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By Scott Bean, Jeremy Forbing,

Heath Harris, & Micah Watt

-TABLE OF CONTENTS-

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Chapter 1: Magic Items
These magic items supplement those presented
in Chapter 7 of the Dungeon Master’s Guide.
Armor
Some items note that they require attunement by
an arcane spellcaster, which means they can only Angelsteel Shield
be attuned by a spellcasting creature that learns
its spells from the artificer, bard, sorcerer, This fine circular steel shield, embossed with
warlock, or wizard spell lists (this includes not gold, is engraved with a symbol of a crown over a
only members of those classes, but subclasses kingfisher, with a rose and sword beneath. It
that draw their spells from one of those lists, such grows in power as you grow in prowess, and
as arcane tricksters, eldritch knights, and blood flickers with light that flows out at times, helping
hunters of the Order of the Profane Soul). defend your allies. An adventurer who grew up in
Candlekeep as the ward of the sage Gorion gave
“The notes collected here come from a this otherworldly item to the Avowed. It had
previously undiscovered addendum to The
been left behind by a trio of knights brought from
Blackstaff’s Book of 1,OOO Spells, discovered
only recently in one of several small extra- another plane by the power of the Planar Sphere,
dimensional spaces which the first Blackstaff, a magically crafted fortress in Athkatla. While
Khelben Arunsun, had hidden throughout holding this shield, you gain a bonus to AC equal
Blackstaff Tower.
to half your proficiency bonus. This bonus is in
“At the time of the first Blackstaff’s passing, he
and his friend Elminster Aumar, the Sage of addition to the shield’s normal bonus to AC.
Shadowdale, had been working together to Additionally, the shield has 3 charges, and it
catalog certain magic items. Elminster set this regains all expended charges daily at dawn. As a
work aside for a time, but upon recovering
reaction when a creature within 5 feet of you fails
Khelben’s notes, I asked the Old Mage if I
might complete and publish their collaboration a saving throw or is hit by an attack, you can
here. Thankfully, he was kind enough to agree.” expend 1 charge to grant that creature a bonus to
—Vajra Safahr, its saving throw or to its AC against the triggering
7th Blackstaff of Waterdeep attack, possibly causing the save to succeed or
the attack to miss. The bonus the creature gains
is equal to your proficiency bonus. Once you
expend a charge, you can’t do so again for 1
minute.

Armor of Blending

When you wear this armor, you gain a magical +1


bonus to Armor Class. In addition, the armor is
imbued with illusion magic, canceling the
armor’s disadvantage on Dexterity (Stealth)
checks (if any). When you speak the command
word while wearing the armor, it takes on the
appearance of be a normal set of traveler’s

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clothes. This change fools both sight and hearing, (Deception or Intimidate) checks you make while
and it does not end until you doff the armor or wearing the armor, and to all saving throws that a
until you use a bonus action to return the armor creature forces you to make while it is the current
to its normal appearance. While changed, the target of your hex spell.
armor’s disguise does not hold up to direct
physical inspection—if touched, it still will feel as Armor of Warming and Cooling
hard as the disguised armor.
+1 or +2
Armor of Dark Majesty +2 or +3
While wearing this armor, which is always cool to
the touch in hot conditions and warm to the
touch in cold conditions, you have a bonus to AC
While wearing this black armor, studded with
determined by the armor’s rarity.
gleaming, brass studs that flicker with hellish
While wearing this armor, you have resistance
energies when you cast a spell, you always know
to both cold and fire damage, and you are
the hex spell as a warlock spell, and you have a
considered naturally adapted to both hot and
bonus to AC determined by the armor’s rarity.
cold climates.
You add the same bonus to all Charisma

Barbarian’s Battle
Cuirass

This armor is constructed of a


heavy padded hide jerkin
overlaid with metal plates on the
shoulders and back, ornamented
with teeth and horns of various
beasts.
While wearing this armor you
gain a +1 bonus to AC. While you
are using your Rage feature, if
your rage would end because you
have not attacked or been
attacked in a turn, you can spend
a Hit Die to sustain your rage for
another turn, as if you had met
the requirements. You can
expend multiple Hit Dice on
successive turns to maintain
rage, but this cannot extend your
rage longer than the normal
duration specified by your Rage
feature.

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Bedrin’s Crimson
Plate

This blood-red dwarven plate


armor is forged of a
mysterious metal that shines
as if reflecting the light of a
distant twilight. The
breastplate is dyed with the
stylized images of two fists
breaking the chains by which
they are manacled. The armor
was made by dwarves of
eastern Khorvaire in the world
of Eberron. Its design
commemorates a group of
ancient dwarves who
overthrew enslavement by
minions of the dealkyr. While
wearing this armor, you gain a
+2 bonus to AC. In addition,
you gain advantage on ability
checks and saving throws to
break objects or to escape
being grappled or restrained.

Benefactor’s Armor
+1, +2, or +3

This armor bears Khyber


crystal shards set in a wave
pattern, resembling flowing
water. When you wear it, you have a bonus to AC within 5 feet of you. That ally can spend a Hit
determined by the armor’s rarity. Die, as if it were doing so at the end of a short
Whenever you use a spell of 1st level or higher rest, and if it does so, it gains additional hit
to restore hit points to a creature, the creature points equal to your Charisma modifier
regains additional hit points equal to this armor’s (minimum 1). Once this property of the armor is
magical bonus to AC. used to allow a creature to spend a Hit Die, it
At the end of any turn during which you can't be used to do so again until the next dawn.
regained hit points, you can choose one ally

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Cavalier’s Plate  Flourish. As a bonus action, you can expend 1
charge to distract a creature within 5 feet of
you, giving it disadvantage on the next attack
This unassuming platemail appears battle
roll it makes before the end of its next turn.
scarred, but kept in good repair. While wearing
this armor you gain a +2 bonus to AC. In The duelist’s gambeson regains all expended
addition, you gain advantage on all ability checks charges each day at dawn.
related to riding a horse or other creature,
including Wisdom (Animal Handling) checks Greatcoats of the Swordsheath
related to your mount.
Brethren
Duelist’s Gambeson
While you wear one of these three matching
This padded vest is studded with brass leather long-coats, you gain a +2 bonus to AC,
embellishment, and while wearing it you gain a and the long-coats’ magic binds you and the
+2 bonus to AC. The armor has three charges, other wearers together as allies who can even
which can be used for these three special share the burden of each other's wounds. While
properties: you wear this armor, whenever you use a piece of
 Riposte. As a reaction to being missed by a ammunition to attack with a ranged weapon, that
melee weapon attack, you can expend 1 ammunition is magically replaced as if it had
charge to make a single melee attack never been used (ammunition made in this way
 Feint. As a bonus action, you can expend 1 cannot be sold or given away, as it gradually
charge to draw an adjacent creature’s guard vanishes when in the possession of a creature
out of position, granting you advantage on that does not wear one of these magical coats).
the next melee weapon attack you make While two or more wearers of this armor are
against that creature before the start of its within 60 feet of each other, each one can cast
next turn. warding bond without using a spell slot, targeting
any one of the other wearers within range. The
range of the spell is increased to 60 feet for this
casting. Your spellcasting ability for this casting
of warding bond is Wisdom. Once you cast
warding bond in this way, you cannot do so again
until you finish a short rest.
In addition, this magical armor also allows you
to spend a number of Hit Dice equal to or less
than your proficiency bonus as a bonus action,
regaining hit points just as if you were spending
Hit Dice at the end of a short rest. Whenever you
spend your last Hit Die, any other wearer of a
greatcoat of the Swordsheath Brethren is instantly
aware of it, and can immediately spend one of its
own Hit Dice. Your ally does not regain any hit
points for spending this Hit Die; instead, you
regain one of your own expended Hit Dice.

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The Swordsheath Brethren the duration. It also masks the sounds it makes
and your scent during that time.
The armor regains all its spent charges each
day at dawn.

Laeral’s Spell Shield


You gain a +1 bonus to AC while you wield this
shield, in addition to the shield’s normal bonus to
AC, and it grants you half cover against ranged
spell attacks and ranged weapon attacks.
In addition, while you wield this shield, you
Greater Armor of Blending have resistance to all bludgeoning, piercing, and
slashing damage dealt by spells, and you are
immune to force damage from spells. You also
This armor is imbued with illusion magic, have advantage on ability checks to oppose spell
canceling the armor’s disadvantage on Dexterity effects that would push you, or that would cause
(Stealth) checks (if any). It has 3 charges, which you to be grappled.
can be used by speaking a command word. If you Finally, whenever an attacker misses you with a
spend 1 charge and speak the command word ranged weapon attack, you can use your reaction
while wearing the armor, it takes on the to make a ranged attack with the same weapon or
appearance of be a normal set of traveler’s piece of ammunition that just missed you, using
clothes. This change fools both sight and hearing, the shield's magic to do so. You make this attack
and it does not end until you doff the armor or with proficiency, regardless of your weapon
until you use a bonus action to return the armor proficiencies.
to its normal appearance. While changed, the Items by Lady Laeral
armor’s disguise does not hold up to direct
physical inspection—if touched, it still will feel as
hard as the disguised armor.
If 2 charges are spent while the command word
is spoken, the simulated clothing will match the
colors of your surroundings and muffle the
sounds the armor makes for 1 hour, granting you
advantage on your Dexterity (Stealth) checks
while in the same terrain. If your surroundings
change, you no longer receive this benefit. For
example, if you move from the forest into the
plains or a cave, the advantage to your checks no
longer applies.
If all 3 charges are spent when speaking the
command word, the armor dynamically blends in
with your surroundings for 1 hour, granting you
advantage on your Dexterity (Stealth) checks for

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Laeral's Storm Armor Pouncing Armor +1, +2, or +3
This plate armor is aged and dented, yet sturdy.
It is made from an unknown material that is not When you wear this armor, bound with the spirit
metal, a substance which absorbs heat and is of a predatory beast, you have a bonus to AC
rumored to come from another plane. While determined by the armor’s rarity. Whenever you
wearing it, you gain a +2 bonus to AC, and you jump while wearing this armor, you do so as if
have resistance to fire and lightning damage. In you had a running start, and your jumping
addition, you are considered naturally adapted to distance is doubled.
both hot and cold climates while wearing this While wearing this armor, if you move at least
armor, and it grants you advantage on saving 15 feet in a straight line toward a Large or smaller
throws against effects that would push you or target right before making a melee weapon attack
cause you to fall prone. When you make such a against it, you knock the target prone on a hit.
saving throw against an effect that is caused by Once this property of the armor is used to knock
wind, storms, or other weather, you a target prone, it can't be used to do so again
automatically succeed. until the next dawn.
However, the mysterious material of
which this armor is made can become
brittle if exposed to extremes of both
high and low temperatures in quick
succession. If you take both fire and cold
damage during the same turn, until the
end of your next turn, the armor
becomes temporarily brittle, giving you
disadvantage on saving throws against
thunder damage until the end of your
next turn. If you take thunder damage
during this time, roll a d20. On a 1, a
chain reaction occurs in the unstable
heat-transferring material, and the armor
shatters instantly into useless fragments.
Although the exact secrets to create
this armor remain with the wizard who
created it, the many mages who have
tried (and failed) to create more have
discerned that the process involves the
spells gust of wind and resist elements,
causing the armor to radiate energies of
evocation and abjuration when viewed
with detect magic.

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armor, you gain a magical +2 bonus to Armor
Resounding Shield Class.
Whenever you take nonmagical bludgeoning,
This shield of brass and steel is polished to a piercing, or slashing damage from a ranged
mirror sheen, though its surface shows a few attack, the damage you take from that attack is
scars from use. While holding this shield, you reduced by 10. If this effect reduces the damage of
gain a +1 bonus to AC. This bonus is in addition ranged attack to 0, the weapon or piece of
to the shield’s normal bonus to AC. ammunition is deflected, and once per turn you
Resounding Retribution. As a reaction to can choose to make a ranged attack with you a
being attacked by a melee weapon attack by an weapon or piece of ammunition deflected in this
adjacent foe, you cause the shield to reverberate way, without using an action or reaction. You
with sonic energy, dealing 2d6 thunder damage make this attack with proficiency, regardless of
to them. This property can be used regardless of your weapon proficiencies, and the attack has a
whether the attack hits or misses. You can use normal range of 20 feet and a long range of 60
the resounding retribution property three times feet. On a hit, you do not roll damage for this
per day, recovering all expended uses at dawn the attack, but instead deal the same amount of
next day. damage the attack inflicted on you (prior to the
damage reduction provided by the breastplate).
Roaring Armor of Ammarindar Also, whenever you are hit by an attack roll or
fail a Dexterity saving throw, the armor issues a
These twelve elven breastplates are decorated loud roar that can be heard up to 120 feet away.
with silver runes on the front and the head of a While this noise can be inconvenient, it also
bear or dragon on the back. When you wear this warns of the danger a split second before,
allowing you to use your reaction to halve the
damage you would take from that attack or
failed saving throw.
All twelve of these breastplates were
forged by dwarves of the nation of
Ammarindar, founded over 5000 years ago
(making it older than even the lost empire
of Netheril or fallen Myth Drannor) in the
Underdark northeast of Waterdeep. Along
with the elven kingdom of Eaerlann,
Ammarindar fell to hordes of orcs and
demons from Hellgate Keep in 882 DR. In
1369 DR, a section of the fallen kingsom was
inhabited by the Scourged Legion, an army
of tanarukks (fiendishly tainted orcs) from
Hellgate Keep. Today, it is believed that all
but one of the breastplates is now worn by
one of the Scourged Legion’s tanarukk
champions.

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Shield of the
North

This wooden round shield


is decorated with brass
serpents. While holding
this shield, you gain a +1
bonus to AC. This bonus
is in addition to the
shield’s normal bonus to
AC. You also gain
resistance to cold damage
and are considered
naturally adapted to cold
climates, as described in
chapter 5 of the Dungeon
Master’s Guide.
Howl from the North.
As an action you can let
forth a battle cry which
spreads fear throughout your foes. This acts as Torth’s Dilatory Armor
the fear spell, with a save DC of 15. You regain the
use of this property at dawn the next day.
This pristine bronze plate mail, charged with the
magic of chronomancy and etched with hourglass
Shield of the Silver Flame designs, was created by the archsorcerer Torth.
He did so by repairing ancient plate mail from
the Netherese city of Undrentide and
While holding this silver-plated shield, you have empowering it with new enchantments,
a bonus to AC determined by the shield’s rarity. intending it to be worn by a great defender of
This bonus is in addition to the shield’s normal Candlekeep. However, it wasn’t until the late
bonus to AC. twelfth century—well after Torth’s death—that
Also, when you inflict bludgeoning, fire, or the Avowed awarded it to Angrid Stormbright, a
radiant damage on a creature during your turn, gold dwarf paladin of Berronar, who helped
you can use a bonus action to make a melee protect the Great Library from attacks by
attack with the shield. For this attack, the shield Calishite wizards. When Angrid passed away
is considered to be a melee weapon with which after a long career, her sons chose to return her
you are proficient, with a damage die of d4, and armor to the monks, who once again seek a
the attack deals magical bludgeoning damage. If worthy guardian to wear it.
the shield attack hits, the target creature has While wearing this armor, you gain a +3 bonus
disadvantage on the next Wisdom or Charisma to AC. Also, this armor doesn’t impose
saving throw it makes before the end of your next disadvantage on Dexterity (Stealth) checks or
turn.

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have a Strength requirement. The armor regains 5 expended charges at dawn.
This armor has 5 charges, which allow you to If you expend the armor’s last charge, roll a d20.
displace damage you take into the near future, On a 1, one minute after you expend the armor’s
though eventually it all catches up to you and the last charge, the armor corrodes so severely that
armor at once. When you take damage while its magical bonus to AC decreases by 1 until it is
wearing this armor, you can use your reaction to repaired by a smith skilled enough to make a full
expend 1 charge. You gain 2d10 + 10 temporary hit suit of plate mail. Repairing it consumes 1,500 gp
points, which take as much of the triggering worth of fine metals.
damage as possible. However, 1 minute after you
Items by the Archsorcerer Torth
gain these temporary hit points, you take
necrotic damage equal to the number of
temporary hit points you gained. This damage
can’t be reduced in any way.
Once you take necrotic damage from this
armor, you can’t use any of its charges for 10
minutes. During that time, the breastplate’s
magical bonus to AC decreases by 1, and it
appears corroded and worn, its bronze etching
covered with a green patina of verdigris. At the
end of the hour, the armor’s appearance and AC
bonus return to normal.
In addition, when you make a saving throw
against a spell, you can use a reaction to spend 3
charges to throw yourself forward in time. You
automatically succeed on
the saving throw, resolving
The Wall
any effects, then instantly
vanish into nothingness.
Until the start of your next This huge tower shield is
turn, other creatures can’t crafted from wood and
perceive, interact with, or reinforced with iron. It stands 5
affect you in any way, and feet tall and 2 feet wide. You
you’re unaware of your gain a +2 bonus to AC while
surroundings. At the start wielding this shield.
of your next turn after As an action you can place
vanishing, you reappear the shield on the ground and
where you were or in the generate a slightly red tinted,
closest unoccupied space; visible wall of force, as per the
for you, no time has spell, but up to 25 feet wide and
elapsed between the time 20 feet tall, with the shield set
of your vanishing and your in the base at the center of the
return, and you’re in width. Physical barriers (such
exactly the same condition as floors, walls or ceilings) limit
as when you vanished. the wall’s expansion. You are

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considered the caster of the wall of force spell,
and its duration changes to 1 hour, but
Potions
maintaining it requires your concentration. If you
stop touching the shield, the spell ends at once. Beetle Armor Potion
Once the shield creates this special wall of force,
it cannot do so again until the next dawn. When you drink this potion, your skin turns into
an iridescent carapace and long, armored
Wild Leathers antennae sprout from your forehead. For 1 hour,
you gain darkvision out to 60 feet and your AC
This leather armor is constructed of thick leather cannot be lower than 14 + your Dexterity
plates over stitched leather scales. While wearing modifier.
this armor you gain a +1 bonus to AC. In addition
you gain advantage on Wisdom (Animal Elixir of Accuracy
Handling or Survival) checks.
When you drink this potion, once during the
next hour, when you make an attack roll and
dislike the result, you can reroll that attack with
advantage. You choose to do so after the roll is
made but before the DM declares whether it hit
or missed. This sour, azure liquid gives you a
feeling of alertness and energy.

Elixir of Fortitude

When you drink this potion, once during the


next hour, when you make a Strength or
Constitution saving throw and dislike the result,
you can reroll that save with advantage. You
choose to do so after the roll is made but before
the DM declares whether it succeeded or failed.
Your muscles tingle with empowering energy as
you imbibe this viscous fuchsia fluid.

Elixir of Reflex

When you drink this potion, once during the


next hour, when you make a Dexterity or
Intelligence saving throw and dislike the result,
you can reroll that save with advantage. You
choose to do so after the roll is made but before
the DM declares whether it succeeded or failed.
Once you imbibe this thin, rose-colored liquid,

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you feel so mentally sharp that the the world depends on the potion’s rarity, as shown in the
around you seems to move a tiny but slower. Gravespawn Potions table. While you still have
these temporary hit points, you also have
Elixir of Will resistance to poison and necrotic damage and
advanatage on saving throws against disease. The
When you drink this potion, once during the gravespawn potion is purple and thick with a
next hour, when you make a Wisdom or putrescent smell, while the deathspawn potion is
Charisma saving throw and dislike the result, you thin, odorless, and colorless, and the cryptspawn
can reroll that save with advantage. You choose potion is halfway between the two.
to do so after the roll is made but before the DM Gravespawn Potions
declares whether it succeeded or failed. After you
imbibe this bubbling white concoction, you feel a
greater sense of purpose and tenacity.

Gravespawn Potion
Greater Potion of Elemental
You gain temporary hit points when you drink
this potion. The number of temporary hit points Control

When you use your action to drink this swirling


concoction of blue, green, red, and white oils,
you can choose one elemental within 60 feet of
you and attempt to control it. The elemental
must make a DC 15 Wisdom saving throw. It
has advantage on this saving throw if you or
your companions are fighting it, or if it has a
Challenge rating of 6 or higher. On a failure,
the elemental is charmed by you. This effect
lasts for 1 hour or until you or your companions
do anything harmful to the elemental.
While charmed, the elemental considers you
a trusted friend and ally to be heeded and
protected. It does not obey your commands,
but takes your ideas and suggestions as
seriously as it would take those of any other
ally.

Hadar’s Abominable Elixir

When you drink this elixir, your arms turn into


long, slimy tentacles. Your unarmed strikes
gain a reach of 10 feet and inflict 2d8 acid
damage in place of your normal damage. Until

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this effect ends, you cannot hold anything in your
hands, and you cannot cast spells with somatic
Potion of the Abyssal Eye
components. The effect lasts for 1 hour. When it Potion, Very Rare
is due to expire, roll a d20. On a 1, the effect When you drink this potion, for 1 hour you gain
becomes permanent. truesight, you notice secret doors hidden by
magic, and you can see into the Ethereal Plane,
Lesser Potion of Elemental all out to a range of 120 feet. However, when this
duration ends, you must also make DC 15
Control (Air, Earth, Fire, or
Intelligence save. On a failed save, every time you
Water) close your eyes you see horrible visions that no
one should contemplate, let alone actually see,
This potion works like a greater potion of causing you to gain no benefit from the next long
elemental control, but only controls one type of rest you finish. After that, the visions slowly fade
elemental: air, earth, fire, or water. When such a away, allowing you to rest normally.
potion is found, the DM chooses or randomly
determines what kind of elemental it controls,
which is reflected in the potion’s color: blue for
water elemental, green for earth
elemental, red for fire elemental, or
white for air elemental.

Lifeshield Potion

When you drink this lemony potion, you


become the subject of a death ward
spell, but the spell’s duration is reduced
to 1 hour. Until the spell ends, you gain
an additional benefit: any necrotic
damage you take is reduced by 5.

Ointment of Barkskin

When you use an action to slather this


potion over your skin, your flesh takes
on the rough, ropy texture of a Chultan
rubber tree, and your AC can’t be less
than 16, regardless of what kind of armor
you wear. The effect lasts for 1 hour. This
greasy ointment is used by the wild
dwarves of Chult.

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vomit up the contents of your stomach, which
Potion of Bravery fuse together into a special construct called a
homunculus. The statistics of the homunculus
Originally developed by dwarves, who need every are in the Monster Manual, but this one is made
advantage in the gloomy tunnels they mine, this up of leftover food and other detritus best not
potion looks like water with veins of liquid gold. contemplated. As part of the same action, the
If you are frightened when you drink this potion, homunculus immediately flies to the target you
that condition ends immediately, and for 1 chose and makes one bite attack against it.
minute after you are immune to the frightened Whether or not the bite attack hits, at the end of
condition. Until that minute ends, you gain a +1 the turn, the homunculus is reduced to 0 hit
bonus on all attack rolls against any creature you point if it is still alive.
were frightened of when you drank this potion. When the homunculus is reduced to 0 hit
points, it immediately explodes, forcing anyone
Potion of Clarity within 10 feet of it to make a DC 15 Dexterity
saving throw. A creature takes 6d6 fire damage
When you drink this potion, once during the on a failed save, or half as much on a success.
next hour, when you make an ability check and
dislike the result, you can reroll that check with Potion of Porcupine Armor
advantage. You choose to do so after the roll is
made but before the DM declares whether it Long, barbed needles sprout from your arms,
succeeded or failed. This cyan liquid is always shoulders and back. For 1 hour, your AC cannot
cool and refreshing, and tastes like fresh water. be lower than 12 + your Dexterity bonus. Until
the duration ends, you can use your bonus action
Potion of the Electric Eel to make an unarmed strike attack, and when you
hit with an unarmed strike, you can choose to
Your skin gains a slivery sheen, and small sparks deal 1d6 piercing damage instead of the normal
of electricity jump from your fingertips. For 1 bludgeoning damage.
hour, your AC cannot be lower than 13 + your
Dexterity bonus. Until the duration ends, when Potion of Spirit
you attack with an unarmed strike, you have
advantage on the attack roll if your target is When you drink this lavender-scented potion,
wearing metal armor, and on a hit, you can you gain advantage on death saving throws for 1
choose to deal 1d8 electricity damage instead of hour.
the normal bludgeoning damage.
Stormshield Potion
Potion of the Exploding
Homunculus When you drink this potion, for 1 hour you gain
resistance to thunder and lightning damage and
This potion is thick and reddish-orange, with advantage on saving throws against effects that
stringy bits in it like lengths of pasta. Once would push you or cause you to fall prone. Your
during the hour after you drink this potion, you skin takes on a metallic sheen when you consume
can use an action to choose a target within 30 this slate gray, ozone-smelling drink.
feet of you. When you do so, you immediately

Page 15
Rings of each of its turns, a creature charmed by you
can repeat the Wisdom saving throw, ending the
effect on a success.
Banquet Ring Once the ring forces a creature to make the
Wisdom save against its charming effect, it
Those with reason to fear poisoners tainting their cannot do so again until the next dawn.
food treasure this gaudy, gem-encrusted bauble.
While you wear this ring, you have resistance Face-Stealing Ring
against poison damage and advantage on all
Constitution saving throws that are not made This wearer of this gold ring, set with a lozenge of
against spells. You can use the ring as a bonus amber, ring sees the faces of others as potential
action to gain immunity to poison damage and disguises. While you wear this ring, you have
the poison condition for 1 minute. After that advantage on Wisdom (Insight) checks. As an
minute ends, the ring cannot grant this immunity action, you can use the ring to choose a Small or
again until the next dawn. Medium humanoid within 5 feet of you and
assume its exact appearance, changing your
Bone Ring of Better Fortune shape to resemble it precisely. Your height,
weight, skin, eyes, and other physical features all
Formed from coated bones cleverly entwined, become identical to those of the chosen creature.
this tiny circlet fortifies your life force. While you This doesn't change your clothing, armor,
wear this ring, you have resistance to necrotic weapons, or other belongings, only your body.
damage. When you fail a saving throw against a You also gain the creature’s mannerisms, voice,
necromancy spell, you can choose to succeed and speech patterns, granting you a +10 bonus on
instead. Once the ring allows you to succeed on a Charisma (Deception) checks to convince others
saving throw in this way, it cannot do so again you are that creature. The transformation lasts
until the next dawn. for a number of hours equal to twice your
proficiency bonus.
Cherished Ring Once the ring transforms your appearance in
this way, it cannot do so again until the next
You and your words are more alluring when you dawn.
wear this simple loop of burnished gold. While
you wear this ring, you have advantage on Fashion Ring
Charisma (Persuasion) checks.
As an action, you can use the ring to force a While wearing this
creature of your choice within 60 feet of you to ring, you can use an
make a Wisdom saving throw against a DC equal action to say its
to 8 + your Charisma modifier + your proficiency command word. In a
bonus. On a failure, the creature is charmed by flash of light, your
you for 1 minute. While it is charmed by you, the clothing appears to be
creature cannot willingly move further away from the height of fashion.
you, and if it is further than 5 feet away from you You appear to be
at the start of each of its turns, it must use all of incredibly wealthy or
its movement to move closer to you. At the end a low-ranking

Page 16
member of local aristocracy. This gives you only, but you transform into a gargoyle (as
advantage on Charisma (Persuasion) and described in the Monster Manual) instead of a
Charisma (Intimidate) checks with humanoid beast.
creatures. The ring regains 1d4-1 expended charges each
day at dawn.
Gargoyle Ring
Magician's Ring
While you wear this ring, you have advantage on
saving throws against becoming paralyzed or
petrified. This ring has 3 charges. Tricksters and hedge wizards everywhere love
While you are petrified, you can use 1 charge to this cheap-looking gold ring. While you wear this
end the effect that is causing you to be petrified. ring, you know the mage hand, minor illusion,
You can also use 2 charges as an action to become and prestidigitation cantrips. When you cast one
a stone statue, becoming petrified as you harden of these cantrips while wearing this ring, the
your body into motionless stone.. Instead of range increases by 30 feet.
being completely unaware of your surroundings,
you gain tremorsense out to 60 feet while you are Nullifying Ring
a statue, though your other senses are suppressed
as normal for the petrified condition. While in Formed from a metal as black as a starless night,
your statue form, you are also immune to this band counters attacks made against you. You
nonmagical bludgeoning, piercing, and slashing gain +2 bonus to all saving throws when you wear
damage. After being in your statue form for 1 this ring. When you would be hit by an attack
minute, you regain hit points equal to twice your roll, as a reaction you can use the ring to gain a
level. At the end of each your turns, you decide +10 bonus to your AC against that attack, possibly
whether to stay in your statue form or become cauisng it to miss. If the attack still hits, you gain
animate flesh once more. resistance against the attack's damage. Once the
In addition, you can use 3 charges as an action ring grants you the AC bonus against an attack, it
to cast the polymorph spell, targeting yourself cannot do so again until the next dawn.

Ring of Cantrips

This ring allows the wearer to expend 1 of the


ring’s charges and cast any cantrip. This ring has
6 charges, and it regains 1d6 expended charges
daily at dawn.

Ring of Counterspelling

You can cast a spell into this ring. Afterwards, if


someone casts the spell you cast into this ring
while they are within 60 feet of you, you can use

Page 17
a reaction to expend 1 of the ring’s charges and spell slots. If you have spell slots of the level
cast counterspell as a 9th-level spell. This ring has listed in the table below for your type of ring, the
6 charges, and it regains 1d6 expended charges number of spell slots of that level you have is
daily at dawn doubled. The details for each ring type are shown
in the following table:
Ring of Spell Eating

When examined with the identify spell, this


bronze ring appears to be a ring of spell storing,
but in truth it is only a cursed facsimile. Once a
character has attuned to the ring, it reveals its
actual enchantment.
Any creature attuned to the ring loses any spell Wandslinger’s Ring
slots it currently possesses, and cannot regian
them or gain new ones. The creature cannot cast This copper ring occasionally reflects an eerie
any spells or cantrips while wearing this ring. An purple light that seems to comes some farther
attuned wearer cannot remove the ring until after away and stranger place. The yellow-green
receiving a remove curse spell. heliodor stone it bears shines brighter when you
cast a spell. While you are attuned to this ring,
Ring of Sustenance the first time each turn that you hit with a ranged
spell attack that inflicts damage, you can deal an
While wearing this ring, you do not need to eat extra 2d4 force damage to one target you hit. You
or drink, and if you spend 30 minutes doing must be using a wand as your spellcasting focus
nothing more strenuous than eating, drinking, to inflict this extra damage.
reading, and tending to
wounds, you gain all the
benefits of finishing a short
rest.
In addition, you can spend
one or more Hit Dice as a
bonus action, as if you had
just completed a short rest.
Once you use this property
of the ring, you cannot do so
agin until the next dawn.

Ring of Wizardry

There are four distinct types


of this ring (ring of wizardry
I, II, III, and IV), each of
which grants you additional

Page 18
Rods warlock feature that curses as a prerequisite.
The rod regains all expended charges daily at
dawn.
Hexer’s Rod +1, +2, or +3
Quickcurse Rod +2

While holding this rod, you always know the hex While holding this rod, you always know the hex
spell as a warlock spell, and you gain a bonus to spell as a warlock spell, and you gain a +2 bonus
spell attack rolls determined by the rod’s rarity. to spell attack rolls.
This rod has 2 charges. When you cast the hex This rod has 2 charges. While you hold this
spell using a warlock spell slot while holding this rod, you can expend 1 charge to cast the hex spell
rod, you can expend 1 charge to immediately without using a spell slot. When you use your
regain that spell slot. action to cast a spell that requires you to make a
In addition, if you are holding this rod when spell attack, if the spell attack hits a creature, you
you finish a long rest, you can choose one option can instantly expend 2 charges to cast the hex
for your Eldritch Invocations feature that you spell without using a bonus action or a spell slot.
don’t already know but for which you meet all The rod regains all expended charges daily at
the prerequisites (if any). Until the next time you dawn.
finish a long rest, you know that Eldritch
Invocation in addition to any others provided by Rod of Bubbles
your warlock class. The Eldritch Invocation you
choose in this way must require the hex spell or a Three times per day you can use an action to
speak the rod’s command word and fill a 10-foot
cube with bright green bubbles. The area of this
cube becomes difficult terrain. Any creature that
enters the cube or starts its turn there must make
a Dexterity saving throw (DC 18). Creatures that
fail take 3d6 acid damage as several of the
bubbles pop, covering the victim in acid.
Creatures that successfully save do not take
damage. The bubbles last for 1 minute before
harmlessly disappearing. This ability recharges at
dawn.

Rod of Deadly Casting +1, +2, or


+3

While holding this rod you gain a bonus to spell


attack rolls and to the saving throw DCs of your
spells. The bonus is determined by the rod’s
rarity.
In addition, when you score a critical hit with a

Page 19
spell attack for a spell that deals damage, The rod regains all expended
you can roll 1d6 add it to the extra charges daily at dawn.
damage of the critical hit, and after
rolling all the damage, you can choose to Rod of Interference
reroll one or two of the critical hit’s
damage dice. You must use the second
roll.
This rod has 6 charges. While
Rod of the Feywild holding the rod, you can use an
action to expend 1 of the rod’s
charges and make a ranged spell
While holding this rod you gain a +2 attack with an invisible ray of
bonus to spell attack rolls and to the antimagic against a target within
saving throw DCs of your spells. The 60 feet. On a hit, the target cannot
bonus is determined by the rod’s rarity. cast spells again until the end of its
In addition, whenever you cast a spell of next turn, and if it is concentrating
1st-level or higher that teleports you, the on a spell, its concentration
maximum distance you can teleport with immediately ends.
that spell is increased by 30 feet. In addition, if the target you hit
is affected by any other spells, you
Rod of Flaying +1, +2, or +3 know what each of those spells are,
and you can instantly end your
choice of one of those spells. As
part of the same action, you can
While holding this rod you gain a bonus to spell choose up to three more spells affecting the
attack rolls and to the saving throw DCs of your target and attempt to end each of them. For each
spells. The bonus is determined by the rod’s spell you wish to end, you make an ability check
rarity. with your spellcasting ability score against a DC
When you deal necrotic damage to a creature, equal to 10 + the level of the chosen spell, ending
you can force the target to make a Constitution that spell on a success.
saving throw against your own spell save DC. On The rod regains 1d6 expended charges daily at
a failure, the target takes 2d8 necrotic damage dawn.
and is stunned for 1 minute. If the target is
stunned, at the start of each of its turns it repeats Rod of Spheres
the Constitution saving throw, taking another
2d8 necrotic damage on a failure or ending this
While holding this rod, which has three charges,
effect on a success.
you can use an action to expend one of the rod’s
This rod has 2 charges. While you hold this
charges and create a sphere of force that hovers 3
rod, you can expend 1 charge to cast the hex spell
feet off the ground. The sphere can hold up to
without using a spell slot. When you use your
200 pounds of items and follows you around for
action to cast a spell that requires you to make a
up to 2 hours. The sphere is destroyed if it takes
spell attack, if the spell attack hits a creature, you
any damage, but any objects inside float to the
can instantly expend 2 charges to cast the hex
ground as if affected by the feather fall spell. The
spell without using a bonus action or a spell slot.

Page 20
rod regains all expended charges each day at your own spell save DC and spellcasting ability
dawn. modifier: aegis of assault*, aegis of ensnarement*,
or aegis of shielding*.
Rod of Weaponry The rod regains all expended charges daily at
dawn.

This rod has 7 charges. You may use an action to


expend 1 charge and speak the rod’s command
word to turn the rod into any weapon listed in
Chapter 5 of the Player’s Handbook. When you do
so, you can instead choose to turn the rod into
two weapons, but both weapons must have the
light property. If you split the rod into two
weapons, they must both be the same weapon.
If you turn the rod into one weapon, it has a +2
bonus to hit and damage rolls. If you change the
rod into two weapons, they each have a +1 bonus
to hit and damage rolls. The rod stays in its
weapon form for 1 minute, then it changes back.
The rod regains 1d6+1 charges every day at
dawn. If you expend the last charge roll a d 20.
On a 1, the rod crumbles into a pile of rust and is
destroyed..

Swordmage’s Rod
While holding this rod in either of its two forms,
you gain a +1 bonus to spell attack rolls and to the
saving throw DCs of your spells.
This rod has 7 charges. As a bonus action, you
can expend 1 charge to transform the rod into a
longsword +1. It changes back immediately if you
let go of the sword, if you are incapacitated, or if
you revert the sword into a rod as a bonus action.
While the rod is in its sword form, you can cast
any of the following cantrips at will: booming
blade***, caustic blade*, challenger’s mark*, fell
strike*, Feywild guardian*, frostwind blade*,
greenflame blade***, lightning lure***, or sword
burst***.
While holding the rod in either of its two
forms, you can use your reaction (as per the
casting time description of each spell) to expend 1
charge and cast one of the following spells, using

Page 21
Staffs with it. It can also be used as a spellcasting focus,
and while holding it you gain a +1 bonus to your
spell attack rolls.
Blasting Staff
While you hold this staff, you gain advantage on
saving throws against effects that would push
The staff has 10 charges. While holding it you can
you, pull you, or cause you to become paralyzed,
use an action to expend 1 or more of its charges
prone, or restrained. Also, when a creature rolls a
to create a fiery blast. Make a ranged spell attack
saving throw against a spell you cast, if failure
against a target you can see within 30 feet. If you
would push or pull the creature, or cause it to
hit, you inflict 2d6 fire damage for every charge
become paralyzed, prone, or restrained, it has
you expended. You can also expend charges to
disadvantage on the saving throw.
modify the blast, choosing one of the following
options:
Snake Staff
 Instead of a ranged spell attack the fiery blast
is a 10-foot cone. Creatures within the cone
Carved to look like a giant snake, this quarterstaff
must make a Dexterity saving throw against
grants you a +1 bonus to attack and damage rolls
your spell save DC, taking full damage on a
with it. When you hit a creature with a melee
failed save or half as much damage on a
successful one. (2 charges)
 Instead of a ranged spell attack, choose
a point you can see within 50 feet. Every
creature within 10 feet of that point
must make a Dexterity saving throw
against your spell save DC, taking full
damage on a failed save or half as much
damage on a successful one. (2 charges)
 You change the damage type from fire
to cold, electricity, acid, or poison. (1
charge)
The staff regains 1d6+4 charges every day
at dawn. If you expend the last charge roll a
d 20. On a 1, the rod crumbles into a pile of
ash and is destroyed.

Earthroot Staff

This staff is as light as wood, but it seems to


be made of earth and stone with a fine
crystal atop it. It can bind your enemies to
the earth and protect you against the same.
It can be used as a quarterstaff, and it grants
you a +1 bonus to attack and damage rolls

Page 22
cannot become a snake again for 1 week.
Once you use the command word to turn the
staff into a snake, the staff cannot be turned into
a snake this way again until the following dawn.

Staff of the Arcane Artisan

This staff has 10 charges. While holding it, you


know the create item* and mending cantrips, and
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: stone shape (1 charge), animate objects
(2 charges), fabricate (2 charges), or demiplane (10
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.
attack using the staff, you can immediately speak
the command word and drop the staff. When you
do so, the creature you hit must make a Strength
Staff of Cacophony
saving throw (DC 18). On a failure, the staff turns
into a giant constrictor snake and starts to coil
This staff has 10 charges. While holding it, you
the target, grappling it. On a success, the staff
can use an action to expend 1 or more of its
briefly transforms into a snake in the space where
charges to cast one of the following spells from it,
you dropped it, but returns to staff form at the
using your spell save DC and spellcasting ability
end of the turn.
modifier: thunderwave (1 charge per level, up to 5
At the start of your turn the snake will attempt
charges), shatter (1 charge per level, up to 5
to bite a victim it has grappled. The combat
charges), thunderlance* (4 charges), or
abilities and other statistics of a giant constructor
thunderous reprisal* (4 charges, cast at level 4).
snake appear in Appendix D of the Player’s
The staff regains 1d6 + 4 expended charges
Handbook (your DM should have these statistics
daily at dawn. If you expend the last charge, roll a
as well). At the end of each of its turns, a creature
d20. On a 1, the staff blackens, crumbles into
grappled by the giant constrictor snake can make
cinders, and is destroyed.
Strength saving throw (DC18) to escape the
grapple.
If a creature escapes the grapple, the snake
Staff of Conjuration
turns back into a wooden staff at the end of that
turn. You can also turn the snake back into a staff The staff has 10 charges. While holding it, you
at any time by repeating the command word. If can use an action to expend 1 or more of its
the snake is reduced to 0 hit points, it charges to cast one of the following spells from it,
immediately returns to its staff form, and it

Page 23
using your spell save DC: grease (1 charge), Melf’s bone always obscured by shadows, can be
acid arrow (2 charges), or web (2 charges). wielded as a magic quarterstaff that grants a +2
You can use 5 charges to grow a pair of black bonus to attack and damage rolls made with it.
tentacles from your shoulders. As an action, you The staff has 7 charges. When you hit with a
can use the tentacles to make a melee spell attack melee attack using it, you can expend one of its
against any creature within 10 feet. On a hit, you charges as a bonus action to inflict an extra 1d10
deal magical bludgeoning damage equal to 1d8 psychic damage on the target. When you inflict
plus your spellcasting ability modifier, plus an this extra damage, you can also teleport up to 30
additional 1d8 acid damage. These tentacles last feet as part of the same bonus action. The staff
for 1 minute before they fade away. regains 1d6+1 expended charges daily at sunset. If
The staff regains 1d6+4 expended charges daily you expend the last charge, roll a d20. On a 1, the
at dawn. If you expend the last charge, roll a d20. staff becomes a nonmagical quarterstaff.
On a 1, the staff disintegrates into a fine powder
and is destroyed. Staff of the Gaoler
Staff of Earth and Stone
This staff is carved of black, iron-hard duskwood,
and is used to entrap foes without killing them.
This staff has 10 charges. While holding it, you During the Dawn War at the beginning of time,
can use an action to expend 1 or more of its when the gods fought the primordial Dawn
charges to cast one of the following spells from it, Titans who then ruled creation, a being called
using your spell save DC and spellcasting ability Taavor the Mad One betrayed his master. That
modifier: stone shape (1 charge), meld into stone master was Ogremoch, the Prince of Evil
(2 charges), move earth (4 charges), or wall of Elemental Earth, who sought to punish Taavor.
stone (4 charges). The Mad One was trapped beneath what is now
The staff regains 1d6 + 4 expended charges the Flooded Forest by his former comrades, one
daily at dawn. If
you expend the
last charge, roll a
d20. On a 1, the
staff blackens,
crumbles into
cinders, and is
destroyed.

Staff of
Fickle
Twilight

This staff, with its


fey-carved
headpiece of gray

Page 24
of whom bore this staff, created for this purpose additional 20 feet. You can end the light at any
by Ogremoch himself. time, otherwise it ends when you are
This staff has 10 charges. While holding it, you unconcscious or no longer holding the staff.
can use an action to expend 1 or more of its You can use the staff to cast the feather fall
charges to cast one of the following spells from it, spell as a reaction, targeting only yourself,
using your spell save DC and spellcasting ability without using a spell slot. When a creature rolls a
modifier: hold person (1 charge, cast at level 2), saving throw against a spell you cast, if failure
hold monster (2 charges, cast at level 5), maze (5 would cause it to become charmed, it has
charges), or imprisonment (10 charges). disadvantage on the saving throw.
The staff regains 1d6 + 4 expended charges The staff also has a number of charges equal to
daily at dawn. If you expend the last charge, roll a your proficiency bonus. While you hold the staff,
d20. On a 1, the staff blackens, crumbles into you can use the Distant Spell and Extended Spell
cinders, and is destroyed. metamagic options from the Metamagic feature
of the sorcerer class. You can substitute this
Staff of the Magister staff's charges for sorcery points when paying the
cost of a metamagic option. The staff regains all
expended charges each day at sunset.
This handsome mahogany staff is topped by a
draconic bronze claw, clutching a crystalline orb.
Despite its name, there is no
record of it ever being owned by
a being who claimed the title of
magister, and the moniker is said
to be a corruption of its original
name. It was made in a distant
world, and how it came to this
one is unknown—some say it was
found by a wizard in the Domain
of Dread called Sithicus, and she
brought with her when she
escaped that benighted land.
This staff can be used as a
quarterstaff, and it grants you a
+2 bonus to attack and damage
rolls with it. It can also be used as
a spellcasting focus, and while
holding it you gain a +2 bonus to
AC, spell attack rolls, Intelligence
(Arcana) checks, and the saving
throw DCs of your spells.
You can use a command word
to cause the crystal atop the staff
to emit bright light in a 20-foot
radius and dim light for an

Page 25
Staff of Spectral Hands Wands
Ambusher’s Wand
The true power of this staff lies in its clever
utility. It can be used as a quarterstaff, and it This wand of ebony is bound in displacer beast
grants you a +1 bonus to attack and damage rolls sinews. While you hold it, you gain a +1 bonus to
with it. It can also be used as a spellcasting focus, spell attack rolls, and you have advantage on
and while holding it you gain a +1 bonus to your ranged spell attack rolls against any creature that
spell attack rolls. While you hold this staff, you hasn't taken a turn in the combat yet. In addition,
know the mage hand cantrip. When you cast when you hit with a spell attack roll against one
mage hand, you can conjure more than one hand. or more creatures that are surprised, you can
The maximum number of hands you can conjure choose one surprised target you hit and reduce
in this way is equal to your proficiency bonus. its speed by half until the end of your next turn.
Each hand you conjure in this way appears in a
different point you choose within range. When
Bonewand
you use your action to control one hand, you can
use your bonus action to control all the other
hands you have. This wand carved of humanoid bone has 7
You can use charges. While holding it, you can use an action
each hand to during your turn to speak its command word and
perform a expend 1 or more charges.
different task. If you expend 1 charge, you create a 20-foot
Otherwise, the cone of razor sharp bone shards. Creatures
hands are caught in the cone must make Dexterity saving
subject to the throw (DC 18), taking 4d6 piercing damage on a
normal rules for failed save, or half as much on a successful one.
mage hand. Creatures that failed the save take 2d6 piercing
damage at the start of your next turn as the bone
shards splinter into their victim’s skin.
You can also expend 1 or more charges to
target an animated humanoid skeleton within 30
feet and force it to make a Constitution saving
throw (DC 18). The skeleton takes 1d10 force
damage for every charge you expend on failed
save, or half as much damage on a successful
one. If the skeleton is reduced to 0 hit points, it
explodes. Any creature within 10 feet of an
exploding skeleton must make a Dexterity saving
throw (DC 18), taking 4d8 piercing damage on a
failed save, or half as much on a successful one.
The wand regains 1d6+1 charges at dawn. If you
expend the wand’s last charge, roll a d20. On a 1,
the wand crumbles into ash and is destroyed.

Page 26
DC) against one of the following effects of your
choice:
 The target must succeed on a Strength saving
throw or drop one item of your choice that it
is holding.
 The target must succeed on an Intelligence
saving throw or it can’t take reactions until
after the end of your next turn.
 The target must succeed on a Charisma
saving throw, or it has disadvantage on
Wisdom and Charisma checks for 1 minute.
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.

Wand of Elemental Burst

This wand has 7 charges. While holding it, you


Keen Bite Wand can use an action to expend 1 of its charges to
cast the elemental burst* spell (save DC 15) from
it.
While holding this wand of jaggedly-carved The wand regains 1d6 + 1 expended charges
darkwood, you gain a +1 bonus to spell attack daily at dawn. If you expend the wand’s last
rolls. In addition, any creature that you summon charge, roll a d20. On a 1, the wand crumbles into
or create with a conjuration spell gains 15 ashes and is destroyed.
temporary hit points. While it has these
temporary hit points, its weapon attacks score a Wand of Metal Command
critical hit on a roll of 19 or 20.
This wand has 7 charges. While holding it, you
Wand of Aiming know the direction to the nearest natural deposit
of gold, silver, or mithral within 1 mile. If you are
within 10 feet of such a desposit, you can tell the
While holding this thin, tapering wand wrought approximate total weight of all the metal within
from heart of pine, you gain a +1 bonus to ranged it.
spell attack rolls, and your ranged spell attacks While holding the wand you can use an action
score a critical hit on a roll of 19 or 20. The wand to speak its command word and expend 1 charge.
has 6 charges. When you hit with a spell attack, You can use the wand to turn up to 1 pound of
you can expend 1 of the wand’s charges as a steel within 10 feet of you into 1 pound of silver
bonus action to force one of the targets you hit to for 1 minute.
make a saving throw (DC equals your spellcasting Finally, while holding the wand, you can

Page 27
expend 3 charges to cast the magnetism* spell, a failure, it takes 2d8 necrotic damage and is
without the need for any components, using your blinded until the end of its next turn. On a
choice of Intelligence, Wisdom, or Charisma as success, the creature takes half as much damage
your spellcasting ability for this casting. and is not blinded.
The wand regains 1d6+1 charges at dawn. If you The wand regains 1d6+1 charges at dawn. If you
expend the wand's last charge, roll a d20. On a 1, expend the wand's last charge roll a d20. On a 1,
the wand crumbles into ashes and is destroyed. the wand crumbles into salt and is destroyed.

Wand of Salt Wand of Sudden Transposition

This wand has 7 charges. While holding it, you


can use an action to speak its command word This wand has 7 charges. While holding it, you
and expend 1 charge. When you do so, you can use an action to expend 1 of its charges to
choose a 50-foot square of land within 100 feet. cast the sudden transposition* spell (save DC 15)
Any natural plants in that area die. Any magical from it.
plants or plant creature in that area must make a The wand regains 1d6 + 1 expended charges
Constitution saving throw (DC 15), taking 4d8 daily at dawn. If you expend the wand’s last
necrotic damage on a failed save, or half as much charge, roll a d20. On a 1, the wand crumbles into
on a successful one. ashes and is destroyed.
When you expend a charge, instead of
choosing an area, you can instead target one non- Wand of Teeth
plant creature within 100 feet, commanding the
wand to drain and dessicate it. That creature This wand has 7 charges. While holding it you
must make a Dexterity saving throw (DC 15). On can use an action to speak its command word
and expend 1 charge. When you do so, the wand
fires a “tooth” of pure magical force at a target of
your choice within 100 feet of you. You make a
ranged spell attack against the target, using your
choice of Dexterity, Intelligence, Wisdom, or
Charisma as your spellcasting ability and
including your proficiency bonus.
+Armored targets are easier to strike with this
attack. If the target is wearing armor or wielding
a shield, roll a d4, and reduce the target’s Armor
Class against this attack by the result. If the
target is both wearing armor and wielding a
shield, you roll a d8 instead of a d4. If the target
is wearing medium armor, you increase the
penalty by 2; if it is wearing heavy armor, you
instead increase the penalty by 5.
On a hit, the target takes force damage equal
to 2d8 + your spellcasting ability modifier for the
attack. In addition, if a target takes 5 or more

Page 28
damage from this attack, one shield it is using or
suit of armor it is wearing (your choice) takes a
Weapons
permanent and cumulative -1 penalty to the AC it
offers. Armor reduced to an AC of 10 or a shield Acidic Weapon
that drops to a +0 bonus is destroyed.
The wand regains 1d6+1 charges at dawn. If you You gain a +2 bonus to attack and damage rolls
expend the wand’s last charge roll a made with this weapon. You can use
d20. On a 1, the wands crumbles a bonus action to speak this magic
into a pile of human teeth and is weapon's command word, coating
destroyed. the part that would strike an enemy
to become covered in corrosive oil.
Wand of Thundering While the weapon has this acidic
coating, it deals an extra 1d6 acid
Armor damage to any target it hits, and it
emits a sharp, overpowering smell,
giving everyone within 15 feet of the
This wand of dragonseye oak weapon disadvantage on Wisdom
capped with copper has 7 charges. (Perception) checks related to scent.
While holding it, you can use an The acid lasts until you use a bonus
action to expend 1 of its charges to action to speak the command word
cast the thundering armor* spell again or until you drop or stow the
(save DC 15) from it. While you are weapon, at which point the acid
attuned to this wand, whenever you vanishes, along with the smell.
cast thundering armor* (whether
from the wand or otherwise), the
Anangrist, the Promise
distance you can push a creature
that fails its saving throw against of Suffering
the spell is doubled. The wand
regains 1d6 + 1 expended charges
daily at dawn. If you expend the You gain a +1 bonus to attack and
wand’s last charge, roll a d20. On a damage rolls with this impossibly
1, the wand crumbles into ashes and crooked and jagged magical sword.
is destroyed. This razor-sharp sword scores a
critical hit on a roll of 19 or 20 on an
attack roll.
When you score a critical hit with
this weapon, the vicious barbs of the
weapon tear flesh and cause
grievous wounds. The damage dealt
by the critical hit cannot be
regained by magical means, only by
completing a short or long rest.
Additionally the wound bleeds
profusely. At the start of each of the

Page 29
wounded creature's turns, it takes 1d4 necrotic property is used in the presence of both celestials
damage (for each time you've wounded it if and fiends only the celestials will be detected.
multiple critical hits occur within the continuing
effects), and it can then make a DC 15 Arrow of Law
Constitution saving throw, ending the effect of all
such wounds on itself on a success. These finely crafted arrows never break and can
be recovered if you can find them after they are
Angelkiller, the End of fired. A creature struck by one of these arrows
Immortality takes an extra 1d6 magical piercing damage if it is
of chaotic alignment.

The heavily scuffed bronze shield hilt of this Blade of Banishing


sword is barbed with the talons of a yugoloths,
and the steel blade is inlaid with gold. You gain a
+1 bonus to attack and damage rolls with this These +2 magical bladed weapons are imbued
magical sword. When you hit a celestial or fiend with powerful abjuration magic. When an
with this weapon, the creature takes an extra 3d6 attuned wielder scores a critical hit with the
slashing damage. weapon, the target creature must make a
While attuned to this weapon you have Charisma saving throw against a DC of 17 or
advantage on saving throws against spells and suffer the effects of the banishment spell. The
properties from celestials and fiends. duration of this banishment is 1 minute, with no
Divine Sense. As an action you may open your concentration required.
awareness to the presence of celestials and fiends.
Until the end of your next turn you know the Crossbow Bolt of Stunning
location of any celestial or fiend within 60 feet of
you that is not behind total cover. You know the These crossbow bolts are made to incapacitate
type (celestial or fiend) of any being you sense, foes. A creature that takes damage from one of
but not its specific nature or identity. You can use these bolts must make a DC 17 Constitution
this property three times per day, regaining saving throw or be stunned until the end of its
expended uses at dawn the next day. next turn.
Special. Angelkiller has the rudiments of a
personality forming, and it isn’t pleasant. Crossbow of Distance
Exposure to the evil of its last wielder—a
blackguard devoted to Asmodeus—has formed a
The normal and maximum ranges of these finely
nascent presence of evil that may continue to
crafted crossbows are doubled. Attackers have
grow over time. Whenever its Divine Sense

Page 30
normal chances to hit up to the weapon’s normal
maximum range, and then disadvantage up to the
weapon’s new maximum range.
These weapons are usually crossbows; however,
other weapons that use ammunition have been
known to be imbued with the same type of
magic.

Crossbow of Marksmanship

Attackers have advantage on their attack rolls up


to the weapon’s normal range, and then normal
chances to hit up to the weapon’s normal
maximum range.

Elfcleaver, the Bleeding Edge


of Rage

You gain a +1 bonus to attack and damage rolls


with this huge and jagged orc-forged blade.
When you hit an elf with this weapon, the elf
takes an extra 1d6 slashing damage. For the
purpose of this weapon ‘elf’ refers to any creature
with the humanoid (elf) type, as well as half elves
and eladrin.
While attuned to this weapon, if you succeed
on a saving throw against any spell cast by an elf,
you can use your reaction to move up to 60 feet
toward the caster. If you have the caster within
reach of this weapon when you end this
movement, as part of the same action you can
make a single melee attack with this weapon,
gaining advantage to the attack roll.

The Foxblade

This shortsword appears rusted at first glance,


but that is due to the unique crimson-orange
color of the metal. Combined with this color, a
triangular white mother-of-pearl inlay near the
hilt causes the blade to resemble the coloring of a
fox’s tail. The crossguard is made of the same

Page 31
unique crimson metal, set with round yellow and the damage and negate the
black stones made to resemble vulpine eyes. This speed reduction. This property
description matches that of a magical weapon can be used no more than once
lost during the most recent destruction of the per hour.
town of Ylraphon, when it was razed by the Rage
of Dragons in the 14th century. Said to have been Lifedrinker
crafted by forest gnomes, it was known as the
Foxblade.
This weapon grants you a +1 bonus to attack A wicked, golden star decorates
and damage rolls made with it, and while you are the crossguard of this
in any forest, you gain advantage on all Wisdom shortsword, and extends into
(Perception) checks you make while hidden. gold runes atop the blade’s
The Greater Foxblade crimson inlay. You gain a +1
bonus to attack and damage
rolls with this magical sword. A
successful hit deals an extra 1d6
necrotic damage as the sword
absorbs a creature’s blood.
Constructs and undead are
immune to the extra damage.
Lifeleech. At the beginning
of combat the sword starts
Frostrazor, the Heart of Ice with 0 charges, and gains 1
charge for each 10 cumulative
points of necrotic damage it
This sword’s crystalline blade is the deep blue of inflicts. The chargers last 1
an ice cave, and its ornate hilt is gold inlaid with minute from the time
a carved sapphire.You gain a +1 bonus to attack acquired. You can spend
and damage rolls with this magical sword. When charges as a bonus action on
you hit with an attack using this weapon the your turn for the following
target takes an extra 1d6 cold damage. In effects;
addition, while you hold the sword you have Transfer life. You heal 1d4
resistance to fire damage and immunity to cold lost hit points for each charge
damage. you expend. There is no limit
In freezing temperatures, the blade sheds light to the charges you can expend
in a 10-foot-radius, and dim light for an on this property in a single
additional 10 feet. You can suppress this bonus action.
illumination at will. Bloodlust. You can expend
When you draw this weapon, it releases a burst two charges to cast bless with
of cold in a 30 foot radius, extinguishing all non- you as the only affected
magical flames and dealing 14 (4d6) cold damage creature.
to creatures in the area and reducing their speed Exsanguinate. After a
by 10 feet for 1 minute. Each affected creature can successful attack on a creature
make a DC 15 Constitution saving throw to halve you can expend three charges

Page 32
and induce massive blood loss, requiring the save DC (including the bonus gained from this
target to make a successful Constitution saving item).
throw or take 4d6 necrotic damage. To fuel these maneuvers, the weapon provides
one superiority die, which is a d6 (this die is
Mage’s Weapon, +1, +2, or +3 added to any superiority dice you have from
another source, no matter when you gain them).
A superiority die is expended when you use it. As
long as you have the weapon on your person, you
regain your expended superiority dice when you
You can use this weapon as a spellcasting focus finish a short or long rest. If you wish, you can
for your spells, and you add a bonus determined regain an expended superiority die by expending
by this magical weapon's rarity to attack and a spell slot while wielding this weapon.
damage rolls you make with it. You add the same
bonus to your spell attack rolls and to the saving Moonbow +1, +2, or +3
throw DCs of your spells.
In addition, while you wield this weapon, you
know two maneuvers from among those available This slender bow is made of white wood so
to the Battle Master archetype in the fighter class. polished it looks like pearl, and whenever its
You choose these manuevers when you attune to nearly invisible bowstring is drawn, it creates a
the weapon. If a maneuver you use requires your gleaming arrow of light, so that it never runs out
target to make a saving throw to resist the of ammunition. You add a bonus determined by
maneuver’s effects, the saving throw DC equals 8 this magical bow's rarity to attack and damage
+ your proficiency bonus + your Strength or rolls you make with it.
Dexterity modifier (your choice). If you wish, you You can use a bonus action to cause the bow to
can instead choose for the DC to be your spell shed bright light in a
15-foot radius and
dim light for an
additional 15 feet.
The light lasts for 1
hour, or until you
use another bonus
action to stop the
bow from glowing.
If you are a cleric
or paladin, and if
your race is elf or
half-elf, you can use
this weapon as a
spellcasting focus as
well.

Page 33
doomed realm have been lost. You gain a +2
Rubicant Blade, +1, +2, or +3 bonus to attack and damage rolls with this
magical sword. On a hit, this weapon deals an
additional 1d6 necrotic damage to any living
creature (not a construct or undead).
This beautiful and ornate sword has seven runes Accumulated Knowledge. You may call upon
inscribed on the blade and vibrates with power the accumulated knowledge of the trapped souls
when held. You can use it as a spellcasting focus to recall information, gaining advantage on all
for your spells, and you add a bonus determined Intelligence (Arcana, History, Nature, or
by this magical weapon's rarity to attack and Religion) checks.
damage rolls you make with it. While you and Cry of the Lost. As an action, you can cause
this weapon are on the same plane of existence, the captured souls in the blade to come forth as a
you can summon this weapon as a bonus action swirling, transparent flock of spectres emitting
on your turn, causing it to teleport instantly to horrific screams in a 20-foot radius, centred on
your hand. the blade. All creatures in the area of effect,
Whenever you willingly teleport during your except you, must make a successful DC 15
turn, if you are holding this weapon, the range of Wisdom saving throw or take 4d6 psychic
distance which you can teleport increases by 10 damage and must use their next turn to flee from
feet. you by the most direct, safe route, using their
You can use this weapon to cast misty step. action to dash. A creature that cannot flee safely
When you cast misty step in this way, choose two instead cowers, gaining the prone condition. A
allies within 30 feet of you. Each creature you successful saving throw halves the damage and
choose can use its reaction to teleport up to 30 negates the compulsion to flee. This property can
feet to a new space within 30 feet of you. Once be used three times, the mace regaining all uses
you cast misty step with this property of the at dawn.
weapon, it cannot be used to do so again until
after the next dawn. Soulknife

Soul Reaper, the Cry of the This black steel dagger has a twisted wire hilt
Lost that grasps an irregular ruby. You gain a +1 bonus
to attack and damage rolls with this magical
dagger.
Soul Capture. Upon successfully delivering a
The royal purple inlay on this blade bears golden
killing blow with this weapon, you can expend
runes that speak of ruthless loyalty to a mighty
your reaction to capture the dying creature’s soul
queen, but the name of both the queen and her
temporarily. The soul remains within the gem in

Page 34
the hilt for 1 minute before moving on to its final bonus to your spell attack rolls and to the saving
rest. While trapped in the dagger the creature throw DCs of your spells.
may not be raised or resurrected. Each turn the In addition, whenever you finish a short rest
creature remains in the gem you may ask it one while attuned to this weapon, choose one of the
question with a yes or no answer that it must following damage types: acid, cold, fire, lightning,
answer truthfully. At the end of each of your necrotic, or radiant. Until the next time you
turns the trapped soul can make a DC 15 finish a short or long rest, the weapon inflicts
charisma saving throw to end its captivity early. damage of the chosen type instead of its normal
Once the dagger traps a soul with this property damage, and you gain resistance to damage of the
once, it cannot do so again until the next dawn. chosen type. This effect ends early if you die.
Finally, you can dismiss the weapon, shunting
Spellsoul Blade, +1, +2, or +3 it into an extradimensional space, and it appears
whenever you use a bonus action to summon it
again thereafter. The weapon appears at your feet
if it is in the extradimensional space when you
You can use this weapon as a spellcasting focus die or if you stop being attuned it.
for your spells, and you add a bonus determined
by this magical weapon's rarity to attack and Spiderkissed Weapon, +1, +2, or
damage rolls you make with it. You add the same
+3

This drow-wrought magic weapon is enchanted


to poison foes. You add a bonus determined by
this magical weapon's rarity to attack and
damage rolls you make with it. Whenever you hit
with a melee attack using this weapon, you can
choose to inflict poison damage instead of the
weapon’s normal damage. On a critical hit, this
weapon inflicts an additional 1d4 necrotic
damage.
In addition, when you deal poison damage with
this weapon, you can force the target to roll a
Constitution saving throw (DC equals 14 + this
weapon’s magical bonus to attack and damage
rolls). A creature in sunlight has advantage on
this saving throw. On a failed save, for 1 minute
the target is poisoned and its speed is reduced by
half. The target can repeat the saving throw at
the end of each of its turns, ending the effects on
a success. Once you force a creature to make this
saving throw, you can’t do so again until you
finish a long rest.

Page 35
cast in this way, the spell protects you against
Stormbright's Blade dragons as well as aberrations, celestials,
elementals, fey, fiends, and undead. While you
are protected in this way, you and all allies within
60 feet of you also gain a +1 bonus to AC and
This sword is of dwarven make yet balanced for a
saving throws.
wielder of human height. Covered in runes of
In addition, when you are reduced to 0 hit
protection, it is large for a longsword. The dwarf
points but not killed outright, you can spend 3
paladin Garm Stormbright found it in Athkatla,
charges to drop to 1 hit point instead. Once you
immediately after the incident of the Planar
use this property, you can immediately use your
Sphere, indicating that the sword is from another
reaction to move up to your speed and make one
plane. Stormbright wielded the sword in his
attack with this sword. After that attack is
career as the most feared constable of Raven's
resolved, you immediately take 1 hit point of
Bluff, and that was when the sword (the real
damage.
name of which is unknown) gained this title.
Unless it is wielded by an evil creature, this
When he retired to tend a shrine to Berronar in
sword never rusts or tarnishes, its metal is always
Ylraphon, and made a vow of pacifism, he gave
polished, and its edge is always sharp. When an
up the blade. Its current location is unknown.
evil creature makes an attack roll with it, on a roll
You gain a +3 bonus to attack and damage rolls
of 1 on the d20, the sword breaks, and it cannot
with this longsword, and when you wield it with
be repaired until it is attuned to a wielder. Even
two hands using its versatile property, its damage
then, repairing it costs 500 gp and requires a
increases to 2d6 instead of 1d10. The sword also
skilled swordsmith.
grants you a +3 bonus on Charisma (Persuasion)
and Intelligence (History) checks.
The sword also has a number of charges equal
Sword of the Golden Scorpion
to your proficiency bonus. If you are 9th-level or
higher, you can expend 1 charge as a bonus action
to cause the sword to emit bright light in a 10- This greatsword has a golden hilt with a brown
foot radius and dim light for an additional 10 feet. chitin grip. The flexible blade whips as it is
You can spend 2 charges as an action to cast swung, cutting through the air with a metallic
protection from evil, targeting yourself. When

Page 36
whine. You gain a +1 bonus to
attack and damage rolls with
this magical sword.
You can use an action to
cause thick, green 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 ona DC 15 Constitution
saving throw or take 2d10 poison
d amage and become poisoned
for 1 minute. The sword can’t be
used this way until the next
dawn.
Golden Scorpion. As an
action you may take the shape
of a scorpion or giant scorpion
(as described in the Monster
Manual), with a brown and
golden coloring, as if you had
cast the polymorph spell, except
that you retain your own
Intelligence, Wisdom and
Charisma scores, and saving
throws if these are better than
the form taken. The sword regains the use of this
property at dawn the next day.
Timereaver, the Blade of
Hindsight
Tideripper, Master of the Sea
The blade of this sword shines as of it were just
This longsword has a dark blade and a hilt that forged yesterday, yet the ornate gold hilt is
resembles reaching tentacles, with a central gem tarnished as if
resembling the pupil of a sea serpent’s eye. When You gain a +2 bonus to attack and damage rolls
swung underwater, the tentacles writhe and the with this magical sword. While attuned to this
eye blinks of their own accord. weapon you cannot be affected by haste, slow or
You gain a +2 bonus to attack and damage rolls any magic or effects that alter time or age you.
with this magical sword. While attuned to this Timereave. If you have not yet taken any
weapon you gain a swimming speed equal to your actions or bonus actions during your turn, as an
walking speed, and are under the constant effects action you can cut through time, enacting a
of a freedom of movement spell. paradox bubble around yourself that the
timestream immediately attempts to correct. The
events of the preceding round—from the end of

Page 37
your previous turn to now—are undone for you calming aura.
alone. Any damage you took during that time is
healed, and any effects you’ve become subject to Uldruin, the Elder Blade of
since the end of your last turn immediately end.
If you took any reactions during that time, the
Unbinding
direct effects of those reactions are undone, and
if you have moved since the end of your last turn,
you are teleported back to where you were at that The glowing blue runes running down the blade
time. If that space is occupied, you teleport to the of tthis sword cannot be translated. Sages claim
nearest safe unoccupied space. Due to the stress they are written in a dead language that has been
of this time correction, you cannot take actions history from history by a powerful spell.
or bonus actions until after the end of your next You gain a +2 bonus to attack and damage rolls
turn. Once you use this property, Timereaver with this magical sword. On a hit, it deals an
cannot undo time again until the next dawn. extra 1d6 force damage to the target. If you hit a
construct or object with this sword, the attack
Trident of Serenity automatically scores a critical hit.
If a creature you hit with an attack using this
sword is only present because it was summoned
This magical weapon senses strife and turmoil
or conjured with a spell (for example conjure
around you, responding in kind with calming
elemental or planar ally), it must roll a DC 15
magic that suppresses anger and fear. You gain a
Charisma save. On a failed save, the summoning
+1 bonus to attack and damage rolls made with
spell immediately ends, returning the creature
this trident, and while you wield it, you emit an
from whence it came.
aura of calm within 15 feet. Any creature within
If a creature you hit with an attack using this
this aura gains the following benefits:
sword is charmed or subject to an effect that has
 It is immune to the charmed and frightened cursed it (such as bestow curse), it immediately
conditions stops being charmed or . condition, or affected by
 It has advantage on Wisdom saving throws a curse, this effect is automatically ended.
Unweave Spell. As an action, you can use the
 When the creature starts its turn, any other
sword to cast dispel magic. It is cast at 3rd level
creature within this aura that is hostile to it
unless you choose to spend some of your Hit Dice
becomes indifferent to it until the end of the
to increase the spell level. For every two Hit Dice
turn
you spend in this way, the spell is cast as if using
These effects can interfere with certain styles of a spell slot of one level higher. Once Udldrin
combat, so allies of yours who rage in combat casts dispel magic in this way, it cannot do so
(like barbarians) or rely on opportunity attacks again until the next dawn.
may find good reason to stay outside of your

Page 38
 Golden Eagle. You gain
Uthgar’s Will, the advantage on Perception checks
Blade of Unity  Gray Wolf. You do not gain
levels of exhaustion from forced
march travel.
This sword, forged according to
 Great Worm. You gain
ancient techniques of the noethern
resistance to poison damage and
barbarian tribes, is long and
immunity to the poisoned
straight. Unusually, the handle
condition.
extends another half a foot past the
 Griffon. When you take the
crossguard, where it is encased in
attack action you gain advantage
bronze. Both portions of the handle
are wrapped in leather cord that on the first attack roll in a round if
you have moved your full
feels warm to the touch. This blade
movement speed prior to making
was made to commemorate an
alliance between the Uthgardt the attack.
barbarian tribes brokered in the  Red Pony. You gain advantage
Year of the Watchful Eyes by the on Constitution checks.
Neverwiner-based alliance of  Red Tiger. You gain advantage
wizards known as the Covenant. on Dexterity checks that include
You gain a +2 bonus to attack and your proficiency bonus.
damage rolls with this magical
 Sky Pony. You take half damage
sword
from falling.
Aspect of the Totems. The
sword has 3 charges. As an action,  Thunderbeast. You gain
you can use 1 charge to invoke one advantage on Strength checks.
of the following tribal totems. Each  Tree Ghost. You gain advantage
totem aspect remains active for 1 on death saving throws
hour, and while it is a active, the While any totem is in effect, you
symbol of that totem is tattooed gain advantage on Charisma checks
across your face in blue ink. The to interacting with members of the
totems include: tribe of the same name, but
 Black Lion. You gain disadvantage on Charisma checks
advantage on Initiative rolls with all other Uthgart tribes. The
 Black Raven. You gain the use blade regains all expended charges
of the cantrip. at dawn.

 Blue Bear. You impose


disadvantage on creature’s
checks to escape a grapple you
apply.
 Elk. Your base speed increases
by 10 feet.

Page 39
Warblade of the Legion Weapon of Chronal Omission,
Master +1, +2, or +3

This ancient, battered blade was forged in


the ancient empire of Netheril. Centuries This weapon sometimes appears to lag
later, it was wielded by second-born princes behind where you move it, or to lead your
of the Shoon Imperium. Since the fall of the swing by scant inches. You gain a bonus to
Shoon a millennium ago, it has passed attack and damage rolls made with this
among the generals of various mercenary magical weapon, determined by the
armies in Tethyr, Calimshan, Chult, and the weapon’s rarity.
Shining Lands. This weapon has a number of charges
You gain a +2 bonus to attack and damage equal to its bonus to attack and damage
rolls with this magical sword. While attuned rolls. Once during each of your turns, when
to this weapon you can magically amplify you hit a creature with an attack using this
your voice to be heard clearly to a range of weapon, immediately after the attack is
100 feet. resolved, you can expend 1 charge,
In addition, the warblade of the legion attempting to send the creature forward
master has 3 charges. As an action, you can through time. The creature must make a
select a number of creatures within equal to 1 Charisma saving throw with a DC equal to 8
plus your Charisma modifier (minimum 2) + your proficiency bonus + your Strength or
who must all be within 120 feet of you and Dexterity modifier. On a successful save, the
able to you hear you. You then bellow a magical creature is out of phase with time, and it can’t
command that immediately benefits your allies. take reactions until the end of its next turn. On a
You can select one of the following effects: failed save, the creature completely vanishes until
the end of your next turn. During that time, other
 Sound the Charge. The affected creatures
creatures can’t perceive, interact with, or affect it
can use their reaction to move up to their
in any way, and it is incapacitated, can’t move or
speed toward a single point you designate
speak, and is unaware of its surroundings.
within sight.
When the creature reappears, no time has
 Assault. Each affected creatures can use its
passed for it, and it’s in exactly the same
reaction to make a single weapon attack.
condition as when it vanished. It returns to the
 Rally. The affected creatures are immune to space it previously occupied, or to the nearest
the frightened condition until the start of unoccupied space. The creature’s reappearance
your next turn. If any creature that has the cannot be delayed or prevented by any means.
frightened condition when this property is In addition, whenever you score a critical hit
used it ends for that creature. with this weapon, you can choose to either deal
 Retreat. Each affected creature can use their an extra 1d8 force damage with that critical hit, or
action to take the disengage action and move regain 1 expended charge for the weapon.
up to half their speed. Once you expend one of the weapon’s charges,
you can’t do so again for 1 minute. The weapon
The warblade regains expended charges each day
regains any expended charges daily at dawn.
at dawn.

Page 40
Wondrous Items
Abyssal Adornment

This heavy chain, made of charred and twisted


black metal, broods with barely bridled hate. It
grants a +1 bonus to all saving throws made by
any creature wearing it as a necklace.
When you would take acid, cold, fire,
lightning, or thunder damage, you can use your
reaction to gain resistance to the triggering
damage and to all damage of the same type until
the end of your next turn. Once you use your
reaction to activate this property, you cannot do
so again until the next dawn.

Amulet of Abundant Health

While you are wearing this amulet, you are


immune to all nonmagical diseases and gain a +3 The disc is usually engraved with a stag or similar
bonus to saving throws versus magical diseases beast.
and curses (like the bestow curse spell or a An attuned wearer has advantage on Dexterity
warlock feature that curses). In addition, you can (Stealth) and Wisdom (Survival) checks while
use it as a reaction whenever you fail a saving tracking.
throw against a disease (magical or otherwise) or
curse, attempting the cleanse your flesh of this Amulet of Lathander
malevolent effect. When you use this reaction,
you can reroll the failed saving throw, but must
This is a platinum amulet fashioned and blessed
use the result of the second roll. Whether or not
by a priest of the Morninglord, properly known as
you succeed, you take 1d6 radiant damage at the
the Faerûnian god Lathander (or another
end of the turn during which you rerolled the
appropriate god of renewal or dawn in your
failed save.
campaign). If you are dropped to 0 hit points
Once you use the amulet to reroll a failed
while wearing this amulet, you can use your
saving throw, you cannot do so again until after
reaction to speak a brief prayer to Lathander and
the next dawn.
make a DC 15 Constitution saving throw. On a
successful save, you can spend a number of Hit
Amulet of Hunting Dice equal to your proficiency bonus (minimum
of 1) to regain hit points. On a failed save, you
This amulet can be carved from rare hardwood, drop to 0 hit points, but you can add your
ivory, or crafted from precious metals. The proficiency bonus to your death saving throws.
amulet is usually in the form of a disc with a
loophole to be worn around the neck with a cord.

Page 41
fire damage. This copied effect has the same
Amulet of Magic Resistance attack modifier or saving throw DC as the
original effect being copied, as well as the same
This platinum amulet is usually adorned with range or area of effect, and affects only the same
gems and imbued with magic through a ritual targets as the original. However, any fire damage
with many spellcasters contributing to empower dealt by the original effect is converted to cold
the item. damage when the amulet duplicates, and any
An attuned creature carrying or wearing the damage that was not fire damage is not
amulet gains advantage on saving throws against duplicated at all.
spells and other magical effects. Once the amulet is used, you cannot use it
again until after the next dawn.
Amulet of the Demodragon
The Demodragon
This amulet is adorned with the sculpted heads
of five dragons, each a different chromatic breed.
If you cast a spell that inflicts fire damage during
your turn, or if you have seen a creature within
120 feet of you take fire damage inflicted by a
dragon since the end of your last turn, you can
use a bonus action during your turn to activate
this amulet. The amulet immediately copies the
spell, attack, or other effect which inflicted that

Aquamarine of Spell Extending


)
This blue stone can be attached to a weapon or
other handheld object of metal or wood by
pressing the aquamarine against it for at least 10
minutes.The object can then be used as a spell
focus. You can use a bonus action to expend a
charge and double the duration of any spell cast
using a 6th or lower level spell slot that has a
duration of at least 1 minute. The aquamarine has
3 charges that are replenished every day at dawn.

Page 42
Arcanist’s Glasses Bagpipes of Droning

These spectacles of unknown origin have ruby You must have proficiency in the Performance
lenses set in platinum wire frames. While skill to use these pipes. You can use an action to
wearing these glasses, you gain the following play them and expend 1 charge to create a dull,
benefits: droning noise that sends creatures into a magical
 You have advantage on Intelligence (Arcana) slumber. Roll 10d8; the total is how many hit
checks, as well as on Wisdom saving throws points of creatures this spell can affect. Creatures
made against illusion spells. within 20 feet of you are affected in ascending
order of their current hit points (ignoring
 You understand any written language that
unconscious creatures).
you see, but you must be touching the surface
Starting with the creature that has the lowest
on which the words are written. It takes
current hit points, each creature affected falls
about 1 minute to read one page of text. These
unconscious for 1 minute, or until the sleeper
glasses don’t decode secret messages in a text
takes damage. Subtract each creature's hit points
or a glyph, such as an arcane sigil, that isn’t
from the total before moving on to the creature
part of a written language.
with the next lowest hit points. A creature's hit
 You can use an action to cast the detect magic points must be equal to or less than the
spell. If you remove the glasses, the spell remaining total for that creature to be affected.
ends. Undead and creatures immune to being
While you wear these glasses, the lenses focus charmed aren't affected by this item. The
your sight on things that are close to you. bagpipes have 3 charges that are replenished
Everything farther than 30 feet away from you is every day at dawn.
lightly obscured, and everything farther than 60
feet away is heavily obscured. Baldric of Tactical Positioning

Armband of Exemplary Healing


This belt gives you greater command of the
battlefield by helping you keep your enemies off-
This armband is made of silver and inset with balance. As a bonus action, choose one space
small diamonds. It has 3 charges that are within 5 feet of you that is not occupied by a
replenished every day at dawn. When you use hostile creature. For 1 minute, when you hit a
your action to cast a spell of 1st level or higher creature with an attack roll, if that creature is
that restores hit points to a creature, you can within 5 feet of that chosen space, you can use
expend 1 charge as a bonus action to maximize your sneak attack feature to deal extra damage
the dice for the number of hit points regained. tothe target, even if you didn't have advantage on
Spells of 7th level or higher are not affected by the attack roll. You can't deal your sneak attack
this item. damage if you had disadvantage on the attack
roll. You can only choose a space with the ring if
it has been at least 1 minute since the last time
you used this property to choose a space with it.

Page 43
Belt of the Bronze
Titan

This bronze belt is constructed of


solid disks of various sizes linked
together. Your Constitution is 21
while wearing this belt, unless it is
already 21 or higher.
If you suffer a critical hit while
wearing the belt, the belt rings like
a struck gong and damage is
negated. The belt then becomes
inert for 10 minutes and your
constitution returns to normal for
this period. If the loss of hit points from the
constitution adjustment would take you to 0 hit The Blackstaff’s Book of 1,000
points, your hit points become 1 instead.
Spells
Black Hand
This thick book, etched in silver and bound with
This is an elbow high slip-on black glove, worn night-blue leather, was created by the first
rfusually on the left hand, each is blessed and Blackstaff, Khelben Arunsun, to educate future
imbued with magic by priests of Bane or other generations of mages. There are multiple copies
lawful evil deities. While wearing one of these of the book; the one in Candlekeep’s collection
gloves, you gain a +2 bonus to any saving throw was a gift from Lady Laeral Silverhand, Open
against a spell that targets only you. In addition, Lord of Waterdeep.
if you take damage caused by a spell, the glove If you can attune to this book, you can use it as
stores 1 hit point of necrotic energy for every 5 hit an arcane focus. While holding it, you gain a +3
points of damage you take. The glove can store bonus to your spell attack rolls, spell save DCs
up to 20 hit points of necrotic energy at a time. If and Intelligence (Arcana) checks.
the glove has necrotic energy in its pool, you can When found, the book contains every spell in
use your action to make a melee spell with the The Blackstaff’s Book of 1,000 Spells from the
glove. On a hit, the target takes necrotic damage Dungeon Masters Guild (or any collection of
equal to the amount you wish to spend from the spells the DM chooses). If you’re a wizard, you
pool. can also use it as a spellbook.
The margins of this book appear blank to any
creature that’s not attuned and doesn’t know its
command word, though the spells themselves are
visible. While touching the book, you can use a
bonus action to speak its command word and
reveal notes scribbled throughout the book’s

Page 44
margins, which remain visible until you stop both lions and housecats), etc. A side effect is
touching the book. Every note written on the that you can no longer speak any other language
pages of this book magically appears on all other but can only make the noises you use to
copies. The notes include every piece of lore from communicate with your chosen type beast,
The Blackstaff’s Book of 1,000 Spells, written by except when you speak or sing as part of casting a
leading archmages such as Laeral, Mordenkainen, spell. This effect lasts while you have the bracelet
Elminster, and even the lich Acererak— on your wrist. The bracelet cannot be removed
accompanied by gossip about other spellcasters. until after you complete a long rest.
The knowledge and awareness of many beasts
Boots of Balance is limited by their intelligence, but at minimum,
beasts can give you information about nearby
These soft leather boots increase an attuned locations and monsters, including whatever they
wearer’s nimbleness and make no sound when can perceive or have perceived within the past
moving across any surface. The boots grant the day. You might be able to persuade a beast to
wearer advantage on Dexterity (Acrobatics) perform a small favor for you, at the DM's
checks, Dexterity (Stealth) checks that rely on discretion.
moving silently, and on Dexterity saving throws.
Bracers of the Blinding Strike
Boots of Other Paths
These dark leather bracers are adorned with
These fine leather boots lead you down paths you three mithril rings each. You gain advantage on
wouldn’t normally take. The product of one Dexterity checks for initiative while wearing
wizard’s attempt to maximize her potential for these bracers. In addition, once during each of
taking challenging paths, these boots your turns, you can use your bonus action to
disappointed their creator in the end, but have make a weapon attack.
proven useful to other wearers, who always come
by them unexpectedly.
These boots have 4 charges. You can expend
one charge as a bonus action to take the Dash
action. When you do so, until the start of your
next turn, your movement is unaffected by
difficult terrain, and your speed can’t be reduced
by spells or other magical effects. The boots
regain 1d4 expended charges each day at dawn.

Bracelet of Animal Speech

When you place this item on your wrist, you


gain the ability to comprehend and verbally
communicate with one type of beast of your
choice. A type of beast is usually limited to one
species, but your DM may allow you to choose a
broader category (all birds, all cats (including

Page 45
Bracers of the Swordmaster

These dark leather bracers are scratched and


scuffed with countless weapon strikes. You
cannot be forced to drop your weapons against
your will while wearing these bracers. In
addition, when a creature rolls a saving throw
or ability check to resist your attempt to disarm
it, it has disadvantage on the roll.

Brixmarsh Cloak
creatures between the time of their vanishing and
when they return. The candle disappears as well,
This night-blue cloak of crushed blue velvet bears
but unlike those it caused to vanish, the candle is
silver runes on the hem, and on the right
lost forever.
shoulder, a heraldic rendering of two towers—the
symbol of Brixmarsh, a failing school of magic
foolishly built on the outskirts of the Flooded Cat’s Eye Marble
Forest. These cloaks were originally created for
that school, in ambitious numbers far higher This small glass sphere resembles a green cat’s
than its eventual enrollment, but are now issued eye. It grants you darkvision to a range of 60 feet.
by the Avowed to apprentices studying under If you already have darkvision, wearing the
masters of the Art. goggles increases its range by 60 feet.
The cloak has a pocket that magically stretches
to hold a single book weighing 7 pounds or less. Clarity’s Monocle
While in the pocket, a book is protected from all
moisture and its weight is reduced to one-tenth A clear circle of crystal attached to a thin mithral
of normal, though its shape can be clearly seen chain, clarity’s monocle sees through lies and
bulging through the outside of the cloak. For 1 helps its bearer stay calm while the chaos
hour after a book is removed from the pocket, its explodes around them.
pages shed a faint pale-blue light—just enough to While you are attuned to clarity’s monocle,
read it by. Charisma (Deception or Intimidation) checks
against you are made at disadvantage.
Candle of Tomorrow The monocle has 3 charges. You can use 2
charges to cast no more lies* or zone of truth. The
When you light this silver candle, you specify a DC for saving throws against these spells is 17.
length of time, ranging from 1 minute to 24 Also, when you make a Wisdom or Charisma
hours. When you do so, each willing creature saving throw, you can use 1 charge to gain
within 10 feet of the candle vanishes for the advantage on that save. The monocle regains all
length of time you chose. When your chosen expend charges each day at dawn.
duration ends, the target reappears in the space it
left or, if that space is occupied, in the nearest
unoccupied space. No time passes for the

Page 46
to be wielded and imbued with the benefits of
Cloak of Battle your shillelagh spell. When the spell ends, the
cloak returns to its normal form and you are
This cloak animates to protect you in battle. instantly wearing it once more.
When a melee weapon attack misses you by 5 or
more while you wear the cloak, the attacker must Cloak of the Rogue
make a DC 15 Dexterity saving throw. On a
failure, the weapon becomes entangled in your
cloak, and cannot be used to attack again until
This finely crafted black cloak grants the
after the end of the attacker’s next turn unless
following benefits to a rogue attuned to it:
you command the cloak to release the weapon
early. If the attacker fails the saving throw by 5 or  It conforms to fit its wearer.
more, it drops the weapon. If the attacker wishes  It grants a +2 bonus to AC and saving throws
to move more than 5 feet, it must drop the  The wearer gains advantage on Dexterity
weapon to do so. (Stealth) checks to hide
If you try to move more than 5 feet while a
In addition, the interior of the cloak has four
weapon held by another creature is entangled in
pockets that each act as a bag of holding.
your cloak, that creature must make a DC 15
Strength saving throw. On a failure, it drops the
weapon. On a success, you must either command Crown of Leadership
the cloak to release the weapon (which happens
instantly when you will it and does not require This sturdy but elegant silver crown is embedded
speech or an action), or you cannot move more with 10 gems, each valued at 100 gp or more. An
than 5 feet until after the end of the turn. attuned wearer gains a +2 bonus to Charisma up
When a creature drops a weapon entangled by to a maximum score of 20. If any of the gems are
the cloak, the cloak keeps the weapon and then removed, the crown loses its magic.
drops it at your feet at the end of
that creature’s next turn. Dark Calling Candle
In addition, while you wear the
cloak, you can use it to cast This grey wax candle is cast in
shillelagh, using your choice of the shape of a devilish creature.
Intelligence, Wisdom, or As an action you can light this
Charisma as your spellcasting candle and summon a devil, of a
ability score. When you cast type of your choice, up to a
shillelagh while wearing the Challenge rating of 6 or lower.
cloak, you do not need a club or While the candle remains alight,
quarterstaff. If you cast it while the devil must serve you and
you are not holding a club or carry out your commands to the
quarterstaff, and you have at best of its property, but cannot
least one empty hand, the cloak move more than 60 feet from the
you are wearing will instantly candle. The creature rolls its own
transform itself into a club or initiative and has its own turns.
quarterstaff (your choice) and While the candle is lit the
move to your empty hand, ready creature cannot harm you, but it

Page 47
is not friendly, and may seek to twist any attack roll, you deal an additional an extra 1d10
commands given to follow the literal but perhaps radiant damage to it. Also, whenever you make a
unintended meaning. Charisma check when interacting with dragons,
At the beginning of each of the devil’s turns you roll a d6. If the dragon is good or neutral, of
there is a 10% chance the flame dies and the devil if it is a Charisma (Intimidation) check, you add
is freed. You can reduce this to 5% by the number rolled as a bonus on your Charisma
maintaining concentration on the summoning check; otherwise, you subtract the number rolled
effect. Once the candle flame is extinguished the as a penalty on that check.
devil is free to act for 1 minute before returning to This holy symbol has 2 charges. While holding
the nine hells. The devil also disappears, the symbol, you know the detect dragonblood*
returning to the nine hells, if it is reduced to 0 hit cantrip, and you can expend one or more of its
points. charges to cast one of the following spells from it,
The candle can burn for up to an hour. It may using your spell save DC and spellcasting ability
extinguish naturally or be snuffed by you, and the spell’s normal casting time: absorb
reducing its overall duration appropriately. Each elements (1 charge), dragon’s breath (2 charges),
time the candle is relit a new devil may be or hold person (2 charges). Each day at dawn, the
summoned. When the candle burns out it dragonscale regains any expended charges.
becomes a nonmagical lump of wax.
Egg of Death
Diadem of Discretion
This apparently empty eggshell feels cold to the
This diadem has 3 charges. As a bonus action, touch. It was invented by dragonborn sorcerers in
you can expend 1 charge to cast misty step. You Abeir, the twin world of Toril, as part of their
can use 3 charges to cast misty step as a reaction covert insurrection against the dragons of
when another creature moves, attacks, or forces Melabrauth who enslaved them. Since the
another creature to make a savingthrow.
The diadem regains 3 expended charges at
dawn. If you expend the diadem’s last charge
roll a d20. On a 1, the diadem crumbles into dust
and is destroyed.

Dragonscale of Bahamut

Scales fallen from the Platinum Dragon,


Bahamut, are occasionally brought from his
palace on the outer planes and awarded as holy
relics to champions of law and good. This is one
such scale, carved into a holy symbol, and when
you use it is a spellcasting focus for cleric or
paladin spells you gain a +1 bonus to spell attack
rolls and to the saving throw DCs of your spells.
Whenever you hit an evil dragon with an

Page 48
while you wear this pin, unless it is already 21 or
higher. Also, the emblem has 4 charges. As a
bonus action, you can use 1 charge to cast the
misty step spell. When you do so, you can select-
- by color—one of the following effects:
 Red (Summer). Each creature of your choice
adjacent to you when you finish the
takes 5 points of fire damage.
 Brown (Autumn). A creature you can see
within 30 feet of your destination after using
misty step must make a DC 15 Wisdom saving
throw or be charmed by you for 1 minute. The
creature has advantage o the saving throw if
previously harmed by you or your
companions, and may make a new saving
throw at the end of each of its turns to end
the effect.
 Blue (Winter) One creature of your choice
Spellplague, many of their descendants now that you can see within 5 feet of you before
dwell in Tymanther, where they create eggs of you teleport must succeed on a DC 15
death for espionage in their nation’s war against Wisdom saving throw or be frightened of you
Unther. until the end of your next turn.
As an action, you can break the egg to call  Green (Spring) You can touch one willing
forth a corpse identical to what you would look creature within 5 feet of you. That creature
like if you suddenly died, which appears in a then teleports instead of you, appearing in an
space of your choice within 5 feet of you. The unoccupied space of your choice that you can
corpse is absolutely real, flawlessly passes see within 30 feet.
detailed examination, and registers no traces of Once you choose a particular color, it
magic to suggest its source. Once the corpse disappears from the spectrum shift of colors
appears, the egg is destroyed. within the gem until the next dawn. Until that
Many scholars believe the body comes from an color reappears, you cannot choose it again. If
alternate timeline wherein you truly died. Fate you use the last charge, the gem stops shifting
took one path in your own timeline, and a colors and becomes clear. The eladrin emblem
different, fatal one in the other, but the corpse is regains all expended charges each day at dawn.
absolutely yours. The effects of resurrecting the
body (if any) are left to the DM’s discretion.
Exchequer’s Ledger
Eladrin Emblem
This book, filled with ever-changing mystical
entries, rests on a simple wooden desk. The
This silver pin is shaped like a crescent moon set ledger was taken from a dragon’s hoard along
with a gem at its center. The gem slowly changes with the desk it’s attached to, and the two can’t
color through a spectrum of red to brown to blue be separated. The ledger appears blank while it’s
to green. Your Dexterity score increases to 21

Page 49
moving, but once it’s remained stationary for 24
hours, the ledger’s pages display a detailed list of
Flensing Gloves
entries describing each object within 60 feet plus
an educated estimate of its monetary value. If an These gloves appear to be made of soft, black
object is a book, the entry also includes its title, leather. Once you put them on and attune to
author, number of pages, a brief summary of its them your hands become covered in inky
condition (“pristine,” “water-stained,” blackness and your fingers end in razor sharp
“incomplete,” etc.), and a rough estimate of what claws that seem to stretch of their own accord.
year it was created. The ledger does not note While you are wearing both of these gloves, you
whether or not any particular object is a magic can make a special unarmed strike. This unarmed
item. strike deals an additional 1d6 magical slashing
While you are touching this ledger, you can use damage on top of any other damage inflicted, and
an action to consult its pages and instantly learn such an attack has a reach of 10 feet.
the summed monetary value of all objects A creature hit twice or more in the same turn
accounted for by its current list. You instantly by attacks with the same set of flensing gloves
know if the total has changed in any way since takes an additional 1d12 slashing damage from the
the last time you consulted the ledger, but not second attack, as your claws slice off a
when or by what means. devastatingly large chunk of its flesh.
While you are wearing one or both of these
Expeditious Tome gloves, and for 1 minute after you remove them,
you cannot hold anything in your hands.

Fugacious Stone
This thick book, bound in gray leather, has blank
pages, framed with strange writing. Most tomes When held, this unassuming pebble sometimes
of this type have been found in Undermountain, appears to vanish or duplicate itself for a split
created by various impatient apprentices of the second, but when you look again, it’s still there,
mad archmage Halaster Blackcloak, who
frequently find their ritual castings
interrupted. However, certain spellcasters
among the Avowed of Candlekeep know the
secret of creating an expeditious tome as well.
If you can attune to this book, you can use
it as a spellbook and an arcane focus. While
holding the tome, your spell save DC and spell
attack bonus each increase by the amount
determined by the item’s rarity. In addition,
you can reduce the casting time of a spell you
cast as a ritual by 5 minutes. Once this
property is used, it can’t be used again until
the next dawn.

Page 50
just one pebble, as it was before. Fugacious stones
are the collateral damage of learning
Gargoyle Mask
chronomancy. As wizards experiment with
manipulating time by sending objects into the This black iron half mask sports horns from its
future and summoning items from the past, that temples. As an action, you can use the mask to
magic spills and spreads. Even those who cast the polymorph spell, targeting yourself only,
carefully control arcane energy cannot prevent but you transform into a gargoyle (as described in
small amounts of magic from splintering off such the Monster Manual) instead of a beast. Once the
time-transformed objects, leaving specks of mask casts polymorph in this way, it cannot do so
matter that coalesce to form pebbles unstuck in again until the next dawn.
time. Some theorize that fugacious stones aren’t
actually destroyed when used. Rather, they are Garter of the Silver Tongue
flung to a far point in time where they can be
found and used again. While you wear this garter, you are
You can use an action to throw this stone at a preternaturally
willing creature glib and well-
within 60 feet of spoken, speaking
you. The stone with precise
instantly flies to diction while
the chosen target, choosing the most
and then the stone effective words to
and the target influence others.
both vanish. For Whenever you roll
the next minute, a Charisma check
other creatures that involves
can’t perceive, speaking, you can
interact with, or roll 1d4 and add
affect the target in the number rolled
any way, and the to your check
target is unaware result.
of its surroundings. In addition, whenever you cast a spell with
At the start of each of your turns, roll a d4. On verbal components, you can choose one of the
a roll of 4, or after the target has been gone for 1 following benefits and apply it to that casting of
minute, the target immediately reappears in the the spell:
space it left or, if that space is occupied, in the
 If the spell requires concentration, whenever
nearest unoccupied space. No time passes for the
you make a Constitution save to maintain
target between the time of its vanishing and
your concentration on it, you can roll 1d4 and
when it returns, and it’s in exactly the same
add the number rolled to your saving throw.
condition as when it vanished. The fugacious
 If the spell forces one or more creatures to
stone does not return; it is lost forever.
make a saving throw, you can roll 1d4 and add
the number rolled to the DC for one target's
save.

Page 51
 If the spell inflicts damage on one or more
creatures, you can choose one target and
Holy Symbol of Hope
inflict 1d4 extra thunder damage on it.

Garters Each holy symbol of hope was consecrated by a


high priest as a holy symbol of the faith. While
you carry this holy symbol, you can use it as a
spellcasting focus, and it grants you a +1 bonus to
spell attack rolls. In addition, it has three charges.
You can spend 1 charge to cast beacon of hope.
When you cast beacon of hope in this way, the
duration of the spell changes to 1 minute for this
casting, with no concentration required. All spent
charges are regained each day at dawn.
Girdle of Priestly Might
Horseshoe of Luck
This wide, finely-crafted belt is made upon the
altar of temple, and is consecreated to a specific This looks like a finely crafted horseshoe that
god, with that god’s holy symbol embossed on always stays in excellent condition. While this
the front. Blessed by a high priest and imbued horseshoe is held by a humanoid or attached to a
with powerful magic, this girdle grants its wearer beast, that creature gains a +1 bonus to all saving
the following benefits: throws.

 A +2 bonus to Armor Class


Leomund’s Goblet
 A Strength score of 19 if not already higher.

These finely made gold, platinum, and silver


goblets are inlaid with gems. When a goblet’s
command word is spoken, it fills with fine wine,
ale, or fresh water. The goblet can be used 7
times, with uses recharging each day at dawn.
The goblet is always clean between uses, and no
liquid in the cup can be poisoned. If the goblet
goes longer than 1 week without being filled with
holy water, it loses its magic permanently.

Magic Tome

This simple leather-bound book bears a distinct


aura of arcane energy. You can use this book as a
spellcasting focus. If you are a wizard, you can
also use it as a spellbook. While holding the
tome, you gain a bonus to your spell attack rolls

Page 52
and spell save DCs, as determined by the
item’s rarity. In addition, when you score
a critical hit with a spell attack for a spell
that deals damage, the critical hit inflicts
extra damage. That damage is equal to
your proficiency bonus + the level of the
spell (the level is 0 if it is a cantrip).

Magicbane Manacles

These plain looking steel manacles pulse


with arcane runes once placed on a
creature that can cast spells. A creature
wearing these manacles cannot cast spells or its Constitution to 12, allowing it to pull the cart
maintain concentration on them, and if a plus its cargo. The beast’s speed also increases to
creature is affected by a spell when the manacles 60 feet.
are placed on it, that spell ends. The manacles As long as the mouse or other beast remains in
have no key, and can only be commanded to the harness, it understands your words and obeys
open and close by the attuned owner. all your verbal commands, as if it were under the
The manacles cannot be damaged or picked as effects of a dominate monster spell.
they have no mechanisms. Escaping the manacles
requires a successful DC 20 Dexterity (Sleight of Orb of Crystalline Terror +1,
Hand) check. A creature cannot attune to the
+2, or +3
manacles while wearing them.

Marble of the Cat’s Eye


This rough-edged sphere of green crystal saps
While the marble is in your possession, you can courage and willpower from creatures who gaze
speak its command word and cast the darkvision upon it. If you’re a spellcaster, you can use this
spell without using a spell slot or need for orb as a spellcasting focus. When you do, it
material components. You can only gain this grants a bonus to your spell attack rolls and the
benefit once per day, regaining another use each saving throw DCs of your spells. The bonus is
day at dawn. determined by the orb’s rarity.
In addition, the orb has 3 charges. You can
Mouse Cart spend 1 charge to cast the spell cause fear or 2
charges to cast the spell fear, using your spell
save DC and spellcasting ability modifier for
A mouse cart resembles a miniature wooden cart
either spell.
with two wooden wheels and a tiny leather
Also, when a creature would make a saving
harness. When you secure a normal mouse or
throw against a spell you cast, you can expend 3
othe Tiny beast that has four legs in the harness,
charges. When you do so, you roll 1d6, adding the
the cart expands to the size of a normal cart
numer rolled to the DC of the saving throw.
(roughly 5 square feet). The Tiny beast retains its
This orb regains 3 charges each day at dawn.
normal size, but it increases its Strength to 16 and

Page 53
the psychic damage. Only a spellcaster that can
Orb of Holiness touch the orb without having to make this saving
throw can attune to it.

While holding one of these rare crystalline


Orb of Serenity
spheres—usually found at the heart of a temple,
shrine, sacred grove, or other special location
dedicated to a particular faith—you can use this This is a small crystal orb about six inches in
orb as a spellcasting focus. While holding this diameter, and it has 10 charges. While holding it,
orb, you gain a +2 bonus to spell attack rolls and you can use it as a spellcasting focus, and you
to the saving throw DCs of your spells. spend 1 charge as an action to cast the calm
An orb of holiness sheds bright light in a 15-foot emotions spell (save DC 15) without expending a
radius and dim light for an additional 15 feet. If spell slot. When you cast calm emotions in this
there is an aberration, celestial, fiend, or undead way, the duration of the spell changes to 1 minute
within 30 feet of the orb, the orb's light instantly for this casting, with no concentration required.
dims, and it only sheds dim light for 15 feet until All spent charges are regained each day at dawn.
it is no longer so close to such a creature.
Each orb has 12 charges, and regains 1d8 + 4 Owl Mask
expended charges daily at dawn. While holding
one, you can use an action to expend 1 or more of This iron half mask is shaped like an owl’s
its charges to cast one of the following spells features, with an extended beak and feathery
from it, using your spell save DC and spellcasting embellishments at the temples. Your Wisdom
ability modifier: cure wounds (1 charge per spell increases to 21 while you wear this mask, unless it
level, up to 4th), purify food and drink (1 charge), is already 21 or higher. In addition, as a reaction
sleep (1 charge), calm emotions (2 charges), or when you fail a Wisdom saving throw, you can
regenerate (7 charges). choose to automatically succeed instead. Once
An orb of holiness has an alignment, and is the owl mask allows you to succeed on a Wisdom
always neutral good, neutral evil, or neutral. The save in this way, it cannot do so again until the
DM can choose one of these alignments based on next dawn.
the faith to which the orb is consecrated, or a
d20. On a roll of 1-6, the orb is neutral evil, on a
roll of 7-14 the orb is neutal good, on a roll of 15-
20 the orb is neutral.
When an orb is touched by a creature of an
alignment to which the orb is opposed (any evil
for a neutral good orb, good for a neutral evil orb,
and any good or evil for a neutral orb), that
creature must roll a DC 17 Intelligence saving
throw. On a failure, it takes 4d6 psychic damage
and is affected as if it had failed its save against a
feeblemind spell. On a success, it takes 2d6
psychic damage and is stunned until the end of
its next turn. Any undead creature that takes this
damage also takes extra radiant damage equal to

Page 54
when you hit a creature with an attack roll, in
addition to the normal effects of the attack, you
can force that creature to roll a DC 15
Constitution save. On a failed save, the creature
becomes poisoned for 1 minute. Whether the save
succeeds or fails, the gem in the amulet returns
to its normal red color.
In addition, the amulet has 3 charges. As an
action, you can use a charge to cast the blink spell
on yourself. The amulet regains all expended
charges each day at dawn.

Rock Robe

This garment has 2 charges. While you are


attuned to it, whenever you wear it you are
immune to petrification. Also as a bonus action
during your turn, or as a reaction when a creature
attempts to petrify you, you can use one of the
rock robe’s charges to turn yourself into a statue
made of stone.
In your statue form, you are petrified, though
you remain aware of your surroundings. The
statue looks like you and appears to be a
completely normal statue. You can return to your
normal form at any time. Damage you suffer as a
statue is not healed when you return to your
normal form.
Each day at dawn, the rock robe regains any
spent charges.

The Ruby Crown


Phase Spider Amulet
This half-crown is crafted from an unknown red
This blood red gemstone amulet has an metal, and set with six rubies. If you are reduced
adamantine chain and web embellishment. While to 0 hit points while wearing it, one of the rubies
wearing this brooch, you are immune to being shatters and you regain 1d6 hit points. Once all
restrained or hampered by webs, including those six rubies have shattered, the crown is no longer
created by the web spell. If you become poisoned magical.
while wearing the amulet, you immediately
become immune to the poisoned condition, and
the color of the gem in the amulet changes from
red to green. While the amulet’s gem is green,

Page 55
reality, making it appear translucent and
Scrying Tapestry insubstantial, but otherwise it looks just like you,
even possessing phantom copies of all your items
These 10-foot-square tapestries were first made and equipment. The duplicate has the same AC
by the Imaskari Artificers in the sodden twilight as you, 1 hit point, and immunity to all
of their lost empire. Recently, a Moonsea cult conditions. If it makes a saving throw, it uses
worshiping a being known only as the “Heir of your ability modifier for the roll. If your duplicate
Orcus” (believed to be the rebellious progeny of is ever more than 30 feet from you at the end of
that loathsome demon lord) has collected five of your turn, it is destroyed. You can use your
these tapestries, for use in some inscrutable duplicate in the following ways:
scheme. Rumors say the cultists now have their
 On your turn, you can move the duplicate up
eye on a sixth tapestry, which currently hangs in
to 30 feet in any direction—horizontally,
Exaltation, the first and tallest of Candlekeep’s
vertically, or diagonally, even into the air (no
towers.
action required).
While within 10 feet of a scrying tapestry you
can see, you can concentrate your thoughts on a  As a bonus action, you can spend 15 feet of
location you’ve seen before (as if concentrating movement to teleport, magically swapping
on a spell). After 10 minutes, the scrying tapestry places with your duplicate.
creates a silent invisible sensor at that location. A  When you take the Attack action on your
creature that can see invisible objects sees the turn, any attack you make with that action
sensor as a luminous orb about the size of your can originate from your space or the
fist. duplicate’s space. You make this choice for
For a duration of up to 10 minutes, as long as each attack.
you maintain concentration, the tapestry’s  As a bonus action, you can make one extra
surface depicts images and emits sounds from the melee attack from the duplicate’s position.
sensor’s location, just as if the tapestry were an
 When a creature that you can see within 5
open window on the target. After the duration,
feet of your duplicate moves at least 5 feet
the tapestry retains the last image it displayed
away from it, you can use your reaction to
until it’s used again.
make an opportunity attack against that
After this tapestry is used to scry on a location,
creature as if you were in the duplicate’s
it can’t be used again for 1 hour.
space.

Selfsame Bones Your duplicate lasts for 1 minute, then vanishes


as if it had never existed. It vanishes early if you
The bones of a finger much like your own have dismiss it as a bonus action, if it’s reduced to 0 hit
points, or if it’s ever more than 30 feet away from
been lacquered together into one beckoning curl.
When you break them, the bones release the you at the end of your turn. When the duplicate
magic of your own past. As a bonus action, you vanishes, the fragments of the finger bones you
can summon a duplicate of yourself from an broke to summon the duplicate also disappear
alternative timeline. This duplicate appears in an forever. Selfsame bones are usually acquired in
unoccupied space you can see within 15 feet of sets of 5 or 10.
you. It is the same size as you, and it occupies its
own space, but it is an object, not a creature.
The duplicate is not fully in phase with your

Page 56
lasts for 1 hour before it turns back into a pair of
Shakti Amulet bracers.
Once you force one or more creatures to roll a
saving throw against the bracers’ effect, you
This porcelain amulet is carved to resemble a tiny cannot do so again until after the next dawn.
figure in half plate wielding two shortswords. As
an action during your turn, or as a reaction when
Spellstar
you roll initiative, you can speak the amulet’s
command word. Once you do so, at the start of
your next turn you instantly don a shining suit of Spellstars come in two forms: some are sparkling,
half plate armor, and you are instantly wielding translucent blue or green gemstones; others are
two matching shortswords, one in each hand. shining star-shaped steel items that cannot rust,
Any other equipment you had is temporarily tarnish, or become scratched. A spellstar stores
absorbed into the armor, and has no effect. spells cast into it, holding them until the attuned
While the armor and shortswords exist, you are wearer uses them. The ring can store up to 10
considered proficient with them. When you hit levels worth of spells, but a spell can only be
with an attack using one of the shortswords, you removed from a spellstar by casting it. When
can choose to inflict an extra 1d6 lightning found, it contains 2d6-2 levels of stored spells
damage. chosen by the DM.
Once the armor and shortswords appear, they Any willing creature can cast a spell of 1st
last for 1 minute before fading away. You can also through 5th level into the ring by touching the
use a bonus action during your turn to dismiss ring as the spell is cast. The spell has no effect,
them instantly. Once you summon the armor and other than to be stored in the ring. If the ring
shortswords, you cannot do so again until after can't hold the spell, the spell is expended without
the next dawn. effect. The level of the slot used to cast the spell
determines how much space it uses.
Skull Lord’s Bracers While wearing holding a spellstar, you can cast
any spell stored in it. The spell uses the slot level,
spell save DC, spell attack bonus, and spellcasting
This pair of leather bracers is decorated with ability of the original caster, but is otherwise
finger-bones, toe-bones, and cracked remains of treated as if you cast the spell.
vertebrae. You can use an action to speak the Each time a spell is cast from it, a portion of
bracers’ command word during your turn,
the spellstar melts away, becoming smaller,
causing the bones of your enemies to shatter and permanently subtracting the levels of stored
the pieces to rip free of their bodies. When you spells used in that casting from the total number
do so, every creature of your choice within 30 feet
it possesses. For example, if a spellstar holds one
of you must make a Constitution saving throw, casting of fireball (a 3rd-level spell) and a magic
taking 5d6 piercing damage on a failed save, or missile spell cast at 4th-level, it has used 7 of its
half as much on a successful one. 10 levels of spell storage. If the fireball is cast, the
When one or more creatures take damage from 3 levels of spell storage that held it melt away in
this effect, the bone shards fly to you and form the casting and are lost, leaving 7 levels of spell
into a staff made of bones with a skull at either storage, 4 of which are already taken up by the
end. You can use this staff as a magical magic missile.
quarterstaff, with a +3 bonus to attack rolls and
An exhausted spellstar crumbles to dust,
damage rolls for attacks made with it. This staff forever gone. Rumors say that certain, secret

Page 57
spells can recharge spellstars, but such spells are
said to be known only to Elminster of
Shadowdale and certain members of the
legendary Seven Sisters.

Stein of Heroes

This plain steel ale-stein can hold a little over two


pints of liquid, and appears unremarkable. As an
action, you command the stein to fill with a
magical liquid not unlike ale, and you imbibe the
totality of it in one swig. For the next minute you
gain the effects of a bless spell without the need
to maintain concentration.
The stein retains its property to generate ale on
command, but only the first brew is magical. It
regains its property to generate magic brew at the
next dawn.

Storm’s Garter

This simple band of black silk is sewn to three


long, flat tie cords, and it changes size to fit the
upper arm, upper thigh, or neck of the creature Symbol of the Warpriest +1, +2,
wearing it. While wearing a Storm's garter, you
or +3
gain darkvision out to 60 feet (or increase the
range of your darkvision by 60 feet if you already
have it), and you increase your Dexterity score by
This iron symbol lets you turn your advantage in
1 (to a maximum of 20). If you fall more than 10
battle into a bolstering effect for your allies. You
feet while you wear a Storm's garter, the item
can use this holy symbol as a spellcasting focus.
immediately casts feather fall on you without any
When you do, it grants a bonus to your spell
action or reaction on your part.
attack rolls and the saving throw DCs of your
A Storm's garter has three charges. You can
spells. The bonus is determined by the symbol’s
expend 1 charge as an action to cast one of the
rarity.
following spells: jump, silence, or spider climb.
While you have this holy symbol on your
The garter regains 3 expended charges each day
person, at the end of each your turns, if you hit a
at dawn.
hostile creature within 5 feet of you with an
These items originate from the Forgotten
attack roll during that turn, you can choose one
Realms, where they are always originally made
ally of within 60 feet of you. That ally regains hit
for Harpers, of any gender, but often come into
points equal to your Wisdom modifier (minimum
the hands of other folk of Faerûn after being
1).
taken from slain or injured Harpers.

Page 58
Timeless Tome Tongs of the Armorer

This magical metal tool grants you supernatural


Bound in shining, gold-embossed leather that prowess in the making and maintainence of arms
always looks brand new, this book is one of 4 and armor. While you have this item on your
grimoires originally created by the Netherese person, you gain advantage on all ability checks
chronomancer Jeriah Chronos, and it enables you to use leatherworker’s tools, smith’s tools,
to further manipulate the boundaries of time. If tinker’s tools, or woodcarver’s tools.
you can attune to this item, you can use it as a
spellbook and an arcane focus. Torc of the Younger Self
While holding the tome, your spell save DC
and spell attack bonus each increase by 3. In
Legends speak of Queen Omarosa, a legendary
addition, you can use the tome to cast time stop
ruler who guided her realm to prosperity during
without using a spell slot. When you cast the
her reign, making decisions that combined the
spell in this manner, you take 1d6+1 turns in a
wisdom of age with the passion and idealism of
row, instead of 1d4+1. Once the tome is used to
youth. Historians debate the actual location of
cast time stop, it can’t be used to do so again until
her kingdom, but the tales say that after
the next dawn.
Omarosa’s death, this torc was looted from her
When found, this spellbook contains 10d4
tomb.
wizard spells chosen by the DM, one of which is
This plain bronze necklace grants you a +1
the time stop spell. (At the DM’s choice, it might
bonus to all saving throws, and it has 5 charges. It
contain the 25 prepared spells from the archmage
regains 1d4 + 1 charges each day at dawn. While
in the Monster Manual).
wearing it, you can expend 3 charges as an action
to spend one or more of your Hit Dice and regain
hit points, as if at the end of a short rest. When
you do so, you regain hit points using the highest
number possible for each Hit Die.
You can also expend one or
more charges as an action to
cast one of the following
spells, targeting yourself only:
lesser restoration (1 charge),
remove curse (2 charges), or
greater restoration (3
charges).
You can also expend 3
charges to perform a 1-minute
ritual to communicate with
the spirit of yourself from an
earlier time of your choice.
The spirit has no substance,
but you can see and hear it,
and it can see and hear you.

Page 59
In all other respects, it is the person you were at point that it looks ready to split and the cotton is
the time you chose, and it approaches you with threadbare, but wizards and sorcerers have gladly
that perspective. The spirit remains for 10 killed for this bag and power is offers. You can
minutes before vanishing, allowing you time to produce any material component that has no
converse with it. If you remember the right time gold piece value while casting a spell. You do not
in your own past to call on the spirit, you can need to be attuned to the bag to use this feature.
question yourself while important knowledge was Once you are attuned to the bag its real powers
still fresh in your mind, potentially gaining become evident. The bag has three charges, and
advantage on an Intelligence check on that you can use 1 charge to produce a material
subject. The spirit’s time with you is separate component from the bag worth up to 100 gp. The
from your actual younger self’s place in time, and material component disappears once you have
your younger self retains no memory of the finished casting the spell. You must use the
conversation. material component to cast a spell and must
begin casting that spell before the end of your
Zagyg’s Spell Component Pouch next turn after you have drawn the material
component from the bag. If you do not, the
material component crumbles into dust upon
This appears to be a spell component pouch that being produced. The bag regains any expended
has been crudely repaired dozens of times, to the charges at dawn.

Page 60
Chapter 2: Sentient Items & Artifacts
to it, Albruin also understands every
As many adventurers discover, to their
language you know.
great misfortune, the most powerful of
Spellcasting. Albruin has 15
magic items frequently have a will of
charges. While holding it, you can
their own.
expend 1 or 2 of its charges to cast one

Sentient Items of the following spells from it, using


your choice of Intelligence, Wisdom,
Rules for sentient items (and the or Charisma as your spellcasting
conflicts they sometimes wage with ability: comprehend languages (1
their “owners”) appear in chapter 7 of charge), cure wounds (1 charge, or 2
the Dungeon Master’s Guide. charges to cast as a 2nd-level spell),
protection from poison (2 charges, self
Albruin only), or see invisibility (2 charges).
Spells cast in this way require the
normal casting time and components.
This sword is made from an alloy of The blade regains all expended
steel and electrum, with a blade plated charges each day at dawn.
in sterling silver, but it has no marks Personality. In its telepathic
of workmanship that reveal its origins. communications, the sword betrays
Compared to most longswords, the heart of a scamp, boundless
Albruin is somewhat broader in blade, curiosity, and a taste for mischief.
but only that and its silver plating Though it has little taste for notoriety,
betray its unique nature. Only in it enjoys the immediate accolades of
telepathic communication with a heroism, and has little patience for
would-be wielder does the sword wielders who shy away from glorious
make its name known, and even then deeds. It prefers to be wielded by
it speaks little of its past. those who travel widely across Abeir-
You gain a +3 bonus to attack and Toril or, even better, to worlds
damage rolls made with this magic beyond. It is not often talkative, but
weapon, and deal an extra 1d4 magical grows more loquacious when traveling
slashing damage to any target it hits. through interesting locales such as
Sentience. Albruin is a sentient ancient ruins or seldom-explored
chaotic neutral weapon with an caverns.
Intelligence of 17, a Wisdom of 10, and The sage Elminster of Shadowdale,
a Charisma of 17. The weapon has who was once called upon to examine
hearing and darkvision out to a range the blade while it was in the
of 60 feet, and it can speak, read, and Dalelands, notes that Albruin’s
understand Common, Elvish, Thieves’ nondescript appearance and strong-
Cant, and Undercommon, and can willed sentience allow it to frequently
communicate with its wielder disappear and seek new wielders.
telepathically. While you are attuned If Albruin's wielder refuses
opportunities for adventure, threatens

Page 61
to settle down in one place, fails to intervene or sword, claims to have seen a stranger carrying it
defend helpless innocents, or otherwise starts to at the Friendly Arm Inn on the Coast Way
live a boring life, a conflict between Albruin and between Baldur’s Gate and Candlekeep, just after
its wielder occurs at the next dawn. The sword resurrection of the god Bhaal in 1482.
refuses all use of its spells to wielders who
displease it in these ways, at least until they start The Beat Stick
being interesting again.
History. The sword was originally forged by
the long-dead Surdee, that famed smith of Scholars and sages argue what event could have
icebound Glister, who worked ore fresh from the been so heinous so it created the weapon known
mines above the city on the edge of the glacier. as The Beat Stick. If The Beat Stick knows, it’s not
Yet the errant half-drow prince of Dambrath who telling, and doesn’t seem to care. The Beat Stick
commissioned Albruin never received the boon has had many names and appears in legends of
companion he sought. Instead, the sword half a dozen species, from giant to elves. The Beat
convinced one of Surdee’s smiths to spirit it Stick looks like a simple worn club of prodigious
away, and its adventures began. size, but it seems incredibly light to an attuned
Albruin spent decades in Cormyr, most of them wielder. The Beat Stick will resize itself to match
miserable, as it became a seldom-used royal its wielder. You gain a +3 bonus to attack and
heirloom passed down the line of kings. After a damage rolls made with this magical weapon.
halfling thief stole it in the mid-13th century, the Crushing Revenge. When you attune to The
thankful sword ended up in Wheloon, then Beat Stick, you can choose one evil or neutral
disappeared for decades before finding its way to creature that you have met and are very familiar
a noblewoman of House Uskevren in Selgaunt. with, and that you have a legitimate grudge
After her disappearance, it passed through the against. You must name a specific creature, not
hands of an Eastingreach sellsword, a prince of an entire species or group of creatures. While you
Telflamm, a fleeing looter in Impiltur, brigands in are within 1 mile of the chosen creature, you have
the Dalelands, a banelich in Zhentil Keep, and a advantage on Wisdom (Perception or Survival)
mercenary general in what is now Raven’s Bluff. checks made to find it. When you target that
For some years in the early 1300s, a towering
warrior rumored to be a werebear, called Basalin,
wielded the blade in defense of his village. It
protected Basalin from the poisons of the giant
spiders that plagued the area and allowed him to
see the invisible Red Wizards who commanded
them.
By 1368 DR, Albruin was carried by Simmeon, a
former adventuring companion of the
necromancer Kryll; by 1369, the drow mage
Rarvilin Strathi had it; by 1370, it was in the
hands of one of the wards of the sage Gorion of
Candlekeep, though tales differ as to whether this
ward was Imoen, Abdel Adrian, or someone else.
The tiefling bard and Harper Sälia, raised in
Candlekeep and familiar with the lore of the

Page 62
creature with a weapon attack using The Beat
Stick it scores a critical hit on a natural roll of a
The Ravenblade
19-20, and it inflicts an additional 6d6 magical
bludgeoning damage on a hit.
None Shall Stand. During your turn, if you Though this longsword appears to be carved from
reduce a creature to 0 hit points using The Beat a single large shard of black glass, from its
Stick, you can use a bonus action to make rounded pommel to the tip of its razor-sharp
another attack with The Beast Stick against a blade, it is as hard as adamantine. On further
different creature within 5 feet of both you and examination, the glass is actually transparent,
the creature you reduced to 0 hit points. like a window, and through it you can see the
Sentience. The Beat Stick is a sentient weapon stormy expanse of a dark and alien night sky. You
gain a +2 bonus to attack and damage rolls made
of chaotic good alignment, with an Intelligence of
12, a Wisdom of 14, and a Charisma of 18. It has with this magical weapon, and you can use it as a
spellcasting focus. It also grants its wielder a +2
hearing and darkvision out to a range of 120 feet.
The weapon can speak, read, and understand bonus to spell attack rolls.
Goblin, and can communicate with its wielder Sentience. The Ravenblade is a sentient lawful
neutral weapon with an Intelligence of 18, a
telepathically. Its voice is deep and echoing.
While you are attuned to it, The Beat Stick also Wisdom of 20, and a Charisma of 17. It has
understands every language you know. hearing and truesight out to a range of 60 feet,
Personality. The Beat Stick is an unsubtle, but almost never communicates with its wielder
about things it perceives.
single-minded intelligence with one purpose: to
smash the creature its wielder hates. Until you The weapon can read and understand (and
write) Common, Abyssal, Celestial, Draconic,
crush the object of your wrath into the ground,
Deep Speech, Elven, Infernal, Primordial,
The Beat Stick is animated and excessively
communicative. Once The Beat Stick has Qualith, Sylvan, and Undercommon, but it never
accomplished its goal, however, it becomes speaks any language but Elvish, and
apathetic and uninterested in anything you have communicates telepathically only with wielders
to say. Once The Beat Stick has been given to a that are also fluent in Elvish.
new wielder and a new target is chosen, it Writing. While the blade does not seem overly
becomes excited and engaged once more, eager to help those attuned to it, it does offer a
speaking about smashing its new target at length. unique benefit: if the wielder wants a letter
The Beat Stick will not harm any creature it written, it can leave an appropriate amount of
perceives as innocent. Any attempt to attack such unmarked paper (no ink required) within 5 feet
a creature will cause the sentient weapon to twist of the Ravenblade. On request, the weapon will
in the hands of its wielder and miss. If The Beat magically inscribe the appropriate words on the
Stick’s wielder uses it three or more times to blank pages. Exactly 8 hours later after the
attack a target it perceives as innocent, conflict request is made, the blank paper instantly
between The Beat Stick and its wielder occurs at becomes filled with the desired writing. It all
appears in a very distinct and practical
the next sunset.
calligraphic script. The Ravenblade can only write
If a wielder that has displeased the The Beat
Stick rolls a 1 on an attack roll, the wielder drops in languages it knows.
the weapon. If the wielder has displeased The Occasionally, the Ravenblade will want a favour
Beat Stick, it then immediately flies away at of its own. It will ask its wielder for some paper,
astonishing speed, vanishing into the distance. and then compose a letter of its own, which it

Page 63
will then need handed off to a courier or
delivered to its proper recipient. The blade’s
Thorn
personal letters always appear written in a coded
script of sigils indecipherable to all but the
intended recipient. When found, this shining shortsword is brightly
Personality. The Ravenblade has little interest polished and bears a keen edge, as if it had been
in its mortal wielders; they are only means to an maintained by a very fastidious owner until very
end. The Ravenblade uses its wielder as a recently. A large green feather hangs from a silver
mystical channel for communication, on behalf of cord tied around the pommel, alongside a tiny
its mysterious mistress. Somehow, being attuned crystalline magnifying glass. You gain a +2 bonus
by a warlock allows it to magically contact that to attack and damage rolls made with this
magical weapon.
warlock’s otherworldly patron. Once in contact it
negotiates complicated agreements on its Sentience. Thorn is a sentient lawful good
weapon with an Intelligence of 14, a Wisdom of
mistress’s behalf with the patron, usually related
to inane details of extraplanar politics. 15, and a Charisma of 12. It has hearing and
Despite its indifference, it wants worthy darkvision out to a range of 120 feet.
wielders, and quickly determines whether or
not a warlock attuned to it is useful. It likes
ambition, attention to detail, precision, skill,
and self-control in its wielders, and hopes to
grow such warlocks into truly valuable assets.
If the Ravenblade finds its wielder’s
behaviour reckless, lazy, careless, or sloppy,
or if a request related to its letters (either for
paper or for delivery) is not honored, a
conflict between the Ravenblade and its
wielder occurs at the next sunset. While it is
displeased with its wielder, it will neither
write requested letters nor allow the wielder
to expend its charges to cast spells.
Spellcasting. The Ravenblade has 6
charges. While holding it, you can expend 1 or
more of its charges to cast one of the
following spells from it, just as if it you were
casting one of your warlock spells but without
using a spell slot: blade of black wind* (3
charges), blade of dark whispers* (2 charges),
blade of flickering shadows* (4 charges), blade
of nightmares* (1 charge), hex (1 charge),
modify memory (5 charges) or steel wind
strike** (5 charges). Spells cast in this way
require the normal casting time and
components. The blade regains all expended
charges each day at sunset.

Page 64
The weapon can speak, read, and understand
Common and Halfling, and can communicate
with its wielder telepathically.
Perceptive. When you hold the shortsword,
you hear a telepathic voice whispering about
various clues and signs it notices, granting you
advantage on Wisdom (Perception) checks.
Personality. Thorn is a detail-oriented stickler
for rules, laws, etiquette, safety, proper
behaviour, and finding clues to wrongdoing. It
insists that its wielder must behave correctly
according to the prevailing social standards of the off the map, their inhabitants put to the sword or
local culture. Thorn’s ideal scenario is being taken to lower planes to serve as food, slaves, or
wielded to bring lawbreakers to justice, and it worse. The rivers ran red with blood and the skies
constantly points out “evidence” that it believes choked on the laughter of devils.
could help catch criminals. Wo Mai was a great champion of the people.
If Thorn’s wielder indulges in egregious When he heard of the slaughter, he gathered his
rulebreaking or breaches of etiquette, it gives the followers and came down out of the mountains to
wielder 24 hours to redress the situation help. Wo Mai and his followers scattered the
appropriately. If the wielder fails to do so, a fiends and Wo Mai engaged the devil that led
conflict between Thorn and its wielder occurs at them. They fought for days, neither gaining an
the next sunrise. While it is displeased with its upper hand. Wo Mai was a powerful wizard, but
wielder, it insists on loudly apologizing for the the fiend’s life force was safely hidden on another
wielder’s behavior, especially in moments of plane. Realizing he would eventually lose, Wo
misbehavior, imposing disadvantage on Dexterity Mai bound the fiend in unbreakable chains.
(Stealth or Sleight of Hand) checks and Charisma Wo Mai drug the devil back to his fortress and
(Deception) checks. a few weeks later trapped the fiend in the Acorn
Nettle? Rumors state that Thorn was created that bears his name. The Acorn was given as a gift
alongside another sentient weapon, a magical to the emperor. It disappeared a century later
hand crossbow +2 called Nettle. This crossbow is when the empire fell to civil war.
as greedy, impetuous, and obnoxious as Thorn is The Acorn of Wo Mai is a giant acorn nearly 3
careful, lawful, and polite. The two argue like feet in height and made of lead. Two golden
siblings, but also work well together in stressful bands wrap around the acorn, crossing under a
situations. If you attune to both, you gain a +2 seal of dragon wrapped around a sword. Despite
bonus to your Armor Class while both are on being huge and seemingly made of solid lead, a
your person. strong man can pick up the Acorn with little
effort (DC 12 Strength check). The Acorn is
Artifacts slightly warm to the touch.
The devil inside has grown to love and loath its
The Acorn of Wo Mai prison. It has convinced many mortals that it is a
harmless spirit or noble celestial trapped in the
Acorn by an evil wizard, and by this deception
Millennia ago, an army of fiends attacked the
the souls of many righteous clerics have been
empire of Shou Lung. Whole villages were wiped
sent screaming into the Nine Hells. Time and

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again the fiend has been close to being freed,
only to have freedom snatched away.
The Devil Inside. If pressed, the devil inside
the Acorn will tell only call itself the Copper
Fiend. Sages love to speculate and argue what
kind of devil it is (if it even is a devil) that resides
inside the Acorn. The devil itself has no interest
in telling. What is known is that the devil is
charming, almost to a fault, and never seems to
lose its temper. The only exception is when the
devil is asked to scry on or otherwise interact
with the descendants of Wo Mai. The Copper
Fiend refuses, and flies into a rage, howling
curses and profane oaths that the descendants of
Wo Mai will die howling in agony. The Copper
Fiend has spent millennia conceiving elaborate
and painful tortures, and the devil will not be
denied. If and when it works its will, the deaths
of Wo Mai’s kin will last weeks.
Sentient. The Acorn has an Intelligence of 20,
a Wisdom of 14 and a Charisma of 22.
midnight.
Telepathy. The devil still lives inside the
Scry. The devil can cast the scrying spell at
Acorn. It can communicate telepathically with
will. The devil is the only one who sees anything.
anyone within 120 feet. It will offer them good
Destroying the Acorn of Wo Mai. Inflicting
advice, at least in the beginning. The devil
25 points of slashing damage to the golden bands
genuinely tries to help anyone it thinks it can
that hold the Acorn sealed will free the devil.
convince to set it free, but it gets bored easily. If a
Depending of the level of stupidity displayed by
mortal proves to intractable the devil in the
his liberators, the Copper Fiend may thank them
Acorn will start to look for a new owner.
before killing them. The actual statistics of the
Random Properties. The Acorn of Wo Mai has
devil are determined by the DM.
the following randomly determined properties.
However, unlike most artifacts, the devil inside
The Arm of Doom
the Acorn can grant these boons or inflict these
curses on anyone within 120 feet. The devil will
use these to convince or harass unwitting or In the desert, water is life. In ancient times
foolish mortals to carry out its plans. caravans would cross the blistering landscape by
hopping from one oasis to another. The safe
 3 minor beneficial properties
routes are well known but long and caravans can
 2 major beneficial properties take weeks to cross the desert. Izmer was a savvy
 3 minor detrimental properties but heartless businessman that was desperate to
 2 major detrimental properties open new trade routes. He sent scouts out to find
new oases to cut across the desert faster, to reach
Foresight. The devil may use an action to cast
kingdoms farther away.
foresight on anyone within 120 feet of the Acorn.
It can do this twice a day. This ability refreshes at

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When Izmer’s scouts reported they had found
a hidden oasis in the middle of the desert, he
thought nothing of scattering the tribe of
lizardfolk that lived there. Without the water
from the oasis the lizardfolk would surely die, but
Izmer’s profits would sky rocket.
For a few months, everything went well.
Caravans struck out from the hidden oasis and
made it to kingdoms on the far side of the desert
in half the time of the traditional routes. Then
the caravans started disappearing. Scouts
returned with reports of burning hulks and
bodies torn to pieces. Soon the losses began to
mount, and Izmer started to worry. Worry soon
turned to desperation. Izmer did not even know
who was tearing his caravans to shreds.
Finally Izmer’s scouts found a guard who
survived, if barely. From the story the guard told,
it appeared the lizardfolk had not fled. They had
struck from nowhere, slaughtered the guards,
burned the caravan, and disappeared. Before the
guard died he warned Izmer of a lizard king of
truly prodigious size who seemed to be leading
them.
Izmer spent a king’s ransom to buy the best
weapon of terrifying destruction. But Sarn was
wizard he could find. The wizard, a necromancer
betrayed.
named Sarn, wove subtle spells and found the
Izmer had spies watching and knew of the arm.
tribe of lizardfolk. They had taken refuge in caves
While Sarn slept, his throat was cut and the arm
beneath the oasis. Izmer’s guards found and
brought to Izmer. Izmer held the arm up, thrilled
sealed every entrance to the caves except one.
that the lizard king who had vexed him in life
Then they flooded the caves with poison.
would serve him in death. He attached the arm to
The guards who later entered the caves found
his side, and the hand leapt to his throat. Izmer’s
almost the entire tribe slain. Only the leader
guards tried to save him, but failed. Once Izmer
survived—to his sorrow, since he was
fell to the ground, lifeless, the arm detached itself
immediately dragged before Izmer himself.
in a spray of gore and vanished.
Legend says the tortures visited on the lizard
The Arm of Doom is a terrible and powerful
king were unspeakable. For his part, Sarn only
weapon. It appears to be a large lizardfolk arm
asked for one thing as a reward, the lizard king’s
with runes of hate and destruction carved into
arm. With dark magic and red-hot blades, the
each scale. The fingers twitch even when the arm
arm was removed.
isn’t attached to anyone, and the claws are long
Sarn wove dark spells over the arm. He carved
and wickedly hooked. Black smoke drifts from
runes of destruction into the scales and trapped
the claws fading away after a few inches, but
the tormented souls of the lizardfolk tribe in the
leaving long dark slashes in the air in combat.
bones. When he was done he had created a

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If you are attuned to the Arm of Doom, you can shows no unusual properties. When used to bind
use it by holding it to your side, back, or shoulder a fiend, however, the chain suddenly springs to
and willing it to attach. The arm attaches itself as life. Wrapping the chain around the fiend causes
firmly as one or your real arms, and you can the tiny figurines to begin chanting. The fiend
control it as easily as if it had always been there. trapped by the chain immediately becomes
Random Properties. The Arm of Doom has docile, its unfocused eyes glazing over and its jaw
the following random properties: hanging slack. The fiend takes no actions on its
 2 minor beneficial properties own, but obeys the orders of any attuned user of
 2 minor detrimental properties the chain who holds its other end. If the chain is
Magic Weapon. The Arm of Doom is a +3 removed, the fiend can move and act normally.
weapon, but only a creature attuned to it is The fiend will be aware of what happened and
proficient with it. On a hit, the Arm inflicts will not take it well.
damage as a club, but it also does an additional Wo Mai, a powerful wizard from the distant
1d6 slashing damage and 2d6 necrotic damage. A east, first created the chain to capture a terrible
creature hit by the Arm must make a DC 20 devil known to history as the Copper Fiend (as
Constitution save or be poisoned until the start of described under the Acorn of Wo Mai). Since
your next turn. then the chain has moved through history. It
Curse. If you go for 24 hours without killing a always seems to turn up when it is needed.
creature with an Intelligence of 3 or higher, or Powerful fiends view the chain with a mix of
immediately after you have killed 50 creatures love and hate. They loathe the thought of being
with Intelligence 3 or higher, you must make a trapped by it but imagine the power they could
DC 20 Charisma save. If you fail the Arm rips wield if they could trap an enemy in its links.
itself from your body in a spray of gore. You take Random Properties. The Ivory Chain of Pao
10d10 points of slashing damage. This damage is has the following random properties:
not subject to resistance or immunity. Once  1 minor beneficial property
freed, the Arm teleports to a random location. On
 1 minor detrimental property
a successful save, the arm stays, but every time
you kill 50 creatures with Intelligence 3 or higher, Dominate Fiend. While you are attuned to
or fail to kill one creature with Intelligence 3 or the chain and holding it, you can force a fiend
higher within 24 hours, you must make the save within 5 feet of you to make a DC 25 Dexterity
again. saving throw, provided there is not a fiend bound
Destroying the Arm of Doom. Lay the by the chain already. A fiend cannot use the
hundreds of troubled spirits that have been Legendary Resistance trait to succeed on this
trapped inside the Arm to rest. saving throw.
A fiend that fails the saving throw immediately
The Ivory Chain of Pao becomes charmed, even if it is normally immune
to the charmed condition. While charmed, it is
affected as if by a dominate monster spell, and it
This chain appears to be a series of fragile ivory
does not move or take actions unless you
figurines. Each figurine is cleverly carved to hook
command it or allow it to do so while you are
hands with another figure. The figures appear to
holding the chain.
be fragile and the chain looks like it would fall
Whether it is the lowest mane or Demogorgon
apart with the slightest pressure, but any attempt
himself, the fiend is under your total control. It
to damage the chain fails.
remains charmed until you use your action to
When used for most purposes, then chain

Page 68
release the fiend.  2 major beneficial properties
Curse. The Ivory Chain of Pao is not cursed Properties of each Memory Mirror Shard. If
per se, but seems to constantly attract unwanted you attune to one of the twelve memory mirror
attention. Celestials, fiends, and power-hungry shards that is in your possession, you gain the
mortals will all want to use the Chain for their following benefits:
own ends.
 You have advantage on all Wisdom saving
throws against being charmed or frightened,
The Memory Mirror or against having your emotions or moods
affected by magic (including the Guilt of
Once the indulgence of the dreaded death knight Sithicus effect described in this section).
Lord Soth, this 6-foot-long by 3-foot-wide mirror
 Whether you are attuned or not, when you
was shattered into twelve fragments. The bulk of
finish a long rest while carrying this item, you
the mirror’s power lies in a single central piece
are unaffected by any Flaws you may have
held by a mysterious paladin who wanders the
dealing with guilt or regret until the next
domain of Sithicus, a hero known as the Blessed
time you finish a long rest.
Knight who is attuned to this key memory
mirror shard when he is first encountered.
However, the other shards have powers of their
own, each serving to empower the key shard
and help unlock its greater abilities.
Each memory mirror shard reflects images of
a character’s past innocence when gazed into
for more than a few seconds. The key memory
mirror shard held by the Blessed Knight reflects
not only the past, but shows each person who
looks into it an image of the most idealized
version of themselves that they could be in the
present. This key memory mirror shard glows
with soft white radiance when within 100 feet of
another piece, and Mirror Shards held touching
it bond with it seamlessly.
Random Properties. Each of the memory
mirror shards has 1 random minor beneficial
property.
The key memory mirror shard held by the
Blessed Knight has the following random
properties:
 1 minor beneficial property
 1 major beneficial property
When fully assembled, the complete memory
mirror has the following random properties:
 12 minor beneficial properties

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 Each memory mirror shard melds seamlessly  Whether it is attuned or not, the key memory
to the key memory mirror shard if held mirror shard glows with white light when
against it, regardless of whether anyone is within 100 feet of another Mirror Shard.
attuned to either item. Attunement to the  If the key memory mirror shard is melded to
memory mirror shard ends when it melds all of the eleven other mirror shards, it
with the key memory mirror shard. transforms into the complete memory mirror,
Properties of the Key Memory Mirror Shard as if it had never been broken. If you are
(currently held by the Blessed Knight). The attuned to the key memory mirror shard when
Blessed Knight is attuned to the key memory this happens, you are automatically attuned
mirror shard. If you become attuned to it instead, to the complete memory mirror it becomes.
you gain the same benefits from it that he does: Properties of the complete memory mirror
 You have advantage on all Wisdom saving when fully assembled. If you are attuned to the
throws against being charmed or frightened, completed memory mirror, your alignment
or against having your emotions or moods changes to lawful good, and you gain the
affected by magic. following benefits:
 You are immune to the Guilt of Sithicus effect  You are immune to the charmed and
and the guilt lash spell (both described in this frightened conditions.
section).  You have advantage on all saving throws
 You gain an additional Ideal: “I strive to be against having your emotions or moods
the best possible version of myself.” affected by magic.
 When you finish a long rest, any Flaws you  You are immune to the Guilt of Sithicus effect
may have dealing with guilt or regret are and the guilt lash spell (both described in this
permanently removed. (If this means you section).
have no Flaws, consult with your DM about
adding a new Flaw.)
 Anyone looking into the key memory mirror
shard, whether it is attuned or not, gains
immunity to the Guilt of Sithicus effect
described in this section and to any other
guilt-based magical effects (such as the guilt
lash spell, also described in this section) for a
number of weeks equal to 1 plus the number
of memory mirror shards to which the key
memory mirror shard is melded.
 Each memory mirror shard melds seamlessly
to the key memory mirror shard if held
against it, regardless of whether anyone is
attuned to either item. Any attunement to
that memory mirror shard ends when it is
melded, but you remain attuned to the key
memory mirror shard no manner how many
other shards to which it bonds.

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 You gain an additional Ideal: “I strive to be The Guilt of Sithicus
the best possible version of myself, and I am
succeeding.”
 When you finish a long rest, any Flaws you
may have dealing with guilt or regret are
permanently removed. (If this means you
have no Flaws, consult with your DM about
adding a new Flaw.)
 A creature looking into the memory mirror,
whether it is attuned or not, gains permanent
immunity to the Guilt of Sithicus effect
described in this section. It is also gains
immunity to any other guilt-based magical
effects (such as the guilt lash spell, also
described in this section) until the next time
it leaves Sithicus.
 When a darklord looks into the memory
mirror while a creature is attuned to it, that
darklord sees their own true nature reflected
back at them. As a result, for 1 hour, that
darklord is both frightened of the memory
mirror and poisoned, and cannot regain hit
points or change form (via effects such as
polymorph spells, the shapechange spell, or
any other effect that transforms the
darklord into something else). This effect
ignores immunities. If the darklord of
Sithicus is reduced to 0 hit points while
under this effect, this destroys that
darklord permanently.
 If a darklord under the effect of the attuned
memory mirror is destroyed, you can
immediately end your attunement to this
artifact, causing it to cast the gate spell. The
gate remains open for 1 minute. It leads to a
relatively peaceful area in any one of the
Domains of Dread you choose (or, if the
DM chooses to permit it, this gate may
instead allow you to travel out of Ravenloft
entirely, and into an alternate plane of your
choice).

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long rest:
The Nedragaard Chalice
 You have advantage on all Intelligence
(Arcana, History, and Religion) checks
This exquisite cup is made of an unknown gold-
like metal and is cold to the touch. It originated  Undead cannot benefit from advantage when
in the domain of Sithicus, a neighbor of Barovia. making attack rolls against you
The chalice seems to bear a powerful curse  Whenever you make a Wisdom saving throw,
connected to Lord Soth, the death knight who you can roll 1d4 and add the result to your
once ruled Sithicus from the cold halls of roll.
Nedragaard Keep—and who rumors say may yet Necromantic Gifts. The chalice has 8 charges.
rule it still, from some hidden place within the While holding it, you can use an action and
domain. expend 1 or more charges to cast one of the
The Black Blood. Each morning at dawn, following spells (save DC 20) from it: animate
black blood appears in the bottom of the chalice. dead (2 charges), armor of Agathys (1 charge),
If you dare drink from the chalice, it infuses you blade of flickering shadows* (2 charges), chains of
and your worn equipment with an eerie power, at Levistus (1 charge), fear (2 charges), or finger of
the cost of some of your own life force. When you death (5 charges). The chalice regains 1d4 + 4
drink from the chalice you immediately lose 2 Hit expended charges daily at dawn. Each time you
Dice. If you do not have two Hit Dice, you suffer cast a spell from the chalice, your features take
2d4 necrotic damage if you have only 1 Hit Die to on an unnatural, deathly pallor and your eyes
lose, or 4d4 necrotic damage if you have none. smolder with a dim inner fire, giving you
However, drinking the black blood also grants disadvantage on Charisma (Deception or
you the following benefits until the next time you Persuasion) checks for 1 hour.
finish a long rest: Power Over Undead. Undead creatures stand
 The suit of armor you are wearing when you in fear and awe of the bearer of the chalice. While
drink (if any) grants you a magical +2 bonus holding the chalice, you can target one undead
to Armor Class, unless it already provides a creature you can see within 30 feet. The target
magical AC bonus must make a Wisdom saving throw against a DC
 You can speak and read Abyssal equal to 8 + your proficiency bonus + your
Charisma modifier. On a failed save, the target
 When you hit a creature that has fewer than
must obey your commands for the next 24 hours,
half its hit points remaining with an attack
as if affected by a dominate monster spell. An
roll, it takes an extra 1d8 necrotic damage
undead whose challenge rating is equal to or
from that attack, and you gain temporary hit
greater your level is immune to this effect.
points equal to the necrotic damage inflicted
Destroying the Nedragaard Chalice. In order
Keening Dreams. The hours that should be to be rid of this artifiact, you must assemble
most restful for you instead bring visions of a another: the memory mirror that once stood in
chorus of banshees, singing of the sins of the Nedragaard Keep. When Nedragaard was
death knight Lord Soth—and occasionally destroyed, the mirror was shattered into twelve
weaving in references to your own sins as well. shards, which are hidden in various locations
While horrific, these visions also grant unearthly across Sithicus. Rumors say a knight errant seeks
insights, and whenever you finish a long rest the shards, believing the assembled mirror can
while attuned to the chalice, you gain the destroy the darklord who rules the domain. The
following benefits until the next time you finish a chalice itself has no reflection in the mirror or its

Page 72
shards. towering shards of the keep, and some elves
Once the memory mirror is reassembled, it swear they have glimpsed mournful shades
must be returned to the ruins of Nedragaard. drifting around the ruins at night. The stone
This is no easy feat. The ruins of Nedragaard bridge that once spanned the rift is gone, so
Keep now jut from the earth like blackened teeth, reaching the ruins is all but impossible.
atop a black spire that stands in the center of the If somehow the memory mirror is made whole
Great Chasm, a massive canyon that nearly splits again and returned to the still intact chamber
the domain in two. Gaping in the heart of within the ruins where the death knight used to
Sithicus like an open, festering wound, the chasm gaze into it for hours, a character attuned to the
runs for dozens of miles north to south, and is up chalice can raise it there in a toast to their own
to five miles wide in places. reflection. When the character’s reflected self in
Sections are said to be bottomless, although the mirror lifts an empty hand (since the chalice
few explorers have been foolish enough to test itself is never reflected in the memory mirror),
those claims. Fearsome creatures lurk within the they can reach into the mirror as if it had no
Great Chasm, creeping forth when the sun sets. substance, handing the chalice to their reflection.
The elves of Sithicus say a larger shadowy Once this is done, the chalice is effectively
presence seethes in this chasm, and they avoid it destroyed, existing only as an empty illusion in
at all costs. Ravens wheel forlornly about the the mirror.

Page 73
“I was reluctant to include the
following lore in this tome, as too
many young adventurers have lost their
lives in vain pursuit of this object! But
knowledge must win out, and so I
present this information about the
most famous artifact ever devised.”
—Elminster

The Rod of Seven Parts

Random Properties. Roll for new


random properties on the “Artifact
Properties table” (chapter 7 of the
Dungeon Master’s Guide) every time
you recover enough pieces to reach a
new level.
One piece of the rod has the following
randomly determined properties:
 1 minor beneficial property
 1 minor detrimental property
Three pieces have the following
randomly determined properties:
 1 minor beneficial property
 1 major beneficial property
 1 minor detrimental property
 1 major detrimental property
Five pieces of the rod have the
following randomly determined
properties:
 2 minor beneficial properties
 1 major beneficial property
 2 minor detrimental properties
 1 major detrimental property
All seven pieces of the rod have the following
randomly determined properties:
 3 minor beneficial properties
 2 major beneficial properties

Page 74
 3 minor detrimental properties  Ecce (10-inch section). This section has 1
 2 major detrimental properties charge. You can expend the charge to cast
true seeing. The charge replenishes at the
Powers of Individual Pieces. If you have one
next dawn.
section, you can sense the next closest section.
You do not know how far away the piece is, just a  Lex (12-inch section). This section has 3
general sense of the direction and whether or not charges. You can expend one charge to cast
it is on the same plane. Each section is also hold monster (as a 5th-level spell). The
engraved with a word that most sages refer to as charges replenish at the next dawn.
the section’s name. The DC of saving throws  Rex (15-inch section). This section has 1
against spells of 1st-level or higher cast with parts charge. You may expend it to cast heal (as a
of the rod is 15. 6th-level spell). The charge replenishes at the
The sections of the staff are as follows: next dawn.
 Ruat (4-inch section). This section has 3 Synergetic Powers. As pieces of the rod are
charges. You can expend one charge to cast connected, new powers are revealed. The
cure wounds as a 2nd-level spell. The charges individual pieces keep their powers. The new
replenish at the next dawn. powers only appear if the sections are connected.
 Caelum (5-inch section). This section has 3  Two pieces. You can cast the fly spell at will
charges. You can expend one charge to cast without using a spell slot.
slow. The charges replenish at the next dawn.  Three pieces. The DC of saving throws
 Fiat (6-inch section). This section has 5 against spells of 1st-level or higher cast with
charges. You can expend one charge to cast the assembled pieces of the rod is 18.
haste. The charges replenish at the next  Four pieces. You can choose to have
dawn. advantage on a save or ability check three
 Justitia (8-inch section). You know the ray of times a day. This ability refreshes at the next
frost cantrip as long as you wield this rod. dawn.
 Five pieces. For each piece of the rod,
increase the number of charges it has by 1.
 Six pieces. The DC of saving throws against
spells of 1st-level or higher cast with the
assembled pieces of the rod increases to 20.
 Seven pieces. You gain resistance to all
nonmagical bludgeoning, piercing, and
slashing damage.
Destroying the Rod. Taking the completed
rod to the ever-shifting heart of Limbo will cause
the rod to explode at the beginning of the
following round. Any creatures within 100 feet of
the explosion must make a DC 20 Dexterity
saving throw, taking 7d10+42 force damage on a
failure or half as much on a success.

Page 75
Origins of the Rod of Seven Parts

head of the staff is 3 inches in diameter and


marked with the symbol of Azuth. The Scepter
was supposed to be the final move in an epic
rivalry between the two gods, but fate had other
plans.
Azuth and Savras were lesser gods deified by
Mystra to help her control magic in the Forgotten
Realms. However, the two gods battled during
Scepter of Savras the chaos of the Dawn Cataclysm, a massive war
that saw gods torn to pieces and whole realms
nearly destroyed. Azuth, the Lord of Spells,
The Scepter of Savras is a five-foot long bronze sought to drain Savras’s power and challenge
rod capped with a diamond on both ends. The Mystra herself. The Lord of Spells was able to
diamond at the base of the scepter is 1 inch across defeat the All-Seeing One but lacked the power
and bears the sign of Savras. The diamond at the to destroy him entirely and absorb his power. So,
Azuth imprisoned Savras in the scepter he

Page 76
created—an artifact originally meant to be a Random Properties. The Scepter of Savras has
badge of office. Though, Savras had just enough the following random properties:
power to teleport his prison to Toril where it was  1 minor beneficial property
lost in the turmoil.
 1 major beneficial property
Afterwards, the scepter passed from one mage
to another, with many unknowingly aiding Savras  1 minor detrimental property
in his quest to break free. Savras did not have the  1 major detrimental property
power to talk to the scepter’s wielders, but he Magic Weapon. Strikes as a +3 staff.
could influence their dreams. Mages found God of Divination. You can cast any
themselves wandering Toril, seeking out places of divination spell. You do not need to have the
power, but never really knowing why. spell memorized. You must expend a spell slot
After millennia, Azuth was convinced to equal to the level of the spell you wish the scepter
release Savras from the scepter in exchange for an to cast.
oath of fealty. Perhaps, because of the thousands Shroud. You may force any divination spell
of years Savras was trapped inside the scepter, that targets you or includes you in its area of
much of his power stayed within that prison. effect to fail.
However, Savras kept the scepter, giving it to his Curse. The Scepter of Savras will force anyone
followers when it was needed to complete attuned to it to see visions of the past, present
important quests. It has been lost and found and future. These visions will be world changing
several times since. events, visions of daily life, beautiful visions of
peace and life and nightmares given flesh, often
all at once. Once per tenday the person attuned
to the scepter must make a DC 15 wisdom save or
gain one level of exhaustion. This level of
exhaustion may only be removed with lesser
restoration, restoration, remove curse, or miracle.
Destroying the Scepter of Savras. You must
imprison Azuth inside the Scepter of Savras.
Doing so destroys the god as well as the scepter.

The Staff of the Lower Planes

This unassuming staff appears to be a piece of


twisted driftwood. Interesting to look at, but not
sturdy enough to serve as a spell focus or to be
used in crafting. Thousands of unsuspecting
people have used the staff as a walking stick
without realizing they were carrying one of the
most powerful weapons in the multiverse. The
staff is sentient, and seems to only end up in the
hands of wielders it chooses.
Once a creature attunes to the Staff, some of its

Page 77
true nature shows. The ends of the staff emit a
sickly, yellow smoke that causes nonmagical
plants within 10 feet that are not creatures to
wither away and die. Leering demonic faces
appear in the wood, seemingly pleading for
release before something drags them back into
the Staff.
Random Properties. The Staff of the Lower
Planes has the following random properties:
 2 minor beneficial properties
 1 major beneficial property
 2 minor detrimental properties
 1 major detrimental property
Sentient. The Staff can communicate with its
wielder. It has an Intelligence of 20, a Wisdom of
18, and a Charisma of 24.
Magic Spells. The Staff of the Lower Planes
has 5 charges. While holding it, you can expend 1
charge to cast one of the following spells:
• Mass suggestion (as a 6th level spell)
• Contagion
• Hold person (as a 6th level spell)
• Eyebite The Staff of Ruin
Hidden Master. A creature attuned to the
Staff of the Lower Planes gains all the benefits of a
Seeing the Staff of Ruin for the first time is
nondetection spell while the Staff is on its person.
unforgettable. The staff is six feet tall and made
Casting identify or detect magic on the Staff only
of a strange black metal that seems to drink in
reveals information the staff chooses to reveal.
the light. At the top of the Staff sits a demonic
Demotion. Any fiend struck by the staff must
skull with massive ram’s horns. When an arcane
make a Constitution saving throw (DC 15). On a
caster channels energy into the Staff, the eyes
failure, the fiend’s body is wracked with horrible
glow red and the skull laughs, sings, or screams
pain. It is incapacitated until the start of its next
gibberish.
turn. At the start of that turn, the fiend must
The first recorded use of the staff was during
make a second Constitution saving throw (DC
the endless battles of the Blood War. Accounts
15). On a failure, the fiend’s former body dissolves
vary as to who was actually wielding the staff, but
into a puddle of sticky goo as it is transformed
most agree the first wielder was betrayed in the
into a larva (a lowly form of fiend described in
middle of the battle by their own minions. The
the Monster Manual). Most intelligent fiends will
staff next appeared in the possession of the Blood
have a plan to quickly (within a few years or a
Dawn Coven, a trio of night hags known to raise
decade) reclaim their former power and glory,
armies of the dead to use as expendable troops in
but they will be enraged at having been reduced
the Blood War. The hags’ lieutenant, the lich
to a larva, viewing it as the ultimate insult.
Keloton, used their own undead against them

Page 78
and stole the Staff. Keloton carried the Staff for
years in his quest for godhood before he
mysteriously vanished. The Blood Dawn Coven
survived Keloton’s betrayal, and they seek
revenge as well as the return of the staff. Any
sighting of it is sure to gain their attention and
the ire of their horde of demons.
Random Properties. The Staff of Ruin has the
following random properties:
 2 minor beneficial properties
 1 major beneficial property
 2 minor detrimental properties
 1 major detrimental property
Arcane Focus. You can use the Staff of Ruin as
a spellcasting focus, and spells cast through it do
not require any material component that is worth
50 gp or less. The Staff of Ruin is not consumed
by the spell, even if the spell normally destroys
the material component.
Eldritch Barrage. As an action, you can cast
eldritch blast with the staff, using your choice of
Intelligence or Charisma as your spellcasting
ability. If you cast eldritch blast and target the
same creature with more than one beam, once
you hit the target with a ranged spell attack for
one beam, any attack rolls for subsequent beams
from the same casting against that target
automatically hit. Any creature hit with more
than one beam takes the normal damage for
those beams, and also takes an extra 2d10 force
damage.
Crystal Ball. The crystal ball embedded in the
demon’s skull allows you to cast the scrying spell
once, regaining the ability to do so each day at
midinight. Whenever you cast the scrying spell
while using the staff as a spellcasting focus, it
makes your scrying spell more effective. Any
Wisdom saving throw made against a scrying
spell you cast through the staff is made with
disadvantage. Furthermore, as long as you are
gazing into the crystal ball, nondetection does not
block your scrying spells.

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Chapter 3: Ensemble Magic Item Sets
Blades of the Frozen
Ensemble sets are groups of assorted magic items
intended to be used together, some increasing in
potency when paired with others of their set. Sets Prince
of two often have set properties, which are gained
only when a single creature attunes to all items in The Blades of the Frozen Prince are a matched
the set. Some items in ensemble sets, especially set of a rapier and a main gauche dagger, each
larger ones, have synergy properties, which are with a silver steel blade, a golden hilt shaped like
only activated when that item is attuned by the a leering devil, and a grip of crimson leather.
same creature that has attuned another item in
the set. Rapier of the Frozen Prince
All ensemble sets require attunement, but only
take up a single attunement for the set, You gain a +2 to attack and damage rolls with
regardless of the number of linked items. Each this magical sword. While it is in your hand the
item must still be attuned to separately. Every weapon cannot be disarmed unless you choose to
item in this chapter has the following property in allow it.
addition to those listed: While attuned to this weapon you have
Set Attunement. These items belong to a set, resistance to cold damage and you are considered
and if you are attuned to one item of the set, to be naturally adapted to cold climates, as
other items you attune to from the same set do described in chapter 5 of the Dungeon Master’s
not count against the total number of magic Guide.
items you can attune.
Dagger of the Frozen Prince

You gain a +1 to attack and damage rolls with this


magical sword, and +1 to AC while it is held in
your hand.
Backstab. When you have advantage on an
attack roll with this weapon, on a hit, you can
deal an extra 4d6 magical piercing damage to the
target. If you have advantage on an attack roll
you can deal an additional 14 (4d6) piercing
damage to a struck creature. The dagger regains
the use of this property at dawn the next day.
Set Properties
If you possess both blades you gain the following
additional properties:
Rakish Charisma. You have advantage on
Deception, Intimidation, and Persuasion skill

Page 80
checks
Curse. If you possess both blades, the
Empyrean Mask
archdevil Levistus, Prince of the Fifth, Lord of
Stygia, can communicate with you telepathically This golden half mask is adorned with wings of
at will. Only he can initiate contact, mithril. While wearing this mask you gain
not you, and he can commence or end truesight to a range of 60 feet.
conversations as he pleases. While the Synergy Properties. If the empyrean mask
Prince has no direct influence over is paired with the blade of the zealous, the
you, his words cannot be blade deals an extra 1d6 radiant damage to
ignored. The nature of creatures that aren’t fiends or
these interactions, and undead. If the empyrean mask
how and when they occur, is paired with the plate of the
is determined by the DM. stalwart, you are healed for 2d6
This property can be points of damage when you use
blocked by a mind blank the plate’s Guardian property.
spell or a ring of mind Both properties are retained
shielding. when all three items are
together.
Crusader’s
Plate of the
Armament
Stalwart
Blade of the
Zealous This armor is a shining mithril breastplate
edged in gold. While you wear this
mithril armor you gain a +2 bonus to AC.
This greatsword is forged from shining Guardian. When a weapon attack that
mithril, its elaborate hilt cast in bronze. hits you scores a critical hit, you can use
You gain a +2 to attack and damage this armor as a reaction to change it to a
rolls with this magical sword. A normal hit instead. Once this property
successful hit deals an extra 1d6 radiant negates a critical hit, it cannot do so again
damage to creatures with the fiend or until dawn the next day.
undead type. Synergy Properties. If the plate of the
Synergy Properties. If the blade of stalwart is paired with a second item from
the zealous is paired with a second item the Crusader’s Armament set, the plate’s
from the Crusader’s Armament set, the Guardian property can be used 2 times
blade’s extra radiant damage increases per day, regaining expended uses at the
to 2d6 against fiends and undead. If all next dawn. If all three are linked, the
three items are linked, the blade still plate still gains the second use of the
gains the radiant damage increase, and Guardian property, and when you activate
also scores a critical hit with this sword that property, you also manifest spectral
on a 19 or 20 against fiends or undead. wings, gaining a fly speed of 30 for 1
minute.

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Death Knight’s
Raiment
Necroplate

This armor appears to be constructed from


bone and flayed flesh, magically reinforced to
the durability of steel. While wearing this
armor you gain a +1 bonus to AC.
Bloodthirst. As a bonus action immediately
after you injure a creature with a melee
weapon attack during your turn, you can
begin regenerating, regaining 1 hit point at the
start of each of your turns for 1 minute. Once this
Raiment set, the vulnerability
property is used, the armor cannot use it again
duration increases to 10
until dawn the next day.
minutes. If all three items are
Synergy Properties. If the necroplate is paired
attuned by the same creature,
with a second item from the Deathknight’s
the DC of the saving throw
Raiment set, the Bloodthirst property can be used
increases to 17.
3 times per day, regaining expended uses at dawn
the next day. If all three items are attuned by the
same creature, the Bloodthirst property can still
Bone Amulet
be used 3 times per day, and the regeneration
increases to 2 points per turn for 1 minute. This amulet is of carved bone, adorned with six
humanoid teeth and is strung with sinews. You
Necroblade gain resistance to necrotic damage while wearing
this amulet.
Boneshield. As a reaction when a weapon
attack hits you, you can use the amulet to
This sword has an elaborate iron hilt, and an
momentarily harden your skin to the consistency
improbable jagged blade crafted from fused bone.
of bone, reducing the damage by 1d6 plus your
The edge is razor sharp and infused with dark
Charisma modifier. This may reduce the damage
energy.
to 0. Once this property is used, the amulet
You gain a +1 to attack and damage rolls with
cannot use it again until the next dawn.
this magical sword. A successful hit deals an extra
Synergy Properties. If the bone amulet is
1d6 necrotic damage and the creature must make
paired with a second item from the Deathknight’s
a successful DC 15 Constitution saving throw or
Raiment set, the Boneshield property can be used
gain vulnerability to necrotic damage for 1
three times per day, regaining all expended uses
minute. Subsequent successful strikes with the
at the next dawn. . If all three items are attuned
blade do not impose saving throws if the target
by the same creature, the damage reduction
has vulnerability.
increases to 2d6 plus Charisma modifier.
Synergy Properties. If the necroblade is paired
with a second item from the Deathknight’s

Page 82
Durgeddin’s Axes Bloodfury, the
Unlike other sets, these ten axes were not all Bleeding
intended to be wielded by the same person, but
Edge
by members of the same fighting force. Each was
crafted by the great dwarven smith, Durgeddin
the Black. He founded the secret stronghold of
This battleaxe appears
Khundrukar within a great cavern system 200
to be made of copper
years ago, when he and his clan were driven from
at first glance, but is
their home by a horde of orcs and trolls. These
actually steel infused
axes were all intended to be used in Khundrukar’s
with countless minute
defense. Yet due to various twists of fate, they
veins of blood, giving
have never all been wielded in the same battle,
the weapon an overall
not even when the orcs who discovered the
reddish hue. When it
stronghold’s location stormed the stronghold
strikes a foe with blood, the intricate etchings on
with a great army and slew the dwarves there.
its head pulse with a crimson glow.
Given Glorardrur’s secret ability to sense the
You gain a +1 bonus to attack and damage rolls
locations of the other axes, it may be possible to
with this magical axe. Hit points lost to this
finally bring all of these weapons together, ideally
weapon’s damage can be regained only through
in the hands of wielders who will unite to reclaim
short or long rest, rather than by regeneration,
the five ruined levels of Khundrukar.
magic, or any other means. The wounds made by
this axe bleed openly if the target has blood.
The Arcanite Reaver Bloodfury Frenzy. When this weapon scores a
critical hit, it siphons blood from the target,
This dull steel axe’s head is inlayed with coppery empowering you. The target’s available Hit Dice
metal in jagged swirling patterns that seem to are reduced by one. You roll the stolen Hit Die
pulse and shimmer with barely contained arcane yourself, and the resulting number is the number
energy. You gain a +1 bonus to attacks and of turns you gain Bloodfury Frenzy. Bloodfury
damage rolls made Frenzy allows you to attack with advantage, but
with this weapon. you are only able to move toward the nearest foe,
It is enchanted to unable to move further away until the effect ends
cut through or no more enemies are within sight.
adamantine Curse. Whenever the Bloodfury Frenzy
specifically, and property is activated, the wielder must make a
attacks made with successful DC 13 Wisdom saving throw or be
the arcanite reaver unable to tell friend from foe, attacking the
ignore the special nearest creature (selecting randomly between
properties of creatures equally distant). At the end of each of
adamantine armor, their turns the wielder may make a new saving
as well as any throw to end the effect, but the Bloodfury Frenzy
target’s natural property also ends on a success.
immunity to
critical hits.

Page 83
distance and direction as long as they are on the
Glorardrur, the Apprentice Axe same plane. At a predetermined time
(adjudicated by the DM), this property will
Glorardrur is a blue-steel headed handaxe with a awaken in Glorardrur, and his purpose to see the
pointed blade and a convex balance on the other Vault opened will be revealed. From this point he
side, almost like an arrowhead. The wooden haft becomes obsessed with collecting the other seven
is of polished oak and slightly curved toward the axes and seeking out the Vault (which he does
haft counterweight. You gain a +1 bonus to attack not know the location of) and open it, badgering
and damage rolls made with this weapon. The his owner to undertake the glorious quest. While
axe can also impart significant knowledge of he does not possess the will challenge a wielder,
smithing, granting advantage to skill checks with like many other sentient items do, he can
smiths tools (see below). withhold his advice on smithing (nullifying this
Sentience. property) and can talk
Glorardrur is a nonstop, likely driving
sentient lawful the wielder to distraction
neutral weapon with until they capitulate or
an Intelligence of 10, discard the weapon.
a Wisdom of 8, and a
Charisma of 12. It Monarch, Mark
has hearing and
darkvision out to of the Crown
range of 60 feet, and
can speak common This antique greataxe is
and dwarvish. made of bronze, and
Personality. bears stylized crowns etched into the blades. The
Glorardrur was one of Durgeddin’s apprentices grip is worn and stained with the grasp of
with promising skill and an irritating habit of countless hands, yet feels perfectly comfortable,
constantly speaking. Glorardrur is a gruff old as if made for you.
being, constantly reminiscing about his life as You gain a +2 bonus to attack and damage rolls
Durgeddin’s apprentice, the art of smithing, and made with this weapon, and advantage on
criticizing most aspects of ‘today’s youth’ Charisma skill checks when interacting with
punctuated with anecdotes describing the virtues creatures of the humanoid (dwarf) type.
of everything in ‘my day’ as superior to now. The Special. Monarch was the first weapon ever
weapon’s property to impart advantage on created by Durgedden as a young prodigy smith.
smithing checks comes in the form of long So impressed was his master that the blade was
lectures and critiques as the creature works. presented to the King of Delzoun as a gift. While
Synergy Properties. Glorardrur is one of a set not the most powerful of Durgedden’s craft, it is a
of eight axes crafted by the legendary dwarven legendary weapon amongst all the dwarves of
smith Durgedden. In addition to their individual Faerun, and all recognize and respect it. The
properties together they act as keys to the Vault wielder may not enjoy the notoriety, especially if
of Durgeddin, a hidden trove of treasure and they are a non-dwarf, as many will judge them
knowledge. Unknown to Glorardrur, he has a unworthy of wielding it, or covet if for
special purpose of being able to sense the themselves.
locations of the other seven axes in his ‘set’ by

Page 84
Peacemaker, the Bringer of
Peace

This immaculate blue-steel greataxe is


etched with angelic wings and radiates a
sense of calm. You gain a +2 bonus to
attack and damage rolls made with this
magic weapon. You also gain advantage on
Wisdom saving throws. deal an additional 1d6 lightning damage. While
Pacify. The axe has three charges. As an action holding the axe, you gain resistance to lightning
you can expend a charge to cast calm emotions. and thunder damage.
The DC of this effect is 8 plus your proficiency Stormcall. As an action you can call forth a
bonus and charisma modifier. All expended raging storm that darkens the sky and causes
charges are renewed at dawn. light rainfall and whipping winds in a 100 foot
radius, centered on you. You must be outdoors to
Stormcaller, Twin Blades of conjure this storm. All Perception checks are
Utter Ruination made at disadvantage, as are ranged weapon
attacks from weapons of size large or smaller (ie
siege weapons and giant thrown rocks are not
affected). The storm lasts for 10 minutes, and
This double-bladed great axe of silvered steel is
requires your concentration to maintain. While
forged with patterns depicting a raging storm and
the storm persists you may use your action to call
jagged lightning. The razor sharp edges
bolts of lightning as per the call lightning spell,
occasionally arc with electricity, and the blade
with the conditions treated as stormy. This
howls like a gale when swung.
property may not be used again until the next
You gain a +2 bonus to attack and damage rolls
dawn.
with this magical weapon, and successful strikes
Curse. Each time you use the Stormcall
property there is a 5% chance per turn that
the storm rages out of control. If this occurs,
the storm no longer requires concentration
to maintain and lasts for 1 hour. On initiative
count 20 each combat round 1d4-1 (0-3)
lightning bolts strike random targets within
the area, dealing damage as per a call
lightning spell.

Page 85
and a charisma of 16. It has hearing and
darkvision to a range of 120 feet. It speaks
dwarven and can communicate with its wielder
telepathically.
Personality. Swansong holds a portion of
Durgeddin’s personality. While lacking his
complete memories, the axe has a wise and
patient dwarven mind, willing to teach and
advise those who place value in order, craft and
preservation of the dwarven race.

Worldbreaker, the Earth


Splitter

This once magnificent steel greataxe is heavily


marred, dented and chipped, as if repeatedly
slammed into the ground. The edge is dull and it
Swansong, the Last Blade
seems a poor weapon.
This magic weapon deals maximum damage
when striking creatures or objects made of stone.
This perfectly balanced greataxe is inlayed with
Earthquake. You may use your action to cast
gold and etched in intricate patterns. The cherry
the earthquake spell by slamming the axe into the
wood is polished to a fine shine and the blades
ground. It acts in all ways as the spell except that
razor sharp.
the effect has 0 range and is centered on the axe
You gain a +3 bonus to attack and damage rolls
impact point. After expending this property, the
with this magical axe. When you attack a
axe takes a
creature and roll a 20 on the attack roll, that
full week
target takes an extra 14 slashing damage. Then
to regain
roll another d20. If you roll a 20 you lop off one of
its use,
the target’s limbs, with the effect of such loss
becoming
determined by the DM. If the creature has no
available
limb to sever, you lop off a portion of its body
again at
instead.
dawn on
Whilst attuned to Swansong you are immune
the 7th day
to disease, and both damage from poison and the
after
poisoned condition. You have advantage to skill
activation.
checks with History and Smith’s Tools.
Properties. Swansong has three charges. As an
action you can expend a charger to create one of
the following spell effects: bless, aid or protection
from evil and good. Expended charges are
regained at dawn.
Sentience. Swansong is a sentient lawful good
weapon with an Intelligence of 13, a Wisdom of 18

Page 86
feet per round until it reaches the ground or the
effect ends. This property can’t be used again
until the next dawn.
Synergy Properties. Scalecleaver is one half of
a set of hand axes made for Thuldor Foeripper. If
both axes are attuned to the same creature it
gains a number of temporary hit points equal to
its character level or hit dice. These hit points
regenerate after a short rest.

The Twin Axes of Shieldbreaker, the Coward’s


Thuldor Foeripper Lament
These two axes were also forged by Durgeddin,
This axe has a crescent shaped blade, a sharp top
who made them for a specific wielder. Thuldor
spike and a serrated backspike. Etched on the
Foeripper was a warrior lord, a battlerager who
head are patterns resembling a dragon’s flame.
lead his clan against the myriad monstrous
The polished wooden haft is wrapped with
threats of the Spine of the World Mountains.
dragon wing sinew as a grip.
When the march of Durgeddin’s people was beset
You gain a +1 to attack and damage rolls with
by kobold raiders, Thuldor came to heir aid. In
this magical axe. Whenever this weapon hits an
gratitude Durgeddin forged the hero a pair of
object, the hit is a critical hit.
twin axes, a set of weapons as fearsome as their
Sundering Strike. Upon successfully striking a
wielder.
target, you may release a blast of force as a bonus
action, dealing an additional 3d6 force damage to
Scalecleaver, the Wyrm’s Bane the target. If the target is an object, the damage is
maximum instead of rolled. This property can’t
This handaxe has a crescent blade and a stylized be used again until the next dawn.
backspike resembling the point of a dragon’s tail. Synergy Properties. Shieldbreaker is one half
Etched on the head are patterns resembling a of a set of hand axes made for Thuldor Foeripper.
dragon’s flame. The wooden handle is wrapped If both axes are attuned to the same creature it
with dragon wing sinew for a grip. The blade is gains a number of temporary hit points equal to
notched and well worn. its character level or hit dice. These hit points
You gain a +1 to attack and damage rolls made regenerate after a short rest.
with this magic weapon. When you hit a creature
with the dragon creature type, or a kobold, you
deal an additional 1d6 slashing damage to it.
Earthbinding. When you strike a creature
with the dragon type you may attempt to bind
it to the earth, suppressing its property to fly.
The target must make a successful DC 15
Strength saving throw or have its flying speed
reduced to 0 for 1 minute. An airborne creature
affected by this property safely descends at 60

Page 87
Chapter 4: Body Modifications
handed property, firing it still requires two
These magical modifications to your own body
hands, but your non-armbow hand can still be
grant certain arcane abilities. Not all of these are
used normally when not firing your armbow.
actual magic items, but they function in much
While it is attached to a warforged, this crossbow
the same way and follow the same rules.
does not have the ammunition property.

Attachments Command Circlet


These are items are devices and machinery that
can be attached to living bodies. Most can attach This circlet is a mark of distinction granted to the
to living flesh, but are even more effective when most effective commanders of the Last War on
attached to living constructs, such as the Eberron’s continent of Khorvaire. While you wear
warforged. In fact, some of these items can only it, you can use your action to cast the calm
be used by warforged, while others have no such emotions spell with it. The circlet can't be used
special requirements. this way again until the next dawn.
If you are a warforged, you can spend 1 hour
Armbow attaching this item to yourself. An attached
command circlet cannot be disarmed or removed
from you against your will. While the circlet is
This magical clockwork crossbow, constructed in attached, you can communicate telepathically
Eberron by House Cannith for the Last War, with any creature you can see within 30 feet of
generates its own bolts, so that it never runs out you. You don't need to share a language with the
of ammunition. You gain a +1 bonus to attack and creature for it to understand your telepathic
damage rolls made with this magic crossbow. utterances, but the creature must be able to
While any creature can use the armbow, it is understand at least one language. Most creatures
specially designed to integrate with the forearm do not gain the ability to telepathically reply,
of a warforged. If you’re a warforged, you can despite you being able to speak to them.
attach an armbow to your arm by attuning to it, However, any warforged you communicate with
making it inseparable from you as long as you’re it in this way can send a one-sentence telepathic
attuned to it. To attune to the item in this way reply before the end of its next turn.
you must hold it against your forearm for the
entire attunement period. You can spend one
minute to end the attunement and remove the
armbow.
If you are warforged with this item attached, s
a bonus action, you can retract the armbow 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.
If your armbow is a crossbow with the two-

Page 88
acid, cold, fire, lightning, or thunder damage, you
Delver's Light can use your reaction to gain resistance to that
damage type for 1 minute, including against the
This magical gem is frequently used by
triggering damage. The disc can't be used this
underground scouts and soldiers perfoming
way again until the next dawn.
missions at night, If you are a warforged, you can
use an action to attach this magical gem to your
forehead, forearm, or torso, otherwise you can
Final Messenger
hold it in your hand. While you hold the gem or
This warforged communication device is built to
have it attached to you, you can use a bonus
resemble a small winged animal, yet it is an
action to do any one of the following:
intricate assembly of clockwork pieces. If you are
 Cause the gem to shed bright light in a 20- a warforged, you can attach or detach this item as
foot radius and dim light for an additional 20 an action.
feet While the final messenger is attached, it cannot
 Cause the gem to shed only dim light in a 20- be removed from you against your will. You can
foot radius detach the final messenger yourself, which takes 1
 Cause the gem to stop shedding light minute. While the final messenger is attached,
you gain the following benefits.
You choose the color of any light the gem sheds.
Completely covering the gem with something  The final messenger folds itself up and is
opaque blocks the light. indistinguishable (except by magical means)
from an amulet around your neck, to all
Disc of Energy Resistance creatures except other warforged.
 You can use your action to cast animal
If you are a warforged, you can use an action to messenger as a 2nd-level spell. Rather than
attach this rune-covered disc to the base of your choosing a tiny beast, you use the clockwork
neck, where it looks like some kind of amulet. form of this item, which acts as a flying
While it is attached to you, whenever you take messenger. The duration of the spell is
increased to 1 week for this casting, but the
spell ends early once the message is delivered.
When the spell is cast, the final messenger
detaches itself from you and travels on its
own. It uses the statistics of a monodrone
(described in the Monster Manual under
modron) while traveling in this way.
 After an animal messenger spell cast with this
item ends (whether the message is delivered
or not), the messenger returns to you, flying
at a rate of about 50 miles per 24 hours. It will
spend up to 1 week trying to reach you. If it is
able to reach you, you can reattach the item
normally. If it cannot reach you in that time,
it lands and becomes inert, and is
indistinguishable from an amulet to all

Page 89
creatures except warforged, The item
remains in this inert state until you or
another warforged attach it again.
 When you cast animal messenger with this
item, you do not need to speak out loud to
communicate the message, and when you
send a message, you can also send one
image of something you can currently see.
The creature who receives the message also
magically sees the image.
 When you die, this item casts animal
messenger instantaneously. In the brief
moment before you expire completely, you
can specify a message or image. If you do
not, the messenger simply carries the image
of what could be seen around you at the
moment of death. In the same instant, you
can specify a location and recipient. If you
do not, the messenger magically senses the
location of the nearest warforged and
delivers the message to it.
count as a single magic item with regard to the
number of magic items you can attune to.
Grappling Hook (For convenience, this item is reprinted here
from Eberron: Rising from the Last War.)
Usually placed in an arm or shoulder this item
consists of a small but efficient grappling hook, a Tool Hands
line of thin but extremely tough rope (can hold
up to 200 pounds) and a spring-loaded launcher.
If the grappling hook is placed in a prosthetic These clockwork hands are a type of prosthetic
limb, then the grappling hook and the prosthetic limb of wondrous of gnomish invention. While
limb count as a single magic item with regard to attuned to them you can pick any two sets of
the number of items you can attune to. tools. You may use a bonus action to alter the
hands into either of those tool sets. While using
Prosthetic Limb the tool sets from your hands you have advantage
on any checks made with those tools. If you also
have one or more prosthetic limbs, your tool
This artificial limb replaces a hand, arm, foot, leg, hands and all your prosthetic limbs count as a
or similar appendage that was lost or removed. single magic item with regard to the number of
While the prosthetic is attached and attuned to items you can attune to.
you, it functions identically to the body part it is
replacing. You can detach or reattach it as an
action, and it can’t be removed by anyone else.
If you have multiple prosthetic limbs, they

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Warsoul Weapon, +1, +2, or +3 Grafts
Grafts consist of new or transplanted living body
parts fused to a creature’s flesh. They might the
glands of troll, the tentacles of an illithid, or an
You add a bonus determined by this magical
alchemically-created appendage that can become
weapon's rarity to attack and damage rolls you
a part of you. A graft’s function is never impaired
make with it. If an attack you make with this
by damage or scarring of the flesh it inhabits.
weapon is an opportunity attack, you also gain
Even cutting away the entire graft makes no
advantage on the attack roll.
difference—its sorcery has become a permanent
If you’re a warforged, you can also attach a
part of you.
warsoul weapon to your forearm by attuning to
it. An attached warsoul weapon cannot be
disarmed or removed from you against your will,
Extendable Fangs
but while the weapon is attached you cannot use
that hand for other actions. You can spend one Two large, snakelike fangs are placed in the roof
minute to end the attunement and remove the of your mouth. You may use these as a melee
warsoul weapon. While you have this weapon weapon with the light property that inflicts 1d4
attached, you gain a bonus to Dexterity checks piercing damage. The fangs are hinged so they lie
for initiative equal to the weapon's bonus to flat against he roof of your mouth until you need
attack and damage rolls. them. If you are also attuned to the poison
sprayer (see below) then it and the extendable
fangs count as one magic item for the purposes of
attunement. You may also use a charge from the
poison sprayer to add 2d8 poison damage to a
successful bite attack.

Extra Head

You have a second, smaller head grafted to you


shoulder right next to your actual head. The head
is friendly to you and your companions, if a little
bitter about not having a body. The head speaks
three languages, has two skills based on
Intelligence, Wisdom, or Charisma and can, in
extreme circumstances, control your body if your
primary head is knocked out. If you are knocked
unconscious or decapitated (by a vorpal blade, for
instance) then your second head can control
your body for up to 1 minute. The second head
has no combat skills and will focus on
reattaching or waking up the primary head.
While your primary and secondary head are
awake, you have advantage on Wisdom

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(Perception) checks and your passive Perception
in increased by plus 2.
Scorpion’s Tail

Flayer Tendrils Holding this tail up to the small of your back and
attuning to it fuses the tail to you. You can
control it as if you had always had a tail. The tail
Four flexible metallic tendrils hang from above,
is a melee weapon with the reach and light
below, and either side of your mouth. The
properties. On a successful hit the tail inflicts 1d6
tendrils are made of braided wire and seem
piercing damage. If you score a critical hit the tail
almost delicate, but they are surprisingly strong
inflicts 2d8 poison damage in addition to its
and quick and end in a set of wicked barbs. The
normal damage.
tendrils count as a melee weapon with the finesse
and light properties that inflict 1d6 piercing
damage. If you have successfully grappled a
Second Skin
creature you may use an action to drive all four
tendrils into the grappled creature’s face, This clear membrane fits over your own skin. You
inflicting 3d6 piercing damage on a successful can breath through it normally and the
melee attack. While you are attuned to these membranes makes holes to allow you to eat and
tendrils you have advantage on Charisma drink. The membrane is a living thing and
(Intimidation) checks and disadvantage on siphons what it needs to survive from you. As
Charisma (Persuasion) checks. Mind Flayers long as you are attuned to the membrane it will
seeing these tendrils will react with extreme try to help you in combat. Once per day you may
violence. use your reaction to gain resistance to one type of
damage. This resistance lasts for 1 minute or until
Gliding Wings you take 50 points of the damage of the resisted
type. This ability recharges at dawn.

Two thin membranes stretch from your wrists to


your waist, forming a pair of wings. These wings
Spelleater Heart
are not strong enough for actual flight, but are
excellent for gliding. While you are attuned to Your heart
these wings, you double your jump distance. has been
replaced by
Poison Sprayer a device
that is a
marvel of
A favorite of assassins, the poison sprayer is little
clockwork
more than a small reservoir full of poison and a
and
tube. The poison sprayer is usually stored in the
spellwork.
roof of the mouth or in place of an eye, and has
You may
three charges. You can use an action to spend
use your
one charge and spray poison at any creature
reaction to
within 5 feet. The creature must make a Dexterity
absorb one
saving throw. The creature takes 2d8 poison
spell that
damage on a failed save, and none on a successful
targets you
one. The charges renew at dawn.

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or includes you in its area of effect. Other use an action to cast web. This ability recharges at
creatures caught in the spells area of effect or dawn.
targeted by the spell are effected normally. You
are not effected by the spell in any way and your Troll Grafts
heart gains a number of charges equal to the
spell’s slot level. You may use an action to This graft is not for the faint of heart. Several
channel the arcane energy stored in the heart glands and organs are removed from a troll and
into a blast of energy. Make a ranged attack placed inside your body. The organs are magically
against a creature within 50 feet. If you hit the forced to become a part of you. They impart some
target takes 1d10 force damage for each charge of the troll’s legendary healing ability. The magic
the in the heart. Once you fire the beam the heart that forces the organs to become a part of you is
loses all its charges. If you still experimental however,
don’t use the charges for and still has flaws. While
one minute after the heart you are attuned to this
absorbs them, they are item you regain 1 hit point
lost. You may not use this every 10 minutes. You are
reaction again until dawn. also vulnerable to fire and
The spelleater heart acid damage.
replaces your natural heart
and will keep you alive,
Unhinged Jaw
but stops functioning in an
antimagic field. If you start
your turn inside, or move
Your entire lower jaw and
into an antimagic field or
neck are replaced by this
similar effect while
graft. Your jaw is magically
attuned to this item you
strengthened and the skin
are immediately reduced
is slit to allow your jaw to
to 0 hit points and must
unhinge and you mouth
make your first death save.
open disturbingly wide.
You cannot regain hit
You gain a bite attack that
points while you are still in
counts as a melee weapon
the field.
and inflicts 1d6 piercing on
a successful melee attack
Spider Legs roll. If the roll is a critical, and your opponent is
smaller than you by two or more size categories.
Four articulated legs are grafted to your then your opponent must make a Strength saving
shoulders and your back right above your hips. throw (DC 15). If they fail they are swallowed by
These legs constantly twitch and will occasionally you and deposited in an extra dimensional space.
caress any creature that one or more size You can keep them there for up to 10 minutes
categories smaller than you within five feet. before the space dissolves and they appear in the
While attuned to these legs you gain a climb nearest empty space to you. Creatures caught in
speed equal to your speed. The legs are too fragile the extradimensional space may repeat the saving
to be used in combat but once per day you can throw once a minute to escape.

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Magic Tattoos
Gaining a magic tattoo is an act of deep
commitment, for you make its eldritch
enchantments a part of you forever. Placing your
trust in one of the rare adepts who practice the
art of magical tattooing, you gain supernatural
abilities and effects by placing an irrevocable
design upon your skin. The artist binds the actual
spells involved to enchanted needles, which
inject your new power into your flesh with their
ink.
Such tattoos vary in size and design, though
most that confer the same abilities will share
certain elements related to their magic. You take
up more or less of your skin with a magic tattoo
dependent on how powerful it is, as measure by
the tattoo's rarity. A common tattoo is 6 inches
or smaller, while an uncommon one takes up half
a limb or an entire scalp. Rare tattoos cover a
whole limb, and very rare tattoos either take up
two limbs or cover the entire chest or back. For a Tattoo Attunement. To attune to this item,
legendary tattoo, you spend hours in multiple you hold the needle to your skin where you want
sessions, inscribing a design that covers all of two the tattoo to appear, pressing the needle there
of your limbs as well as your whole torso. throughout the attunement process. When the
A magic tattoo's function is never impaired attunement is complete, the needle turns into the
by damage or scarring of the flesh it inhabits. ink that becomes the tattoo, which appears on
Even cutting away the entire tattoo does not the skin. If you have multiple magic tattoos, they
change its power or function, since they have count as a single magic item with regard to the
become of the being upon whom they are number of magic items you can attune to.
inscribed. If your attunement to the tattoo ends, the
tattoo vanishes, and the needle reappears in the
Antimagic Rune Tattoo closest unoccupied space to you.

Armor Tattoo
You can use an action to empower this tattoo.
When you do, the rune glows and an antimagic
pulse, centered on you, shoots out to 30 feet. Your upper body and legs down to your knees are
Until the start of your next turn, anyone covered in tattoos of thick plates. While you are
attempting to cast a spell or activate a magic item attuned to this tattoo, you gain the following
within 30 feet of you must make a Wisdom saving benefits:
throw (DC 16). If they fail the spell fizzles out and  At the end of every long rest, you gain 20
nothing happens. Once used, this action can’t be temporary hit points.
used again until the next dawn.

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If your attunement to the tattoo ends, the
tattoo vanishes, and the needle reappears in the
closest unoccupied space to you.

Balor’s Face Tattoo

While this tattoo is on your skin, you are warm to


the touch and the skin around the tattoo of a
leering balor’s face. If you are reduced to 0 hit
points while this tattoo is on your skin, you
explode. You are slain and every creature within
30 feet of you must make a Dexterity saving
throw (DC 15). Creatures take 10d6 fire damage
on a failed save, and half as much on a successful
one. You may not be resurrected by anything less
than true resurrection or similar magic.
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 you have multiple magic tattoos, they
 You may choose one spell. Until the end of count as a single magic item with regard to the
your next long rest, you are immune to that number of magic items you can attune to.
spell. You do not counter the spell, but are If your attunement to the tattoo ends, the
completely immune to its effects. tattoo vanishes, and the needle reappears in the
 You may use your reaction to add your closest unoccupied space to you.
Constitution bonus to your AC against a
melee attack you can see. You may do this Blood-Dripping Contract
after you know if the attack will hit or not.
Tattoo
Once you have used your reaction in this way
you must wait until the next dawn before you
use it again.
A bone devil leers out from your chest, holding
Tattoo Attunement. To attune to this item, the contract and its claws pointing out as if
you hold the needle to your skin where you want condemning everyone around you. While this
the tattoo to appear, pressing the needle there tattoo is on your skin, any contract you and
throughout the attunement process. When the another sign with blood is enforced by bone
attunement is complete, the needle turns into the devils. You and at least one other creature most
ink that becomes the tattoo, which appears on willingly inflict one point of piercing or slashing
the skin. If you have multiple magic tattoos, they damage to yourself and press the blood to the
count as a single magic item with regard to the contract. If any creature violates the contract
number of magic items you can attune to. reality bends around itself and 2d4 bone devils

Page 95
appear. The bone devils will attempt to drag the closest unoccupied space to you.
creature that violated the contract to the Nine
Hells. If they succeed If the bone devil face Bullette Tattoo
serious resistance, they will go for the kill. You
may only have one tattoo enforced by bone devils
at a time. You can use a bonus action to empower this
Tattoo Attunement. To attune to this item, tattoo. You gain a burrowing speed equal to your
you hold the needle to your skin where you want movement speed for 1 minute. Once used, this
the tattoo to appear, pressing the needle there bonus action can’t be used until the next dawn.
throughout the attunement process. When the Tattoo Attunement. To attune to this item,
attunement is complete, the needle turns into the you hold the needle to your skin where you want
ink that becomes the tattoo, which appears on the tattoo to appear, pressing the needle there
the skin. If you have multiple magic tattoos, they throughout the attunement process. When the
count as a single magic item with regard to the attunement is complete, the needle turns into the
number of magic items you can attune to. ink that becomes the tattoo, which appears on
If your attunement to the tattoo ends, the the skin. If you have multiple magic tattoos, they
tattoo vanishes, and the needle reappears in the count as a single magic item with regard to the
closest unoccupied space to you. number of magic items you can attune to.
If your attunement to the tattoo ends, the
Broken Bone Tattoo tattoo vanishes, and the needle reappears in the
closest unoccupied space to you.

This tattoo is usually a pile of broken bones and Chain and Hook Tattoo
shattered skulls. Usually placed on the leg. Three
times per day you may use a bonus action to Chains wrap around your arms and end in
point at another creature within 30 feet of you wickedly sharp hooks. You can use a bonus
and force it to make a Constitution saving throw action to empower the tattoo, causing the hooks
(DC 14). If they fail their movement speed is and chains to rise up from your forearms and
reduced by half for 1 minute. The creature may seek out prey for 1 minute. You may make a
repeat the Constitution saving throw at the end ranged attack roll against any target within 30
of their turn to return their movement to normal. feet. If you hit the target takes 1d6 piercing
Once used, this bonus action can’t be used until damage and must make a Strength saving throw
the next dawn. (DC 8 + your Strength bonus + the amount of
Tattoo Attunement. To attune to this item, damage the hook inflicted). If they fail they are
you hold the needle to your skin where you want dragged 10 feet closer to you. On your turn you
the tattoo to appear, pressing the needle there may use a bonus action to inflict another 1d6
throughout the attunement process. When the piercing damage to the hooked target and make
attunement is complete, the needle turns into the them make another Strength saving throw (use
ink that becomes the tattoo, which appears on the above formula to determine the DC). If they
the skin. If you have multiple magic tattoos, they fail they are drug another 10 feet toward you. The
count as a single magic item with regard to the hooked creature may make a Strength saving
number of magic items you can attune to. throw (DC is the same as it was on your turn) at
If your attunement to the tattoo ends, the the beginning of their turn to remove the hook. If
tattoo vanishes, and the needle reappears in the they succeed, they are free, if they fail they

Page 96
cannot move any farther away from you then
they were at the beginning of their turn. Once
Diving Roc Tattoo
you have used this bonus action, you cannot use
it again until the next dawn.
Tattoo Attunement. To attune to this item, A roc, a massive raptor, covers your entire back.
you hold the needle to your skin where you want As long as this tattoo is on your skin, your
the tattoo to appear, pressing the needle there movement increases by 5 feet. Once per day you
throughout the attunement process. When the can use your reaction to turn any successful hit
attunement is complete, the needle turns into the into a critical hit. Once used, this reaction can’t
ink that becomes the tattoo, which appears on be used until the next dawn.
the skin. If you have multiple magic tattoos, they Tattoo Attunement. To attune to this item,
you hold the needle to your skin where you want
count as a single magic item with regard to the
number of magic items you can attune to. the tattoo to appear, pressing the needle there
throughout the attunement process. When the
If your attunement to the tattoo ends, the
tattoo vanishes, and the needle reappears in the attunement is complete, the needle turns into the
closest unoccupied space to you. ink that becomes the tattoo, which appears on
the skin. If you have multiple magic tattoos, they
count as a single magic item with regard to the
Cypher Tattoo
number of magic items you can attune to.
If your attunement to the tattoo ends, the
tattoo vanishes, and the needle reappears in the
This tattoo is series of numbers and letters that
occasionally switch positions. You may use an
action to empower this tattoo, causing a
matching series of numbers and letters to appear
on a willing creature within 50 feet. For the next
ten minutes you and this creature can speak to
each other in a language only the two of you
understand. Anyone else listening to your
conversation hears a string of gibberish. Anyone
using magical means to understand languages
can understand you normally. You and your
target may communicate with others normally.
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 you have multiple magic tattoos, they
count as a single magic item with regard to the
number of magic items you can attune to.
If your attunement to the tattoo ends, the
tattoo vanishes, and the needle reappears in the
closest unoccupied space to you.

Page 97
closest unoccupied space to you. If your attunement to the tattoo ends, the
tattoo vanishes, and the needle reappears in the
Dozens of Screaming Faces closest unoccupied space to you.

Tattoo Ear Tattoo


Dozens of faces of every size and description
appear to scream as if being on your flesh causes
A pointed ear, usually somewhere on your neck
them incredible pain. You may use an action to
or shoulder. This tattoo has three charges. You
empower the tattoo, causing all the faces to
may use an action to empower the tattoo. For the
actually start screaming. Every creature (friend or
next hour, you understand any spoken language
foe) within 30 feet of you must make Wisdom
you hear. The charges refresh at dawn.
saving throw (DC14). Creatures that fail are
Tattoo Attunement. To attune to this item,
deafened and frightened of you until the start of
you hold the needle to your skin where you want
your next turn. Once used, this action can’t be
the tattoo to appear, pressing the needle there
used until the next dawn.
throughout the attunement process. When the
Tattoo Attunement. To attune to this item,
attunement is complete, the needle turns into the
you hold the needle to your skin where you want
ink that becomes the tattoo, which appears on
the tattoo to appear, pressing the needle there
the skin. If you have multiple magic tattoos, they
throughout the attunement process. When the
count as a single magic item with regard to the
attunement is complete, the needle turns into the
number of magic items you can attune to.
ink that becomes the tattoo, which appears on
If your attunement to the tattoo ends, the
the skin. If you have multiple magic tattoos, they
tattoo vanishes, and the needle reappears in the
count as a single magic item with regard to the
closest unoccupied space to you.
number of magic items you can attune to.

Fire Runes Tattoo

The ild rune, the run for fire among the ancient
giants who once ruled the land, is burned into
your skin, along with other designs or symbols.
The rune itself stays small, but your skin is
covered in transparent illusory flames. You can
use an action to empower this tattoo and cover
yourself in real fire! Your clothing and other gear
on unaffected by the flames, but any melee
weapons you hold in your hands are covered in
flames as well. Your melee attacks inflict plus 1d6
fire damage. A creature you grapple or a creature
that grapples you takes 2d6 fire damage at the
start of your turn. As long as you are covered in
fire, you are immune to fire damage and

Page 98
vulnerable to cold damage. Once used, this minute. During that time, any melee or thrown
action can’t be used until the next dawn. weapon you use counts as both magical and silver
Tattoo Attunement. To attune to this item, for the purposes of overcoming damage
you hold the needle to your skin where you want resistance. Once used, this bonus action can’t be
the tattoo to appear, pressing the needle there used until the next evening.
throughout the attunement process. When the Tattoo Attunement. To attune to this item,
attunement is complete, the needle turns into the you hold the needle to your skin where you want
ink that becomes the tattoo, which appears on the tattoo to appear, pressing the needle there
the skin. If you have multiple magic tattoos, they throughout the attunement process. When the
count as a single magic item with regard to the attunement is complete, the needle turns into the
number of magic items you can attune to. ink that becomes the tattoo, which appears on
If your attunement to the tattoo ends, the the skin. If you have multiple magic tattoos, they
tattoo vanishes, and the needle reappears in the count as a single magic item with regard to the
closest unoccupied space to you. number of magic items you can attune to.
If your attunement to the tattoo ends, the
Moon Tattoo tattoo vanishes, and the needle reappears in the
closest unoccupied space to you.
This tattoo glows softly, and changes to match
the phases of the actual moon. If your world has Pair of Barbed Shears Tattoo
more than one moon, the tattoo will match the
phases of whichever one you choose. You can use This tattoo makes your arm look like it’s made of
a bonus action to empower this tattoo for one metal plates. The plates separate near the joints
to reveal gears and pulleys which sometimes shift
and move. On the back of your hand is a pair of
nasty looking shears or a thick crab claw.
As a bonus action, you can empower this
tattoo. For 1 minute, your hand becomes an
actual pair of shears or a thick, spiky crab claw.
You cannot hold anything in that hand, but it is a
nasty weapon. The shears inflict 1d8 plus your
Strength bonus slashing damage. Once used, this
bonus action can’t be used until the next dawn.
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 you have multiple magic tattoos, they
count as a single magic item with regard to the
number of magic items you can attune to.
If your attunement to the tattoo ends, the
tattoo vanishes, and the needle reappears in the
closest unoccupied space to you.

Page 99
the tattoo to appear, pressing the needle there
Phoenix Tattoo throughout the attunement process. When the
attunement is complete, the needle turns into the
ink that becomes the tattoo, which appears on
A phoenix that covers your entire upper back or the skin. If you have multiple magic tattoos, they
chest flares to life when you fall. You are reborn count as a single magic item with regard to the
with a crown of fire that wraps around your number of magic items you can attune to.
weapons to wreak vengeance on your enemies. If your attunement to the tattoo ends, the
If this tattoo is on your skin while you are tattoo vanishes, and the needle reappears in the
reduced to 0 hit points, you are surrounded by a closest unoccupied space to you.
corona of fire. You may spend hit dice exactly as
if you had just finished a short rest, but you have
Rotting Skull Tattoo
no limit on the number of hit dice you can spend.
For the next minute, as long as you spent at least
one hit di, your melee attacks all inflict plus 1d8 A cracked and rotting skull that takes up the
fire damage. Once used, this tattoo cannot be entire upper back or chest, attuning yourself to
used until the next dawn. this tattoo turns your eyes into black voids. You
Tattoo Attunement. To attune to this item, see as normal, but you eyes appear to be solid
you hold the needle to your skin where you want black. You may use an action to empower this
the tattoo to appear, pressing the needle there tattoo. Until the start of you next turn any
throughout the attunement process. When the undead within 30 feet of you has advantage on
attunement is complete, the needle turns into the Wisdom saving throws against being turned.
ink that becomes the tattoo, which appears on Tattoo Attunement. To attune to this item,
the skin. If you have multiple magic tattoos, they you hold the needle to your skin where you want
count as a single magic item with regard to the the tattoo to appear, pressing the needle there
number of magic items you can attune to. throughout the attunement process. When the
If your attunement to the tattoo ends, the
tattoo vanishes, and the needle reappears in the
closest unoccupied space to you.

Poisoned Dagger Tattoo

You have a wickedly barbed dagger tattooed on


your forearm. As a bonus action, you an empower
this tattoo for 1 minute, and pull the dagger out
of your forearm. The dagger inflicts normal
damage plus 1d6 poison damage. If you throw the
dagger it reappears in your hand or in the nearest
unoccupied space to you at the start of your next
turn. After the minute, the dagger fades away and
reappears on your arm. Once used, this bonus
action can’t be used until the next dawn.
Tattoo Attunement. To attune to this item,
you hold the needle to your skin where you want

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Smiling Beholder Tattoo

The tattoo of a beholder, often on the hand or


shoulder, glares out at anyone nearby. The eye
stalks seem to twitch on their own when no one
is looking. You can use a bonus action to
empower the tattoo for 1 minute. While
empowered you can extend the beholder’s central
eye on a stalk up to 10 feet long. You can see
through this eye, and it possesses the same types
of vision that you do. This includes temporary
types of vision granted to you by spells (truesight,
for instance).
attunement is complete, the needle turns into the Tattoo Attunement. To attune to this item,
ink that becomes the tattoo, which appears on you hold the needle to your skin where you want
the skin. If you have multiple magic tattoos, they the tattoo to appear, pressing the needle there
count as a single magic item with regard to the throughout the attunement process. When the
number of magic items you can attune to. attunement is complete, the needle turns into the
If your attunement to the tattoo ends, the ink that becomes the tattoo, which appears on
tattoo vanishes, and the needle reappears in the the skin. If you have multiple magic tattoos, they
closest unoccupied space to you. count as a single magic item with regard to the
number of magic items you can attune to.
Singing Bluebird Tattoo If your attunement to the tattoo ends, the
tattoo vanishes, and the needle reappears in the
closest unoccupied space to you.
While attuned to this tattoo anyone who
deliberately lies to you must make Wisdom Smiling Mouth Tattoo
saving throw (DC 13). If they fail the bird changes
from blue to red. It changes back to blue after 10
seconds. You can place this tattoo, which looks like a small
Tattoo Attunement. To attune to this item, humanoid mouth. You can use a bonus action to
you hold the needle to your skin where you want empower this tattoo. The mouth opens and any
the tattoo to appear, pressing the needle there small item (1 pound or less)can be stored inside
throughout the attunement process. When the an extradimensional space in the mouth. You
attunement is complete, the needle turns into the may use an action to remove the item from the
ink that becomes the tattoo, which appears on mouth at any time. Once you have removed the
the skin. If you have multiple magic tattoos, they item this bonus action can’t be used until the
count as a single magic item with regard to the next dawn.
number of magic items you can attune to. Tattoo Attunement. To attune to this item,
If your attunement to the tattoo ends, the you hold the needle to your skin where you want
tattoo vanishes, and the needle reappears in the the tattoo to appear, pressing the needle there
closest unoccupied space to you. throughout the attunement process. When the

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attunement is complete, the needle turns into the sharp spur of bone to project from the back of
ink that becomes the tattoo, which appears on your hand for 1 minute. You can use the spur as a
the skin. If you have multiple magic tattoos, they melee weapon with the finesse and thrown (50
count as a single magic item with regard to the feet) properties. The spur inflicts 1d6 piercing
number of magic items you can attune to. damage. If you throw the spur at a target it
If your attunement to the tattoo ends, the reappears on the back of your hand at the start of
tattoo vanishes, and the needle reappears in the your next turn. Once used, this bonus action
closest unoccupied space to you. can’t be used until the next dawn.
Tattoo Attunement. To attune to this item,
Spider on Web Tattoo you hold the needle to your skin where you want
the tattoo to appear, pressing the needle there
throughout the attunement process. When the
Spiders dance and climb over the webs that cover attunement is complete, the needle turns into the
nearly half your body. While this tattoo is on ink that becomes the tattoo, which appears on
your skin, you gain a climb speed equal to your the skin. If you have multiple magic tattoos, they
movement. count as a single magic item with regard to the
You may use an action to empower the tattoo. number of magic items you can attune to.
Choose one creature within 30 feet. That creature If your attunement to the tattoo ends, the
must make a Wisdom saving throw (DC 15). If tattoo vanishes, and the needle reappears in the
they fail, they are frightened of you for 1 minute. closest unoccupied space to you.
If they fail by more than 5, they fall unconscious
until the start of your next turn. Creatures Sun Tattoo
frightened of you may repeat the Wisdom saving
throw at the end of their turn to end the
condition. As long as this tattoo is on your skin you can
Tattoo Attunement. To attune to this item, choose to shed light in a 5-foot radius centered
you hold the needle to your skin where you want on you. You can use a bonus action to empower
the tattoo to appear, pressing the needle there this tattoo for 1 minute. Any melee weapon you
throughout the attunement process. When the hold sheds bright light out to 5 feet and dim light
attunement is complete, the needle turns into the 5 feet beyond that. Any successful attack inflicts
ink that becomes the tattoo, which appears on
the skin. If you have multiple magic tattoos, they
count as a single magic item with regard to the
number of magic items you can attune to.
If your attunement to the tattoo ends, the
tattoo vanishes, and the needle reappears in the
closest unoccupied space to you.

Spurs of Bone Tattoo

This tattoo looks like a skeletal hand with


wickedly sharp claws. You may use a bonus
action to empower the tattoo causing a razor

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plus 1d6 radiant damage. Once used, this bonus
action can’t be used until the next dawn.
Theater Masks Tattoo
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 A pair of theater masks, one happy one sad, is
throughout the attunement process. When the placed on your hand or forearm. As long as this
attunement is complete, the needle turns into the tattoo is on your skin, it has 3 charges. You may
ink that becomes the tattoo, which appears on use an action to spend one charge and choose
the skin. If you have multiple magic tattoos, they one creature within 50 feet that must make a
count as a single magic item with regard to the Wisdom saving throw (DC 15). If they fail you
number of magic items you can attune to. learn about their current emotional state (afraid,
bored, etc) and a general sense of the creature’s
If your attunement to the tattoo ends, the
tattoo vanishes, and the needle reappears in the condition (wounded, sleepy, hungry). For the
next hour, you have advantage on Charisma
closest unoccupied space to you.
(Persuasion), Charisma (Deception), and
Charisma (Intimidation) checks against that
Swarm of Insects Tattoo
target. These charges refresh at dawn.
Tattoo Attunement. To attune to this item,
you hold the needle to your skin where you want
You upper back and chest is covered in hundreds
the tattoo to appear, pressing the needle there
of tiny insects. If someone watches closely the
throughout the attunement process. When the
insects occasionally twitch and crawl around. As
attunement is complete, the needle turns into the
a bonus action you can empower this tattoo to
ink that becomes the tattoo, which appears on
transform into a swarm of flying insects. While
the skin. If you have multiple magic tattoos, they
you are a swarm of flying insects you can move
count as a single magic item with regard to the
through another creature’s space and fit through
number of magic items you can attune to.
any opening large enough to admit a Tiny insect.
If your attunement to the tattoo ends, the
You gain a Fly speed equal to your normal speed
tattoo vanishes, and the needle reappears in the
plus 10 feet. You cannot regain hit points or gain
closest unoccupied space to you.
temporary hit points while you are a swarm. You
may not use the attack action or cast spells while
you are a swarm. Once used, this bonus action
Troll Head Tattoo
can’t be used until the next dawn.
Tattoo Attunement. To attune to this item,
you hold the needle to your skin where you want Three times per day, you may use a bonus action
the tattoo to appear, pressing the needle there to empower the tattoo for 1 minute. For the next
throughout the attunement process. When the minute you can use an action to spit acid at a
attunement is complete, the needle turns into the creature within 20 feet. Make a ranged attack. If
ink that becomes the tattoo, which appears on you hit the creature takes 1d6 plus your Dexterity
the skin. If you have multiple magic tattoos, they modifier damage. Once you have used this bonus
count as a single magic item with regard to the action, you cannot use it again until the next
number of magic items you can attune to. dawn.
If your attunement to the tattoo ends, the Tattoo Attunement. To attune to this item,
tattoo vanishes, and the needle reappears in the you hold the needle to your skin where you want
closest unoccupied space to you. the tattoo to appear, pressing the needle there

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throughout the attunement process. When the empowered any vehicle you are riding in will
attunement is complete, the needle turns into the move its normal speed in the direction you
ink that becomes the tattoo, which appears on choose. The vehicle will move despite having no
the skin. If you have multiple magic tattoos, they motivating force (horses for chariots, paddles for
count as a single magic item with regard to the a canoe, or wind for a sail boat) for one hour.
number of magic items you can attune to. This ability recharges at dawn.
If your attunement to the tattoo ends, the Tattoo Attunement. To attune to this item,
tattoo vanishes, and the needle reappears in the you hold the needle to your skin where you want
closest unoccupied space to you. the tattoo to appear, pressing the needle there
throughout the attunement process. When the
Two Gears Tattoo attunement is complete, the needle turns into the
ink that becomes the tattoo, which appears on
This tattoo is a series of intricate connected the skin. If you have multiple magic tattoos, they
gears. Occasionally one gear will start to spin, count as a single magic item with regard to the
causing all the gears in the tattoos to spin before number of magic items you can attune to.
grinding to a halt. You may use an action to If your attunement to the tattoo ends, the
empower this tattoo. While this tattoo is tattoo vanishes, and the needle reappears in the
closest unoccupied space to you.

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Appendix: Index of All Items
In this section, every item in this book is listed alphabetically, along with its page number.

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Legal Notice

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