upon energies of the Outer Realms it is vested with eldritch power. So long as you are wielding this object you can choose to take psychic damage equal to the spell's level (1 for a cantrip), to cast the spell using no verbal or somatic components. You can use this property a number of times equal to your level, regaining expended uses upon completing a long rest.
Weapon (any), Uncommon
Marked by traces of crimson, as blood is used to quench blades and soak woods in the dread craft of the vampiric people. When you hit with this weapon you can choose to expend 1 hit point to deal an additional 1d6 necrotic damage.
Wondrous Item, Uncommon (Requires Attunement)
This quiver of dark leather is rugged and unremarkable, though seems to have a strange murky quality when looked upon. The quiver has two compartments that connect to an extradimensional space. Each compartment can hold up to forty arrows, two longbows or similar objects. When you make an attack with ammunition taken from this quiver, you can choose to use your reaction to force the target creature to make a Dexterity saving throw. The DC equal to 8 + your proficiency bonus + your Dexterity modifier. On a failure one object that is 5 pounds or less the creature is not wearing or carrying is stowed in the quiver. If the attack is against an object not worn or carried, on a hit, the object is stowed in the quiver's extradimensional space. Once you use the item in this way you must complete a long rest before regaining its use.
Extradimensional Item Note: If the item is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Shadowvale. Placing the item 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 Shadowvale. 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 location in the Shadowvale determined by the DM. The gate then closes. The gate is one-way only and can't be reopened.
Wondrous Item, Uncommon
A set of bones taken from the skeletal seers of Draumah now carved with the secrets of the dead and a diviner's gift of foreboding. While holding the bones you can cast augury. Also you can use the bones to cast speak with dead once, regaining the use once 8 hours have passed. There is a 8 percent chance when using the bones they crack and decay into dust, rendering the item useless.
Wondrous Item, Uncommon (Requires Attunement by a sorcerer)
Formed from aetheric substances such as mystic crystals and rare alloys this object echoes the essence of a sorcerer's origin. When you attune to the vessel you must place part of your body within like a tooth, hair or the like. If you end your attunement to the vessel the part of your body is consumed. You can use the vessel as a spellcasting focus for your spells. While wearing or holding it, you can add your Charisma modifier to the damage of any sorcerer spell you cast. In addition when you use your Flexible Casting feature you can expend 1 sorcerer Hit Dice, rolling it and regaining a number of sorcery points equal to the roll. Once the vessel is used this way you cannot use it again until you complete a long rest.
When you reach 17th level you then gain a +1 bonus to spell attack rolls and to the saving throw DC of your sorcerer spells.
Wondrous Item, Uncommon
Far Cast Crystal. A silvery white crystal aligned with aetheric energies. When casting a spell with a range of 5 feet or greater double the range of the spell. Once used this way the crystal turns to dust.
Radii Rod. The length of this rod is carved with the myriad shapes of the arcanahedrals of the aether. When casting a spell with an area of effect, double that area. Once the rod is used in this way it turns to ash.
Vestium Gem. This cyan gem formed of arcanic dust holds within its facets a reserve of magic. You can use your action to crush it and regain 4 total spell slot levels.
Wondrous Item, Uncommon (Requires Attunement by a spellcaster)
A pure crystalline form of vestium, the arcane dust left from the casting of powerful spells. This cyan crystal dodecahedron draws upon the magical energy that suffuses all things. So long as you bear this object, you can use an action to focus upon it for 1 minute, regaining one expended spell slot of 3rd level or lower. Once you have used this item, you cannot use it again until the next midday.
Wondrous Item, Uncommon (Requires Attunement by a cleric or paladin)
This holy symbol bears the power of the divine planes, from which all sacred energies flow. The symbol is etched with the icons of your deity. While you hold or wear this Holy Symbol, you can add your Wisdom modifier to the damage dealt by your cleric spell and Charisma modifier to your paladin spells. Also you can use your Channel Divinity feature a number of times equal to your proficiency bonus. You regain any expended uses upon the next dawn.
When you reach 17th level you then gain a +1 bonus to spell attack rolls and to the saving throw DC of your cleric or paladin spells.
Wondrous Item, Uncommon (Requires Attunement by a warlock)
Shaped from the essences of an otherworldly pact, this item serves as a conduit for your patron's gifts. When you attune to the talisman you must make a sacrificial offering befitting your patron. You can use the talisman as a spellcasting focus for your spells. While wearing or holding it, you can add your Charisma modifier to the damage of any warlock spell you cast.Â
Additionally you can use an action to cast a spell from your patron's Expanded Spells, of a level you can cast, without expending a spell slot. Once you use the talisman this way you must complete a long rest before regaining its use.
When you reach 17th level you then gain a +1 bonus to spell attack rolls and to the saving throw DC of your warlock spells.
Wondrous Item, Uncommon (Requires Attunement by a barbarian or fighter)
From superior woods, alloys, and leathers the craftsmanship of this weapon carries on martial traditions held for eons. The wielder of this weapon can utilize its magics to enhance their own weapon skills. When you use this weapon it grants you the ability to perform a maneuver known to the Battle Master archetype. When you attune to this item choose a maneuver, the DC for which is 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain a number of superiority die equal to your proficiency bonus. Your superiority die are a d6, which you can use to carry out your maneuvers. You regain any expended superiority die upon completing a short or long rest.
When you reach 17th level you then gain a +1 bonus to attack and damage rolls made with this weapon and to the saving throw DC of your maneuvers.
Wondrous Item, Rare (Requires Attunement)
Made from the manacles of the executed, these bracers are scarred with necrotic damage. While wearing this item the attuned user can use a bonus action to detach one or both of their hands creating a Crawling Claw under their control for 10 minutes. The wearer can use an action to reattach their hand(s). If damaged or destroyed while detached the bracers regenerate the users hands in 1d10 days.
Wondrous Item, Rare
This hollow log acts as a quiver, sprouting arrows that hold the power of the mighty trees of Kyme. At dawn each day the following arrows grow within the quiver.
-1d10 Ironwood. On a hit the attack deals 1 additional piercing damage.
-1d6 Hlok. On a hit the target is blinded until the start of its next turn.
-1d4 Titanwood. On a hit you can push a Large or smaller creature up to 5 feet away from you.
Any unused arrows from the previous day wither away. You can plant these arrows in any fertile ground and in 1d10 days the chosen arrow's tree will begin to grow.
Weapon (Any), Rare
Crafted by the dwarven clans of the frozen north, the icy bite of the Rimehold still clings to the weapon.
The weapon deals an additional 1d10 cold damage that ignores a creature's resistance to cold damage. Also once per turn when you hit with a melee weapon attack you can have the weapon freeze your opponent. The creature must make a Constitution saving throw with a DC equal to 10 + the cold damage taken or be petrified until the end of your next turn. A creature killed by this weapon becomes a frozen statue until it thaws.
Wondrous Item, Rare
A ring of platinum with a reliquary that holds diamond dust, inscribed with necromantic sigils. While wearing this ring and you are killed, the ring flashes with energy and immediately casts revivify on its wearer with a +5 bonus to the spellcasting ability check. Once the spell is cast the ring decays into dust.
Wondrous Item, Rare
Arcanic Addend. Wreathed in runic writings, this scroll holds arcane words to further a spell's power. When you cast a spell you can utter the words upon the scroll to increase the DC of the spell by half your proficiency bonus (rounded down) or have the damage roll treat half the dice as if having rolled their maximum. Once the scroll is used in this way it turns to ash.
Spellstone. (Requires Attunement) This stone is infused with arcanic energies, as if ready to shape the aetheric energies to the will of its bearer. When you begin to attune to this item choose a spell. You must spend an additional hour attuning for each level of the spell above 1st. Once you finish attuning to the item you can add the spell to your spells known, you always have it prepared, and it does not count against the number of spells you can prepare each day. Once the item is used in this way the stone decays into cyan-hued dust.
Wondrous Item, Rare (Requires Attunement)
A simple brass doorknob with a grinning faced fashioned across it, one cannot help but chuckle when touching it. As an action when the doorknob is placed against a wall no more than 5 feet thick, it attaches to the wall and creates a temporary door leading to the area on the other side of the wall, allowing easy passage back and forth through it. You can use an action you can remove the doorknob. When removed the passage harmlessly closes, pushing any creature harmlessly through the passage.
Weapon (Any), Rare
A weapon crafted with deathly power, those struck by it are drawn nearer to their end. When you roll a 20 to attack with this weapon it deals an additional 2 weapon die of damage, and the creature is considered to have failed a death save until it completes a long rest.
Armor (heavy), Very Rare
This suit of armor is forged from adamantum, the hardest of alloys and secret craft of dwarvenkind. The metal appears roughhewn and rusted-gray in coloration, though profound in its protections. While you are wearing this armor, any critical hit against you becomes a normal hit. Also any bludgeoning, piercing, and slashing damage you take is reduced by your Constitution modifier to a minimum of 1.
Weapon (any melee), Very Rare
This weapon is forged from adamantum, the hardest of alloys and secret craft of dwarvenkind. The metal appears roughhewn and rusted-gray in coloration, yet honed to strike down any foe. Any attacks made with this weapon score a critical hit on a roll of 18-20.
Wondrous Item, Very Rare (Requires Attunement)
A cloak of drab gray color, though with a muted iridescence, as if it could be any color and colorless. Donning this cloak gives the wearer a sensation of being alone. While wearing this cloak and attuned to it, you can use a bonus action to speak its command word to activate it and magically efface your presence for 1 minute, or until you use a subsequent bonus action to end the effect. While the cloak is active, people can see, hear and otherwise interact with you normally, but as soon as you leave their sight, their memories of your presence, and any interactions that occurred while the cloak was active instantly begin to fade. Any such creature must then make an Intelligence saving throw of a DC equal to 10 + half your level to recall anything about your presence during that time. On a failed save, an affected creature remembers someone being present, and if some interaction occurred between you and them, they remember something happening, but your identity, features, and even your general description are unable to be recalled. A creature that succeeds on its save recalls important details, though the influenced memories are still hazy. The creature can then make a DC 10 Intelligence (Arcana) check, realizing that they have been affected by the cloak on a success.
Wondrous Item, Very Rare
A collection of writings imbued with magic, granting the reader ability and skill beyond what any might achieve. These include the Manuals of Bodily Health, Gainful Exercise, Quickness of Action, and Tomes of Clear Thought, Leadership and Influence, and Understanding.
Armor (medium or Heavy), Very Rare
Mithraii is a light, flexile alloy of a deep obsidian-violet hue with the glint of silvery flecks within. The dark elves hold its creation and use as a revered art of their people. You are considered proficient with the armor so long as you have it donned. A mithraii 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 mithraii version of the armor does not.
Weapon (Any), Very Rare
Mithraii is a light, flexile alloy of a deep obsidian-violet hue with the glint of silvery flecks within. The dark elves hold its creation and use as a revered art of their people. When you take the Attack action you are able to make an additional attack with this weapon as a part of the Attack action.
Weapon (any melee weapon that deals piercing or slashing), Very Rare (Requires Attunement)
A blade quenched in the blood of a thousand dead, the fell forges of the vampires have given this blade a thirst for blood. Wielding this weapon you gain a +1 bonus to attack and damage rolls made with it. When you score a critical hit against a humanoid creature that has fewer than 50 hit points, it must succeed on a DC 15 Constitution saving throw. On a failure it is slain instantly as the blood is drained from their body.
Wondrous Item, Very Rare (Requires Attunement)
This shroud of shadow emanates an unescapable necrotic aspect and when holding this item, a shadowy hand seems to grip onto you. The very essence of the shade that death casts upon the living.
While wearing the shroud you can begin to concentrate as an action, creating up to a size Huge shadow of yourself that manifests within your space. The shadow is an object that has an AC of 20 and hit points equal to your hit point maximum and has vulnerability to radiant damage. If the shadow drops to 0 hit points it decays with howling whispers. It has a Strength of 21 (+5) and a Dexterity of 21 (+5). The shadow does not fill the space it occupies. Immediately following your turn you can have the shadow perform any action you would take, provided you have not taken that same action on the turn and have it move up to your speed. If the shadow would move out of your sight or your concentration ends, the shadow flees from you never to be seen again. You can dismiss the shadow as an action.
Wondrous Item, Very Rare
A crystallized form of a soul wrought by magic. Based upon its creation, whether for the sacred or the profane, the soul stands ready to be consummated or consumed.
While you hold this item in your hand you must succeed on a DC 12 Wisdom saving throw or use an action using the item as determined by the DM. On a success you can use your action to do one of the following:
Souldrink. You gain health equal to a roll, based on the number of hit die of the creature's soul within the item.
Soulshatter. You crush the item as the soul detonates with energy. Any creature within a 30-foot-radius sphere takes radiant (for a good aligned), necrotic (for an evil aligned), and psychic (for a neutral aligned) equal to a roll based on the hit die of the creature's soul within.
Soulseer. You empower yourself with the soul's energy, gaining the effects of the foresight spell for the next 10 minutes.
Soulbound. An non magical item you bear becomes magical, able to replicate any spell of 3rd level or lower, with a number of charges equal to the number of hit die of the creature's soul within. The item becomes non magical and turns to dust after the charges are expended.
Once you take one of these actions the soulstone decays into dust as the soul's energy dissipates.
Wondrous Item, Legendary
A sphere of immaculate gold, a beneficent and clarifying energy courses in the hearts and minds or those that bear it. Bestowed to the Prime by the highest of the angels of the Upper Planes, the angelic eye plucked from a celestial's head to give mortals their sight beyond sight.
While the bearer touches the sphere they are able to cast the scrying spell (Spell Save DC 20) with the sensor able to see with Truesight to a range of 120 feet.
Wand, Legendary (Requires Attunement by a sorcerer, warlock, or wizard)
Carved from a finger nail of the matron of lichdom Vhesma. The wand is traced with the fractaling and indecipherable patterns of her flesh's deathly arcana. The wand is sheathed in spirals of ancient scrolls that feed into a nether space within.
To attune to this wand you must whisper a vital secret as you press the scroll to your lips and expend a spell slot of the highest level you can cast. While you are attuned to this wand you can spend 1 hour reading through the spells and secrets held in the spiraling scrolls and gain one of the following benefits:
Spell. You gain a spell from the scroll treating it as a known spell or spell you have prepared until you cast the spell. The spell can be from any class, so long as it is a spell of a level which you can cast. There is a cumulative 8 percent chance that the wand will not have the spell if you use this feature more than once over an 8 day period.
Scroll. When using the Spell feature above, you can instead choose to tear off a portion of the wand's scroll and create a spell scroll with the chosen spell. Once this is used you cannot use it for the same spell again and you can only do this once every 8 days.
Soul. If you kill a humanoid creature using spell you cast using this wand as a spell focus, you can capture and imprison the soul of the creature. The creature's secrets and consciousness are then inscribed upon the scroll for your consumption. You can consume the soul to restore a spell lost using the Scroll feature above, if the creature could cast the spell. Alternatively for each hour you spend reading its secrets and consuming its soul you gain 8 days of additional life. Upon completing the consumption of a soul the DM can shift your alignment. Further consumption will ultimately turn your character into an undead NPC under the DM's control.Â
Wondrous Item, Legendary (Requires Attunement)
A ring shaped ring of dark pearlescent luster, shadows seems to hold to the ring no matter the light surrounding it. Used as a deadly weapon of war for the vampiric armies of Duemonte. It is by this ring's magic the vampires nearly razed Synstasia.
To attune to the ring you must not be in daylight for 10 days. The attuned user can then spend 1 minute to draw upon the ring's power and summon forth night. An area within 25 miles then turns to night, which lasts 24 hours. You can focus on the ring for 1 minute to end this effect. The ring cannot be used this way again until you spend 24 hours without being in daylight.
Wondrous Item, Legendary
The item was hewn from the most malleable of alloys with near countless configurations of bits and pins along its length, which to the eye of many could be mistaken for some wand of peculiar craft. Said to be the creation of a mad thief held within a dungeon of deepest keeping in the Age of Fire. The pick never seems to stay with its bearer for long and has appeared in the hands of many across the eons.
You can use an action to use the pick on a door, the door then becomes linked with another door, at any distance, on the same plane of existence. This passage lasts until you use an action to lock the door on the other side or 1 minute passes, at the end of which the door slams shut. You must have seen the door you wish to make a passage to. Once the pick is used this way, it cannot be used again until the next dusk. Doors created by magic, of immense size, or having been destroyed will cause the item to fail and the action to be wasted. The DM determines the suitability of a door to be linked with this item.