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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. 
  Some items note that they require attunement by 
  an arcane spellcaster, which means they can only 
  be attuned by a spellcasting creature that learns 
  its spells from the artificer, bard, sorcerer, 
  warlock, or wizard spell lists (this includes not 
  only members of those classes, but subclasses 
  that draw their spells from one of those lists, such 
  as arcane tricksters, eldritch knights, and blood 
  hunters of the Order of the Profane Soul). 
   “The notes collected here come from a 
  previously undiscovered addendum to The 
  Blackstaff’s Book of 1,OOO Spells, discovered 
  only recently in one of several small extra-
  dimensional spaces which the first Blackstaff, 
  Khelben Arunsun, had hidden throughout 
  Blackstaff Tower. 
   “At the time of the first Blackstaff’s passing, he 
  and his friend Elminster Aumar, the Sage of 
  Shadowdale, had been working together to 
  catalog certain magic items. Elminster set this 
  work aside for a time, but upon recovering 
  Khelben’s notes, I asked the Old Mage if I 
  might complete and publish their collaboration 
  here. Thankfully, he was kind enough to agree.” 
  —Vajra Safahr, 
  7th Blackstaff of Waterdeep 
  Armor 
  Angelsteel Shield 
  This fine circular steel shield, embossed with 
  gold, is engraved with a symbol of a crown over a 
  kingfisher, with a rose and sword beneath. It 
  grows in power as you grow in prowess, and 
  flickers with light that flows out at times, helping 
  defend your allies. An adventurer who grew up in 
  Candlekeep as the ward of the sage Gorion gave 
  this otherworldly item to the Avowed. It had 
  been left behind by a trio of knights brought from 
  another plane by the power of the Planar Sphere, 
  a magically crafted fortress in Athkatla. While 
  holding this shield, you gain a bonus to AC equal 
  to half your proficiency bonus. This bonus is in 
  addition to the shield’s normal bonus to AC. 
  Additionally, the shield has 3 charges, and it 
  regains all expended charges daily at dawn. As a 
  reaction when a creature within 5 feet of you fails 
  a saving throw or is hit by an attack, you can 
  expend 1 charge to grant that creature a bonus to 
  its saving throw or to its AC against the triggering 
  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, 
  and it does not end until you doff the armor or 
  until you use a bonus action to return the armor 
  to its normal appearance. While changed, the 
  armor’s disguise does not hold up to direct 
  physical inspection—if touched, it still will feel as 
  hard as the disguised armor. 
  Armor of Dark Majesty +2 or +3 
  While wearing this black armor, studded with 
  gleaming, brass studs that flicker with hellish 
  energies when you cast a spell, you always know 
  the hex spell as a warlock spell, and you have a 
  bonus to AC determined by the armor’s rarity. 
  You add the same bonus to all Charisma 
  (Deception or Intimidate) checks you make while 
  wearing the armor, and to all saving throws that a 
  creature forces you to make while it is the current 
  target of your hex spell. 
  Armor of Warming and Cooling 
  +1 or +2 
  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 
  determined by the armor’s rarity.  
  While wearing this armor, you have resistance 
  to both cold and fire damage, and you are 
  considered naturally adapted to both hot and 
  cold climates. 
  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 
  determined by the armor’s rarity.  
  Whenever you use a spell of 1st level or higher 
  to restore hit points to a creature, the creature 
  regains additional hit points equal to this armor’s 
  magical bonus to AC. 
  At the end of any turn during which you 
  regained hit points, you can choose one ally 
  within 5 feet of you. That ally can spend a Hit 
  Die, as if it were doing so at the end of a short 
  rest, and if it does so, it gains additional hit 
  points equal to your Charisma modifier 
  (minimum 1). Once this property of the armor is 
  used to allow a creature to spend a Hit Die, it 
  can't be used to do so again until the next dawn. 
  
   
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  Cavalier’s Plate 
  This unassuming platemail appears battle 
  scarred, but kept in good repair. While wearing 
  this armor you gain a +2 bonus to AC. In 
  addition, you gain advantage on all ability checks 
  related to riding a horse or other creature, 
  including Wisdom (Animal Handling) checks 
  related to your mount. 
  Duelist’s Gambeson 
  This padded vest is studded with brass 
  embellishment, and while wearing it you gain a 
  +2 bonus to AC. The armor has three charges, 
  which can be used for these three special 
  properties: 
   Riposte. As a reaction to being missed by a 
  melee weapon attack, you can expend 1 
  charge to make a single melee attack 
   Feint. As a bonus action, you can expend 1 
  charge to draw an adjacent creature’s guard 
  out of position, granting you advantage on 
  the next melee weapon attack you make 
  against that creature before the start of its 
  next turn.  
   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 
  roll it makes before the end of its next turn. 
  The duelist’s gambeson regains all expended 
  charges each day at dawn. 
  Greatcoats of the Swordsheath 
  Brethren 
  While you wear one of these three matching 
  leather long-coats, you gain a +2 bonus to AC, 
  and the long-coats’ magic binds you and the 
  other wearers together as allies who can even 
  share the burden of each other's wounds. While 
  you wear this armor, whenever you use a piece of 
  ammunition to attack with a ranged weapon, that 
  ammunition is magically replaced as if it had 
  never been used (ammunition made in this way 
  cannot be sold or given away, as it gradually 
  vanishes when in the possession of a creature 
  that does not wear one of these magical coats). 
  While two or more wearers of this armor are 
  within 60 feet of each other, each one can cast 
  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 
  Greater Armor of Blending 
  This armor is imbued with illusion magic, 
  canceling the armor’s disadvantage on Dexterity 
  (Stealth) checks (if any). It has 3 charges, which 
  can be used by speaking a command word. If you 
  spend 1 charge and speak the command word 
  while wearing the armor, it takes on the 
  appearance of be a normal set of traveler’s 
  clothes. This change fools both sight and hearing, 
  and it does not end until you doff the armor or 
  until you use a bonus action to return the armor 
  to its normal appearance. While changed, the 
  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 
  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 
  have resistance to all bludgeoning, piercing, and 
  slashing damage dealt by spells, and you are 
  immune to force damage from spells. You also 
  have advantage on ability checks to oppose spell 
  effects that would push you, or that would cause 
  you to be grappled. 
  Finally, whenever an attacker misses you with a 
  ranged weapon attack, you can use your reaction 
  to make a ranged attack with the same weapon or 
  piece of ammunition that just missed you, using 
  the shield's magic to do so. You make this attack 
  with proficiency, regardless of your weapon 
  proficiencies. 
  Items by Lady Laeral 
  
   
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  Laeral's Storm Armor 
  This plate armor is aged and dented, yet sturdy. 
  It is made from an unknown material that is not 
  metal, a substance which absorbs heat and is 
  rumored to come from another plane. While 
  wearing it, you gain a +2 bonus to AC, and you 
  have resistance to fire and lightning damage. In 
  addition, you are considered naturally adapted to 
  both hot and cold climates while wearing this 
  armor, and it grants you advantage on saving 
  throws against effects that would push you or 
  cause you to fall prone. When you make such a 
  saving throw against an effect that is caused by 
  wind, storms, or other weather, you 
  automatically succeed. 
  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. 
  Pouncing Armor +1, +2, or +3 
  When you wear this armor, bound with the spirit 
  of a predatory beast, you have a bonus to AC 
  determined by the armor’s rarity. Whenever you 
  jump while wearing this armor, you do so as if 
  you had a running start, and your jumping 
  distance is doubled. 
  While wearing this armor, if you move at least 
  15 feet in a straight line toward a Large or smaller 
  target right before making a melee weapon attack 
  against it, you knock the target prone on a hit. 
  Once this property of the armor is used to knock 
  a target prone, it can't be used to do so again 
  until the next dawn. 
  
   
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  Resounding Shield 
  This shield of brass and steel is polished to a 
  mirror sheen, though its surface shows a few 
  scars from use. While holding this shield, you 
  gain a +1 bonus to AC. This bonus is in addition 
  to the shield’s normal bonus to AC. 
  Resounding Retribution. As a reaction to 
  being attacked by a melee weapon attack by an 
  adjacent foe, you cause the shield to reverberate 
  with sonic energy, dealing 2d6 thunder damage 
  to them. This property can be used regardless of 
  whether the attack hits or misses. You can use 
  the resounding retribution property three times 
  per day, recovering all expended uses at dawn the 
  next day. 
  Roaring Armor of Ammarindar 
  These twelve elven breastplates are decorated 
  with silver runes on the front and the head of a 
  bear or dragon on the back. When you wear this 
  armor, you gain a magical +2 bonus to Armor 
  Class. 
  Whenever you take nonmagical bludgeoning, 
  piercing, or slashing damage from a ranged 
  attack, the damage you take from that attack is 
  reduced by 10. If this effect reduces the damage of 
  ranged attack to 0, the weapon or piece of 
  ammunition is deflected, and once per turn you 
  can choose to make a ranged attack with you a 
  weapon or piece of ammunition deflected in this 
  way, without using an action or reaction. You 
  make this attack with proficiency, regardless of 
  your weapon proficiencies, and the attack has a 
  normal range of 20 feet and a long range of 60 
  feet. On a hit, you do not roll damage for this 
  attack, but instead deal the same amount of 
  damage the attack inflicted on you (prior to the 
  damage reduction provided by the breastplate).  
  Also, whenever you are hit by an attack roll or 
  fail a Dexterity saving throw, the armor issues a 
  loud roar that can be heard up to 120 feet away. 
  While this noise can be inconvenient, it also 
  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 
  the fear spell, with a save DC of 15. You regain the 
  use of this property at dawn the next day.  
  Shield of the Silver Flame 
  While holding this silver-plated shield, you have 
  a bonus to AC determined by the shield’s rarity. 
  This bonus is in addition to the shield’s normal 
  bonus to AC. 
  Also, when you inflict bludgeoning, fire, or 
  radiant damage on a creature during your turn, 
  you can use a bonus action to make a melee 
  attack with the shield. For this attack, the shield 
  is considered to be a melee weapon with which 
  you are proficient, with a damage die of d4, and 
  the attack deals magical bludgeoning damage. If 
  the shield attack hits, the target creature has 
  disadvantage on the next Wisdom or Charisma 
  saving throw it makes before the end of your next 
  turn. 
  Torth’s Dilatory Armor 
  This pristine bronze plate mail, charged with the 
  magic of chronomancy and etched with hourglass 
  designs, was created by the archsorcerer Torth. 
  He did so by repairing ancient plate mail from 
  the Netherese city of Undrentide and 
  empowering it with new enchantments, 
  intending it to be worn by a great defender of 
  Candlekeep. However, it wasn’t until the late 
  twelfth century—well after Torth’s death—that 
  the Avowed awarded it to Angrid Stormbright, a 
  gold dwarf paladin of Berronar, who helped 
  protect the Great Library from attacks by 
  Calishite wizards. When Angrid passed away 
  after a long career, her sons chose to return her 
  armor to the monks, who once again seek a 
  worthy guardian to wear it. 
  While wearing this armor, you gain a +3 bonus 
  to AC. Also, this armor doesn’t impose 
  disadvantage on Dexterity (Stealth) checks or 
  
   
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  have a Strength requirement. 
  This armor has 5 charges, which allow you to 
  displace damage you take into the near future, 
  though eventually it all catches up to you and the 
  armor at once. When you take damage while 
  wearing this armor, you can use your reaction to 
  expend 1 charge. You gain 2d10 + 10 temporary hit 
  points, which take as much of the triggering 
  damage as possible. However, 1 minute after you 
  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 
  any effects, then instantly 
  vanish into nothingness. 
  Until the start of your next 
  turn, other creatures can’t 
  perceive, interact with, or 
  affect you in any way, and 
  you’re unaware of your 
  surroundings. At the start 
  of your next turn after 
  vanishing, you reappear 
  where you were or in the 
  closest unoccupied space; 
  for you, no time has 
  elapsed between the time 
  of your vanishing and your 
  return, and you’re in 
  exactly the same condition 
  as when you vanished. 
  The armor regains 5 expended charges at dawn. 
  If you expend the armor’s last charge, roll a d20. 
  On a 1, one minute after you expend the armor’s 
  last charge, the armor corrodes so severely that 
  its magical bonus to AC decreases by 1 until it is 
  repaired by a smith skilled enough to make a full 
  suit of plate mail. Repairing it consumes 1,500 gp 
  worth of fine metals. 
  Items by the Archsorcerer Torth 
  The Wall 
   
  This huge tower shield is 
  crafted from wood and 
  reinforced with iron. It stands 5 
  feet tall and 2 feet wide. You 
  gain a +2 bonus to AC while 
  wielding this shield.  
  As an action you can place 
  the shield on the ground and 
  generate a slightly red tinted, 
  visible wall of force, as per the 
  spell, but up to 25 feet wide and 
  20 feet tall, with the shield set 
  in the base at the center of the 
  width. Physical barriers (such 
  as floors, walls or ceilings) limit 
  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 
  maintaining it requires your concentration. If you 
  stop touching the shield, the spell ends at once. 
  Once the shield creates this special wall of force, 
  it cannot do so again until the next dawn. 
  Wild Leathers 
  This leather armor is constructed of thick leather 
  plates over stitched leather scales. While wearing 
  this armor you gain a +1 bonus to AC. In addition 
  you gain advantage on Wisdom (Animal 
  Handling or Survival) checks.  
  Potions 
  Beetle Armor Potion 
  When you drink this potion, your skin turns into 
  an iridescent carapace and long, armored 
  antennae sprout from your forehead. For 1 hour, 
  you gain darkvision out to 60 feet and your AC 
  cannot be lower than 14 + your Dexterity 
  modifier.  
  Elixir of Accuracy 
  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 
  around you seems to move a tiny but slower. 
  Elixir of Will 
  When you drink this potion, once during the 
  next hour, when you make a Wisdom or 
  Charisma 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. After you 
  imbibe this bubbling white concoction, you feel a 
  greater sense of purpose and tenacity. 
  Gravespawn Potion 
  You gain temporary hit points when you drink 
  this potion. The number of temporary hit points 
  depends on the potion’s rarity, as shown in the 
  Gravespawn Potions table. While you still have 
  these temporary hit points, you also have 
  resistance to poison and necrotic damage and 
  advanatage on saving throws against disease. The 
  gravespawn potion is purple and thick with a 
  putrescent smell, while the deathspawn potion is 
  thin, odorless, and colorless, and the cryptspawn 
  potion is halfway between the two. 
  Gravespawn Potions 
  Greater Potion of Elemental 
  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 
  components. The effect lasts for 1 hour. When it 
  is due to expire, roll a d20. On a 1, the effect 
  becomes permanent. 
  Lesser Potion of Elemental 
  Control (Air, Earth, Fire, or 
  Water) 
  This potion works like a greater potion of 
  elemental control, but only controls one type of 
  elemental: air, earth, fire, or water. When such a 
  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. 
  Potion of the Abyssal Eye 
  Potion, Very Rare 
  When you drink this potion, for 1 hour you gain 
  truesight, you notice secret doors hidden by 
  magic, and you can see into the Ethereal Plane, 
  all out to a range of 120 feet. However, when this 
  duration ends, you must also make DC 15 
  Intelligence save. On a failed save, every time you 
  close your eyes you see horrible visions that no 
  one should contemplate, let alone actually see, 
  causing you to gain no benefit from the next long 
  rest you finish. After that, the visions slowly fade 
  away, allowing you to rest normally. 
  
   
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  Potion of Bravery 
  Originally developed by dwarves, who need every 
  advantage in the gloomy tunnels they mine, this 
  potion looks like water with veins of liquid gold. 
  If you are frightened when you drink this potion, 
  that condition ends immediately, and for 1 
  minute after you are immune to the frightened 
  condition. Until that minute ends, you gain a +1 
  bonus on all attack rolls against any creature you 
  were frightened of when you drank this potion. 
  Potion of Clarity 
  When you drink this potion, once during the 
  next hour, when you make an ability check and 
  dislike the result, you can reroll that check with 
  advantage. You choose to do so after the roll is 
  made but before the DM declares whether it 
  succeeded or failed. This cyan liquid is always 
  cool and refreshing, and tastes like fresh water. 
  Potion of the Electric Eel 
  Your skin gains a slivery sheen, and small sparks 
  of electricity jump from your fingertips. For 1 
  hour, your AC cannot be lower than 13 + your 
  Dexterity bonus. Until the duration ends, when 
  you attack with an unarmed strike, you have 
  advantage on the attack roll if your target is 
  wearing metal armor, and on a hit, you can 
  choose to deal 1d8 electricity damage instead of 
  the normal bludgeoning damage. 
  Potion of the Exploding 
  Homunculus 
  This potion is thick and reddish-orange, with 
  stringy bits in it like lengths of pasta. Once 
  during the hour after you drink this potion, you 
  can use an action to choose a target within 30 
  feet of you. When you do so, you immediately 
  vomit up the contents of your stomach, which 
  fuse together into a special construct called a 
  homunculus. The statistics of the homunculus 
  are in the Monster Manual, but this one is made 
  up of leftover food and other detritus best not 
  contemplated. As part of the same action, the 
  homunculus immediately flies to the target you 
  chose and makes one bite attack against it. 
  Whether or not the bite attack hits, at the end of 
  the turn, the homunculus is reduced to 0 hit 
  point if it is still alive. 
  When the homunculus is reduced to 0 hit 
  points, it immediately explodes, forcing anyone 
  within 10 feet of it to make a DC 15 Dexterity 
  saving throw. A creature takes 6d6 fire damage 
  on a failed save, or half as much on a success. 
  Potion of Porcupine Armor 
  Long, barbed needles sprout from your arms, 
  shoulders and back. For 1 hour, your AC cannot 
  be lower than 12 + your Dexterity bonus. Until 
  the duration ends, you can use your bonus action 
  to make an unarmed strike attack, and when you 
  hit with an unarmed strike, you can choose to 
  deal 1d6 piercing damage instead of the normal 
  bludgeoning damage.  
  Potion of Spirit 
  When you drink this lavender-scented potion, 
  you gain advantage on death saving throws for 1 
  hour.  
  Stormshield Potion 
  When you drink this potion, for 1 hour you gain 
  resistance to thunder and lightning damage and 
  advantage on saving throws against effects that 
  would push you or cause you to fall prone. Your 
  skin takes on a metallic sheen when you consume 
  this slate gray, ozone-smelling drink. 
  
   
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  Rings 
  Banquet Ring 
  Those with reason to fear poisoners tainting their 
  food treasure this gaudy, gem-encrusted bauble. 
  While you wear this ring, you have resistance 
  against poison damage and advantage on all 
  Constitution saving throws that are not made 
  against spells. You can use the ring as a bonus 
  action to gain immunity to poison damage and 
  the poison condition for 1 minute. After that 
  minute ends, the ring cannot grant this immunity 
  again until the next dawn. 
  Bone Ring of Better Fortune 
  Formed from coated bones cleverly entwined, 
  this tiny circlet fortifies your life force. While you 
  wear this ring, you have resistance to necrotic 
  damage. When you fail a saving throw against a 
  necromancy spell, you can choose to succeed 
  instead. Once the ring allows you to succeed on a 
  saving throw in this way, it cannot do so again 
  until the next dawn. 
  Cherished Ring 
  You and your words are more alluring when you 
  wear this simple loop of burnished gold. While 
  you wear this ring, you have advantage on 
  Charisma (Persuasion) checks.  
  As an action, you can use the ring to force a 
  creature of your choice within 60 feet of you to 
  make a Wisdom saving throw against a DC equal 
  to 8 + your Charisma modifier + your proficiency 
  bonus. On a failure, the creature is charmed by 
  you for 1 minute. While it is charmed by you, the 
  creature cannot willingly move further away from 
  you, and if it is further than 5 feet away from you 
  at the start of each of its turns, it must use all of 
  its movement to move closer to you. At the end 
  of each of its turns, a creature charmed by you 
  can repeat the Wisdom saving throw, ending the 
  effect on a success. 
  Once the ring forces a creature to make the 
  Wisdom save against its charming effect, it 
  cannot do so again until the next dawn. 
  Face-Stealing Ring 
  This wearer of this gold ring, set with a lozenge of 
  amber, ring sees the faces of others as potential 
  disguises. While you wear this ring, you have 
  advantage on Wisdom (Insight) checks. As an 
  action, you can use the ring to choose a Small or 
  Medium humanoid within 5 feet of you and 
  assume its exact appearance, changing your 
  shape to resemble it precisely. Your height, 
  weight, skin, eyes, and other physical features all 
  become identical to those of the chosen creature. 
  This doesn't change your clothing, armor, 
  weapons, or other belongings, only your body. 
  You also gain the creature’s mannerisms, voice, 
  and speech patterns, granting you a +10 bonus on 
  Charisma (Deception) checks to convince others 
  you are that creature. The transformation lasts 
  for a number of hours equal to twice your 
  proficiency bonus. 
  Once the ring transforms your appearance in 
  this way, it cannot do so again until the next 
  dawn. 
  Fashion Ring 
  While wearing this 
  ring, you can use an 
  action to say its 
  command word. In a 
  flash of light, your 
  clothing appears to be 
  the height of fashion. 
  You appear to be 
  incredibly wealthy or 
  a low-ranking 
  
   
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  member of local aristocracy. This gives you 
  advantage on Charisma (Persuasion) and 
  Charisma (Intimidate) checks with humanoid 
  creatures. 
  Gargoyle Ring 
  While you wear this ring, you have advantage on 
  saving throws against becoming paralyzed or 
  petrified. This ring has 3 charges. 
  While you are petrified, you can use 1 charge to 
  end the effect that is causing you to be petrified. 
  You can also use 2 charges as an action to become 
  a stone statue, becoming petrified as you harden 
  your body into motionless stone.. Instead of 
  being completely unaware of your surroundings, 
  you gain tremorsense out to 60 feet while you are 
  a statue, though your other senses are suppressed 
  as normal for the petrified condition. While in 
  your statue form, you are also immune to 
  nonmagical bludgeoning, piercing, and slashing 
  damage. After being in your statue form for 1 
  minute, you regain hit points equal to twice your 
  level. At the end of each your turns, you decide 
  whether to stay in your statue form or become 
  animate flesh once more. 
  In addition, you can use 3 charges as an action 
  to cast the polymorph spell, targeting yourself 
  only, but you transform into a gargoyle (as 
  described in the Monster Manual) instead of a 
  beast.  
  The ring regains 1d4-1 expended charges each 
  day at dawn. 
  Magician's Ring 
  Tricksters and hedge wizards everywhere love 
  this cheap-looking gold ring. While you wear this 
  ring, you know the mage hand, minor illusion, 
  and prestidigitation cantrips. When you cast one 
  of these cantrips while wearing this ring, the 
  range increases by 30 feet. 
  Nullifying Ring 
  Formed from a metal as black as a starless night, 
  this band counters attacks made against you. You 
  gain +2 bonus to all saving throws when you wear 
  this ring. When you would be hit by an attack 
  roll, as a reaction you can use the ring to gain a 
  +10 bonus to your AC against that attack, possibly 
  cauisng it to miss. If the attack still hits, you gain 
  resistance against the attack's damage. Once the 
  ring grants you the AC bonus against an attack, it 
  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 
  
   
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  a reaction to expend 1 of the ring’s charges and 
  cast counterspell as a 9th-level spell. This ring has 
  6 charges, and it regains 1d6 expended charges 
  daily at dawn 
  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 
  slots it currently possesses, and cannot regian 
  them or gain new ones. The creature cannot cast 
  any spells or cantrips while wearing this ring. An 
  attuned wearer cannot remove the ring until after 
  receiving a remove curse spell. 
  Ring of Sustenance 
  While wearing this ring, you do not need to eat 
  or drink, and if you spend 30 minutes doing 
  nothing more strenuous than eating, drinking, 
  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 
  spell slots. If you have spell slots of the level 
  listed in the table below for your type of ring, the 
  number of spell slots of that level you have is 
  doubled. The details for each ring type are shown 
  in the following table: 
  Wandslinger’s Ring 
  This copper ring occasionally reflects an eerie 
  purple light that seems to comes some farther 
  away and stranger place. The yellow-green 
  heliodor stone it bears shines brighter when you 
  cast a spell. While you are attuned to this ring, 
  the first time each turn that you hit with a ranged 
  spell attack that inflicts damage, you can deal an 
  extra 2d4 force damage to one target you hit. You 
  must be using a wand as your spellcasting focus 
  to inflict this extra damage. 
  
   
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  Rods 
  Hexer’s Rod +1, +2, or +3 
  While holding this rod, you always know the hex 
  spell as a warlock spell, and you gain a bonus to 
  spell attack rolls determined by the rod’s rarity. 
  This rod has 2 charges. When you cast the hex 
  spell using a warlock spell slot while holding this 
  rod, you can expend 1 charge to immediately 
  regain that spell slot. 
  In addition, if you are holding this rod when 
  you finish a long rest, you can choose one option 
  for your Eldritch Invocations feature that you 
  don’t already know but for which you meet all 
  the prerequisites (if any). Until the next time you 
  finish a long rest, you know that Eldritch 
  Invocation in addition to any others provided by 
  your warlock class. The Eldritch Invocation you 
  choose in this way must require the hex spell or a 
  warlock feature that curses as a prerequisite. 
  The rod regains all expended charges daily at 
  dawn. 
  Quickcurse Rod +2 
  While holding this rod, you always know the hex 
  spell as a warlock spell, and you gain a +2 bonus 
  to spell attack rolls. 
  This rod has 2 charges. While you hold this 
  rod, you can expend 1 charge to cast the hex spell 
  without using a spell slot. When you use your 
  action to cast a spell that requires you to make a 
  spell attack, if the spell attack hits a creature, you 
  can instantly expend 2 charges to cast the hex 
  spell without using a bonus action or a spell slot. 
  The rod regains all expended charges daily at 
  dawn. 
  Rod of Bubbles 
  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 
  
   
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  spell attack for a spell that deals damage, 
  you can roll 1d6 add it to the extra 
  damage of the critical hit, and after 
  rolling all the damage, you can choose to 
  reroll one or two of the critical hit’s 
  damage dice. You must use the second 
  roll. 
  Rod of the Feywild 
  While holding this rod you gain a +2 
  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, whenever you cast a spell of 
  1st-level or higher that teleports you, the 
  maximum distance you can teleport with 
  that spell is increased by 30 feet.  
  Rod of Flaying +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.  
  When you deal necrotic damage to a creature, 
  you can force the target to make a Constitution 
  saving throw against your own spell save DC. On 
  a failure, the target takes 2d8 necrotic damage 
  and is stunned for 1 minute. If the target is 
  stunned, at the start of each of its turns it repeats 
  the Constitution saving throw, taking another 
  2d8 necrotic damage on a failure or ending this 
  effect on a success. 
  This rod has 2 charges. While you hold this 
  rod, you can expend 1 charge to cast the hex spell 
  without using a spell slot. When you use your 
  action to cast a spell that requires you to make a 
  spell attack, if the spell attack hits a creature, you 
  can instantly expend 2 charges to cast the hex 
  spell without using a bonus action or a spell slot. 
  The rod regains all expended 
  charges daily at dawn. 
  Rod of Interference 
  This rod has 6 charges. While 
  holding the rod, you can use an 
  action to expend 1 of the rod’s 
  charges and make a ranged spell 
  attack with an invisible ray of 
  antimagic against a target within 
  60 feet. On a hit, the target cannot 
  cast spells again until the end of its 
  next turn, and if it is concentrating 
  on a spell, its concentration 
  immediately ends. 
  In addition, if the target you hit 
  is affected by any other spells, you 
  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 
  choose up to three more spells affecting the 
  target and attempt to end each of them. For each 
  spell you wish to end, you make an ability check 
  with your spellcasting ability score against a DC 
  equal to 10 + the level of the chosen spell, ending 
  that spell on a success. 
  The rod regains 1d6 expended charges daily at 
  dawn. 
  Rod of Spheres 
  While holding this rod, which has three charges, 
  you can use an action to expend one of the rod’s 
  charges and create a sphere of force that hovers 3 
  feet off the ground. The sphere can hold up to 
  200 pounds of items and follows you around for 
  up to 2 hours. The sphere is destroyed if it takes 
  any damage, but any objects inside float to the 
  ground as if affected by the feather fall spell. The 
  
   
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  rod regains all expended charges each day at 
  dawn. 
  Rod of Weaponry  
  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 
  your own spell save DC and spellcasting ability 
  modifier: aegis of assault*, aegis of ensnarement*, 
  or aegis of shielding*. 
  The rod regains all expended charges daily at 
  dawn. 
  
   
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  Staffs 
  Blasting Staff 
  The staff has 10 charges. While holding it you can 
  use an action to expend 1 or more of its charges 
  to create a fiery blast. Make a ranged spell attack 
  against a target you can see within 30 feet. If you 
  hit, you inflict 2d6 fire damage for every charge 
  you expended. You can also expend charges to 
  modify the blast, choosing one of the following 
  options: 
   Instead of a ranged spell attack the fiery blast 
  is a 10-foot cone. Creatures within the cone 
  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) 
   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 
  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. 
  While you hold this staff, you gain advantage on 
  saving throws against effects that would push 
  you, pull you, or cause you to become paralyzed, 
  prone, or restrained. Also, when a creature rolls a 
  saving throw against a spell you cast, if failure 
  would push or pull the creature, or cause it to 
  become paralyzed, prone, or restrained, it has 
  disadvantage on the saving throw.  
  Snake Staff 
  Carved to look like a giant snake, this quarterstaff 
  grants you a +1 bonus to attack and damage rolls 
  with it. When you hit a creature with a melee 
  
   
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  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 
  saving throw (DC 18). On a failure, the staff turns 
  into a giant constrictor snake and starts to coil 
  the target, grappling it. On a success, the staff 
  briefly transforms into a snake in the space where 
  you dropped it, but returns to staff form at the 
  end of the turn.  
  At the start of your turn the snake will attempt 
  to bite a victim it has grappled. The combat 
  abilities and other statistics of a giant constructor 
  snake appear in Appendix D of the Player’s 
  Handbook (your DM should have these statistics 
  as well). At the end of each of its turns, a creature 
  grappled by the giant constrictor snake can make 
  Strength saving throw (DC18) to escape the 
  grapple.  
  If a creature escapes the grapple, the snake 
  turns back into a wooden staff at the end of that 
  turn. You can also turn the snake back into a staff 
  at any time by repeating the command word. If 
  the snake is reduced to 0 hit points, it 
  immediately returns to its staff form, and it 
  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. 
  Staff of Cacophony 
  This staff has 10 charges. While holding it, you 
  can use an action to expend 1 or more of its 
  charges to cast one of the following spells from it, 
  using your spell save DC and spellcasting ability 
  modifier: thunderwave (1 charge per level, up to 5 
  charges), shatter (1 charge per level, up to 5 
  charges), thunderlance* (4 charges), or 
  thunderous reprisal* (4 charges, cast at level 4).  
  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. 
  Staff of Conjuration 
  The staff has 10 charges. While holding it, you 
  can use an action to expend 1 or more of its 
  charges to cast one of the following spells from it, 
  
   
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  using your spell save DC: grease (1 charge), Melf’s 
  acid arrow (2 charges), or web (2 charges). 
  You can use 5 charges to grow a pair of black 
  tentacles from your shoulders. As an action, you 
  can use the tentacles to make a melee spell attack 
  against any creature within 10 feet. On a hit, you 
  deal magical bludgeoning damage equal to 1d8 
  plus your spellcasting ability modifier, plus an 
  additional 1d8 acid damage. These tentacles last 
  for 1 minute before they fade away. 
  The staff regains 1d6+4 expended charges daily 
  at dawn. If you expend the last charge, roll a d20. 
  On a 1, the staff disintegrates into a fine powder 
  and is destroyed. 
  Staff of Earth and Stone 
  This staff has 10 charges. While holding it, you 
  can use an action to expend 1 or more of its 
  charges to cast one of the following spells from it, 
  using your spell save DC and spellcasting ability 
  modifier: stone shape (1 charge), meld into stone 
  (2 charges), move earth (4 charges), or wall of 
  stone (4 charges).  
  The staff regains 1d6 + 4 expended charges 
  daily at dawn. If 
  you expend the 
  last charge, roll a 
  d20. On a 1, the 
  staff blackens, 
  crumbles into 
  cinders, and is 
  destroyed. 
  Staff of 
  Fickle 
  Twilight 
  This staff, with its 
  fey-carved 
  headpiece of gray 
  bone always obscured by shadows, can be 
  wielded as a magic quarterstaff that grants a +2 
  bonus to attack and damage rolls made with it.  
  The staff has 7 charges. When you hit with a 
  melee attack using it, you can expend one of its 
  charges as a bonus action to inflict an extra 1d10 
  psychic damage on the target. When you inflict 
  this extra damage, you can also teleport up to 30 
  feet as part of the same bonus action. The staff 
  regains 1d6+1 expended charges daily at sunset. If 
  you expend the last charge, roll a d20. On a 1, the 
  staff becomes a nonmagical quarterstaff. 
  Staff of the Gaoler 
  This staff is carved of black, iron-hard duskwood, 
  and is used to entrap foes without killing them. 
  During the Dawn War at the beginning of time, 
  when the gods fought the primordial Dawn 
  Titans who then ruled creation, a being called 
  Taavor the Mad One betrayed his master. That 
  master was Ogremoch, the Prince of Evil 
  Elemental Earth, who sought to punish Taavor. 
  The Mad One was trapped beneath what is now 
  the Flooded Forest by his former comrades, one 
  
   
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  of whom bore this staff, created for this purpose 
  by Ogremoch himself. 
  This staff has 10 charges. While holding it, you 
  can use an action to expend 1 or more of its 
  charges to cast one of the following spells from it, 
  using your spell save DC and spellcasting ability 
  modifier: hold person (1 charge, cast at level 2), 
  hold monster (2 charges, cast at level 5), maze (5 
  charges), or imprisonment (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. 
  Staff of the Magister 
  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 
  additional 20 feet. You can end the light at any 
  time, otherwise it ends when you are 
  unconcscious or no longer holding the staff. 
  You can use the staff to cast the feather fall 
  spell as a reaction, targeting only yourself, 
  without using a spell slot. When a creature rolls a 
  saving throw against a spell you cast, if failure 
  would cause it to become charmed, it has 
  disadvantage on the saving throw. 
  The staff also has a number of charges equal to 
  your proficiency bonus. While you hold the staff, 
  you can use the Distant Spell and Extended Spell 
  metamagic options from the Metamagic feature 
  of the sorcerer class. You can substitute this 
  staff's charges for sorcery points when paying the 
  cost of a metamagic option. The staff regains all 
  expended charges each day at sunset. 
  
   
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  Staff of Spectral Hands 
  The true power of this staff lies in its clever 
  utility. It can be used as a quarterstaff, and it 
  grants you a +1 bonus to attack and damage rolls 
  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. While you hold this staff, you 
  know the mage hand cantrip. When you cast 
  mage hand, you can conjure more than one hand. 
  The maximum number of hands you can conjure 
  in this way is equal to your proficiency bonus. 
  Each hand you conjure in this way appears in a 
  different point you choose within range. When 
  you use your action to control one hand, you can 
  use your bonus action to control all the other 
  hands you have. 
  You can use 
  each hand to 
  perform a 
  different task. 
  Otherwise, the 
  hands are 
  subject to the 
  normal rules for 
  mage hand. 
  Wands 
  Ambusher’s Wand 
  This wand of ebony is bound in displacer beast 
  sinews. While you hold it, you gain a +1 bonus to 
  spell attack rolls, and you have advantage on 
  ranged spell attack rolls against any creature that 
  hasn't taken a turn in the combat yet. In addition, 
  when you hit with a spell attack roll against one 
  or more creatures that are surprised, you can 
  choose one surprised target you hit and reduce 
  its speed by half until the end of your next turn.  
  Bonewand 
  This wand carved of humanoid bone has 7 
  charges. While holding it, you can use an action 
  during your turn to speak its command word and 
  expend 1 or more charges.  
  If you expend 1 charge, you create a 20-foot 
  cone of razor sharp bone shards. Creatures 
  caught in the cone must make Dexterity saving 
  throw (DC 18), taking 4d6 piercing damage on a 
  failed save, or half as much on a successful one. 
  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. 
  
   
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  Keen Bite Wand 
  While holding this wand of jaggedly-carved 
  darkwood, you gain a +1 bonus to spell attack 
  rolls. In addition, any creature that you summon 
  or create with a conjuration spell gains 15 
  temporary hit points. While it has these 
  temporary hit points, its weapon attacks score a 
  critical hit on a roll of 19 or 20. 
  Wand of Aiming 
  While holding this thin, tapering wand wrought 
  from heart of pine, you gain a +1 bonus to ranged 
  spell attack rolls, and your ranged spell attacks 
  score a critical hit on a roll of 19 or 20. The wand 
  has 6 charges. When you hit with a spell attack, 
  you can expend 1 of the wand’s charges as a 
  bonus action to force one of the targets you hit to 
  make a saving throw (DC equals your spellcasting 
  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 
  can use an action to expend 1 of its charges to 
  cast the elemental burst* spell (save DC 15) from 
  it.  
  The wand regains 1d6 + 1 expended charges 
  daily at dawn. If you expend the wand’s last 
  charge, roll a d20. On a 1, the wand crumbles into 
  ashes and is destroyed. 
  Wand of Metal Command 
  This wand has 7 charges. While holding it, you 
  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 
  approximate total weight of all the metal within 
  it. 
  While holding the wand you can use an action 
  to speak its command word and expend 1 charge. 
  You can use the wand to turn up to 1 pound of 
  steel within 10 feet of you into 1 pound of silver 
  for 1 minute. 
  Finally, while holding the wand, you can 
  
   
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  expend 3 charges to cast the magnetism* spell, 
  without the need for any components, using your 
  choice of Intelligence, Wisdom, or Charisma as 
  your spellcasting ability for this casting. 
  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 ashes and is destroyed. 
  Wand of Salt 
  This wand has 7 charges. While holding it, you 
  can use an action to speak its command word 
  and expend 1 charge. When you do so, you 
  choose a 50-foot square of land within 100 feet. 
  Any natural plants in that area die. Any magical 
  plants or plant creature in that area must make a 
  Constitution saving throw (DC 15), taking 4d8 
  necrotic damage on a failed save, or half as much 
  on a successful one.  
  When you expend a charge, instead of 
  choosing an area, you can instead target one non-
  plant creature within 100 feet, commanding the 
  wand to drain and dessicate it. That creature 
  must make a Dexterity saving throw (DC 15). On 
  a failure, it takes 2d8 necrotic damage and is 
  blinded until the end of its next turn. On a 
  success, the creature takes half as much damage 
  and is not blinded.  
  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 salt and is destroyed. 
  Wand of Sudden Transposition 
  This wand has 7 charges. While holding it, you 
  can use an action to expend 1 of its charges to 
  cast the sudden transposition* spell (save DC 15) 
  from it.  
  The wand regains 1d6 + 1 expended charges 
  daily at dawn. If you expend the wand’s last 
  charge, roll a d20. On a 1, the wand crumbles into 
  ashes and is destroyed. 
  Wand of Teeth 
  This wand has 7 charges. While holding it you 
  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 
  
   
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  damage from this attack, one shield it is using or 
  suit of armor it is wearing (your choice) takes a 
  permanent and cumulative -1 penalty to the AC it 
  offers. Armor reduced to an AC of 10 or a shield 
  that drops to a +0 bonus is destroyed. 
  The wand regains 1d6+1 charges at dawn. If you 
  expend the wand’s last charge roll a 
  d20. On a 1, the wands crumbles 
  into a pile of human teeth and is 
  destroyed. 
  Wand of Thundering 
  Armor 
  This wand of dragonseye oak 
  capped with copper has 7 charges. 
  While holding it, you can use an 
  action to expend 1 of its charges to 
  cast the thundering armor* spell 
  (save DC 15) from it. While you are 
  attuned to this wand, whenever you 
  cast thundering armor* (whether 
  from the wand or otherwise), the 
  distance you can push a creature 
  that fails its saving throw against 
  the spell is doubled. 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.  
  Weapons 
  Acidic Weapon 
  You gain a +2 bonus to attack and damage rolls 
  made with this weapon. You can use 
  a bonus action to speak this magic 
  weapon's command word, coating 
  the part that would strike an enemy 
  to become covered in corrosive oil. 
  While the weapon has this acidic 
  coating, it deals an extra 1d6 acid 
  damage to any target it hits, and it 
  emits a sharp, overpowering smell, 
  giving everyone within 15 feet of the 
  weapon disadvantage on Wisdom 
  (Perception) checks related to scent. 
  The acid lasts until you use a bonus 
  action to speak the command word 
  again or until you drop or stow the 
  weapon, at which point the acid 
  vanishes, along with the smell. 
  Anangrist, the Promise 
  of Suffering 
  You gain a +1 bonus to attack and 
  damage rolls with this impossibly 
  crooked and jagged magical sword. 
  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 
  
   
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  wounded creature's turns, it takes 1d4 necrotic 
  damage (for each time you've wounded it if 
  multiple critical hits occur within the continuing 
  effects), and it can then make a DC 15 
  Constitution saving throw, ending the effect of all 
  such wounds on itself on a success. 
  Angelkiller, the End of 
  Immortality 
  The heavily scuffed bronze shield hilt of this 
  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 
  magical sword. When you hit a celestial or fiend 
  with this weapon, the creature takes an extra 3d6 
  slashing damage.  
  While attuned to this weapon you have 
  advantage on saving throws against spells and 
  properties from celestials and fiends. 
  Divine Sense. As an action you may open your 
  awareness to the presence of celestials and fiends. 
  Until the end of your next turn you know the 
  location of any celestial or fiend within 60 feet of 
  you that is not behind total cover. You know the 
  type (celestial or fiend) of any being you sense, 
  but not its specific nature or identity. You can use 
  this property three times per day, regaining 
  expended uses at dawn the next day. 
  Special. Angelkiller has the rudiments of a 
  personality forming, and it isn’t pleasant. 
  Exposure to the evil of its last wielder—a 
  blackguard devoted to Asmodeus—has formed a 
  nascent presence of evil that may continue to 
  grow over time. Whenever its Divine Sense 
  property is used in the presence of both celestials 
  and fiends only the celestials will be detected.     
  Arrow of Law 
  These finely crafted arrows never break and can 
  be recovered if you can find them after they are 
  fired. A creature struck by one of these arrows 
  takes an extra 1d6 magical piercing damage if it is 
  of chaotic alignment. 
  Blade of Banishing 
  These +2 magical bladed weapons are imbued 
  with powerful abjuration magic. When an 
  attuned wielder scores a critical hit with the 
  weapon, the target creature must make a 
  Charisma saving throw against a DC of 17 or 
  suffer the effects of the banishment spell. The 
  duration of this banishment is 1 minute, with no 
  concentration required. 
  Crossbow Bolt of Stunning 
  These crossbow bolts are made to incapacitate 
  foes. A creature that takes damage from one of 
  these bolts must make a DC 17 Constitution 
  saving throw or be stunned until the end of its 
  next turn. 
  Crossbow of Distance 
  The normal and maximum ranges of these finely 
  crafted crossbows are doubled. Attackers have 
  
   
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  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 
  
   
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  unique crimson metal, set with round yellow and 
  black stones made to resemble vulpine eyes. This 
  description matches that of a magical weapon 
  lost during the most recent destruction of the 
  town of Ylraphon, when it was razed by the Rage 
  of Dragons in the 14th century. Said to have been 
  crafted by forest gnomes, it was known as the 
  Foxblade.  
  This weapon grants you a +1 bonus to attack 
  and damage rolls made with it, and while you are 
  in any forest, you gain advantage on all Wisdom 
  (Perception) checks you make while hidden. 
  The Greater Foxblade 
  Frostrazor, the Heart of Ice
  This sword’s crystalline blade is the deep blue of 
  an ice cave, and its ornate hilt is gold inlaid with 
  a carved sapphire.You gain a +1 bonus to attack 
  and damage rolls with this magical sword. When 
  you hit with an attack using this weapon the 
  target takes an extra 1d6 cold damage. In 
  addition, while you hold the sword you have 
  resistance to fire damage and immunity to cold 
  damage.  
  In freezing temperatures, the blade sheds light 
  in a 10-foot-radius, and dim light for an 
  additional 10 feet. You can suppress this 
  illumination at will. 
  When you draw this weapon, it releases a burst 
  of cold in a 30 foot radius, extinguishing all non-
  magical flames and dealing 14 (4d6) cold damage 
  to creatures in the area and reducing their speed 
  by 10 feet for 1 minute. Each affected creature can 
  make a DC 15 Constitution saving throw to halve 
  the damage and negate the 
  speed reduction. This property 
  can be used no more than once 
  per hour.  
  Lifedrinker 
  A wicked, golden star decorates 
  the crossguard of this 
  shortsword, and extends into 
  gold runes atop the blade’s 
  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 
  with 0 charges, and gains 1 
  charge for each 10 cumulative 
  points of necrotic damage it 
  inflicts. The chargers last 1 
  minute from the time 
  acquired. You can spend 
  charges as a bonus action on 
  your turn for the following 
  effects; 
  Transfer life. You heal 1d4 
  lost hit points for each charge 
  you expend. There is no limit 
  to the charges you can expend 
  on this property in a single 
  bonus action. 
  Bloodlust. You can expend 
  two charges to cast bless with 
  you as the only affected 
  creature. 
  Exsanguinate. After a 
  successful attack on a creature 
  you can expend three charges 
  
   
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  and induce massive blood loss, requiring the 
  target to make a successful Constitution saving 
  throw or take 4d6 necrotic damage.  
  Mage’s Weapon, +1, +2, or +3 
  You can use this weapon as a spellcasting focus 
  for your spells, and you add a bonus determined 
  by this magical weapon's rarity to attack and 
  damage rolls you make with it. You add the same 
  bonus to your spell attack rolls and to the saving 
  throw DCs of your spells. 
  In addition, while you wield this weapon, you 
  know two maneuvers from among those available 
  to the Battle Master archetype in the fighter class. 
  You choose these manuevers when you attune to 
  the weapon. If a maneuver you use requires your 
  target to make a saving throw to resist the 
  maneuver’s effects, the saving throw DC equals 8 
  + your proficiency bonus + your Strength or 
  Dexterity modifier (your choice). If you wish, you 
  can instead choose for the DC to be your spell 
  save DC (including the bonus gained from this 
  item). 
  To fuel these maneuvers, the weapon provides 
  one superiority die, which is a d6 (this die is 
  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 
  finish a short or long rest. If you wish, you can 
  regain an expended superiority die by expending 
  a spell slot while wielding this weapon. 
  Moonbow +1, +2, or +3 
  This slender bow is made of white wood so 
  polished it looks like pearl, and whenever its 
  nearly invisible bowstring is drawn, it creates a 
  gleaming arrow of light, so that it never runs out 
  of ammunition. You add a bonus determined by 
  this magical bow's rarity to attack and damage 
  rolls you make with it. 
  You can use a bonus action to cause the bow to 
  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. 
  
   
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  Rubicant Blade, +1, +2, or +3 
  This beautiful and ornate sword has seven runes 
  inscribed on the blade and vibrates with power 
  when held. You can use it as a spellcasting focus 
  for your spells, and you add a bonus determined 
  by this magical weapon's rarity to attack and 
  damage rolls you make with it. While you and 
  this weapon are on the same plane of existence, 
  you can summon this weapon as a bonus action 
  on your turn, causing it to teleport instantly to 
  your hand. 
  Whenever you willingly teleport during your 
  turn, if you are holding this weapon, the range of 
  distance which you can teleport increases by 10 
  feet. 
  You can use this weapon to cast misty step. 
  When you cast misty step in this way, choose two 
  allies within 30 feet of you. Each creature you 
  choose can use its reaction to teleport up to 30 
  feet to a new space within 30 feet of you. Once 
  you cast misty step with this property of the 
  weapon, it cannot be used to do so again until 
  after the next dawn. 
  Soul Reaper, the Cry of the 
  Lost 
  The royal purple inlay on this blade bears golden 
  runes that speak of ruthless loyalty to a mighty 
  queen, but the name of both the queen and her 
  doomed realm have been lost. You gain a +2 
  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).  
  Accumulated Knowledge. You may call upon 
  the accumulated knowledge of the trapped souls 
  to recall information, gaining advantage on all 
  Intelligence (Arcana, History, Nature, or 
  Religion) checks.  
  Cry of the Lost. As an action, you can cause 
  the captured souls in the blade to come forth as a 
  swirling, transparent flock of spectres emitting 
  horrific screams in a 20-foot radius, centred on 
  the blade. All creatures in the area of effect, 
  except you, must make a successful DC 15 
  Wisdom saving throw or take 4d6 psychic 
  damage and must use their next turn to flee from 
  you by the most direct, safe route, using their 
  action to dash. A creature that cannot flee safely 
  instead cowers, gaining the prone condition. A 
  successful saving throw halves the damage and 
  negates the compulsion to flee. This property can 
  be used three times, the mace regaining all uses 
  at dawn.  
  Soulknife 
  This black steel dagger has a twisted wire hilt 
  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 
  killing blow with this weapon, you can expend 
  your reaction to capture the dying creature’s soul 
  temporarily. The soul remains within the gem in 
  
   
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  the hilt for 1 minute before moving on to its final 
  rest. While trapped in the dagger the creature 
  may not be raised or resurrected. Each turn the 
  creature remains in the gem you may ask it one 
  question with a yes or no answer that it must 
  answer truthfully. At the end of each of your 
  turns the trapped soul can make a DC 15 
  charisma saving throw to end its captivity early. 
  Once the dagger traps a soul with this property 
  once, it cannot do so again until the next dawn.    
  Spellsoul Blade, +1, +2, or +3 
  You can use this weapon as a spellcasting focus 
  for your spells, and you add a bonus determined 
  by this magical weapon's rarity to attack and 
  damage rolls you make with it. You add the same 
  bonus to your spell attack rolls and to the saving 
  throw DCs of your spells. 
  In addition, whenever you finish a short rest 
  while attuned to this weapon, choose one of the 
  following damage types: acid, cold, fire, lightning, 
  necrotic, or radiant. Until the next time you 
  finish a short or long rest, the weapon inflicts 
  damage of the chosen type instead of its normal 
  damage, and you gain resistance to damage of the 
  chosen type. This effect ends early if you die. 
  Finally, you can dismiss the weapon, shunting 
  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 
  die or if you stop being attuned it. 
  Spiderkissed Weapon, +1, +2, or 
  +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.  
  
   
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  Stormbright's Blade 
  This sword is of dwarven make yet balanced for a 
  wielder of human height. Covered in runes of 
  protection, it is large for a longsword. The dwarf 
  paladin Garm Stormbright found it in Athkatla, 
  immediately after the incident of the Planar 
  Sphere, indicating that the sword is from another 
  plane. Stormbright wielded the sword in his 
  career as the most feared constable of Raven's 
  Bluff, and that was when the sword (the real 
  name of which is unknown) gained this title. 
  When he retired to tend a shrine to Berronar in 
  Ylraphon, and made a vow of pacifism, he gave 
  up the blade. Its current location is unknown. 
  You gain a +3 bonus to attack and damage rolls 
  with this longsword, and when you wield it with 
  two hands using its versatile property, its damage 
  increases to 2d6 instead of 1d10. The sword also 
  grants you a +3 bonus on Charisma (Persuasion) 
  and Intelligence (History) checks. 
  The sword also has a number of charges equal 
  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-
  foot radius and dim light for an additional 10 feet. 
  You can spend 2 charges as an action to cast 
  protection from evil, targeting yourself. When 
  cast in this way, the spell protects you against 
  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 
  saving throws. 
  In addition, when you are reduced to 0 hit 
  points but not killed outright, you can spend 3 
  charges to drop to 1 hit point instead. Once you 
  use this property, you can immediately use your 
  reaction to move up to your speed and make one 
  attack with this sword. After that attack is 
  resolved, you immediately take 1 hit point of 
  damage. 
  Unless it is wielded by an evil creature, this 
  sword never rusts or tarnishes, its metal is always 
  polished, and its edge is always sharp. When an 
  evil creature makes an attack roll with it, on a roll 
  of 1 on the d20, the sword breaks, and it cannot 
  be repaired until it is attuned to a wielder. Even 
  then, repairing it costs 500 gp and requires a 
  skilled swordsmith. 
  Sword of the Golden Scorpion 
  This greatsword has a golden hilt with a brown 
  chitin grip. The flexible blade whips as it is 
  swung, cutting through the air with a metallic 
  
   
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  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.  
  Tideripper, Master of the Sea 
  This longsword has a dark blade and a hilt that 
  resembles reaching tentacles, with a central gem 
  resembling the pupil of a sea serpent’s eye. When 
  swung underwater, the tentacles writhe and the 
  eye blinks of their own accord.  
  You gain a +2 bonus to attack and damage rolls 
  with this magical sword. While attuned to this 
  weapon you gain a swimming speed equal to your 
  walking speed, and are under the constant effects 
  of a freedom of movement spell. 
  Timereaver, the Blade of 
  Hindsight  
  The blade of this sword shines as of it were just 
  forged yesterday, yet the ornate gold hilt is 
  tarnished as if  
  You gain a +2 bonus to attack and damage rolls 
  with this magical sword. While attuned to this 
  weapon you cannot be affected by haste, slow or 
  any magic or effects that alter time or age you. 
  Timereave. If you have not yet taken any 
  actions or bonus actions during your turn, as an 
  action you can cut through time, enacting a 
  paradox bubble around yourself that the 
  timestream immediately attempts to correct. The 
  events of the preceding round—from the end of 
  
   
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  your previous turn to now—are undone for you 
  alone. Any damage you took during that time is 
  healed, and any effects you’ve become subject to 
  since the end of your last turn immediately end. 
  If you took any reactions during that time, the 
  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 
  time. If that space is occupied, you teleport to the 
  nearest safe unoccupied space. Due to the stress 
  of this time correction, you cannot take actions 
  or bonus actions until after the end of your next 
  turn. Once you use this property, Timereaver 
  cannot undo time again until the next dawn. 
  Trident of Serenity 
  This magical weapon senses strife and turmoil 
  around you, responding in kind with calming 
  magic that suppresses anger and fear. You gain a 
  +1 bonus to attack and damage rolls made with 
  this trident, and while you wield it, you emit an 
  aura of calm within 15 feet. Any creature within 
  this aura gains the following benefits: 
   It is immune to the charmed and frightened 
  conditions 
   It has advantage on Wisdom saving throws 
   When the creature starts its turn, any other 
  creature within this aura that is hostile to it 
  becomes indifferent to it until the end of the 
  turn 
  These effects can interfere with certain styles of 
  combat, so allies of yours who rage in combat 
  (like barbarians) or rely on opportunity attacks 
  may find good reason to stay outside of your 
  calming aura. 
  Uldruin, the Elder Blade of 
  Unbinding
  The glowing blue runes running down the blade 
  of tthis sword cannot be translated. Sages claim 
  they are written in a dead language that has been 
  history from history by a powerful spell. 
  You gain a +2 bonus to attack and damage rolls 
  with this magical sword. On a hit, it deals an 
  extra 1d6 force damage to the target. If you hit a 
  construct or object with this sword, the attack 
  automatically scores a critical hit. 
  If a creature you hit with an attack using this 
  sword is only present because it was summoned 
  or conjured with a spell (for example conjure 
  elemental or planar ally), it must roll a DC 15 
  Charisma save. On a failed save, the summoning 
  spell immediately ends, returning the creature 
  from whence it came.  
  If a creature you hit with an attack using this 
  sword is charmed or subject to an effect that  has 
  cursed it (such as bestow curse), it immediately 
  stops being charmed or . condition, or affected by 
  a curse, this effect is automatically ended. 
  Unweave Spell. As an action, you can use the 
  sword to cast dispel magic. It is cast at 3rd level 
  unless you choose to spend some of your Hit Dice 
  to increase the spell level. For every two Hit Dice 
  you spend in this way, the spell is cast as if using 
  a spell slot of one level higher. Once Udldrin 
  casts dispel magic in this way, it cannot do so 
  again until the next dawn.  
  
   
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  Uthgar’s Will, the 
  Blade of Unity 
  This sword, forged according to 
  ancient techniques of the noethern  
  barbarian tribes, is long and 
  straight. Unusually, the handle 
  extends another half a foot past the 
  crossguard, where it is encased in 
  bronze. Both portions of the handle 
  are wrapped in leather cord that 
  feels warm to the touch. This blade 
  was made to commemorate an 
  alliance between the Uthgardt 
  barbarian tribes brokered in the 
  Year of the Watchful Eyes by the 
  Neverwiner-based alliance of 
  wizards known as the Covenant. 
  You gain a +2 bonus to attack and 
  damage rolls with this magical 
  sword 
  Aspect of the Totems. The 
  sword has 3 charges. As an action, 
  you can use 1 charge to invoke one 
  of the following tribal totems. Each 
  totem aspect remains active for 1 
  hour, and while it is a active, the 
  symbol of that totem is tattooed 
  across your face in blue ink. The 
  totems include: 
   Black Lion. You gain 
  advantage on Initiative rolls 
   Black Raven. You gain the use 
  of the 
  cantrip. 
   Blue Bear. You impose 
  disadvantage on creature’s 
  checks to escape a grapple you 
  apply. 
   Elk. Your base speed increases 
  by 10 feet. 
   Golden Eagle. You gain 
  advantage on Perception checks 
   Gray Wolf. You do not gain 
  levels of exhaustion from forced 
  march travel. 
   Great Worm. You gain 
  resistance to poison damage and 
  immunity to the poisoned 
  condition. 
   Griffon. When you take the 
  attack action you gain advantage 
  on the first attack roll in a round if 
  you have moved your full 
  movement speed prior to making 
  the attack.  
   Red Pony. You gain advantage 
  on Constitution checks. 
   Red Tiger. You gain advantage 
  on Dexterity checks that include 
  your proficiency bonus. 
   Sky Pony. You take half damage 
  from falling. 
   Thunderbeast. You gain 
  advantage on Strength checks. 
   Tree Ghost. You gain advantage 
  on death saving throws 
  While any totem is in effect, you 
  gain advantage on Charisma checks 
  to interacting with members of the 
  tribe of the same name, but 
  disadvantage on Charisma checks 
  with all other Uthgart tribes. The 
  blade regains all expended charges 
  at dawn. 
  
   
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  Warblade of the Legion 
  Master 
  This ancient, battered blade was forged in 
  the ancient empire of Netheril. Centuries 
  later, it was wielded by second-born princes 
  of the Shoon Imperium. Since the fall of the 
  Shoon a millennium ago, it has passed 
  among the generals of various mercenary 
  armies in Tethyr, Calimshan, Chult, and the 
  Shining Lands. 
  You gain a +2 bonus to attack and damage 
  rolls with this magical sword. While attuned 
  to this weapon you can magically amplify 
  your voice to be heard clearly to a range of 
  100 feet.  
  In addition, the warblade of the legion 
  master has 3 charges. As an action, you can 
  select a number of creatures within equal to 1 
  plus your Charisma modifier (minimum 2) 
  who must all be within 120 feet of you and 
  able to you hear you. You then bellow a magical 
  command that immediately benefits your allies. 
  You can select one of the following effects: 
   Sound the Charge. The affected creatures 
  can use their reaction to move up to their 
  speed toward a single point you designate 
  within sight. 
   Assault. Each affected creatures can use its 
  reaction to make a single weapon attack. 
   Rally. The affected creatures are immune to 
  the frightened condition until the start of 
  your next turn. If any creature that has the 
  frightened condition when this property is 
  used it ends for that creature. 
   Retreat. Each affected creature can use their 
  action to take the disengage action and move 
  up to half their speed.  
  The warblade regains expended charges each day 
  at dawn. 
  Weapon of Chronal Omission, 
  +1, +2, or +3 
  This weapon sometimes appears to lag 
  behind where you move it, or to lead your 
  swing by scant inches. You gain a bonus to 
  attack and damage rolls made with this 
  magical weapon, determined by the 
  weapon’s rarity.  
  This weapon has a number of charges 
  equal to its bonus to attack and damage 
  rolls. Once during each of your turns, when 
  you hit a creature with an attack using this 
  weapon, immediately after the attack is 
  resolved, you can expend 1 charge, 
  attempting to send the creature forward 
  through time. The creature must make a 
  Charisma saving throw with a DC equal to 8 
  + your proficiency bonus + your Strength or 
  Dexterity modifier. On a successful save, the 
  creature is out of phase with time, and it can’t 
  take reactions until the end of its next turn. On a 
  failed save, the creature completely vanishes until 
  the end of your next turn. During that time, other 
  creatures can’t perceive, interact with, or affect it 
  in any way, and it is incapacitated, can’t move or 
  speak, and is unaware of its surroundings. 
  When the creature reappears, no time has 
  passed for it, and it’s in exactly the same 
  condition as when it vanished. It returns to the 
  space it previously occupied, or to the nearest 
  unoccupied space. The creature’s reappearance 
  cannot be delayed or prevented by any means. 
  In addition, whenever you score a critical hit 
  with this weapon, you can choose to either deal 
  an extra 1d8 force damage with that critical hit, or 
  regain 1 expended charge for the weapon. 
  Once you expend one of the weapon’s charges, 
  you can’t do so again for 1 minute. The weapon 
  regains any expended charges daily at dawn. 
  
   
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  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 
  bonus to saving throws versus magical diseases 
  and curses (like the bestow curse spell or a 
  warlock feature that curses). In addition, you can 
  use it as a reaction whenever you fail a saving 
  throw against a disease (magical or otherwise) or 
  curse, attempting the cleanse your flesh of this 
  malevolent effect. When you use this reaction, 
  you can reroll the failed saving throw, but must 
  use the result of the second roll. Whether or not 
  you succeed, you take 1d6 radiant damage at the 
  end of the turn during which you rerolled the 
  failed save. 
  Once you use the amulet to reroll a failed 
  saving throw, you cannot do so again until after 
  the next dawn. 
  Amulet of Hunting 
  This amulet can be carved from rare hardwood, 
  ivory, or crafted from precious metals. The 
  amulet is usually in the form of a disc with a 
  loophole to be worn around the neck with a cord. 
  The disc is usually engraved with a stag or similar 
  beast. 
  An attuned wearer has advantage on Dexterity 
  (Stealth) and Wisdom (Survival) checks while 
  tracking. 
  Amulet of Lathander 
  This is a platinum amulet fashioned and blessed 
  by a priest of the Morninglord, properly known as 
  the Faerûnian god Lathander (or another 
  appropriate god of renewal or dawn in your 
  campaign). If you are dropped to 0 hit points 
  while wearing this amulet, you can use your 
  reaction to speak a brief prayer to Lathander and 
  make a DC 15 Constitution saving throw. On a 
  successful save, you can spend a number of Hit 
  Dice equal to your proficiency bonus (minimum 
  of 1) to regain hit points. On a failed save, you 
  drop to 0 hit points, but you can add your 
  proficiency bonus to your death saving throws. 
  
   
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  Amulet of Magic Resistance 
  This platinum amulet is usually adorned with 
  gems and imbued with magic through a ritual 
  with many spellcasters contributing to empower 
  the item. 
  An attuned creature carrying or wearing the 
  amulet gains advantage on saving throws against 
  spells and other magical effects. 
  Amulet of 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 
  fire damage. This copied effect has the same 
  attack modifier or saving throw DC as the 
  original effect being copied, as well as the same 
  range or area of effect, and affects only the same 
  targets as the original. However, any fire damage 
  dealt by the original effect is converted to cold 
  damage when the amulet duplicates, and any 
  damage that was not fire damage is not 
  duplicated at all. 
  Once the amulet is used, you cannot use it 
  again until after the next dawn. 
  The Demodragon 
  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. 
  
   
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  Arcanist’s Glasses 
  These spectacles of unknown origin have ruby 
  lenses set in platinum wire frames. While 
  wearing these glasses, you gain the following 
  benefits: 
   You have advantage on Intelligence (Arcana) 
  checks, as well as on Wisdom saving throws 
  made against illusion spells. 
   You understand any written language that 
  you see, but you must be touching the surface 
  on which the words are written. It takes 
  about 1 minute to read one page of text. These 
  glasses don’t decode secret messages in a text 
  or a glyph, such as an arcane sigil, that isn’t 
  part of a written language. 
   You can use an action to cast the detect magic 
  spell. If you remove the glasses, the spell 
  ends. 
  While you wear these glasses, the lenses focus 
  your sight on things that are close to you. 
  Everything farther than 30 feet away from you is 
  lightly obscured, and everything farther than 60 
  feet away is heavily obscured.  
  Armband of Exemplary Healing 
  This armband is made of silver and inset with 
  small diamonds. It has 3 charges that are 
  replenished every day at dawn. When you use 
  your action to cast a spell of 1st level or higher 
  that restores hit points to a creature, you can 
  expend 1 charge as a bonus action to maximize 
  the dice for the number of hit points regained. 
  Spells of 7th level or higher are not affected by 
  this item. 
  Bagpipes of Droning 
  You must have proficiency in the Performance 
  skill to use these pipes. You can use an action to 
  play them and expend 1 charge to create a dull, 
  droning noise that sends creatures into a magical 
  slumber. Roll 10d8; the total is how many hit 
  points of creatures this spell can affect. Creatures 
  within 20 feet of you are affected in ascending 
  order of their current hit points (ignoring 
  unconscious creatures). 
  Starting with the creature that has the lowest 
  current hit points, each creature affected falls 
  unconscious for 1 minute, or until the sleeper 
  takes damage. Subtract each creature's hit points 
  from the total before moving on to the creature 
  with the next lowest hit points. A creature's hit 
  points must be equal to or less than the 
  remaining total for that creature to be affected. 
  Undead and creatures immune to being 
  charmed aren't affected by this item. The 
  bagpipes have 3 charges that are replenished 
  every day at dawn.  
  Baldric of Tactical Positioning 
  This belt gives you greater command of the 
  battlefield by helping you keep your enemies off-
  balance. As a bonus action, choose one space 
  within 5 feet of you that is not occupied by a 
  hostile creature. For 1 minute, when you hit a 
  creature with an attack roll, if that creature is 
  within 5 feet of that chosen space, you can use 
  your sneak attack feature to deal extra damage 
  tothe target, even if you didn't have advantage on 
  the attack roll. You can't deal your sneak attack 
  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. 
  
   
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  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 
  points, your hit points become 1 instead.  
  Black Hand 
  This is an elbow high slip-on black glove, worn 
  rfusually on the left hand, each is blessed and 
  imbued with magic by priests of Bane or other 
  lawful evil deities. While wearing one of these 
  gloves, you gain a +2 bonus to any saving throw 
  against a spell that targets only you. In addition, 
  if you take damage caused by a spell, the glove 
  stores 1 hit point of necrotic energy for every 5 hit 
  points of damage you take. The glove can store 
  up to 20 hit points of necrotic energy at a time. If 
  the glove has necrotic energy in its pool, you can 
  use your action to make a melee spell with the 
  glove. On a hit, the target takes necrotic damage 
  equal to the amount you wish to spend from the 
  pool. 
  The Blackstaff’s Book of 1,000 
  Spells 
  This thick book, etched in silver and bound with 
  night-blue leather, was created by the first 
  Blackstaff, Khelben Arunsun, to educate future 
  generations of mages. There are multiple copies 
  of the book; the one in Candlekeep’s collection 
  was a gift from Lady Laeral Silverhand, Open 
  Lord of Waterdeep. 
  If you can attune to this book, you can use it as 
  an arcane focus. While holding it, you gain a +3 
  bonus to your spell attack rolls, spell save DCs 
  and Intelligence (Arcana) checks. 
  When found, the book contains every spell in 
  The Blackstaff’s Book of 1,000 Spells from the 
  Dungeon Masters Guild (or any collection of 
  spells the DM chooses). If you’re a wizard, you 
  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 
  
   
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  margins, which remain visible until you stop 
  touching the book. Every note written on the 
  pages of this book magically appears on all other 
  copies. The notes include every piece of lore from 
  The Blackstaff’s Book of 1,000 Spells, written by 
  leading archmages such as Laeral, Mordenkainen, 
  Elminster, and even the lich Acererak—
  accompanied by gossip about other spellcasters. 
  Boots of Balance 
  These soft leather boots increase an attuned 
  wearer’s nimbleness and make no sound when 
  moving across any surface. The boots grant the 
  wearer advantage on Dexterity (Acrobatics) 
  checks, Dexterity (Stealth) checks that rely on 
  moving silently, and on Dexterity saving throws.  
  Boots of Other Paths 
  These fine leather boots lead you down paths you 
  wouldn’t normally take. The product of one 
  wizard’s attempt to maximize her potential for 
  taking challenging paths, these boots 
  disappointed their creator in the end, but have 
  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 
  both lions and housecats), etc. A side effect is 
  that you can no longer speak any other language 
  but can only make the noises you use to 
  communicate with your chosen type beast, 
  except when you speak or sing as part of casting a 
  spell. This effect lasts while you have the bracelet 
  on your wrist. The bracelet cannot be removed 
  until after you complete a long rest. 
  The knowledge and awareness of many beasts 
  is limited by their intelligence, but at minimum, 
  beasts can give you information about nearby 
  locations and monsters, including whatever they 
  can perceive or have perceived within the past 
  day. You might be able to persuade a beast to 
  perform a small favor for you, at the DM's 
  discretion. 
  Bracers of the Blinding Strike 
  These dark leather bracers are adorned with 
  three mithril rings each. You gain advantage on 
  Dexterity checks for initiative while wearing 
  these bracers. In addition, once during each of 
  your turns, you can use your bonus action to 
  make a weapon attack. 
  
   
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  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 
  This night-blue cloak of crushed blue velvet bears 
  silver runes on the hem, and on the right 
  shoulder, a heraldic rendering of two towers—the 
  symbol of Brixmarsh, a failing school of magic 
  foolishly built on the outskirts of the Flooded 
  Forest. These cloaks were originally created for 
  that school, in ambitious numbers far higher 
  than its eventual enrollment, but are now issued 
  by the Avowed to apprentices studying under 
  masters of the Art. 
  The cloak has a pocket that magically stretches 
  to hold a single book weighing 7 pounds or less. 
  While in the pocket, a book is protected from all 
  moisture and its weight is reduced to one-tenth 
  of normal, though its shape can be clearly seen 
  bulging through the outside of the cloak. For 1 
  hour after a book is removed from the pocket, its 
  pages shed a faint pale-blue light—just enough to 
  read it by. 
  Candle of Tomorrow 
  When you light this silver candle, you specify a 
  length of time, ranging from 1 minute to 24 
  hours. When you do so, each willing creature 
  within 10 feet of the candle vanishes for the 
  length of time you chose. When your chosen 
  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 
  creatures between the time of their vanishing and 
  when they return. The candle disappears as well, 
  but unlike those it caused to vanish, the candle is 
  lost forever. 
  Cat’s Eye Marble 
  This small glass sphere resembles a green cat’s 
  eye. It grants you darkvision to a range of 60 feet. 
  If you already have darkvision, wearing the 
  goggles increases its range by 60 feet. 
  Clarity’s Monocle 
  A clear circle of crystal attached to a thin mithral 
  chain, clarity’s monocle sees through lies and 
  helps its bearer stay calm while the chaos 
  explodes around them. 
  While you are attuned to clarity’s monocle, 
  Charisma (Deception or Intimidation) checks 
  against you are made at disadvantage. 
  The monocle has 3 charges. You can use 2 
  charges to cast no more lies* or zone of truth. The 
  DC for saving throws against these spells is 17. 
  Also, when you make a Wisdom or Charisma 
  saving throw, you can use 1 charge to gain 
  advantage on that save. The monocle regains all 
  expend charges each day at dawn. 
  
   
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  Cloak of Battle 
  This cloak animates to protect you in battle. 
  When a melee weapon attack misses you by 5 or 
  more while you wear the cloak, the attacker must 
  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 
  after the end of the attacker’s next turn unless 
  you command the cloak to release the weapon 
  early. If the attacker fails the saving throw by 5 or 
  more, it drops the weapon. If the attacker wishes 
  to move more than 5 feet, it must drop the 
  weapon to do so. 
  If you try to move more than 5 feet while a 
  weapon held by another creature is entangled in 
  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 
  the cloak to release the weapon (which happens 
  instantly when you will it and does not require 
  speech or an action), or you cannot move more 
  than 5 feet until after the end of the turn. 
  When a creature drops a weapon entangled by 
  the cloak, the cloak keeps the weapon and then 
  drops it at your feet at the end of 
  that creature’s next turn. 
  In addition, while you wear the 
  cloak, you can use it to cast 
  shillelagh, using your choice of 
  Intelligence, Wisdom, or 
  Charisma as your spellcasting 
  ability score. When you cast 
  shillelagh while wearing the 
  cloak, you do not need a club or 
  quarterstaff. If you cast it while 
  you are not holding a club or 
  quarterstaff, and you have at 
  least one empty hand, the cloak 
  you are wearing will instantly 
  transform itself into a club or 
  quarterstaff (your choice) and 
  move to your empty hand, ready 
  to be wielded and imbued with the benefits of 
  your shillelagh spell. When the spell ends, the 
  cloak returns to its normal form and you are 
  instantly wearing it once more. 
  Cloak of the Rogue 
  This finely crafted black cloak grants the 
  following benefits to a rogue attuned to it:  
   It conforms to fit its wearer. 
   It grants a +2 bonus to AC and saving throws  
   The wearer gains advantage on Dexterity 
  (Stealth) checks to hide 
  In addition, the interior of the cloak has four 
  pockets that each act as a bag of holding. 
  Crown of Leadership 
  This sturdy but elegant silver crown is embedded 
  with 10 gems, each valued at 100 gp or more. An 
  attuned wearer gains a +2 bonus to Charisma up 
  to a maximum score of 20. If any of the gems are 
  removed, the crown loses its magic. 
  Dark Calling Candle 
  This grey wax candle is cast in 
  the shape of a devilish creature. 
  As an action you can light this 
  candle and summon a devil, of a 
  type of your choice, up to a 
  Challenge rating of 6 or lower. 
  While the candle remains alight, 
  the devil must serve you and 
  carry out your commands to the 
  best of its property, but cannot 
  move more than 60 feet from the 
  candle. The creature rolls its own 
  initiative and has its own turns. 
  While the candle is lit the 
  creature cannot harm you, but it 
  
   
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  is not friendly, and may seek to twist any 
  commands given to follow the literal but perhaps 
  unintended meaning.  
  At the beginning of each of the devil’s turns 
  there is a 10% chance the flame dies and the devil 
  is freed. You can reduce this to 5% by 
  maintaining concentration on the summoning 
  effect. Once the candle flame is extinguished the 
  devil is free to act for 1 minute before returning to 
  the nine hells. The devil also disappears, 
  returning to the nine hells, if it is reduced to 0 hit 
  points.   
  The candle can burn for up to an hour. It may 
  extinguish naturally or be snuffed by you, 
  reducing its overall duration appropriately. Each 
  time the candle is relit a new devil may be 
  summoned. When the candle burns out it 
  becomes a nonmagical lump of wax. 
  Diadem of Discretion 
  This diadem has 3 charges. As a bonus action, 
  you can expend 1 charge to cast misty step. You 
  can use 3 charges to cast misty step as a reaction 
  when another creature moves, attacks, or forces 
  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 
  attack roll, you deal an additional an extra 1d10 
  radiant damage to it. Also, whenever you make a 
  Charisma check when interacting with dragons, 
  you roll a d6. If the dragon is good or neutral, of 
  if it is a Charisma (Intimidation) check, you add 
  the number rolled as a bonus on your Charisma 
  check; otherwise, you subtract the number rolled 
  as a penalty on that check. 
  This holy symbol has 2 charges. While holding 
  the symbol, you know the detect dragonblood* 
  cantrip, and you can expend one or more of its 
  charges to cast one of the following spells from it, 
  using your spell save DC and spellcasting ability 
  and the spell’s normal casting time: absorb 
  elements (1 charge), dragon’s breath (2 charges), 
  or hold person (2 charges). Each day at dawn, the 
  dragonscale regains any expended charges. 
  Egg of Death 
  This apparently empty eggshell feels cold to the 
  touch. It was invented by dragonborn sorcerers in 
  Abeir, the twin world of Toril, as part of their 
  covert insurrection against the dragons of 
  Melabrauth who enslaved them. Since the 
  
   
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  Spellplague, many of their descendants now 
  dwell in Tymanther, where they create eggs of 
  death for espionage in their nation’s war against 
  Unther.  
  As an action, you can break the egg to call 
  forth a corpse identical to what you would look 
  like if you suddenly died, which appears in a 
  space of your choice within 5 feet of you. The 
  corpse is absolutely real, flawlessly passes 
  detailed examination, and registers no traces of 
  magic to suggest its source. Once the corpse 
  appears, the egg is destroyed. 
  Many scholars believe the body comes from an 
  alternate timeline wherein you truly died. Fate 
  took one path in your own timeline, and a 
  different, fatal one in the other, but the corpse is 
  absolutely yours. The effects of resurrecting the 
  body (if any) are left to the DM’s discretion. 
  Eladrin Emblem 
  This silver pin is shaped like a crescent moon set 
  with a gem at its center. The gem slowly changes 
  color through a spectrum of red to brown to blue 
  to green. Your Dexterity score increases to 21 
  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 
  that you can see within 5 feet of you before 
  you teleport must succeed on a DC 15 
  Wisdom saving throw or be frightened of you 
  until the end of your next turn. 
   Green (Spring)  You can touch one willing 
  creature within 5 feet of you. That creature 
  then teleports instead of you, appearing in an 
  unoccupied space of your choice that you can 
  see within 30 feet. 
  Once you choose a particular color, it 
  disappears from the spectrum shift of colors 
  within the gem until the next dawn. Until that 
  color reappears, you cannot choose it again. If 
  you use the last charge, the gem stops shifting 
  colors and becomes clear. The eladrin emblem 
  regains all expended charges each day at dawn. 
  Exchequer’s Ledger 
  This book, filled with ever-changing mystical 
  entries, rests on a simple wooden desk. The 
  ledger was taken from a dragon’s hoard along 
  with the desk it’s attached to, and the two can’t 
  be separated. The ledger appears blank while it’s 
  
   
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  moving, but once it’s remained stationary for 24 
  hours, the ledger’s pages display a detailed list of 
  entries describing each object within 60 feet plus 
  an educated estimate of its monetary value. If an 
  object is a book, the entry also includes its title, 
  author, number of pages, a brief summary of its 
  condition (“pristine,” “water-stained,” 
  “incomplete,” etc.), and a rough estimate of what 
  year it was created. The ledger does not note 
  whether or not any particular object is a magic 
  item. 
  While you are touching this ledger, you can use 
  an action to consult its pages and instantly learn 
  the summed monetary value of all objects 
  accounted for by its current list. You instantly 
  know if the total has changed in any way since 
  the last time you consulted the ledger, but not 
  when or by what means.  
  Expeditious Tome 
  This thick book, bound in gray leather, has blank 
  pages, framed with strange writing. Most tomes 
  of this type have been found in Undermountain, 
  created by various impatient apprentices of the 
  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. 
  Flensing Gloves 
  These gloves appear to be made of soft, black 
  leather. Once you put them on and attune to 
  them your hands become covered in inky 
  blackness and your fingers end in razor sharp 
  claws that seem to stretch of their own accord. 
  While you are wearing both of these gloves, you 
  can make a special unarmed strike. This unarmed 
  strike deals an additional 1d6 magical slashing 
  damage on top of any other damage inflicted, and 
  such an attack has a reach of 10 feet. 
  A creature hit twice or more in the same turn 
  by attacks with the same set of flensing gloves 
  takes an additional 1d12 slashing damage from the 
  second attack, as your claws slice off a 
  devastatingly large chunk of its flesh.  
  While you are wearing one or both of these 
  gloves, and for 1 minute after you remove them, 
  you cannot hold anything in your hands. 
  Fugacious Stone 
  When held, this unassuming pebble sometimes 
  appears to vanish or duplicate itself for a split 
  second, but when you look again, it’s still there, 
  
   
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  just one pebble, as it was before. Fugacious stones 
  are the collateral damage of learning 
  chronomancy. As wizards experiment with 
  manipulating time by sending objects into the 
  future and summoning items from the past, that 
  magic spills and spreads. Even those who 
  carefully control arcane energy cannot prevent 
  small amounts of magic from splintering off such 
  time-transformed objects, leaving specks of 
  matter that coalesce to form pebbles unstuck in 
  time. Some theorize that fugacious stones aren’t 
  actually destroyed when used. Rather, they are 
  flung to a far point in time where they can be 
  found and used again. 
  You can use an action to throw this stone at a 
  willing creature 
  within 60 feet of 
  you. The stone 
  instantly flies to 
  the chosen target, 
  and then the stone 
  and the target 
  both vanish. For 
  the next minute, 
  other creatures 
  can’t perceive, 
  interact with, or 
  affect the target in 
  any way, and the 
  target is unaware 
  of its surroundings. 
  At the start of each of your turns, roll a d4. On 
  a roll of 4, or after the target has been gone for 1 
  minute, the target immediately reappears in the 
  space it left or, if that space is occupied, in the 
  nearest unoccupied space. No time passes for the 
  target between the time of its vanishing and 
  when it returns, and it’s in exactly the same 
  condition as when it vanished. The fugacious 
  stone does not return; it is lost forever. 
  Gargoyle Mask 
   
  This black iron half mask sports horns from its 
  temples. As an action, you can use the mask to 
  cast the polymorph spell, targeting yourself only, 
  but you transform into a gargoyle (as described in 
  the Monster Manual) instead of a beast. Once the 
  mask casts polymorph in this way, it cannot do so 
  again until the next dawn. 
  Garter of the Silver Tongue 
  While you wear this garter, you are 
  preternaturally 
  glib and well-
  spoken, speaking 
  with precise 
  diction while 
  choosing the most 
  effective words to 
  influence others. 
  Whenever you roll 
  a Charisma check 
  that involves 
  speaking, you can 
  roll 1d4 and add 
  the number rolled 
  to your check 
  result. 
  In addition, whenever you cast a spell with 
  verbal components, you can choose one of the 
  following benefits and apply it to that casting of 
  the spell: 
   If the spell requires concentration, whenever 
  you make a Constitution save to maintain 
  your concentration on it, you can roll 1d4 and 
  add the number rolled to your saving throw. 
   If the spell forces one or more creatures to 
  make a saving throw, you can roll 1d4 and add 
  the number rolled to the DC for one target's 
  save. 
  
   
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   If the spell inflicts damage on one or more 
  creatures, you can choose one target and 
  inflict 1d4 extra thunder damage on it. 
  Garters 
  Girdle of Priestly Might 
  This wide, finely-crafted belt is made upon the 
  altar of temple, and is consecreated to a specific 
  god, with that god’s holy symbol embossed on 
  the front. Blessed by a high priest and imbued 
  with powerful magic, this girdle grants its wearer 
  the following benefits: 
   A +2 bonus to Armor Class 
   A Strength score of 19 if not already higher. 
  Holy Symbol of Hope 
  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. 
  Horseshoe of Luck 
  This looks like a finely crafted horseshoe that 
  always stays in excellent condition. While this 
  horseshoe is held by a humanoid or attached to a 
  beast, that creature gains a +1 bonus to all saving 
  throws. 
  Leomund’s Goblet 
  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 
  
   
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  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 
  maintain concentration on them, and if a 
  creature is affected by a spell when the manacles 
  are placed on it, that spell ends. The manacles 
  have no key, and can only be commanded to 
  open and close by the attuned owner.  
  The manacles cannot be damaged or picked as 
  they have no mechanisms. Escaping the manacles 
  requires a successful DC 20 Dexterity (Sleight of 
  Hand) check.  A creature cannot attune to the 
  manacles while wearing them.   
  Marble of the Cat’s Eye 
  While the marble is in your possession, you can 
  speak its command word and cast the darkvision 
  spell without using a spell slot or need for 
  material components. You can only gain this 
  benefit once per day, regaining another use each 
  day at dawn. 
  Mouse Cart 
  A mouse cart resembles a miniature wooden cart 
  with two wooden wheels and a tiny leather 
  harness. When you secure a normal mouse or 
  othe Tiny beast that has four legs in the harness, 
  the cart expands to the size of a normal cart 
  (roughly 5 square feet). The Tiny beast retains its 
  normal size, but it increases its Strength to 16 and 
  its Constitution to 12, allowing it to pull the cart 
  plus its cargo. The beast’s speed also increases to 
  60 feet. 
  As long as the mouse or other beast remains in 
  the harness, it understands your words and obeys 
  all your verbal commands, as if it were under the 
  effects of a dominate monster spell. 
  Orb of Crystalline Terror +1, 
  +2, or +3 
  This rough-edged sphere of green crystal saps 
  courage and willpower from creatures who gaze 
  upon it. If you’re a spellcaster, you can use this 
  orb as a spellcasting focus. When you do, it 
  grants a bonus to your spell attack rolls and the 
  saving throw DCs of your spells. The bonus is 
  determined by the orb’s rarity. 
  In addition, the orb has 3 charges. You can 
  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 
  either spell.  
  Also, when a creature would make a saving 
  throw against a spell you cast, you can expend 3 
  charges. When you do so, you roll 1d6, adding the 
  numer rolled to the DC of the saving throw. 
  This orb regains 3 charges each day at dawn. 
  
   
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  Orb of Holiness 
  While holding one of these rare crystalline 
  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 
  orb as a spellcasting focus. While holding this 
  orb, you gain a +2 bonus to spell attack rolls and 
  to the saving throw DCs of your spells. 
  An orb of holiness sheds bright light in a 15-foot 
  radius and dim light for an additional 15 feet. If 
  there is an aberration, celestial, fiend, or undead 
  within 30 feet of the orb, the orb's light instantly 
  dims, and it only sheds dim light for 15 feet until 
  it is no longer so close to such a creature. 
  Each orb has 12 charges, and regains 1d8 + 4 
  expended charges daily at dawn. While holding 
  one, you can use an action to expend 1 or more of 
  its charges to cast one of the following spells 
  from it, using your spell save DC and spellcasting 
  ability modifier: cure wounds (1 charge per spell 
  level, up to 4th), purify food and drink (1 charge), 
  sleep (1 charge), calm emotions (2 charges), or 
  regenerate (7 charges). 
  An orb of holiness has an alignment, and is 
  always neutral good, neutral evil, or neutral. The 
  DM can choose one of these alignments based on 
  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 
  the psychic damage. Only a spellcaster that can 
  touch the orb without having to make this saving 
  throw can attune to it. 
  Orb of Serenity 
  This is a small crystal orb about six inches in 
  diameter, and it has 10 charges. While holding it, 
  you can use it as a spellcasting focus, and you 
  spend 1 charge as an action to cast the calm 
  emotions spell (save DC 15) without expending a 
  spell slot. When you cast calm emotions 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.  
  Owl Mask 
  This iron half mask is shaped like an owl’s 
  features, with an extended beak and feathery 
  embellishments at the temples. Your Wisdom 
  increases to 21 while you wear this mask, unless it 
  is already 21 or higher. In addition, as a reaction 
  when you fail a Wisdom saving throw, you can 
  choose to automatically succeed instead. Once 
  the owl mask allows you to succeed on a Wisdom 
  save in this way, it cannot do so again until the 
  next dawn. 
  
   
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  Phase Spider Amulet 
  This blood red gemstone amulet has an 
  adamantine chain and web embellishment. While 
  wearing this brooch, you are immune to being 
  restrained or hampered by webs, including those 
  created by the web spell. If you become poisoned 
  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, 
  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 
   
  This half-crown is crafted from an unknown red 
  metal, and set with six rubies. If you are reduced 
  to 0 hit points while wearing it, one of the rubies 
  shatters and you regain 1d6 hit points. Once all 
  six rubies have shattered, the crown is no longer 
  magical. 
  
   
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  Scrying Tapestry 
  These 10-foot-square tapestries were first made 
  by the Imaskari Artificers in the sodden twilight 
  of their lost empire. Recently, a Moonsea cult 
  worshiping a being known only as the “Heir of 
  Orcus” (believed to be the rebellious progeny of 
  that loathsome demon lord) has collected five of 
  these tapestries, for use in some inscrutable 
  scheme. Rumors say the cultists now have their 
  eye on a sixth tapestry, which currently hangs in 
  Exaltation, the first and tallest of Candlekeep’s 
  towers. 
  While within 10 feet of a scrying tapestry you 
  can see, you can concentrate your thoughts on a 
  location you’ve seen before (as if concentrating 
  on a spell). After 10 minutes, the scrying tapestry 
  creates a silent invisible sensor at that location. A 
  creature that can see invisible objects sees the 
  sensor as a luminous orb about the size of your 
  fist. 
  For a duration of up to 10 minutes, as long as 
  you maintain concentration, the tapestry’s 
  surface depicts images and emits sounds from the 
  sensor’s location, just as if the tapestry were an 
  open window on the target. After the duration, 
  the tapestry retains the last image it displayed 
  until it’s used again. 
  After this tapestry is used to scry on a location, 
  it can’t be used again for 1 hour. 
  Selfsame Bones 
  The bones of a finger much like your own have 
  been lacquered together into one beckoning curl. 
  When you break them, the bones release the 
  magic of your own past. As a bonus action, you 
  can summon a duplicate of yourself from an 
  alternative timeline. This duplicate appears in an 
  unoccupied space you can see within 15 feet of 
  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 
  reality, making it appear translucent and 
  insubstantial, but otherwise it looks just like you, 
  even possessing phantom copies of all your items 
  and equipment. The duplicate has the same AC 
  as you, 1 hit point, and immunity to all 
  conditions. If it makes a saving throw, it uses 
  your ability modifier for the roll. If your duplicate 
  is ever more than 30 feet from you at the end of 
  your turn, it is destroyed. You can use your 
  duplicate in the following ways: 
   On your turn, you can move the duplicate up 
  to 30 feet in any direction—horizontally, 
  vertically, or diagonally, even into the air (no 
  action required). 
   As a bonus action, you can spend 15 feet of 
  movement to teleport, magically swapping 
  places with your duplicate. 
   When you take the Attack action on your 
  turn, any attack you make with that action 
  can originate from your space or the 
  duplicate’s space. You make this choice for 
  each attack. 
   As a bonus action, you can make one extra 
  melee attack from the duplicate’s position. 
   When a creature that you can see within 5 
  feet of your duplicate moves at least 5 feet 
  away from it, you can use your reaction to 
  make an opportunity attack against that 
  creature as if you were in the duplicate’s 
  space. 
  Your duplicate lasts for 1 minute, then vanishes 
  as if it had never existed. It vanishes early if you 
  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 
  you at the end of your turn. When the duplicate 
  vanishes, the fragments of the finger bones you 
  broke to summon the duplicate also disappear 
  forever. Selfsame bones are usually acquired in 
  sets of 5 or 10. 
  
   
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  Shakti Amulet 
  This porcelain amulet is carved to resemble a tiny 
  figure in half plate wielding two shortswords. As 
  an action during your turn, or as a reaction when 
  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 
  half plate armor, and you are instantly wielding 
  two matching shortswords, one in each hand. 
  Any other equipment you had is temporarily 
  absorbed into the armor, and has no effect. 
  While the armor and shortswords exist, you are 
  considered proficient with them. When you hit 
  with an attack using one of the shortswords, you 
  can choose to inflict an extra 1d6 lightning 
  damage. 
  Once the armor and shortswords appear, they 
  last for 1 minute before fading away. You can also 
  use a bonus action during your turn to dismiss 
  them instantly. Once you summon the armor and 
  shortswords, you cannot do so again until after 
  the next dawn. 
  Skull Lord’s Bracers 
  This pair of leather bracers is decorated with 
  finger-bones, toe-bones, and cracked remains of 
  vertebrae. You can use an action to speak the 
  bracers’ command word during your turn, 
  causing the bones of your enemies to shatter and 
  the pieces to rip free of their bodies. When you 
  do so, every creature of your choice within 30 feet 
  of you must make a Constitution saving throw, 
  taking 5d6 piercing damage on a failed save, or 
  half as much on a successful one.  
  When one or more creatures take damage from 
  this effect, the bone shards fly to you and form 
  into a staff made of bones with a skull at either 
  end. You can use this staff as a magical 
  quarterstaff, with a +3 bonus to attack rolls and 
  damage rolls for attacks made with it. This staff 
  lasts for 1 hour before it turns back into a pair of 
  bracers. 
  Once you force one or more creatures to roll a 
  saving throw against the bracers’ effect, you 
  cannot do so again until after the next dawn. 
  Spellstar 
  Spellstars come in two forms: some are sparkling, 
  translucent blue or green gemstones; others are 
  shining star-shaped steel items that cannot rust, 
  tarnish, or become scratched. A spellstar stores 
  spells cast into it, holding them until the attuned 
  wearer uses them. The ring can store up to 10 
  levels worth of spells, but a spell can only be 
  removed from a spellstar by casting it. When 
  found, it contains 2d6-2 levels of stored spells 
  chosen by the DM. 
  Any willing creature can cast a spell of 1st 
  through 5th level into the ring by touching the 
  ring as the spell is cast. The spell has no effect, 
  other than to be stored in the ring. If the ring 
  can't hold the spell, the spell is expended without 
  effect. The level of the slot used to cast the spell 
  determines how much space it uses. 
  While wearing 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 
  ability of the original caster, but is otherwise 
  treated as if you cast the spell. 
  Each time a spell is cast from it, a portion of 
  the spellstar melts away, becoming smaller, 
  permanently subtracting the levels of stored 
  spells used in that casting from the total number 
  it possesses. For example, if a spellstar holds one 
  casting of fireball (a 3rd-level spell) and a magic 
  missile spell cast at 4th-level, it has used 7 of its 
  10 levels of spell storage. If the fireball is cast, the 
  3 levels of spell storage that held it melt away in 
  the casting and are lost, leaving 7 levels of spell 
  storage, 4 of which are already taken up by the 
  magic missile. 
  An exhausted spellstar crumbles to dust, 
  forever gone. Rumors say that certain, secret 
  
   
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  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 
  wearing it. While wearing a Storm's garter, you 
  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 
  1 (to a maximum of 20). If you fall more than 10 
  feet while you wear a Storm's garter, the item 
  immediately casts feather fall on you without any 
  action or reaction on your part. 
  A Storm's garter has three charges. You can 
  expend 1 charge as an action to cast one of the 
  following spells: jump, silence, or spider climb. 
  The garter regains 3 expended charges each day 
  at dawn. 
  These items originate from the Forgotten 
  Realms, where they are always originally made 
  for Harpers, of any gender, but often come into 
  the hands of other folk of Faerûn after being 
  taken from slain or injured Harpers. 
  Symbol of the Warpriest +1, +2, 
  or +3 
  This iron symbol lets you turn your advantage in 
  battle into a bolstering effect for your allies. You 
  can use this holy symbol as a spellcasting focus. 
  When you do, it grants a bonus to your spell 
  attack rolls and the saving throw DCs of your 
  spells. The bonus is determined by the symbol’s 
  rarity.  
  While you have this holy symbol on your 
  person, at the end of each your turns, if you hit a 
  hostile creature within 5 feet of you with an 
  attack roll during that turn, you can choose one 
  ally of within 60 feet of you. That ally regains hit 
  points equal to your Wisdom modifier (minimum 
  1). 
   
   
   
  
   
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  Timeless Tome 
  Bound in shining, gold-embossed leather that 
  always looks brand new, this book is one of 4 
  grimoires originally created by the Netherese 
  chronomancer Jeriah Chronos, and it enables you 
  to further manipulate the boundaries of time. If 
  you can attune to this item, 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 3. In 
  addition, you can use the tome to cast time stop 
  without using a spell slot. When you cast the 
  spell in this manner, you take 1d6+1 turns in a 
  row, instead of 1d4+1. Once the tome is used to 
  cast time stop, it can’t be used to do so again until 
  the next dawn. 
  When found, this spellbook contains 10d4 
  wizard spells chosen by the DM, one of which is 
  the time stop spell. (At the DM’s choice, it might 
  contain the 25 prepared spells from the archmage 
  in the Monster Manual). 
  Tongs of the Armorer 
  This magical metal tool grants you supernatural 
  prowess in the making and maintainence of arms 
  and armor. While you have this item on your 
  person, you gain advantage on all ability checks 
  to use leatherworker’s tools, smith’s tools, 
  tinker’s tools, or woodcarver’s tools. 
  Torc of the Younger Self 
  Legends speak of Queen Omarosa, a legendary 
  ruler who guided her realm to prosperity during 
  her reign, making decisions that combined the 
  wisdom of age with the passion and idealism of 
  youth. Historians debate the actual location of 
  her kingdom, but the tales say that after 
  Omarosa’s death, this torc was looted from her 
  tomb. 
  This plain bronze necklace grants you a +1 
  bonus to all saving throws, and it has 5 charges. It 
  regains 1d4 + 1 charges each day at dawn. While 
  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. 
  
   
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  In all other respects, it is the person you were at 
  the time you chose, and it approaches you with 
  that perspective. The spirit remains for 10 
  minutes before vanishing, allowing you time to 
  converse with it. If you remember the right time 
  in your own past to call on the spirit, you can 
  question yourself while important knowledge was 
  still fresh in your mind, potentially gaining 
  advantage on an Intelligence check on that 
  subject. The spirit’s time with you is separate 
  from your actual younger self’s place in time, and 
  your younger self retains no memory of the 
  conversation. 
  Zagyg’s Spell Component Pouch 
  This appears to be a spell component pouch that 
  has been crudely repaired dozens of times, to the 
  point that it looks ready to split and the cotton is 
  threadbare, but wizards and sorcerers have gladly 
  killed for this bag and power is offers. You can 
  produce any material component that has no 
  gold piece value while casting a spell. You do not 
  need to be attuned to the bag to use this feature.  
  Once you are attuned to the bag its real powers 
  become evident. The bag has three charges, and 
  you can use 1 charge to produce a material 
  component from the bag worth up to 100 gp. The 
  material component disappears once you have 
  finished casting the spell. You must use the 
  material component to cast a spell and must 
  begin casting that spell before the end of your 
  next turn after you have drawn the material 
  component from the bag. If you do not, the 
  material component crumbles into dust upon 
  being produced. The bag regains any expended 
  charges at dawn. 
  
   
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  Chapter 2: Sentient Items & Artifacts 
  As many adventurers discover, to their 
  great misfortune, the most powerful of 
  magic items frequently have a will of 
  their own. 
  Sentient Items 
  Rules for sentient items (and the 
  conflicts they sometimes wage with 
  their “owners”) appear in chapter 7 of 
  the Dungeon Master’s Guide. 
  Albruin 
  This sword is made from an alloy of 
  steel and electrum, with a blade plated 
  in sterling silver, but it has no marks 
  of workmanship that reveal its origins. 
  Compared to most longswords, 
  Albruin is somewhat broader in blade, 
  but only that and its silver plating 
  betray its unique nature. Only in 
  telepathic communication with a 
  would-be wielder does the sword 
  make its name known, and even then 
  it speaks little of its past. 
  You gain a +3 bonus to attack and 
  damage rolls made with this magic 
  weapon, and deal an extra 1d4 magical 
  slashing damage to any target it hits. 
  Sentience. Albruin is a sentient 
  chaotic neutral weapon with an 
  Intelligence of 17, a Wisdom of 10, and 
  a Charisma of 17. The weapon has 
  hearing and darkvision out to a range 
  of 60 feet, and it can speak, read, and 
  understand Common, Elvish, Thieves’ 
  Cant, and Undercommon, and can 
  communicate with its wielder 
  telepathically. While you are attuned 
  to it, Albruin also understands every 
  language you know. 
  Spellcasting. Albruin has 15 
  charges. While holding it, you can 
  expend 1 or 2 of its charges to cast one 
  of the following spells from it, using 
  your choice of Intelligence, Wisdom, 
  or Charisma as your spellcasting 
  ability: comprehend languages (1 
  charge), cure wounds (1 charge, or 2 
  charges to cast as a 2nd-level spell), 
  protection from poison (2 charges, self 
  only), or see invisibility (2 charges). 
  Spells cast in this way require the 
  normal casting time and components. 
  The blade regains all expended 
  charges each day at dawn. 
  Personality. In its telepathic 
  communications, the sword betrays 
  the heart of a scamp, boundless 
  curiosity, and a taste for mischief. 
  Though it has little taste for notoriety, 
  it enjoys the immediate accolades of 
  heroism, and has little patience for 
  wielders who shy away from glorious 
  deeds. It prefers to be wielded by 
  those who travel widely across Abeir-
  Toril or, even better, to worlds 
  beyond. It is not often talkative, but 
  grows more loquacious when traveling 
  through interesting locales such as 
  ancient ruins or seldom-explored 
  caverns. 
  The sage Elminster of Shadowdale, 
  who was once called upon to examine 
  the blade while it was in the 
  Dalelands, notes that Albruin’s 
  nondescript appearance and strong-
  willed sentience allow it to frequently 
  disappear and seek new wielders. 
  If Albruin's wielder refuses 
  opportunities for adventure, threatens 
  
   
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  to settle down in one place, fails to intervene or 
  defend helpless innocents, or otherwise starts to 
  live a boring life, a conflict between Albruin and 
  its wielder occurs at the next dawn. The sword 
  refuses all use of its spells to wielders who 
  displease it in these ways, at least until they start 
  being interesting again. 
  History. The sword was originally forged by 
  the long-dead Surdee, that famed smith of 
  icebound Glister, who worked ore fresh from the 
  mines above the city on the edge of the glacier. 
  Yet the errant half-drow prince of Dambrath who 
  commissioned Albruin never received the boon 
  companion he sought. Instead, the sword 
  convinced one of Surdee’s smiths to spirit it 
  away, and its adventures began. 
  Albruin spent decades in Cormyr, most of them 
  miserable, as it became a seldom-used royal 
  heirloom passed down the line of kings. After a 
  halfling thief stole it in the mid-13th century, the 
  thankful sword ended up in Wheloon, then 
  disappeared for decades before finding its way to 
  a noblewoman of House Uskevren in Selgaunt. 
  After her disappearance, it passed through the 
  hands of an Eastingreach sellsword, a prince of 
  Telflamm, a fleeing looter in Impiltur, brigands in 
  the Dalelands, a banelich in Zhentil Keep, and a 
  mercenary general in what is now Raven’s Bluff. 
  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 
  sword, claims to have seen a stranger carrying it 
  at the Friendly Arm Inn on the Coast Way 
  between Baldur’s Gate and Candlekeep, just after 
  resurrection of the god Bhaal in 1482. 
  The Beat Stick 
  Scholars and sages argue what event could have 
  been so heinous so it created the weapon known 
  as The Beat Stick. If The Beat Stick knows, it’s not 
  telling, and doesn’t seem to care. The Beat Stick 
  has had many names and appears in legends of 
  half a dozen species, from giant to elves. The Beat 
  Stick looks like a simple worn club of prodigious 
  size, but it seems incredibly light to an attuned 
  wielder. The Beat Stick will resize itself to match 
  its wielder. You gain a +3 bonus to attack and 
  damage rolls made with this magical weapon. 
  Crushing Revenge. When you attune to The 
  Beat Stick, you can choose one evil or neutral 
  creature that you have met and are very familiar 
  with, and that you have a legitimate grudge 
  against. You must name a specific creature, not 
  an entire species or group of creatures. While you 
  are within 1 mile of the chosen creature, you have 
  advantage on Wisdom (Perception or Survival) 
  checks made to find it. When you target that 
  
   
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  creature with a weapon attack using The Beat 
  Stick it scores a critical hit on a natural roll of a 
  19-20, and it inflicts an additional 6d6 magical 
  bludgeoning damage on a hit.  
  None Shall Stand. During your turn, if you 
  reduce a creature to 0 hit points using The Beat 
  Stick, you can use a bonus action to make 
  another attack with The Beast Stick against a 
  different creature within 5 feet of both you and 
  the creature you reduced to 0 hit points. 
  Sentience. The Beat Stick is a sentient weapon 
  of chaotic good alignment, with an Intelligence of 
  12, a Wisdom of 14, and a Charisma of 18. It has 
  hearing and darkvision out to a range of 120 feet. 
  The weapon can speak, read, and understand 
  Goblin, and can communicate with its wielder 
  telepathically. Its voice is deep and echoing. 
  While you are attuned to it, The Beat Stick also 
  understands every language you know. 
  Personality. The Beat Stick is an unsubtle, 
  single-minded intelligence with one purpose: to 
  smash the creature its wielder hates. Until you 
  crush the object of your wrath into the ground, 
  The Beat Stick is animated and excessively 
  communicative. Once The Beat Stick has 
  accomplished its goal, however, it becomes 
  apathetic and uninterested in anything you have 
  to say. Once The Beat Stick has been given to a 
  new wielder and a new target is chosen, it 
  becomes excited and engaged once more, 
  speaking about smashing its new target at length.  
  The Beat Stick will not harm any creature it 
  perceives as innocent. Any attempt to attack such 
  a creature will cause the sentient weapon to twist 
  in the hands of its wielder and miss. If The Beat 
  Stick’s wielder uses it three or more times to 
  attack a target it perceives as innocent, conflict 
  between The Beat Stick and its wielder occurs at 
  the next sunset. 
  If a wielder that has displeased the The Beat 
  Stick rolls a 1 on an attack roll, the wielder drops 
  the weapon. If the wielder has displeased The 
  Beat Stick, it then immediately flies away at 
  astonishing speed, vanishing into the distance. 
  The Ravenblade 
  Though this longsword appears to be carved from 
  a single large shard of black glass, from its 
  rounded pommel to the tip of its razor-sharp 
  blade, it is as hard as adamantine. On further 
  examination, the glass is actually transparent, 
  like a window, and through it you can see the 
  stormy expanse of a dark and alien night sky. You 
  gain a +2 bonus to attack and damage rolls made 
  with this magical weapon, and you can use it as a 
  spellcasting focus. It also grants its wielder a +2 
  bonus to spell attack rolls. 
  Sentience. The Ravenblade is a sentient lawful 
  neutral weapon with an Intelligence of 18, a 
  Wisdom of 20, and a Charisma of 17. It has 
  hearing and truesight out to a range of 60 feet, 
  but almost never communicates with its wielder 
  about things it perceives. 
  The weapon can read and understand (and 
  write) Common, Abyssal, Celestial, Draconic, 
  Deep Speech, Elven, Infernal, Primordial, 
  Qualith, Sylvan, and Undercommon, but it never 
  speaks any language but Elvish, and 
  communicates telepathically only with wielders 
  that are also fluent in Elvish. 
  Writing. While the blade does not seem overly 
  eager to help those attuned to it, it does offer a 
  unique benefit: if the wielder wants a letter 
  written, it can leave an appropriate amount of 
  unmarked paper (no ink required) within 5 feet 
  of the Ravenblade. On request, the weapon will 
  magically inscribe the appropriate words on the 
  blank pages. Exactly 8 hours later after the 
  request is made, the blank paper instantly 
  becomes filled with the desired writing. It all 
  appears in a very distinct and practical 
  calligraphic script. The Ravenblade can only write 
  in languages it knows. 
  Occasionally, the Ravenblade will want a favour 
  of its own. It will ask its wielder for some paper, 
  and then compose a letter of its own, which it 
  
   
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  will then need handed off to a courier or 
  delivered to its proper recipient. The blade’s 
  personal letters always appear written in a coded 
  script of sigils indecipherable to all but the 
  intended recipient. 
  Personality. The Ravenblade has little interest 
  in its mortal wielders; they are only means to an 
  end. The Ravenblade uses its wielder as a 
  mystical channel for communication, on behalf of 
  its mysterious mistress. Somehow, being attuned 
  by a warlock allows it to magically contact that 
  warlock’s otherworldly patron. Once in contact it 
  negotiates complicated agreements on its 
  mistress’s behalf with the patron, usually related 
  to inane details of extraplanar politics. 
  Despite its indifference, it wants worthy 
  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. 
  Thorn 
  When found, this shining shortsword is brightly 
  polished and bears a keen edge, as if it had been 
  maintained by a very fastidious owner until very 
  recently. A large green feather hangs from a silver 
  cord tied around the pommel, alongside a tiny 
  crystalline magnifying glass. You gain a +2 bonus 
  to attack and damage rolls made with this 
  magical weapon. 
  Sentience. Thorn is a sentient lawful good 
  weapon with an Intelligence of 14, a Wisdom of 
  15, and a Charisma of 12. It has hearing and 
  darkvision out to a range of 120 feet. 
  
   
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  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 
  local culture. Thorn’s ideal scenario is being 
  wielded to bring lawbreakers to justice, and it 
  constantly points out “evidence” that it believes 
  could help catch criminals.  
  If Thorn’s wielder indulges in egregious 
  rulebreaking or breaches of etiquette, it gives the 
  wielder 24 hours to redress the situation 
  appropriately. If the wielder fails to do so, a 
  conflict between Thorn and its wielder occurs at 
  the next sunrise. While it is displeased with its 
  wielder, it insists on loudly apologizing for the 
  wielder’s behavior, especially in moments of 
  misbehavior, imposing disadvantage on Dexterity 
  (Stealth or Sleight of Hand) checks and Charisma 
  (Deception) checks. 
  Nettle? Rumors state that Thorn was created 
  alongside another sentient weapon, a magical 
  hand crossbow +2 called Nettle. This crossbow is 
  as greedy, impetuous, and obnoxious as Thorn is 
  careful, lawful, and polite. The two argue like 
  siblings, but also work well together in stressful 
  situations. If you attune to both, you gain a +2 
  bonus to your Armor Class while both are on 
  your person. 
  Artifacts  
  The Acorn of Wo Mai  
  Millennia ago, an army of fiends attacked the 
  empire of Shou Lung. Whole villages were wiped 
  off the map, their inhabitants put to the sword or 
  taken to lower planes to serve as food, slaves, or 
  worse. The rivers ran red with blood and the skies 
  choked on the laughter of devils.  
  Wo Mai was a great champion of the people. 
  When he heard of the slaughter, he gathered his 
  followers and came down out of the mountains to 
  help. Wo Mai and his followers scattered the 
  fiends and Wo Mai engaged the devil that led 
  them. They fought for days, neither gaining an 
  upper hand. Wo Mai was a powerful wizard, but 
  the fiend’s life force was safely hidden on another 
  plane. Realizing he would eventually lose, Wo 
  Mai bound the fiend in unbreakable chains. 
  Wo Mai drug the devil back to his fortress and 
  a few weeks later trapped the fiend in the Acorn 
  that bears his name. The Acorn was given as a gift 
  to the emperor. It disappeared a century later 
  when the empire fell to civil war. 
  The Acorn of Wo Mai is a giant acorn nearly 3 
  feet in height and made of lead. Two golden 
  bands wrap around the acorn, crossing under a 
  seal of dragon wrapped around a sword. Despite 
  being huge and seemingly made of solid lead, a 
  strong man can pick up the Acorn with little 
  effort (DC 12 Strength check). The Acorn is 
  slightly warm to the touch.  
  The devil inside has grown to love and loath its 
  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 
  the souls of many righteous clerics have been 
  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. 
   Telepathy. The devil still lives inside the 
  Acorn. It can communicate telepathically with 
  anyone within 120 feet. It will offer them good 
  advice, at least in the beginning. The devil 
  genuinely tries to help anyone it thinks it can 
  convince to set it free, but it gets bored easily. If a 
  mortal proves to intractable the devil in the 
  Acorn will start to look for a new owner. 
  Random Properties. The Acorn of Wo Mai has 
  the following randomly determined properties. 
  However, unlike most artifacts, the devil inside 
  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 
  foolish mortals to carry out its plans.  
   3 minor beneficial properties 
   2 major beneficial properties 
   3 minor detrimental properties 
   2 major detrimental properties 
  Foresight. The devil may use an action to cast 
  foresight on anyone within 120 feet of the Acorn. 
  It can do this twice a day. This ability refreshes at 
  midnight. 
  Scry. The devil can cast the scrying spell at 
  will. The devil is the only one who sees anything. 
   Destroying the Acorn of Wo Mai. Inflicting 
  25 points of slashing damage to the golden bands 
  that hold the Acorn sealed will free the devil. 
  Depending of the level of stupidity displayed by 
  his liberators, the Copper Fiend may thank them 
  before killing them. The actual statistics of the 
  devil are determined by the DM. 
  The Arm of Doom  
  In the desert, water is life. In ancient times 
  caravans would cross the blistering landscape by 
  hopping from one oasis to another. The safe 
  routes are well known but long and caravans can 
  take weeks to cross the desert. Izmer was a savvy 
  but heartless businessman that was desperate to 
  open new trade routes. He sent scouts out to find 
  new oases to cut across the desert faster, to reach 
  kingdoms farther away.  
  
   
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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 
  wizard he could find. The wizard, a necromancer 
  named Sarn, wove subtle spells and found the 
  tribe of lizardfolk. They had taken refuge in caves 
  beneath the oasis. Izmer’s guards found and 
  sealed every entrance to the caves except one. 
  Then they flooded the caves with poison.  
  The guards who later entered the caves found 
  almost the entire tribe slain. Only the leader 
  survived—to his sorrow, since he was 
  immediately dragged before Izmer himself. 
  Legend says the tortures visited on the lizard 
  king were unspeakable. For his part, Sarn only 
  asked for one thing as a reward, the lizard king’s 
  arm. With dark magic and red-hot blades, the 
  arm was removed. 
  Sarn wove dark spells over the arm. He carved 
  runes of destruction into the scales and trapped 
  the tormented souls of the lizardfolk tribe in the 
  bones. When he was done he had created a 
  weapon of terrifying destruction. But Sarn was 
  betrayed. 
  Izmer had spies watching and knew of the arm. 
  While Sarn slept, his throat was cut and the arm 
  brought to Izmer. Izmer held the arm up, thrilled 
  that the lizard king who had vexed him in life 
  would serve him in death. He attached the arm to 
  his side, and the hand leapt to his throat. Izmer’s 
  guards tried to save him, but failed. Once Izmer 
  fell to the ground, lifeless, the arm detached itself 
  in a spray of gore and vanished. 
  The Arm of Doom is a terrible and powerful 
  weapon. It appears to be a large lizardfolk arm 
  with runes of hate and destruction carved into 
  each scale. The fingers twitch even when the arm 
  isn’t attached to anyone, and the claws are long 
  and wickedly hooked. Black smoke drifts from 
  the claws fading away after a few inches, but 
  leaving long dark slashes in the air in combat. 
  
   
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  If you are attuned to the Arm of Doom, you can 
  use it by holding it to your side, back, or shoulder 
  and willing it to attach. The arm attaches itself as 
  firmly as one or your real arms, and you can 
  control it as easily as if it had always been there. 
   Random Properties. The Arm of Doom has 
  the following random properties: 
   2 minor beneficial properties 
   2 minor detrimental properties 
   Magic Weapon. The Arm of Doom is a +3 
  weapon, but only a creature attuned to it is 
  proficient with it. On a hit, the Arm inflicts 
  damage as a club, but it also does an additional 
  1d6 slashing damage and 2d6 necrotic damage. A 
  creature hit by the Arm must make a DC 20 
  Constitution save or be poisoned until the start of 
  your next turn.  
   Curse. If you go for 24 hours without killing a 
  creature with an Intelligence of 3 or higher, or 
  immediately after you have killed 50 creatures 
  with Intelligence 3 or higher, you must make a 
  DC 20 Charisma save. If you fail the Arm rips 
  itself from your body in a spray of gore. You take 
  10d10 points of slashing damage. This damage is 
  not subject to resistance or immunity. Once 
  freed, the Arm teleports to a random location. On 
  a successful save, the arm stays, but every time 
  you kill 50 creatures with Intelligence 3 or higher, 
  or fail to kill one creature with Intelligence 3 or 
  higher within 24 hours, you must make the save 
  again.  
   Destroying the Arm of Doom. Lay the 
  hundreds of troubled spirits that have been 
  trapped inside the Arm to rest.  
  The Ivory Chain of Pao 
  This chain appears to be a series of fragile ivory 
  figurines. Each figurine is cleverly carved to hook 
  hands with another figure. The figures appear to 
  be fragile and the chain looks like it would fall 
  apart with the slightest pressure, but any attempt 
  to damage the chain fails. 
  When used for most purposes, then chain 
  shows no unusual properties. When used to bind 
  a fiend, however, the chain suddenly springs to 
  life. Wrapping the chain around the fiend causes 
  the tiny figurines to begin chanting. The fiend 
  trapped by the chain immediately becomes 
  docile, its unfocused eyes glazing over and its jaw 
  hanging slack. The fiend takes no actions on its 
  own, but obeys the orders of any attuned user of 
  the chain who holds its other end. If the chain is 
  removed, the fiend can move and act normally. 
  The fiend will be aware of what happened and 
  will not take it well. 
  Wo Mai, a powerful wizard from the distant 
  east, first created the chain to capture a terrible 
  devil known to history as the Copper Fiend (as 
  described under the Acorn of Wo Mai). Since 
  then the chain has moved through history. It 
  always seems to turn up when it is needed. 
  Powerful fiends view the chain with a mix of 
  love and hate. They loathe the thought of being 
  trapped by it but imagine the power they could 
  wield if they could trap an enemy in its links. 
  Random Properties. The Ivory Chain of Pao 
  has the following random properties:  
   1 minor beneficial property 
   1 minor detrimental property 
   Dominate Fiend. While you are attuned to 
  the chain and holding it, you can force a fiend 
  within 5 feet of you to make a DC 25 Dexterity 
  saving throw, provided there is not a fiend bound 
  by the chain already. A fiend cannot use the 
  Legendary Resistance trait to succeed on this 
  saving throw. 
  A fiend that fails the saving throw immediately 
  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 
  does not move or take actions unless you 
  command it or allow it to do so while you are 
  holding the chain.  
  Whether it is the lowest mane or Demogorgon 
  himself, the fiend is under your total control. It 
  remains charmed until you use your action to 
  
   
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  release the fiend.  
   Curse. The Ivory Chain of Pao is not cursed 
  per se, but seems to constantly attract unwanted 
  attention. Celestials, fiends, and power-hungry 
  mortals will all want to use the Chain for their 
  own ends.  
  The Memory Mirror 
  Once the indulgence of the dreaded death knight 
  Lord Soth, this 6-foot-long by 3-foot-wide mirror 
  was shattered into twelve fragments. The bulk of 
  the mirror’s power lies in a single central piece 
  held by a mysterious paladin who wanders the 
  domain of Sithicus, a hero known as the Blessed 
  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 
   2 major beneficial properties 
  Properties of each Memory Mirror Shard. If 
  you attune to one of the twelve memory mirror 
  shards that is in your possession, you gain the 
  following benefits: 
   You have advantage on all Wisdom saving 
  throws against being charmed or frightened, 
  or against having your emotions or moods 
  affected by magic (including the Guilt of 
  Sithicus effect described in this section).  
   Whether you are attuned or not, when you 
  finish a long rest while carrying this item, you 
  are unaffected by any Flaws you may have 
  dealing with guilt or regret until the next 
  time you finish a long rest. 
  
   
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   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. Attunement to the 
  memory mirror shard ends when it melds 
  with the key memory mirror shard. 
  Properties of the Key Memory Mirror Shard  
  (currently held by the Blessed Knight). The 
  Blessed Knight is attuned to the key memory 
  mirror shard. If you become attuned to it instead, 
  you gain the same benefits from it that he does:  
   You have advantage on all Wisdom saving 
  throws against being charmed or frightened, 
  or against having your emotions or moods 
  affected by magic. 
   You are immune to the Guilt of Sithicus effect 
  and the guilt lash spell (both described in this 
  section). 
   You gain an additional Ideal: “I strive to be 
  the best possible version of myself.” 
   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.) 
   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.  
   Whether it is attuned or not, the key memory 
  mirror shard glows with white light when 
  within 100 feet of another Mirror Shard. 
   If the key memory mirror shard is melded to 
  all of the eleven other mirror shards, it 
  transforms into the complete memory mirror, 
  as if it had never been broken. If you are 
  attuned to the key memory mirror shard when 
  this happens, you are automatically attuned 
  to the complete memory mirror it becomes. 
  Properties of the complete memory mirror 
  when fully assembled. If you are attuned to the 
  completed memory mirror, your alignment 
  changes to lawful good, and you gain the 
  following benefits: 
   You are immune to the charmed and 
  frightened conditions. 
   You have advantage on all saving throws 
  against having your emotions or moods 
  affected by magic. 
   You are immune to the Guilt of Sithicus effect 
  and the guilt lash spell (both described in this 
  section). 
  
   
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   You gain an additional Ideal: “I strive to be 
  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). 
   
  The Guilt of Sithicus 
  
   
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  The Nedragaard Chalice 
  This exquisite cup is made of an unknown gold-
  like metal and is cold to the touch. It originated 
  in the domain of Sithicus, a neighbor of Barovia. 
  The chalice seems to bear a powerful curse 
  connected to Lord Soth, the death knight who 
  once ruled Sithicus from the cold halls of 
  Nedragaard Keep—and who rumors say may yet 
  rule it still, from some hidden place within the 
  domain. 
  The Black Blood. Each morning at dawn, 
  black blood appears in the bottom of the chalice. 
  If you dare drink from the chalice, it infuses you 
  and your worn equipment with an eerie power, at 
  the cost of some of your own life force. When you 
  drink from the chalice you immediately lose 2 Hit 
  Dice. If you do not have two Hit Dice, you suffer 
  2d4 necrotic damage if you have only 1 Hit Die to 
  lose, or 4d4 necrotic damage if you have none. 
  However, drinking the black blood also grants 
  you the following benefits until the next time you 
  finish a long rest: 
   The suit of armor you are wearing when you 
  drink (if any) grants you a magical +2 bonus 
  to Armor Class, unless it already provides a 
  magical AC bonus 
   You can speak and read Abyssal 
   When you hit a creature that has fewer than 
  half its hit points remaining with an attack 
  roll, it takes an extra 1d8 necrotic damage 
  from that attack, and you gain temporary hit 
  points equal to the necrotic damage inflicted 
  Keening Dreams. The hours that should be 
  most restful for you instead bring visions of a 
  chorus of banshees, singing of the sins of the 
  death knight Lord Soth—and occasionally 
  weaving in references to your own sins as well. 
  While horrific, these visions also grant unearthly 
  insights, and whenever you finish a long rest 
  while attuned to the chalice, you gain the 
  following benefits until the next time you finish a 
  long rest: 
   You have advantage on all Intelligence 
  (Arcana, History, and Religion) checks 
   Undead cannot benefit from advantage when 
  making attack rolls against you 
   Whenever you make a Wisdom saving throw, 
  you can roll 1d4 and add the result to your 
  roll. 
  Necromantic Gifts. The chalice has 8 charges. 
  While holding it, you can use an action and 
  expend 1 or more charges to cast one of the 
  following spells (save DC 20) from it: animate 
  dead (2 charges), armor of Agathys (1 charge), 
  blade of flickering shadows* (2 charges), chains of 
  Levistus (1 charge), fear (2 charges), or finger of 
  death (5 charges). The chalice regains 1d4 + 4 
  expended charges daily at dawn. Each time you 
  cast a spell from the chalice, your features take 
  on an unnatural, deathly pallor and your eyes 
  smolder with a dim inner fire, giving you 
  disadvantage on Charisma (Deception or 
  Persuasion) checks for 1 hour. 
  Power Over Undead. Undead creatures stand 
  in fear and awe of the bearer of the chalice. While 
  holding the chalice, you can target one undead 
  creature you can see within 30 feet. The target 
  must make a Wisdom saving throw against a DC 
  equal to 8 + your proficiency bonus + your 
  Charisma modifier. On a failed save, the target 
  must obey your commands for the next 24 hours, 
  as if affected by a dominate monster spell. An 
  undead whose challenge rating is equal to or 
  greater your level is immune to this effect. 
  Destroying the Nedragaard Chalice. In order 
  to be rid of this artifiact, you must assemble 
  another: the memory mirror that once stood in 
  Nedragaard Keep. When Nedragaard was 
  destroyed, the mirror was shattered into twelve 
  shards, which are hidden in various locations 
  across Sithicus. Rumors say a knight errant seeks 
  the shards, believing the assembled mirror can 
  destroy the darklord who rules the domain. The 
  chalice itself has no reflection in the mirror or its 
  
   
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  shards. 
  Once the memory mirror is reassembled, it 
  must be returned to the ruins of Nedragaard. 
  This is no easy feat. The ruins of Nedragaard 
  Keep now jut from the earth like blackened teeth, 
  atop a black spire that stands in the center of the 
  Great Chasm, a massive canyon that nearly splits 
  the domain in two. Gaping in the heart of 
  Sithicus like an open, festering wound, the chasm 
  runs for dozens of miles north to south, and is up 
  to five miles wide in places.  
  Sections are said to be bottomless, although 
  few explorers have been foolish enough to test 
  those claims. Fearsome creatures lurk within the 
  Great Chasm, creeping forth when the sun sets. 
  The elves of Sithicus say a larger shadowy 
  presence seethes in this chasm, and they avoid it 
  at all costs. Ravens wheel forlornly about the 
  towering shards of the keep, and some elves 
  swear they have glimpsed mournful shades 
  drifting around the ruins at night. The stone 
  bridge that once spanned the rift is gone, so 
  reaching the ruins is all but impossible. 
  If somehow the memory mirror is made whole 
  again and returned to the still intact chamber 
  within the ruins where the death knight used to 
  gaze into it for hours, a character attuned to the 
  chalice can raise it there in a toast to their own 
  reflection. When the character’s reflected self in 
  the mirror lifts an empty hand (since the chalice 
  itself is never reflected in the memory mirror), 
  they can reach into the mirror as if it had no 
  substance, handing the chalice to their reflection. 
  Once this is done, the chalice is effectively 
  destroyed, existing only as an empty illusion in 
  the mirror. 
  
   
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   “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 
  
   
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   3 minor detrimental properties 
   2 major detrimental properties 
  Powers of Individual Pieces. If you have one 
  section, you can sense the next closest section. 
  You do not know how far away the piece is, just a 
  general sense of the direction and whether or not 
  it is on the same plane. Each section is also 
  engraved with a word that most sages refer to as 
  the section’s name. The DC of saving throws 
  against spells of 1st-level or higher cast with parts 
  of the rod is 15. 
  The sections of the staff are as follows: 
   Ruat (4-inch section). This section has 3 
  charges. You can expend one charge to cast 
  cure wounds as a 2nd-level spell. The charges 
  replenish at the next dawn. 
   Caelum (5-inch section). This section has 3 
  charges. You can expend one charge to cast 
  slow. The charges replenish at the next dawn. 
   Fiat (6-inch section). This section has 5 
  charges. You can expend one charge to cast 
  haste. The charges replenish at the next 
  dawn. 
   Justitia (8-inch section). You know the ray of 
  frost cantrip as long as you wield this rod. 
   Ecce (10-inch section). This section has 1 
  charge. You can expend the charge to cast 
  true seeing. The charge replenishes at the 
  next dawn. 
   Lex (12-inch section). This section has 3 
  charges. You can expend one charge to cast 
  hold monster (as a 5th-level spell). The 
  charges replenish at the next dawn. 
   Rex (15-inch section). This section has 1 
  charge. You may expend it to cast heal (as a 
  6th-level spell). The charge replenishes at the 
  next dawn.  
  Synergetic Powers. As pieces of the rod are 
  connected, new powers are revealed. The 
  individual pieces keep their powers. The new 
  powers only appear if the sections are connected.  
   Two pieces. You can cast the fly spell at will 
  without using a spell slot. 
   Three pieces. The DC of saving throws 
  against spells of 1st-level or higher cast with 
  the assembled pieces of the rod is 18. 
   Four pieces. You can choose to have 
  advantage on a save or ability check three 
  times a day. This ability refreshes at the next 
  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. 
  
   
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  Origins of the Rod of Seven Parts 
  Scepter of Savras 
  The Scepter of Savras is a five-foot long bronze 
  rod capped with a diamond on both ends. The 
  diamond at the base of the scepter is 1 inch across 
  and bears the sign of Savras. The diamond at the 
  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 
  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, 
  sought to drain Savras’s power and challenge 
  Mystra herself. The Lord of Spells was able to 
  defeat the All-Seeing One but lacked the power 
  to destroy him entirely and absorb his power. So, 
  Azuth imprisoned Savras in the scepter he 
  
   
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  created—an artifact originally meant to be a 
  badge of office. Though, Savras had just enough 
  power to teleport his prison to Toril where it was 
  lost in the turmoil.  
  Afterwards, the scepter passed from one mage 
  to another, with many unknowingly aiding Savras 
  in his quest to break free. Savras did not have the 
  power to talk to the scepter’s wielders, but he 
  could influence their dreams. Mages found 
  themselves wandering Toril, seeking out places of 
  power, but never really knowing why.  
  After millennia, Azuth was convinced to 
  release Savras from the scepter in exchange for an 
  oath of fealty. Perhaps, because of the thousands 
  of years Savras was trapped inside the scepter, 
  much of his power stayed within that prison. 
  However, Savras kept the scepter, giving it to his 
  followers when it was needed to complete 
  important quests. It has been lost and found 
  several times since.  
  Random Properties. The Scepter of Savras has 
  the following random properties: 
   1 minor beneficial property 
   1 major beneficial property 
   1 minor detrimental property  
   1 major detrimental property 
   Magic Weapon. Strikes as a +3 staff. 
   God of Divination. You can cast any 
  divination spell. You do not need to have the 
  spell memorized. You must expend a spell slot 
  equal to the level of the spell you wish the scepter 
  to cast. 
    Shroud. You may force any divination spell 
  that targets you or includes you in its area of 
  effect to fail.  
   Curse. The Scepter of Savras will force anyone 
  attuned to it to see visions of the past, present 
  and future. These visions will be world changing 
  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 
  
   
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  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 
  Hidden Master. A creature attuned to the 
  Staff of the Lower Planes gains all the benefits of a 
  nondetection spell while the Staff is on its person. 
  Casting identify or detect magic on the Staff only 
  reveals information the staff chooses to reveal. 
  Demotion. Any fiend struck by the staff must 
  make a Constitution saving throw (DC 15). On a 
  failure, the fiend’s body is wracked with horrible 
  pain. It is incapacitated until the start of its next 
  turn. At the start of that turn, the fiend must 
  make a second Constitution saving throw (DC 
  15). On a failure, the fiend’s former body dissolves 
  into a puddle of sticky goo as it is transformed 
  into a larva (a lowly form of fiend described in 
  the Monster Manual). Most intelligent fiends will 
  have a plan to quickly (within a few years or a 
  decade) reclaim their former power and glory, 
  but they will be enraged at having been reduced 
  to a larva, viewing it as the ultimate insult. 
  The Staff of Ruin  
  Seeing the Staff of Ruin for the first time is 
  unforgettable. The staff is six feet tall and made 
  of a strange black metal that seems to drink in 
  the light. At the top of the Staff sits a demonic 
  skull with massive ram’s horns. When an arcane 
  caster channels energy into the Staff, the eyes 
  glow red and the skull laughs, sings, or screams 
  gibberish.  
  The first recorded use of the staff was during 
  the endless battles of the Blood War. Accounts 
  vary as to who was actually wielding the staff, but 
  most agree the first wielder was betrayed in the 
  middle of the battle by their own minions. The 
  staff next appeared in the possession of the Blood 
  Dawn Coven, a trio of night hags known to raise 
  armies of the dead to use as expendable troops in 
  the Blood War. The hags’ lieutenant, the lich 
  Keloton, used their own undead against them 
  
   
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  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 
  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 
  of two often have set properties, which are gained 
  only when a single creature attunes to all items in 
  the set. Some items in ensemble sets, especially 
  larger ones, have synergy properties, which are 
  only activated when that item is attuned by the 
  same creature that has attuned another item in 
  the set. 
  All ensemble sets require attunement, but only 
  take up a single attunement for the set, 
  regardless of the number of linked items. Each 
  item must still be attuned to separately. Every 
  item in this chapter has the following property in 
  addition to those listed: 
  Set Attunement. These items belong to a set, 
  and if you are attuned to one item of the set, 
  other items you attune to from the same set do 
  not count against the total number of magic 
  items you can attune. 
  Blades of the Frozen 
  Prince 
  The Blades of the Frozen Prince are a matched 
  set of a rapier and a main gauche dagger, each 
  with a silver steel blade, a golden hilt shaped like 
  a leering devil, and a grip of crimson leather.  
  Rapier of the Frozen Prince 
  You gain a +2 to attack and damage rolls with 
  this magical sword. While it is in your hand the 
  weapon cannot be disarmed unless you choose to 
  allow it.  
  While attuned to this weapon you have 
  resistance to cold damage and you are considered 
  to be naturally adapted to cold climates, as 
  described in chapter 5 of the Dungeon Master’s 
  Guide. 
  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 
  
   
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  checks 
  Curse. If you possess both blades, the 
  archdevil Levistus, Prince of the Fifth, Lord of 
  Stygia, can communicate with you telepathically 
  at will. Only he can initiate contact, 
  not you, and he can commence or end 
  conversations as he pleases. While the 
  Prince has no direct influence over 
  you, his words cannot be 
  ignored. The nature of 
  these interactions, and 
  how and when they occur, 
  is determined by the DM. 
  This property can be 
  blocked by a mind blank 
  spell or a ring of mind 
  shielding. 
  Crusader’s 
  Armament 
  Blade of the 
  Zealous 
  This greatsword is forged from shining 
  mithril, its elaborate hilt cast in bronze. 
  You gain a +2 to attack and damage 
  rolls with this magical sword. A 
  successful hit deals an extra 1d6 radiant 
  damage to creatures with the fiend or 
  undead type.  
  Synergy Properties. If the blade of 
  the zealous is paired with a second item 
  from the Crusader’s Armament set, the 
  blade’s extra radiant damage increases 
  to 2d6 against fiends and undead. If all 
  three items are linked, the blade still 
  gains the radiant damage increase, and 
  also scores a critical hit with this sword 
  on a 19 or 20 against fiends or undead.  
  Empyrean Mask 
  This golden half mask is adorned with wings of 
  mithril. While wearing this mask you gain 
  truesight to a range of 60 feet.  
  Synergy Properties. If the empyrean mask 
  is paired with the blade of the zealous, the 
  blade deals an extra 1d6 radiant damage to 
  creatures that aren’t fiends or 
  undead. If the empyrean mask 
  is paired with the plate of the 
  stalwart, you are healed for 2d6 
  points of damage when you use 
  the plate’s Guardian property. 
  Both properties are retained 
  when all three items are 
  together. 
  Plate of the 
  Stalwart 
  This armor is a shining mithril breastplate 
  edged in gold. While you wear this 
  mithril armor you gain a +2 bonus to AC. 
  Guardian. When a weapon attack that 
  hits you scores a critical hit, you can use 
  this armor as a reaction to change it to a 
  normal hit instead. Once this property 
  negates a critical hit, it cannot do so again 
  until dawn the next day.  
  Synergy Properties. If the plate of the 
  stalwart is paired with a second item from 
  the Crusader’s Armament set, the plate’s 
  Guardian property can be used 2 times 
  per day, regaining expended uses at the 
  next dawn. If all three are linked, the 
  plate still gains the second use of the 
  Guardian property, and when you activate 
  that property, you also manifest spectral 
  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 
  property is used, the armor cannot use it again 
  until dawn the next day. 
  Synergy Properties. If the necroplate is paired 
  with a second item from the Deathknight’s 
  Raiment set, the Bloodthirst property can be used 
  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 
  be used 3 times per day, and the regeneration 
  increases to 2 points per turn for 1 minute.  
  Necroblade 
  This sword has an elaborate iron hilt, and an 
  improbable jagged blade crafted from fused bone. 
  The edge is razor sharp and infused with dark 
  energy. 
  You gain a +1 to attack and damage rolls with 
  this magical sword. A successful hit deals an extra 
  1d6 necrotic damage and the creature must make 
  a successful DC 15 Constitution saving throw or 
  gain vulnerability to necrotic damage for 1 
  minute. Subsequent successful strikes with the 
  blade do not impose saving throws if the target 
  has vulnerability. 
  Synergy Properties. If the necroblade is paired 
  with a second item from the Deathknight’s 
  Raiment set, the vulnerability 
  duration increases to 10 
  minutes. If all three items are 
  attuned by the same creature, 
  the DC of the saving throw 
  increases to 17.  
  Bone Amulet 
  This amulet is of carved bone, adorned with six 
  humanoid teeth and is strung with sinews. You 
  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 
  momentarily harden your skin to the consistency 
  of bone, reducing the damage by 1d6 plus your 
  Charisma modifier. This may reduce the damage 
  to 0. Once this property is used, the amulet 
  cannot use it again until the next dawn. 
  Synergy Properties. If the bone amulet is 
  paired with a second item from the Deathknight’s 
  Raiment set, the Boneshield property can be used 
  three times per day, regaining all expended uses 
  at the next dawn. . If all three items are attuned 
  by the same creature, the damage reduction 
  increases to 2d6 plus Charisma modifier.  
  
   
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  Durgeddin’s Axes 
  Unlike other sets, these ten axes were not all 
  intended to be wielded by the same person, but 
  by members of the same fighting force. Each was 
  crafted by the great dwarven smith, Durgeddin 
  the Black. He founded the secret stronghold of 
  Khundrukar within a great cavern system 200 
  years ago, when he and his clan were driven from 
  their home by a horde of orcs and trolls. These 
  axes were all intended to be used in Khundrukar’s 
  defense. Yet due to various twists of fate, they 
  have never all been wielded in the same battle, 
  not even when the orcs who discovered the 
  stronghold’s location stormed the stronghold 
  with a great army and slew the dwarves there. 
  Given Glorardrur’s secret ability to sense the 
  locations of the other axes, it may be possible to 
  finally bring all of these weapons together, ideally 
  in the hands of wielders who will unite to reclaim 
  the five ruined levels of Khundrukar. 
  The Arcanite Reaver 
  This dull steel axe’s head is inlayed with coppery 
  metal in jagged swirling patterns that seem to 
  pulse and shimmer with barely contained arcane 
  energy. You gain a +1 bonus to attacks and 
  damage rolls made 
  with this weapon. 
  It is enchanted to 
  cut through 
  adamantine 
  specifically, and 
  attacks made with 
  the arcanite reaver 
  ignore the special 
  properties of 
  adamantine armor, 
  as well as any 
  target’s natural 
  immunity to 
  critical hits. 
  Bloodfury, the 
  Bleeding 
  Edge 
  This battleaxe appears 
  to be made of copper 
  at first glance, but is 
  actually steel infused 
  with countless minute 
  veins of blood, giving 
  the weapon an overall 
  reddish hue. When it 
  strikes a foe with blood, the intricate etchings on 
  its head pulse with a crimson glow.  
  You gain a +1 bonus to attack and damage rolls 
  with this magical axe. Hit points lost to this 
  weapon’s damage can be regained only through 
  short or long rest, rather than by regeneration, 
  magic, or any other means. The wounds made by 
  this axe bleed openly if the target has blood. 
  Bloodfury Frenzy. When this weapon scores a 
  critical hit, it siphons blood from the target, 
  empowering you. The target’s available Hit Dice 
  are reduced by one. You roll the stolen Hit Die 
  yourself, and the resulting number is the number 
  of turns you gain Bloodfury Frenzy. Bloodfury 
  Frenzy allows you to attack with advantage, but 
  you are only able to move toward the nearest foe, 
  unable to move further away until the effect ends 
  or no more enemies are within sight.  
  Curse. Whenever the Bloodfury Frenzy 
  property is activated, the wielder must make a 
  successful DC 13 Wisdom saving throw or be 
  unable to tell friend from foe, attacking the 
  nearest creature (selecting randomly between 
  creatures equally distant). At the end of each of 
  their turns the wielder may make a new saving 
  throw to end the effect, but the Bloodfury Frenzy 
  property also ends on a success.  
  
   
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  Glorardrur, the Apprentice Axe 
  Glorardrur is a blue-steel headed handaxe with a 
  pointed blade and a convex balance on the other 
  side, almost like an arrowhead. The wooden haft 
  is of polished oak and slightly curved toward the 
  haft counterweight. You gain a +1 bonus to attack 
  and damage rolls made with this weapon. The 
  axe can also impart significant knowledge of 
  smithing, granting advantage to skill checks with 
  smiths tools (see below). 
  Sentience. 
  Glorardrur is a 
  sentient lawful 
  neutral weapon with 
  an Intelligence of 10, 
  a Wisdom of 8, and a 
  Charisma of 12. It 
  has hearing and 
  darkvision out to 
  range of 60 feet, and 
  can speak common 
  and dwarvish.  
  Personality. 
  Glorardrur was one of Durgeddin’s apprentices 
  with promising skill and an irritating habit of 
  constantly speaking. Glorardrur is a gruff old 
  being, constantly reminiscing about his life as 
  Durgeddin’s apprentice, the art of smithing, and 
  criticizing most aspects of ‘today’s youth’ 
  punctuated with anecdotes describing the virtues 
  of everything in ‘my day’ as superior to now. The 
  weapon’s property to impart advantage on 
  smithing checks comes in the form of long 
  lectures and critiques as the creature works.  
  Synergy Properties. Glorardrur is one of a set 
  of eight axes crafted by the legendary dwarven 
  smith Durgedden. In addition to their individual 
  properties together they act as keys to the Vault 
  of Durgeddin, a hidden trove of treasure and 
  knowledge. Unknown to Glorardrur, he has a 
  special purpose of being able to sense the 
  locations of the other seven axes in his ‘set’ by 
  distance and direction as long as they are on the 
  same plane. At a predetermined time 
  (adjudicated by the DM), this property will 
  awaken in Glorardrur, and his purpose to see the 
  Vault opened will be revealed. From this point he 
  becomes obsessed with collecting the other seven 
  axes and seeking out the Vault (which he does 
  not know the location of) and open it, badgering 
  his owner to undertake the glorious quest. While 
  he does not possess the will challenge a wielder, 
  like many other sentient items do, he can 
  withhold his advice on smithing (nullifying this 
  property) and can talk 
  nonstop, likely driving 
  the wielder to distraction 
  until they capitulate or 
  discard the weapon.   
  Monarch, Mark 
  of the Crown 
  This antique greataxe is 
  made of bronze, and 
  bears stylized crowns etched into the blades. The 
  grip is worn and stained with the grasp of 
  countless hands, yet feels perfectly comfortable, 
  as if made for you.  
  You gain a +2 bonus to attack and damage rolls 
  made with this weapon, and advantage on 
  Charisma skill checks when interacting with 
  creatures of the humanoid (dwarf) type.  
  Special. Monarch was the first weapon ever 
  created by Durgedden as a young prodigy smith. 
  So impressed was his master that the blade was 
  presented to the King of Delzoun as a gift. While 
  not the most powerful of Durgedden’s craft, it is a 
  legendary weapon amongst all the dwarves of 
  Faerun, and all recognize and respect it. The 
  wielder may not enjoy the notoriety, especially if 
  they are a non-dwarf, as many will judge them 
  unworthy of wielding it, or covet if for 
  themselves.   
  
   
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  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.  
  Pacify. The axe has three charges. As an action 
  you can expend a charge to cast calm emotions. 
  The DC of this effect is 8 plus your proficiency 
  bonus and charisma modifier. All expended 
  charges are renewed at dawn.  
  Stormcaller, Twin Blades of 
  Utter Ruination  
  This double-bladed great axe of silvered steel is 
  forged with patterns depicting a raging storm and 
  jagged lightning. The razor sharp edges 
  occasionally arc with electricity, and the blade 
  howls like a gale when swung. 
  You gain a +2 bonus to attack and damage rolls 
  with this magical weapon, and successful strikes 
  deal an additional 1d6 lightning damage. While 
  holding the axe, you gain resistance to lightning 
  and thunder damage. 
  Stormcall. As an action you can call forth a 
  raging storm that darkens the sky and causes 
  light rainfall and whipping winds in a 100 foot 
  radius, centered on you. You must be outdoors to 
  conjure this storm. All Perception checks are 
  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 
  requires your concentration to maintain. While 
  the storm persists you may use your action to call 
  bolts of lightning as per the call lightning spell, 
  with the conditions treated as stormy. This 
  property may not be used again until the next 
  dawn.  
  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. 
  
   
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  Swansong, the Last Blade 
  This perfectly balanced greataxe is inlayed with 
  gold and etched in intricate patterns. The cherry 
  wood is polished to a fine shine and the blades 
  razor sharp. 
  You gain a +3 bonus to attack and damage rolls 
  with this magical axe. When you attack a 
  creature and roll a 20 on the attack roll, that 
  target takes an extra 14 slashing damage. Then 
  roll another d20. If you roll a 20 you lop off one of 
  the target’s limbs, with the effect of such loss 
  determined by the DM. If the creature has no 
  limb to sever, you lop off a portion of its body 
  instead. 
  Whilst attuned to Swansong you are immune 
  to disease, and both damage from poison and the 
  poisoned condition. You have advantage to skill 
  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 
  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 
  seems a poor weapon. 
  This magic weapon deals maximum damage 
  when striking creatures or objects made of stone.  
  Earthquake. You may use your action to cast 
  the earthquake spell by slamming the axe into the 
  ground. It acts in all ways as the spell except that 
  the effect has 0 range and is centered on the axe 
  impact point. After expending this property, the 
  axe takes a 
  full week 
  to regain 
  its use, 
  becoming 
  available 
  again at 
  dawn on 
  the 7th day 
  after 
  activation.  
  
   
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  The Twin Axes of 
  Thuldor Foeripper 
  These two axes were also forged by Durgeddin, 
  who made them for a specific wielder. Thuldor 
  Foeripper was a warrior lord, a battlerager who 
  lead his clan against the myriad monstrous 
  threats of the Spine of the World Mountains. 
  When the march of Durgeddin’s people was beset 
  by kobold raiders, Thuldor came to heir aid. In 
  gratitude Durgeddin forged the hero a pair of 
  twin axes, a set of weapons as fearsome as their 
  wielder. 
  Scalecleaver, the Wyrm’s Bane 
  This handaxe has a crescent blade and a stylized 
  backspike resembling the point of a dragon’s tail. 
  Etched on the head are patterns resembling a 
  dragon’s flame. The wooden handle is wrapped 
  with dragon wing sinew for a grip. The blade is 
  notched and well worn.  
  You gain a +1 to attack and damage rolls made 
  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 
  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. 
  Shieldbreaker, the Coward’s 
  Lament 
  This axe has a crescent shaped blade, a sharp top 
  spike and a serrated backspike. Etched on the 
  head are patterns resembling a dragon’s flame. 
  The polished wooden haft is wrapped with 
  dragon wing sinew as a grip.  
  You gain a +1 to attack and damage rolls with 
  this magical axe. Whenever this weapon hits an 
  object, the hit is a critical hit. 
  Sundering Strike. Upon successfully striking a 
  target, you may release a blast of force as a bonus 
  action, dealing an additional 3d6 force damage to 
  the target. If the target is an object, the damage is 
  maximum instead of rolled. This property can’t 
  be used again until the next dawn.  
  Synergy Properties. Shieldbreaker 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.
  
   
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  Chapter 4: Body Modifications 
  These magical modifications to your own body 
  grant certain arcane abilities. Not all of these are 
  actual magic items, but they function in much 
  the same way and follow the same rules. 
  Attachments 
  These are items are devices and machinery that 
  can be attached to living bodies. Most can attach 
  to living flesh, but are even more effective when 
  attached to living constructs, such as the 
  warforged. In fact, some of these items can only 
  be used by warforged, while others have no such 
  special requirements. 
  Armbow 
  This magical clockwork crossbow, constructed in 
  Eberron by House Cannith for the Last War, 
  generates its own bolts, so that it never runs out 
  of ammunition. You gain a +1 bonus to attack and 
  damage rolls made with this magic crossbow. 
  While any creature can use the armbow, it is 
  specially designed to integrate with the forearm 
  of a warforged. If you’re a warforged, you can 
  attach an armbow to your arm by attuning to it, 
  making it inseparable from you as long as you’re 
  attuned to it. To attune to the item in this way 
  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-
  handed property, firing it still requires two 
  hands, but your non-armbow hand can still be 
  used normally when not firing your armbow. 
  While it is attached to a warforged, this crossbow 
  does not have the ammunition property. 
  Command Circlet 
  This circlet is a mark of distinction granted to the 
  most effective commanders of the Last War on 
  Eberron’s continent of Khorvaire. While you wear 
  it, you can use your action to cast the calm 
  emotions spell with it. The circlet can't be used 
  this way again until the next dawn. 
  If you are a warforged, you can spend 1 hour 
  attaching this item to yourself. An attached 
  command circlet cannot be disarmed or removed 
  from you against your will. While the circlet is 
  attached, you can communicate telepathically 
  with any creature you can see within 30 feet of 
  you. You don't need to share a language with the 
  creature for it to understand your telepathic 
  utterances, but the creature must be able to 
  understand at least one language. Most creatures 
  do not gain the ability to telepathically reply, 
  despite you being able to speak to them. 
  However, any warforged you communicate with 
  it in this way can send a one-sentence telepathic 
  reply before the end of its next turn. 
  
   
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  Delver's Light 
  This magical gem is frequently used by 
  underground scouts and soldiers perfoming 
  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 
  hold it in your hand. While you hold the gem or 
  have it attached to you, you can use a bonus 
  action to do any one of the following: 
   Cause the gem to shed bright light in a 20-
  foot radius and dim light for an additional 20 
  feet 
   Cause the gem to shed only dim light in a 20-
  foot radius 
   Cause the gem to stop shedding light 
  You choose the color of any light the gem sheds. 
  Completely covering the gem with something 
  opaque blocks the light. 
  Disc of Energy Resistance 
  If you are a warforged, you can use an action to 
  attach this rune-covered disc to the base of your 
  neck, where it looks like some kind of amulet. 
  While it is attached to you, whenever you take 
  acid, cold, fire, lightning, or thunder damage, you 
  can use your reaction to gain resistance to that 
  damage type for 1 minute, including against the 
  triggering damage. The disc can't be used this 
  way again until the next dawn. 
  Final Messenger 
  This warforged communication device is built to 
  resemble a small winged animal, yet it is an 
  intricate assembly of clockwork pieces. If you are 
  a warforged, you can attach or detach this item as 
  an action. 
  While the final messenger is attached, it cannot 
  be removed from you against your will. You can 
  detach the final messenger yourself, which takes 1 
  minute. While the final messenger is attached, 
  you gain the following benefits. 
   The final messenger folds itself up and is 
  indistinguishable (except by magical means) 
  from an amulet around your neck, to all 
  creatures except other warforged. 
   You can use your action to cast animal 
  messenger as a 2nd-level spell. Rather than 
  choosing a tiny beast, you use the clockwork 
  form of this item, which acts as a flying 
  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 
  
   
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  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.  
  Grappling Hook  
  Usually placed in an arm or shoulder this item 
  consists of a small but efficient grappling hook, a 
  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 
  limb, then the grappling hook and the prosthetic 
  limb count as a single magic item with regard to 
  the number of items you can attune to. 
  Prosthetic Limb 
  This artificial limb replaces a hand, arm, foot, leg, 
  or similar appendage that was lost or removed. 
  While the prosthetic is attached and attuned 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 
  count as a single magic item with regard to the 
  number of magic items you can attune to. 
  (For convenience, this item is reprinted here 
  from Eberron: Rising from the Last War.) 
  Tool Hands 
  These clockwork hands are a type of prosthetic 
  limb of wondrous of gnomish invention. While 
  attuned to them you can pick any two sets of 
  tools. You may use a bonus action to alter the 
  hands into either of those tool sets. While using 
  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 
  hands and all your prosthetic limbs count as a 
  single magic item with regard to the number of 
  items you can attune to. 
  
   
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  Warsoul Weapon, +1, +2, or +3 
  You add a bonus determined by this magical 
  weapon's rarity to attack and damage rolls you 
  make with it. If an attack you make with this 
  weapon is an opportunity attack, you also gain 
  advantage on the attack roll.  
  If you’re a warforged, you can also attach a 
  warsoul weapon to your forearm by attuning to 
  it. An attached warsoul weapon cannot be 
  disarmed or removed from you against your will, 
  but while the weapon is attached you cannot use 
  that hand for other actions. You can spend one 
  minute to end the attunement and remove the 
  warsoul weapon. While you have this weapon 
  attached, you gain a bonus to Dexterity checks 
  for initiative equal to the weapon's bonus to 
  attack and damage rolls. 
  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 
  alchemically-created appendage that can become 
  a part of you. A graft’s function is never impaired 
  by damage or scarring of the flesh it inhabits. 
  Even cutting away the entire graft makes no 
  difference—its sorcery has become a permanent 
  part of you. 
  Extendable Fangs 
  Two large, snakelike fangs are placed in the roof 
  of your mouth. You may use these as a melee 
  weapon with the light property that inflicts 1d4 
  piercing damage. The fangs are hinged so they lie 
  flat against he roof of your mouth until you need 
  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. 
  Flayer Tendrils 
  Four flexible metallic tendrils hang from above, 
  below, and either side of your mouth. The 
  tendrils are made of braided wire and seem 
  almost delicate, but they are surprisingly strong 
  and quick and end in a set of wicked barbs. The 
  tendrils count as a melee weapon with the finesse 
  and light properties that inflict 1d6 piercing 
  damage. If you have successfully grappled a 
  creature you may use an action to drive all four 
  tendrils into the grappled creature’s face, 
  inflicting 3d6 piercing damage on a successful 
  melee attack. While you are attuned to these 
  tendrils you have advantage on Charisma 
  (Intimidation) checks and disadvantage on 
  Charisma (Persuasion) checks. Mind Flayers 
  seeing these tendrils will react with extreme 
  violence. 
  Gliding Wings 
  Two thin membranes stretch from your wrists to 
  your waist, forming a pair of wings. These wings 
  are not strong enough for actual flight, but are 
  excellent for gliding. While you are attuned to 
  these wings, you double your jump distance.  
  Poison Sprayer 
  A favorite of assassins, the poison sprayer is little 
  more than a small reservoir full of poison and a 
  tube. The poison sprayer is usually stored in the 
  roof of the mouth or in place of an eye, and has 
  three charges. You can use an action to spend 
  one charge and spray poison at any creature 
  within 5 feet. The creature must make a Dexterity 
  saving throw. The creature takes 2d8 poison 
  damage on a failed save, and none on a successful 
  one. The charges renew at dawn. 
  Scorpion’s Tail 
  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 
  is a melee weapon with the reach and light 
  properties. On a successful hit the tail inflicts 1d6 
  piercing damage. If you score a critical hit the tail 
  inflicts 2d8 poison damage in addition to its 
  normal damage.  
  Second Skin 
  This clear membrane fits over your own skin. You 
  can breath through it normally and the 
  membranes makes holes to allow you to eat and 
  drink. The membrane is a living thing and 
  siphons what it needs to survive from you. As 
  long as you are attuned to the membrane it will 
  try to help you in combat. Once per day you may 
  use your reaction to gain resistance to one type of 
  damage. This resistance lasts for 1 minute or until 
  you take 50 points of the damage of the resisted 
  type. This ability recharges at dawn. 
  Spelleater Heart 
  Your heart 
  has been 
  replaced by 
  a device 
  that is a 
  marvel of 
  clockwork 
  and 
  spellwork. 
  You may 
  use your 
  reaction to 
  absorb one 
  spell that 
  targets you 
  
   
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  or includes you in its area of effect. Other 
  creatures caught in the spells area of effect or 
  targeted by the spell are effected normally. You 
  are not effected by the spell in any way and your 
  heart gains a number of charges equal to the 
  spell’s slot level. You may use an action to 
  channel the arcane energy stored in the heart 
  into a blast of energy. Make a ranged attack 
  against a creature within 50 feet. If you hit the 
  target takes 1d10 force damage for each charge 
  the in the heart. Once you fire the beam the heart 
  loses all its charges. If you 
  don’t use the charges for 
  one minute after the heart 
  absorbs them, they are 
  lost. You may not use this 
  reaction again until dawn. 
  The spelleater heart 
  replaces your natural heart 
  and will keep you alive, 
  but stops functioning in an 
  antimagic field. If you start 
  your turn inside, or move 
  into an antimagic field or 
  similar effect while 
  attuned to this item you 
  are immediately reduced 
  to 0 hit points and must 
  make your first death save. 
  You cannot regain hit 
  points while you are still in 
  the field. 
  Spider Legs 
  Four articulated legs are grafted to your 
  shoulders and your back right above your hips. 
  These legs constantly twitch and will occasionally 
  caress any creature that one or more size 
  categories smaller than you within five feet. 
  While attuned to these legs you gain a climb 
  speed equal to your speed. The legs are too fragile 
  to be used in combat but once per day you can 
  use an action to cast web. This ability recharges at 
  dawn. 
  Troll Grafts  
  This graft is not for the faint of heart. Several 
  glands and organs are removed from a troll and 
  placed inside your body. The organs are magically 
  forced to become a part of you. They impart some 
  of the troll’s legendary healing ability. The magic 
  that forces the organs to become a part of you is 
  still experimental however, 
  and still has flaws. While 
  you are attuned to this 
  item you regain 1 hit point 
  every 10 minutes. You are 
  also vulnerable to fire and 
  acid damage.  
  Unhinged Jaw 
  Your entire lower jaw and 
  neck are replaced by this 
  graft. Your jaw is magically 
  strengthened and the skin 
  is slit to allow your jaw to 
  unhinge and you mouth 
  open disturbingly wide. 
  You gain a bite attack that 
  counts as a melee weapon 
  and inflicts 1d6 piercing on 
  a successful melee attack 
  roll. If the roll is a critical, and your opponent is 
  smaller than you by two or more size categories. 
  then your opponent must make a Strength saving 
  throw (DC 15). If they fail they are swallowed by 
  you and deposited in an extra dimensional space. 
  You can keep them there for up to 10 minutes 
  before the space dissolves and they appear in the 
  nearest empty space to you. Creatures caught in 
  the extradimensional space may repeat the saving 
  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 
  legendary tattoo, you spend hours in multiple 
  sessions, inscribing a design that covers all of two 
  of your limbs as well as your whole torso. 
   A magic tattoo's function is never impaired 
  by damage or scarring of the flesh it inhabits. 
  Even cutting away the entire tattoo does not 
  change its power or function, since they have 
  become of the being upon whom they are 
  inscribed. 
  Antimagic Rune 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. 
  Until the start of your next turn, anyone 
  attempting to cast a spell or activate a magic item 
  within 30 feet of you must make a Wisdom saving 
  throw (DC 16). If they fail the spell fizzles out and 
  nothing happens. Once used, this action can’t be 
  used again 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. 
  Armor Tattoo 
  Your upper body and legs down to your knees are 
  covered in tattoos of thick plates. While you are 
  attuned to this tattoo, you gain the following 
  benefits: 
   At the end of every long rest, you gain 20 
  temporary hit points. 
  
   
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   You may choose one spell. Until the end of 
  your next long rest, you are immune to that 
  spell. You do not counter the spell, but are 
  completely immune to its effects. 
   You may use your reaction to add your 
  Constitution bonus to your AC against a 
  melee attack you can see. You may do this 
  after you know if the attack will hit or not. 
  Once you have used your reaction in this way 
  you must wait until the next dawn before you 
  use it again. 
  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. 
  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 
  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. 
  Blood-Dripping Contract 
  Tattoo 
  A bone devil leers out from your chest, holding 
  the contract and its claws pointing out as if 
  condemning everyone around you. While this 
  tattoo is on your skin, any contract you and 
  another sign with blood is enforced by bone 
  devils. You and at least one other creature most 
  willingly inflict one point of piercing or slashing 
  damage to yourself and press the blood to the 
  contract. If any creature violates the contract 
  reality bends around itself and 2d4 bone devils 
  
   
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  appear. The bone devils will attempt to drag the 
  creature that violated the contract to the Nine 
  Hells. If they succeed If the bone devil face 
  serious resistance, they will go for the kill. You 
  may only have one tattoo enforced by bone devils 
  at a time.  
  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. 
  Broken Bone Tattoo 
  This tattoo is usually a pile of broken bones and 
  shattered skulls. Usually placed on the leg. Three 
  times per day you may use a bonus action to 
  point at another creature within 30 feet of you 
  and force it to make a Constitution saving throw 
  (DC 14). If they fail their movement speed is 
  reduced by half for 1 minute. The creature may 
  repeat the Constitution saving throw at the end 
  of their turn to return their movement to normal. 
  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. 
  Bullette Tattoo 
  You can use a bonus action to empower this 
  tattoo. You gain a burrowing speed equal to your 
  movement speed for 1 minute. 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. 
  Chain and Hook Tattoo 
  Chains wrap around your arms and end in 
  wickedly sharp hooks. You can use a bonus 
  action to empower the tattoo, causing the hooks 
  and chains to rise up from your forearms and 
  seek out prey for 1 minute. You may make a 
  ranged attack roll against any target within 30 
  feet. If you hit the target takes 1d6 piercing 
  damage and must make a Strength saving throw 
  (DC 8 + your Strength bonus + the amount of 
  damage the hook inflicted). If they fail they are 
  dragged 10 feet closer to you. On your turn you 
  may use a bonus action to inflict another 1d6 
  piercing damage to the hooked target and make 
  them make another Strength saving throw (use 
  the above formula to determine the DC). If they 
  fail they are drug another 10 feet toward you. The 
  hooked creature may make a Strength saving 
  throw (DC is the same as it was on your turn) at 
  the beginning of their turn to remove the hook. If 
  they succeed, they are free, if they fail they 
  
   
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  cannot move any farther away from you then 
  they were at the beginning of their turn. Once 
  you have used this bonus action, you cannot use 
  it again 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. 
  Cypher Tattoo 
  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. 
  Diving Roc Tattoo 
  A roc, a massive raptor, covers your entire back. 
  As long as this tattoo is on your skin, your 
  movement increases by 5 feet. Once per day you 
  can use your reaction to turn any successful hit 
  into a critical hit. Once used, this reaction 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 
  
   
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  closest unoccupied space to you. 
  Dozens of Screaming Faces 
  Tattoo 
  Dozens of faces of every size and description 
  appear to scream as if being on your flesh causes 
  them incredible pain. You may use an action to 
  empower the tattoo, causing all the faces to 
  actually start screaming. Every creature (friend or 
  foe) within 30 feet of you must make Wisdom 
  saving throw (DC14). Creatures that fail are 
  deafened and frightened of you until the start of 
  your next turn. Once used, this 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. 
  Ear Tattoo 
  A pointed ear, usually somewhere on your neck 
  or shoulder. This tattoo has three charges. You 
  may use an action to empower the tattoo. For the 
  next hour, you understand any spoken language 
  you hear. The charges refresh at 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. 
  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 
  
   
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  vulnerable to cold damage. Once used, this 
  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. 
  Moon Tattoo 
  This tattoo glows softly, and changes to match 
  the phases of the actual moon. If your world has 
  more than one moon, the tattoo will match the 
  phases of whichever one you choose. You can use 
  a bonus action to empower this tattoo for one 
  minute. During that time, any melee or thrown 
  weapon you use counts as both magical and silver 
  for the purposes of overcoming damage 
  resistance. Once used, this bonus action can’t be 
  used until the next evening. 
  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. 
  Pair of Barbed Shears Tattoo 
  This tattoo makes your arm look like it’s made of 
  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. 
  
   
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  Phoenix Tattoo 
  A phoenix that covers your entire upper back or 
  chest flares to life when you fall. You are reborn 
  with a crown of fire that wraps around your 
  weapons to wreak vengeance on your enemies. 
  If this tattoo is on your skin while you are 
  reduced to 0 hit points, you are surrounded by a 
  corona of fire. You may spend hit dice exactly as 
  if you had just finished a short rest, but you have 
  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 
  fire damage. Once used, this tattoo cannot 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. 
  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 
  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. 
  Rotting Skull Tattoo 
  A cracked and rotting skull that takes up the 
  entire upper back or chest, attuning yourself to 
  this tattoo turns your eyes into black voids. You 
  see as normal, but you eyes appear to be solid 
  black. You may use an action to empower this 
  tattoo. Until the start of you next turn any 
  undead within 30 feet of you has advantage on 
  Wisdom saving throws against being turned. 
  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 
  
   
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  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. 
  Singing Bluebird Tattoo 
  While attuned to this tattoo anyone who 
  deliberately lies to you must make Wisdom 
  saving throw (DC 13). If they fail the bird changes 
  from blue to red. It changes back to blue after 10 
  seconds. 
  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. 
  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).  
  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. 
  Smiling Mouth Tattoo 
  You can place this tattoo, which looks like a small 
  humanoid mouth. You can use a bonus action to 
  empower this tattoo. The mouth opens and any 
  small item (1 pound or less)can be stored inside 
  an extradimensional space in the mouth. You 
  may use an action to remove the item from the 
  mouth at any time. Once you have removed the 
  item 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 
  
   
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  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. 
  Spider on Web Tattoo 
  Spiders dance and climb over the webs that cover 
  nearly half your body. While this tattoo is on 
  your skin, you gain a climb speed equal to your 
  movement.  
  You may use an action to empower the tattoo. 
  Choose one creature within 30 feet. That creature 
  must make a Wisdom saving throw (DC 15). If 
  they fail, they are frightened of you for 1 minute. 
  If they fail by more than 5, they fall unconscious 
  until the start of your next turn. Creatures 
  frightened of you may repeat the Wisdom saving 
  throw at the end of their turn to end the 
  condition.  
  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. 
  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 
  sharp spur of bone to project from the back of 
  your hand for 1 minute. You can use the spur as a 
  melee weapon with the finesse and thrown (50 
  feet) properties. The spur inflicts 1d6 piercing 
  damage. If you throw the spur at a target it 
  reappears on the back of your hand at the start of 
  your next turn. 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. 
  Sun Tattoo 
  As long as this tattoo is on your skin you can 
  choose to shed light in a 5-foot radius centered 
  on you. You can use a bonus action to empower 
  this tattoo for 1 minute. Any melee weapon you 
  hold sheds bright light out to 5 feet and dim light 
  5 feet beyond that. Any successful attack inflicts 
  
   
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  plus 1d6 radiant 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. 
  Swarm of Insects Tattoo 
  You upper back and chest is covered in hundreds 
  of tiny insects. If someone watches closely the 
  insects occasionally twitch and crawl around. As 
  a bonus action you can empower this tattoo to 
  transform into a swarm of flying insects. While 
  you are a swarm of flying insects you can move 
  through another creature’s space and fit through 
  any opening large enough to admit a Tiny insect. 
  You gain a Fly speed equal to your normal speed 
  plus 10 feet. You cannot regain hit points or gain 
  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 
  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. 
  Theater Masks Tattoo 
  A pair of theater masks, one happy one sad, is 
  placed on your hand or forearm. As long as this 
  tattoo is on your skin, it has 3 charges. You may 
  use an action to spend one charge and choose 
  one creature within 50 feet that must make a 
  Wisdom saving throw (DC 15). If they fail you 
  learn about their current emotional state (afraid, 
  bored, etc) and a general sense of the creature’s 
  condition (wounded, sleepy, hungry). For the 
  next hour, you have advantage on Charisma 
  (Persuasion), Charisma (Deception), and 
  Charisma (Intimidation) checks against that 
  target. These charges refresh at 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. 
  Troll Head Tattoo 
  Three times per day, you may use a bonus action 
  to empower the tattoo for 1 minute. For the next 
  minute you can use an action to spit acid at a 
  creature within 20 feet. Make a ranged attack. If 
  you hit the creature takes 1d6 plus your Dexterity 
  modifier damage. Once you have used this bonus 
  action, you cannot use it again 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 
  
   
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  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. 
  Two Gears Tattoo 
  This tattoo is a series of intricate connected 
  gears. Occasionally one gear will start to spin, 
  causing all the gears in the tattoos to spin before 
  grinding to a halt. You may use an action to 
  empower this tattoo. While this tattoo is 
  empowered any vehicle you are riding in will 
  move its normal speed in the direction you 
  choose. The vehicle will move despite having no 
  motivating force (horses for chariots, paddles for 
  a canoe, or wind for a sail boat) for one hour. 
  This ability recharges at 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. 
   
   
  
   
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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 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Community Created/Community Created/The Blackstaffs Treasury of Items v1.3.pdf