TEXT: Visions of the Vault Compendium
  
  Visions of the Vault Compendium
  
  Amulet of Greater Magic Missiles
  Wondrous item, rare
  When casting magic missile, whenever you 
  would roll a d4, roll a d6 instead.
  Armor of Iron Will
  Armor (heavy), very rare (requires attunement by 
  a cleric or paladin)
  You have advantage on checks you make to 
  maintain concentration on cleric or paladin 
  spells while you wear this armor.
  As a bonus action, you can use your 
  Channel Divinity to activate the ancient runes 
  on the armor. You may concentrate on a second 
  cleric or paladin spell until the end of your next 
  turn. At the end of your next turn, you may 
  choose which concentration to maintain.
  Assassin'
  s Brand
  Weapon (dagger) uncommon (requires 
  attunement)
  This blade is etched with spiraling runic 
  patterns. When you attune to the blade, its 
  surface becomes blank as it sinks into your 
  forearm, leaving behind its runes as a tattoo on 
  your skin. As a bonus action you may speak the 
  blade’s command word to call it to your hand or 
  return it to your forearm.
  Author of Storms
  Weapon (shortbow), very rare (requires 
  attunement)
  Once per day you can use your action to shoot 
  an arrow straight into the sky to change the 
  weather within 5 miles of you into a severe 
  thunderstorm that lasts for 8 hours. The storm 
  creates strong wind and heavy precipitation, the
  effects of which are listed on page 110 of the 
  Dungeon Master's Guide. After 8 hours, the 
  weather gradually returns to normal.
  Band of Coils
  Wondrous item, uncommon (requires 
  attunement)
  A small jade ring, cast in the form of some 
  tentacled creature from the depths. It leaks a 
  black oily substance that stains your fingers like 
  those of a scribe.
  Once per day, you can use your reaction 
  when you are attacked by a creature within 5 
  feet of you to shoot a spray of ink from the ring, 
  dealing 1d4 acid damage to that creature. They 
  must succeed a DC 15 Dexterity saving throw or 
  be blinded until the start of their next turn.
  Bloodline Heirloom
  Wondrous item, rare (requires attunement by a 
  sorcerer)
  Passed down through generations of sorcerers 
  this object may be a ring, amulet, or small 
  figurine. Once per day when you complete a 
  short rest you may regain 1d4 expended sorcery 
  points.
  Visions of the Vault Compendium
  
  Chimera’s Desire: Band of the 
  Dragon
  Wondrous item, very rare (requires attunement)
  One third of a fabled set of jewelry, this ornate 
  gold ring has been the property of countless 
  tyrants, warlords, and thieves.
  While attuned to the ring, you gain the following
  benefits:
  You gain the ability to speak, read, and 
  write Draconic with elegant fluency.
  As an action you can sense the precise 
  location of the any being attuned to of the 
  Bracers of the Goat or the Torc of the Lion
  You gain the flaw: “I must raid and 
  plunder to accumulate a great treasure hoard”
  Breath of the Dragon. Once per day as a 
  bonus action you may have the ring exhale fire 
  in a 15-foot cone. Each creature in that area 
  must make a DC 15 Dexterity saving throw, 
  taking (7d8) fire damage on a failed save, or half 
  as much damage on a successful one.
  Chimera’s Desire. Once per day, a 
  creature attuned to the Band of the Dragon, 
  Bracers of the Goat, and Torc of the Lion can 
  use their action to transform into a Chimera, 
  just as a druid takes on a beast shape when they 
  use the wild shape feature. You can stay in this 
  form for a number of hours equal to half your 
  level (rounded down).
  Chimera’s Desire: Bracers of the 
  Goat
  Wondrous item, very rare (requires attunement)
  One third of a fabled set of jewelry, these 
  polished brass bracers are warm to the touch. 
  Once placed on your wrists, they are impossible 
  to remove while you remain conscious.
  While attuned to these bracers, you gain the 
  following benefits:
  While you are wearing no armor and not 
  wielding a shield, your AC equals 10 + your 
  Dexterity modifier + your Wisdom modifier + 
  your Constitution modifier.
  As an action you can sense the precise 
  location of the any being attuned to of the Band 
  of the Dragon or the Torc of the Lion.
  You gain the flaw: “I have a vicious 
  stubborn streak and must fight to the death”
  Horns of the Goat. Once per day as a 
  reaction you can channel the power of the goat. 
  When a creature within 5 feet of you hits you 
  with a melee attack, you can use your reaction 
  to take no damage from the attack and push 
  your attacker up to 80 feet away from you.
  Chimera’s Desire: Torc of the Lion
  Wondrous item, very rare (requires attunement)
  One third of a fabled set of jewelry, this bronze 
  torc is known by its unnatural red hue. Its 
  legend is stained with the promise of violence.
  While attuned this torc, you gain the following 
  benefits:
  You can see normally in darkness, both 
  magical and nonmagical, to a distance of 120 
  feet, your eyes gaining a feline appearance.
  As an action you can sense the precise 
  location of the any being attuned to of the Band 
  of the Dragon or the Bracers of the Goat.
  You gain the flaw: “I must hunt and kill 
  powerful creatures threatening my territory”
  Roar of the Lion. Once per day as an 
  action you can emit a terrible roar. When you 
  do, each creature within 500 feet of you that can
  hear your roar must succeed at a DC 18 Wisdom 
  saving throw or become frightened for 1 minute. 
  A frightened creature can repeat the saving 
  throw at the end of each of its turns, ending the 
  effect on itself on a success.
  Visions of the Vault Compendium
  
  Cane of Prisms
  Staff, rare (requires attunement by a spellcaster)
  Attuning to this cane requires bathing it in 
  direct sunlight for one hour. While you are 
  attuned to this heavy crystal cane you can cast 
  color spray, hypnotic pattern, prismatic spray, 
  and prismatic wall, by spending a spell slot of 
  the spell’s level or higher. You use your highest 
  spell save DC for these spells.
  Circle of Trust
  Ring, rare
  This unassuming copper band is set with a 
  single emerald.
  While worn, the gem glows softly with green 
  light when its wearer tells a deliberate 
  falsehood.
  Circlet of Martyrdom
  Wondrous item, rare
  While wearing this circlet, whenever you cast a 
  spell that forces other creatures to make a 
  saving throw, you can protect up to 5 of those 
  creatures from the spell’s full force. A chosen 
  creature automatically succeeds on its saving 
  throw against the spell. You may not choose 
  yourself. Even if you normally would not be, you 
  are affected by the spell and automatically fail 
  your saving throw. The circlet can't be used this 
  way again until the next dawn.
  Clay Bowl
  Wondrous item, uncommon
  This chipped bowl is made from fire blackened 
  clay and marked with unintelligible runes. If 
  filled with bones and left out overnight, the 
  bones vanish and 3 gold pieces take their place. 
  If watched, the bones remain untouched and no 
  gold appears.
  Cloak of the Winter Wolf 
  Wondrous item, uncommon (requires attunement
  by a barbarian, druid, or ranger)
  While wearing this pelt you have advantage on 
  Wisdom (Perception) checks that rely on hearing
  or smell.
  Cuff of Warding
  Wondrous item, rare
  This bracer is made of several small bronze 
  disks, etched with runes. When found this 
  bracer has 1d4 + 2 intact disks and an equal 
  number of charges. While wearing the bracer 
  you may use a reaction and 1 charge to cast the 
  shield spell. Each time it is used, a disk shatters.
  Dead Man’s Hands
  Wondrous item, rare
  These gloves are made from the bones of a 
  pickpocket’s severed hand. At dusk they gain a 
  number of charges equal to your Dexterity 
  modifier up to a maximum of five charges.
  You can expend a charge to reroll a Sleight of 
  Hand skill check. You can use this feature after 
  you have rolled but before the GM tells you 
  whether you succeed or fail.
  Visions of the Vault Compendium
  
  Deepwood Moss
  Wondrous item, Uncommon
  This useful plant grows solely in places steeped 
  in nature’s magic, at the feet of trees with the 
  potential to eventually awaken into treants. It is 
  highly sought after by both druid circles and 
  rural communities alike for its reputation as one 
  of nature’s gifts.
  Gathering Deepwoods Moss from the 
  wild requires a successful DC 12 Survival or 
  Nature check to gather 2d4 clumps of the moss. 
  On a failed check, only 1d4 clumps can be 
  gathered. Gathered moss lasts indefinitely, 
  pulling moisture from the air.
  If clutched in your hand it can be used as
  a Druidic Focus.
  When placed in cold water it glows as if 
  the spell dancing lights was cast on it.
  If dissolved in your mouth it restores 1d4
  hit points immediately.
  If brewed into a basic tea over 30 
  minutes it restores 2d4+2 hit points when drunk.
  Makes one serving per clump used.
  If prepared (DC 12) using the Cook’s 
  utensils it creates two servings of food that each
  heal 2d4+2 hit points.
  If distilled (DC 12) using the Alchemist’s 
  supplies it yields two flasks of Alchemist’s Fire 
  that cannot burn plants.
  If brewed (DC 12) using the Brewer’s 
  supplies it makes two servings of ale that when 
  drank induce a restful 8 hour sleep that will 
  remove all diseases and poisons affecting the 
  imbiber if they are left undisturbed in a natural 
  setting for the full duration of their slumber.
  If burnt, the smoke trailing off a clump of
  Deepwoods Moss will always travels south, 
  regardless of the wind. Creatures that inhale any
  amount of this smoke become closer with 
  nature. Treat creatures that inhale the smoke as 
  if speak with plants were cast upon them. One 
  clump of moss burns to completion after giving 
  off 10 minutes of smoke.
  Flagstone Bulwark
  Armor (shield), legendary (requires attunement)
  This shield is fashioned from an immense flat 
  stone pried from the ruins of the great walls of 
  the lost city of Akriot. These fragments of its 
  crumbled outer wall are much sought after for 
  the power of their protective runes which once 
  warded the city. It requires 16 strength to hold 
  the shield.
  The stone shield is carved with worn 
  runes, a list of names of the mighty heroes who 
  defended the city in ages past. To attune to the 
  shield you must read the list of names on the 
  shield’s face and carve your own name onto the 
  list. As you attune to the shield you gain 
  knowledge of the heroes of the city as if legend 
  lore had been cast for each name.
  Warding Runes. While holding this 
  shield you can use a reaction to expend 1 charge 
  to cast shield. The shield has 4 charges and 
  regains 1d4 charges daily at dawn.
  Akriot’s Wall. Once per day, you may use
  an action to plant the shield on the ground, 
  expending all remaining charges to cast wall of 
  stone, originating from the shield. Maintaining 
  the wall does not require concentration, and 
  lasts until you lift the shield.
  Visions of the Vault Compendium
  
  Fortune of Akriot
  Wondrous item, rare
  An single smooth silver coin, bearing on one side
  a unreadable glyph and on the other a 
  featureless face.
  This coin can be used in place of the 
  components specified for any spell. When it is 
  used in this way, it deals the caster 1d8 necrotic 
  damage for each level of the spell cast. This 
  damage ignores resistance and immunity. The 
  caster’s hit point maximum is reduced by an 
  amount equal to the necrotic damage taken. The
  reduction lasts until the target finishes a long 
  rest. If this effect reduces the caster’s hit point 
  maximum to 0, their body vanishes along with 
  the coin.
  Geminate Blades
  Weapons (daggers), uncommon
  Geminate blades are daggers forged in pairs 
  from a single piece of enchanted iron. While 
  holding a geminate blade you can speak its 
  command word as an action to cause it to point 
  towards its paired blade. If it’s paired blade is on 
  another plane or obscured by a spell such as 
  sequester, the dagger will spin erratically. If one 
  dagger is destroyed, the other will shatter. 
  You can look into the polished surface of 
  a geminate blade to see everything reflected in 
  its paired blade as if looking through a window.
  Guild Contract
  Scroll, common
  This bloodstained document details accounts of 
  favors owed, debts paid, and deals made. A 
  character who speaks thieves’ cant or has the 
  criminal contact background feature may use an
  action to read the scroll. 
  The next day at dusk, one spy, one noble,
  or two thugs will appear (chosen by the player). 
  They obey any verbal commands that you issue 
  (no action required by you) as long as they don't 
  violate the terms of the contract. Assuming you 
  don't violate the terms of the contract, they 
  remain friendly to you and your companions. 
  Horn of Frost
  Wondrous item, uncommon (requires 
  attunement)
  A twisted mammoth tusk carved with the history 
  of an ancient barbarian tribe.
  Once per day, you can use an action to speak the 
  horn's command word and then blow the horn to 
  emit a chilling dirge. When you do, each creature 
  within 30 feet of you that can hear the horn has 
  armor of agathys cast on them by it. If the horn is 
  destroyed, the spells end early.
  Visions of the Vault Compendium
  
  Key to the Lost City
  Wondrous item, uncommon
  This small bone key counts as thieves’ tools and 
  grants advantage on Dexterity checks to pick locks.
  You have advantage on Dexterity (Sleight of Hand) 
  checks to conceal the key.
  Mageslayer
  Weapon (greatsword) very rare
  A relic from the Magewars, this sword was 
  forged as a weapon for those who hunted errant 
  sorcerers. Damage inflicted by this sword 
  imposes disadvantage on concentration checks. 
  As an action you may speak the sword’s 
  command word, causing the blade to shatter 
  and casting dispel magic as a 6th level spell 
  centered on itself.
  Matsukaze
  Weapon (longsword), very rare, requires 
  attunement
  Matsukaze scores a critical hit on a roll of 15 or 
  higher. After you score a critical hit with it, 
  Matsukaze becomes a non-magical longsword 
  until the next sunrise.
  Pendant of Amplification
  Necklace, uncommon
  A bronze amulet used by town criers, city 
  watchmen, and arena announcers. While 
  wearing this pendant you may cause your voice 
  to boom up to three times as loud as normal.
  Profane Spire
  Weapon (spear), very rare (requires attunement)
  As an action you can plant the head of this 
  blackened spear into the ground, desecrating 
  the ground in a 60ft radius until the spear is 
  removed. Undead standing on this desecrated 
  ground have advantage on all saving throws.
  A creature that removes the pike without being 
  attuned to it must succeed on a DC 15 
  Constitution saving throw or take 3d10 necrotic 
  damage.
  Protection Stone
  Necklace, uncommon
  This pendant is the skull of a familiar frozen in a 
  green gemstone. Once per day, the first time 
  you would receive damage, gain resistance to 
  that damage type until the start of your next 
  turn.
  Ring of Bursting
  Wondrous item, legendary (requires attunement)
  This ring if a tight gold band that seems to pulse 
  like a quickening heart. As a bonus action, you 
  may speak the ring’s command word and roll 
  1d4. For that many rounds, you gain an 
  additional action on each of your turns. For the 
  same number of rounds afterward, you can’t use
  reactions and may only take an action or a 
  bonus action on your turn, not both.
  Visions of the Vault Compendium
  
  Ring of Dreamsong
  Wondrous Item (uncommon)
  These beaten copper rings are often found in 
  multiples. Elves who trance while wearing one of
  these rings may cast detect thoughts on one 
  another at will, sharing in their reflexive mental 
  exercises.
  Ring of Rot
  Ring, very rare (requires attunement)
  While attuned to this ring, you have resistance 
  to necrotic damage. Once per say, you can use 
  your reaction to convert any damage you take 
  into necrotic damage for one minute.
  Curse. This ring is cursed, a fact that is 
  revealed only when an identify spell is cast on 
  the ring or you attune to it. Attuning to the ring 
  curses you until you are targeted by the remove 
  curse spell or similar magic; all attempts to 
  remove the ring while attuned to it are futile 
  short of severing the finger it was placed on, 
  which breaks your attunement. While cursed, 
  your skin begins to rot starting from your finger,
  giving you disadvantage on Charisma checks.
  Rotting Touch. While you are cursed by 
  the ring, you may cast contagion (save DC 17) 
  once per day.
  Ruby Vial
  Potion, rare
  When you drink the potion inside this red 
  crystal vial you regain 2d4 + 2 hit points. The vial
  magically refills itself each day at dawn. 
  Alternately, you can use your action to throw 
  the full vial at a point within range, shattering it 
  and creating a fleeting red mist that causes all 
  creatures within 30ft to regain 2d4 + 2 hit 
  points. 
  Seed of the Pale Oak
  Wondrous item, legendary (requires attunement)
  You can use an action to attune to the seed by 
  planting it in rich soil. The seed rapidly grows 
  into a mature tree over the course of a week. 
  Once planted, the tree cannot be moved, and 
  your attunement to the tree cannot be broken 
  by distance. If you die while attuned to the seed,
  your soul returns to the tree, and at any time 
  within a week of your death you may choose be 
  reincarnated amid the roots of the tree, as if the 
  spell reincarnate had been cast.
  Any items that you were holding when 
  you died are left on the ground where you died. 
  Your previous body crumbles into rich soil, 
  enriching plants as it mixes into the ground. 
  This acts as if the spell plant growth had been 
  cast centered on your corpse for the full 8 hour 
  cast time.
  If you ever willingly commit an affront to
  nature, your tree withers and dies, releasing a 
  single seed to the wind.
  Visions of the Vault Compendium
  
  Siege Crossbow 
  Weapon (crossbow), uncommon
  Often used by the footsoldiers of powerful 
  mages, this crossbow is etched with crude 
  runes. Once per day, as a bonus action you can 
  speak the crossbow’s command word to add 2d4
  force damage to its next attack. If this attack 
  hits a door, it is opened as if by the knock spell.
  Silver Instrument
  Wondrous item (instrument, any), uncommon
  These instruments are wrought from elvish 
  silver and etched with a spiraling pattern of 
  swirling runes.
  Once per long rest, you may attempt to 
  play the instrument by making a performance 
  check DC 15. If you succeed, you gain 
  inspiration.
  Soulbind Collars
  Wondrous item, uncommon (requires 
  attunement)
  A magical set of linked collars, used to tether 
  two kindred creatures.
  You and a familiar or animal companion 
  must attune to a pair of collars at the same time.
  Once attuned, you may use your action to 
  switch places with your familiar or animal 
  companion also wearing a soulbind collar, as 
  long as you both are on the same plane of 
  existence.
  Spell-Eating Jar
  Wondrous item, very rare (requires attunement)
  This strange vessel’s painted eyes seem to follow
  spellcasters around the room. The inside of the 
  jar’s mouth radiates a strong aura of abjuration 
  magic.
  When you would take acid, cold, fire, 
  lightning, poison, or thunder damage from a 
  spell, if you have a free hand and the jar is 
  empty, you can instead use your reaction to take
  no damage from that spell by feeding it to the 
  jar. The jar is only able to hold one spell at a 
  time.
  As an action you can eject the contents 
  of the jar from its mouth, casting chromatic orb 
  at the level of the spell that was eaten and using 
  the damage type that it would have dealt. You 
  can use any one of your spell attack modifiers 
  when you cast chromatic orb through the jar. If 
  you do not have a spell attack modifier, use your
  proficiency bonus instead.
  Spirit Totem
  Wondrous item, uncommon (requires attunement
  by a path of the totem barbarian)
  This is a small carved animal statue, hung with 
  teeth, feathers, and small bones. While attuned 
  to the totem, you may perform animal 
  messenger as a ritual. Rather than contacting a 
  nearby Tiny creature, the spell instead summons
  a harmless spectral manifestation of a bear, wolf,
  or eagle to deliver the message.
  Visions of the Vault Compendium
  
  Staff of Flurried Blows
  Weapon (quaterstaff), very rare (requires 
  attunement by a monk)
  This magical quarterstaff is a simple shaft of 
  worn wood. While attuned to this weapon you 
  may use your action to make a single melee 
  attack against any number of creatures within 5 
  feet of you, spending 1 ki point for each creature 
  beyond the first.
  Stygian Glass
  Shield, legendary
  This shield is a large polished mirror of 
  tarnished silver whose misty surface seems to 
  never form a cohesive reflection.
  Once per day, while wielding this shield 
  you can use your action to attempt to send one 
  medium or smaller creature within 5ft of you to 
  an extra dimensional space. They must succeed 
  a DC 15 Charisma saving throw or be imprisoned
  behind the shield’s mirror. Once trapped the 
  imprisoned creature can be clearly seen behind 
  the glass.
  An imprisoned creature may make a DC 
  15 Strength saving throw at the end of each of 
  their turns. On a successful save the creature 
  breaks free of the shield’s prison. If they exceed 
  the DC by 10 or more, the shield is shattered and
  destroyed.
  Sylvan Chalice
  Wondrous item, rare (requires attunement)
  This carved wooden goblet depicts scenes of 
  dancing dryads, intertwined with leaves and 
  sylvan runes.
  While attuned to the goblet, you can 
  speak, read, and understand Sylvan and Fey have
  advantage on Charisma checks made against 
  you.
  Additionally, you may cast the find 
  familiar spell once per day. The familiar 
  summoned this way is always a fey dryad. If your
  attunement to the goblet breaks, the dryad 
  vanishes.
  Tatters of the Fallen
  Wondrous item, uncommon (requires 
  attunement)
  This ragged cloak is stitched from a patchwork 
  of torn war banners.
  Once per day, you can use a bonus 
  action to cast compel duel with a spell save DC is
  equal to 10 + your proficiency modifier.
  Visions of the Vault Compendium
  
  Teachings of Akriot
  Wondrous item, uncommon
  This heretical text was written by the ancient 
  wizards of lost Akriot. Few copies survived the 
  fall, but it has since been translated many times 
  into many tongues.
  A wizard who spends 48 hours over a 
  period of 6 days or fewer reading this 
  blasphemous tome gains new insights into their 
  chosen school of magic. Based on their school, 
  they learn a new spell that they always have 
  prepared, and doesn’t count against the number 
  of spells they can prepare each day.
  Reading the book yields you a new flaw:
  “I have learned a magical secret that lesser 
  wizards could not hope to comprehend. They 
  are below me.”
  The Teachings
  School
  School Spells
  Abjuration
  remove curse
  Conuration
  stinking cloud
  Divination
  tounges
  Enchantment 
  animate dead
  Evocaction
  Necromancy
  sending
  bestow curse
  Transmutation 
  gaseous form
  Transgressions of Akriot 
  Wondrous item, uncommon
  This heretical text was written by the ancient 
  clerics of lost Akriot. Few copies survived the 
  fall, but it has since been translated many times 
  into many tongues.
  A cleric who spends 48 hours over a 
  period of 6 days or fewer reading this 
  blasphemous tome gains new insights into the 
  god of their chosen domain. Based on their 
  domain, they gain a new domain spell.
  Reading the book yields you a new flaw:
  “I have found the true path, others who follow 
  my god are misguided”
  The Transgressions
  Domain
  Domain Spells
  Knowledge
  hunger of hadar
  Life
  aura of life
  Light
  haste
  Nature
  conjure animals
  Tempest
  Trickery
  lightning bolt
  major image
  War
  blinding smite
  Visions of the Vault Compendium
  
  Trappings of Rime
  Wondrous item, rare (requires attunement)
  This heavy white cloak has a cold silver clasp. 
  While wearing the cloak you may use your 
  reaction to become petrified until the start of 
  your next turn, encasing yourself in ice. While 
  petrified by this item you gain resistance to all 
  damage.
  Visage of the Acropolis 
  Wondrous item, rare
  Carved from stone, this ancient mask was used 
  by ancient cults to speak to forgotten gods. 
  When you don this mask you cast the spell 
  contact other plane. You are blinded and 
  deafened as long as the mask is donned. If you 
  fail the Intelligence check the helmet cannot be 
  removed until you regain your sanity.
  Wrappings of Jia
  Wondrous item, uncommon (requires attunement
  by a monk)
  These cloth wrappings appear to be made of 
  tattered, faded silk and can be wrapped around 
  each hand and wrist. Whenever you would deal 
  bludgeoning damage with an unarmed strike
  you may instead choose to deal fire, cold, or 
  thunder damage.
  Artifacts
  Grithund the Worldmaker
  Weapon (hammer), artifact (requires attunement)
  The first of the stone giants awoke with Grithund
  the Worldmaker in his grasp. He used this mighty
  hammer to forge the rest of his kind from rock 
  and soil. With it he shaped the mountains and 
  halls of their ancestral homelands.
  Grithund the Worldmaker is a magic maul
  that grants +3 bonus to attack and damage rolls 
  made with it. It deals 3d6 bludgeoning damage. 
  Attacks made with this maul against nonmagical 
  objects that aren’t being worn or carried ignore 
  the object’s AC and are always critical hits.
  Heart of Stone. While attuned to the 
  maul, you take on aspects of the stone giants. 
  Your skin takes on the texture and appearance of 
  stone, and you gain resistance to non-magical 
  bludgeoning, piercing, and slashing damage. You 
  double in size in all dimensions and your weight 
  is multiplied by eight. This growth increases your 
  size by one category—from Medium to Large, for 
  example. You also have advantage on Strength 
  checks and Strength saving throws.
  If your attunement to the maul ends you 
  must succeed on a DC 20 Constitution saving 
  throw. On a failed save, you are immediately 
  petrified until freed by a greater restoration spell 
  or other magic.
  Worldbreaker. Once attuned to the maul, 
  you can use your action to cast shatter as a 2nd 
  level spell (save DC 20). Once per day, you may 
  cast shatter as a 9th level spell instead.
  Earthquake. If you are holding the maul, 
  you can use your action to cast the earthquake 
  spell. You can’t use this property again until next 
  dawn.
  Worldmaker. You can use your action to 
  cast stone shape or move earth at will without 
  expending a spell slot. Your concentration for the
  move earth ability cannot be broken as long as 
  you are attuned to the maul.
  Destroying the Maul. Grithund the 
  Worldmaker can only be destroyed by hurling it 
  into the churning Elemental Chaos at the heart of
  the Elemental Plane.
  
  Screaming Maiden
  Weapon (mace), artifact (requires attunement by 
  a creature of evil alignment)
  This item’s outside appearance is that of a pretty
  young girl carved out of obsidian. When angered
  or raised in battle, however, the head of the 
  mace twists into a hideous visage, the girl 
  opening up her fanged maw wide with hunger 
  and bloodlust.
  You gain a +3 bonus to attack and 
  damage rolls made with this magic weapon. It 
  has the following additional properties.
  Sentience. The Screaming Maiden is a 
  sentient neutral evil weapon with an Intelligence
  of 16, a Wisdom of 12, and a Charisma of 14. It has
  hearing and darkvision out to a range of 120 feet,
  and can share these senses with its wielder, 
  rendering him effectively immune to being 
  blinded or deafened.
  In addition to Abyssal and Infernal, this 
  weapon understands all the languages you know.
  It communicates by transmitting emotion to the 
  creature carrying or wielding it.
  Biting Cold. A creature that takes 36 or 
  more damage more from the Screaming Maiden 
  during a single turn is stunned until the end of 
  your next turn.
  Scream of the Maiden. The Screaming 
  Maiden can cast cone of cold. It decides when to 
  cast the spell, and at what level to cast the spell, 
  but might do so when asked as an action on 
  your turn.
  Personality. The Screaming Maiden is 
  characterized by its insatiable hunger for human
  blood. It grows visibly happier the more blood it 
  consumes, and the more frequently it feeds. If 
  the mace goes three days or more without 
  drinking the blood of a human, a conflict 
  between it and its wielder occurs at the next 
  sunset.
  The Screaming Maiden first appeared in Canticle,
  by R.A. Salvatore.
  The Lost King'
  s Spear
  Weapon (spear), artifact (requires attunement)
  You gain a +3 bonus to attack and damage rolls 
  made with this spear. In addition, while you 
  wield this magic weapon, you can use a bonus 
  action to cast spiritual weapon at will at 9th 
  level, without using a spell slot. The weapon 
  takes the ghostly form of a sentient neutral evil 
  king brandishing a spear and shield, who can 
  read and understand all languages, but cannot 
  speak. His ghostly image has an Intelligence of 
  16, a Wisdom of 18, and a Charisma of 18.
  Legacy of the Lost King. If you are 
  attuned to both the The Lost King's Spear and 
  The Lost King's Shield, his warriors will rise to 
  fight at his side once more. As an action you can 
  have the spear cast spirit guardians at 9th level 
  (save DC 18), which appear in the ghostly form of
  the army he commanded in life. The spear's 
  concentration on the spell is unbreakable.
  The Lost King'
  s Shield
  Armor (shield), artifact (requires attunement)
  You gain a +3 bonus to AC while you wield this 
  shield. This bonus is in addition to the shield's 
  normal bonus to AC. In addition, while you wield
  this magic shield, you can use your reaction to 
  cast shield at will, without using a spell slot.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Arcana Games/Arcana Games - Visions of the Vault - Magic Item Compendium.pdf