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  Volume One: Magic Items 
  Includes new materials for common gear, as well as 
  forty completely new items to use in your games! 
  A 5th Edition D&D Supplement 
  
   
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  Contents 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, 
  Forgotten Realms, the dragon ampersand, Player’s Handbook, 
  Monster Manual, Dungeon Master’s Guide, D&D Adventurers 
  League, 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. All characters and their distinctive 
  likenesses are property of Wizards of the Coast.  
  This material is protected under the copyright laws of the United 
  States of America. Any reproduction or unauthorized use of the 
  material or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast. 
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 
  98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-
  Boéchat 31, 2800 Delémont, CH. Represented by Hasbro 
  Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, 
  UB11 1ET, 
   
   
   
   
  ON THE COVER 
  Aaron Lee illustrates a mighty paladin’s last 
  stand who, aided by his artefacts, faces the 
  horrors of the Abyss. 
   
   
   
   
   
   
   
   
   
   
   
  Introduction 
  Page 1 
   
   
  Mask of the Dead (R) 
  Page 13 
   
  Foreword 
  1 
   
   
  Molemantle (U) 
  14 
   
  Dungeon Master’s Notes 
  1 
   
   
  Morenth’s Line (R) 
  14 
   
  Rarity and Value Table 
  2 
   
   
  Orb of the Prophet (VR) 
  14 
  Magic Items, A-Z  
  Page 3 
   
   
  Pacifist (R) 
  15 
   
  Amulet of the Exorcist (U) 
  3 
   
   
  Plagebearer’s Ring (U) 
  15 
   
  Arcanist’s Crown (R) 
  3 
   
   
  Pledgekeeper (R) 
  16 
   
  Bloodbound Striker (C) 
  4 
   
   
  Pondhopper’s Necklace (U) 
  16 
   
  Bonelesss Costume (R) 
  4 
   
   
  Quartermaster’s Pouch (R) 
  17 
   
  Circlet of Neverdeath (U) 
  4 
   
   
  Resistant Wristlet (C)  
  18 
   
  Claw of Chaos (VR) 
  5 
   
   
  Shield-maiden’s Buckler (U) 
  18 
   
  Doomsight (R) 
  6 
   
   
  Shoes of Blinking (R) 
  18 
   
  Dragoneye (R) 
  6 
   
   
  Slippery Sandals (U) 
  19 
   
  Elixir of Absolution (L) 
  7 
   
   
  Springboard (U) 
  19 
   
  Flamechaser Bottle (R) 
  7 
   
   
  Staff of the Trickster (R) 
  19 
   
  Flowedge Slayer (U) 
  8 
   
   
  Tooth of Chaos (R) 
  20 
   
  Fool’s Chapeau (U) 
  8 
   
   
  Universal Gear (VR) 
  20 
   
  Gambler’s Club (U) 
  9 
   
   
  Vendetta (L) 
  21 
   
  Giggling Bracelet (C) 
  9 
   
  Materials 
  Page 22 
   
  Golden Cutlery (U) 
  9 
   
   
  Dungeon Master’s Notes 
  22 
   
  Graverobber’s Mittens (U) 
  10 
   
   
  Aeroglass  
  22 
   
  Hollowblade Sword (R) 
  11 
   
   
  Darksteel 
  23 
   
  Immaculate Cloak (R) 
  11 
   
   
  Ogrehair 
  23 
   
  King’s Cross (R) 
  11 
   
   
  Outleather  
  24 
   
  Map of Wandering Souls (U) 
  12 
   
   
  Warscale 
  24 
   
  Mask of Many Friends (U) 
  12 
   
  Credits 
  Page 25 
  
   
  1 
  Page 
  Introduction 
   
  Foreword
  Come on in, don’t be shy! I am sure that you 
  will find something suitable for your 
  profession here, whether you are a monk, a 
  rogue or a wizard. I have fine fiendish blades 
  from the depths of hell, glittering maces crated 
  by the grandest of celestials, shields made of 
  pure magic and much, much more. Just let 
  your purse jingle and I will work my magic, 
  just as you work yours. And don’t even think 
  of trying anything stupid, or you’ll witness 
  the might of my merchandise first-hand!  
                                    -Adrianus Quell,     
  Merchant Prince. 
  Each civilization is different. Some 
  creatures crave the power to emulate 
  godlike wisdom and insight; others 
  pursue the subtle art of weaving 
  magic into fine armour and weapons 
  while others desire nothing more than 
  everyday quality of life improvements, 
  creating endless mugs of ale and 
  warm coats. 
  Whatever their case might have been, 
  many of their creations now lie 
  abandoned, whether they have been 
  forgotten deep beneath the 
  Anaurochian desert just waiting to be 
  discovered or rusting on an old 
  merchant’s desk, with him unaware of 
  the power contained within. They are 
  just waiting to be looted, collected, 
  bought or obtained via any means and 
  most adventurers are more than 
  happy to obtain them. 
  After all, what is a treasure hoard 
  without at least a couple of new 
  trinkets to play around with? 
   
   
  Dungeon Master’s Notes 
  Each item has been presented in the 
  following format: 
  1. Name. You will notice that many 
  items in this volume are named, 
  meaning that they are usually unique. 
  This gives them additional flavour and 
  makes them even more impactful 
  when obtained. This part will also 
  contain an alternative, more gameplay 
  oriented name should you be 
  interested in giving out duplicates.  
  2. Rarity. Items will be categorized 
  using the default D&D ‘Dungeon 
  Master’s Guide’ system, splitting them 
  into common-uncommon-rare-
  legendary categories. The guidelines 
  have been preserved to the best of our 
  knowledge, to keep them as powerful 
  as their equivalents.  
  3. Origins. This new characteristic 
  gives an example for who could have 
  created the item, making it much 
  easier to find suitable adventure 
  hooks and more coherent treasure 
  piles. 
  4. Flavour Text. Each item has been 
  adorned with a plethora of 
  characteristics, to make it much 
  easier for you to introduce it to your 
  characters. Naturally feel free to 
  change them to suit the situation a bit 
  better. Most items have been created 
  with minor quirks and properties in 
  mind, giving the players additional 
  roleplay opportunities. 
  5. Properties. This part will explain 
  all the effects of the item and, for your 
  convenience, will also often contain 
  the explanation for effects that the 
  item may replicate.  
   
  
   
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  Page 
  For your added convenience, all items 
  have been organized in the 
  alphabetical order, with their rarities 
  clearly marked next to them. You can 
  find this table at the beginning of the 
  volume. 
  These items were not created with 
  selling and buying them in mind, so 
  should you be interested in allowing 
  your players to trade for them, please 
  refer to the ‘Selling a Magic Item’ table 
  available on page 130 of the Dungeon 
  Master’s Guide, using the items’ 
  respective rarities as starting points 
  when defining prices.  
  While the items have been created 
  following the appropriate guidelines 
  and they should be well suited for 
  normal adventures, it is possible that 
  your players will come up with odd, 
  unpredictable uses for an item. 
  Should that be the case, feel free to 
  change an effect on the spot if it is 
  breaking the game, or reward 
  creativity! After all, only the Dungeon 
  Master is capable of adjusting to any 
  situation.  
  Should you feel like any of the items 
  are blatantly broken or are simply 
  unsure of how one of them works, feel 
  free to refer to the Frequently Asked 
  Questions section of the store page, or 
  leave a question underneath the 
  product.  
   
   
  In addition, this product includes a 
  number of completely new materials 
  for your adventurers to fashion items 
  out of. They have been listed at the 
  end of the volume, each one of them 
  adding new properties to the items 
  they are made of. Feel free to even 
  modify magic items with them, adding 
  even more depth to the loot! 
  Without further ado, I hope that you 
  will find these items to your liking and 
  that they will improve your gaming 
  experience. Thank you for your 
  support! 
                                 -Matt, Author 
  of the Arcane Armory series. 
   
   
  Magic Item Rarity and Value 
  This small reminder has been 
  copied from the Dungeon 
  Master’s Guide for your 
  convenience. You can use it to 
  determine the quality of the 
  items you can give out to keep 
  the game under control.  
  Rarity 
  Player Lv. 
  Value 
  Common 
  1st + 
  50-100 
  Uncommon 1st + 
  101-500 
  Rare  
  5th + 
  501-5k 
  Very Rare 
  11th + 
  5k – 50k 
  Legendary 
  17th + 
  50k + 
   
  
   
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  Magic Items, A-Z 
   
  ⇋Amulet of the Exorcist⇌ 
  Wondrous Item, Uncommon.  
  Origins: A powerful monastery 
  dedicated to hunting down shadows 
  and wraiths of all kind. 
  This silvery necklace is often made to 
  represent a source of positivity, the sun 
  or a blossoming flower – a rose, a lily 
  or something common to the region. It 
  is said that it represents new life, as it 
  empowers the wearer and protects 
  them from harm. Often employed by 
  monster hunters and priests, these 
  necklaces offer exceptional protection 
  from ghosts and the like. They also 
  instil a sense of serenity to the wearer, 
  making them less nervous even when 
  faced with an overwhelming force. 
  As long as you are wearing this 
  necklace you are immune to all the 
  negative effects of the hallow spell.   
  In addition, all incorporeal 
  creatures (Wraiths, Ghosts and 
  any other similar creature 
  missing a material body) have 
  disadvantage on all attack rolls 
  against you. 
   
  ⇋Arcanist’s Crown ⇌ 
  Wondrous Item, Rare. Requires 
  Attunement by a Spellcaster. 
  Origins: A powerful leader of a 
  witches’ coven. 
  A small crown made of spiky 
  twigs, bones and golden yarn, 
  this item begets wonder and 
  suspicion wherever it goes. Often 
  associated with witches and 
  secret societies, these circlets 
  grow in power as more and more 
  Spellcasters gather around them. 
  Legends say that most mages quickly 
  become arrogant and despotic while in 
  possession of this item. 
  While wearing this crown you gain a 
  bonus to spell attack rolls and to the 
  saving throw DCs of your spells. The 
  bonus is determined by the amount of 
  other allied Spellcasters within 15ft. 
  of you and is recalculated every time 
  you cast a spell.  
   
  Spellcasters 
  Bonus 
  1 
  1 
  3 
  2 
  5+ 
  3 
   
  Additionally, as long as there are at 
  least 3 other allied Spellcasters within 
  15ft. of you gain the benefits of the 
  bless spell. You do not need to 
  concentrate on it. It does not stack 
  with bless from other sources. 
   
  
   
  4 
  Page 
  ⇋Bloodbound Striker⇌ 
  Weapon (Simple: Slashing or Piercing), 
  Common. Requires Attunement. 
  Origins: A bloodthirsty tribe. 
  This primitive looking weapon’s blade 
  is made of stone and seemingly 
  humanoid bone. Its edges are adorned 
  with small needles and teeth and it is 
  covered with colourful feathers. It is 
  often used by tribal warriors, who 
  receive it as a gift after their first 
  successful hunt. 
  Attacks made with this weapon count 
  as magical. Whenever you inflict 
  damage and the target has ten or less 
  Hit Points left, you suddenly feel like 
  by just pushing yourself a little bit 
  further you can finish them off – you 
  may choose to inflict and additional 
  1d10 psychic damage to both yourself 
  and your target. Whenever you kill a 
  creature you gain 1d10 temporary Hit 
  Points. 
  Curse. The dark blood magic that 
  powers this weapon prevents it from 
  dealing non-lethal damage, no matter 
  how much you try to not kill your 
  target. 
   
  ⇋Boneless Costume⇌ 
  Also known as the Jellyfish Attire. 
  Armour (light), Rare. Requires 
  Attunement.  
  Origins: A circus performer. 
  This solid black suit of armour is 
  decorated with silvery engravings, 
  marking where the user’s bones 
  normally are. It comes with a mask, 
  giving it an unnatural, haunting 
  appearance. It is said that wearing one 
  is considered dishonourable by many 
  acrobats, as it offers unnatural 
  flexibility.   
  You have a +1 bonus to AC while 
  wearing this armour. Additionally, the 
  costume lets you bend your limbs in 
  odd, unnatural ways – you gain 
  advantage on all acrobatics and 
  sleight of hand checks.  
  Curse. The lack of solid bones makes 
  it quite easy for other creatures to 
  push and bounce you around – you 
  have disadvantage on all saving 
  throws made to stand your ground 
  (for example when you are saving 
  from thunderwave’s push or another 
  creature’s shove action). You can 
  remove the armour at will, without 
  the need for remove curse spells. 
   
  ⇋Circlet of Neverdeath⇌ 
  Wondrous Item, Uncommon. Requires 
  Attunement.  
  Origins: A powerful lich. 
  A thin silver circlet, decorated with 
  skeletal motifs and tiny skulls. It 
  emanates a faint cold aura that 
  ensures that the wearer never feels 
  truly comfortable. Often associated 
  with the ‘carpe diem’ types who live 
  fast and die young. 
  While attuned to this item you 
  automatically succeed on all death 
  saving throws and taking damage 
  while at 0 Hit Points does not cause 
  death saving throw failures. You can 
  still die as the result of taking massive 
  damage or from environmental effects, 
  such as lack of oxygen for example. 
  That said, for every hour you are 
  
   
  5 
  Page 
  attuned to this item your natural 
  lifespan decreases by a day.  
  Should you die of old age while 
  wearing this item you are 
  automatically raised as a zombie that 
  attacks everything on sight. 
   
   
  ⇋Claw of Chaos⇌ 
  Gauntlet, Very Rare. Requires 
  attunement.  
  Origins: A green Slaad monk. 
  This oddly shaped gauntlet is often 
  worn by the more influential of the 
  green slaadi to improve their combat 
  capabilities. While it can take many 
  forms, it most often resembles a simple 
  hand wrap made out of many 
  differently coloured textiles. As soon as 
  the wearer chooses to activate it the 
  chaos energy surges forward, turning 
  it into a powerful, if unpredictable, 
  weapon. 
  This hand wrap can be used to 
  enhance your unarmed strikes, 
  granting them a +2 bonus to attack 
  and damage rolls and making them 
  magical.  
  In addition, you may choose to 
  activate it by unwrapping it as a 
  bonus action, transforming your arm 
  into one of the following for d6 turns. 
  The item has only one charge and it 
  regains said charge daily at dusk. Roll 
  a d4 to determine the new form. The 
  effect is completely random, unless 
  the user also owns the Tooth of 
  Chaos – in that case, choose the 
  result instead of rolling.  
  The transformation itself is quite 
  painful, but it does not cause damage.  
   
  D4 
  Effects 
  1 
  Blade. The appendage turns 
  into a massive sword, which 
  behaves like a ‘Greatsword +2’ 
  for the duration, except that it 
  can be wielded with one hand. 
  2 
  Stone. The bearer’s hand is 
  changed into a fist shaped 
  boulder, capable of crushing 
  enemies into dust. The 
  damage die for their unarmed 
  strikes becomes a d10 and the 
  bearer gains advantage on all 
  grapple checks. 
  3 
  Tongue. The arm turns into a 
  massive, tentacle shaped 
  green tongue, oozing with 
  acid. The bearer gains a 
  natural Tentacle weapon for 
  the duration, with a range of 
  15ft. which causes 2d8 acid 
  damage on hit. It uses the 
  user’s dexterity and 
  proficiency bonus to 
  determine the attack roll. Any 
  spell caster hit with it must 
  roll the concentration check 
  with disadvantage. 
  4 
  Choose any of the forms 
  available.  
   
  All the weapons 
  count as magical 
  when it comes to 
  bypassing 
  resistance. The 
  user is 
  automatically 
  proficient in these 
  weapons. When 
  the effect expires 
  the arm returns to 
  its normal shape. 
   
   
  
   
  6 
  Page 
  ⇋Doomsight⇌ 
  Also known as an Eye of the Spectator.  
  Wondrous Item, Rare. Requires 
  attunement.  
  Origins: An overly generous beholder. 
  This highly exquisite monocle is made 
  of gold and silver, adorned with 
  miniscule engravings in Undercommon. 
  Often commissioned by powerful 
  Beholders for their most important 
  minions, these lenses grant some of 
  the power that beholders are capable 
  of invoking at will. Prolonged 
  attunement to this item may cause 
  eyestrain, as looking through this lens 
  is somewhat tiring to those not 
  accustomed to it. 
  While attuned to this item you gain 
  Darkvision 120ft. In addition, the 
  monocle has 4 charges. As a bonus 
  action you may focus your willpower 
  on a target, materializing a random 
  eye ray that strikes your victim. Roll a 
  d4 to define its effects: 
   
  D4 
  Effects 
  1 
  Fear Ray. DC 13 Wisdom 
  save, should the target fail 
  they become frightened for a 
  minute. They may repeat the 
  roll at the end of each turn. 
  2 
  Death Ray. DC 13 
  Constitution save, should the 
  target fail they take 3d10 
  necrotic damage. A successful 
  save halves the damage. 
  3 
  Force Ray. DC 15 Strength 
  save, should the target fail 
  they are pushed 30ft. in the 
  direction of your choosing. A 
  successful save halves the 
  distance.  
  4 
  Illusion Ray. DC 13 
  Intelligence save, should the 
  target fail they believe that 
  they are staring at a brick 
  wall, as far as the eye can see, 
  in all directions. They may 
  repeat the roll at the end of 
  each turn, ending the effect on 
  a successful save. 
  The monocle regains 1d4 charges 
  daily at dawn. 
   
  ⇋Dragoneye⇌ 
  Also known as a Ring of Unnatural 
  Resilience. 
  Wondrous Item, Rare. Requires 
  Attunement. 
  Origins: A chief dragon hunter. 
  These fine rings are very minimalistic, 
  with barely any engravings or 
  decorations if it wasn’t for the massive 
  gem embedded in the middle – some 
  say that the gems are made by dipping 
  them in the blood of dragons, giving 
  them their unnatural crimson tone. 
  Many users off these rings slowly 
  develop hatred towards the winged 
  race, as if inspired by some deep-
  seated power.  
  As long as you are attuned to this 
  item you may, whenever you finish a 
  short rest or a long rest, choose one of 
  the following damage types: lighting, 
  poison, fire, cold. You are resistant to 
  it until you finish 
  another short or 
  long rest. 
  Additionally, once 
  per long rest, when 
  you fail a saving 
  throw you may 
  choose to succeed 
  instead.  
   
  
   
  7 
  Page 
  ⇋Elixir of Absolution⇌ 
  Potion, Legendary.  
  Origins: A sinner seeking forgiveness. 
  When held motionlessly, the bottle 
  seems empty. However, whenever it is 
  shaken, the person shaking it can see 
  faces of creatures and people 
  important to them – enemies, friends 
  and family, forming out of thick white 
  foam, just to disappear into the 
  translucent liquid in seconds. It is said 
  that this is the rarest potion in all of 
  the multiverse and only a couple were 
  ever created by a man who committed 
  a crime so grave that everyone was 
  better off not knowing what he did. 
  The potion can only be used once, by 
  one person – it cannot be shared, split 
  in half, etc. When it is used, the whole 
  universe forgets literally everything 
  they know about the person who 
  drank it, excluding the user. This 
  means that the parents forget having 
  a child, murders the person 
  committed are explained as accidents 
  (or someone else takes the blame!) 
  and all documents verifying their 
  existence will be written off as false. 
  They are a nameless wanderer, 
  meeting everyone for the first time. 
  This effect is so widespread that even 
  deities may forget their sins and devils 
  may dismiss their contracts.  
  Note: Just because they are now 
  nameless, it doesn’t mean that they 
  are no longer a creature. If, for 
  example, someone drinks this potion 
  in the middle of combat, the enemy, 
  unless they have a good reason to 
  stop, will continue attacking – just 
  because that sly rogue is not the 
  adventurer who disturbed a black 
  dragon’s nap, he is still an adventurer 
  within arm’s reach.  
   
  ⇋Flamechaser Bottle⇌ 
  Wondrous Item, Rare.  
  Origins: A genie warlord. 
  This finely crafted porcelain bottle is 
  covered in delicate engravings of sea 
  creatures and water elementals. It is 
  said that it contains the power to stop 
  all fires when opened, both magical 
  and normal and banish all flame-born 
  outsiders. Legends tell of a great battle 
  between the genies and the efreeti, 
  where one great genie warlord 
  singlehandedly won the battle with a 
  clever use of this item. 
  This magic item has three charges 
  and it regains 1d3 charges each 
  sunrise, but only if it is directly 
  touched by the sunrays. By opening 
  this bottle and expending one charge 
  you may immediately extinguish all 
  magical and normal flames within 30 
  feet of it, including spells like the wall 
  of fire. Additionally, any fire 
  elementals (including creatures such 
  as Fire Snakes and Salamanders) 
  caught in the effect must immediately 
  succeed on a DC 15 Charisma saving 
  
   
  8 
  Page 
  throw or be expelled, as per the 
  banishment spell. You cannot open 
  the bottle while you are on the Plane 
  of Fire – no matter how hard you turn, 
  the cap just does not come off. 
   
  ⇋Flowedge Slayer⇌ 
  Weapon (Special), Uncommon.  
  Origins: A planar traveller who 
  always collected souvenirs. 
  This weapon’s blade often takes many 
  shapes and forms, with only one 
  characteristic that never changes, as 
  its handle is always bloody red, 
  slightly oversized as if made for 
  something larger than a human. 
  Supposedly it comes from the plane of 
  Limbo where it was just a piece of 
  metal and then it was forged into this 
  bizarre weapon by a common smith. 
  Often used by gamblers who are 
  happy to have all or nothing when 
  striking with this blade. 
  This bizarre item has the following 
  characteristics: it is a simple melee 
  weapon that deals slashing damage. It 
  weighs 1 lb. and has the light and 
  finesse properties. You have a +1 
  bonus to attack and damage rolls 
  made with this weapon. Additionally, 
  whenever you declare an attack 
  action, roll a d6 to determine the 
  weapon’s damage die for the round. 
  You cannot cancel your attack after 
  rolling the die, as fortune favours the 
  bold. Additionally, as the blade flows 
  and bends, you bypass any 
  resistances and immunities. 
   
   
   
   
  D6 
  Damage Die 
  1 
  1d2 
  2 
  1d4 
  3 
  1d6 
  4 
  1d8 
  5 
  1d10 
  6 
  1d12 
   
  If the weapon is ever brought back to 
  Limbo it instantly turns into colourful 
  sludge, forming a random ooze 
  creature.  
   
  ⇋Fool’s Chapeau⇌ 
  Wondrous Item, Uncommon.  
  Origins: An infamous gnome 
  prankster. 
  While not on anyone’s head, this hat 
  looks highly sophisticated and quite 
  fashionable, but as soon as it is put on 
  its true colours begin to shine – it 
  suddenly grows in size, forms oddly 
  coloured plumage all over it, creates 
  tacky fake fruits along its edges and 
  the like, making its wearer look 
  absolutely ridiculous.  
  As long as this hat is placed on your 
  head, you can cast the spell Tasha’s 
  Hideous Laughter as an action, by 
  expending one charge – the hat has 
  three charges and it regains all the 
  charges daily at midnight. The Spell 
  DC is 15. 
  Curse. As soon as the hat is properly 
  placed on a creature’s head, it turns 
  into an abomination of bad fashion 
  and terrible taste. You gain 
  disadvantage on all persuasion and 
  intimidation checks as nobody is 
  capable of taking you seriously.  
  
   
  9 
  Page 
  The hat can only be removed with a 
  successful remove curse spell.  
   
  ⇋Gambler’s Club⇌ 
  Weapon (any bludgeoning), 
  Uncommon.  
  Origins: An odd casino that liked to 
  give out items as rewards instead of 
  gold. 
  This weapon has a massive die at the 
  top of it, effectively replacing the part 
  that would be used for crushing the 
  enemy. Often made of crystal or glass, 
  these dice tend to light up and show a 
  number whenever they hit a creature. 
  Extremely popular in gladiatorial 
  combat, these clubs add tension to an 
  already intense match.  
  You have a +1 bonus to attack and 
  damage rolls made with this weapon. 
  Additionally, whenever you declare an 
  attack action, roll any die. On an even 
  result, all the attacks are made with 
  advantage. On an odd result, all the 
  attacks are made at a disadvantage. 
  You cannot cancel your attack after 
  rolling the die – fortune favours the 
  bold. 
   
  ⇋Giggling Bracelet⇌ 
  Wondrous Item, Common.  
  Origins: A travelling troupe with a 
  repertoire of terrible gags. 
  A golden bracelet covered with, 
  somewhat unusual, silly imagery, 
  including flying pies and people falling 
  over. It is said that it was created by a 
  jester so awful, that he would give 
  these out, hoping to get a laugh out of 
  his audience. Some say that when 
  there is nobody in sight, the item 
  giggles uncontrollably.  
   
  This bracelet gives you advantage on 
  all saving throws against fear, as the 
  user subconsciously turns everything 
  into a joke. You may, for example, 
  make fun of the demon’s tiny feet 
  instead of being terrified by its 
  presence. That said, by finding 
  everything so hilarious, you also gain 
  disadvantage on all saving throws 
  against magic or supernatural effects 
  that would cause you to laugh 
  uncontrollably.  
   
  ⇋Golden Cutlery⇌ 
  Wondrous Item (Set), Uncommon.  
  Origins: A halfling wizard with an 
  aptitude for cooking. 
  This set includes a golden spoon, a 
  tiny knife and a fork. They have been 
  made with extreme skill, as they are 
  covered in tiny details and engravings, 
  with miniscule gems encrusted along 
  the edges. They each have unique 
  powers, often useful to the adventuring 
  kind who often has to enjoy unsavoury 
  meals. It is said that possessing all 
  three items grants the owner nearly 
  limitless knowledge of the subtle art of 
  cooking. 
  This is a set of three items – they can 
  be found at once, but more often they 
  are spread across the land, with 
  different owners having one each.  
  Spoon: As long as you possess this 
  item you can cast create or destroy 
  water or detect poison and disease by 
  expending one charge. The spoon has 
  three charges and it regains 1d3 
  charges each morning. 
  Fork: As long as you possess this 
  item you can cast goodberry by 
  
   
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  expending one charge. The fork has 
  three charges and it regains 1d3 
  charges each morning. Whenever you 
  cast goodberry you can choose the 
  guise that the meal will take instead 
  of the berry – an appetizing roast or a 
  fresh loaf of bread for example.  
  Knife: This tiny knife can change 
  shape at will, depending on the size of 
  the ‘produce’ that it needs to cut. In 
  its base form it acts as a Dagger, but, 
  using your bonus action, you can 
  change it into a Shortsword, a 
  Longsword or a Greatsword. The knife 
  form is small and unassuming 
  enough to usually not arouse 
  suspicion among most guards. You 
  have a +1 bonus to attack and 
  damage rolls made with this weapon. 
  When possessing all three items you 
  can attune to the entire set at once. 
  For as long as you are attuned, you 
  gain proficiency in Cook’s utensils 
  and Brewer’s supplies. Whenever you 
  make a check that uses these tools 
  you can roll with advantage, doubling 
  your proficiency bonus. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  ⇋Graverobber’s Mittens⇌ 
  Also known as the Bracers of the Dead. 
  Gauntlet, Uncommon. Requires 
  Attunement. 
  Origins: An influential dungeoneer. 
  These grisly gauntlets are decorated 
  with extremely fine necrotic motifs, 
  although from a distance it is hard to 
  discern them from a pair of 
  commoner’s work gloves or a pair of 
  bracers. A rumour has it that they are 
  often an unwelcome part of garment in 
  most communities, as people wearing 
  them often bring trouble wherever they 
  go. Often employed by grave robbers 
  and adventurers, these gauntlets prove 
  priceless when facing undead 
  adversaries.  
  These fine gauntlets provide 
  protection from all kinds or diseases 
  and poisons often produced by 
  undead creatures. Whenever you 
  must make a Constitution saving 
  throw because of an undead creature 
  (when target by, for example, the 
  Ghoul’s Stench ability or the Wraith’s 
  life drain attack) you can make the 
  roll with advantage. 
  Additionally, whenever you begin your 
  turn, if there is a hostile undead 
  creature within 30ft. of you, you may 
  immediately take the dash action as a 
  bonus action.  
   
   
   
   
   
   
   
   
  
   
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  ⇋Hollowblade Sword⇌ 
  Weapon (any slashing), Rare. Requires 
  Attunement. 
  Origins: A fallen angel. 
  This strange blade’s central part is 
  missing, as if it was made as a contour 
  instead of a weapon. Supposedly this 
  weapon changes its nature and colour 
  whenever it slays a creature, letting 
  the user know who they have just 
  slain. Legends tell of a powerful angel 
  who wielded the blade, punishing the 
  sinful and the wicked until one day the 
  blade turned bright yellow, meaning 
  that he has slain a rightful, good 
  entity. Supposedly the shock was so 
  great that it caused him to fall from the 
  skies, casting the blade aside. 
  You have a +1 bonus to attack and 
  damage rolls made with this weapon. 
  Additionally, whenever you kill a 
  creature, the centre of the blade 
  changes colour, as it is filled with 
  spiritual essence of the victim, 
  granting the weapon additional 
  powers.  
  If the most recently slain creature was 
  evil, the weapon shimmers with 
  bloody red. Whenever you inflict 
  damage with this weapon you may 
  add 1d4 necrotic damage to it. If the 
  most recently slain creature was 
  neutral, the weapon shimmers with 
  ghastly white. Whenever you inflict 
  damage with this weapon you may 
  add 1d4 force damage to it. If the 
  most recently slain creature was 
  good, the weapon shimmers with 
  bright yellow. Whenever you inflict 
  damage with this weapon you may 
  add 1d4 radiant damage to it. 
   
   
   
  ⇋Immaculate Cloak⇌ 
  Also known as the Cape of Paranoia. 
  Wondrous Item, Rare. 
  Origins: A mage driven mad by the 
  common cold. 
  A robe that is perfectly white, 
  seemingly unaffected by the outside 
  world – no stains or markings can ever 
  be seen on it. Supposedly created by a 
  powerful (yet sickly) archmage who got 
  tired of being sick all the time, this robe 
  is known for transferring some of the 
  paranoia onto the wearer.  
  While wearing this cape you are 
  completely immune to all forms of 
  disease and poison and gain 
  immunity to poison damage.  
  Curse. The cape is cursed and, from 
  the moment it is put on, you begin to 
  suffer from some of the inconvenient 
  symptoms of the common cold – a 
  running nose, coughing and the like. 
  You also gain an indefinite madness 
  (extreme hypochondria) and, despite 
  being immune to diseases and 
  poisons, begin to question the hygiene 
  of everything and everyone. The cape 
  can only be taken off with a 
  successful remove curse spell.  
   
  ⇋King’s Cross⇌ 
  Also known as a Medallion of 
  Authority. 
  Wondrous Item, Rare. 
  Origins: An illegitimate ruler. 
  This masterfully decorated piece of 
  jewellery is shaped like a small cross, 
  adorned with tiny embodied gems 
  along the edges.  
   
  
   
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  Created by an illegitimate nobleman 
  who got tired of others questioning his 
  claim to the throne, he used this trinket 
  to make sure that others give him the 
  respect he deserves. It has a tendency 
  of instituting feelings of superiority on 
  the wearer, often without them noticing 
  it. 
  As long as you carry this magic item 
  and have it visibly displayed, you gain 
  proficiency in the Persuasion skill. If 
  you are already proficient in it, the 
  item has no additional effect. In 
  addition, the item has 6 charges and 
  it regains a d6 charges daily at dawn. 
  You can use them to cast the 
  following spells, with your Charisma 
  being the spellcasting modifier for 
  them: friends (0 charges), command (1 
  charge), charm person (1 charge), 
  suggestion (2 charges). 
   
  ⇋Map of Wandering Souls⇌ 
  Wondrous Item, Uncommon.  
  Origins: A deadly trap that caused 
  the death of unsuspecting explorers. 
  A blank piece of parchment that, when 
  unwrapped, supposedly begins to 
  chart the surroundings. Created by 
  trapping the souls of unsuspecting 
  adventurers inside, this cursed item 
  will do its best to bestow the same fate 
  on others. 
  Curse. This map, at first glance, 
  automatically charts the 
  surroundings ensuring that the user 
  will never get lost. That said, 
  whenever it is not looked at, it subtly 
  scrambles some of the location, shifts 
  landmarks and simply does its best to 
  make sure that whoever uses it is 
  guaranteed to get lost. Additionally, 
  when the user is in great danger it 
  may even turn blank all the sudden. 
  The user must succeed on a DC 20 
  insight check to realize the changes 
  made to it.  The remove curse spell 
  releases the souls, turning it into a 
  regular piece of parchment.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ⇋Mask of Many Friends⇌ 
  Also known as the Instant Crowd. 
  Wondrous Item, Uncommon.  
  Origins: An assassin bad at making 
  allies. 
  This ivory mask seems to be portraying 
  many faces at once, different ones 
  showing when looked at from each 
  angle. Its fine and delicate carvings 
  make it seems like a nobleman’s 
  accessory, so it does not seem out of 
  place even at utmost elegant 
  gatherings. 
  While wearing this mask, you can 
  active its secret powers by merely 
  saying the command word, requiring 
  no other components. Seemingly out 
  of nowhere, around twenty 
  
   
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  Commoners come to you, blabbering 
  loudly about something completely 
  unrelated to whatever is going on. You 
  have advantage on stealth checks 
  made to hide in the crowd.  
  They will purposefully make as much 
  noise as possible and will, again 
  purposefully, stand in everyone’s way. 
  If attacked they will not defend 
  themselves, they will just carry on, 
  disappearing into fine mist when 
  killed or knocked unconscious. They 
  will remain where they have been 
  summoned for ten minutes, 
  disappearing into mist afterwards. 
  You can use this power once a day, 
  with the mask regaining the charge 
  daily at dusk. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ⇋Mask of the Dead⇌ 
  Wondrous Item, Rare. Requires 
  Attunement.  
  Origins: A cult of death worshippers, 
  hoping to get closer to their deity. 
  A bone white porcelain mask, 
  decorated with subtle engravings, 
  covered in grim imagery. It’s seemingly 
  plain, with only a small gap for the 
  eyes, missing the ones for the mouth 
  and the nose. It is unusually 
  comfortable, given its nature and it is 
  said that the wearers often become 
  unnaturally nonchalant and patient, as 
  if they have all the time in the world. 
  After prolonged attunement their skin 
  has a tendency to turn a light shade of 
  ghoulish white, as, even though they 
  don’t require them, the body is missing 
  the nutrients that come from food. 
  Extremely prolonged attunement may 
  result in hair loss and general decay of 
  skin. 
  As long as you are attuned to this 
  mask you don’t require air, food, 
  drink or sleep to survive. You still 
  need rest to reduce exhaustion and 
  benefit from it should you need to 
  recover your Hit Points, spell slots 
  and the like. Removing the mask 
  breaks attunement, causing one level 
  of exhaustion. 
  Curse. After being attuned to this 
  item for a year the mask becomes a 
  permanent part of the user’s body, 
  becoming embedded in the creature’s 
  face. Healing spells no longer affect 
  them, as if they were an undead 
  creature. Their body becomes deathly 
  white, completely hairless. Only death 
  can remove the mask at this point 
  and should the user be resurrected 
  the body return to its normal form. 
   
   
  
   
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  ⇋Molemantle⇌ 
  Also known as the Hood of the Depths. 
  Wondrous Item, Uncommon.  
  Origins: A dwarven mining company. 
  This, seemingly oversized, cloak comes 
  with an appropriately large hood, 
  completely covering the wearer’s face 
  when pulled down. Some say that its 
  design was originally created to 
  counter the Xorns capable of avoiding 
  detection via the use of shadows and 
  tunnelling just to steal gems from 
  hardworking miners, although 
  nowadays it is quite a common item 
  that can come in handy when 
  adventuring. 
  This oversized cape doesn’t do 
  anything by itself, but when the hood 
  is pulled down the wearer gains the 
  ability to sense and pinpoint the 
  origin of vibrations within thirty feet, 
  making it possible to detect any 
  creature in contact with the same 
  ground or substance. 
  As long as the hood is pulled down 
  you lose the ability to see, but you 
  gain Tremorsense (30ft.; page 9, 
  Monster Manual). You cannot see or 
  sense anything beyond the thirty feet. 
  Pulling the hood up or down and 
  adjusting to your newfound senses 
  takes one bonus action. 
   
  ⇋Morenth’s Line⇌ 
  Also known as an Electric Whip. 
  Weapon (Whip), Rare. Requires 
  Attunement. 
  Origins: A powerful blue dragon. 
  A long, spiked whip seemingly made 
  from blue-tinted leather, its mere 
  presence is often enough to attract 
  grievous looks and whispers. The 
  Morenth’s Line is often used by 
  torturers and cruel overseers, as its 
  nasty sting is accompanied by a 
  painful shock. Originally created by a 
  powerful blue dragon for his lackeys, 
  the weapon blueprints spread like 
  wildfire after it creator was slain. 
  You have a +1 bonus to attack and 
  damage rolls made with this weapon. 
  Additionally, whenever you deal 
  damage with it, you also deal 
  additional 1d4 electric damage. The 
  target must then pass a DC 13 
  Constitution save or lose their 
  reaction for the turn, reeling in pain. 
   
  ⇋Orb of the Prophet⇌  
  Also known as a Fate-defining Stone. 
  Wondrous Item, Very Rare. Requires 
  Attunement by a Spellcaster. 
  Origins: An unnaturally accurate 
  fortune-teller. 
  This fine crystal ball is often in the 
  possession of unsuspecting fortune 
  tellers, ones incapable of unleashing 
  its true potential. People powerful 
  enough to use its fate-defining 
  properties often become tyrants and 
  overseers, as such immense power 
  usually corrupts absolutely. It is said 
  that all crystal balls that predict an 
  age-defining event eventually turn into 
  
   
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  these items, though many others 
  suspect that only a deity would be 
  capable of creating something as 
  powerful as this. 
  This item has three charges and it 
  regains 1d3 charges daily at dawn. As 
  long as you are attuned to this item 
  you may use an action and expend 
  one charge to cast any of the following 
  spells: commune, contact other plane 
  or legend lore. Wisdom is your 
  spellcasting modifier for these spells. 
  Additionally, whenever a creature that 
  you can see performs an action that 
  requires a d20 roll, you may use your 
  reaction to change the result to a 
  natural twenty by expending three 
  charges.  
   
  ⇋Pacifist⇌ 
  Also known as a Peaceful Blade. 
  Weapon (Greatsword), Rare. Requires 
  Attunement. 
  Origins: A repenting paladin. 
  One of this this oversized greatsword’s 
  edges has clearly been dulled and its 
  surface is perfectly smooth. 
  Supposedly it was created by a 
  paladin who, after killing an innocent, 
  swore to never kill again. It’s adorned 
  with featherlike motifs and makes evil 
  creatures uncomfortable in its 
  presence.  
  You have a +1 bonus to attack and 
  damage rolls made with this weapon. 
  In addition, this Greatsword can 
  cause both slashing and bludgeoning 
  damage and, while holding this blade, 
  you can cast healing word by 
  expending 1 charge, using your 
  Charisma as your spellcasting 
  modifier. The sword has 3 charges 
  and it regains 1d3 charges at dawn.  
  Curse. If you voluntarily cause the 
  death of another living creature your 
  attunement immediately breaks and 
  you cannot re-attune to this item for a 
  week. 
   
  ⇋Plaguebearer’s Ring⇌ 
  Wondrous Item, Uncommon. Requires 
  Attunement.  
  Origins: A mad squad of cultists. 
  This disgusting ring seems to be made 
  of copper maggots, oddly crawling and 
  shifting. Even though they’re cold to 
  the touch, their gem-encrusted eyes 
  seem to be casting a dreadful glare on 
  anyone within reach, shaking as if 
  they’re about to explode. As much as 
  possessing this item makes the user 
  oddly fanatical, risking everything as if 
  their life was expendable.  
  You have resistance to poison damage 
  while wearing this ring. Additionally, 
  whenever you are about to roll a 
  death saving throw, you can instead 
  expend one charge from this ring and 
  inflict 8d6 poison damage to all 
  creatures within 30ft. of you 
  (Dexterity save, DC 15 for half), as a 
  massive bobble of puss and toxins 
  lifts from your mouth and then pops 
  loudly. You automatically incur one 
  death saving throw failure. The ring 
  has a maximum of two charges and it 
  regains one daily at dusk. 
   
  
   
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  ⇋Pledgekeeper⇌ 
  Also known as a Ring of Mulishness.  
  Ring, Rare. Requires attunement.  
  Origins: A strange mind flayer who 
  considered itself a noble. 
  This small metal ring is adorned with 
  miniscule engravings of slaves bowing 
  to overarching creatures, slimy 
  tentacles and the like. Often created by 
  powerful Illithinds to ensure the 
  servitude of their beloved companions, 
  these rings guarantee their loyalty 
  even when faced with arcane 
  disturbance. The wearers may find 
  themselves unnaturally stubborn 
  without realizing it while attuned to 
  this ring. 
  While attuned to this 
  ring you are immune 
  to being charmed. In 
  addition, you cannot 
  be magically 
  compelled to act in a 
  manner contrary to 
  your nature or alignment. This means 
  that even if you are, for example, 
  confused, you will never hurt innocent 
  passersby if you’re good, but you may 
  still just randomly wander around 
  while under the influence of the spell. 
   
  ⇋Pondhopper’s Necklace⇌ 
  Also known as the Frog’s Neckpiece. 
  Wondrous Item, Uncommon. Requires 
  Attunement. 
  Origins: A bullywug shaman. 
  Legends tell of a strange halfling who 
  believed himself to be a bullywug, 
  constantly pestering the chief to let him 
  join their tribe. After countless failed 
  tries, the desperate halfling set out to 
  capture a beast mighty enough to 
  impress the leader and, lo and behold, 
  he was successful. By bringing the 
  chieftain a black dragon egg, he 
  cemented his position in the 
  dumbfounded society, now 
  accompanied by a mighty halfling 
  hero. The shaman created this copper, 
  swamp-themed necklace to bestow 
  upon him some of their qualities. 
  This wondrous item has five charges 
  and it regains all of them each 
  sunrise, as long as it is submerged in 
  water during that time. You may use 
  an action and expend one charge to 
  cast create and destroy water with it, 
  requiring no components. 
  Alternatively, you may cast polymorph 
  with it, expending two components. 
  You may only target yourself with it 
  and you may only choose beasts with 
  an innate swim speed.  
  Additionally, the wearer of this 
  necklace can also speak and write 
  bullywug.  
   
  
   
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  ⇋Quartermaster’s Pouch⇌ 
  Also known as a Bag of Many 
  Weapons. 
  Wondrous Item, Rare.  
  Origins: A frustrated dwarven 
  runesmith. 
  This unusual pouch is made of fine 
  leather and is covered in very fine 
  dwarven runic engravings. It is often 
  used by desperate quartermasters 
  who, having run out of weapons to give 
  out, just pass it around and hope for 
  the best. Legend tell of a dwarven 
  smith who had so many customers 
  that out of frustration he created these 
  pouches and just gave them out to 
  save some time on the less worthwhile 
  orders.   
  This wondrous item has four charges 
  and it regains 1d4 charges daily at 
  dawn. By closing your eyes and 
  reaching into the bag you may, by 
  expending one charge, materialize a 
  random weapon. The weapon is 
  always masterfully crafted, but its 
  properties are completely random. 
  Roll on the following tables to 
  determine its characteristics. 
  The weapons retain their usual 
  properties, in addition to whatever 
  they gain randomly. 
  1. Shape: 
  D6 
  Weapon Type 
  1 
  Club 
  2 
  Handaxe 
  3 
  Light Warhammer 
  4 
  Battleaxe 
  5 
  Warhammer 
  6 
  Greataxe 
   
  2. Properties: 
  D10 Properties 
  1 
  -2 Penalty to all attack and 
  damage rolls. 
  2 
  -1 Penalty to all attack and 
  damage rolls. 
  3 
  Cannot inflict critical hits. 
  4 
  Heavy, -5 feet movement 
  speed. 
  5 
  Normal Weapon 
  6 
  Normal Weapon 
  7 
  Finesse, +5 feet movement 
  speed. 
  8 
  Inflicts a critical on both a 19 
  and a 20. 
  9 
  +1 Bonus to all attack and 
  damage rolls. 
  10 
  +2 Bonus to all attack and 
  damage rolls. 
   
  The newly formed item exists for a 
  minute. Nothing is stopping you from 
  giving it to someone else, trying to sell 
  it or simply reusing the bag to draw 
  new weapons until you get a decent 
  one.  
   
   
   
   
   
   
   
   
   
   
  
   
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  ⇋Resistant Wristlet⇌ 
  Wondrous Item, Common.  
  Origins: Dwarven riot guardsmen. 
  A very simple, almost plain steel 
  bracelet, if it wasn’t for a couple of 
  dwarven runes along its edge. They 
  form a number of words, often 
  promising resilience and unfaltering to 
  the bearer. It is often seen 
  accompanying guardsmen, as it offers 
  substantial protection against smaller 
  missiles, like rocks and bottles.  
  While you are wearing this wristlet, all 
  damage that you take is reduced by 
  one.  
   
  ⇋Shield-maiden’s Buckler⇌ 
  Armour (Shield), Uncommon. Requires 
  Attunement.  
  Origins: A norther tribe fully 
  dedicated to the safety of its people. 
  These fine wooden shields are 
  decorated with all kinds of runic 
  inscriptions, promising safety to the 
  people and protection from monsters 
  that lurk in the darkness. These 
  shields are often used by bodyguards 
  and protectors, as they are capable of 
  stopping all kinds of attacks – even the 
  ones not aimed at the actual bearer.  
  As long as you are attuned to this 
  magical shield you gain access to the 
  light cantrip and you can cast it 
  without any components. As long as 
  they are within 5 feet of you, your 
  allies not currently using a shield can 
  increase their Armor Class by two, as 
  you intercept incoming attacks. 
   
  ⇋Shoes of Blinking⇌ 
  Wondrous Item, Rare.  
  Origins: An uncatchable arcane 
  trickster. 
  These, seemingly ordinary, black 
  leather shoes are very popular among 
  thieves and assassins, for they are 
  capable of transporting the individual 
  at truly ridiculous speeds. Its soles are 
  oddly white and covered in runes that 
  make up the Misty Step spell.  
  Once a day, as a bonus action, you 
  may teleport up to 120ft. to an 
  unoccupied space you can see. The 
  shoes regain the ability daily at dusk.  
  Alternatively, you can choose to keep 
  powering them with your own energy 
  instead of using the power stored in 
  them – teleport up to 120ft. to an 
  unoccupied space you can see, as a 
  bonus action, and gain one level of 
  exhaustion. You can use this power 
  as many times as you wish.  
   
   
   
   
   
   
   
   
   
   
  
   
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  ⇋Slippery Sandals⇌ 
  Also known as Mercury’s Slippers. 
  Wondrous Item, Uncommon. Requires 
  Attunement.  
  Origins: A gnome working for the 
  thieves’ guild. 
  These strangely colourful shoes look 
  out of place most of the time, as if their 
  owner just run away from a circus or a 
  parade. They are covered in exotic 
  plumes and it is said that wearing 
  them grants unnatural speed to the 
  wearer. Many owners find themselves 
  suddenly attracted to running away 
  instead of fighting while wearing these 
  shoes. 
  As long as you are attuned to these 
  shoes your base walking speed 
  increases by ten feet. You have 
  advantage on all acrobatics checks 
  made to escape a grapple.  
   
  ⇋Springboard⇌ 
  Also known as the Deflector Shield. 
  Armour (Shield), Uncommon. Requires 
  Attunement.  
  Origins: A runaway gnome prankster. 
  This shield is known for being a 
  significant obstacle for any archers to 
  overcome, as a single mistake can 
  quickly become deadly for the attacker. 
  Full of springs, cogs and levers, this 
  shield is much sturdier than it looks, 
  often boasting impressive protective 
  capabilities. Many armies employ 
  these shields’ enchantments on their 
  siege engines, creating unstoppable 
  war machines. Legends tell of a 
  strange gnome who created the 
  enchantment in the first place while 
  locked in stocks, so that the trash 
  thrown at him would bounce back and 
  hit the angry mob. 
  While holding this shield you gain a 
  bonus of +1 to your AC, in addition to 
  the shield’s normal bonus.  
  Additionally, whenever a creature 
  misses you with a nonmagical, small 
  ranged projectile attack (an arrow, a 
  bullet and the like) by five or more, 
  you can use your reaction to deflect it 
  back at them. You hit automatically, 
  causing the projectile’s default 
  damage, without any modifiers. 
   
  ⇋Staff of the Trickster⇌ 
  Weapon (Wooden), Rare.  
  Origins: A druidic weapon smith. 
  A seemingly primitive hardwood staff, 
  capable of changing form at will. Often 
  employed by the more combat oriented 
  druids and monks who prefer to not 
  use slashing weapons, these staves 
  offer exceptional combat utility. Fables 
  tell of a heroic halfling druid who 
  would often trick bandits and other 
  kidnappers into getting caught and 
  disarmed, just to bounce out of 
  nowhere with this weapon and knock 
  everyone unconscious. 
  This weapon can change shape at will, 
  giving the user more options in 
  combat. By using a bonus action, you 
  can change the shape of the weapon 
  into any of the following: Two Clubs / 
  Quarterstaff (additional property: 
  Reach) / Maul. The weapons are 
  always magical and you have a +2 
  bonus to attack and damage rolls 
  made with them. Additionally, you 
  can also turn this item into a small, 
  easily conceivable, smoking pipe. 
   
   
   
  
   
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  ⇋Tooth of Chaos⇌ 
  Also known as the Slaad’s Last Word. 
  Wondrous Item, Rare.  
  Origins: A bizarre orc with a strange 
  sense of humour. 
  This silvery tooth looks oddly large, as 
  if it comes from a humanoid skull yet it 
  barely fits the jaw of an average 
  humanoid. Legends tell of an oddball 
  orc fighter who, having just defeated a 
  grey Slaad, lost all his teeth and was 
  in need of magical healing. Thinking 
  that consuming the enemy will grant 
  him the gift of regeneration he jammed 
  its teeth into his jaw, creating a very 
  odd magical item in the process. 
  Nowadays it can often be found in 
  mages’ labs, as they are the ones who 
  come across these creatures the most 
  often.  
  Special. Attunement to this item can 
  only be achieved by replacing one of 
  the user’s teeth with the wondrous 
  item forever, by forcefully removing it 
  and then jamming it in there. Once 
  integrated, the item can be used 
  without expending attunement slots. 
  The item can then only be removed 
  with the use of a wish spell or other 
  powerful magic. Death also makes the 
  tooth go loose, making its users 
  attractive to bandits and cutthroats. 
  The Tooth of Chaos has three charges 
  and it regains all of them daily at 
  sunrise. Using your bonus action, you 
  may activate it, causing one of the 
  following effects of your choice:  
  However, whenever you activate this 
  item you must roll on the Wild Magic 
  table (page 104, PH), as the item’s 
  chaotic nature is revealed.  
   
   
   
  Choose Effects 
  1 
  You immediately regain 
  3d8+4 Hit Points, as the 
  healing powers of the 
  Slaad surge through your 
  veins. 
  2 
  You cast fear (DC 13), as 
  the roar of a frenzied Grey 
  Slaad escapes your throat. 
  3 
  You gain resistance to 
  acid, cold, fire, lighting 
  and thunder until the 
  beginning of your next 
  turn, as your skins turns 
  grey and rough. 
   
   
  ⇋Universal Gear⇌ 
  Wondrous Item, Very Rare. Requires 
  attunement.  
  Origins: A priestess of Gond.  
  An oddly shaped gear, which looks as 
  if it was once a part of a larger 
  machine. This gear was supposedly 
  created by a powerful priestess who 
  wanted to know everything there was 
  to know about machinery. Merely 
  possessing it bestows unnatural 
  curiosity upon the bearer. 
  You gain the mending cantrip and you 
  can cast it using only verbal 
  components. Additionally, you can 
  attach the gear to any machine, by 
  merely placing it on it and then 
  casting mending on the two items. 
  You can detach the gear at will. For as 
  long as it is attached to it you have 
  perfect knowledge of how the machine 
  operates and know how to use it. This 
  means that if you attach it to a vehicle 
  you know how to drive it; you will also 
  know how to operate a siege engine 
  and the like. If you attach it to 
  
   
  21 
  Page 
  something like a door or a chest you 
  know what the key looks like and gain 
  advantage on all checks made to open 
  it. If you attach the gear to a trap you 
  gain advantage on all checks made to 
  disarm it and know exactly how it is 
  triggered.  
   
  ⇋Vendetta⇌ 
  Also known as a Mace of Desecration.  
  Weapon (Mace), Legendary. Requires 
  attunement by a faithless creature. 
  Origins: Ancient Aboleths. 
  This strange mace can have many 
  shapes, often strangely impractical as 
  if it came from a different time and is 
  usually covered with aquatic motifs. 
  Even the presence of this sacrilegious 
  item makes any cleric, good or evil, 
  uncomfortable and welding it causes 
  an intense headache. Created many 
  centuries ago as the weapon of choice 
  against the faithful, Aboleths’ minions 
  were capable of quickly dispatching 
  any Spellcaster that tried to stop them 
  in their tracks. 
                  This strange mace grants a 
  +1 bonus to attack and 
  damage rolls with this 
  weapon, increasing to a +3 
  bonus against any target 
  capable of casting divine 
  magic. In addition, any 
  creature welding it capable 
  of speaking primordial may 
  recite a long forgotten 
  phrase (no action needed), 
  preventing any divine 
  magic from being cast 
  within 30ft. of the mace for 
  one minute, or until they 
  cease to hold the mace in 
  their hand. This effect can 
  only be used once a day 
  and the weapon regains 
  this power daily at dusk.  
  Should the person using 
  the mace drop it for some 
  reason the effect 
  disappears. 
   
   
   
   
   
   
  
   
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  Materials 
   
  Dungeon Master’s Notes 
  Each material has been created with a 
  specific purpose in mind, that being 
  giving you additional options when it 
  comes to giving out treasure, 
  especially in low-magic settings. These 
  materials do not make normal items 
  magical and they do not bypass 
  resistances or require attunement.  
  Each item has been presented in the 
  following format: 
  1. Name. The material’s name is 
  generally liked to the culture that 
  created it, so in your settings it may 
  differ. 
  2. Price. As these materials are often 
  used by the common people, they can 
  be usually bought in most major 
  cities, unlike magic items. These are 
  simple suggestions to go along with 
  the usual magic item prices – they 
  may or may not fit your setting, so feel 
  free to adjust them on the fly. 
  4. Flavour Text. This part will 
  explain what it material generally 
  looks like, what it’s made of and how 
  it affects the item’s physical 
  characteristics.  
   
   
   
   
   
   
   
   
   
   
  5. Properties. This part is split into 
  multiple parts, each one defining what 
  the material does when applied to, for 
  example, ‘Armour’ or ‘Weapons’, as 
  the effects may differ. If a certain item 
  type is not listed there, the material is 
  generally not suitable for it. 
   
  ⇋Aeroglass⇌ 
  Price: Four times the usual price. 
  This very specific type of glass is 
  unusually tough and cloudy, almost as 
  if it is always completely covered in 
  smudges, even after cleaning it for 
  hours. Originating from the elemental 
  plane of air, Aeroglass is a material 
  often used by the Genies to craft their 
  weapons – it is exceptionally light, 
  making the weapons far easier to fly 
  with. While they are not as impactful 
  as simple steel weapons they allow for 
  far more combat options thanks to 
  being exceptionally aerodynamic.  
  Melee Weapons: 
   
  The weapon’s damage dice 
  decrease by one step, unless 
  they’re already d4 or lower.           
  This means that d6s become d4s, 
  d8s become d6s, d10s become d8s 
  and d12s become d10s. 
   
  The weapon gains the Finesse, 
  Light and Thrown (range 20/60) 
  properties. 
   
  The weapon, in addition to the 
  regular damage, inflicts 1 
  additional slashing damage. 
   
  You have disadvantage on saving 
  throws made to avoid being 
  disarmed. 
   
  The weapon’s weight is halved. 
   
  
   
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  Page 
  ⇋Darksteel⇌ 
  Price: Three times the usual price. 
  As an odd, exceptionally heavy alloy, 
  Darksteel has only recently been 
  discovered by the people of the surface 
  world, generally via trade with the 
  denizens of the Underdark. Made of 
  steel, charcoal and chunks of platinum, 
  the finished product is exceptionally 
  unwieldy, but it certainly packs a 
  punch. Both Duergar raiding parties 
  and emissaries generally wear armour 
  made of Darksteel, giving them their 
  distinctive grisly vibe. 
  Melee Weapons: 
   
  The weapon, in addition to the 
  regular damage, inflicts 1 
  additional bludgeoning damage. 
   
  The weapon loses the ‘finesse’ 
  property. 
   
  When a creature is struck, they 
  must make a DC 13                
  strength saving throw or be 
  knocked prone. This property can 
  only trigger once a turn. 
   
  You have disadvantage on all 
  attacks of opportunity made with 
  the weapon.  
   
  Your movement speed decreases 
  by 5 feet. 
   
  The weapon’s weight is doubled. 
  Heavy Armours: 
   
  Your movement speed is reduced 
  by 5 feet.  
   
  Your AC increases by 1. 
   
  If an effect moves you along the 
  ground reduce the distance by 5 
  feet. 
   
  Your unarmed attacks deal 1d4 
  bludgeoning damage.  
   
  Standing up from being prone uses 
  two-thirds of your movement 
  instead of the usual half. 
   
   
   
   
  ⇋Ogrehair⇌ 
  Price: Double the usual price. 
  The entire frame of the weapon 
  weapon has to be restructured to make 
  enough space for Ogrehair – a material 
  initially discovered by a clan of 
  unusually strong Halflings. 
  Supposedly made by turning the ogre’s 
  hair into fine ropes, just to turn them 
  into fine strings afterwards by 
  constantly refining and thinning the 
  product. The final creation is much, 
  much harder to use because of the 
  force required, but the results greatly 
  outweigh the additional effort needed 
  to fire.  
  Slings, Crossbows and Bows: 
   
  Unless your Strength is 14 or 
  higher the weapon gains the Heavy 
  and Two-Handed properties. 
   
  The weapon’s normal and long 
  ranges are doubled.  
  
   
  24 
  Page 
   
  You can add half (rounded up) of 
  your Strength modifier to the 
  weapon’s damage rolls, in addition 
  to the usual damage. 
   
   
  ⇋Outleather⇌ 
  Price: Fifteen times the usual price. 
  An unusually strong type of leather 
  that often attracts unwanted attention 
  wherever its wearer appears. Made of 
  the skin of various outsiders, such as 
  elementals, demons and celestials, this 
  type of leather protects from all kinds 
  of magical interference, but many see it 
  as highly distasteful. Initially 
  developed by summoners to protect 
  themselves from their creations should 
  they go wild, this leather is now 
  commonly used by the most audacious 
  adventurers who don’t care about their 
  appearance. 
  Light Armours: 
   
  You are affected by the following 
  spells: protection from evil and 
  good, detect evil and good, hallow.  
  as if you were a fey creature. Other 
  spells with similar effects may also 
  affect you, depending on the GM’s 
  choice. 
   
  You have advantage on Strength, 
  Dexterity and Constitution saving 
  throws against magic.  
   
  You have disadvantage on 
  Charisma (Persuasion and 
  Intimidation) checks when 
  interacting with fiends, celestials 
  and fey creatures. They may react 
  with outright hostility on sight.  
   
   
  ⇋Warscale⇌ 
  Price: Five times the usual price. 
  This unusual material is composed of 
  many different scales fitted together to 
  create an exceptionally flexible and 
  resistant mesh. While not as resistant 
  as metal, these scales offer additional 
  mobility, buoyancy and are generally 
  much more comfortable when worn 
  over a long period of time. Often used 
  by special forces, these armours are 
  perfect when used in naval combat, 
  trekking through a dangerous swamp 
  or trying to stealthy assassinate an 
  enemy. When integrated into a shield 
  these scales give an exceptionally 
  sharp edge, turning it into a useful 
  thrown weapon.  
  Metal Armours: 
   
  Your AC decreases by 1. 
   
  For heavy armours, the Strength 
  required decreases by 1. 
   
  You gain swimming speed equal to 
  half your movement speed. You do 
  not automatically sink to the 
  bottom while wearing this armour. 
   
  You do not have disadvantage on 
  Dexterity (Stealth) checks, no 
  matter the armour type. 
   
   
  
   
  25 
  Page 
  Shields: 
   
  You can throw your shield at an 
  enemy like a discus. It gains the 
  Thrown (range 30/90) property 
  and deals 1d8 slashing damage. It 
  cannot be used in melee combat. 
  You can still carry it as a shield in 
  one hand, increasing your AC as 
  usual. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Credits 
   
  Designer, Writer and Editor: Matt 
  Way. 
  Cover Illustrator: Aaron Lee 
  Interior Illustrators: Davis Lewis 
  Johnson, William McAusland, Joyce 
  Maureira, Miguel Santos and Dyson 
  Logos. 
  Some artwork copyright William 
  McAusland, used with permission. 
  Based on the original Game created 
  by: E. Gary Gygax and Dave Arneson, 
  as well as Brian Blume, Rob Kuntz, 
  James Ward and Don Kaye. 
  Special Thanks: 
  A huge thank you to the London D&D 
  Meetup that got me back to the hobby 
  after years of inactivity. Thanks! 
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Matt Way/Arcane Armoury - Volume 1 40 Magic Items.pdf