Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table’s title tells you the level you must be in this class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including scrolls.
If an item has a DC for an effect, it instead uses your spell save DC. and if an item would normally require attunement it instead requires Focus.
Alchemy jug
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.
Acid - 8 ounces
Basic poison - 1/2 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
Bag of Holding
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 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.
Cap of Water Breathing
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.
Goggles of Night
While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.
Rope of Climbing
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.
Sending Stones
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.
Wand of Magic Detection
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.
Wand of Secrets
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.
Wondrous item (Helmet) (Uncommon) (Requires Focus)
A creature Focused to this item gains +10ft movement speed, jumps double the normal distance, and gains a +5 to Wisdom (Perception) checks that rely on hearing.
Arcane Focus (A rod, staff, or wand) (Requires Focus)
While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack. The bonus increases to +2 when you reach 10th level in this class.
Armor or Shield (Any)
A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus increases to +2 when you reach 10th level in this class.
Weapon (Simple or Martial)
This magic weapon grants a +1 bonus to attack and damage rolls made with it. The bonus increases to +2 when you reach 10th level in this class.
Wondrous Item (Uncommon) (Activation Word)
As an Action, the stone may be placed on an object or creature, attaching itself until removed with an Action. An unwilling creature may make a Dexterity saving throw to avoid being attached. Once per day when the stone is attached to an object or creature, speaking the Activation word causes the attached object or creature or object to lose 500lbs of its weight. If this causes them to be reduced to below 0 weight they begin to float a foot off the ground. While floating, any effect that would push them pushes them five times as far and their walking speed is halved.
Wondrous item (Ring) (Uncommon)
While wearing this ring, you may use an Action to project lightning from your eyes up to a range of 120ft. Make a ranged or melee spell attack against a creature within range, dealing 1d10 lightning damage on a hit.
The damage increases by 1d10 when you reach 5th (2d10), 11th (3d10), and 17th (4d10) level.
Arcane Focus (Any) (Uncommon) (Requires Focus by a Spellcaster)
While Focused to this item any spells cast through this arcane focus deal fire damage instead of whatever damage they would have otherwise done, and they ignite objects that are not being worn or carried.
Weapon (Blow dart) (Uncommon)
When a target is hit with this weapon you know the direction that they are in if they are if they are within 1,000 feet of you for 10 hours.
Boots of Elvenkind
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.
Boots of Striding and Springing
(Requires Focus)
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.
Barrier Tattoo (Uncommon)
(Requires Focus)
This magic tattoo depicts protective imagery and uses ink that resembles liquid metal.
Protection. While you aren’t wearing armor, the tattoo grants you an Armor Class depending on the tattoo’s rarity, as shown below. You can use a shield and still gain this benefit.
AC = 12 + your Dexterity Modifier
Cloak of the Manta Ray
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.
Eyes of Charming
(Requires Focus)
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.
Gloves of Thievery
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.
Hat of Disguise
(Requires Focus)
While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed.
Ring of Water Walking
While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.
Armor (Any) (Requires Focus)
This armor has 6 charges. The wearer can expend the armor’s charges in the following ways: When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to your spellcasting modifier. If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone. The armor regains 1d6 expended charges daily at dawn.
Wondrous item (Uncommon)
This item has three charges, as an Action while wielding this item you may expend 1 charge to cast Fog Cloud as a first-level spell. You regain all three charges during a long rest as long as you can see the clouds, you must use one hour of the rest “cloud catching”. As an action, you may end the effect of a call lightning spell.
Wondrous item (Amulet) (Uncommon) (Requires Focus)
While Focused to this amulet, you have a natural armor equal to 13 + your dexterity modifier. You gain proficiency in stealth.
Wondrous item (Uncommon)
This Key has 3 charges. You may expend a charge and touch the key to a closed door, window, gate, chest, manacles, padlock, or another object that contains a mundane or magical means that prevents access, and either cast Knock or Arcane Lock. The key regains all charges daily at dawn.
Shield (Any) (Uncommon) (Requires Focus)
You may use the Handheld Ram to make weapon attacks against structures or non-magical non-living objects that aren't being worn or carried as if it were a weapon you were proficient in. The Handheld Ram deals 4d8 damage.
Damage by the Handheld Ram always surpasses structure damage thresholds.
Item (A suit of armor or robes)
The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, they can use its reaction to expend 1 of the item’s charges to succeed instead. The item regains 1d4 expended charges daily at dawn.
Potion (Rare) (Requires Focus)
A bubbling potion that refills itself over time
This potion counts as a potion of healing. When drunk, it refills one hour later. When you reach 5th level it becomes a Potion of Greater Healing, at 11th level it becomes a Potion of Superior Healing, at 17th level it becomes a Potion of Supreme Healing.
Wondrous item (Gloves) (Uncommon)
A creature wearing these gloves can lift or drag 600 more pounds than they normally would be able to. A creature wearing these gloves may move full speed while grappling a creature of their size or smaller.
Weapon (Simple or Martial with the ammunition property) (Requires Focus)
This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack and ignores the loading property if it has it. If the weapon lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses its target.
Weapon (Simple or Martial with the thrown property)
This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.
Shield (Any) (Uncommon) (Requires Focus)
As a Reaction when a creature misses you with a melee weapon attack, you may use your sticky shield to catch the weapon. The attacker must succeed on a Strength Saving Throw, or the weapon becomes stuck to the Stick Shield. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a Strength check against your spell save DC, pulling their weapon free on a success.
Weapon (Dagger) (Uncommon)
A wicked barb protrudes out of the handle of this dagger
When a creature is hit with this weapon they must make a Constitution saving throw. On a failure, the creature takes an additional 2d8 poison damage and the barb detaches into them. While the barb is stuck in them they are poisoned. They may attempt a Strength check to pull out the barb as an Action, ending this effect on a success. Once the barb has been detached it takes 10 minutes for the dagger to grow another.
Barrier Tattoo (Rare)
(Requires Focus)
This magic tattoo depicts protective imagery and uses ink that resembles liquid metal.
Protection. While you aren’t wearing armor, the tattoo grants you an Armor Class depending on the tattoo’s rarity, as shown below. You can use a shield and still gain this benefit.
AC = 15 + your Dexterity Modifier (maximum of +2)
Boots of the Winterlands
(Requires Focus)
These furred boots are snug and feel warm. While wearing them, you gain the following benefits.
Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection.
Winter Strider. You ignore Difficult Terrain created by ice or snow.
Bracers of Archery
(Requires Focus)
While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons.
Brooch of Shielding
(Requires Focus)
While wearing this brooch, you have Resistance to Force damage, and you have Immunity to damage from the Magic Missile spell.
Cloak of the Elvenkind
(Requires Focus)
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.
Gloves of Swimming and Climbing
(Requires Focus)
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.
Medallion of Thoughts
(Requires Focus)
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.
Necklace of Adaptation
(Requires Focus)
While wearing this necklace, you can breathe normally in any environment, and you have Advantage on saving throws made to avoid or end the Poisoned condition.
Periapt of Wound Closure
(Requires Focus)
While you wear this pendant, you stabilize if 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.
Pipes of Haunting
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.
Ring (Uncommon) (Requires Focus)
While focused to this ring a creature may use a bonus action to create an illusion of any nonmagic melee weapon that is so convincing that it can deal damage. The damage is the same amount as whichever form the illusion has taken, except that it is psychic instead. The weapon, in whatever form it has taken, gains a +1 bonus to attack and damage rolls. If the weapon is thrown, it reappears in your hand after hitting or missing.
Item (Boots) (Requires Focus)
While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.
Item (Any weapon) (Requires Focus)
The weapon becomes a +1 magical weapon. You can use the weapon to cast the Crusader’s Mantle spell. Once this property has been used, it cannot be used again until you take a long rest.
Item (A weapon, armor, or piece of equipment) (Requires Focus)
A magical mark on one weapon, armor, or piece of equipment that stores any one Artificer spell of your choice that is 2nd level or lower and that has a casting time of one action. While the mark is visible, you can use your action to cast the spell stored in the mark. You can cast the spell in this way 3 times, regaining spent uses on a long rest.
Kite or Tower Shield (Uncommon) (Requires Focus)
A creature Focused to this item may use their Action to project a wall extending 5 feet to either side of them. Creatures, objects, and spells can pass through from the back but not the front. A creature can use an action each subsequent turn to keep the shield up, the shield has an AC of 18 and 50 hit points, when it runs out the shield is shattered and it cannot be used this way again until the next dawn, returning to it’s normal form. The shield regains 10 hit points every hour it is not in use Creatures fully behind the shield have full cover.
Item (A simple or martial weapon) (Requires Focus)
This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action. The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and force the attacker to make a Constitution saving throw. On a failure, they are blinded until the end of the attacker’s next turn. The weapon regains 1d4 expended charges daily at dawn.
Wondrous item (Arcane Focus) (Uncommon) (Requires Focus by a Spellcaster)
When you Focus to this bracer meaty tendrils wrap around your arm before burrowing in, your hand becomes a vicious claw and your very blood feeds your magic.
As an action you may regain a spell slot by reducing your maximum health by your spellcasting ability modifier +1d8 for each spell slot level gained no spell slot higher than 3rd level may be gained this way.
Your long rests now take 2 hours longer
You get a +1 bonus on athletics checks that require the use of your arm
You gain a Natural Weapon (Claws) which you count as proficient with
The Spell Leech is cursed and becoming Focused to it extends the curse to you. As long as you remain cursed you are unwilling to part with the Spell Leech, leaving it on at all times.
Item (Ring) (Requires Focus)
While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can’t be used again until the next dawn.
Wondrous item (Rare) (Activation Word)
When you speak the command word the hand flies to a surface within 30ft of you. Ghostly hands erupt from the surface in a 5ft tall 15-foot radius cylinder for one minute. Designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 3d6 necrotic damage. On a successful save, the creature takes half as much damage. The Spirit Hand can be activated twice, regaining all spent uses on a long rest.
Bag of Tricks
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
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 that corresponds to the bag's color. See the Monsters Listing for the creature's statistics. 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.
# on die - Grey Bag - Rust Bag - Tan Bag
1 - Weasel - Rat - Jackal
2 - Giant Rat - Owl - Ape
3 - Badger - Mastiff - Baboon
4 - Boar - Goat - Axe Beak
5 - Panther - Giant Goat - Black Bear
6 - Giant Badger - Giant Boar - Giant Weasel
7 - Dire Wolf - Lion - Giant Hyena
8 - Giant Elk - Brown Bear - Tiger
Gauntlets of Ogre Power
(Requires Focus)
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.
Pipes of the Sewers
(Requires Focus)
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 GM). 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.
Quiver of Ehlonna
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 60 Arrows, Bolts, or similar objects. The midsize compartment holds up to 18 Javelins or similar objects. The longest compartment holds up to 6 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.
Ring of Jumping
(Requires Focus)
While you wear this ring, you can jump a number of feet equal to your movement speed rather than your normal jump distance, and you subtracts your current walking speed from the distance you falls before calculating falling damage after jumping.
Ring of Mind Shielding
(Requires Focus)
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.
Ring of the Ram
(Requires Focus)
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.
Slippers of Spider Climbing
(Requires Focus)
While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. You have a Climb Speed equal to your Speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Wondrous item (Cape) (Uncommon) (Requires Focus)
A creature Focused to this item is immune to the frightened condition and as a bonus action can move up to their speed toward an enemy of their choice that they can see or hear. They must end this move closer to the enemy than they started.
Wondrous item (Quiver or bullet pouch) (Uncommon) (Requires Focus)
This quiver holds 3 pieces of ammunition. Once on each turn, when a piece of ammunition is drawn from this quiver it becomes enchanted with hellfire, when it is shot it explodes on impact forcing each creature within 10 feet to make a dexterity saving throw taking 3d6 fire damage on a failed save, or half as much on a successful one. The quiver magically generates 3 pieces of ammunition in its empty slots at dawn and any unused ammunition already drawn loses their magic.
Weapon (Any melee) (Rare) (Requires Focus)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When a creature wielding this weapon kills a target, they gain advantage on their next attack made with the weapon and deals +5 damage on a hit with that attack.
Armor (Any heavy) (Uncommon) (Requires Focus)
This item has 3 charges. A creature Focused to this armor may expend a charge as a bonus action and cast enlarge/reduce on itself, but may only use the enlarge option. All charges are recovered on a long rest.
Shield (Any) (Requires Focus)
A creature gains a +1 bonus to Armor Class while wielding this shield. The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield’s charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.
Armor (Any) (Requires Focus)
While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
Barrier Tattoo (Very Rare)
(Requires Focus)
This magic tattoo depicts protective imagery and uses ink that resembles liquid metal.
Protection. While you aren’t wearing armor, the tattoo grants you an Armor Class depending on the tattoo’s rarity, as shown below. You can use a shield and still gain this benefit.
AC = 18
Boots of Speed
(Requires Focus)
While you wear these boots, you can take a Bonus Action to click the boots’ heels together. If you do, the boots double your 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 you’ve used the boots’ property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest.
Bracers of Defense
(Requires Focus)
While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield.
Cloak of the bat
(Requires Focus)
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 and use it to gain a Fly 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 Fly Speed.
While wearing the cloak in an area of Dim Light or Darkness, you can cast Polymorph on yourself, shape-shifting into a Bat. While in that form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can’t be used this way again until the next dawn.
Dimensional Shackles
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.
Gem of Seeing
(Requires Focus)
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.
Horn of Blasting
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.
Ring of Free Action
(Requires Focus)
While you wear this ring, Difficult Terrain doesn’t cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition.
Ring of Protection
(Requires Focus)
You gain a +1 bonus to Armor Class and Saving Throws while wearing this ring.
Helm (Uncommon) (Requires Focus)
Once on your turn, you can use 10 ft. of your Movement to step magically into one living tree within your reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or larger. At the end of a long rest roll 1d4, that many exotic flowers grow on the circlet, these flowers will never wilt when on the circlet, and touching the circlet to a wilted nonmagic plant will bring it back to health.
Wondrous item (Uncommon)
A creature holding this lamp may drip blood into the lamp to light the candle While lit the lamp casts a bright green light for 30 feet, and a dim light for 30 more. Invisible creatures, or those in the ethereal plane are visible as long as they are in the bright light.
Armor (Any heavy) (Uncommon) (Requires Focus)
This item has three charges, you may use an action to expend one charge to summon a Swarm of Insects into an adjacent space. You regain all three charges at the end of a Long Rest.
Weapon (Any crossbow) (Rare) (Activation word)
You may speak an activation word to make this crossbow turn into a large stationary magical ballista on a surface capable of supporting it, or a second activation word to turn it back into a Crossbow. If you have Masteries for the original weapon, you retain them for the enlarged form. While in Balista form you may use an Action to train the Little Big Launcher onto a creature or object. While in Balista Form, the Little Big Launcher can only be used to attack creatures or objects that it has been trained on and it deals 3d10 Piercing damage on a hit. Once the Little Big Launcher has been turned back into a Crossbow, it cannot be turned into a Balista again until dawn.
Wondrous item (Arcane focus) (Rare) (Requires Focus)
When you cast a spell that has an At Higher Levels clause in its description, you may roll a d4 and add a number of spell slot levels equal to the result on the die to the spell slot level you chose to cast your spell. Use the new, combined spell slot level to determine the effects of the spell, but only the original spell slot level is consumed. Once cast, the gloves give off sparks and smoke and cannot be used again until midnight has passed.
Amulet of Health
(Requires Focus)
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.
Boots of Levitation
(Requires Focus)
While you wear these boots, you can cast the Levitate spell on yourself at will.
Belt of Giant Strength (Hill)
(Requires Focus)
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.
Cloak of Protection
(Requires Focus)
You gain a +1 bonus to Armor Class and saving throws while you wear this cloak.
Eyes of the Eagle
(Requires Focus)
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.
Gloves of Missile Snaring
(Requires Focus)
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.
Headband of Intellect
(Requires Focus)
Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.
Helm of Telepathy
(Requires Focus)
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.
Winged Boots
(Requires Focus)
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.
Armor (Any) (Requires Focus)
The wearer of this armor gains these benefits: The wearer’s walking speed increases by 5 feet. The armor includes gauntlets, attacks with the gauntlets count as unarmed strikes . The wearer is proficient with the gauntlets, and each one 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 gauntlet detaches and flies at the attack’s target, then immediately returns to the wearer and reattaches. The armor can’t be removed against the wearer’s will. If the wearer is missing any limbs, the armor replaces those limbs—hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.
Wondrous item (Activation word)
A creature holding these stones may throw them in the air and speak the command word to cast Magic Circle, as the stones fall in a perfect circle. This item can only be used this way once a day The spell's casting time is reduced to am action if a fiend is within 20 feet of the circle.
Item (Helmet) (Requires Focus)
While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.
Weapon (Two-handed or Versatile) (Rare) (Requires Focus)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. This weapon is Large but may be used by Medium creatures without penalty. It deals twice the regular damage dice for its weapon’s type.