TEXT: 1
  
  1
  THE GRAY MERCHANT OF ASPHODEL
  A
  hunched figure appears in the distance on a
  lonely road, gray ribbons of cloth fluttering
  around him like wisps from a wraith.
  Sunlight flickers off his mask and flashes a pattern
  your mind wants to interpret as some sort of
  distress signal, though you know it’s as
  meaningless as the tapping of a tree branch on
  your window.
  This gray creature is a Returned and you know
  they can be dangerous, but something about his
  gait, his slow speed, the bag he carries over his
  shoulder like a burden he can’t put down, tells
  you he is not a threat. He emanates the dull,
  aching sadness of one who has come to terms with
  loss. Sure enough, as he gets closer, you see the
  white petals of Asphodel pinned on his cloak.
  You've heard of him—the Gray Merchant, a
  wandering undead who trades with anyone, his
  existence permitted by gods and mortals due to
  the simple fact that he’s harmless. Asphodel is a
  necropolis for the undead who wish to live their
  second existence in peace, and while most don’t
  leave its bounds, this one chose a different path.
  His wares could be priceless or worthless—he
  doesn’t care. When you offer him a gift, you
  receive one in return. Curiosity overwhelms you,
  and you slow as he passes by with that giant worn
  bag over his shoulder. You may never get another
  chance to discover what he carries. Sensing your
  attention, he tilts his head and stops, that
  sorrowful golden mask beckoning you closer.
  A trail of gold coins marks where he has tread.
  They fall from a hole in his bag. You point at it
  and he repeats his inquiring head tilt. He doesn’t
  care, and based on his glittering wake, he has
  plenty of coins to lose. You wonder if this is all a
  dream.
  As you dig into your pockets for something
  worthless to trade, you feel guilty. Are you taking
  advantage of a lost soul? Will the gods punish you
  for disrespecting the dead? A Returned is a
  creature powerful enough to defy fate and return
  from the Underworld—is too good a deal perhaps
  a trap? Rather than “gift” him more coins that
  don’t even glitter, you find yourself reaching for a
  carving you've carried since you were a child. It’s
  a small thing you made with your own hands, but
  it’s precious to you and somehow that feels right.
  The Gray Merchant of Asphodel senses your
  intentions and begins drawing items from his bag.
  He unfurls the sash that was fluttering in the wind
  and lays it across the dusty ground so he may
  present the items unsullied. His movements are
  like clockwork, rigid but practiced, and soon there
  are seven artifacts before you. As you examine
  them, he raises a single finger: you may trade for
  only one.
  The objects vary in size and beauty and that
  intangible property of presence, but all of them
  have a story behind them, same as the carving you
  will soon trade away. Which will you choose, and
  what will it do?
  
  2
  TABLE OF CONTENTS
  Introduction...........................3
  Chapter 1: Encountering The
  Gray Merchant......................4
  Number of Items for Trade ...4
  The Price of a Trade..............4
  Item Types.............................5
  Gray Merchant Coins............5
  Background Lore ..................5
  Stat Block and Combat .........6
  Chapter 2: The Gray
  Merchant’s Wares .................7
  Adventurer’s Podium............7
  Akroan Rocking Horse .........7
  Alseid’s Gift..........................7
  Anvilwrought Raptor ............7
  Archon Armor.......................9
  Archon Cape .........................9
  Arrowhead Shard ..................9
  Aspect Icons........................10
  Deer Icon.......................... 10
  Dolphin Icon .................... 10
  Donkey Icon..................... 10
  Dove Icon......................... 10
  Gorgon Icon ..................... 11
  Horse Icon........................ 11
  Hydra Icon ....................... 11
  Lamprey Icon .................. 11
  Manticore Icon................. 12
  Mongoose Icon................. 12
  Owl Icon........................... 12
  Peacock Icon.................... 12
  Pig Icon............................ 13
  Swan Icon......................... 13
  Tortoise Icon .................... 13
  Vulture Icon ..................... 13
  Wolf Icon ......................... 13
  Astral Cornucopia...............13
  Bident of Thassa’s
  Beloved ...............................14
  Bidet of Thassa ...................15
  Blade of Hubris...................15
  Bountiful Lekythos .............15
  Bow of Nylea’s Hunter .......15
  Callaphe’s Compass............16
  Cap of Authority .................17
  Chapparal Grass..................17
  Chorus Mask.......................17
  Clay Owl.............................17
  Conspirator’s Whistle .........18
  Crown of Atris.....................18
  Diary of Thrasios ................18
  Dragon Teeth.......................18
  Dust of Nyx.........................18
  Entrancing Lyre................... 19
  Euklisia of Ephara............... 19
  Flamecast Wheel................. 19
  Fleetfeather Sandals............ 19
  Flint of Phenax.................... 19
  Floating Driftwood.............. 20
  Fragment of Anger.............. 20
  Fragment of Joy .................. 20
  Fragment of Misera............. 20
  Fruit of Tizerus.................... 21
  Funerary Mask .................... 22
  Golden Funeral Mask of the
  Gray Merchant .................... 22
  Golden Funeral Mask of
  Asphodel ............................. 22
  Golden Funeral Mask of
  Odunos................................ 22
  Golden Funeral Masks of the
  Phalanx................................ 23
  Golden Funeral Mask of the
  Pseudamma ......................... 23
  Gray Merchant’s Gold Coin 23
  Hammer of the Forged of
  Purphoros............................ 24
  Heliod’s Glory..................... 25
  Iridescent Pearl Necklace.... 25
  Iroan Pledge ........................ 25
  Judgy Golden Apple............ 25
  Karametran Sickle............... 26
  Laurel Wreath...................... 26
  Leonin Hairbrush ................ 26
  Leonin Snare....................... 26
  Lightning Diadem............... 26
  Meletis Agora License ........ 27
  Mirror of Alirios.................. 27
  Mirror Shield....................... 27
  Nyx Lotus............................ 27
  Oreskos Heresy................... 28
  Pharika’s Cure..................... 28
  Pharika’s Libation Jar ......... 28
  Phoenix Feather .................. 28
  Potion of Paradox................ 28
  Prowler’s Helm ................... 28
  Pyxis of Pandemonium ....... 29
  Quill of Ephara.................... 29
  Ring of Anax....................... 29
  Ring of Cymede.................. 30
  Ring of Promised Reunion.. 30
  Rings of Kynaios and Tiro.. 31
  Rod of Gallia....................... 31
  Rod of Keranos ................... 31
  Sacrificial Knife .................. 32
  Satyr’s Piloi......................... 32
  Scarf of Athreos .................. 32
  Scrap of Epic Poetry ........... 33
  Setessan Joke Basket........... 33
  Setessan Lasso .................... 34
  Sigiled Starfish.................... 34
  Skein of Skophos ................ 34
  Sorrowful Lekythos ............ 35
  Soul-Guide Lantern............. 35
  Springleaf Drum.................. 35
  Staff of Athreos ................... 35
  Starlit Mantle ...................... 36
  Strand of Arasta................... 36
  Stubborn Boulder................ 37
  Sun Spear ............................ 37
  Tablet of Ostracism............. 39
  Telescope............................. 39
  Tendril of Arixmethes ......... 40
  Three-Headed Collar........... 40
  Traveler’s Amulet................ 41
  Trickster’s Coin................... 41
  Undying Asphodel .............. 41
  Vapors of the Oracle............ 41
  Vase of Tales ....................... 41
  Veil of Favor ....................... 42
  Warhorn of Mogis............... 42
  Whip of Erebos’Agent........ 42
  Wings of Hubris.................. 43
  Witches’ Eye ....................... 43
  Xebec of Kruphix................ 43
  Yoke of Careful
  Unburdening ....................... 44
  Zephyr Saddle..................... 44
  Chapter 3: Random Roll
  Tables.....................................45
  Gray Merchant Roll Tables. 45
  Roll Tables by Rarity .......... 46
  Random Reward Tables ...... 48
  Credits...................................52
  
  3
  INTRODUCTION
  T
  his supplement introduces new loot inspired
  by the Theros blocks of Magic: The
  Gathering cards and Greek mythology. We
  can’t duplicate Magic art here, but when an item
  is inspired from a card, we provide a see card link.
  It also presents The Gray Merchant of Asphodel
  as a wandering trader and possible source of this
  loot. You may add him to random encounters
  tables or have him play a more predetermined role
  in your story.
  Chapter 1 of the supplement describes the Gray
  Merchant, his background, and his mechanics.
  Chapter 2 lists the new magic items he brings to
  the game while chapter 3 provides roll tables to
  determine what items he offers during an
  encounter.
  The mechanics in chapter 1 are an optional
  recommendation for implementing the Gray
  Merchant into your campaign as an exciting
  random encounter. You may incorporate the magic
  items from this supplement directly into your loot
  tables rather than distribute them via the Gray
  Merchant.
  ADDITIONAL REFERENCES
  This supplement references rules provided in the
  Player's Handbook (PHB), Monster Manual
  (MM) and the Dungeon Master's Guide (DMG).
  Magic items appear in italics and monsters in
  bold. If they are from a source book, we cite the
  source book in parentheses afterward. If we don’t
  cite a source book, the magic item or monster stat
  block is from this supplement.
  Some items may also appear in Mystic Odysseys
  of Theros (MOoT), but we chose to include our
  alternate take on them to provide options.
  LEGAL NOTICES
  DUNGEONS & DRAGONS, D&D, Wizards of
  the Coast, Forgotten Realms, Ravenloft, Eberron,
  the dragon ampersand, Ravnica, Theros, and all
  other Wizards of the Coast product names, and
  their respective logos are trademarks of Wizards
  of the Coast in the USA and other countries.
  This work contains material that is copyright
  Wizards of the Coast and/or other authors. Such
  material is used with permission under the
  Community Content Agreement for Dungeon
  Masters Guild.
  All other original material in this work is
  copyright 2020 by Grady Wang and The Gallant
  Goblin and published under the Community
  Content Agreement for Dungeon Masters Guild.
  Necropolis of Asphodel
  
  4
  CHAPTER 1: ENCOUNTERING THE GRAY MERCHANT
  T
  he Gray Merchant is a unique vendor who
  wanders Theros, seemingly at random.
  Characters may trade for only one item from
  him each time they encounter him. He trades with
  one person at a time but is willing to trade with
  any number of people during the encounter.
  There’s an unlimited number of wares in his bag.
  It may contain multiple of the same legendary
  item, but artifacts should remain one-of-a-kind. It
  is up to you what limitations or lack thereof you
  put on the items available.
  NUMBER OF ITEMS FOR TRADE
  When someone expresses interest in trading with
  the Gray Merchant, he lays a piece of cloth on the
  ground to display his wares, presenting seven
  items. If you think seven options are too many for
  the group, reduce the number. You can use the roll
  tables in chapter 3 to determine what items he
  draws from his bag.
  Each character may make only one trade. The
  Gray Merchant only refreshes items he trades
  away. He does not refresh all seven items unless
  requested to do so.
  If a character requests he refresh his entire
  selection, he does so but reduces the number of
  items offered by one. For example, the first
  refresh request causes him to put away all seven
  items and draw six new items. The second refresh
  replaces the six items with five and so forth. This
  reduced selection persists through all subsequent
  trades.
  If the Gray Merchant has only one item out,
  asking him to refresh ends trading for everyone
  present. He places the item back in his bag and
  appears unable to draw anything else out. He
  sadly shows his empty hands and departs.
  Magic: The Gathering players may notice the
  refresh rules follow the card draw and mulligan
  rules at the start of a game.
  THE PRICE OF A TRADE
  This section provides optional mechanics for
  using the Gray Merchant as a seller of magic
  items. You may ignore this mechanic and use the
  roll tables in chapter 3 to distribute the magic
  items in a more conventional manner.
  The items in this supplement use price ranges
  based on rarity. Since the amount of gold earned
  varies in each game, consider adjusting the prices
  to suit your group. Some items may also be
  overpowered for the level of your party, in which
  case you may want to reroll an item of an
  unsuitable rarity rather than make it available for
  trade. This supplement roughly categorizes item
  rarity by the following prices and recommended
  power levels:
  • Common: 0-100 gp, level 1+
  • Uncommon: 100-1,000 gp, level 3+
  • Rare: 1,000-10,000 gp, level 5+
  • Very Rare: 10,000-100,000 gp, level 10+
  • Legendary/Artifact: 100,000+ gp, level 15+
  Characters may trade one of the following types
  of items for an item from the Gray Merchant:
  • any amount of currency
  • any one inanimate object or set of related
  inanimate objects
  A set of related objects are items that a
  reasonable person would consider thematically
  linked, such as a set of jewelry or all the books
  belonging to a series. Players may not pad the
  value of a trade by trading multiple unrelated
  objects as a set, such as a bejeweled idol plus a
  magic scroll. Characters may not trade living
  creatures or awakened items.
  The value of a traded object may be based on
  monetary value or sentimental value to the
  character. For example, a character has a set of
  books passed down to them from a long dead
  parent. This set has a monetary value of 5 sp and
  high sentimental value. The higher of the two
  types of value applies during a trade. In this
  example, the object is worth high sentimental
  value. If it had been a random set of books bought
  from a pawn shop with no sentimental value, the
  object is worth 5 sp instead.
  Sentimental value has only four possible values:
  none, low, medium, and high. A clay mask taken
  from the dead, or fragments of such clay masks,
  are automatically considered high sentimental
  value by the Gray Merchant regardless of its value
  to the character trading it away (see the
  “Background Lore” section in this chapter for
  details about the character and his motivations).
  If characters offer an item previously obtained
  from the Gray Merchant, it’s worth the lowest
  gold value listed in its recommended price and no
  sentimental value, unless otherwise specified.
  The Gray Merchant can’t speak and uses
  gestures to communicate the exact recommended
  monetary price range in copper, silver, or gold
  pieces. If the item has no price, he shrugs. He
  gives no hint as to the sentimental price of an
  object. Divine intervention prevents stealing from
  the Gray Merchant.
  
  5
  ITEM TYPES
  There are three types of items in this supplement:
  magic items, artifacts, and story items.
  MAGIC ITEMS
  Each magic item has two recommended prices:
  monetary and sentimental. Its properties vary
  depending on the price the character paid for it.
  Characters always get the base properties of the
  item.
  If characters pay the recommended price, they
  get additional properties described in a section
  labeled with the keyword Paid.
  If characters overpay, extra effects apply,
  sometimes for only a limited period of time,
  described in a section labeled with the keyword
  Overpaid.
  Characters know the base properties of an item
  from handling it, but they must use the identify
  spell or focus on an item over a short rest to know
  its Paid and Overpaid properties. You decide if
  the Gray Merchant allows characters to take a
  short rest with an item prior to trading.
  If using the items in this supplement as treasure
  discovered in the open world, we recommend
  using only their base and Paid properties.
  ARTIFACTS
  Artifacts are legendary magic items that are
  unique, cause unique effects, and have an impact
  on the story in terms of being an item of historical
  significance or an item with the potential to shape
  a campaign. They can’t be destroyed through
  conventional means and may break rules that
  normally apply to other magic items.
  Artifacts are included in their own roll tables
  because you may not wish to make these available
  via a random trader. Most come with
  recommended story hooks if you prefer to
  integrate them into your campaign.
  STORY ITEMS
  Story items are typically items NPCs traded to the
  Gray Merchant that were worth high sentimental
  value to the NPC. These items use story as their
  rarity and usually have no recommended price.
  They are intended as story hooks for side quests.
  Story items are included in their own roll tables
  to avoid introducing unexpected side quests
  unsuitable for a given campaign.
  GRAY MERCHANT COINS
  The Gray Merchant leaves a trail of gold coins
  that fall from the bag he carries. See the Gray
  Merchant’s gold coins item entry for details.
  BACKGROUND LORE
  The Gray Merchant is a Returned, a form of
  undead. On Theros, souls go to the Underworld
  when they die. Some particularly strong-willed
  individuals try to return to the land of the living.
  They may do so by forging golden masks to
  replace the funereal clay masks placed on the
  faces of the dead. There is a price, however—any
  who would return from the Underworld must
  leave their memories behind.
  Despite losing their memories, the Returned may
  pursue ingrained habits or routines without
  knowing why. For example, a blacksmith may
  return to his forge and attempt to continue making
  wares for sale, and while he may succeed in
  running the forge, he largely produces twisted
  pieces of metal with no function. Such a fate is
  depicted in a Magic story here: https://
  magic.wizards.com/en/articles/archive/uncharted-
  realms/asphodel-2013-12-11
  Returned also lack the capacity to retain long-
  term memories despite otherwise possessing the
  intelligence and self-determination of any living
  creature. As such, they live sad existences, unable
  to establish any real connections.
  They possess the same physical appearance as
  when they died but usually have no face and can’t
  speak. Their golden masks hide their lack of facial
  features and tend to depict exaggerated emotions.
  The emotions are usually sadness or anger, though
  exceptions exist. They have strong sentimental
  attachments to clay funeral masks, perhaps
  because they know what they lost when they
  traded their own for golden ones. Clay masks are
  supposed to help the dead retain their memories
  and identity in the Underworld.
  Returned are generally considered dangerous
  and attacked by the living when encountered—
  their behavior can be erratic and they may
  explode in fits of rage. Those who survive long
  enough to try to find a new place in the world end
  up congregating in two necropolises, or cities of
  the dead. Asphodel houses those who have
  embraced their fate and are content to live out the
  rest of their shadowy existences in peace. They
  typically stay within its boundaries and continue
  to act out their old routines. Odunos is a more
  aggressive necropolis where the Returned rage at
  their fates and venture out to raid living
  settlements.
  The Gray Merchant is from Asphodel and
  somewhere between myth and urban legend. He is
  highly recognizable because of the large worn bag
  he carries and the white asphodel flower he wears.
  He thus escapes culling by those who would
  otherwise slaughter any Returned they meet.
  
  6
  There are also whispers that he’s protected by the
  gods, or at least one of the gods, for reasons
  unknown to mortals. Perhaps he was one of their
  lovers, or perhaps he’s an agent of one of their
  numerous conspiracies.
  Phenax, god of deception, is the usual patron of
  the Returned, said to have been the first soul to
  escape the Underworld, but Klothys, god of
  destiny, also intervenes on the Gray Merchant's
  behalf when someone wrongs him. That said,
  Klothys frowns on all who violate rules of
  hospitality against travelers.
  STAT BLOCK AND COMBAT
  The Gray Merchant's bag functions like a bag of
  holding (DMG), but there is no known limit to the
  quantity or size of items he can store within it.
  Characters may attack the Gray Merchant of
  Asphodel. He doesn’t fight back, instead
  cowering from their blows. The pitiful sight
  induces guilt in attackers. Attacks incur the
  dismay of bystanders and may cause powerful
  NPCs to intervene on the Gray Merchant’s behalf.
  Killing the Gray Merchant causes his body and all
  his equipment to dissolve into red embers that
  fade into the earth. The Gray Merchant reforms
  with all his equipment in another part of the world
  and continues traveling. All characters who
  participated in the attack lose attunement and
  possession of any Gray Merchant's gold coins
  they have and must roll on the Ill Fortunes of
  Klothys table to determine the effect they will
  suffer in the coming days.
  GRAY MERCHANT OF ASPHODEL
  Medium undead, neutral
  Armor Class 8
  Hit Points 30 (4d8 + 12)
  Speed 30 �.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  6 (-2)
  20 (+5)
  6 (-2)
  8 (-1)
  14 (+2)
  Damage Immuni�es Poison
  Condi�on Immuni�es Poisoned
  Senses Truesight 60 �., Passive Percep�on 20
  Languages understands all but can’t speak, communicates with gestures
  Challenge 1/4 (50 XP)
  Protected by Fate. When the Gray Merchant drops to 0 hit points, all
  creatures who a�acked him within the last hour lose a�unement and
  possession of any Gray Merchant’s gold coins they have and must roll on
  the Ill Fortunes of Klothys table to determine the effect they’ll suffer in
  the coming days.
  A������
  Cower. The Gray Merchant targets up to 5 hos�le creatures within 60
  feet. The targets must succeed on a DC 12 Charisma saving throw
  against this display of terrified confusion or take 4 (1d6) psychic damage.
  I�� F������� �� K������
  d8
  Effect
  1
  Fate frowns upon you. For the next 1d10 days,
  you die on two death saving throw failures
  instead of three.
  2
  You feel a desperate need to prove yourself in
  combat. For the next 1d10 days, you can’t use
  your move action to leave the melee range of a
  foe when engaged in combat.
  3
  Intense anxiety feels like strings wrapping ever
  tighter around your chest. For the next 1d10
  days, you suffer a -1 penalty to attack rolls and
  disadvantage on rolls to maintain
  concentration.
  4
  Your hubris makes you believe you’re better
  than you are in truth. You suffer a -1 penalty to
  ability checks for the next 1d10 days.
  5
  You feel sluggish, guilt weighing you down. For
  the next 1d10 days, you have disadvantage on
  all saving throws.
  6
  Word has spread of your offense against the
  gods. For the next 1d10 days, merchants won’t
  sell or trade you goods.
  7
  The truth shall set you free. For the next 1d10
  days, you’re unable to lie.
  8
  For the next 1d10 days, an intangible and
  invulnerable spirit donkey follows you
  everywhere, observing silently but
  judgmentally.
  Sprig of Asphodel Flower
  
  7
  CHAPTER 2: THE GRAY MERCHANT’S WARES
  I
  tems are presented in alphabetical order. An
  item's description gives the item's name, its
  type, its rarity, and its properties. Not all items
  are magical.
  ADVENTURER’S PODIUM
  Wondrous item, rare — see card
  Price: 3,000-7,000 gp | medium sentimentality
  This podium is an intricate pewter cauldron about
  1 foot wide and 1 foot tall. You can use an action
  to activate the podium by throwing diamond dust
  worth 250 gp inside, which consumes the dust.
  Activating the podium causes prismatic light to
  erupt out of it and coalesce above it to show a
  three-dimensional map of the terrain up to 100
  feet in all horizontal directions around the
  podium. The podium remains active for 1 minute
  and can’t be moved during that time.
  Paid. Dots appear on the map showing the
  location of all creatures of size Small and larger
  within 100 feet of the cauldron. The size of the
  dots correlate to the size of the creatures, but the
  dots give no other information about the creatures.
  The location of the dots don’t update and remain
  fixed where the creatures were when the podium
  activated.
  Overpaid. Sparkling motes appear on the map to
  mark the locations of secret entrances and magical
  wards.
  AKROAN ROCKING HORSE
  Wondrous item, uncommon — see card
  Price: 10-100 gp | low sentimentality
  This rocking horse is the right size for a child to
  ride and part of a mass-produced line of toys
  commemorating a famous battle. Meletians in
  particular enjoy telling the tale as a triumph of
  intellect over force, describing how a crafty
  general used a giant wooden horse to sneak
  soldiers through an enemy gate.
  Paid. This particular rocking horse has been
  enchanted so that once a day, you can use an
  action to set it on the ground and speak the
  command word to transform it into a riding horse
  (MM). The transformed horse rocks back and
  forth when standing still. The horse transforms
  back into a rocking horse after 20 minutes or
  when it drops to 0 hit points.
  Overpaid. The rocking horse transforms into a
  warhorse (MM) instead of a riding horse.
  ALSEID’S GIFT
  Wondrous item, uncommon — see card
  Price: 25-200 gp | low sentimentality
  This small plant grows 1 magical berry each day
  at dawn if exposed to sunlight for at least 1 hour
  the previous day. The plant can hold up to 10
  berries before it stops growing new berries. The
  berries remain good indefinitely if left on the
  plant. Once harvested, the berries rot if not eaten
  within 24 hours. A creature can use its action to
  eat 1 berry. Eating a berry restores 1 hit point, and
  the berry provides enough nourishment to sustain
  a creature for 1 day. The plant dies if it doesn’t see
  sunlight for 7 days.
  Paid. The plant grows 1d6 magical berries each
  day at dawn instead of 1 berry.
  Overpaid. Eating a berry restores 5 hit points.
  ANVILWROUGHT RAPTOR
  Wondrous item, uncommon — see card
  Price: 500-1,000 gp | low sentimentality
  The anvilwrought raptor (see stat block on next
  page) is a bronze mechanical hawk that’s
  surprisingly light for its size, standing two feet tall
  with a wingspan of four feet but weighing only
  three pounds. It hops lightly onto your hand like a
  sparrow, talons digging in just enough to secure—
  and hurt—but not enough to pierce skin. It
  becomes still once it finds a position it likes,
  almost a statue save for the clockwork-like turns
  of its head as it surveys the surroundings.
  Paid. You can command the raptor to guard a
  location. As long as you remain within 120 feet of
  it and until you end the command, the raptor
  remains in the same spot. When a Small or larger
  creature that wasn’t within 120 feet of it when you
  gave the guard command comes within 120 feet
  of it, the raptor starts screeching loudly.
  Overpaid. Add the ability to record all sounds
  the raptor hears for up to one minute as an option
  for its Learn Program trait. Starting a new
  recording or using Learn Program for a different
  action erases the previous recording. When the
  raptor has a sound recorded, the Execute Program
  action causes the raptor to reproduce the last
  recording in its entirety. The recording can’t be
  interrupted and the owner can specify its volume,
  from barely audible to the sound level of a
  humanoid yelling.
  
  8
  ANVILWROUGHT RAPTOR
  Small construct, unaligned
  Armor Class 14
  Hit Points 33 (6d6 + 12)
  Speed 10 �., fly 60 �.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  15 (+2)
  14 (+2)
  2 (-4)
  13 (+1)
  8 (-1)
  Skills Percep�on +3
  Damage Immuni�es poison, psychic
  Condi�on Immuni�es charmed, exhaus�on, frightened, petrified,
  poisoned
  Senses darkvision 120 �., Passive Percep�on 13
  Languages understands all but can’t speak
  Challenge 1 (200 XP)
  First Strike. The raptor always surprises enemies at the start of combat.
  Flyby. The raptor doesn’t provoke an opportunity a�ack when it flies out
  of an enemy’s reach.
  Learn Program. Any character can spend 30 minutes to program the
  raptor to perform one type of simple ac�on that a bird could physically
  perform, such as stow an item, retrieve an item, or manipulate an object
  with its talons. The raptor can a�ack but can’t ac�vate magic items or
  carry more than 10 pounds. The raptor can only know one program at a
  �me.
  Imprint. The raptor imprints on one character as its owner. It only
  performs ac�ons commanded by its owner. The owner can
  communicate commands verbally or visually. If there are no outstanding
  commands, it flies back to its owner.
  A������
  Mul�a�ack. The raptor makes two a�acks: one with its beak and one
  with its claws.
  Beak. Melee Weapon A�ack: +4 to hit, reach 5 �., one target. Hit: 6 (1d8
  + 2) piercing damage.
  Talons. Melee Weapon A�ack: +4 to hit, reach 5 �., one target. Hit: 5
  (1d6 + 2) slashing damage.
  Execute Program. Upon command by its owner, the raptor performs the
  ac�on set by Learn Program.
  
  9
  ARCHON ARMOR
  Armor (plate), very rare (requires attunement by a
  creature that doesn’t worship any Theran god) —
  see card
  Price: 90,000-105,000 gp | medium
  sentimentality
  This burnished plate armor looks as though
  someone might have polished it today, but its
  menacing aura marks it as having been crafted by
  archons, celestial beings who long ago ruled
  Theros as tyrants and continue to claim they serve
  a purpose higher than the gods.
  Ancestral Rage. The sight of the armor triggers
  inherited instincts that drive Therans into reckless
  action. While you wear the armor, humanoids
  have advantage on melee attacks against you.
  Until the start of their next turn, you have
  advantage against humanoids that have made
  melee attacks against you.
  Paid. You gain the following attributes when
  wearing the armor:
  Dexterous Defense. You add your Dexterity
  modifier to your AC against melee attacks.
  Authoritative Presence. You gain a +3 bonus to
  Charisma (Intimidation) checks but suffer a -3
  penalty to Charisma (Persuasion) checks.
  Overpaid. While you wear the armor, you have
  advantage on Charisma checks against archons.
  ARCHON CAPE
  Wondrous item, rare (requires attunement except
  by creatures attuned to archon armor) — see card
  Price: 8,000-8,500 gp | medium sentimentality
  This cape was worn by an archon tyrant of old but
  looks new as the day it came off the loom. While
  you wear the cape, you can change its color at
  will. When you feel righteous, it billows upward
  like you are falling.
  Paid. While you wear the cape, you don't take
  falling damage.
  Overpaid. While you wear the cape, you can
  hover up to 1 foot in the air when you feel
  righteous.
  ARROWHEAD SHARD
  Story, legendary
  Price: none | no sentimentality
  This metal shard appears to be part of an
  arrowhead. It hums with divine energy. You guess
  there are four other such shards in existence,
  assuming the other shards are similar sizes. The
  first time you touch the shard, you hear maniacal
  laughter in your head and must succeed a DC 16
  Charisma saving throw or suffer a short-term
  madness effect (see “Madness” in DMG chapter
  8).
  Paid. Upon further investigation, you realize this
  shard belongs to the arrowhead that slew
  Xenagos, god of revels. The arrowhead is said to
  have shattered into countless pieces, but it is
  clearly reforming, perhaps under the influence of
  what essence remains of Xenagos. Should all the
  pieces reassemble, the arrowhead could be used as
  the focus of a revelrous ceremony that resurrects
  the fallen god. Remaining adherents of Xenagos
  or creatures seeking to overthrow the current
  pantheon would go to any length to recover it
  from you. If you attempt to reassemble the
  arrowhead, you’ll become the enemy of every
  Theran god except Kruphix, Erebos, Athreos, and
  Mogis. If you attempt to destroy the arrowhead
  for good, you will find allies in Nylea and
  Purphoros, but Heliod will fear you and distrust
  your intentions.
  Overpaid. Klothys, god of destiny, whispers a
  warning in your ear—bring the shard to her or
  she’ll arrange for you to join her permanently in
  the Underworld. You realize that a god of destiny
  wouldn’t need to threaten you if she still
  controlled your fate. Perhaps because Xenagos
  was a god, what you do with this arrowhead is
  beyond her reach.
  Archon Armor
  and Cape
  
  10
  ASPECT ICONS
  Wondrous item, rarity by icon (requires
  attunement)
  An aspect icon is a beast statuette small enough
  to fit in a pocket. While you carry the icon, you
  can use an action to use the icon to gain the aspect
  of the depicted beast. You gain abilities specific to
  the aspect for a certain duration, and once used,
  the icon can't be used again until a certain amount
  of time has passed, as specified in the icon's
  description.
  DEER ICON (Uncommon)
  Price: 200-800 gp | low sentimentality
  This icon is a birch wood statuette of a running
  deer. It can grant Aspect of Deer for 12 seconds (2
  rounds). Once it has been used, it can't be used
  again until 2 days have passed.
  Aspect of Deer. Soft downy fur covers your
  body and you sprout a bushy white tail. You
  double your speed and the distance you can jump.
  Paid. The icon doesn't require attunement.
  Overpaid. Aspect of Deer lasts 1 minute instead
  of 12 seconds.
  DOLPHIN ICON (Uncommon)
  Price: 100-500 gp | low sentimentality
  This icon is a sapphire crystal statuette of a
  swimming dolphin and has shimmering light ray
  effects inside. It can grant Aspect of Dolphin for
  12 hours. Once it has been used, it can't be used
  again until 10 days have passed.
  Aspect of Dolphin. You feel your lungs expand
  and ethereal flippers appear around your hands
  and feet when you swim. You gain a swimming
  speed of 60 feet and can hold your breath for 10
  minutes.
  Paid. The icon can be used again after 5 days,
  instead of 10 days.
  Overpaid. Aspect of Dolphin lasts 24 hours
  instead of 12 hours.
  DONKEY ICON (Rare)
  Price: 8,000-10,000 gp | medium sentimentality
  This icon is an iron statuette of a walking donkey
  and feels hot to the touch. It can grant Aspect of
  Donkey for 1 minute. Once it has been used, it
  can't be used again until 7 days have passed.
  Aspect of Donkey. Your Strength and
  Constitution scores increase by 2, and your
  stubbornness makes you immune to being
  charmed, frightened, or knocked prone.
  Paid. The icon can be used again after 2 days,
  instead of 7 days.
  Overpaid. Aspect of Donkey lasts 10 minutes
  instead of 1 minute.
  DOVE ICON (Uncommon)
  Price: 100-500 gp | low sentimentality
  This icon is a quartz crystal statuette of a flying
  dove and is filled with swirling white clouds
  resembling foam. It can grant Aspect of Dove for
  10 minutes. Once it has been used, it can't be used
  again until 5 days have passed.
  Aspect of Dove. You look more beautiful in
  some intangible way and soft cooing accompanies
  your voice. You become the center of attention for
  anyone within 60 feet of you, drawing their eyes
  and giving allies advantage on any Dexterity
  (Stealth) checks they make. You have advantage
  when making Charisma checks.
  Paid. The icon can be used again after 3 days,
  instead of 5 days.
  Overpaid. Aspect of Dove lasts 1 hour instead of
  10 minutes.
  Deer Icon
  Dolphin Icon
  Donkey Icon
  Dove Icon
  Gorgon Icon
  
  11
  GORGON ICON (Very Rare)
  Price: 20,000-50,000 gp | medium sentimentality
  This icon is a serpentine statuette of a gorgon. The
  snakes seem to move if you examine them closely.
  It can grant Aspect of Gorgon for 1 minute. Once
  it has been used, it can't be used again until 5 days
  have passed.
  Aspect of Gorgon. Anyone within 60 feet of you
  hears snakes hissing and your hair seems to take
  on a life of its own, rearing up like angry serpents.
  As an action, you can fix your gaze on one
  creature within 60 feet of you that you can see and
  that can see your eyes. The target must make a
  DC 14 Constitution saving throw. If the saving
  throw succeeds, the creature is immune to your
  gaze for 24 hours. If the saving throw fails by 5 or
  more, the creature is instantly petrified.
  Otherwise, a creature that fails the save begins to
  turn to stone and is restrained. The restrained
  creature must repeat the saving throw at the end of
  its next turn, becoming petrified on a failure or
  ending the effect on a success. The petrification
  lasts until the creature is freed by a greater
  restoration spell or similar magic.
  Paid. The icon can be used again after 2 days,
  instead of 5 days.
  Overpaid. Aspect of Gorgon lasts 10 minutes
  instead of 1 minute.
  HORSE ICON (Uncommon)
  Price: 100-500 gp | low sentimentality
  This icon is a moonstone statuette of a horse
  rearing up on its hind legs. It can grant Aspect of
  Horse for 1 minute. Once it has been used, it can't
  be used again until 6 days have passed.
  Aspect of Horse. Your feet transform into
  hooves and are considered a magic natural
  weapon. You can use an action to kick a creature
  as a melee attack. On a hit, the target suffers 2d4
  bludgeoning damage and if the creature is Large
  size or smaller, it’s knocked back 5 feet and must
  succeed a DC 14 Strength saving throw or fall
  prone. You deal double damage to objects and
  structures.
  Paid. The icon can be used again after 3 days,
  instead of 6 days.
  Overpaid. Aspect of Horse lasts 10 minutes
  instead of 1 minute.
  HYDRA ICON (Very Rare)
  Price: 30,000-60,000 gp | medium sentimentality
  This icon is a sandstone statuette of a hydra with
  five heads. Red swirls within its grain seem to
  divide and grow if you examine them closely. It
  can grant Aspect of Hydra for 10 minutes. Once it
  has been used, it can't be used again until 5 days
  have passed.
  Aspect of Hydra. Your form seems to split into
  multiple transparent copies, as though someone is
  looking at you without focusing their eyes on you.
  If you suffer damage equal to or greater than a
  fifth of your maximum hit points during a
  creature's turn, you can use a reaction to regain all
  hit points you lost at the end of that creature’s turn
  unless you suffered fire damage during that turn.
  You are vulnerable to fire damage.
  Paid. The icon can be used again after 2 days,
  instead of 5 days.
  Overpaid. Aspect of Hydra lasts 1 hour instead
  of 10 minutes.
  LAMPREY ICON (Very Rare)
  Price: 10,000-45,000 gp | medium sentimentality
  This icon is a white marble statuette of a lamprey
  with pulsing red veins. It can grant Aspect of
  Lamprey for 1 minute. Once it has been used, it
  can't be used again until 4 days have passed.
  Aspect of Lamprey. Your mouth transforms into
  a lamprey's mouth, complete with hooked teeth.
  You have advantage on attempts to grapple
  creatures and can grapple creatures of any size.
  Upon a successful grapple, the creature is
  paralyzed for one round while you sink your teeth
  Horse Icon
  Hydra Icon
  Pig Icon
  Swan Icon
  Lamprey Icon
  
  12
  into the creature and drink its blood. The DM
  chooses one feature from the creature's stat block
  for you to acquire and use for the aspect's
  remaining duration. If you’ve already acquired a
  feature, you lose your current feature when you
  acquire a new one.
  Paid. The icon can be used again after 24 hours,
  instead of 4 days.
  Overpaid. Aspect of Lamprey lasts 10 minutes
  instead of 1 minute.
  MANTICORE ICON (Very Rare)
  Price: 18,000-40,000 gp | medium sentimentality
  This icon is an obsidian statuette of a manticore.
  The spikes on its tail seem to twitch if you
  examine them closely. It can grant Aspect of
  Manticore for 10 minutes. Once it has been used,
  it can't be used again until 4 days have passed.
  Aspect of Manticore. Leathery wings sprout
  from your back and a spiked tail emerges from
  your tailbone. Your Strength score increases by 5
  and you gain a flying speed of 50 feet. You can
  attack with the spiked tail in addition to your
  actions, choosing one of the two following
  actions: launch a spike as a ranged attack, dealing
  1d8 piercing damage on hit, or swipe your tail as a
  melee attack, dealing 1d6 slashing and 1d8
  piercing damage on hit.
  Paid. The icon can be used again after 2 days,
  instead of 4 days.
  Overpaid. Aspect of Manticore lasts 1 hour
  instead of 10 minutes.
  MONGOOSE ICON (Legendary)
  Price: 200,000-500,000 gp | high sentimentality
  This icon is an ethereal statuette of swirling mists
  that resemble a dashing mongoose, though it feels
  solid and cold to the touch. It can grant Aspect of
  Mongoose for 1 minute. Once it has been used, it
  can't be used again until 6 days have passed.
  Aspect of Mongoose. Your form elongates and
  you look sleek and transparent. You are immune
  to all spell effects.
  Paid. The icon can be used again after 3 days,
  instead of 6 days.
  Overpaid. Aspect of Mongoose lasts 10 minutes
  instead of 1 minute.
  OWL ICON (Uncommon)
  Price: 200-750 gp | low sentimentality
  This icon is an oak wood statuette of a perched
  owl. It can grant Aspect of Owl for 1 hour. Once it
  has been used, it can't be used again until 24 hours
  have passed.
  Aspect of Owl. Your eyes become wider and
  rounder. You have darkvision out to a range of 60
  feet. If you already have darkvision, its range
  increases 60 feet. You have advantage on Wisdom
  (Perception) checks that rely on sight.
  Paid. The icon doesn't require attunement.
  Overpaid. Aspect of Owl lasts 2 hours instead of
  1 hour.
  PEACOCK ICON (Rare)
  Price: 2,000-3,500 gp | medium sentimentality
  This icon is a metal statuette made from some
  unknown alloy that gives it an iridescent, rainbow
  effect, and its form is of a male peacock with
  feathers raised. It can grant Aspect of Peacock for
  3 hours. Once it has been used, it can't be used
  again until 3 days have passed.
  Aspect of Peacock. You’re able to see in all
  directions and have advantage on Wisdom
  (Perception) checks that rely on sight. This effect
  persists even if you are asleep or unconscious
  unless you use a bonus action to disable this
  effect.
  Paid. The icon can be used again after 2 days,
  instead of 3 days.
  Overpaid. Aspect of Peacock lasts 6 hours
  instead of 3 hours.
  Tortoise Icon
  Peacock Icon
  Mongoose
  Icon
  Owl Icon
  Manticore Icon
  
  13
  PIG ICON (Uncommon)
  Price: 100-500 gp | low sentimentality
  This icon is a cherry wood statuette of a pig
  rooting for food. It can grant Aspect of Pig for 1
  hour. Once it has been used, it can't be used again
  until 3 days have passed.
  Aspect of Pig. Your nose turns into a pig's snout
  and anything edible smells and tastes appetizing.
  You have advantage on Wisdom (Perception)
  checks that rely on smell and are resistant to
  poison damage. You’re immune to the poisoned
  condition.
  Paid. The icon doesn't require attunement.
  Overpaid. Aspect of Pig lasts 4 hours instead of
  1 hour.
  SWAN ICON (Rare)
  Price: 2,000-3,500 gp | medium sentimentality
  This icon is a tin statuette of a swan with wings
  outstretched, ready to attack. It can grant Aspect
  of Swan for 1 minute. Once it has been used, it
  can't be used again until 5 days have passed.
  Aspect of Swan. You appear to grow feathers
  and your neck elongates, becoming a swan hybrid
  abomination. Two wings sprout from your back
  that you can use to make two unarmed strikes as
  your bonus action. If both strikes hit, your target
  must succeed a DC 20 Constitution saving throw
  or fall prone. You can use an action to let out a
  terrifying swan call, and all creatures within 120
  feet of you who can hear you must succeed a DC
  20 Charisma saving throw or become frightened
  of you. A frightened creature can repeat the saving
  throw at the end of each of its turns, ending the
  frightened condition on itself on a success. If a
  target’s saving throw is successful or the effect
  ends for it, the creature is immune to your swan
  call for the next 24 hours.
  Paid. The icon can be used again after 3 days,
  instead of 5 days.
  Overpaid. Aspect of Swan lasts 10 minutes
  instead of 1 minute.
  TORTOISE ICON (Rare)
  Price: 2,000-3,500 gp | medium sentimentality
  This copper statuette is shaped like a turtle. It can
  grant Aspect of Turtle for 1 minute. Once it has
  been used, it can't be used again until 7 days have
  passed.
  Aspect of Turtle. The clothing you’re wearing
  gains the coloration and texture of a turtle's shell.
  You can use an action to target one creature you
  saw within the last round (6 seconds) and choose
  whether you want the creature to fall unconscious
  or have its speed halved. The target must succeed
  a DC 16 Wisdom saving throw or succumb to the
  chosen effect for 5 rounds (30 seconds) or until
  they take damage.
  Paid. The icon can be used again after 4 days,
  instead of 7 days.
  Overpaid. Aspect of Turtle lasts 10 minutes
  instead of 1 minute.
  VULTURE ICON (Uncommon)
  Price: 100-500 gp | low sentimentality
  This icon is a bronze statuette of a vulture with its
  wings outstretched. It can grant Aspect of Vulture
  for 10 minutes. Once it has been used, it can't be
  used again until 24 hours have passed.
  Aspect of Vulture. Your mouth and nose
  transform into a vulture's beak. When a creature
  drops to 0 hit points within 120 feet of you, you
  can use your reaction to devour their fleeing life
  essence, regaining 2d8 hit points up to your hit
  point maximum. If you use this reaction on a
  creature that can make death saving throws, the
  creature suffers 1 death saving throw failure.
  Paid. The icon can be used again after 12 hours,
  instead of 24 hours.
  Overpaid. Aspect of Vulture lasts 1 hour instead
  of 10 minutes.
  WOLF ICON (Uncommon)
  Price: 100-500 gp | low sentimentality
  This icon is a silver statuette of a howling wolf. It
  can grant Aspect of Wolf for 1 minute. Once it has
  been used, it can't be used again until 4 days have
  passed.
  Aspect of Wolf. You can use an action to howl,
  granting up to 6 allies Pack Tactics until the end
  of your next turn. Pack Tactics grants you and
  your allies advantage on attack rolls against a
  creature if at least one ally is within 5 feet of the
  creature and the ally isn’t incapacitated.
  Paid. The icon can be used again after 2 days,
  instead of 4 days.
  Overpaid. Aspect of Wolf lasts 10 minutes
  instead of 1 minute.
  ASTRAL CORNUCOPIA
  Wondrous item, uncommon — see card
  Price: 200-800 gp | low sentimentality
  This cornucopia is 2 feet long, weighs 20 pounds,
  and appears to be carved from a rock that fell
  from the sky. Inside is an endless star field that
  seems to be a view into Nyx.
  You can place up to 5 nonliving perishable
  sacrifices meant for the gods inside, such as cuts
  
  14
  of meat, fruits and vegetables. You can't put
  anything not intended as a sacrifice for the gods
  inside. Items placed inside the cornucopia
  disappear and stay fresh, as though frozen in time,
  until you remove them again. You can remove
  items by thinking about the item you want when
  you reach inside. When you remove the sacrifice,
  you must either perform the intended sacrificial
  ritual or return the sacrifice into the cornucopia
  within 2 hours or the sacrifice catches fire and
  burns to ash.
  Paid. Sacrifices that have been inside the
  cornucopia at least 24 hours curry great favor
  when offered to gods and their followers—for 2
  hours after you complete a sacrificial ritual, you
  gain a +10 bonus to skill checks involving social
  interactions with the god or the god's followers.
  Overpaid. Closer examination of the star field
  within the cornucopia reveals a distant scene of a
  temple atop a waterfall plummeting into oblivion.
  You can check the constellations inside the
  cornucopia to determine the location of the
  Temple of Mystery, which is on the edge of the
  world and belongs to Kruphix, god of horizons.
  BIDENT OF THASSA’S BELOVED
  Weapon (trident), artifact (requires attunement by
  a creature that worships Thassa) — see card
  Price: 300,000-500,000 gp | high sentimentality
  This favored weapon of Thassa, god of the sea, is
  obviously not one she wields—a god would never
  forfeit her signature weapon.... But this bident
  bears her touch, a blessing conferred to a favored
  champion. Why it’s now before you is a mystery.
  Perhaps the champion fell, perhaps the bident
  became an heirloom passed down so long its true
  nature became forgotten, or perhaps Thassa has
  designated you as her new beloved champion. If
  you hold the weapon and meditate, you hear
  whispers of Thassa's philosophy that the sea both
  ebbs and floods—sometimes you must give before
  you achieve overwhelming, total victory.
  The bident is a magic weapon and also functions
  as a trident of fish command. On your turn, while
  you carry the bident, you gain an action for each
  time you suffered a hit since the end of your last
  turn.
  Paid. The bident has 4 charges, which are used
  to fuel spells divinely bestowed by Thassa with no
  components required. If you’re otherwise unable
  to cast spells, use Charisma for your spellcasting
  ability modifier. With the bident in hand, you can
  use your action to cast one of the following spells:
  wall of water (1 charge), watery sphere (2
  charges), or tsunami (3 charges). The trident
  regains 1d4 expended charges daily at dawn.
  Once a day, while wielding the bident, you may
  implore Thassa for a blessing. If you haven’t
  offended Thassa (determined by the DM), roll on
  the Thassa's Blessings table to determine the
  effect.
  T�����’� B��������
  d4
  Effect
  1
  You gain a creature companion as if using a
  conjure animals spell. The creature is a giant
  sea horse if you’re underwater, otherwise it’s a
  warhorse.
  2
  You heal a number of hit points equivalent to
  rolling all your hit dice. This effect doesn't
  expend hit dice.
  3
  You gain a +3 bonus to AC for the next hour.
  4
  The bident regains all expended charges.
  Overpaid. Once a day for the first 10 days after
  you attune to the bident, you can cast the
  commune spell without requiring material
  components to contact Thassa.
  Destroying the Bident of Thassa’s Beloved. You
  can't easily unmake a weapon blessed by the gods.
  There are only two ways to destroy such a
  weapon: melt it down in Purphoros' forge, which
  resides within Mount Velus, or slay the god who
  blessed the weapon—in this case, Thassa—to
  transform the weapon into a nonmagical item that
  is susceptible to all methods of destruction.
  Bident of Thassa’s Beloved
  
  15
  BIDET OF THASSA
  Wondrous item, common
  Price: 1 sp - 5 gp | no sentimentality
  This bronze cylinder is about 2 inches long and
  half an inch in diameter, with an opening on one
  end. You can use a bonus action to speak the
  command word, causing salt water to shoot out of
  the opening up to a distance of 2 feet for 1 minute.
  The water is warm.
  Paid. You can use an action to stick the cylinder
  to any surface by pressing it against the surface
  for 6 seconds. The cylinder remains attached to
  the surface until a creature uses an action to
  remove it.
  Overpaid. The cylinder gleams and never
  tarnishes or rusts.
  BLADE OF HUBRIS
  Weapon (shortsword), uncommon (requires
  attunement)
  Price: 50-100 gp | low sentimentality
  This ornate blade has a golden, bejeweled hilt.
  The steel is perfectly polished and glimmers in the
  sun. The blade carries the inscription of a fancy
  "P" which is perhaps a hint to the owner's identity.
  Someone must have traded this weapon for
  something truly spectacular from the Gray
  Merchant.
  Attacks with the blade gain a +1 bonus to attack
  and damage rolls. The blade is a magic weapon.
  Curse. The blade actually has no magical
  properties, but not only do you believe they exist,
  you think everyone covets the blade and wants to
  take it from you. You also believe that if you slay
  legendary monsters with it, the blade grows
  stronger. In truth, the blade is a nonmagical
  shortsword with no bonuses to attack or damage
  rolls.
  Removing the curse from the blade changes the
  blade's properties to that of a nonmagical
  shortsword with no bonuses.
  Paid. No additional effects.
  Overpaid. No additional effects.
  BOUNTIFUL LEKYTHOS
  Wondrous item, rare
  Price: 1,000-3,000 gp | low sentimentality
  This narrow clay flask stands 10 inches tall and is
  4 inches at its widest diameter. It has an elegant
  thin handle and depicts an image of two people
  picking olives. It weighs 4 pounds.
  A S���� L����
  Mele�ans tell a tale of Thassa challenging Ephara’s
  patronage of the city. Seeing how its ci�zens had to
  carry water from a nearby spring, Thassa promised
  that if they voted her as the primary god of Mele�s,
  she’d ensure unlimited water wherever they dug.
  Excited ci�zens tested her promise by digging into
  their fields only for salt water to erupt and kill their
  crops. Thus Thassa salted the earth and Mele�ans
  realized that a god of the sea is best confined to her
  domain.
  Coincidentally, that’s around the �me that
  depic�ons of Ephara began portraying her dumping
  water from a jar onto the ground. Combined with
  the fact that Ephara is the only god known to have
  killed another god by herself, remember the next
  �me someone tells you she’s a minor god: she slays.
  You can pour up to 32 ounces of regular olive
  oil—not extra virgin—out of the lekythos each
  day. The lekythos refills the next dawn. The oil is
  usable for cooking and can be sold for up to 1 cp
  per ounce to willing buyers.
  Paid. You can pour up to 32 ounces of fragrant,
  high quality olive oil out of the lekythos each day.
  The lekythos refills the next dawn. The oil is
  desirable for many rites, such as weddings and
  funerals, and can be sold for up to 1 sp per ounce
  to willing buyers.
  Overpaid. You can use 8 ounces of the oil from
  this lekythos as a substitute for the material
  components of any divination spell.
  BOW OF NYLEA’S HUNTER
  Weapon (shortbow), artifact (requires attunement
  by a creature that enjoys hunting and respects
  nature) — see card
  Price: 500,000-750,000 gp | high sentimentality
  This shortbow and quiver set is blessed by Nylea,
  god of the hunt. It hums with a sound that
  resembles distant birdsong. When held, it changes
  the sound of your footsteps into rustling wind and
  a light breeze, a perfect mix of sound that
  deceives the ear into thinking no one is
  approaching.
  With the bow in hand, you have advantage on
  Dexterity (Stealth) checks and can speak with
  animals as if using the speak with animals spell.
  You gain a +3 bonus to attack rolls made with this
  magic weapon.
  Paid. You gain the following attributes when
  using the weapon:
  Studied Attack. You can use an action to study a
  creature by making a DC 20 Intelligence (Nature)
  
  16
  or Wisdom (Survival) check. You have advantage
  if performing the check on a favored enemy or a
  creature on which you have the hunter's mark
  spell active. On a successful check, for the next 24
  hours, any attack made with the bow that hits the
  targeted creature is automatically a critical hit.
  Replenishing Quiver. The quiver can hold up to
  20 arrows. When you score a critical hit against a
  creature using the bow, the spent arrow teleports
  back into the quiver and is ready to use again.
  Coordinated Hunt. While you are attuned to the
  bow, any creature you control has advantage on
  attack rolls against creatures you attacked on your
  last turn.
  Nylea's Guidance. During a long rest, Nylea
  whispers guidance to you. You gain a +2 to your
  choice of Dexterity, Intelligence, or Wisdom until
  your next long rest.
  Fickle Patron. Nylea is a fickle god whom you
  can easily offend. The following activities cause
  the bow to lose all magical properties and
  function as a regular shortbow until you regain
  her blessing by making an appropriate sacrifice to
  her and succeeding a DC 20 Intelligence
  (Religion) check:
  • Hunt for sport
  • Fail to use an action to request her blessing
  before attacking a beast that isn’t attacking
  you or an ally. You may request her blessing
  as part of the Studied Attack action, but you
  must explicitly declare the request.
  • Participate in a ceremony worshiping or
  glorifying Karametra, god of the hearth
  • Participate in agricultural activities, including
  clearing land for planting
  Overpaid. Once a day for the first 10 days after
  you attune to the bow, you can cast the commune
  spell without requiring material components to
  contact Nylea.
  Destroying the Bow of Nylea’s Hunter. You
  can't easily unmake a weapon blessed by the gods.
  There are only two ways to destroy such a
  weapon: melt it down in Purphoros' forge, which
  resides within Mount Velus, or slay the god who
  blessed the weapon—in this case, Nylea—to
  transform the weapon into a nonmagical item that
  is susceptible to all methods of destruction.
  CALLAPHE’S COMPASS
  Wondrous item, common — see card
  Price: 60-225 gp | low sentimentality
  This bronze compass has an image of waves
  inscribed on its back. When the compass is in or
  over water, its needle points toward the nearest
  piece of dry land. While on land, the needle spins
  wildly.
  Paid. With the compass in hand, you can
  concentrate on the compass to specify a type of
  land—for example, land with food and water,
  large landmass rather than an island, etc.—and the
  needle points toward the nearest land that fits your
  criteria for the duration of your concentration.
  Overpaid. When concentrating on the compass
  to specify a type of land, you hear a divine
  whisper in your mind estimating the distance to
  the land you specified, using general terms such as
  "close," "within reach," or "distant."
  Bow of Nylea’s
  Hunter
  Callaphe’s Compass
  
  17
  CAP OF AUTHORITY
  Wondrous item, common
  Price: 5-10 gp | no sentimentality
  This cap looks like something an experienced
  soldier or seafarer might wear when off duty.
  Paid. While wearing the cap, anyone addressing
  you must succeed a DC 15 Charisma saving throw
  or be compelled to call you by the title of
  "captain" until dawn the next day.
  Overpaid. You can choose one of the following
  titles instead of "captain": "general,"
  "commander," or "champion."
  CHAPPARAL GRASS
  Wondrous item, uncommon
  Price: 50-100 gp | no sentimentality
  This bundle of dry, stubby grass from the
  chapparal between Setessa and the Nessian Wilds
  is packed with nutrients and water. It can feed 1
  horse or similar pack animal and sustain it for 10
  days without the need for additional nourishment.
  Paid. You receive 10 bundles of grass.
  Overpaid. You receive 20 bundles of grass.
  CHORUS MASK
  Wondrous item, common
  Price: 5-200 gp | no sentimentality
  This mask depicts an exaggerated smiling face. It
  belonged to an actor who was part of the chorus
  of a comedic play.
  Paid. When you wear the mask, you hear voices
  that comment on your surroundings and the events
  occurring around you. The commentary is never
  useful and often mundane but occasionally cutting
  and witty.
  Overpaid. When you wear the mask and make
  snide remarks or strategize within hearing range
  of people, you can choose who hears you.
  CLAY OWL
  Wondrous item, uncommon
  Price: 90-8,000 gp | low sentimentality
  This cute sculpture has eyes a tad too wide even
  for an owl. It hoots when you squeeze it.
  Paid. The first time it hoots each day, creatures
  within 30 feet that its eyes are facing must
  succeed a DC 12 Wisdom saving throw or be
  compelled to speak their true name.
  Overpaid. You can choose up to 3 hoots a day to
  attempt to compel creatures to speak their true
  name, instead of the first time each day.
  Cap of Authority
  Bundle of
  Chapparal Grass
  Chorus Mask
  Clay Owl
  Conspirator’s Whistle
  
  18
  CONSPIRATOR’S WHISTLE
  Wondrous item, uncommon (requires attunement)
  Price: 200-800 gp | low sentimentality
  This unassuming silver whistle is small and easy
  to hide with a sleight of hand. Once a day, you can
  designate up to 3 creatures as your conspirators.
  Until dawn the next day, your conspirators are the
  only creatures who can hear the whistle, other
  than yourself. The whistle's sound has a range of
  500 feet and all conspirators within range hear the
  whistle clearly at a moderate volume regardless of
  their distance from the whistle. Only magical
  effects block the whistle's sound.
  The whistle is blessed by a cleric of Phenax, god
  of deception, and Phenax is the only god whose
  divine intervention can enable creatures other than
  your conspirators to hear the whistle.
  Paid. You can designate up to 8 creatures as
  your conspirators, instead of 3.
  Overpaid. The whistle's sound has a range of
  1,000 feet instead of 500 feet.
  CROWN OF ATRIS
  Wondrous item, rare (requires attunement) — see
  card
  Price: 1,000-10,000 gp | low sentimentality
  This immense, gilded crown descends over your
  eyes but leaves your vision intact. The crown has
  4 charges, which are used to fuel the magic it
  contains. While you wear the crown, you can use
  an action to expend 1 charge to cast mirror image,
  provided you also choose 3 foes you can see. If
  there are fewer than 3 foes present, you instead
  choose all the foes. For each foe you choose, the
  DM rolls on the Truths of Atris table to determine
  how those opponents respond to mirror image.
  T����� �� A����
  d2
  Response
  1
  This foe sees through the illusions created by
  mirror image. You can’t redirect attacks from
  this foe to a duplicate. This foe attempts to
  point out your illusions to its allies, so when
  you’re up against creatures allied with this foe
  and capable of intelligent strategy, you roll with
  disadvantage when attempting to change their
  attack’s target to a duplicate.
  2
  This foe is mesmerized by the illusions created
  by mirror image. As long as an illusion remains,
  attacks from this foe always target your
  duplicate. This foe can’t be convinced by an
  ally that it’s attacking an illusion.
  If the crown is reduced to 0 charges, the crown
  disappears in a plume of white smoke.
  Paid. The crown regains 1d4 expended charges
  daily at dawn.
  Overpaid. You can use an action to expend 2
  charges to have truesight out to 120 feet for 30
  seconds.
  DIARY OF THRASIOS
  Story, common — see card
  Price: none | no sentimentality
  A waterproof seaweed jelly covers this book,
  protecting it from the elements. Inside are diary
  entries detailing how to reach the lost ruins of a
  mythical polis known as Olantin, said to have
  achieved incredible technological advancements
  before Heliod smote the city for its hubris,
  causing it to sink below the waves.
  Paid. You’ve heard of Thrasios. He’s a famous
  merfolk warrior who defends Meletis and speaks
  often of having visited Olantin, though most
  people don't believe him. He must be spreading
  copies of his diary to encourage others to confirm
  his exploits.
  Overpaid. Klothys whispers warnings hinting
  what terrors await in the sunken ruins, should you
  choose to indulge your curiosity.
  DRAGON TEETH
  Wondrous item, uncommon
  Price: 700-2,500 gp | medium sentimentality
  This pouch contains 6 dragon teeth, each about
  the length of your hand.
  Paid. You can use an action to bury a tooth in
  dirt. On your next turn, the tooth transforms into a
  well-equipped soldier, who uses the stat block of a
  thug (MM), and emerges from the dirt. The
  soldier shares your initiative order but doesn’t
  obey you, is hostile to everyone, and attacks
  whoever is closest. The soldier crumbles to dust
  after 10 minutes.
  Overpaid. The soldier uses the stat block of a
  veteran (MM) instead of a thug.
  DUST OF NYX
  Potion, common — see card
  Price: 50-100 gp | no sentimentality
  When you drink this potion, portions of your skin
  appear to show the night sky of Nyx and sparkle
  with starlight. The effect lasts until you finish a
  short or long rest. The potion contains suspended
  multihued dust that resembles a blue, purple, and
  red nebula.
  Paid. While under the effects of this potion, you
  have advantage on Charisma (Deception) checks
  
  19
  when you attempt to pass yourself off as a
  Nyxborn creature.
  Overpaid. The potion gains a fruity aroma that
  makes it appealing to drink.
  ENTRANCING LYRE
  Wondrous item, very rare — see card
  Price: 30,000-80,000 gp | medium sentimentality
  Golden arms extend from the base of this
  beautiful lyre. With the lyre in hand, you can use
  an action to target one creature, causing the lyre to
  begin playing itself until it’s destroyed or you use
  an action to stop it. The lyre has 25 hit points and
  an AC of 12. It can’t target another creature while
  it’s playing. If the targeted creature can hear the
  lyre play, it must succeed on a DC 15 Charisma
  saving throw or become incapacitated until the
  end of its next turn. A creature that fails the saving
  throw can repeat it at the end of each of its turns,
  ending the effect on a success. The lyre can’t
  target a creature it has affected in the last 24
  hours.
  Paid. A target that fails its saving throw is
  stunned instead of incapacitated.
  Overpaid. The Charisma saving throw DC to
  prevent the lyre’s effect is now 18 instead of 15.
  EUKLISIA OF EPHARA
  Wondrous item, uncommon — see card
  Price: 100-1,000 gp | low sentimentality
  As the god of the polis, Ephara wishes her
  worshipers to have the trappings of civilization
  even when traveling in the wilderness. The
  euklisia is a cloth sleeping bag lined with goat
  hair that can fit one Large or Medium creature or
  two Small or smaller creatures. The euklisia keeps
  its occupant at a temperature optimal for comfort
  and survival. Creatures using the euklisia have a
  speed of 0 feet.
  Paid. Creatures inside the euklisia are resistant
  to cold and fire damage from sources outside the
  euklisia.
  Overpaid. Taking a long rest inside the euklisia
  removes one level of exhaustion in addition to the
  one level removed by taking a long rest.
  FLAMECAST WHEEL
  Weapon (scimitar), rare (requires attunement) —
  see card
  Price: 3,000-30,000 gp | medium sentimentality
  This golden wheel is a ring that’s two feet in
  diameter and molds in your hand to fit your grip.
  It’s a magic weapon using the stats of a scimitar
  with the thrown (range 20/60) property. If you’re
  a spellcaster, you can use this weapon as a
  spellcasting focus.
  With the wheel in hand, you can use an action to
  set the wheel ablaze with magical fire. When the
  wheel is ablaze, you have resistance to fire
  damage, targets you hit take an extra 1d6 fire
  damage, and the blade sheds bright light in a 20-
  foot radius and dim light for an additional 20 feet.
  The wheel has 2 charges. When you attack a
  creature with this weapon and roll a 1 on the
  attack roll, the wheel expends 1 charge and casts
  fireball on the space you occupy (save DC 15). If
  the wheel is reduced to 0 charges, the wheel
  shatters into twisted metal shards and is
  destroyed.
  Paid. The wheel regains 1 expended charge
  daily at dawn.
  Overpaid. When you throw the wheel, it casts
  create bonfire (save DC 15) on the space where it
  lands. The spell ends after 1 minute or if you
  come within 5 feet of it.
  FLEETFEATHER SANDALS
  Wondrous item, legendary (requires attunement)
  — see card
  Price: 250,000-600,000 gp | high sentimentality
  These sandals have small golden wings coming
  off their sides.
  Paid. While you wear these sandals, you can use
  an action to cast the haste or fly spells on yourself
  at will. The spells don’t require concentration.
  Casting one of the spells while already under its
  effects resets its duration but doesn’t stack its
  effects.
  Overpaid. While wearing the sandals, your
  Dexterity score increases by 2.
  FLINT OF PHENAX
  Wondrous item, uncommon — see card
  Price: 100-500 gp | low sentimentality
  Campfires, torches, and candles lit with this flint
  shed bright light and heat for 30 feet but aren’t
  visible and can't be felt by anyone standing farther
  than 30 feet from them. The effect doesn't conceal
  objects or creatures around the flame—it simply
  doesn't illuminate them.
  Paid. With the flint in hand, you can use an
  action to have it ignite a candle, torch, or campfire
  without any skill checks.
  Overpaid. With the flint in hand, you can use an
  action to have it extinguish a candle, torch, or
  campfire up to 30 feet away.
  
  20
  FLOATING DRIFTWOOD
  Wondrous item, uncommon
  Price: 400-600 gp | low sentimentality
  This ragged piece of driftwood is a foot long and
  half a foot wide. It always floats atop any liquid
  regardless how much weight is attached to it.
  Pieces broken off it don't retain its properties, and
  it loses its properties if it loses more than half its
  mass.
  Paid. If incorporated into the frame of a
  seafaring vessel, any part of the vessel attached to
  the driftwood can't sink and stays upright.
  Overpaid. While touching the driftwood and in a
  liquid, you can use an action to make it drift
  toward the nearest shore at a speed of 20 feet.
  FRAGMENT OF ANGER
  Wondrous item, common
  Price: 10-80 gp | high sentimentality
  This chipped piece of
  stone comes from an
  Underworld soul who
  has forgotten their own
  identity, thus turning to
  stone and dying a final
  death. It’s filled with
  anger, asking why
  the gods bring
  people into the
  world just to face
  oblivion.
  This fragment
  makes people feel
  irrationally angry when
  they touch it.
  If you obtained this
  fragment from a transformed fragment of
  misera, it’s worth high sentimentality if traded to
  the Gray Merchant.
  Paid. With the fragment in hand, you can focus
  on it to relive in your mind one event from your
  life that made you extremely angry. You can
  perform actions within this mental simulation that
  deviate from what you actually did and see how
  that changes the course of events. During this
  simulation, your actual body is incapacitated. You
  may leave this mental simulation and return to
  reality at will.
  Overpaid. You may choose any willing creatures
  in physical contact with you to participate in the
  mental simulation with you. They’re also
  incapacitated during this simulation but may leave
  the simulation independently and at will.
  FRAGMENT OF JOY
  Wondrous item, common
  Price: 10-80 gp | high sentimentality
  This chipped piece of stone comes from an
  Underworld soul who has forgotten their own
  identity, thus turning to stone and dying a final
  death. It recognizes all things must pass and is
  filled with joy at having lived a life that made a
  positive impact, no matter how small.
  This fragment makes people feel exuberant and
  joyful when they touch it.
  If you obtained this fragment from a transformed
  fragment of misera, it’s worth high sentimentality
  if traded to the Gray Merchant.
  Paid. With the fragment in hand, you can focus
  on it to relive in your mind one event from your
  life that made you extremely joyful. You can
  perform actions within this mental simulation that
  deviate from what you actually did and see how
  that changes the course of events. During this
  simulation, your actual body is
  incapacitated. You may leave this
  mental
  simulation and
  return to
  reality at will.
  Overpaid.
  You may
  choose any
  willing
  creatures in
  physical
  contact with
  you to
  participate in
  the mental
  simulation
  with you.
  They’re also
  incapacitated during this simulation but may leave
  the simulation independently and at will.
  FRAGMENT OF MISERA
  Story, common — see card
  Price: 1 cp - 5 sp | high sentimentality
  This chipped piece of stone makes you feel
  hollow whenever you’re near it, and touching it
  fills you with immense sorrow. It was taken from
  the calcified remains of a soul who has lost all
  memory and identity in the Underworld, suffering
  their final death.
  All creatures who come within 10 feet of the
  fragment for the first time each day must make a
  Underworld Misera
  
  21
  DC 12 Wisdom saving throw and on a failure, be
  compelled to talk about a sad moment from their
  life.
  Paid. After 1 day, prolonged exposure to the
  fragment makes you immune to its sorrow. You no
  longer need to make Wisdom saving throws when
  near the fragment or share sad moments from
  your life.
  Overpaid. Though identity has long fled the lost
  soul that became this misera, the gods don’t
  forget. Klothys grants anyone who touches the
  fragment a glimpse into the soul's life, enough to
  identify the person and the person's surviving next
  of kin. The DM creates an unresolved situation
  pertaining to the soul's former life or chooses one
  from the Unfinished Business table.
  U��������� B�������
  d6
  Situation
  1
  The soul hid away treasure that was never
  found. The location but not the nature of the
  treasure is now known to you, as well as the
  identity and the whereabouts of the soul's heirs.
  2
  The soul committed a crime that was never
  discovered. You now know the nature of the
  crime, how to obtain proof of the soul's guilt,
  and the identity of the victim and the victim's
  descendants, if any.
  3
  The soul performed heroic deeds but was filled
  with hubris, becoming lost in the Labyrinth of
  Memories in an attempt to escape from Ilysia
  back to the mortal realm. You now know the
  nature of the heroic deeds and who they
  impacted, allowing you to rekindle memories of
  the hero or claim the hero's deeds for your own
  glory.
  4
  The soul died far from a lover who never
  learned the soul's fate. You now know how the
  soul died, where the soul fell, and the identity of
  the soul's lover.
  5
  The soul had an archrival who was at least
  partially responsible for the soul's demise. You
  now know the identity of the archrival and what
  the archrival did to the soul.
  6
  The soul loved a particular piece of art—a play,
  a poem, a song, or the like—which was the last
  memory to leave the soul. You are now familiar
  with that piece of art and know the identity of its
  creator, who is known to give valuable and
  unique gifts to fans. Though the soul
  desperately wished to meet the creator in life,
  such a joyful encounter never occurred.
  Upon resolution of the quest, the fragment
  transforms into a fragment of joy if you resolved
  the quest in a selfless manner or a fragment of
  anger if you resolved the quest in a selfish
  manner. Either fragment possesses both its Paid
  and Overpaid properties.
  FRUIT OF TIZERUS
  Wondrous item, rare — see card
  Price: 1,000-5,000 gp | high sentimentality
  This pomegranate grows from a withered, spiny
  tree in Tizerus, a bleak and hopeless realm outside
  the palace where Erebos, god of the dead, resides.
  The fruit itself is a vivid red and tastes delicious, a
  perfect mix of sweet and tart. It contains 100
  seeds and can be consumed 1 seed at a time or by
  a handful of 10 seeds at a time. You may divide
  and distribute seeds in any quantity you choose.
  A creature that consumes at least one seed feels
  the tug of the Underworld on its soul, causing its
  hit point maximum to reduce by an amount equal
  to the number of seeds consumed. This reduction
  lasts until the target finishes a long rest. The target
  dies if this effect reduces its hit point maximum to
  0. Targets that die while affected by the fruit can't
  be brought back from the dead by any means short
  of a wish spell or divine intervention.
  Once creatures have consumed at least one seed,
  they must succeed a DC 10 Wisdom saving throw
  to realize the seeds are draining their life,
  otherwise they’re distracted by the flavor and
  tempted to eat more. A creature wishing to stop
  eating while seeds remain available to it must
  succeed a DC 15 Wisdom saving throw, otherwise
  it’s tempted into continuing to eat. It may repeat
  the saving throw for every 10 seeds it eats.
  Once cut open, the fruit lasts 3 days before
  dissipating into black smoke. This effect doesn't
  occur if the fruit is in the Underworld.
  Paid. The fruit doesn't dissipate after you cut it
  open.
  Overpaid. The fruit contains 500 seeds.
  Fruit of Tizerus
  
  22
  FUNERARY MASK
  Wondrous item, common — see card
  Price: 5 sp -10 gp | high sentimentality
  This clay mask covers the face of the deceased
  and helps the soul resist the Underworld’s eroding
  effect on memory and identity. A soul that loses its
  identity petrifies into a statue called misera. The
  mask is worth high sentimentality when traded to
  the Gray Merchant in exchange for another item.
  Paid. If you die while wearing this mask in the
  Underworld, you can choose to destroy the mask
  to avoid gaining a level of exhaustion.
  Overpaid. Wearing this mask allows you to
  make Charisma (Deception) checks with
  advantage when convincing undead creatures that
  you aren’t alive. Undead creatures that
  automatically attack the living don’t recognize
  you as living unless given reason to believe
  otherwise.
  GOLDEN FUNERAL MASK OF THE
  GRAY MERCHANT
  Wondrous item, legendary (requires attunement)
  — see card
  Price: 80,000-100,000 gp | medium
  sentimentality
  This mask holds an unlimited number of charges
  to fuel its magic. It loses all charges when a new
  creature attunes to it. While you wear the mask,
  you add 1 charge to the mask every time a
  creature with an Intelligence score of 8 or higher
  dies within 30 feet of you, capturing a small part
  of the creature's life essence but not its soul.
  While you wear the mask, you can consume
  charges to perform the following actions: regain
  expended hit dice (1 charge per die), cast vampiric
  touch (2 charges plus 1 charge per level to cast the
  spell at higher than 3rd level), cast lesser
  restoration (2 charges), cast greater restoration (5
  charges), or cast heal (6 charges).
  Paid. While you wear the mask, you can use an
  action to consume 10 charges to cast mass heal.
  Overpaid. You can use an action to summon the
  Gray Merchant to visit you, but doing so destroys
  the mask, causing it to dissipate into black smoke.
  The Gray Merchant arrives at your location 1-5
  days after you summon him, depending on his
  distance from you at the time you summoned him.
  When he arrives, you may choose one item from
  him without trading another object in return, and
  the trade is treated as though you traded an item
  worth high sentimentality.
  GOLDEN FUNERAL MASK OF
  ASPHODEL
  Wondrous item, common
  Price: 1-5 cp | low sentimentality
  The expression on this mask is eerily neutral, so
  unfeeling you wonder what thoughts lurk
  underneath. While you wear the mask, you don't
  feel anxiety.
  Paid. While you wear this mask, you are
  immune to the frightened condition.
  Overpaid. You learn the location of the
  necropolis of Asphodel and become familiar with
  the layout of its streets.
  GOLDEN FUNERAL MASK OF
  ODUNOS
  Wondrous item, uncommon — see card
  Price: 100-250 gp | low sentimentality
  The expression on this mask is twisted in anger.
  While you wear the mask, you feel great rage.
  You gain a +1 bonus to damage rolls.
  Paid. While you wear the mask, the Returned of
  Odunos don't attack you.
  Overpaid. You learn the location of the
  necropolis of Odunos and become familiar with
  the layout of its streets.
  Gray Merchant’s Mask
  
  23
  GOLDEN FUNERAL MASKS OF THE
  PHALANX
  Wondrous item, uncommon (requires attunement)
  — see card
  Price: 300-1,000 gp | low sentimentality
  The expressions on these masks portray grim
  determination. While this item looks like a single
  mask, you can separate it into up to five masks as
  though the masks were stacked atop each other.
  Any mask taken more than 120 feet away from
  you evaporates into black smoke and ceases
  counting toward the five mask limit. The masks
  you give away remain attuned to you, not the
  creatures who wear them.
  All creatures wearing masks from this set are
  considered joined. Joined creatures share their hit
  points with each other as though they were one
  creature with a hit point and maximum hit point
  total equal to the sum of the joined creatures.
  When a joined creature removes its mask, it takes
  its maximum hit points from the joined group's
  maximum hit points and takes hit points from the
  joined group's remaining hit points equal to the
  proportion of its contribution to the group's
  maximum hit points rounded down.
  For example, if three creatures with 10, 20, and
  30 maximum hit points joined together at full
  health, they share 60 hit points. They then suffer
  10 points of damage, leaving them with 50 hit
  points. The creature that contributed 20 maximum
  hit points removes its mask, taking 16 hit points
  with it and leaving the group with 34 hit points
  out of a maximum of 40 hit points.
  Paid. You determine how many hit points a
  joined creature keeps when it removes its mask.
  You can't withhold hit points from the creature if
  the group would be left with more hit points than
  the group's remaining hit point maximum.
  Overpaid. The masks double a joined creature's
  hit point and maximum hit point contributions to
  the group.
  GOLDEN FUNERAL MASK OF THE
  PSEUDAMMA
  Wondrous item, very rare (requires attunement) —
  see card
  Price: 50,000-200,000 gp | high sentimentality
  The expression on this mask shows great sorrow.
  Once a day, while you wear the mask, you can use
  an action to cast dominate person at 6th level on
  humanoids with a Wisdom score of 10 or lower. If
  you’re otherwise unable to cast spells, use
  Charisma for your spellcasting ability modifier.
  Paid. You cast dominate person at 7th level.
  Overpaid. You cast dominate person at 8th level.
  GRAY MERCHANT’S GOLD COIN
  Wondrous item, common (requires attunement) —
  see card
  These coins drop continuously from the Gray
  Merchant’s bag, forming a trail marking where he
  has passed. They aren’t available for trade but can
  be freely picked up by anyone who comes upon
  them.
  Gold is abundant in the Underworld and
  considered worthless by the Returned, but even
  so, this isn’t a true gold coin. The coin vanishes
  after three days unless you attune to it, which
  causes it to persist for the duration of the
  attunement. You may use a bonus action to focus
  on the coin to determine the general location of
  the Gray Merchant. If the Gray Merchant is far
  away, you know the name of the area. If he’s
  nearby, you know his general direction.
  Whenever you pay less than the recommended
  price of an item in a trade with the Gray
  Merchant, you must roll a d2. If you roll a 1, you
  lose attunement to the coin, are unable to attune to
  any such coin for five days, and any such coins
  you touch vanish instantly.
  Gray Merchant’s
  Gold Coin
  
  24
  HAMMER OF THE FORGED OF
  PURPHOROS
  Weapon (warhammer), artifact (requires
  attunement) — see card
  Price: 200,000-600,000 gp | high sentimentality
  Purphoros, god of the forge, wielded this hammer
  before he crafted a more masterful version. It
  crackles like fire and feels almost unbearably hot.
  The hammer is a magic weapon.
  Up to 3 times each day, you can use an action to
  slam the hammer against the earth to summon a
  font of lava that lasts for 1 minute or until you use
  an action to end it, whichever occurs first. You
  can’t summon another font of lava while the first
  is active. The lava shares your initiative count and
  takes its turn after yours. On its first turn, the font
  creates a pool of lava at its location that is 5 feet
  wide. The pool expands 5 feet in all directions
  each subsequent turn the font is active. Creatures
  and objects suffer 6d10 fire damage when they
  enter lava for the first time on a turn or end their
  turn there.
  Master Crafter. With the hammer in hand, you
  can use an action to cast the stone shape spell
  with the modification that the spell can affect
  stone objects of Huge size or smaller or a section
  of stone no more than 20 feet in any dimension.
  Paid. The hammer deals an extra 1d10 fire
  damage on a hit. The hammer also functions as a
  stone of controlling earth elementals.
  While a font of lava you summoned is active,
  you’re immune to fire damage.
  Overpaid. Your mind becomes feverish with
  Purphoros’ creativity. Describe a piece of
  equipment or an item you want to create. The DM
  works with you to ensure its properties don’t
  break the game’s balance. After ten days, you
  know the formula to create it according to the
  crafting rules in Xanathar’s Guide to Everything.
  The difficulty of crafting the object scales with its
  power, but the task is feasible.
  Hammer of the Forged
  of Purphoros
  
  25
  HELIOD’S GLORY
  Wondrous item, uncommon — see card
  Price: 500-1,500 gp | low sentimentality
  This vase is 3 feet tall, 2 feet in diameter, and
  weighs 60 pounds, requiring two people to carry it
  by its handles. A clay plug covers the opening.
  The painting on the vase depicts Heliod, god of
  the sun, striking down titans with his Sun Spear.
  You can use an action to remove or replace the
  plug. While the plug is removed, swirls of
  brilliant golden light rush out of the vase, granting
  a +2 bonus to AC to all creatures within 120 feet
  of the vase who worship Heliod.
  The vase is immune to all damage and can’t be
  moved by anyone who doesn’t worship Heliod.
  Paid. You can use an action to pull a spear made
  of light from the vase. It has the same stats as a
  regular spear except it deals radiant instead of
  piercing damage. You can use an action to strike
  the vase with the spear, causing the vase to
  shatter. When the vase shatters, the vase and all
  spears pulled from the vase are destroyed and a
  brilliant flash of light erupts from the vase
  outward to a distance of 120 feet. All creatures
  caught in the blast who worship Heliod heal 4d8
  hit points. All other creatures caught in the blast
  suffer 4d8 radiant damage and must succeed a DC
  14 Constitution saving throw or be blinded for
  2d4 turns.
  Overpaid. The vase weighs 10 pounds when you
  first purchase it, allowing it to be carried by one
  person. It gains 10 pounds each day at dawn until
  it reaches its normal 60 pound weight.
  IRIDESCENT PEARL NECKLACE
  Wondrous item, common
  Price: 50-100 gp | low sentimentality
  The pearls of this necklace are said to be the tears
  of a dead and forgotten god of love. While you
  wear this necklace, a light breeze causes your hair
  and clothing to billow elegantly while your face is
  always partially illuminated by soft and romantic
  light. Humanoids perceive you as beautiful but
  sad. This necklace consists of 85 pearls and
  merchants generally pay 1 gp for each pearl or
  100 gp for the intact necklace.
  Paid. While wearing this necklace, you can use a
  bonus action to disable its effects until dawn the
  next day.
  Overpaid. Once a day, while wearing this
  necklace, you can use an action to target one
  creature and know if it is experiencing great love
  or grief.
  IROAN PLEDGE
  Story, common — see card
  Price: none | no sentimentality
  This creased piece of paper is falling apart. It
  looks like it’s been folded and unfolded countless
  times. There’s smudged writing on it, but you can
  still tell how neat the lettering used to be. It’s a
  pledge that’s common among the famed soldiers
  of Akros and swears devotion to Iroas, god of
  victory. Possessing a written copy of the pledge
  isn’t common practice, but it’s occasionally done
  by soldiers to shore up their spirits before a battle.
  The copies that do exist are treasured for their role
  in bringing victory. It’s unusual to see one be
  discarded like this.
  The DM can craft an adventure around why a
  famed Akroan soldier would forfeit a treasured
  symbol of a beloved god or roll against the Lost
  Faith table for the reason.
  L��� F����
  d6
  Reason
  1
  The soldier who composed the pledge died in
  battle and whoever inherited the pledge lost
  faith in Iroas.
  2
  The soldier traded the pledge for something
  from the Gray Merchant that would help win a
  greater battle ahead.
  3
  The soldier decided to pursue a different path
  in life and gave up worship of Iroas, but Iroas
  doesn't take kindly to those who flee the
  battlefield.
  4
  The soldier feared that having a written version
  of the pledge indicated a lack of faith in Iroas,
  but giving up the keepsake has taken a terrible
  toll on the soldier's morale.
  5
  A foe captured the soldier and forced the
  surrender of the pledge.
  6
  The soldier received a prophetic vision from
  Iroas and learned that giving up the pledge
  would lead someone who needed it more to
  acquire the training needed for battles ahead.
  Paid. You know that Akroan soldiers have close
  bonds and speaking to one may help you identify
  the owner of this pledge.
  Overpaid. Divine intervention clears enough of
  the smudges on the pledge to reveal the signature
  and name of the soldier who wrote it.
  JUDGY GOLDEN APPLE
  Wondrous item, common
  Price: 50-800 gp | low sentimentality
  This golden statuette of an apple is perfectly
  ordinary. Once a day, creatures who come within
  30 feet of the apple believe they hear the apple
  say something judgy about their appearance or
  
  26
  personality, but statuettes can't talk, and neither
  can apples.
  Paid. Look, it's a perfectly normal golden apple.
  It's okay to be lonely without anthropomorphizing
  inanimate objects.
  Overpaid. Wow, you really paid too much for
  this thing. Try being less frivolous next time.
  KARAMETRAN SICKLE
  Weapon (sickle), common — see card
  Price: 1-10,000 gp | medium sentimentality
  This sickle slices effortlessly when harvesting any
  ripe fruit or crop that’s ready for harvest. It passes
  harmlessly through any fruit or crop that isn’t
  ready for harvest, leaving them to continue
  growing. The sickle is a magic weapon.
  Paid. Any fruit or vegetable harvested by the
  sickle tastes delicious and how one imagines the
  ideal version of that fruit or vegetable should
  taste.
  Overpaid. Once a day for the first ten days after
  you purchase this sickle from the Gray Merchant,
  you may cast the commune spell without requiring
  material components to contact Karametra.
  LAUREL WREATH
  Wondrous item, rare — see card
  Price: 1,000-5,000 gp | low sentimentality
  This wreath is only given to champions of the
  Iroan Games held in Akros. People assume
  anyone who possesses or wears such a wreath
  won one of the sporting events at the Games.
  While you hold or wear the wreath, you have
  advantage on any Charisma checks in which you
  make an appeal to athleticism or athletic fame. If
  you won this wreath yourself at the Iroan Games,
  you may choose to have advantage on Strength
  (Athletics) or Dexterity (Acrobatics) checks up to
  three times a day.
  Paid. The legacy of whoever previously owned
  the wreath inspires you. Once a day, while
  wearing the wreath, you may reroll a Strength
  (Athletics) or Dexterity (Acrobatics) check. You
  must use the new roll.
  Overpaid. Klothys appreciates the respect
  you’ve shown by valuing such an item highly and
  gives you the opportunity to earn the right to wear
  the wreath honestly. Upon the completion of a
  great feat of athleticism or heroism, determined
  by the DM, you receive an invitation to participate
  in the next Iroan Games. A wreath won at the
  Iroan Games is worth high sentimentality.
  LEONIN HAIRBRUSH
  Wondrous item, common
  Price: 5-20 gp | no sentimentality
  This brush comes from Oreskos, a remote river
  valley ruled by leonin where grooming is
  important for cleanliness.
  Paid. The hairbrush effortlessly and painlessly
  untangles knots.
  Overpaid. You attract domesticated animals that
  have fur in need of brushing. The hairbrush loses
  this property if you directly or indirectly cause
  harm to an animal that approaches you for this
  reason.
  LEONIN SNARE
  Adventuring gear, common — see card
  Price: 1-3 gp | no sentimentality
  This intricately woven snare can be thrown at a
  single creature or set as a trap when connected to
  a tripwire. Once thrown or triggered, a creature
  must succeed a DC 13 Dexterity saving throw or
  be restrained. A creature can use its action to
  make a DC 15 Dexterity check and on a success,
  untangle the snare to free itself or another creature
  within its reach. Each failed check tangles the
  caught creature further, increasing the DC of the
  Dexterity check to untangle the snare by 1, up to a
  maximum of 20.
  Paid. The snare comes with instructions on how
  to craft your own, requiring 50 feet of rope, 4
  stones weighing at least 5 pounds each, and 6
  hours to assemble.
  Overpaid. Through perhaps divine revelation,
  you realize a way to throw the snare that increases
  the DC of the Dexterity saving throw to dodge it
  to 15.
  LIGHTNING DIADEM
  Wondrous item, rare (requires attunement) — see
  card
  Price: 5,000-10,000 gp | medium sentimentality
  This diadem is made of crackling lightning but
  can be held as though made of metal. While you
  wear the diadem, any creature that hits you with a
  melee attack must succeed a DC 14 Constitution
  check or suffer 1d4 lightning damage.
  Paid. While you wear the diadem, creatures
  within 5 feet of you that suffer lightning damage
  also suffer 1d4 thunder damage.
  Overpaid. You have resistance to lightning
  damage.
  
  27
  MELETIS AGORA LICENSE
  Adventuring gear, common
  Price: 50 gp | no sentimentality
  This license permits you to set up a merchant
  stand in the agora of Meletis. It bears the
  appropriate seals and has blank spaces you can fill
  in with identifying information for you and your
  shop. It was likely traded to the Gray Merchant by
  a Meletian official for a monetary value
  equivalent to the agora's licensing fee. The DM
  determines the value of the licensing fee, which
  could be significantly higher than the price given
  here by the Gray Merchant. If you’ve visited
  Meletis, you may make a DC 15 Intelligence
  (History) check, and on a success, recall the
  amount of the licensing fee. You make the check
  with advantage if you’re from Meletis.
  Paid. If traded back to the Gray Merchant for a
  different item, the monetary value of this item is
  whatever it costs in Meletis to obtain such a
  license.
  Overpaid. Upon receipt of the license, you
  realize you recognize the seal on the license and
  know the identity of the Meletian official who
  issued it.
  MIRROR OF ALIRIOS
  Wondrous item, common — see card
  Price: 1-100 gp | low sentimentality
  This rectangular mirror is 2 feet tall, 1 foot wide,
  and weighs 4 pounds. Characters looking into this
  mirror see themselves the way they wished they
  looked, representing their ideal selves. They can't
  see anyone else’s reflection in this mirror.
  Paid. Characters see other people’s reflections in
  this mirror, but they appear as they do in real life,
  not the way they see themselves in the mirror.
  Overpaid. Characters see other people’s
  reflections in this mirror and those reflections
  appear the way those people see themselves in the
  mirror.
  MIRROR SHIELD
  Armor (shield), rare — see card
  Price: 1,000-10,000 gp | low sentimentality
  The surface of this metal shield is so perfectly
  reflective that you can use it as a mirror. Your
  gaze is considered averted from a creature or
  object when you view its reflection in the shield.
  Paid. With the shield in hand, when a spell that
  targets you and requires an attack roll misses you,
  you can use your reaction to reflect the spell back
  at the creature that attacked you. You make a
  ranged attack roll as part of the same reaction to
  determine if the reflected spell hits.
  Overpaid. With the shield in hand, you gain a +2
  bonus to saving throws against spells that require
  the target to make a saving throw to avoid some
  or all of a spell's effects.
  NYX LOTUS
  Wondrous item, very rare (requires attunement) —
  see card
  Price: 20,000-70,000 gp | high sentimentality
  This lotus can hold up to 9 charges and starts with
  all charges expended when you first attune to it.
  Once a day, you can spend 10 minutes praying to
  a god. If the god is pleased with you, the lotus
  regains 1d4 expended charges. Alternatively, you
  may sacrifice to the god instead of praying,
  following the appropriate ritual and giving an
  appropriate offering, to regain 1d8 + 1 expended
  charges.
  While you’re carrying the lotus, you can use an
  action to target yourself to regain an expended
  spell slot, expending a number of charges from
  the lotus equal to the level of the spell slot.
  Paid. With the lotus in hand, you can use an
  action to destroy it and regain an expanded spell
  slot of any level, regardless how many charges the
  lotus is holding.
  Overpaid. You can choose a creature other than
  yourself as the target of your action when you use
  the lotus.
  Nyx Lotus
  
  28
  ORESKOS HERESY
  Wondrous item, very rare (requires attunement) —
  see card
  Price: 45,000-99,000 gp | medium sentimentality
  This stone amulet depicts the profile of a leonin
  face roaring in defiance of the heavens.
  Paid. While wearing the amulet, you ignore
  restrictions requiring you to be a worshiper of a
  god. For example, you’re able to enter areas
  warded to restrict access to those who don’t
  worship a specific god, even if you don't worship
  that specified god. You’re also able to attune to
  magic items such as the Sun Spear, which require
  you to worship a certain god or type of god, even
  if you don't worship the specified god.
  Overpaid. You benefit from the amulet's effects
  even if you’re not wearing it, as long as you
  remain attuned to it and know its location.
  PHARIKA’S CURE
  Potion, uncommon — see card
  Price: 10-150 gp | no sentimentality
  When you drink this potion, roll a d4. If you roll a
  1, you suffer poison damage equal to your
  maximum hit points. The potion's smoky,
  purplish-pink liquid hisses like a pit of snakes.
  Paid. When you drink this potion, you gain the
  benefits of the greater restoration spell. You must
  still roll to see if you suffer poison damage.
  Overpaid. You roll a d10 instead of a d4 to
  determine if you suffer poison damage.
  PHARIKA’S LIBATION JAR
  Wondrous item, rare — see card
  Price: 5,000-8,000 gp | medium sentimentality
  Paintings of venomous snakes cover the jar. The
  jar can hold up to a cup's worth of liquid and any
  liquid placed in the jar and kept there for 24 hours
  becomes a poison with the properties of assassin's
  blood (DMG). The poison retains all the liquid's
  original properties, including taste, texture, and
  appearance, and its poisonous nature can only be
  detected via magic. A sip of the liquid counts as a
  full dose of the poison, but drinking more, up to
  the full cup, doesn’t increase the poison's effects.
  Once you’ve added any amount of liquid into
  the jar, you can’t add more liquid until you pour
  out what’s already in the jar.
  Paid. Instead of gaining the properties of
  assassin's blood, the liquid gains the properties of
  an ingested poison of your choice from the
  Dungeon Master's Guide. You must choose the
  type of poison when you first pour the liquid into
  the jar, or it defaults to assassin's blood.
  Overpaid. The liquid only needs to be in the jar
  for 12 hours to become the poison of your choice.
  PHOENIX FEATHER
  Wondrous item, uncommon (requires attunement)
  Price: 500-750 gp | low sentimentality
  The fires that once erupted from this phoenix's
  feather have long extinguished, but the feather is
  still hot to the touch.
  Paid. After you attune to the feather, the first
  time you would drop to 0 hit points as a result of
  taking damage, you instead regain hit points equal
  to your maximum hit points and the feather bursts
  into flame and is destroyed.
  Overpaid. When the feather is destroyed, a
  sphere of fire erupts from the feather. Creatures
  within 30 feet of the feather that aren’t attuned to
  it must make a DC 12 Dexterity saving throw.
  Targets suffer 4d6 fire damage on a failed save, or
  half as much damage on a successful one.
  POTION OF PARADOX
  Potion, rare
  Price: 1,200-2,400 gp | low sentimentality
  When you drink this potion, you contemplate the
  nature of the universe. You realize that a creature
  moving toward a destination must first move half
  the distance between it and its destination, then
  half the remaining distance, again and again,
  meaning that it never manages to reach its goal.
  This liquid is a clear concoction that distorts
  objects seen through it such that they seem to
  stretch infinitely into the distance.
  Paid. For 10 minutes after you drink this potion,
  creatures can't move toward you more than half
  the distance between them and you during their
  turn.
  Overpaid. For 10 minutes after you drink this
  potion, ranged attacks that target you don't hit
  until the end of your turn. If you move during
  your turn, the ranged attack misses and strikes the
  empty air where you previously stood.
  PROWLER’S HELM
  Wondrous item, uncommon (requires attunement)
  — see card
  Price: 600-1,500 gp | low sentimentality
  An ethereal green glow fills the inside of this
  warrior’s helm. While you wear it, you gain a +1
  bonus to Dexterity skill checks.
  
  29
  Paid. While you wear the helm, you have
  advantage on Dexterity (Stealth) checks made to
  hide.
  Overpaid. Once a day, while you wear the helm,
  you can use an action to cast the pass without
  trace spell.
  PYXIS OF PANDEMONIUM
  Wondrous item, legendary — see card
  Price: 1,000,000 gp | high sentimentality
  This plain pyxis looks like an average piece of
  ceramic except it’s immune to all damage and
  covered by a lid that can’t be removed.
  Paid. Any creature can use an action to remove
  the lid when in initiative order to trigger the
  following events:
  The DM identifies every creature within 180 feet
  of the pyxis that is attuned to at least one item and
  compiles a list of all attuned items. All identified
  creatures lose attunement to their items. The DM
  gives the creature that removed the lid one
  randomly selected item from the list. The DM
  then gives one randomly selected item from the
  list to the next identified creature in the initiative
  order and repeats this activity until all items are
  distributed. When all items are distributed, all
  identified creatures immediately equip and
  become attuned to the items they received.
  Next, all creatures within 180 feet of the pyxis
  lose all magic items to which they aren’t attuned.
  The lost items move into a pocket plane for the
  next 10 minutes, and at the end of the duration,
  they appear in a pile at the feet of the creature that
  removed the lid.
  Finally, the DM rolls a d4 and if the result is a 1,
  the pyxis erupts in flames and is destroyed.
  Overpaid. There are no additional effects.
  QUILL OF EPHARA
  Wondrous item, common
  Price: 70-250 gp | low sentimentality
  You can use the quill to write a message or draw
  on any solid surface, including the surface of a
  living creature, and your work is always legible as
  you intended. The message appears to be written
  in black ink, but the quill doesn’t need ink to
  write. Nothing can remove the message or
  drawing except salt water, which instantly washes
  it away.
  Paid. You can choose the color of the quill’s ink
  and change the color at will as long as you’re
  within 30 feet of what you wrote or drew.
  Overpaid. When you finish writing, you can
  choose to make your written words
  understandable by all. All creatures who know at
  least one language see your message as though
  written in a language they know.
  RING OF ANAX
  Story/ring, artifact (requires attunement by a
  creature that worships Purphoros, doesn’t require
  attunement if the creature is attuned to the Ring of
  Cymede) — see card
  This ring belongs to Anax, king of Akros, and
  remains in Anax's possession unless he has died or
  is no longer mortal.
  You gain the following attributes when wearing
  the ring:
  Hardened by War. You have resistance to
  bludgeoning, slashing, and piercing damage.
  Inspirational Warrior. Allies within 30 feet of
  you gain a +2 bonus to attack rolls when attacking
  with a weapon.
  Frontline Commander. While you wear the
  ring, you gain a +1 bonus to your damage for each
  ally who successfully hit a target since the end of
  your last turn.
  Destroying the Ring. You can't destroy the ring
  so long as Anax or his spirit survives, but Anax
  takes the ring from you if you help him reunite
  with Cymede. In return, you receive the Ring of
  Promised Reunion.
  Story. Unlike the descriptions for the items in
  this supplement, this section is intended for the
  DM’s eyes only. Potential spoilers follow for
  players. In Magic: The Gathering lore, Anax ruled
  Akros with his wife, Queen Cymede. Both were
  celebrated champions who jointly built the city up
  to the stature it enjoys in the present day. Though
  Anax started as a fierce warrior and worshiper of
  Iroas, god of victory, he matured with his city and
  came to value building and creating, shifting his
  allegiance to Purphoros, god of the forge.
  Cymede, on the other hand, was a steadfast
  devotee of Keranos, god of storms. She was a
  talented wielder of elemental magic, drawing the
  admiration of the god himself, and in her youth, a
  lightning strike granted her a limited ability to see
  the future. Such a gift was a mixed blessing, as
  the visions Keranos shared couldn’t be changed.
  Eventually, a great war broke out and an army
  laid siege to Akros. Anax was gravely injured
  defending the city, and seeing no other option,
  Cymede pledged herself to Keranos in exchange
  for his intervention. A pillar of fire consumed
  Cymede, taking her into Nyx to be by Keranos’
  side. In exchange for her sacrifice, the god sent a
  tidal wave that saved Anax and broke the siege.
  
  30
  The peace Cymede bought was short-lived,
  however, as a war between the gods broke out
  shortly afterward. Each of the major deities chose
  a mortal hero as their champion, transforming
  them into demigods at the cost of their
  individuality. Anax became the champion of
  Purphoros and lost all free will, his mind
  consumed only with victory. However, those who
  face him and survive report that despite his single-
  minded ferocity, he constantly repeats one word:
  “Cymede.”
  Your campaign may take place at any point in
  this timeline or deviate from the story altogether,
  but if you wish to use elements of the tale, the
  Rings of Anax and Cymede provide you a way to
  bring their story to a happier conclusion.
  RING OF CYMEDE
  Ring/story, artifact (requires attunement by a
  creature that worships Keranos or a god of
  elemental power) — see card
  Price: 450,000-500,000 gp | medium
  sentimentality
  This ring belonged to Cymede, queen of Akros,
  before her ascension into Nyx to serve Keranos,
  god of storms. While you wear the ring, you
  occasionally have visions about events that will
  occur. The visions may be so vague you only
  understand them in hindsight or so clear you feel
  you’re watching events unfold before you. The
  only common theme is that any vision you see
  can't be changed—events will unfold exactly as
  foretold.
  Paid. You gain the following attributes when
  wearing the ring:
  Skilled Tactician. You gain advantage on
  Wisdom (Insight) checks to detect deception.
  Master of Elements. You have resistance to fire,
  cold, lightning, and thunder damage. You gain a
  +3 bonus to attack rolls or DC to save when
  casting spells that deal fire, cold, lightning, or
  thunder damage.
  Overpaid. While you wear the ring, you can lose
  a quarter of your maximum hit points to cast the
  conjure elementals spell with the modification that
  the spell doesn't require concentration and the
  elemental can't become hostile toward you.
  Destroying the Ring. You can't destroy the ring
  so long as Cymede or her spirit survives, but
  Cymede takes the ring from you if you help her
  reunite with Anax. In return, you receive the Ring
  of Promised Reunion.
  Story. Unlike the descriptions for the items in
  this supplement, this section is intended for the
  DM’s eyes only. Potential spoilers follow for
  players. Continuing the story told under the Ring
  of Anax entry, Cymede’s ability to foresee the
  future showed her an eventual reunion with Anax.
  Should you wish to pursue such a storyline, the
  character who attunes to the ring sees a recurring
  vision of that promised reunion. The character
  senses great divine wrath accompanying this
  vision, as Keranos doesn't wish to lose Cymede,
  but some destinies are greater than even the gods.
  If Anax has relinquished possession of the Ring of
  Anax, the visions drive the character to obtain it.
  RING OF PROMISED REUNION
  Story/ring, artifact (requires attunement by a
  creature that helped reunite Anax and Cymede) —
  see card
  
  31
  This steel ring is shaped like two hands clutching
  each other and can only be obtained from Anax
  and Cymede if you helped reunite them and
  returned both their rings to them (see Ring of
  Anax and Ring of Cymede).
  Once a day, you can cast the resurrection spell
  without expending a spell slot if you fulfill the
  spell's component requirements.
  One time ever, you can use an action to cast
  either the basic use of the wish spell or one of the
  other specified effects of the wish spell without
  suffering the stress of casting the spell. You can't
  wish for an effect beyond the scope of the
  specified effects.
  Destroying the ring. You can’t destroy the ring
  so long as Anax or Cymede survive in mortal or
  spiritual form.
  RINGS OF KYNAIOS AND TIRO
  Ring, artifact (requires attunement by a pair of
  creatures friendly toward each other) — see card
  Price: 600,000-900,000 gp | medium
  sentimentality
  This pair of rings belonged to Kynaios and Tiro,
  legendary joint kings of Meletis who overthrew a
  tyrannical archon and founded the polis over the
  ruins of his empire. They were
  lovers who ushered in an age
  of enlightenment and
  peace, though their tale
  became lost to time.
  Two creatures friendly
  to each other must attune
  to the rings at the same
  time. You can neither
  attune to both rings nor
  a single ring by itself.
  While wearing the
  rings, you can communicate via
  telepathy with the other ring's
  owner no matter the distance
  between you, even if you are on
  different planes.
  Paid. When you’re within 10
  feet of the other ring's owner,
  both your ability modifiers
  become the sum of your
  individual ability modifiers. In
  combat, when you’re within 10
  feet of the other ring's owner,
  you each gain an additional
  action and both of you can use
  an action to allow the other to
  take an action instead.
  Overpaid. If the other ring's owner is 30 feet or
  closer to you and is the target of an attack that
  would hit them, you can use your reaction to
  move beside them and be the target of the attack
  instead. This reaction doesn't provoke opportunity
  attacks.
  Destroying the Rings. The rings are immune to
  all damage unless the souls of Kynaios and Tiro
  revoke their blessings on the rings, in which case
  they lose all magical properties.
  ROD OF GALLIA
  Rod, very rare (requires attunement) — see card
  Price: 15,000-35,000 gp | medium sentimentality
  This ivory rod has wildflowers blooming out of
  the tip and the handle is gilded with gold. Once a
  day, with the rod in hand, you can use an action to
  drive it into the ground, causing joyful music with
  a catchy beat to erupt out of it for 1 minute. The
  music ends early if you pull the rod out of the
  ground.
  Paid. For the duration of the rod's music, all
  creatures within 120 feet of the rod, including
  yourself, must succeed a DC 15 Charisma saving
  throw or be compelled to drop what they’re
  holding, link hands in a circle, and dance.
  Creatures immune to being charmed automatically
  succeed their saving throw. When the music ends,
  all associated compulsions also end.
  Overpaid. Once a day, if the Otto's Irresistible
  Dance spell is on your class' spell list, you can
  cast the Otto's Irresistible Dance spell at 6th level
  without expending a spell slot.
  ROD OF KERANOS
  Rod, very rare (requires attunement
  by a spellcaster) — see card
  Price: 75,000-100,000 gp | high
  sentimentality
  This metal rod is 2 feet long and
  causes anyone who touches it to
  receive a harmless static shock. It
  hums with energy. With the rod in
  hand, you have resistance to lightning
  damage.
  Paid. Once a day, with the rod in
  hand, you can cast the call lightning
  spell at 9th level.
  Overpaid. Once a day for the first ten
  days after you attune to the rod, you
  may cast the commune spell without
  requiring material components to
  contact Keranos, god of storms.
  Rod of Gallia
  Rod of Keranos
  
  32
  SACRIFICIAL KNIFE
  Weapon (dagger), very rare (requires attunement
  by a creature that worships a god) — see cards
  Price: 10,000-30,000 gp | medium sentimentality
  The knife is beautiful, with gold trim on the
  handle. You can choose to have it deal 4d4
  slashing damage instead of its normal 1d4
  piercing damage when attacking beasts with a
  challenge rating of 0.
  Paid. Once a day, you can use an action to pull
  out the entrails of a creature killed by the knife
  and spend 10 minutes studying them to reveal
  omens about the future.
  Roll on the Omens table to determine the omen
  you receive.
  O����
  d12
  Omen
  1-3
  Disease has turned the entrails black, and the
  patterns in the putrid infestation tell you an
  Omen of the Dead.
  4-5
  Green, undigested foliage fills the entrails,
  giving an Omen of the Hunt.
  6-7
  You see glimmers of blue among the shiny
  entrails like light sparkling off ocean waves,
  revealing an Omen of the Sea.
  8-9
  Red blood seeps from fresh entrails like
  molten metal through molds, presenting an
  Omen of the Forge.
  10-11 White fat runs through these entrails, meaning
  they’ll burn aromatically, presenting a fine
  sacrifice to Heliod, chief among the gods. It’s
  an Omen of the Sun.
  12
  An absence of color in these entrails doesn’t
  mean an absence of meaning, instead being
  an Omen of the Night Sky
  Each omen grants different benefits:
  Omen of the Dead. The omen warns of a brush
  with death. Roll five d20s and record the results in
  the order you rolled the dice. The first time you’d
  drop to 0 hit points within the next 24 hours,
  determine whether you’d stabilize or die if you’d
  rolled the recorded results as your death saving
  throws. If you’d stabilize, you instead drop to 1
  hit point. If you’d die, you die immediately.
  Omen of the Hunt. The omen predicts a great
  hunt. Roll two d20s and record the results. The
  first time you enter combat within the next 24
  hours, assign the results of the rolls to two
  different creatures entering combat—you can only
  assign each result once—and those results replace
  the values of their Dexterity checks when
  determining their initiative order.
  Omen of the Sea. The sea is no place for the
  unskilled, so the omen grants you visions to aid in
  the trials that may come. The next three times you
  make a skill check within the next 24 hours, you
  make the check with advantage.
  Omen of the Forge. The omen reminds you that
  destruction must accompany creation. Roll 2d12
  and record the result. Once in the next 24 hours,
  you can use a bonus action to target one creature
  within 60 feet of you to suffer fire damage equal
  to the value of the result. Creatures don't know
  you’re the cause of the damage unless they’re
  worshipers of Purphoros, within 30 feet of you
  when you use your bonus action, and succeed a
  DC 14 Wisdom (Perception) check.
  Omen of the Sun. The omen tells of coming
  dangers. Roll three d20s and record the results.
  During the next 24 hours, you can use each result
  once to replace the result of a saving throw made
  by any creature within 60 feet of you.
  Omen of the Night Sky. The omen speaks of
  magic descending from Nyx to aid you, weakened
  by the journey but still effective. Roll three d20s,
  halve the results, rounded down, and record the
  halved results. During the next 24 hours, you can
  use each result once to add it to any roll you
  make.
  Overpaid. The first time you attune to the knife,
  you gain the effects of the legend lore spell as
  though you cast it.
  SATYR’S PILOI
  Wondrous item, uncommon (requires attunement)
  Price: 400-600 gp | low sentimentality
  While wearing these piloi, or socks, your legs
  transform into the legs of a satyr. The size and
  length of the satyr's legs don’t scale according to
  your size—you have a speed of 40 feet, a high
  jump of 4 feet, and a long jump of 12 feet.
  Paid. While wearing the piloi, your standing
  long jump distance is the same as your long jump
  distance and you always land on your feet when
  landing in difficult terrain.
  Overpaid. While wearing the piloi, you have
  advantage on Strength and Dexterity saving
  throws made against effects that would knock you
  prone.
  SCARF OF ATHREOS
  Wondrous item, uncommon
  Price: 500-4,000 gp | low sentimentality
  This scarf has been blessed by clerics of Athreos,
  the god of passage who ferries souls of the dead to
  the Underworld. It protects travelers so they’re
  able to reach their intended destinations. It also
  protects the living so that they don’t meet their
  death before their fated time.
  
  33
  Paid. Once a day, while you wear the scarf, it
  automatically covers your face if you’re exposed
  to a poisonous substance, giving you advantage
  on your Constitution saving throw against the
  poison's effects.
  Overpaid. While you wear the scarf, it constricts
  lightly around you to warn you if you’re about to
  ingest a poisonous object.
  SCRAP OF EPIC POETRY
  Story, common
  Price: none | no sentimentality
  This piece of parchment contains what appears to
  be a draft of a few stanzas of an epic poem, with
  many revision marks and words scratched out and
  replaced. Nevertheless, the writing is evocative
  and creative, leading you to wonder who
  created—and then discarded—this work.
  The DM can craft an adventure around why the
  poet would give away this poem or roll against the
  following tables:
  R����� ��� D��������� ��� P���
  d8
  Reason
  1
  Frustration after being unable to find an
  audience
  2
  Inability to complete the poem due to writer's
  block
  3
  Completion of the final draft of the poem,
  rendering the early drafts expendable even if
  they hold sentimental value
  4
  Desire to obtain something from the Gray
  Merchant to help with the poet's art
  5
  Hope to give the Gray Merchant new meaning
  and identity in life through artistic inspiration
  6
  Belief that the unfinished poem would find its
  way into the hands of someone who needs it
  7
  Fear because reading the poem causes terrible
  nightmares
  8
  Sadness due to real world events that occurred
  during the writing of the poem making it
  impossible to work on it without being reminded
  of tragedy
  R����� ��� F������ ��� P��� (���
  ���������� ��� ��������� �����)
  d6
  Reward
  1
  A copy of a completed poem (DM's choice
  whether it has magic properties)
  2
  A magic item from table B in chapter 3
  3
  The poet as a trustworthy contact
  4
  Cryptic hints about how to progress another
  quest the party is undertaking
  5
  The poet as the party’s companion to chronicle
  its tale
  6
  The poet as a traveling bard who spreads
  heroic tales of the party's deeds, building a
  reputation for the party
  P��� C�������
  d6
  Subject
  1
  A great war
  2
  A doomed romance
  3
  The adventures of someone chosen by the
  gods to be their champion
  4
  A mission to slay a great monster
  5
  A struggling polis returning to glory under the
  guidance of its former ruler's heir
  6
  The fall of a hero who dared challenge the gods
  P���’� C������ W����������
  d10 Location and Activity
  1
  Building an audience in Meletis
  2
  Chronicling heroic deeds in Akros
  3
  Communing with nature in Setessa
  4
  Contemplating the world's edge at Kruphix's
  Temple of Mystery
  5
  Exploring sorrow in the ruins of Iretis
  6
  Captured for sacrifice in the minotaur polis of
  Skophos
  7
  Seeking an answer from the gods at the shrine
  of Nykthos
  8
  Accompanying a group of adventurers sailing
  the ocean beyond the Siren Sea
  9
  Adopted by centaurs in the Nessian Wilds in
  exchange for a promise to tell their stories
  10
  Inspiring the leonin of Tethmos to rise up and
  conquer the world
  SETESSAN JOKE BASKET
  Wondrous item, common
  Price: 15-25 gp | low sentimentality
  This beautiful woven basket is always filled with
  wax apples. No matter how many you take, it
  remains full. The wax apples appear to be real
  apples in every sense, from touch to smell, except
  when you bite down on them and end up with a
  mouthful of wax.
  Paid. Not all the apples in the basket are fake
  anymore. When you bite into an apple from the
  basket, roll a d2. On a 1, the apple is wax. On a 2,
  the apple is real.
  Overpaid. If you purchased the basket, you can
  tell if an apple is real or fake by touching it.
  Setessan
  Joke Basket
  
  34
  SETESSAN LASSO
  Weapon (whip), very rare (requires attunement)
  Price: 80,000-160,000 gp | high sentimentality
  This lasso looks like an ordinary piece of rope,
  but when you attack, it glows with golden light
  and deals a bonus 1d8 radiant damage on hit.
  Paid. With the lasso in hand, you can use the
  lasso to attempt to grapple one creature with
  advantage and can use a Dexterity (Acrobatics)
  check instead of Strength (Athletics). When you
  attempt to grapple foes with the lasso, you have a
  reach of 10 feet and can grapple foes of any size.
  You can't grapple more than one creature at a time
  with the lasso. You can use an action to place a
  creature you’re grappling with the lasso under the
  same effects as the zone of truth spell, and the
  creature makes its save with disadvantage. If
  you’re otherwise unable to cast spells, use
  Wisdom for your spellcasting ability modifier.
  Creatures can’t cut themselves free from the lasso.
  Overpaid. When you attempt to place a creature
  grappled by the lasso under the same effects as the
  zone of truth spell, the DC for its saving throw
  increases by 5.
  SIGILED STARFISH
  Story, rare — see card
  Price: 500-1,500 gp | no sentimentality
  This desiccated starfish has glowing red sigils
  carved into its body in a language only Nyxborn
  creatures or oracles can read. The sigils document
  a dire prophecy from Kruphix about a threat to all
  of Theros.
  The DM can roll on the Prophecies of Doom
  table to determine the nature of the prophecy.
  P��������� �� D���
  d4
  Subject of the Prophecy
  1
  A conspiracy pertaining to the ultimate threat of
  a campaign
  2
  A threat from another plane (eg. Nicol Bolas,
  Acererak, etc.)
  3
  A war between the gods (eg. Heliod trying to
  eliminate worship of the other gods)
  4
  An individual fated to become a threat to
  Theros (eg. Xenagos, Elspeth, maybe even
  yourself or a party member...)
  Paid. You realize the starfish is a rare specimen
  that can be resold for a price similar to what you
  paid for it.
  Overpaid. New text appears on the starfish's
  body giving a previously unknown hint about how
  to stop the threat.
  SKEIN OF SKOPHOS
  Wondrous item, uncommon (requires attunement)
  — see card
  Price: 800-1,000 gp | low sentimentality
  This skein of yarn contains 1,000 feet of yarn
  coiled in a ball that fits in your hand and weighs 1
  pound. You can unravel the coil to leave a trail of
  yarn behind you. As long as the yarn remains
  connected to the skein, the yarn is unyielding and
  can’t be moved except by you, the use of a wish
  spell, or divine intervention. If strung above the
  ground, creatures that move into the yarn must
  succeed a DC 10 Strength saving throw or fall
  prone. A segment of yarn can be cut or destroyed
  by suffering a cumulative 10 points of magical
  slashing, acid, fire, lightning, or necrotic damage,
  at which point all segments of yarn not connected
  to the skein become normal yarn with no magical
  properties. The yarn is immune to all other types
  of damage.
  Paid. The yarn becomes invisible to everyone
  except you when you begin unraveling it. It
  becomes visible again once you ravel all
  connected segments back into the skein.
  Overpaid. If strung above the ground, creatures
  that move into the yarn suffer 1d6 magical
  slashing damage.
  Sigiled Starfish
  Skein of Skophos
  
  35
  SORROWFUL LEKYTHOS
  Wondrous item, common
  Price: 1-10 gp | high sentimentality
  This narrow clay flask stands 7 inches
  tall and is 3 inches at its widest diameter.
  It has an elegant thin handle and depicts a
  group of bards playing at a funeral. It
  weighs 3 pounds.
  You can pour up to 8 ounces of
  fragrant olive oil used for funerals out
  of the lekythos each day. The
  lekythos refills the next dawn.
  Anyone smelling the poured out
  oil remembers the saddest
  moments of their life until they
  stop smelling the oil.
  Loud sorrowful wails emit
  from within the lekythos when
  it’s empty.
  Paid. A chorus singing a sad
  dirge—the words indistinct—
  replaces the loud sorrowful
  wails when the lekythos is empty.
  Overpaid. Instead of hearing a chorus or
  wails when the lekythos is empty, anyone
  who has a deceased love one hears the
  voice of the deceased calling out from
  within the lekythos.
  SOUL-GUIDE LANTERN
  Wondrous item, uncommon — see
  card
  Price: 100-750 gp | low
  sentimentality
  When lit, any undead creature
  with a challenge rating of 1 or
  lower that comes within 60
  feet of the lantern becomes
  unconscious until it’s no
  longer within 60 feet of the
  lantern or the lantern
  extinguishes, whereupon it
  wakes prone if it has more
  than 0 hit points.
  Paid. Undead creatures with
  a challenge rating higher than 1
  must succeed a Wisdom saving
  throw (DC 15 - their challenge
  rating) or suffer the same effects
  from the lantern as undead
  creatures with a challenge rating of 1 or lower.
  Overpaid. The lantern has 3 charges, which are
  used to fuel the magic it contains. With the lantern
  in hand, you can use your action to expend 1
  charge to cast the banishment spell (save DC 15,
  no concentration required) on an undead creature.
  While a creature is banished by the lantern, you
  can't use the lantern to cast banishment again and
  the lantern glows with an ethereal white light that
  casts bright light in a 15-foot radius and dim light
  for an additional 30 feet. The lantern
  regains all expended charges daily at
  dawn.
  SPRINGLEAF DRUM
  Wondrous item, uncommon — see card
  Price: 600-1,000 gp | low
  sentimentality
  The springleaf is a large and robust
  leaf favored by satyrs for drum-
  making. Creatures find the deep, robust
  sound of these drums to be mesmerizing.
  Once a day, with the drum in hand, you
  can use an action to play the drum. Once
  you play the drum, your allies can use
  their action on their turn to cheer for your
  performance. For each ally who cheers your
  performance, you can choose one creature at the
  start of your next turn to charm for one turn.
  Creatures charmed in this way are immune to the
  drum's effects for the next 24 hours.
  Paid. Charmed creatures don’t realize they
  were charmed when the effect ends and abide by
  any agreements they made while charmed.
  Overpaid. Creatures can be charmed by the
  drum's effects for 5 turns, or 30
  seconds, before they become immune
  to the drum's effects for the next 24
  hours. If charmed creatures take
  damage, the charmed condition ends
  immediately and the creatures become
  immune to the drum's effects for the
  next 24 hours.
  STAFF OF ATHREOS
  Staff, legendary (requires attunement
  by a worshiper of a god of death) —
  see card
  Price: 100,000-200,000 gp | high
  sentimentality
  This gnarled staff belongs to devotees of
  Athreos, the god of passage, who ferries
  souls across the rivers separating the
  Underworld from the mortal realm. With the staff
  in hand, you can use an action to dip the base of
  the staff into water to transform the staff into a
  boat capable of carrying yourself and 6 creatures
  Sorrowful Lekythos
  Soul-Guide Lantern
  
  36
  of Medium size. When the staff transforms, its
  upper half forms the prow of the boat and you
  must maintain your grip on the prow to keep the
  staff transformed. When the staff first transforms
  into the boat, you raise your maximum hit points
  by 100 and gain 100 hit points. When the boat
  transforms back into the staff, you lower your
  maximum hit points by 100 and lose any hit
  points you have over your new maximum. You
  suffer all damage suffered by the boat or
  occupants of the boat. The boat has a speed of 60
  feet. You can let go of the prow or use an action
  while holding the prow to transform the boat back
  into the staff. The boat transforms back into the
  staff if you fall unconscious.
  Paid. While the staff is
  transformed into a boat, you
  gain resistance to all
  damage types and
  creatures can't make
  attacks of
  opportunity
  against you, your
  boat, or anyone
  in your boat. The
  boat can't capsize
  and occupants of
  the boat have
  advantage on
  saving throws
  against effects
  that would knock
  them out of the
  boat. You have
  advantage on attack rolls
  when an enemy is within 5
  feet of your boat.
  Overpaid. Once a day for the first ten days after
  you attune to the staff, you may cast the commune
  spell without requiring material components to
  contact Athreos.
  STARLIT MANTLE
  Wondrous item, very rare (requires attunement) —
  see card
  Price: 30,000-50,000 gp | high sentimentality
  This cloak is a window into a starry night sky and
  magic seems to bounce off it.
  While wearing the cloak, you gain a +2 bonus to
  saving throws against spells.
  Paid. While wearing the cloak, you gain a +2
  bonus to AC when targeted by spells.
  Overpaid. While wearing the cloak, you can use
  a reaction to share the effects of the cloak with
  one creature within 5 feet of you.
  STRAND OF ARASTA
  Wondrous item, rare (requires attunement) — see
  card
  Price: 1,000-2,000 gp | low sentimentality
  It’s said that Arasta's webs stretch from the
  Underworld through the mortal world into Nyx
  itself. This small strand has touched divinity and
  carries echoes of it—under sunlight, it sparkles
  like stars in a night sky, and at night, a faint, black
  fog emanates from it.
  While you have this strand wrapped around your
  body, your attacks deal an extra 1d4 necrotic
  damage and you regain lost hit points equal to the
  necrotic damage you dealt. You have
  advantage on checks to grapple
  creatures.
  Curse. This item is cursed if
  Arasta (MOoT) is alive.
  Attuning to it curses you
  until Arasta dies or you’re
  targeted by a remove curse
  spell or similar magic. As
  long as you remain cursed,
  you can't discard the
  strand, which sticks to your
  body and seems to generate
  more strands the more you
  tug. Each night, you suffer
  nightmares about being caught in
  a massive web woven of thin, white
  hair. You feel the strand vibrate around
  your body as a massive, ominous body
  approaches. Each day, you feel compelled to
  move closer to Arasta, though you don’t know
  her exact location. The nightmares intensify if you
  try to escape her web, and you’re unable to take a
  long rest unless you are closer to Arasta than
  when you finished your last long rest.
  Paid. Once a day, while you have this strand
  wrapped around your body, you can use an action
  to summon one Nyxborn giant spider (MM) to
  fight for you. You control the spider telepathically
  and it shares your initiative order. The spider
  persists until it dies or until dawn the next day,
  whichever occurs first.
  Overpaid. With some practice you realize the
  strands can be used to extend your reach. While
  you have this strand wrapped around your body,
  you gain 5 feet to your reach when you attack
  with melee weapons, as well as when determining
  your reach for opportunity attacks with them. You
  must roll a d10 every time you use your additional
  5 feet of reach, and if you roll a 1, you drop your
  weapon.
  Springleaf Drum
  
  37
  STUBBORN BOULDER
  Wondrous item, uncommon
  Price: 200-800 gp | high sentimentality
  This boulder starts as a rock small enough to fit in
  a pocket. If you use an action to speak the
  command word and throw the rock to a point on
  the ground within 60 feet of you, the rock
  becomes a giant boulder 5 feet in diameter
  weighing 4,000 pounds and immune to all
  damage. The rock harmlessly pushes away
  creatures occupying its space when it enlarges.
  Creatures must make a DC 14 Strength check for
  every attempt to move the boulder, and every
  success allows them to push it up to 10 feet. On a
  failure, they must succeed a DC 10 Strength check
  to keep the boulder in place or it begins moving
  backward.
  If the boulder has been moved away from the
  spot where you threw it, it attempts to roll back to
  its original spot at a speed of 20 feet using the
  most direct path possible but moving around
  immobile obstacles. Creatures must succeed a DC
  10 Strength check to stop the boulder from
  moving. If the boulder moves into another
  creature's space, it pushes the creature out of its
  path and the creature suffers 4d6 bludgeoning
  damage.
  The boulder persists until the person who spoke
  the command word to change the rock into a
  boulder speaks the command word again to turn
  the boulder back into a rock.
  Paid. The boulder no longer attempts to move
  around structures, instead running into them,
  dealing 8d6 bludgeoning damage as long as it
  remains in contact with the structure.
  Overpaid. When you speak the command word,
  you choose whether the boulder is 5 or 10 feet in
  diameter, but all its other attributes remain the
  same.
  SUN SPEAR
  Weapon (spear), artifact (requires attunement by a
  worshiper of Heliod) — see card
  Price: 200,000-500,000 gp | high sentimentality
  The Sun Spear is a magic weapon. It’s said to be a
  copy of Khrusor, the spear wielded by Heliod, god
  of the sun, which can strike anywhere on Theros,
  including the Underworld. This spear isn’t as
  powerful but is still formidable in the hands of a
  true believer of Heliod.
  You can use a bonus action to summon the spear
  into your hand as long as the spear is within 60
  feet of you. With the spear in hand, you can use a
  reaction to rebuff attacks rolls within 2 of your
  AC. When you rebuff an attack, it deals no
  damage but counts as having hit you for Divine
  Retribution and Divine Accuracy.
  Paid. You gain the following attributes when
  using the weapon:
  Divine Retribution. When you attack with the
  spear, you deal an additional 2d8 radiant damage
  whenever you hit a creature that hit you since
  your last turn.
  Divine Accuracy. When you throw the spear at a
  creature that hit you since your last turn, you
  automatically hit your target.
  Divine Blessing. With the spear in hand, you can
  use an action to target a creature within 60 feet of
  you that you can see to receive Heliod's blessing,
  granting them a +3 bonus to attack rolls, damage
  rolls, and AC until the end of your next turn.
  Overpaid. Once a day for the first ten days after
  you attune to the spear, you can cast the commune
  spell without requiring material components to
  contact Heliod.
  Destroying the Sun Spear. You can't easily
  unmake a weapon blessed by the gods. There are
  only two ways to destroy such a weapon: melt it
  down in Purphoros' forge, which resides within
  Mount Velus, or slay the god who blessed the
  weapon—in this case, Heliod—to transform the
  weapon into a nonmagical item that is susceptible
  to all methods of destruction.
  Stubborn Boulder
  
  38
  
  39
  TABLET OF OSTRACISM
  Story, common (requires attunement)
  Price: none | no sentimentality
  This magical tablet is already attuned to someone
  who has been ostracized and is used to track the
  person's exile. It’s linked with a twin tablet kept in
  the polis that ostracized the person. When a polis
  ostracizes someone, it gives the ostracized citizen
  the tablet with the duration of the ostracism
  imbued within it. Each day at dawn, if the tablet is
  in the ostracized person's possession and the
  person isn’t within the boundaries of the polis, the
  tablet subtracts 1 day from the duration of the
  ostracism. At the end of the ostracism's duration,
  both tablets crack in half and the polis allows the
  citizen to enter its borders again.
  While carrying the tablet, the ostracized citizen
  can’t re-enter the polis. Death is the penalty for an
  ostracized citizen entering the polis without the
  tablet.
  Whoever traded this intact tablet to the Gray
  Merchant is doomed to permanent exile. You
  wonder what may have driven someone to give up
  the opportunity to go home.
  If you wish to track down the person who traded
  away the tablet, the DM can craft a story about the
  person or generate one by rolling on the following
  tables:
  P���� ���� O��������� ��� P�����
  d3
  Home
  1
  Akros
  2
  Meletis
  3
  Setessa
  O��������� P�����
  d8
  Identity
  1
  Poli�cian
  2
  Soldier
  3
  Shopkeeper
  4
  Cleric
  5
  Commoner
  6
  Philosopher
  7
  Thaumaturge (wizard)
  8
  Quiet loner
  R����� ��� O��������
  d6
  Reason
  1
  Displayed too much hubris
  2
  Committed a crime against the city’s patron god
  3
  Ran afoul of a powerful person
  4
  Scapegoated for a natural disaster
  5
  Jeopardized the city’s defenses
  6
  Violated the city’s norms or mores
  C������ L�������
  d4
  Location
  1
  In the home polis
  2
  In another polis
  3
  Wandering a distant land
  4
  In the Underworld
  R����� ��� A��������� ��� T�����
  d6
  Reason
  1
  Wanted to return to the home polis under a
  different identity
  2
  Planned to betray the home polis
  3
  Gave up on waiting out the duration of the
  ostracism
  4
  Lost all emotional connection to the home polis
  5
  Was desperate for something the Gray
  Merchant offered and had nothing else to trade
  6
  Discovered a way to be allowed to return home
  without waiting out the duration of the ostracism
  Paid. You know that if you find the polis that
  ostracized the owner of the tablet, authorities
  there can identify the tablet and the owner's
  identity.
  Overpaid. You receive divine inspiration that
  teaches you the command word to activate the
  tablet, which causes engraved text to appear on its
  surface detailing the polis that ostracized the
  tablet's owner, the identity of the owner, and the
  reason for the ostracism.
  TELESCOPE
  Story, common
  Price: 10 gp | no sentimentality
  This telescope allows you to get a closer look at
  the constellations in the night sky.
  Paid. When you point the telescope at a
  constellation, you learn the story behind that god
  or hero.
  Overpaid. You can see the stars and
  constellations when you peer through the
  telescope even if it’s daytime or cloudy.
  Telescope
  
  40
  TENDRIL OF ARIXMETHES
  Wondrous item, rare — see card
  Price: 800-1,200 gp | low sentimentality
  This tendril came from the mouth of a slumbering
  kraken and flops around angrily. It has 60 hit
  points and 17 AC. You can spend 5 minutes
  stroking it softly while whispering a password to
  it until it falls asleep and becomes inert. You can
  then affix the tendril to any surface. When a
  creature comes within 5 feet of the tendril, it must
  say the password within 6 seconds or the tendril
  awakens and lashes out, dealing 1d6 bludgeoning
  damage if the creature fails a DC 14 Dexterity
  saving throw to dodge the attack. The tendril stops
  attacking when someone speaks the password
  within 30 feet of it.
  Paid. A creature struck by the tendril must
  succeed a DC 16 Strength saving throw or
  become restrained by the tentacle. The creature
  can repeat the saving throw at the start of its next
  turn, freeing itself on a success or remaining
  restrained and suffering another 1d6 bludgeoning
  damage on a failure. The tendril releases a
  creature it’s restraining if someone speaks the
  password within 30 feet of it. While the tendril is
  restraining a creature, it can’t attack or restrain
  another creature.
  Overpaid. With the tendril in hand, you can use
  an action to focus on the tendril and sense the
  direction of Arixmethes the kraken.
  THREE-HEADED COLLAR
  Wondrous item, uncommon (requires attunement)
  — see card
  Price: 450-800 gp | low sentimentality
  There are three collars connected to a leash. The
  collars only fasten around beasts with an
  Intelligence of 6 or lower. The distance between
  the collars and the length of the leash magically
  change to accommodate the size of collared
  beasts. One collar holds one beast unless the beast
  has more than one head. Collared beasts share
  senses and act as one creature, though they retain
  their individual abilities and actions. In combat,
  they share the same initiative order.
  
  41
  To collar a beast, you must grapple it while
  holding the collar.
  Paid. While you hold the leash, collared beasts
  don’t attempt to escape from you. The collar
  makes collared beasts non-hostile toward you but
  doesn’t compel them to be friendly or obedient.
  Overpaid. You have advantage on skill checks to
  fasten the collar around a beast.
  TRAVELER’S AMULET
  Wondrous item, uncommon — see card
  Price: 100-500 gp | low sentimentality
  The amulet contains a 2-inch-wide crystal globe
  that depicts a photorealistic diorama of a location
  you have visited. While holding the amulet, you
  can change the depicted location at will. The
  diorama is a generic landscape scene that gives no
  information about what’s present or occurring at
  that location in the present day.
  Paid. The amulet replaces all the material
  components required for the find the path spell.
  Overpaid. A creature holding the amulet can
  imagine a scene up to 1 minute long, and the
  amulet recreates the imagined scene as a looping,
  animated diorama within the crystal globe.
  TRICKSTER’S COIN
  Wondrous item, common
  Price: 80-200 gp | low sentimentality
  This gold coin has no markings on it but is
  otherwise a real gold coin worth the equivalent of
  1 gp when used for trade. Once a day, anyone can
  squeeze the coin twice in the span of 1 second to
  activate the coin. An activated coin returns to the
  hand of whoever activated it at dawn the next day.
  There is no way to detect if the coin has been
  activated, and the coin can’t be deactivated once
  activated. Attempts to activate an already
  activated coin have no effect.
  Paid. The coin changes shape to bear the
  markings of the most common currency that
  match its value in its surrounding area.
  Overpaid. The coin is now a platinum coin
  worth 1 pp, with all its other properties remaining
  the same, including its Paid properties.
  UNDYING ASPHODEL
  Wondrous item, common
  Price: 1-5 cp | no sentimentality
  The asphodel flowers on this sprig never wither,
  fall off, or otherwise suffer aging effects,
  appearing fresh as the day they were plucked.
  Paid. The sprig and its flowers are immune to all
  damage.
  Overpaid. The flowers don’t trigger allergies.
  VAPORS OF THE ORACLE
  Potion, very rare — see card
  Price: 4,000-12,000 gp | medium sentimentality
  Yellow smoke dances within a corked
  glass vial, forming the silhouettes of
  creatures and landscapes. When you
  inhale this potion, you fall into a
  trance, becoming incapacitated for
  3 minutes, and see visions of the
  immediate future.
  During the next 24 hours, you
  may declare up to 3 visions.
  Declaring a vision means you saw
  the next 60 seconds during your
  trance. You can experience the next
  60 seconds and afterward, decide
  whether you accept what happened
  as reality or reset to when you
  declared the vision to make
  different choices. If you reset to the start of the
  vision, you can't declare any more visions because
  your actions have changed the future. Combat
  makes time seem to rush by—if you enter
  initiative order during the vision and the vision’s
  remaining duration is greater than 12 seconds, the
  vision’s remaining duration becomes 12 seconds.
  Paid. You have resistance to nonmagical damage
  while you’re incapacitated by the potion.
  Overpaid. Residual vapors in your system allow
  you to see an ever-changing future. You’re able to
  declare up to 3 visions within 24 hours of inhaling
  the vapors even if you reset to the start of a vision
  and make different choices.
  VASE OF TALES
  Wondrous item, common
  Price: 35-85 gp | low sentimentality
  This clay vase stands 1 foot tall and is 8 inches in
  diameter at its widest point. It weighs 3 pounds.
  Paid. Every day the painting on the vase
  changes to depict a scene it witnessed the
  previous day. Touching the vase causes the
  painting to move, animating up to 1 hour of the
  scene. The DM determines what scene it depicts,
  but it favors dramatic moments filled with intense
  emotions. The painting is always rendered in a
  style consistent with traditional Theran art.
  Overpaid. While touching the vase, you can use
  a bonus action to change the painting on the vase
  to depict any scene it depicted in the last 5 days.
  Vapors of the Oracle
  
  42
  VEIL OF FAVOR
  Wondrous item, common
  Price: 10-50 gp | low sentimentality
  This semi-transparent white veil can be worn over
  your face. When looking through the veil, you see
  an undulating aura around intelligent creatures
  showing the amount of favor they’ve curried with
  the gods. A flat aura about one inch thick
  represents the average person who is dutiful to the
  gods. A sickly aura clings to those who have
  offended the gods while no aura means the gods
  have abandoned them and won’t answer their
  pleas. Those with thick auras or an almost
  overwhelming glow around them are favored by
  the gods due to great acts of piety or heroism, and
  they may even be chosen champions of a god.
  Paid. When you focus on a single creature, you
  learn which god they primarily worship.
  Overpaid. You also see glows around items
  which have been blessed or touched by a god and
  can focus on the item to learn which god blessed
  or touched it.
  WARHORN OF MOGIS
  Wondrous item, legendary (requires attunement by
  a devout worshiper of Mogis) — see card
  Price: 100,000-240,000 gp | high sentimentality
  This warhorn is carved from the horn of a
  minotaur, and Mogis only graces the most
  ferocious warriors with such a magic horn.
  Worshipers of Mogis (which typically include all
  Theran minotaurs with rare exceptions) covet
  such warhorns and go to great lengths to take one
  for themselves. If they discover you possess such
  a warhorn, they attack you to obtain it.
  Bound by Blood. You can't end attunement to
  the warhorn unless you die, lose the favor of
  Mogis, or use the wish spell. A creature that kills
  someone attuned to the warhorn automatically
  becomes attuned to the warhorn.
  Paid. When you blow the warhorn, all
  worshipers of Mogis within a mile of you are
  unable to attack you for the next hour and must
  make a DC 20 Wisdom saving throw. If they fail,
  they must obey any orders you communicate to
  them that they can understand for the next hour.
  During this time, they cooperate with each other
  to achieve your intended goal to the best of their
  ability, behaving like a disciplined army unless
  you explicitly order discord amongst their ranks.
  They don't need to obey an order to harm
  themselves. Once the effect ends, they become
  immune to the warhorn's effects for the next 24
  hours.
  Overpaid. Once a day for the first ten days after
  you attune to the warhorn, you may cast the
  commune spell without requiring material
  components to contact Mogis.
  WHIP OF EREBOS’ AGENT
  Weapon (whip), artifact (requires attunement by a
  creature opposed to the undead) — see card
  Price: 100,000-250,000 gp | high sentimentality
  This whip was taken from an agent of Erebos and
  echoes the properties of Mastix, the whip with
  endless reach possessed by the god of death
  himself. It has a leather handle from which hang
  small ivory carvings of skulls, and the lash
  twinkles with bleak and sorrowful starlight.
  With the whip in hand, you sense the presence of
  undead creatures when they come within 120 feet
  of you. You gain a +3 bonus to attack and damage
  rolls made against undead creatures with this
  magic weapon.
  Paid. You gain the following attributes when
  using the weapon:
  Control the Grave. You can use an action to lash
  the whip against the corpse of a creature that died
  within the last hour. The creature returns to life
  for 2 turns with maximum hit points and the stats
  it had in life. The creature shares your initiative
  order but takes its turn after yours and is
  considered a creature under your control. The
  creature uses its full movement and actions each
  turn to approach and attack a target you choose on
  Whip of Erebos’ Agent
  
  43
  your turn. When the creature drops to 0 hit points
  or 2 turns pass after the creature's revival, the
  creature's body evaporates into black smoke and
  its soul passes on to its journey to the
  Underworld, leaving no corpse behind and
  becoming unable to be raised from the dead.
  Life Link. When you’re hit by an attack, you can
  use your reaction to distribute the damage you’d
  take from being hit to up to two creatures you
  control instead. If the damage exceeds the
  remaining hit points of the creatures you
  designate, you suffer the excess damage.
  No Escape. If you raise creatures from the dead
  using any ability except the ones granted by this
  whip, Erebos conveys his displeasure by causing
  you to lose attunement to the whip. You can't
  attune to the whip again unless you placate Erebos
  with a suitable sacrificial offering.
  Overpaid. Once a day for the first ten days after
  you attune to the whip, you may cast the
  commune spell without requiring material
  components to contact Erebos.
  Destroying the Whip of Erebos. You can't easily
  unmake a weapon blessed by the gods. There are
  only two ways to destroy such a weapon: melt it
  down in Purphoros' forge, which resides within
  Mount Velus, or slay the god who blessed the
  weapon—in this case, Erebos—to transform the
  weapon into a nonmagical item that is susceptible
  to all methods of destruction.
  WINGS OF HUBRIS
  Adventuring gear, common — see card
  Price: 50-100 gp | no sentimentality
  These mechanical wings are inventions of the
  great thinker Dalakos. While wearing these wings
  on your back, you can use an action to flap your
  arms to fly upward up to 30 feet. Once in the air,
  the wings flap on their own using the power of the
  wind, allowing you to fly forward with a speed of
  60 feet. You must use an action to change
  direction, hover, ascend, or descend.
  The wings are destroyed if you take fire damage
  while wearing them or use them to fly higher than
  100 feet.
  Paid. The wings have 25 hit points, which can
  be restored by repairing them during a short
  rest. The wings are immune to all types of
  damage except fire and suffer the same
  amount of fire damage as you when you’re
  hit by fire damage. The wings are destroyed if
  they fall to 0 hit points.
  Overpaid. The wings are destroyed if you use
  them to fly higher than 200 feet instead of 100
  feet.
  WITCHES’ EYE
  Wondrous item, very rare — see card
  Price: 20,000-60,000 gp | medium sentimentality
  Commonly mistaken for witches, hence the
  misnomer, this eye actually comes from a coven
  of hags that share the eye to see the strands of
  destiny. If you’re missing an eye, placing the eye
  in your eye socket allows you to see using the eye.
  The eye has darkvision up to 120 feet, and you
  can use an action to observe a creature up to 60
  feet away to see how many hit points it has.
  Paid. Once a day, while holding the eye, you can
  use an action to cast the scrying spell without its
  material components requirement and with a DC
  of 20 for the target's Wisdom saving throw.
  Overpaid. The scrying spell's target's Wisdom
  saving throw DC is 25 instead of 20.
  XEBEC OF KRUPHIX
  Wondrous item, uncommon
  Price: 800-6,000 gp | low sentimentality
  This model of a xebec sailing ship is intricately
  detailed and quite a collector's item for fans of
  such crafts.
  Paid. The model grants favorable tailwinds
  when brought aboard a ship, increasing the ship's
  speed by 20 percent.
  Overpaid. At dawn each day, the model turns by
  itself to point its bow at the nearest shrine of
  Kruphix, god of horizons.
  Xebec of
  Kruphix
  
  44
  YOKE OF CAREFUL UNBURDENING
  Wondrous item, rare
  Price: 2,000-12,000 gp | low sentimentality
  This yoke must go on two pack animals traveling
  side-by-side for its effects to work. It magically
  adjusts its size to fit the creatures. Animals
  wearing the yoke can move double their usual
  maximum weight capacity when pulling a
  carriage, cart, chariot, sled, or wagon.
  Paid. While wearing the yoke, animals pulling a
  carriage, cart, chariot, sled, or wagon ignore
  difficult terrain.
  Overpaid. While wearing the yoke, animals
  pulling a carriage, cart, chariot, sled, or wagon
  can move at normal speed up to 12 hours a day
  without suffering exhaustion from a forced march.
  ZEPHYR SADDLE
  Wondrous item, rare
  Price: 1,000-6,000 gp | low sentimentality
  This saddle is shaped into an artistic
  representation of a gust of wind. A temperate
  breeze flows around you when you sit on it.
  Paid. While a horse wears the saddle, the horse
  gains +20 hit points, +4 AC, and +10 feet of
  speed.
  Overpaid. While using the saddle to ride a horse,
  you gain a +4 bonus to all checks to stay on the
  horse.
  
  45
  CHAPTER 3: RANDOM ROLL TABLES
  T
  his chapter has three sections. First, there are
  the recommended roll tables for determining
  the wares the Gray Merchant pulls from his
  bag if you use him as described in chapter 1.
  Second, there are roll tables which sort the items
  in this supplement by rarity. Finally, there are
  generic Magic Item loot tables similar to those in
  the Dungeon Master’s Guide should you instead
  wish to use the items in this supplement as loot
  obtained from random monsters, treasure chests,
  or dungeons.
  GRAY MERCHANT ROLL TABLES
  Since characters can obtain any item from the
  Gray Merchant for essentially no cost, you may
  wish to prevent him from presenting items of a
  power level far too high for your campaign. Roll
  tables are therefore provided by party level range.
  Each table gives a chance at specific item types/
  rarities. Once you determine the type, you then
  roll on the rarity tables in the next section, “Roll
  Tables by Rarity,” to select the actual item he
  draws from his bag.
  If you don’t want to use story or artifact items,
  roll on the Common Items table any time you’re
  directed to roll on a Story Items table, and roll on
  the Legendary Items table instead of the Artifacts
  table.
  L���� 1-2 M����������
  d100
  Item Type
  1-20
  Story (commons only)
  21-90
  Common
  91-00
  Uncommon
  *When rolling for 7 items, this table gives:
  71% chance of at least one story item
  99.9% chance of at least one common item
  52% chance of at least one uncommon item
  **Actual chances are higher since characters can get the Gray Merchant to
  refresh inventory
  L���� 3-4 M����������
  d100
  Item Type
  1-20
  Story
  21-70
  Common
  71-97
  Uncommon
  98-00
  Rare
  *When rolling for 7 items, this table gives:
  71% chance of at least one story item
  99.7% chance of at least one common item
  99.9% chance if not using story items
  89% chance of at least one uncommon item
  19% chance of at least one rare item
  **Actual chances are higher since characters can get the Gray Merchant to
  refresh inventory
  L���� 5-9 M����������
  d100
  Item Type
  1-10
  Story
  11-60
  Common
  61-85
  Uncommon
  86-99
  Rare
  00
  Very Rare
  *When rolling for 7 items, this table gives:
  52% chance of at least one story item
  99.2% chance of at least one common item
  99.9% chance if not using story items
  87% chance of at least one uncommon item
  65% chance of at least one rare item
  7% chance of at least one very rare item
  **Actual chances are higher since characters can get the Gray Merchant to
  refresh inventory
  L���� 10-14 M����������
  d100
  Item Type
  1-5
  Story
  6-25
  Common
  26-65
  Uncommon
  66-85
  Rare
  86-98
  Very Rare
  99
  Legendary
  00
  Artifact
  *When rolling for 7 items, this table gives:
  30% chance of at least one story item
  79% chance of at least one common item
  87% chance if not using story items
  97% chance of at least one uncommon item
  79% chance of at least one rare item
  62% chance of at least one very rare item
  13% chance of at least one legendary item or ar�fact
  7% chance of at least one ar�fact
  **Actual chances are higher since characters can get the Gray Merchant to
  refresh inventory
  L���� 15+ M����������
  d100
  Item Type
  1-5
  Story
  6-20
  Common
  21-55
  Uncommon
  56-80
  Rare
  81-95
  Very Rare
  96-99
  Legendary
  00
  Artifact
  *When rolling for 7 items, this table gives:
  30% chance of at least one story item
  68% chance of at least one common item
  79% chance if not using story items
  95% chance of at least one uncommon item
  87% chance of at least one rare item
  68% chance of at least one very rare item
  30% chance of at least one legendary item or ar�fact
  7% chance of at least one ar�fact
  **Actual chances are higher since characters can get the Gray Merchant to
  refresh inventory
  
  46
  ROLL TABLES BY RARITY
  Note that the following items aren’t listed in these
  tables despite being described in the supplement
  because they aren’t intended to be available from
  the Gray Merchant’s inventory: Gray Merchant’s
  gold coin (common story item), Ring of Anax
  (artifact ring), and Ring of Promised Reunion
  (artifact ring).
  S���� I���� (C����� O���)
  d6
  Item
  Page
  1
  Diary of Thrasios
  18
  2
  Fragment of Misera
  20
  3
  Iroan Pledge
  25
  4
  Scrap of Epic Poetry
  33
  5
  Tablet of Ostracism
  39
  6
  Telescope
  39
  S���� I����
  d8
  Item
  Page
  1
  Arrowhead Shard
  9
  2
  Diary of Thrasios
  18
  3
  Fragment of Misera
  20
  4
  Iroan Pledge
  25
  5
  Scrap of Epic Poetry
  33
  6
  Sigiled Starfish
  34
  7
  Tablet of Ostracism
  39
  8
  Telescope
  39
  C����� I����
  d100
  Item
  Page
  1-4
  Bidet of Thassa
  15
  5-8
  Callaphe’s Compass
  16
  9-13
  Cap of Authority
  17
  14-17
  Chorus Mask
  17
  18-21
  Dust of Nyx
  18
  22-25
  Fragment of Anger
  20
  26-29
  Fragment of Joy
  20
  30-34
  Funerary Mask
  22
  35-39
  Golden Funeral Mask of Asphodel
  22
  40-43
  Iridescent Pearl Necklace
  25
  44-47
  Judgy Golden Apple
  25
  48-51
  Karametran Sickle
  26
  52-55
  Leonin Hairbrush
  26
  56-59
  Leonin Snare
  26
  60-63
  Meletis Agora License
  27
  64-67
  Mirror of Alirios
  27
  68-71
  Quill of Ephara
  29
  72-75
  Setessan Joke Basket
  33
  76-79
  Sorrowful Lekythos
  35
  80-83
  Trickster’s Coin
  41
  84-88
  Undying Asphodel
  41
  89-92
  Vase of Tales
  41
  93-96
  Veil of Favor
  42
  97-00
  Wings of Hubris
  43
  U������� I����
  d100
  Item
  Page
  1-3
  Akroan Rocking Horse
  7
  4-6
  Alseid’s Gift
  7
  7-9
  Anvilwrought Raptor
  7
  10-12
  Aspect Icon - Deer
  10
  13-15
  Aspect Icon - Dolphin
  10
  16-18
  Aspect Icon - Dove
  10
  19-21
  Aspect Icon - Horse
  11
  22-24
  Aspect Icon - Owl
  12
  25-27
  Aspect Icon - Pig
  13
  28-30
  Aspect Icon - Vulture
  13
  31-33
  Aspect Icon - Wolf
  13
  34-35
  Astral Cornucopia
  13
  36-37
  Blade of Hubris
  15
  38-40
  Chapparal Grass
  17
  41-43
  Clay Owl
  17
  44-46
  Conspirator’s Whistle
  18
  47-49
  Dragon Teeth
  18
  50-52
  Euklisia of Ephara
  19
  53-55
  Flint of Phenax
  19
  56-58
  Floating Driftwood
  20
  59-61
  Golden Funeral Mask of Odunos
  22
  62-64
  Golden Funeral Masks of the Phalanx
  23
  65-66
  Heliod’s Glory
  25
  67-69
  Pharika’s Cure
  28
  70-72
  Phoenix Feather
  28
  73-75
  Prowler’s Helm
  28
  76-78
  Satyr’s Piloi
  32
  79-81
  Scarf of Athreos
  32
  82-84
  Skein of Skophos
  34
  85-87
  Soul-Guide Lantern
  35
  88-90
  Springleaf Drum
  35
  91-93
  Stubborn Boulder
  37
  94-95
  Three-Headed Collar
  40
  96-98
  Traveler’s Amulet
  41
  99-00
  Xebec of Kruphix
  43
  Vase of Tales
  
  47
  R��� I����
  d100
  Item
  Page
  1-5
  Adventurer’s Podium
  7
  6-11
  Archon Cape
  9
  12-16
  Aspect Icon - Donkey
  10
  17-21
  Aspect Icon - Peacock
  12
  22-26
  Aspect Icon - Swan
  13
  27-31
  Aspect Icon - Tortoise
  13
  32-36
  Bountiful Lekythos
  15
  37-41
  Crown of Atris
  18
  42-46
  Flamecast Wheel
  19
  47-51
  Fruit of Tizerus
  21
  52-56
  Laurel Wreath
  26
  57-62
  Lightning Diadem
  26
  63-67
  Mirror Shield
  27
  68-73
  Pharika’s Libation Jar
  28
  74-79
  Potion of Paradox
  28
  80-84
  Strand of Arasta
  36
  85-90
  Tendril of Arixmethes
  40
  91-95
  Yoke of Careful Unburdening
  44
  96-00
  Zephyr Saddle
  44
  V��� R��� I����
  d100
  Item
  Page
  1-6
  Archon Armor
  9
  7-12
  Aspect Icon - Gorgon
  11
  13-18
  Aspect Icon - Hydra
  11
  19-25
  Aspect Icon - Lamprey
  11
  26-31
  Aspect Icon - Manticore
  12
  32-37
  Entrancing Lyre
  19
  38-43
  Golden Funeral Mask of the
  Pseudamma
  23
  44-49
  Nyx Lotus
  27
  50-55
  Oreskos Heresy
  28
  56-61
  Rod of Gallia
  31
  62-67
  Rod of Keranos
  31
  68-74
  Sacrificial Knife
  32
  75-81
  Setessan Lasso
  34
  82-87
  Starlit Mantle
  36
  88-94
  Vapors of the Oracle
  41
  95-00
  Witches’ Eye
  43
  L�������� I����
  d6
  Item
  Page
  1
  Aspect Icon - Mongoose
  12
  2
  Fleetfeather Sandals
  19
  3
  Golden Funeral Mask of the Gray
  Merchant
  22
  4
  Pyxis of Pandemonium
  29
  5
  Staff of Athreos
  35
  6
  Warhorn of Mogis
  42
  A��������
  d100
  Item
  Page
  1-14
  Bident of Thassa’s Beloved
  14
  15-28
  Bow of Nylea’s Hunter
  15
  29-42
  Hammer of the Forged of Purphoros
  24
  43-57
  Ring of Cymede
  30
  58-72
  Rings of Kynaios and Tiro
  31
  73-86
  Sun Spear
  37
  87-00
  Whip of Erebos’ Agent
  42
  
  48
  RANDOM REWARD TABLES
  The following Magic Item tables are intended to
  function like the Random Magic Items tables of
  the same names in the Dungeon Master’s Guide.
  They can be used when providing random rewards
  for killing powerful monsters, completing quests,
  conquering dungeons, or otherwise finding
  treasure.
  Each table comes with footnotes explaining the
  philosophy behind its contents so you can better
  judge whether it’s an appropriate reward table for
  any given situation.
  Unless otherwise specified with keywords base
  or Overpaid, we recommend that items obtained
  through these tables come with their base and
  Paid properties. Paid and Overpaid properties
  always override base and Paid properties
  respectively if the two descriptions conflict.
  M���� I��� T���� A
  d100
  Item
  Page
  1-6
  Zephyr Saddle (base)
  44
  7-10
  Alseid’s Gift (base)
  7
  11-20
  Dust of Nyx (base)
  18
  21-30
  Fragment of Anger
  20
  31-40
  Fragment of Joy
  20
  41-50
  Gray Merchant’s gold coin
  (replace with Golden Funeral Mask of
  Asphodel if not using the Gray
  Merchant)
  23
  (or
  22)
  51-57
  Iridescent Pearl Necklace
  25
  58-65
  Meletis Agora License
  27
  65-74
  Pharika’s Cure
  28
  75-79
  Archon Cape (base, doesn’t require
  attunement)
  9
  80-89
  Setessan Joke Basket
  33
  90-00
  Undying Asphodel
  41
  This table contains limited use items or items that don’t exhibit strong
  magical effects. These are essen�ally items that provide flavor but are
  unlikely to impact the mechanics of the game.
  M���� I��� T���� B
  d100
  Item
  Page
  1-5
  Pharika’s Cure
  28
  6-9
  Rod of Gallia (base)
  31
  10-15
  Chapparal Grass
  17
  16-20
  Dragon Teeth
  18
  21-24
  Bidet of Thassa
  15
  25-29
  Cap of Authority
  17
  30-34
  Chorus Mask
  17
  35-39
  Funerary Mask
  22
  40-42
  Judgy Golden Apple
  25
  43-46
  Karametran Sickle
  26
  47-50
  Leonin Hairbrush
  26
  51-53
  Leonin Snare
  26
  54-57
  Meletis Agora License
  27
  58-61
  Mirror of Alirios
  27
  d100
  Item
  Page
  62-65
  Callaphe’s Compass
  16
  66-69
  Quill of Ephara
  29
  70-73
  Setessan Joke Basket (Overpaid)
  33
  74-77
  Sorrowful Lekythos
  35
  78-81
  Telescope
  39
  82-84
  Trickster’s Coin
  41
  85-87
  Vase of Tales
  41
  88-90
  Veil of Favor
  42
  91
  Wings of Hubris
  43
  92
  Prowler’s Helm
  28
  93
  Alseid’s Gift
  7
  94
  Astral Cornucopia
  13
  95
  Conspirator’s Whistle
  18
  96
  Euklisia of Ephara
  19
  97
  Scarf of Athreos
  32
  98
  Traveler’s Amulet
  41
  99
  Xebec of Kruphix
  43
  00
  Phoenix Feather
  28
  This table contains limited use items, adventuring gear, or items with
  minor magical effects that are unlikely to affect combat situa�ons.
  M���� I��� T���� C
  d100
  Item
  Page
  1-3
  Pharika’s Cure (Overpaid)
  28
  4-6
  Potion of Paradox (Overpaid)
  28
  7-11
  Dust of Nyx
  18
  12-15
  Callaphe’s Compass (Overpaid)
  16
  16-19
  Chapparal Grass (Overpaid)
  17
  20-25
  Chorus Mask (Overpaid)
  17
  26-30
  Funerary Mask (Overpaid)
  22
  31-35
  Iridescent Pearl Necklace (Overpaid)
  25
  36-39
  Mirror of Alirios (Overpaid)
  27
  40-44
  Quill of Ephara (Overpaid)
  29
  45-48
  Sorrowful Lekythos (Overpaid)
  35
  49-52
  Trickster’s Coin (Overpaid)
  41
  53-56
  Vase of Tales (Overpaid)
  41
  57-60
  Veil of Favor (Overpaid)
  42
  61-63
  Wings of Hubris (Overpaid)
  43
  64-67
  Aspect Icon - Deer (base)
  10
  68-71
  Aspect Icon - Dolphin (base)
  10
  72-75
  Aspect Icon - Dove (base)
  10
  76-79
  Aspect Icon - Horse (base)
  11
  80-83
  Aspect Icon - Owl (base)
  12
  84-87
  Aspect Icon - Pig (base)
  13
  88-90
  Aspect Icon - Vulture (base)
  13
  91-92
  Aspect Icon - Wolf (base)
  13
  93
  Clay Owl
  17
  94
  Flint of Phenax
  19
  95
  Floating Driftwood
  29
  96
  Golden Funeral Mask of Odunos
  22
  97
  Golden Funeral Masks of the Phalanx
  23
  98
  Heliod’s Glory
  25
  99
  Stubborn Boulder
  37
  00
  Akroan Rocking Horse
  7
  This table contains upgraded versions of many common items and slightly
  more powerful uncommons le� out of table B.
  
  49
  M���� I��� T���� D
  d100
  Item
  Page
  1
  Blade of Hubris
  15
  2-7
  Aspect Icon - Deer
  10
  8-13
  Aspect Icon - Dolphin
  10
  14-19
  Aspect Icon - Dove
  10
  20-25
  Aspect Icon - Owl
  12
  26-31
  Bountiful Lekythos (base)
  15
  32-37
  Conspirator’s Whistle (Overpaid)
  18
  38-43
  Dragon Teeth
  18
  44-49
  Euklisia of Ephara (Overpaid)
  19
  50-55
  Flint of Phenax (Overpaid)
  19
  56-60
  Floating Driftwood (Overpaid)
  20
  60-64
  Phoenix Feather
  28
  65-69
  Prowler’s Helm
  28
  70-74
  Satyr’s Piloi
  32
  75-79
  Scarf of Athreos (Overpaid)
  32
  80-84
  Skein of Skophos
  34
  85-90
  Springleaf Drum (base)
  35
  91-92
  Stubborn Boulder
  37
  93-95
  Three-Headed Collar
  40
  96-98
  Traveler’s Amulet (Overpaid)
  41
  99-00
  Xebec of Kruphix (Overpaid)
  43
  This table contains the less powerful uncommon items.
  M���� I��� T���� E
  d100
  Item
  Page
  1-5
  Phoenix Feather (Overpaid)
  28
  6-9
  Akroan Rocking Horse (Overpaid)
  7
  10-14
  Anvilwrought Raptor
  7
  15-19
  Aspect Icon - Horse
  11
  20-24
  Aspect Icon - Pig
  13
  25-29
  Aspect Icon Vulture
  13
  30-34
  Aspect Icon - Wolf
  13
  35-39
  Aspect Icon - Peacock (base)
  12
  40-44
  Aspect Icon - Swan (base)
  13
  45-49
  Aspect Icon - Tortoise (base)
  13
  50-55
  Clay Owl (Overpaid)
  17
  56-60
  Dragon Teeth (Overpaid)
  18
  61-64
  Golden Funeral Masks of the Phalanx
  (Overpaid)
  23
  65-68
  Heliod’s Glory (Overpaid)
  25
  69-72
  Leonin Snare (Overpaid)
  26
  73-75
  Prowler’s Helm (Overpaid)
  28
  76-78
  Satyr’s Piloi (Overpaid)
  32
  79-81
  Skein of Skophos (Overpaid)
  34
  82-84
  Springleaf Drum
  35
  85-87
  Stubborn Boulder (Overpaid)
  37
  88-89
  Flamecast Wheel (base)
  19
  90-91
  Bountiful Lekythos
  15
  92-93
  Lightning Diadem (base)
  26
  94-95
  Mirror Shield (base)
  27
  96-97
  Tendril of Arixmethes (base)
  40
  98-99
  Yoke of Careful Unburdening (base)
  44
  00
  Pharika’s Libation Jar (base)
  28
  This table contains the most powerful uncommon items and some
  downgraded rares.
  M���� I��� T���� F
  d100
  Item
  Page
  1
  Blade of Hubris
  15
  2-3
  Akroan Rocking Horse (Overpaid)
  7
  4-5
  Alseid’s Gift (Overpaid)
  7
  6-7
  Dragon Teeth (Overpaid)
  18
  8-9
  Funerary Mask (Overpaid)
  22
  10-11
  Quill of Ephara (Overpaid)
  29
  12-13
  Trickster’s Coin
  41
  14-15
  Witches’ Eye (base)
  43
  16-17
  Aspect Icon (Overpaid) (roll d8)
  1
  Deer
  10
  2
  Dolphin
  10
  3
  Dove
  10
  4
  Horse
  11
  5
  Owl
  12
  6
  Pig
  13
  7
  Vulture
  13
  8
  Wolf
  13
  18-19
  Astral Cornucopia (Overpaid)
  13
  19-20
  Clay Owl (Overpaid)
  17
  21-23
  Conspirator’s Whistle (Overpaid)
  18
  24-27
  Flint of Phenax (Overpaid)
  19
  28-31
  Floating Driftwood (Overpaid)
  20
  32-35
  Stubborn Boulder (Overpaid)
  37
  36-38
  Strand of Arasta
  36
  39-41
  Archon Armor (base)
  9
  42-44
  Archon Cape
  9
  45-47
  Aspect Icon - Donkey (base)
  10
  48-50
  Aspect Icon - Peacock
  12
  51-53
  Aspect Icon - Swan
  13
  54-56
  Aspect Icon - Tortoise
  13
  57-59
  Wings of Hubris (Overpaid)
  43
  60-61
  Bountiful Lekythos
  15
  62-63
  Crown of Atris (base)
  18
  64-65
  Flamecast Wheel
  19
  66-67
  Fruit of Tizerus
  21
  68-69
  Laurel Wreath
  26
  70-71
  Leonin Snare (Overpaid)
  26
  72-73
  Lightning Diadem
  26
  74-75
  Mirror Shield
  27
  76-77
  Potion of Paradox (Overpaid)
  28
  78-79
  Phoenix Feather (Overpaid)
  28
  80-81
  Prowler’s Helm (Overpaid)
  28
  82-83
  Satyr’s Piloi (Overpaid)
  32
  84-85
  Skein of Skophos (Overpaid)
  34
  86-87
  Tendril of Arixmethes
  40
  88-89
  Three-Headed Collar (Overpaid)
  40
  90-91
  Yoke of Careful Unburdening
  44
  92-93
  Zephyr Saddle
  44
  94-95
  Pharika’s Libation Jar
  28
  96
  Strand of Arasta (Overpaid)
  36
  97
  Crown of Atris (Overpaid)
  18
  98
  Zephyr Saddle (Overpaid)
  44
  99
  Adventurer’s Podium
  7
  00
  Bountiful Lekythos (Overpaid)
  15
  This table is a grab bag of func�onal commons, uncommons, and rares.
  
  50
  M���� I��� T���� G
  d100
  Item
  Page
  1
  Strand of Arasta (Overpaid)
  36
  2-6
  Aspect Icons (roll d10)
  1
  Wolf (Overpaid)
  13
  2
  Vulture (Overpaid)
  13
  3
  Donkey
  10
  4
  Peacock (Overpaid)
  12
  5
  Swan (Overpaid)
  13
  6
  Tortoise (Overpaid)
  13
  7
  Gorgon (base)
  11
  8
  Hydra (base)
  11
  9
  Lamprey (base)
  11
  0
  Manticore (base)
  12
  7
  Pharika’s Cure (Overpaid)
  28
  8
  Vapors of the Oracle (base)
  41
  9
  Potion of Paradox (Overpaid)
  28
  10
  Callaphe’s Compass (Overpaid)
  16
  11
  Funerary Mask (Overpaid)
  22
  12
  Golden Funeral Mask of Asphodel
  (Overpaid)
  22
  13
  Leonin Hairbrush (Overpaid)
  26
  14
  Leonin Snare (Overpaid)
  26
  15
  Meletis Agora License
  27
  16
  Mirror of Alirios (Overpaid)
  27
  17
  Quill of Ephara (Overpaid)
  29
  18
  Trickster’s Coin (Overpaid)
  41
  19
  Vase of Tales (Overpaid)
  41
  20
  Wings of Hubris (Overpaid)
  43
  21
  Akroan Rocking Horse
  7
  22
  Akroan Rocking Horse (Overpaid)
  7
  23
  Alseid’s Gift (Overpaid)
  7
  24
  Astral Cornucopia (Overpaid)
  13
  25
  Chapparal Grass (Overpaid)
  17
  26
  Aspect Icon - Horse (Overpaid)
  11
  27
  Clay Owl (Overpaid)
  17
  28
  Springleaf Drum
  35
  29
  Conspirator’s Whistle (Overpaid)
  18
  30
  Dragon Teeth
  18
  31
  Dragon Teeth (Overpaid)
  18
  32
  Flint of Phenax (Overpaid)
  19
  33
  Floating Driftwood (Overpaid)
  20
  34
  Golden Funeral Mask of Odunos
  (Overpaid)
  22
  35
  Golden Funeral Masks of the Phalanx
  (Overpaid)
  23
  36
  Heliod’s Glory (Overpaid)
  25
  37
  Phoenix Feather
  28
  38
  Phoenix Feather (Overpaid)
  28
  39
  Prowler’s Helm (Overpaid)
  28
  40
  Satyr’s Piloi (Overpaid)
  32
  41
  Scarf of Athreos (Overpaid)
  32
  42
  Skein of Skophos (Overpaid)
  34
  43
  Soul-Guide Lantern (Overpaid)
  35
  44
  Springleaf Drum (Overpaid)
  35
  45
  Stubborn Boulder (Overpaid)
  37
  46
  Three-Headed Collar (Overpaid)
  40
  47
  Yoke of Careful Unburdening
  44
  d100
  Item
  Page
  48
  Zephyr Saddle
  44
  49
  Flamecast Wheel
  19
  50
  Fruit of Tizerus
  21
  51
  Adventurer’s Podium
  7
  52
  Archon Cape (Overpaid)
  9
  53
  Crown of Atris
  18
  54
  Flamecast Wheel (Overpaid)
  19
  55
  Laurel Wreath
  26
  56
  Lightning Diadem
  26
  57
  Mirror Shield
  27
  58
  Tendril of Arixmethes
  40
  59
  Yoke of Careful Unburdening
  (Overpaid)
  44
  60
  Zephyr Saddle (Overpaid)
  44
  61
  Pharika’s Libation Jar (Overpaid)
  28
  62
  Adventurers’ Podium (Overpaid)
  7
  63
  Archon Armor
  9
  64
  Entrancing Lyre (base)
  19
  65
  Golden Funeral Mask of the
  Pseudamma (base)
  23
  66
  Nyx Lotus (base)
  27
  67-68
  Oreskos Heresy
  28
  69
  Rod of Gallia
  31
  70
  Rod of Keranos (base)
  31
  71-72
  Sacrificial Knife
  32
  73
  Setessan Lasso (base)
  34
  74
  Starlit Mantle (base)
  36
  75
  Aspect Icon - Gorgon
  11
  76
  Aspect Icon - Hydra
  11
  77
  Aspect Icon - Lamprey
  11
  78
  Aspect Icon - Manticore
  12
  79
  Entrancing Lyre
  19
  80
  Golden Funeral Mask of the
  Pseudamma
  23
  81
  Setessan Lasso
  34
  82
  Starlit Mantle
  36
  83
  Vapors of the Oracle
  41
  84-85
  Witches’ Eye
  43
  86
  Nyx Lotus
  27
  87
  Crown of Atris (Overpaid)
  18
  88
  Lightning Diadem (Overpaid)
  26
  89
  Mirror Shield (Overpaid)
  27
  90
  Vapors of the Oracle (Overpaid)
  41
  91
  Pyxis of Pandemonium
  29
  92
  Setessan Lasso (Overpaid)
  34
  93
  Starlit Mantle (Overpaid)
  36
  94
  Staff of Athreos (base)
  35
  95
  Bident of Thassa’s Beloved (base)
  14
  96
  Bow of Nylea’s Hunter (base)
  15
  97
  Hammer of the Forged of Purphoros
  (base)
  24
  98
  Sun Spear (base)
  37
  99
  Whip of Erebos’ Agent (base)
  42
  00
  Golden Funeral Mask of the Gray
  Merchant (base)
  22
  This table is a mix of all rari�es.
  
  51
  M���� I��� T���� H
  d100
  Item
  Page
  1
  Strand of Arasta (Overpaid)
  36
  2-4
  Anvilwrought Raptor (Overpaid)
  7
  5-7
  Golden Funeral Masks of the Phalanx
  (Overpaid)
  23
  8-10
  Springleaf Drum (Overpaid)
  35
  11-13
  Stubborn Boulder (Overpaid)
  37
  14-16
  Vapors of the Oracle (Overpaid)
  41
  17-19
  Adventurers’ Podium (Overpaid)
  7
  20-22
  Aspect Icon - Donkey (Overpaid)
  10
  23-25
  Bountiful Lekythos (Overpaid)
  15
  26-28
  Crown of Atris (Overpaid)
  18
  29-31
  Flamecast Wheel (Overpaid)
  19
  32-34
  Fruit of Tizerus (Overpaid)
  21
  35-37
  Lightning Diadem (Overpaid)
  26
  38-40
  Mirror Shield (Overpaid)
  27
  41-42
  Pharika’s Libation Jar (Overpaid)
  28
  43-44
  Tendril of Arixmethes
  40
  45-46
  Yoke of Careful Unburdening
  (Overpaid)
  44
  47-48
  Archon Armor (Overpaid)
  9
  49-50
  Aspect Icon - Gorgon (Overpaid)
  11
  51-52
  Aspect Icon - Hydra (Overpaid)
  11
  53-54
  Aspect Icon - Lamprey (Overpaid)
  11
  55-56
  Aspect Icon - Manticore (Overpaid)
  12
  57-58
  Entrancing Lyre (Overpaid)
  19
  59-60
  Golden Funeral Mask of the
  Pseudamma
  23
  61-62
  Nyx Lotus (Overpaid)
  27
  63-64
  Oreskos Heresy (Overpaid)
  28
  65-66
  Rod of Gallia (Overpaid)
  31
  67-68
  Rod of Keranos
  31
  69-70
  Sacrificial Knife
  32
  71-72
  Setessan Lasso (Overpaid)
  34
  73-74
  Starlit Mantle (Overpaid)
  36
  75-76
  Witches’ Eye (Overpaid)
  43
  77-78
  Pyxis of Pandemonium
  29
  79-80
  Fleetfeather Sandals
  19
  81-82
  Staff of Athreos
  35
  83-84
  Warhorn of Mogis
  42
  85-86
  Aspect Icon - Mongoose
  12
  87-88
  Golden Funeral Mask of the
  Pseudamma (Overpaid)
  23
  89-90
  Golden Funeral Mask of the Gray
  Merchant (base)
  22
  91
  Bident of Thassa’s Beloved
  14
  92
  Bow of Nylea’s Hunter
  15
  93
  Hammer of the Forged of Purphoros
  24
  94
  Sun Spear
  37
  95
  Whip of Erebos’ Agent
  42
  96
  Golden Funeral Mask of the Gray
  Merchant
  22
  97
  Aspect Icon - Mongoose
  12
  98
  Ring of Cymede
  30
  99
  Ring of Anax
  29
  00
  Rings of Kynaios and Tiro
  31
  This table has high level items, including most legendaries and ar�facts.
  M���� I��� T���� I
  d100
  Item
  Page
  1-4
  Vapors of the Oracle (Overpaid)
  41
  5-8
  Fruit of Tizerus (Overpaid)
  21
  9-11
  Lightning Diadem (Overpaid)
  26
  12-15
  Mirror Shield (Overpaid)
  27
  16-19
  Pharika’s Libation Jar (Overpaid)
  28
  20-24
  Aspect Icon - Gorgon (Overpaid)
  11
  25-29
  Aspect Icon - Hydra (Overpaid)
  11
  30-34
  Aspect Icon - Lamprey (Overpaid)
  11
  35-39
  Aspect Icon - Manticore (Overpaid)
  12
  40-43
  Entrancing Lyre (Overpaid)
  19
  44-47
  Golden Funeral Mask of the
  Pseudamma (Overpaid)
  23
  48-52
  Nyx Lotus (Overpaid)
  27
  53-57
  Oreskos Heresy (Overpaid)
  28
  58-61
  Rod of Gallia (Overpaid)
  31
  62-65
  Rod of Keranos
  31
  66-70
  Sacrificial Knife
  32
  71-75
  Setessan Lasso (Overpaid)
  34
  76-79
  Starlit Mantle (Overpaid)
  36
  80-81
  Aspect Icon - Mongoose (Overpaid)
  12
  82-83
  Fleetfeather Sandals (Overpaid)
  19
  84-85
  Golden Funeral Mask of the Gray
  Merchant
  22
  86-87
  Pyxis of Pandemonium
  29
  88-89
  Staff of Athreos
  35
  90-91
  Warhorn of Mogis
  41
  92
  Bident of Thassa’s Beloved
  14
  93
  Bow of Nylea’s Hunter
  15
  94
  Hammer of the Forged of Purphoros
  24
  95
  Sun Spear
  37
  96
  Whip of Erebos’ Agent
  42
  97
  Rings of Kynaios and Tiro (Overpaid)
  31
  98
  Ring of Anax (Overpaid)
  29
  99
  Ring of Cymede (Overpaid)
  30
  00
  Ring of Promised Reunion
  30
  This table contains the most powerful items in the supplement.
  
  52
  CREDITS
  Lead Writer: Grady Wang
  Writer & Editor: Theo Thourson
  Cover Ar�st: Victor Tan
  Interior Ar�st & Layout Designer: Grady Wang
  Magic: The Gathering Consultant: Cassie Rose
  Footer Graphic Designer: penji.co (Billie Cordova)
  Gallant Goblin Logo Ar�sts: penji.co (mascot by Kenny
  Samson, typography by Luigi Nablo)
  penji.co is a subscrip�on graphic design service that has
  served us well when we need a middle ground between
  free art resources and a commissioned ar�st. You can try
  one month with 15% off by entering our promo code
  27HIIFRTA1261503 or clicking the links above. We receive
  a referral bonus if you sign up with our code.
  Special thanks to Ashley Warren for her mentorship and
  advice on produc�vity, crea�vity, and the wild world of
  wri�ng for TTRPGs. Sa�ne Phoenix for providing
  developmental consul�ng. You can join both on Patreon
  and benefit from the wisdom they share to their backers
  as well.
  Royalty-free art resources used from the following sites:
  pexels.com, pixabay.com, share.substance3d.com,
  textures.com, turbosquid.com
  “Watercolor Spla�ers” brushes from brusheezy.com
  licensed under Crea�ve Commons BY-ND
  Party vector created by macrovector from freepik.com
  h�ps://www.freepik.com/free-photos-vectors/party
  ABOUT THE AUTHORS
  GRADY WANG and THEO
  THOURSON are co-founders
  of THE GALLANT GOBLIN,
  which began as a YouTube
  review channel for TTRPG
  miniatures.
  We currently live in
  Bakersfield, California with
  our family of rescue cats
  and are hard at work
  creating content to help you
  make the most of your
  TTRPG gaming experience. We’d love to hear
  from you about this supplement, how you used it
  in your game, or anything else that comes to mind!
  Join us on:
  YouTube
  youtube.com/thegallantgoblin
  Twitter
  @gallantgoblin
  Facebook
  facebook.com/thegallantgoblin
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  @thegallantgoblin
  Our website gallantgoblin.com
  Did you enjoy The Gray
  Merchant of Asphodel? If so,
  check out our other DMs
  Guild content by searching for
  author: The Gallant Goblin!
  Check back periodically for
  new adventures coming your
  way!
  Looking for cute t-shirts or
  other merchandise? Support
  the creation of future content,
  including free releases, by
  checking out our burgeoning
  new store page on
  Redbubble!
  ON THE COVER
  The eponymous Gray Merchant gives a slain hydra a
  funeral, slathering clay on its heads to create funeral
  masks. Why would the Gray Merchant do this? Why
  does the Gray Merchant do anything?
  The cover art is intended as a followup to the events
  depicted on both the normal and collector edition
  covers of Mythic Odysseys of Theros.
  Disclaimer: The Gallant Goblin isn’t responsible for accidents or injuries incurred by a�empts to cast plane shi� or ignite your Planeswalker spark in order to
  reach Theros. If you haven’t yet experienced a world filled with omnipotent beings who send you on adventures and then strike you down on a whim when
  you become too powerful, we ask: what version of D&D are you playing?
  
  53
  The Gray Merchant of Asphodel is a
  companion to the Dungeons &
  Dragons sourcebook Mythic
  Odysseys of Theros. Containing over
  100 new items inspired by Greek
  mythology and cards from the Theros
  setting of Magic: The Gathering,
  it’ll bring this new setting to life with
  mysterious items steeped in lore.
  Add the fan-favorite Gray Merchant as
  a wandering trader, perhaps divinely
  touched, who can be a vendor of these
  new items and also the source of
  intriguing new stories and adventures.
  With beautiful art, creative design, and
  new mechanics, this is one supplement
  you won’t want to miss. Wow your
  players by bringing even more Magic
  to your table!
  GallantGoblin.com
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The Gallant Goblin - Gray Merchant of Asphodel v2.pdf