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  Magic Items
  Magic Items
  By Wanderers
  By Wanderers
  1
  
  3/10/2019
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  Table of Contents
  Table of Contents
  Uncommon
  Uncommon
  Arrow or Bolt of Returning
  Goggles of Day
  Herculean Bow or Crossbow
  Item of the Beast
  Repeatable Hand Crossbow
  Scabbard of Returning
  Weapon of Returning
  Rare
  Rare
  Amulet of Speech
  Arrow or Bolt of Barrage
  Bracers of Darts
  Bracers of Deflection
  Garland of Goodberries
  Gloves of Weapon Mastery
  Hammer of Scintillating
  Colors
  Hand Crossbow of Distance
  Helm of Hell’s Gate
  Helm of the Minotaur
  Herculean Bow or Crossbow
  Horn of the Huntsman
  Item of the Beast
  Monocle of Transcribing
  Pendant of Security
  Potion of Anything
  Quiver of Aglaranna
  Repeatable Hand Crossbow
  Ring of Chronos
  Ring of Expertise
  Staff of Extension
  Stone of the Hunter
  Tome of Rituals
  Weapon of Returning
  Widow’s Bracers
  Very Rare
  Very Rare
  Amulet and Ring of Spying
  Amulet of Sorcery
  Bardic Charm
  Bow of Bolts
  Bracers of Duplication
  Bracers of Power
  Brooch of Size Alteration
  Circlet of the Fey
  Circlet of Mimicry
  Club of Thunder
  Collar and Ring of Beast
  Control
  Displacement Blade
  Dragon Fire
  Dragon Frost
  Executioner’s Hood
  Gloves of Identify Theft
  Goggles of Mimicry
  Helm of Projection
  Herculean Bow or Crossbow
  Herculean Club
  Horn of the Huntsman
  Horn of the Valkyrie
  House of Rianimarsi
  Libram of Magic
  Libram of Metamagic
  Libram of Sorcery
  Mantle of Shadows
  Mask of the Skull
  Melyssa’s Gift
  Necklace and Ring of Control
  Night Bringer
  Pelt of the Beast
  Pelt of the Huntsman
  Ranged Weapon of Speed
  Repeatable Hand Crossbow
  Ring of Knowledge Theft
  Scabbard of Healing
  Scroll of Wonder
  Shield of the Huntsman
  Shield of Warding
  Spear of the Huntsman
  Sorcerer’s Blade
  Staff of Dexterity
  Stone of Rest
  Sword of Shadows
  Tome of the Arcane
  Tome of Expertise
  Tome of Exploration
  Tome of Feats
  Tome of the Hunter
  Tome of Inspiration
  Weapon of Freedom
  Weapon of Returning
  Legendary
  Legendary
  Amulet of Antimagic
  Helm of Unnatural Sight
  Horn of the Huntsman
  Horn of the Valkyrie
  Ring of the Gate
  Scabbard of Healing
  Staff of Focus
  Staff of the Four Winds
  Staff of the East
  Staff of the North
  Staff of the South
  Staff of the West
  Artifact
  Artifact
  Armor or Ring of Dragon
  Breath
  Green Armor of the Lake
  Pendant of Invincibility
  Sword of Aquila
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  Amulet of Antimagic
  Amulet of Antimagic
  Wondrous item, legendary (requires attunement)
  Centuries ago there was a kingdom that was ruled by magic.
  Only the most powerful caster would reign. However, many
  sought the throne and challenged for control, resulting in
  countless civil wars. To end the bloodshed, the current
  empress created an amulet to protect the wielder against all
  forms of magic and magical affects. The bearer would
  maintain peace and this established peace through the
  kingdom. However, after many generations, the last bearer of
  the amulet sought to rule the kingdom for himself. In his
  overzealousness, he overlooked that something as mundane
  as a sword would end his treachery. The amulet was lost in
  the aftermath and the kingdom was tossed into chaos,
  eventually being lost to the winds of time.
  The following benefits are bestowed to the wearer:
  After you are attuned to this item, you cannot attune to any
  other magic items. And magic items already attuned to you
  no longer function.
  Any magical items that do not require attunements but
  require you to be a conduit or requires you to utter a magic
  word do not function. You are unable to use a magical
  wand, instrument, or sunblade, for example.
  You are immune to magic and magic-like affects. This also
  prevents you from beneficial magical affects such as
  healing spells and potions. You are unable to use magical
  portals as they cease to function for you. Also items used
  against you become mundane weapons. For example,
  when you sustain damage from magical weapons such as
  the Vorpal Sword, the magical bonus to attack and damage
  is negated and the beheading ability no longer applies.
  Once attuned, it takes over 24 hours to become un-attuned.
  It requires 1 week to become attuned to the item again.
  After becoming un-attuned to the item a second time, you
  can no longer be attuned to the item.
  Amulet and Ring of Spying
  Amulet and Ring of Spying
  Wondrous item, very rare (only amulet requires attunement)
  The amulet and ring are finely crafted and bejeweled. When
  detect magic is cast upon them, a faint Divination aura is
  detected.
  Most often only the ring is found, or is gifted. Through the
  amulet, you can hear and see everything the wearer of the ring
  hears and sees.
  When someone attempts to attune to the item, it falsely
  presents itself as a ring of non-detection. Only an Identify spell
  will reveal its true purpose.
  Amulet of Sorcery
  Amulet of Sorcery
  Wondrous item, very rare (requires attunement by a sorcerer)
  The blood colored gem allows the wearer to increase the
  number of sorcery points you have by 3. They are regained
  after a short or long rest.
  Amulet of Speech
  Amulet of Speech
  Wondrous item, rare
  This simple piece of jewelry allows the wearer to understand
  and speak in any language.
  Armor or Ring of Dragon Breath
  Armor or Ring of Dragon Breath
  Armor (any) or wondrous item, legendary (requires
  attunement)
  This armor or ring is etched with various dragons in different
  positions breathing various types of breath weapons. You gain
  resistance to any dragon’s breath, including dragon turtle.
  Arrow or Bolt of Barrage
  Arrow or Bolt of Barrage
  Wondrous item, rare
  This finely crafted projectile is etched with magical runes.
  When you fire this item from your bow or crossbow and
  choose a point within range, it splinters into a barrage. Each
  creature in a 20 foot radius must make a Dexterity saving
  throw DC 15 or take 1d8 piercing damage, or half as much
  damage on a successful one.
  Arrow or Bolt of Returning
  Arrow or Bolt of Returning
  Wondrous item, uncommon
  This finely crafted arrow is etched with Elven runes. When
  you fire the arrow from your bow, whether you hit or miss
  your target, the arrow returns to your quiver at the end of your
  turn.
  The bolt has Dwarven runes.
  Bardic Charm
  Bardic Charm
  Wondrous item, very rare (usable by a bard of 10th level or
  greater)
  This item can range from being a piece of jewelry to a musical
  instrument. Regardless of the form taken, they all perform the
  same function.
  Spells you cast that have the charm effect bypass a
  creatures resistance. Creatures with resistance to the charm
  effect no longer gain advantage on saving throws against
  being charmed.
  3
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  Bow or Crossbow of Bolts
  Bow or Crossbow of Bolts
  Weapon (bow), very rare (requires attunement)
  This finely ashen bow is etched with Elven runes. Any arrow
  shot with this bow is considered magical when determining
  what it can hit.
  Additionally, when desired by the wielder, instead of firing
  an arrow you can draw upon the bow and have a Fire Bolt, Ice
  Bolt, Lightning bolt, or Thunder bolt magically appear, dealing
  1d8 fire, cold, lightning, or thunder damage, respectively,
  when you successfully hit a target. The thunder bolt emits a
  thunderous boom audible out to 300 feet.
  There is also a crossbow version etched with Dwarven
  runes that performs the same functions.
  Bracers of darts
  Bracers of darts
  Wondrous item, rare
  These finely crafted mithral bracers are etched with ancient
  mystic runes. When you take the attack action, you can choose
  to make a ranged attack with each bracer. A Magical Dart is
  shot from each bracer at +1 to hit and +1 to damage.
  You can fire 2 darts on each of your turns. The darts
  magically replenish at the end of your turn.
  Bracers of Deflection
  Bracers of Deflection
  Wondrous item, rare (requires attunement)
  These finely crafted adamantine bracers are etched with
  ancient religious runes. When you are attacked and not
  wielding a shield or a two handed weapon, you gain a +1
  bonus to AC.
  In addition, you can use your reaction and expend 1 charge
  to deflect a missile. You can use this feature after you are hit,
  but before the damage is rolled. When you do so, the damage
  taken is reduced to 0.
  The bracers have 1d4 charges. Charges replenish daily at
  dawn. If you expend the last charge, roll a d20. On a 1, the
  bracers turn to dust.
  Bracers of Duplication
  Bracers of Duplication
  Wondrous item, very rare (requires attunement)
  These finely crafted mithral bracers are etched with arcane
  and religious runes. Using a bonus action, you can create an
  exact duplicate of yourself, each wearing one of the bracers,
  for 10 minutes. You can end this sooner using a bonus action.
  Your hit points are divided equally and act independently of
  each other.
  You must remain within 30 feet of your duplicate or be
  forced to merge, causing you to be knocked prone. If one of
  you drops to 0 hit points, you are forced to merge; knocking
  you prone and any excess damage carries over.
  This duplicate shares your knowledge, abilities, and non-
  magical items excluding treasure. You decide who carries
  which, if any, magical items you possess. For example, if you
  are wearing magical armor, one of you wears the armor while
  the other has no armor. Special features are divided equally
  between both of you; rages, inspiration die, channel divinity,
  wild shape, ki points, superiority die, sneak attack, and
  sorcery points are divided equally.
  Unused spell slots or spell points are divided equally. You
  determine who receives a spell slot that only has 1 spell slot
  or one spell slot remaining.
  Once you use the bracers, it can’t be used again until 24
  hours have passed.
  Bracers of Power
  Bracers of Power
  Wondrous item, very rare (requires attunement)
  These finely crafted mithral bracers are etched with ancient
  runes in a language long forgotten. Once per turn, when you
  make a weapon attack, you can use a bonus action and
  expend 1 charge to imbue your attack with magical
  properties. The damage type is either psychic or force, your
  choice.
  The damage is 1d6 for every 5 levels you possess. The
  bracers have 1d4 charges. Charges replenish daily at dawn. If
  you expend the last charge, roll a d20. On a 1, the bracers turn
  to dust.
  Brooch of Size Alteration
  Brooch of Size Alteration
  Wondrous item, very rare (requires attunement)
  This ornate piece of jewelry radiates Transmutation magic
  when detect magic is cast upon it. You can use a bonus action
  to expend 1 charge to either increase or decrease in size to
  the next size category.
  The increase in size gives advantage on Strength checks
  and Strength saving throws. The weapons and anything worn
  or carried by the wearer also increases in size. The damage
  from weapon attacks increase by 1d4.
  The decrease in size causes disadvantage on Strength
  checks and Strength saving throws. The weapons and
  anything worn or carried also decrease in size. The damage
  from weapon attacks decrease by 1d4. However, you gain
  benefits when you are small. You can move through the space
  of any creature of a size larger than yours. Creatures that are
  of the size Huge or larger have disadvantage on attack rolls
  against you.
  The effect lasts for 1 minute, after which you return to your
  normal size. You can end it earlier as a bonus action. A Dispel
  Magic spell cast on you immediately ends the effect.
  The brooch has 3 charges. The charges replenish daily at
  dawn. If you expend the last charge, roll a d20. On a 1, the
  brooch turns to dust.
  Circlet of Fey
  Circlet of Fey
  Wondrous item, very rare (requires attunement)
  The circlet is etched with sylvan symbols. You can use an
  action to expend 1 charge to cast one of the following spells
  from it: Misty Step, Charm Person, or Charm Monster. You
  use your spell save DC or a DC 13 if you have no spell save
  DC.
  The circlet has 3 charges. Charges replenish daily at dawn.
  If you expend the last charge, roll a d20. On a 1, the pendant
  turns to dust.
  4
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  Circlet of Mimicry
  Circlet of Mimicry
  Wondrous item, very rare (requires attunement)
  This finely crafted circlet is etched with ancient arcane runes
  in an unknown foreign language. It radiates Divination magic
  when Detect Magic is cast on it.
  Using a bonus action to activate the circlet, you begin to
  record and study the movements of a single target you select.
  You instantly learn the movements of your target and can
  anticipate the target’s next move. For 1 minute you have
  advantage on attack rolls, ability checks, and saving throws.
  In addition, the target has disadvantage on attack rolls and
  ability checks against you.
  Once used, it can’t be used again until the next dawn.
  Club of Thunder
  Club of Thunder
  Weapon (club), very rare (requires attunement)
  This club appears plain and brittle. This weapon bestows a
  bonus +1 to hit and damage.
  As a bonus action, you can expend 1 charge to strike the
  ground, releasing a thunderous wave. Each creature within 20
  feet of you must succeed on a DC 15 Constitution saving
  throw or take 3d8 thunder damage and be knocked prone. A
  creature that succeeds on its saving throw takes half damage
  and isn’t knocked prone.
  The strike emits a thunderous boom audible out to 300 feet
  when you strike the ground. Unsecured objects that are
  completely within the area of effect automatically fall to the
  ground.
  The club has 1d4 charges. Charges replenish daily at dawn.
  If you expend the last charge, roll a d20. On a 1, the club
  explodes, dealing you 3d10 thunder damage.
  Collar and Ring of Beast Control
  Collar and Ring of Beast Control
  Wondrous item, very rare (requires attunement)
  This collar and ring come as a matching set designed with
  creatures doing various labors. When attuned to the ring, you
  can attempt to place the collar on a beast in attempt to control
  it, as the Dominate Beast spell. The beast must succeed on a
  DC 14 Wisdom saving throw. If the beast succeeds, the collar
  immediately falls off. If the beast fails, the collar will
  automatically adjust to fit perfectly.
  You have a telepathic link with the beast as long as both of
  you are in the same plane of existence. Through the link, you
  have total control of the beast as per the Dominate Beast spell.
  The beast gains another Wisdom saving throw when its’ hit
  points fall below one third of its’ maximum. If the beast
  succeeds on the saving throw or is set free from the ring’s
  control, it will know who controlled it and will relentlessly
  attack that creature.
  Displacement Blade
  Displacement Blade
  Weapon (battle axe, sword), very rare (requires attunement)
  This magical blade has black swirls that seem to be in
  constant motion. When the sword is swung, the blade appears
  to become distorted and warp the waves of light.
  The blade confers the following abilities:
  When you are attacking a creature, the shifting motion of
  the blade makes it difficult to avoid being struck by the
  weapon. If you miss with an attack during your turn, you
  can immediately make an additional attack. You can gain
  one additional attack once a turn with this ability.
  The blade’s shifting motion also makes it harder for an
  attacker to spot an opening against you. You gain a +1 to
  your AC. The bonus to AC increases to +2 if you are not
  using a shield.
  Dragon's Fire
  Dragon's Fire
  Weapon (battle axe), very rare (requires attunement)
  It is a magical Battle Axe that gives a + 1 bonus to attack and
  damage. The hilt of the axe is made of dragon skin in the
  shape of a dragon wrapped around itself, with the head ending
  at the pommel. The double sided blades each have a full
  dragon etched onto the surface facing outward breathing fire.
  While holding the axe, you have resistance to cold. In
  addition, you and everything you wear and carry are
  unharmed by temperatures as low as -50oF.
  Using a bonus action, the dragons’ eyes glow red, then their
  etched breaths turn to flames, causing the blades to burst into
  flames. While ablaze, it deals an additional 1d6 fire damage
  and sheds light in a 40 foot radius and dim light for an
  additional 40 feet. The flame lasts until the command word is
  spoken again or you drop or sheathe the weapon.
  Legend says that Dragon’s Fire and Dragon’s Frost were
  actually a single two-handed battle ax. How it was created and
  what separated them has been lost.
  5
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  Dragon's Frost
  Dragon's Frost
  Weapon (battle axe), very rare (requires attunement)
  It is a magical Battle Axe that gives a + 1 bonus to AC. The hilt
  of the axe is made of dragon skin in the shape of a dragon
  wrapped around itself, with the head ending at the pommel.
  The double sided blades each have a full dragon etched onto
  the surface facing outward breathing frost.
  While holding the axe, you have resistance to fire. In
  addition, you and everything you wear and carry are
  unharmed by temperatures as high 150oF.
  Using a bonus action, the dragons’ eyes glow blue, then
  their etched breaths turn to ice, causing the blades to be
  coated in ice. While frozen, it deals an additional 1d6 cold
  damage, with icicles embedding into the creature.
  Additionally, it sheds light in a 20 foot radius and dim light for
  an additional 20 feet when you are in temperatures below
  0oF. The icicles last until the command word is spoken again
  or you drop or sheathe the weapon.
  Legend says that Dragon’s Fire and Dragon’s Frost were
  actually a single two-handed battle ax. How it was created and
  what separated them has been lost.
  Executioner's Hood
  Executioner's Hood
  Wondrous item, cursed, very rare
  This black velvet hood has two opening for the eyes only. It
  radiates magic when Detect magic is cast on it. When
  adorned, your eyes turn red and weep with blood. The hood
  begins to crush your skull, dealing 1d10 damage each round.
  This damage bypasses any resistance and immunity. You
  cannot speak in any form nor can the hood be physically
  removed. The only way the hood can be removed is attacking
  the hood AC10 and 50hp, with the damage split between you
  and the hood, or a Greater Restoration or Wish spell cast on
  the hood. If you are reduced to 0 hit points, your head is
  crushed and consumed. The hood disappears, leaving a
  headless corpse.
  Garland of Goodberries
  Garland of Goodberries
  Wondrous item, rare
  This necklace with flowers is adorned with 6 to 8 goodberries.
  Removing one and ingesting it bestows the same benefits as
  eating a goodberry infused with magic from the Goodberry
  spell. If the last goodberry is consumed, the garland withers
  and dies. Each day, the garland regains all the goodberries
  consumed.
  Gloves of Identity Theft
  Gloves of Identity Theft
  Wondrous item, very rare (requires attunement)
  These finely crafted leather gloves allow you to touch a
  creature that you wish to impersonate. Using your action to
  expend 1 charge, you immediately become a perfect copy of
  the humanoid creature you touched, both in appearance and
  voice. You may have wings or gills, but you do not have the
  ability to fly or breathe under water. However, you gain no
  knowledge or mannerism of the target.
  You retain the appearance for 8 hours. For each additional
  charge, you can retain the appearance for an additional 8
  hours.
  The gloves have 1d4 charges. Charges replenish daily at
  dawn. If you expend the last charge, roll a d20. On a 1, the
  gloves turn to dust.
  Gloves of Weapon Mastery
  Gloves of Weapon Mastery
  Wondrous item, rare
  While wearing these gloves, you gain proficiency with any
  weapon you wield.
  Goggles of Day
  Goggles of Day
  Wondrous item, uncommon
  While wearing these tinted lenses, you can see in sunlight out
  to a range of 60 feet. This item was created to help creatures
  who have Daylight Sensitivity; you no longer experience
  disadvantages being in direct sunlight.
  Green Armor of the Lake
  Green Armor of the Lake
  Armor (plate), artifact (requires attunement by a lawful good
  character)
  This fine quality armor is bright green in color. It was given to
  an honorable knight by a powerful mage who protected the
  land from evil. The knight’s purpose was to test the honor,
  skill, and virtue of other knights in the realm. After the knight’s
  death, the mage reclaimed the armor and destroyed it.
  However, there are tales of her hiding the armor until a
  successor is found. This knight must be loyal, honorable,
  courteous, reverent, and willing to protect the poor and weak.
  Those found unfit and try to adorn the armor will be
  encased in water until the armor is removed. While engulfed,
  you cannot breathe and you are crushed. You take 4d6 force
  damage at the start of each turn. This damage bypasses any
  resistance and immunity.
  The bright Green Plate armor grants the wearer
  Immunity to non-magical weapons.
  You can breathe underwater. In addition, being underwater
  imposes no penalties on your movement or attacks.
  A +3 bonus to AC.
  6
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  Hammer of Scintillating Colors
  Hammer of Scintillating Colors
  Weapon (hammer), rare
  This finely crafted weapon radiates Transmutation magic
  when Detect Magic is cast on it.
  Using a bonus action, you activate its magical properties.
  This weapon scintillates between different colors, each
  representing a different energy.
  When you make a successful attack against the target, it
  takes an additional 1d6 damage. Roll a 1d6 to determine the
  additional damage type.
  d6
  Color
  Damage typed
  1
  Orange
  Acid
  2
  Blue
  Cold
  3
  Red
  Fire
  4
  Yellow
  Lightning
  5
  Green
  Poison
  6
  White
  Thunder
  Hand Crossbow of Distance
  Hand Crossbow of Distance
  Weapon (hand crossbow), rare
  Grants + 1 to hit and + 1 to damage. The long range of the
  weapon is doubled.
  Helm of Hell's Gate
  Helm of Hell's Gate
  Wondrous item, rare (requires attunement)
  This black helmet has silver etchings of demons, devils, and
  dragons. The helm has small bat-like wings where the ears
  would be. It fits to any size creature and covers most of
  thehead. It bestows Darkvision up to 90 feet.
  Using a bonus action, you activate the helm, causing the
  silver etchings to swirl as though coming to life. The wearer’s
  eyes turn completely black with a silver pupil. You gain the
  benefit of seeing in total darkness, whether it is natural or
  magical in source.
  Helm of the Minotaur
  Helm of the Minotaur
  Wondrous item, rare
  This brown and grey helmet has silver engravings of
  mountains and adorned with horns.
  While wearing the helmet, you gain the following abilities:
  You have an excellent memory for geography and always
  recall the general layout of a terrain.
  You can recall any path you have traveled within the past
  30 days.
  You have advantage on Wisdom (Perception) and
  Intelligence (Investigation) checks made to detect the
  presence of secret doors and traps
  Helm of Projection
  Helm of Projection
  Wondrous item, very rare (requires attunement)
  This unornate, metallic helmet has subtle rune etchings along
  the inner surface.
  While wearing this helm, you can use a bonus action to
  expend 1 charge and create an exact duplicate of yourself next
  to yourself. You can see, hear, touch, speak, and perform any
  actions such as attack and cast spells through the duplicate.
  During this time, you are in a trance and unresponsive to the
  world around you.
  The duplicate is present for 1 hour and can travel any
  distance away from you. If the duplicate sustains any damage,
  you experience the same damage. The damage sustained by
  you and the duplicate cannot be healed. If for any reason the
  duplicate is reduced to 0 hit points, you are also reduced to 0
  hit points and automatically fail your first death saving throw.
  Once one hour has passed, the duplicate disappears and
  any items it was carrying remains where it was last located.
  You recall everything the duplicate had seen, heard, etc. If the
  duplicate is killed, you recall nothing that transpired and will
  experience 1 level of fatigue.
  The helm has 4 charges and you can choose to expend an
  additional charge to extend the existence of the duplicate for 1
  hour. If you expend 2 charges, your essence is transported
  where the duplicate is located, becoming the original person.
  However, all your belongings and the crown remain where you
  were originally.
  Charges replenish daily at dawn. If you expend the last
  charge, roll a d20. On a 1, the helm turns to dust.
  Helm of Unatural Sight
  Helm of Unatural Sight
  Wondrous item, legendary (requires attunement)
  This helmet is engraved with mountains surrounded by clouds
  in a starry night sky. The visor has no openings, giving the
  impression that once lowered you are blinded.
  Using a bonus action, the visor lowers automatically and
  the engraved clouds enlarge, obscuring the mountains and
  stars. Your eyes are shielded, but you are still able to see.
  For each charge you expend, you can select any 2 of the
  following features. Each feature has a range of 90 feet for one
  hour.
  You are immune to blindness and have advantage on
  saving throws against gaze attacks
  You can see in normal and magical darkness
  You can see invisible creatures and objects
  You can automatically detect visual illusions and succeed
  on saving throws against them
  You can see into the Ethereal plane
  You can perceive the original form of a shape changer or a
  creature that is transformed by magic
  The helm has 4 charges. Charges replenish daily at dawn. If
  you expend the last charge, roll a d20. On a 1, the helm
  explodes, dealing 4d10 force damage.
  There is a Circlet version of this helmet. When you activate
  the Circlet, your eyes turn completely white.
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  Herculean Bow or Crossbow +1,+2.+3
  Herculean Bow or Crossbow +1,+2.+3
  Weapon (bow, crossbow), common, uncommon (+1), rare (+2),
  very rare (+3)
  This ashen bow appears as any other bow and grants a bonus
  +1 to hit and damage, but it requires Strength of 15 or greater
  to wield this bow. You use your strength modifier to hit and for
  damage. The long range of the weapon is doubled.
  Herculean Club
  Herculean Club
  Weapon (club), very rare
  This club appears to be old and fragile. However, this
  appearance hides the true power of the weapon. If you
  possess a strength of 18 or greater, once per turn when you
  successful hit a creature of size Huge or smaller, the creature
  must make a Strength saving throw DC 17 or be knocked
  prone and pushed 10 feet from you.
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  Horn of the Huntsman
  Horn of the Huntsman
  Wondrous item, rare (bone, tusk), very rare (antler), legendary
  (wood)
  You can use an action to blow this horn. In response, spectral
  wolves, as shown in the provided creature chart, from the
  Beastlands plane appear within 60 feet of you. They return to
  the Beastlands after 1 hour or when they drop to 0 hit points.
  Once you use the horn, it can’t be used again until 7 days have
  passed.
  Four types of horn of the huntsman are known to exist, each
  made of a different substance. The horn’s type determines
  how many wolves answer its summons, as well as the
  requirement for its use. The DM chooses the horn’s type or
  determines it randomly.
  d100
  Horn
  Type
  Spectral Wolves
  Summoned
  Requirement
  01 -
  40
  Bone
  2d4
  Any Druid or Ranger
  41 -
  75
  Tusk
  3d4
  Druid or Ranger of 5th
  level or higher
  75 -
  90
  Antler
  4d4
  Druid or Ranger of 10th
  level or higher
  91 -
  00
  Wood
  5d4
  Druid or Ranger of 15th
  level or higher
  If you blow the horn without meeting its requirements, the
  summoned wolves attack you. If you meet the requirement,
  they are friendly to you and your companions and follow your
  commands.
  If you are equipped with the Pelt of the Huntsman, Shield of
  the Huntsman, and Spear of the Huntsman, you summon the
  maximum number of the wolves as shown by the horn type
  and the wolves will be at their maximum hit points.
  Spectral Wolf
  Spectral Wolf
  Originally spectral wolves were wolves that hunted on the
  prime material. What made these wolves stand out above
  others was their innate code of honor and loyalty. When they
  died, their souls were sent to the Beastlands plane to enjoy the
  afterlife they earned.
  Their time spent in the Beastlands plane has transformed
  them into more than the beasts they were in the prime
  material plane. They are now sentient beings who are less
  primal than their previous existence
  While in the Beastlands plane, they are able to
  communicate telepathically to all creatures within range. If
  summoned to another plane, they are only able to
  telepathically communicate with the creature who summoned
  them.
  9
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  Spectral Wolf
  Spectral Wolf
  Large Beast, unaligned
  Armor Class AC 14 (natural armor)
  Hit Points Hitpoints 62 (7d10 + 20)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Str 17
  (+3)
  Dex 15
  (+2)
  Con 15
  (+2)
  Int 7
  (-2)
  Wis 12
  (+1)
  Cha 7
  (-2)
  Saving Throws Str +5, Dex +4, Wis +3
  Skills Perception +3, Stealth +4
  Damage Vulnerabilities none
  Damage Resistances none
  Damage Immunities none
  Condition Immunities none
  Senses darkvision 60 ft., passive Perception 13
  Languages telepathy 60 ft.
  Challenge 2 (450 XP)
  Keen Hearing and Smell. The spectral wolf has
  advantage on Wisdom (Perception) checks that rely
  on hearing and smelling.
  Pack Tactics. The spectral wolf has advantage on an
  attack roll against a creature if at least one of the
  wolf’s allies is within 5 feet of the creature and the
  ally isn’t incapacitated.
  Actions
  Multiattack. The Spectral Wolf makes one bite attack
  Bite. Weapon Attack: +5 Attack Bonus to hit, 5 ft.
  Reach/Range, one target. Hit: 11 (2d6 + 3) piercing
  damage. If the target is a creature, it must succeed
  on a DC 13 Strength saving throw or be knocked
  prone.
  
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  Horn of the Valkyrie
  Horn of the Valkyrie
  Wondrous item, very rare (brass), legendary (iron) (requires
  attunement by a non-evil alignment humanoid)
  You can use an action to blow this horn. In response, a
  Valkyrie, as shown in the provided creature chart, riding a
  Pegasus (refer to Monster Manual for statistics) from the
  Ysgard plane appear within 60 feet of you.
  They return to Ysgard after 1 hour or when they drop to 0
  hit points. If the Valkyrie dies and the Pegasus survives, only
  the horn blower can mount and command the Pegasus.
  Once you use the horn, it can’t be used again until 7 days
  have passed.
  Two types of Horn of the Valkyrie are known to exist, each
  made of a different substance. The horn’s type determines
  how many Valkyries and Pegasi answer its summons, as well
  as the requirement for its use. The DM chooses the horn’s
  type or determines it randomly.
  d100
  Horn
  Type
  Valkyrie
  Summoned Requirement
  01 -
  80
  Bronze
  2d4
  Proficiency with medium armor
  and martial weapons
  81 -
  00
  Iron
  3d4
  Proficiency with heavy armor
  and martial weapons
  If you blow the horn without meeting its requirements or
  command it to carry out an evil act, the summoned Valkyries
  and Pegasi will attack you. If you meet the requirements, they
  are friendly to you and your companions and follow your
  commands.
  VALKYRIE
  VALKYRIE
  Valkyries are warrior women clad in radiant armor and
  carrying a shield and are armed with both a sword and spear.
  Sitting astride a Pegasus, they charge into battle fearless.
  Each Valkyrie is a beautiful, graceful, and fierce warrior.
  Valkyries are commanded by Odin to decide the course of
  battles and collect the souls of worthy fallen warriors. Riding
  Pegasi, they are invisible as they visit battlefields to either aid
  or thwart the warrior’s fate.
  10
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  Valkyrie
  Valkyrie
  Medium Celestial, Neutral Good
  Armor Class AC 18 (Armor and shield)
  Hit Points 82 (11d8 + 33)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Str 17
  (+3)
  Dex
  17(+3)
  Con
  16(+3)
  Int
  14(+2)
  Wis
  16(+3)
  Cha
  16(+3)
  Saving Throws Str +6, Con +6, Wis +6, Cha +6
  Skills Athletics +6, Insight +8, Perception +6
  Damage Vulnerabilities none
  Damage Resistances radiant; bludgeoning, piercing,
  and slashing damage from nonmagical weapons
  Damage Immunities none
  Condition Immunities charmed, exhaustion,
  frightened
  Senses darkvision 120 ft., passive Perception 16
  Languages all
  Challenge 5 (1,800 XP)
  Ysgardian Weapons. The Valkyrie’s weapon attacks are
  magical. When the Valkyrie hits with any attack, the
  weapon deals an extra 1d8 radiant damage.
  Actions
  Multiattack. The Valkyrie makes two attacks
  Long Sword. Melee Weapon Attack: Attack +6 to hit,
  Reach 5 ft., one target. Hit: 8 (1d8+3) piercing
  damage plus 5 (1d8) radiant damage.
  Spear. Melee Weapon Attack: Attack +6 to hit, Reach
  5 ft. or 20/60 ft., one target. Hit: 7 (1d6+3) piercing
  damage plus 5 (1d8) radiant damage.
  
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  House of Rianimarsi
  House of Rianimarsi
  Wondrous item, very rare (requires attunement)
  It is a mundane looking six sided die designed with dots
  representing numbers 1 through 6. It will radiate Conjuration
  magic when Detect Magic is cast on it. When a command
  word is spoken, a shimmering doorway appears in front of the
  creature. Stepping through this doorway brings you, your
  belongings, and up to 19 other medium size creatures into a
  “building” with five rooms, each large enough to house four
  medium size creatures. The rooms are well lit and can be
  “turned” on and off with a command word. From within, the
  numbers appear as windows, though you cannot see or hear
  what occurs outside.
  You and your companions may stay for as long as 12 hours
  before you and everyone else are expelled from the “building”.
  Inanimate objects may remain within, allowing you to use the
  item as storage. You can use the time continuously or in short
  increments. You may leave and re-enter anytime you wish
  during the 12 hours.
  Once used for the 12 hours, the cube cannot be used again
  for 1 week.
  Item of the Beast
  Item of the Beast
  Wondrous item, uncommon to rare (requires attunement)
  The item has tiny designs of birds, fishes, lizards, and
  mammals. There are two forms of this item that bestow the
  wearer the ability to transform into a beast. Using an action to
  expend 1 charge, you transform into any type of beast allowed
  by the item’s rarity. You can maintain this form for a maximum
  of 1 hour and you retain your mental (Intelligence and
  Wisdom) abilities. You can return to your normal form as a
  bonus action.
  It has 1d4 charges. Charges replenish daily at dawn. If you
  expend the last charge, roll a d20. On a 1, the item transforms
  you into the last shape you took and turns to dust. You retain
  your mental abilities. A Dispel Magic at DC 13, Greater
  Restoration, or Wish spell will return you to normal.
  Uncommon
  Challenge Rating 0
  Rare
  Challenge rating 1/4
  Libram of Magic
  Libram of Magic
  Wondrous item, very rare, usable by any 10th level or greater
  spell caster
  This tome contains knowledge to benefit spell casters. If you
  spend 48 hours studying the pages and 1 week training, you
  gain the ability to learn two spells from any class that you are
  able to cast using your spell casting modifier. The spells do
  not count against the number of spells you can know and have
  prepared.
  You cannot gain benefits from this tome again. Once read
  and the benefits gained, the libram vanishes.
  Libram of Metamagic
  Libram of Metamagic
  Wondrous item, very rare, usable by a sorcerer
  This tome contains knowledge on how to expand your
  influence of the threads of magic. If you spend 48 hours
  studying the pages and 1 week training, you can select an
  additional metamagic spell.
  You cannot gain benefits from this tome again. Once read
  and the benefits gained, the libram vanishes.
  Libram of Sorcery
  Libram of Sorcery
  Wondrous item, very rare, usable by a sorcerer
  This tome contains knowledge on how to fully gain control of
  the magic that surrounds you and bend it to your will. If you
  spend 48 hours studying the pages and 1 week training, your
  maximum number of sorcery points increases by 3.
  You cannot gain benefits from this tome again. Once read
  and the benefits gained, the libram vanishes.
  Mantle of Shadows
  Mantle of Shadows
  Wondrous item, very rare (requires attunement)
  This finely crafted magical cloak is as black as the starless
  night sky. When worn in dim light, you seem to blend in to the
  shadows.
  This cloak was worn by the half-elven warrior rogue
  Scuronotte. It was said that when in combat, she appeared
  from nowhere, attacked swiftly, and then disappeared in the
  shadows before you could react.
  When you are in dim light or darkness, you can use your
  action to become invisible. You remain invisible until you
  make an attack, cast a spell, or are in an area of bright light.
  In addition, the cloak bestows a +1 AC bonus.
  Mask of the Skull
  Mask of the Skull
  Wondrous item, very rare (requires attunement)
  This plain leather mask is designed to be a skull covering
  everything below your eyes. While worn, you can cast Create
  Undead at 6th level once per day.
  Additionally, undead creatures sense your connection to
  death and become hesitant to attack you. When an undead
  attacks you, that creature must make a Wisdom saving throw
  DC 13. On a failed save, the creature must choose a different
  target or the attack automatically misses. On a successful
  save, the creature is immune to this effect for 24 hours.
  The creature is aware of this effect before it makes its
  attack against you.
  The other facet of the item that is unknown, even with the
  Identify spell, is that the item requires a life force to maintain
  its power. The mask draws energy from your closest ally when
  they are taking a long rest. When the target awakens, instead
  of being refreshed, the target suffers one level of exhaustion
  and its hit points are decreased by one hit dice.
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  Melyssa's Gift
  Melyssa's Gift
  Armor (mithral/elven chain shirt and pants), very rare
  (requires attunement)
  Centuries ago, hatred and mistrust between a small Human
  kingdom, an Elven kingdom to the East, and a Dwarven
  kingdom to the North existed. That was until a human female
  princess named Melyssa Cavaliere began to change everyone’s
  way of thinking. Through prowess, devotion, and compassion,
  she was welcomed to be heir to the throne. In her reign, she
  brought peace and prosperity to the Humans and Dwarves as
  well as love and trust with the Elven races.
  In gratitude and respect, the greatest Elven and Dwarven
  smiths together fashioned armor never before seen nor likely
  ever again and gifted it to Melyssa. It was the fusion of the
  finest Elven Chain and the purest of Dwarven mithral
  combined with the magic of both races. During her reign, a
  great evil lead by the Demon Lord Brakoth was amassing
  forces that threatened all life. Wielding a blade that stole the
  lives of anyone killed by the blade, his forces were decimating
  the land. The three races combined forces to confront the
  Demon Lord while he was preparing his next move stationed
  in a dwarven underground fortress he just captured.
  In the end, it was Melyssa and Brakoth who faced each
  other in battle. Brakoth’s skill and magic was superior, but
  there seemed to be a barrier or some form of protection
  impeding his attacks and spells. Melyssa was tiring and
  realized she was not going to win. In a moment of
  enlightenment, she remembered a verse about the life stealing
  sword. That a life given freely and with love would break the
  unnatural bonds that held life in horror. At that moment,
  looking at humans, elves, and dwarves fighting and dying
  together, sacrificing everything to save each other, she felt love
  strengthen her resolve. She closed her eyes and lowered her
  sword and shield. Sensing victory, Brakoth plunged the blade
  into Melyssa. As the blade pierced her heart, her eyes opened
  and a smile crossed her face. Dumbfounded, Brakoth looked
  down at his blade which was shaking in his hand. The blade
  shattered, instantly killing Melyssa and Brakoth. Both forces
  retreated as the tunnels were collapsing. The only ones who
  stayed were her loyal steward, her Dwarven Cleric Athkis, and
  her Elven advisor Aglaranna.
  This mithral and elven chain shirt and leggings are
  engraved with Dwarven and Elven runes, imbuing it with
  powerful magic.
  Whoever wears this armor gains the following benefits:
  The armor is extremely light and flexible. You can wear
  this armor under your clothing.
  You are considered proficient with this armor even if you
  lack proficiency with armor.
  You gain a bonus +1 to AC.
  It does not impose disadvantage on Dexterity checks.
  The armor is considered a chain shirt when calculating AC
  and you can add your full dexterity modifier when
  calculating the AC.
  You have advantage on saving throws versus spells and
  other magical effects.
  Magical attacks are made at disadvantage against you.
  There are other renditions of this armor that have been
  created for other highly revered humanoids. But regardless of
  the name of the recipient, the armor bears the name of
  Melyssa in honor of the person who sacrificed for all races.
  Monocle of Transcribing
  Monocle of Transcribing
  Wondrous item, rare
  You place the monocle over one eye while covering the other.
  Using an action to expend 1 charge you are able to read any
  language, ancient script, or coded message for 1 hour.
  The monocle has 1d4 Charges. Charges replenish daily at
  dawn. If you expend the last charge, roll a d20. On a 1, the
  monocle turns to dust.
  Necklace and Ring of Control
  Necklace and Ring of Control
  Wondrous item, very rare (requires attunement)
  This necklace and ring come as a matching set designed with
  humanoids casting spells. When this necklace is placed onto a
  humanoid who can cast spells, the spell caster must succeed
  on a DC 15 Wisdom saving throw. If the spell caster succeeds,
  the necklace immediately falls off. If the spell caster fails, the
  necklace will automatically adjust to fit perfectly. The wearer
  of the ring has a telepathic link with the spell caster as long as
  both of you are in the same plane of existence. The spell
  caster cannot cast any spells or use any magical items usable
  by his or her class while under the effects of the necklace.
  Through the link, the wearer of the ring has total control of
  the spell caster’s abilities. The wearer of the ring immediately
  knows the spells possessed by the spell caster and as an
  action cast the spell through the spell caster as long as both
  are within 60 feet of sight of each other.
  The spell caster gains another Wisdom saving throw when
  its’ hit points fall below one third of its’ maximum or when
  more than five spell levels are cast cumulatively. If the spell
  caster succeeds on the saving throw or is set free from the
  ring’s control, the spell caster will know who controlled him or
  her and will relentlessly attack that creature.
  Night Bringer
  Night Bringer
  Weapon (short sword), very rare (requires attunement)
  This finely crafted magical blade is as black as the starless
  night sky.
  This blade was one of the two deadly blades wielded by the
  half-elven warrior rogue Scuronotte. It was said that when in
  combat, her attacks came from all directions before you could
  draw your weapons.
  You can make one attack with this sword as a bonus action
  on each of your turns. If you already have a feature that grants
  an attack as a bonus action, you can now make two attacks as
  a bonus action.
  In addition, you have advantage on initiative rolls and your
  movement speed increases by 10 feet.
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  Pelt of the Beast
  Pelt of the Beast
  Wondrous item, very rare (requires attunement)
  This pelt serves as a cloak and can be made from any type of
  beast. It will radiate Transmutation magic when Detect Magic
  is cast on it.
  Using a bonus action, you can transform into the beast that
  the pelt was made from that has a challenge rating of 2 or
  lower. You can stay in beast form for up to two hours, either
  continuous or intermittent throughout the day. After 2 hours
  of transformation, you revert to your normal form. You cannot
  use this property again until dawn of the next day.
  While transformed, your game statistics are replaced with
  the statistics of the beast excluding your level, hit points,
  alignment, personality, Intelligence, Wisdom, Charisma, skill
  proficiencies, and saving throw proficiencies,. You use the
  beast’s skills or saving throws proficiencies if it is higher than
  yours.
  Using a bonus action to revert to normal form, any damage
  you sustained remains. Since the hit points are from the same
  pool, any damage you sustained is deducted from your hit
  points. If you are reduced to 0 hit points in beast form, you
  immediately revert back to humanoid form and make death
  saving throws as usual.
  You also retain the benefits of any features from your class,
  race, or other source and can use them if the new physical
  form is physically capable. You retain your special senses,
  such as dark vision.
  You cannot cast spells nor can you speak. Your equipment
  merges into your new form or is worn by it, if possible.
  There is a 25% chance that the pelt is cursed and at the first
  full moon, you will transform you into a lycanthrope. The form
  taken is determined on the type of beast the pelt is created
  from.
  Pelt of the Huntsman
  Pelt of the Huntsman
  Wondrous item, very rare (usable by a barbarian, druid,
  fighter, ranger)
  This pelt serves as a cloak and can be made from any type of
  beast.
  The creatures of the natural world sense your connection to
  nature and become hesitant to attack you. When a beast or
  plant creature attacks you, that creature must make a DC 14
  Wisdom Saving throw. On a failed save, the creature must
  choose a different target or the attack automatically misses.
  On a successful save, the creature is immune to this effect for
  24 hours.
  The pelt also grants the wearer the following.
  You gain the heightened senses that are shared by beasts.
  You have advantage on Wisdom (Perception) checks.
  You can Speak with Animals as the spell at will.
  Pendant of Invincibility
  Pendant of Invincibility
  Wondrous item, artifact (requires attunement)
  This adamantium piece of jewelry radiates Transmutation
  magic when Detect Magic is cast upon it. The pendant has
  runes written on the back. The front is engraved with an
  armored giant. Using a bonus action and uttering the
  command word, your body becomes covered in adamantium
  with the pendant centered on your chest incorporated into the
  armor. When you are armored,
  Your movement is halved and you have disadvantage on
  Dexterity checks and Dexterity saving throws. You do not
  gain benefits from dodge-like or evasion-like features.
  Your strength is increased to 24. You have advantage on
  Strength checks and Strength saving throws.
  Your AC is 24.
  You have resistance to all damage except psychic damage.
  You cannot be knocked prone or grappled.
  Your body becomes a juggernaut that can deal significant
  damage. Your attacks overcome resistance and immunity
  to nonmagical attacks and damage. It also overcomes
  resistance to any form of damage. You make two attacks;
  each attack deals 2d20 force damage. If you succeed with
  both attacks, the creature must succeed a DC 20 or be
  grappled. A creature from size huge and below can be
  grappled by you. Each round a creature is grappled, it
  sustains 3d10 force damage.
  You can perform this transformation once weekly. The
  transformation lasts for 10 minutes. You can end the
  transformation sooner by using a bonus action. While in this
  form, you cannot cast spells that require somatic or material
  components.
  If you are lowered to 0 hit points while you are transformed,
  the pendant is transferred to the creature that dealt the final
  blow and it gains knowledge of how to use the item and can
  use it immediately.
  Pendant of Security
  Pendant of Security
  Wondrous item, rare
  This metallic colored gem creates an invisible field around
  you, protecting you from harm. When you are not wearing
  armor, your base AC becomes 13.
  Potion of Anything
  Potion of Anything
  Wondrous item, rare
  This nondescript bottle appears to be non-magical. It will
  radiate an aura of Transmutation magic when Detect Magic is
  cast. When water is poured into the bottle, after 8 hours a
  random magic potion is created (the DM will determine the
  type). The bottle can create 1 magical potion once per day.
  If a magical potion is poured into the bottle, the bottle will
  explode and be rendered useless.
  13
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  Quiver of Aglaranna
  Quiver of Aglaranna
  Wondrous item, rare
  Made by Wood Elves centuries ago, these quivers are made
  from fine leather decorated with Elves on horseback attacking
  various creatures. The quiver possesses one compartment
  that is magically enchanted.
  When drawing from the quiver, an arrow or bolt appears in
  your hand ready to use. The ammunition is considered
  magical for the purpose of overcoming resistance and
  immunity to non-magical attacks and damage.
  The ammunition will only last one turn and cannot be
  transferred to another for use. Only the bearer of the quiver
  can use the item.
  Ranged Weapon of Speed
  Ranged Weapon of Speed
  Weapon (any crossbow, longbow, short bow weapon), very rare
  (requires attunement)
  When you use the attack action with a crossbow, longbow, or
  short bow, you can use your bonus action to make another
  ranged attack.
  The bonus attack doesn’t stack with the Crossbow Expert
  Feat with granting an additional bonus attack to hand
  crossbows.
  Repeatable Hand Crossbow
  Repeatable Hand Crossbow
  Weapon (hand crossbow), uncommon, rare (+1), very rare (+2)
  This well-crafted hand crossbow has arcane dark elven magic
  runes carved into the stock. The weapon has a compartment
  in which you can load 6 bolts.
  You can use a bonus action to make an attack. It takes a
  bonus action to reload.
  It doesn’t stack with the Crossbow Expert Feat with
  granting an additional bonus attack to hand crossbows.
  Ring of Chronos
  Ring of Chronos
  Ring, rare
  The ring is engraved with symbols of time. Using a bonus
  action or a reaction, you can activate the ring to transport
  yourself 6 seconds into the past. You retain the memory of
  what happened in those 6 seconds and you can change the
  course of history. Your ability checks, attacks, and saving
  throws are made with advantage. Ability checks and attacks
  against you are made at a disadvantage.
  Once used, it can’t be used again until the dawn the next
  day.
  Ring of Expertise
  Ring of Expertise
  Ring, rare (requires attunement)
  The rings appear plain and cheaply made. Each ring is
  engraved with an image. When worn and attuned, this item
  allows the wearer to double his or her proficiency bonus for
  that skill, regardless of whether the wearer has proficiency in
  that skill.
  Engraving
  Skill
  Blazing Trails in the Sky
  Acrobatics
  Two Old Wolves
  Animal Handling
  Feathered Cloak
  Arcana
  Hammer
  Athletics
  Mustached Man Wearing a Horned Hat
  Deception
  Book
  History
  Curled Musical Instrument
  Insight
  Half Black and Half White Faced Woman
  Intimidation
  Blind Human holding Balancing Scales
  Investigation
  White Flower
  Medicine
  World Tree
  Nature
  A Single Blue Eye
  Perception
  Harp
  Performance
  Gem Encrusted Silver Chalice
  Persuasion
  Rabbit
  Religion
  Two Ravens
  Sleight of Hand
  Eight Legged Horse
  Stealth
  Human Man with One Hand
  Survival
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  Ring of the Gate
  Ring of the Gate
  Wondrous item, legendary
  This item appears like an ordinary ring. On close inspection,
  magic sigils are written along the inside of the band. Using an
  action to expend 1 charge, you throw the ring. The ring
  expands into a large, circular portal ranging from 5 to 20 feet
  in diameter; your choice.
  A shimmering portal appears within the “ring’ that has a
  front and a back. The portal facing you has sigils along the
  outside surface. Travel through the portal is possible only by
  moving through its front. Anything that does so is instantly
  transported, appearing in the unoccupied space nearest to the
  portal.
  You can use the item in one of two ways.
  Use a sigil that is attuned to the ring to teleport you and
  your party to a teleportation circle on the prime material
  plane. Attuning the ring to a teleportation circle requires
  you to place the ring inside the teleportation circle for 10
  minutes and speaking the command word.
  You can travel up to 5 miles away from your present
  location. The portal shimmers and reveals your
  destination. You can change the location that is shown to
  select a site to your liking.
  The portal remains open for 1 minute or until you decide to
  end it. Once it closes, the ring shrinks and flies into your hand.
  This item has 2 charges. Each use expends 1 charge. The ring
  regains all charges daily at dawn.
  Ring of Knowledge Theft
  Ring of Knowledge Theft
  Ring, very rare (requires attunement)
  Using an action to expend 1 charge to activate the ring, you
  can touch a creature to gain knowledge known by it from the
  previous hour. For each additional minute you remain in
  contact with the target, you can gain an additional hour of
  knowledge to a maximum of the previous 24 hours. The target
  must make a DC 14 Wisdom saving throw after the first
  minute and each additional minute you attempt to remain in
  contact. If the target fails, you can continue to gain
  information. If the target is unconscious, it automatically fails
  its saving throw. If it succeeds or the contact is broken before
  you want it to, the link is ended and the target knows you have
  been searching its memories.
  Once the target succeeds, you cannot attempt to gain more
  knowledge from the target for 24 hours. At the beginning of
  each minute you continue to gather more information, the
  target can make another saving throw to end the link. The
  knowledge you gain lasts for 8 hours. For each additional
  charge you expend, you retain the memory for an additional 8
  hours.
  The ring has 1d4 charges. Charges replenish daily at dawn.
  If you expend the last charge, roll a d20. On a 1, the ring turns
  to dust.
  Scabbard of Healing
  Scabbard of Healing
  Wondrous item, special (requires attunement)
  This scabbard appears to be a plain leather weapon scabbard.
  Once you draw your weapon from it and use a bonus action to
  expend 1 charge to activate its enchantment, you regain hit
  points at the beginning of your turn for 1 minute. You cannot
  exceed your maximum hit points. You continue gaining this
  benefit even if you have 0 hit points.
  The scabbard has 3 charges. Charges replenish daily at
  dawn. If you expend the last charge, roll a d20. On a 1, the
  scabbard bursts into flames, dealing 5d10 radiant damage.
  Very rare
  Regain 1d4 hit points per round
  Legendary
  Regain 1d6 hit points per round
  Scabbard of Returning
  Scabbard of Returning
  Wondrous item, uncommon
  This scabbard appears to be a plain leather weapon scabbard
  that holds either two daggers, two hand axes, or two light
  hammers. When these weapons are drawn from the scabbard
  and thrown, they will magically return to your scabbard
  immediately after the attack.
  15
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  Scroll of Wonder
  Scroll of Wonder
  Scroll, very rare
  This scroll has been enchanted by great spells back to the
  time when the gods first came into existence. When found,
  there is one spell written on the parchment. The spell
  disappears from the scroll when it is cast. Instead of the scroll
  being consumed, the letters scatter across the page in an
  incoherent arrangement. After 12 hours, a new spell appears
  on the scroll.
  The spell changes every 12 hours, whether it has been cast
  or not. The spell can be from 1st through to 6th level and from
  any full spell caster class spell list.
  2d100
  Spell Class
  01 - 15
  Bard
  16 - 30
  Druid
  31 - 50
  Cleric
  51 - 80
  Wizard
  81 - 90
  Sorcerer
  91 - 00
  Warlock
  2d100
  Spell Level
  01 - 40
  1st
  41 - 60
  2nd
  61 - 80
  3rd
  81 - 95
  4th
  96 - 98
  5th
  99 - 00
  6th
  Shield of the Huntsman
  Shield of the Huntsman
  Armor (shield), very rare (requires attunement by a barbarian,
  druid, fighter, ranger)
  This ornate adamantine shield has intricate ancient arcane
  and druidic runes written in a long forgotten language
  engraved along its border that bestows a bonus of +2 to AC.
  The shield can be used as both a melee and a ranged
  weapon, with a +1 bonus to hit dealing 1d8 bludgeoning
  damage + your Strength modifier.
  As a ranged weapon, it has a range of 20/60 feet. If there
  are two targets within 5 feet of each other, you can make a
  ranged attack against both creatures, using two separate
  attack rolls against each creature. Immediately after the
  attack, the shield flies back to your hand.
  The AC bonus does not stack with the AC bonus from the
  Dual Wielder feat if you are using the shield for two weapon
  fighting.
  Shield of Warding
  Shield of Warding
  Armor (shield), very rare (requires attunement)
  This ornate mithral shield has intricate ancient Dwarven
  arcane runes written along its border that bestows a bonus of
  +1 to AC. If you are subjected to an effect that allows you
  make a Dexterity saving throw, you take half damage on a
  failed save. You take no damage on a successful save as the
  shield forms a protective barrier around you.
  Using a bonus action to expend 1 charge, a movable,
  invisible force field emanates from the shield, surrounding you
  and any creature within 10 feet of you. The field absorbs 3
  points of damage for each level of the wielder that would have
  been sustained to each creature within the protective shield
  from large missiles, area of affect spells, etc. for 1 minute. For
  example, a 10th level fighter using the shield would negate 30
  points of damage each creature under the protective field
  would have sustained. This affect also grants immunity to
  damage from Magic Missile.
  The shield has 1d3 charges. Charges replenish daily at
  dawn. If you expend the last charge, roll a d20. On a 1, the
  shield turns to dust.
  Sorcerer's Blade
  Sorcerer's Blade
  Weapon (any one handed or versatile sword), very rare
  (requires attunement by a sorcerer)
  This single edged blade is finely crafted of adamantine and
  mithral with ancient arcane runes engraved across the blade.
  Sorcerers are automatically proficient with this weapon.
  Upon command, the blade shines a bright light in a 20 foot
  radius and dim light in a 20 foot radius. The light is sunlight.
  Speaking the command word again or sheathing the sword
  puts out the light.
  When you hit with an attack using this magic sword, the
  target takes an extra 1d8 force damage. When drawn, the
  blade grants the following benefits:
  Add a +1 bonus to your AC and saving throws
  Increases your Spell Attack bonus by +1
  Increases the Spell Save DC by 1
  Add your Charisma modifier to the damage of your spells.
  Spear of the Huntsman
  Spear of the Huntsman
  Weapon (spear), very rare (requires attunement by a
  barbarian, druid, fighter, ranger)
  This wooden spear is carved with ancient druidic runes along
  the shaft. When you hit with an attack with this magic spear,
  the target takes an extra 1d6 psychic damage. In addition,
  while you hold the spear, you cannot be frightened or
  charmed.
  If you are separated from the spear or you make a ranged
  attack, the spear dissipates into smoke and immediately
  reappears in your hand.
  Using a bonus action, you can mark a creature. You have
  advantage on Wisdom (Perception) and Wisdom (Survival)
  checks to find your mark. This benefit lasts for 1 hour for
  every 5 levels you possess, rounded down. Once you use this
  feature, it cannot be used again until dawn the next day.
  16
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  Staff of Dexterity
  Staff of Dexterity
  Weapon (staff), very rare (requires attunement)
  This staff grants a bonus +2 to Dexterity. This bonus will
  increase your maximum ability score for Dexterity to 22. The
  staff also bestows proficiency in Acrobatics if not already
  proficient. If you are proficient in Acrobatics, double your
  proficiency bonus.
  Using a bonus action, you can make a melee attack with the
  opposite end of the staff for 1d6 bludgeoning damage, 1d8 if
  used two-handed. You use your dexterity modifier to
  determine attack and damage bonus.
  Staff of Extension
  Staff of Extension
  Staff, rare (requires attunement by a sorcerer, warlock,
  wizard)
  This staff is used as a focus for spell casting. By expending 1
  charge, spells that have origin of self or requires a touch can
  originate 30 feet from the caster.
  The staff has 1d4 charges. Charges replenish daily at dawn.
  If you expend the last charge, roll a d20. On a 1, the staff
  explodes, pushing you back 10 feet and causing 2d10 force
  damage.
  Staff of Focus
  Staff of Focus
  Staff, legendary (requires attunement by a bard, cleric, druid,
  sorcerer, warlock, or wizard)
  Using a bonus action to expend 1 charge, you can use the staff
  to maintain concentration on one spell that does not require
  using an action or bonus action to continue its effect. This
  frees you to cast and maintain a spell that requires
  concentration. If you take damage, you have disadvantage on
  your Constitution saving throws to maintain your
  concentration. If you fail, concentration is lost for both spells.
  The staff has 2 uses per day. Charges replenish daily at
  dawn. If you expend the last charge, roll a d20. On a 1, the
  staff explodes, dealing 5d10 force damage in a 20 foot radius
  centered on the staff.
  Staff of the Four Winds
  Staff of the Four Winds
  Legend has it that there was a powerful Monk named Shinsa
  who was blessed by the gods with this weapon. With it, she
  was able to cast spells and make herself the most lethal
  combatant in her era. However, as her ego grew, her desire for
  power began to take shape. Believing she should be the ruler
  of the lands, she attacked and murdered the Emperor and all
  his family but his youngest son. While Shinsa was about to
  deliver the killing stroke, the gods cursed the staff, causing it
  to break into 4 parts, each flying to opposite end of the world.
  Defenseless, Shinsa looked sat her burned hands as she was
  surrounded by the guards. Her fate was never made public. As
  to the staffs, the current locations of the pieces are unknown.
  When the staffs are joined, the abilities of each staff are
  retained. The bonuses to attack, damage, and AC stack only
  when all 4 pieces are joined. Each piece fits into the other.
  When all four parts are assembled, the staff shrinks to a
  manageable size for the wielder. Only 2 attunement slots will
  be filled.
  What is known is when the staff is whole; it allows the user
  to cast Haste and Greater Invisibility simultaneously twice a
  day. When this ability is used, there is a cumulative 20%
  chance that the staff will break apart and spread to the four
  winds again. When the staff breaks apart, it explodes in a 10
  foot diameter centered on the bearer of the staff, dealing 5d10
  fire damage and 5d10 force damage.
  Staff of the East
  Staff of the East
  Weapon (staff), very rare (requires attunement by a monk)
  It bestows a +1 to AC. The staff is 6 feet in length, 3 inches in
  diameter, and has a hollowed center. Using an action to
  expend 1 charge and twirling the staff, you can cast as Wall of
  Wind or Haste. It lasts for 1 minute as long as you continue to
  use your bonus action to twirl the staff. Duration is for 1
  minute regardless. If done for the full minute, you must take a
  short or long rest or have disadvantage on any attacks or
  abilities using acrobatic and athletic checks.
  The staff has 3 charges uses a day. Charges replenish daily
  at dawn. If you expend the last charge, roll a d20. On a 1, the
  staff explodes, dealing 5d10 lightning damage.
  Staff of the North
  Staff of the North
  Weapon (staff), very rare (requires attunement by a monk)
  It bestows a +1 attacks and damage. The staff is 6 feet in
  length and 1 inch in diameter. Using an action to expend 1
  charge and twirl the staff, you can cast the spell Gust of Wind.
  It lasts for 1 minute as long as you continue to use your bonus
  action to twirl the staff. Duration is for 1 minute regardless. If
  done for the full minute, you must take a short or long rest or
  have disadvantage on any attacks or abilities using acrobatic
  and athletic checks.
  The staff has 1d4 uses a day. Charges replenish daily at
  dawn. If you expend the last charge, roll a d20. On a 1, the
  staff explodes in a 10 foot diameter centered on you, causing
  you to take 5d10 thunder damage.
  Staff of the South
  Staff of the South
  Weapon (staff), very rare (requires attunement by monk)
  It bestows a +1 to attacks and damage. The staff is 6 feet in
  length, 2 inches in diameter, and has a hollowed center. Using
  an action to expend 1 charge and twirling the staff, you can
  cast the spell Fly. It lasts for 1 minute as long as you continue
  to use your bonus action to twirl the staff. Duration is for 1
  minute regardless. If done for the full minute, you must take a
  short or long rest or have disadvantage on any attacks or
  abilities using acrobatic and athletic checks.
  The staff has 1d4 uses a day. Charges replenish daily at
  dawn. If you expend the last charge, roll a d20. On a 1, the
  staff explodes, dealing 5d10 cold damage.
  17
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  Staff of the West
  Staff of the West
  Weapon (staff), legendary (requires attunement by a monk)
  It bestows a +2 to AC. The staff is 6 feet in length, 4 inches in
  diameter, and has a hollowed center. Using an action to
  expend 1 charge and twirling the staff, you can cast the spells
  Reverse Gravity or Greater Invisibility. It lasts for 1 minute as
  long as you continue to use your bonus action to twirl the
  staff. Duration is for 1 minute regardless. If done for the full
  minute, you must take a short or long rest or have
  disadvantage on any attacks or abilities using acrobatic and
  athletic checks.
  The staff has 3 charges a day. Charges replenish daily at
  dawn. If you expend the last charge, roll a d20. On a 1, the
  staff explodes, dealing 5d10 force damage.
  Stone of the Hunter
  Stone of the Hunter
  Wondrous item, rare (usable by a ranger)
  This mundane piece of jewelry has a magical stone framed by
  a design resembling a predatory animal, such as the talons of
  an eagle or the maw of a wolf, clutching the stone.
  When you cast Hunter’s Mark, the following changes to the
  spell occur.
  Hunter’s Mark no longer requires concentration.
  The damage type is changed to force damage.
  Any attack roll you make against your target selected with
  Hunter’s Mark is a critical hit on a roll of 19 or 20 on the
  d20.
  Stone of Rest
  Stone of Rest
  Wondrous item, very rare (requires attunement)
  This plain stone radiates Abjuration magic when Detect
  Magic is cast upon it. This stone is highly sought after by
  casters, even with its restrictions. Once per week, when you
  can take a short rest, you can instead activate the stone and
  feel refreshed as though you have taken a long rest. You regain
  all hit points, spell slots, and any other ability that is
  replenished after a long rest.
  It takes one week for the stone to recharge. If you attempt
  to be no longer attuned to this item before a week has passed,
  the stone draws power from you as you have not allowed it to
  “rest”. You immediately are under the effect of level 4
  exhaustion.
  Sword of Aquila
  Sword of Aquila
  Weapon (long sword), artifact (requires attunement by any
  good humanoid)
  This blade is centuries old, though appears as though it was
  just pulled from the forge and razor sharp. Engraved along the
  blade of this finely crafted sword are the words “VALOROSI.
  VIRTÙ. VERITÀ.” on one side and “L'ONORE. LIBERTA. IL
  SACRIFICIO” on the other side.
  There are many tales that tell of a warrior wielding a
  magical blade to help defend the weak, overcome persecution,
  and defeat the wicked. Whoever holds the blade not only feels
  its power but also the responsibility that comes with it. It does
  not only take great physical strength to wield such a weapon,
  but strength of courage, honor, and virtue. There are few that
  who have such qualities.
  Magic Weapon.
  Grants a +3 to hit
  It bypasses damage resistance of any creature
  It scores a critical hit on a roll of 18-20. (If you already have
  this as a class feature, you instead roll one additional
  weapon damage die when determining the extra damage
  for a critical hit.)
  Functions as a sword of sharpness
  Beneficial Properties.
  While you hold the drawn sword, it creates a magical aura
  in a 30-foot radius around you. You and all creatures
  friendly to you in the aura are immune to being charmed
  and frightened.
  You have advantage on saving throws versus spells and
  other magical effects.
  You have advantage on Charisma (Persuasion) checks.
  Detrimental Properties.
  You must donate half of your fortune you gain to a worthy
  cause (not another PC). If you are a ruler or govern over
  people, you can use the fortune to benefit those under your
  charge and protection.
  You appear 10 years older.
  Sword os Shadows
  Sword os Shadows
  Weapon (sword), very rare (requires attunement)
  The blade of this sword has black swirls that are in constant
  motion. This blade was one of the two deadly blades wielded
  by the half-elven warrior rogue Scuronotte. It was said that
  when in combat, she appeared from nowhere.
  Whoever attunes to the blade, gains the following abilities:
  When you are in dim light or darkness, as a bonus action
  you can teleport up to 60 feet to an unoccupied space you
  can see that is also in dim light or darkness. You have
  advantage on the first melee attack you make before the
  end of your turn.
  Attacks from the blade can affect creatures that are in the
  ethereal plane.
  You can see invisible creatures.
  18
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  Tome of the Arcane
  Tome of the Arcane
  Wondrous item, very rare
  This plain leather bound book appears to be an arcane, but
  non-magical book. It will radiate an aura of magic when
  Detect Magic is cast. The tome bestows enlightenment and
  knowledge of magic.
  After reading for 48 hours and training for 1 week, you
  learn a spell from a level for which you have spell slots. This
  spell does not count against the number of spells you are able
  to know. The spell can be from any class that is of 5th level or
  less. You use a spell slot and your spell casting modifier when
  you cast the chosen spell. Once read, the tome disappears.
  Tome of Expertise
  Tome of Expertise
  Wondrous item, very rare
  This plain leather bound book appears to be an arcane, but
  non-magical book. It will radiate an aura of magic when
  Detect Magic is cast. The tome bestows enlightenment and
  skill that you already possess. Through training and focus,
  your proficiency increases in an ability that you have already
  trained in.
  After reading for 48 hours and training for 1 week, you can
  select one skill or tool that you are proficient in. Your
  proficiency bonus is doubled. Once read, the tome disappears.
  Tome of Exploration
  Tome of Exploration
  Wondrous item, very rare (requires Natural Explorer class
  feature)
  This plain, worn leather bound book has various types of
  terrains etched onto the cover. It will radiate an aura of magic
  when Detect Magic is cast. The tome grants you knowledge
  about traveling and surviving in the world.
  After reading for 48 hours and training for 1 week, choose
  one type of terrain. This terrain becomes your favored terrain
  as described in the Natural Explorer feature in the Player’s
  Handbook.
  You cannot gain benefits from this tome again. Once read,
  the tome disappears.
  Tome of Feats
  Tome of Feats
  Wondrous item, very rare
  This plain leather bound book appears to be an arcane, but
  non-magical book. It will radiate an aura of magic when
  Detect Magic is cast. The tome bestows a talent or an area of
  expertise that bequeaths special capabilities. It embodies
  training, experience, and abilities beyond what a class
  provides.
  After reading for 48 hours and training for 1 week, you can
  select any feat. You cannot select a feat you are already trained
  in unless otherwise permitted. Once read, the tome
  disappears.
  Tome of the Hunter
  Tome of the Hunter
  Wondrous item, very rare (requires Favored Enemy class
  feature)
  This plain, worn leather bound book has various types of
  creatures etched onto the cover. It will radiate an aura of
  magic when Detect Magic is cast. The tome grants the reader
  knowledge about tracking, hunting, and even talking to a
  certain type of enemy commonly encountered in the wilds.
  After reading 48 hours and training for 1 week, choose one
  type of enemy: beasts, fey, humanoids, monstrosities, or
  undead. You gain a +2 bonus to damage rolls with weapon
  attacks against creatures of the chosen type.
  Additionally, you have advantage on Wisdom (Survival)
  checks to track your favored enemies, as well as on
  Intelligence checks to recall information about them. You also
  learn a language spoken by your favored enemy if applicable.
  You cannot gain benefits from this tome again. Once read,
  the tome disappears.
  Tome of Inspiration
  Tome of Inspiration
  Wondrous item, very rare, usable by a bard
  This tome contains knowledge on how to motivate others and
  improve your creativeness to excel in skills and overcome
  obstacles. If you spend 48 hours studying the pages and 1
  week training, your maximum number of bardic inspiration
  die increases by 2.
  You cannot gain benefits from this tome again. Once read
  and the benefits gained, the tome disappears.
  Tome of Rituals
  Tome of Rituals
  Wondrous item, rare, ability to cast spells
  This plain leather bound tome appears to be an arcane
  magical book. It will radiate magic when Detect Magic is cast.
  The tome contains rituals from a certain class that any
  character can use as though that character had the Ritual
  Caster feat. To cast the spell, the spell must be of a level you
  can cast.
  Roll a 1d4 to determine what class the ritual spells are
  from.
  1d4
  Class
  1
  Bard
  2
  Cleric
  3
  Druid
  4
  Wizard
  19
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  Weapon of Freedom
  Weapon of Freedom
  Weapon (any weapon), very rare (requires attunement)
  Centuries ago, this magical silver weapon was wielded by
  Myth Drannor’s grandmaster of thieves who was able to elude
  capture and escape any trap or prison. His luck eventually
  ended when he attempted to steal from Vecna. No one ever
  heard from him or has seen the weapon since. You are always
  under the influence of Freedom of Movement as the spell.
  In addition, when the weapon is within 60 feet of you, you
  can expend 1 charge and speak the command word to unlock
  all shackles and locks within 60 feet of you.
  This feature has 1d4 charges a day. Charges replenish daily
  at dawn. If you expend the last charge, roll a d20. On a 1, the
  weapon loses this ability forever.
  Weapon of Returning
  Weapon of Returning
  Weapon (dagger, darts, hand axe, light hammer, spear),
  uncommon, rare (+1), very rare (+2)
  These finely crafted mithral weapons are engraved with runes
  and perfectly balanced. After you make a ranged attack, the
  weapon(s) immediately flies back to your hand.
  Widow's Bracers
  Widow's Bracers
  Wondrous item, rare (requires attunement)
  These finely crafted mithral bracers are engraved with ancient
  arcane runes in a language long forgotten. A ruby, diamond,
  sapphire, and pearl are set in each bracer. When you take the
  attack action, you may make an attack with the bracers. The
  bracers can shoot a Fire bolt, Force bolt, Ice bolt, or Lightning
  bolt with a range of 60 feet. Being within 5 feet of a hostile
  creature doesn’t impose disadvantage on your ranged attack
  rolls.
  Full spell casters can use their spell attack modifier and
  proficiency bonus modifier when attacking with the bracers.
  Once per turn, a full spell caster can make a spell attack with
  the bracers, dealing damage equal to 1d4 for every 4 levels
  taken in a full spell caster class.
  All other classes only gain the benefit of using their
  proficiency bonus modifier when making an attack. The
  damage of the bolt is 1d6.
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Wanderers - 40 New Magic Items (total 90) v1.3.pdf