TEXT: 1
  50+ new and fun magic items for use with the 
  world’s greatest roleplaying game
  Anne GreGersen
  ASTERIK’S ASTOUNDING 
  ATROCITIES
  
  2
  Credits
  Lead Designer: Anne Gregersen
  Editing and Writing: Anne Gregersen
  Playtesters: Anne Gregersen, Dries ‘Zephyr’ Hermans, 
  Jesper Frandsen, Lotta ‘Loscaris’ Ignatius, Louis Flindt 
  Rask, Oskar Sandkvist, and Sindre Urvold
  Cover Illustrator: Cornelius Norbertus Gijsbrechts
  Interior Illustrations:  Albert Anker, Eastman Johnson, 
  Francisco Oller, Fyodor Bronnikov, Jan Lievens, and Jean 
  Honoré Fragonard
  NB: Any used pictures and images in this document that 
  are not self-created are allowed to be used in commercial 
  products. If this should change, the images in question will 
  be removed at replaced. 
  Copyright: DUNGEONS & DRAGONS, D&D, Wizards 
  of the Coast, Forgotten Realms, Ravenloft, Eberron, the 
  dragon ampersand, and all other Wizards of the Coast 
  product names, and their respective logos are trademarks 
  of Wizards of the Coast in the USA and other countries.
  This work contains material that is copyright Wizards of 
  the Coast and/or other authors. Such material is used with 
  permission under the Community Content Agreement for 
  Dungeon Masters Guild.
  All other original material in this work is copyright [2018] 
  by Anne Gregersen and published under the Community 
  Content Agreement for Dungeon Masters Guild.
  Table of Contents
  Store Staff .......................................................3
  The Catalog .....................................................4
  Items by Rarity........................................................................4
  Items by Type..........................................................................5
  Magical Items..................................................6
  Inventions Gone Wrong........................................................6
  Journal of Magical Commissions........................................7
  
  3
  S
  queezed between two larger houses and almost 
  leaning into the street, a small store peaks out 
  at people passing by, promising looks at various 
  magical items and reagents. Though the shop 
  looks fairly unimpressive, several people, often 
  wearing fine clothing or accompanied by their personal 
  guard or entourage, can be seen making their way towards 
  the store with clear intent. 
  From the outside, Asterik’s Astounding Atrocities might 
  not look like anything special. Though the building itself is 
  well made and maintainted, it is clear that it has 
  seen frequent and recent repair. Soot marks 
  have charred the sides of the building from 
  where windows lead into Asterik’s cellar 
  workshop, and strange noises can be 
  heard coming from the store at all 
  odd hours of the day. 
  The store isn’t as colorful as 
  some might believe when they 
  first imagine a magic shop. The 
  buildings has taken on a more neutral 
  color palette of wooden browns with 
  a few dashes of dark and emerald 
  green acting as decoration, with 
  little need or desire for frivolous 
  additions. 
  Inside, the store is equally plain and 
  surprisingly small. A few shelves hang 
  on the walls around the shop, presenting 
  various trinkets and potions available for 
  sale. At the far end of the room is the main 
  desk where a young half-elven woman sits 
  reading a book. She springs to attention 
  whenever someone steps through the door, 
  eager to offer any assistance to those looking 
  over the arcane wares the shop offers. 
  At night, the shop is hardly ever quiet, as 
  Asterik either continues working in his workshop, or has 
  his various automated assistants roaming around the store, 
  either continuing work on Asterik’s project or guarding the 
  place from intruders and thieves. 
  Several safety precautions are put in place to make sure 
  nothing is stolen from the shop. Most obvious would be 
  the various arcane locks placed on the doors, as well as 
  the magical alarms put around the property to discourage 
  anyone with ill intentions from approaching. However, the 
  most effective thief deterrent is Asterik’s main assistant, 
  Auto, a large stone golem who stands guard in the store 
  during the night, watching diligently for any intruders or 
  thieves who might want to break in. 
  Store Staff
  Though it is most definitely Asterik’s shop, he doesn’t 
  spend much time doing the business side of things. He has 
  help, both with managing the store and conversing with 
  customers, as well as with procuring the various materials 
  he needs for crafting his magical items.  
  Asterik’s Astounding Atrocities
  Asterik Theorian
  Asterik is an older, half-elven gentleman with graying 
  silverblond hair that always looks a bit ruffled. He rarely 
  puts any effort into his looks, and mostly wears his 
  workshop clothing, not bothering with changing into 
  anything more suitable. 
  Though he is getting into his twilight years, Asterik 
  is as sharpwitted and clever as ever. At least, that is the 
  assumption. The truth is that Asterik rarely ever leaves 
  his workshop beneath the store, content with spending 
  his days tinkering away at various strange inventions. 
  He is considered a hermit by most of his peers, though 
  there are only few of them, and rather eccentric, even 
  compared to some of his fellow inventors. 
  All items, enchantments, and magical reagents 
  available in the shop are made by Asterik and carries 
  a mark to signify that the item originated from his 
  workshop. Most of what he makes doesn’t even 
  make it to the shelves, as several powerful and wealthy 
  people order wares directly from him. However, would-be 
  adventurers can always find basic items, such as magical 
  inks, scrolls, and simple potions on his shelves. 
  Asterik is a very private man and rarely ever shares 
  much in the way of opinions or conversation with other 
  people. He prefers his space and hardly ever invites 
  anyone into his workshop, with the exception of his 
  apprentice and store front manager, Sylvia.
  Sylvia Donner
  Sylvia is a young and shy half-elf with dark red hair 
  and gray eyes that are made much larger than their 
  actual size on account on the large horn-rimmed 
  glasses that she wears. Sylvia is quick with a smile and 
  a laugh, though it is mostly a nervous one, and she takes 
  her job at Asterik’s Astounding Atrocities very seriously. 
  Like Asterik, Sylvia is considered to be a bit strange by 
  her fellows. She is nervous and timid by nature, and many 
  people have believed her to be a bit simpleminded when 
  she was younger. However, she is a hardworking and 
  brillant pupil, and carries a lot of respect for her teacher, 
  Asterik. 
  Sylvia is the face of Asterik’s Astounding Atrocities. 
  Asterik, preferring to keep to himself in his workshop, has 
  tasked Sylvia with manning the desk of the store during 
  the day. Only few perusers actually come into the store, 
  giving Sylvia plenty of time to manage the shops records 
  and archives, as well as study the old books of magic and 
  enchantment that are part of her education to become an 
  arcane artisan. 
  Due to her kind nature and sweet demeanor, many 
  people work under the assumption that Sylvia would be 
  easy to fool or dupe. They are quite right in this regard, as 
  Sylvia cowers under authority and doesn’t put much faith 
  in her own abilities. Despite of these shortcommings in 
  her character, the store sees no theft, as Asterik’s arcane 
  precautions, in the way of alarms and marks, prevent 
  thieves from getting away with his goods. 
  
  Jack Quickstep
  Though he doesn’t work in Asterik’s Astounding Atrocities, 
  anyone who has spent just a little time outside of the store 
  would have noticed the halfling boy, Jack Quickstep, darting 
  in and out of the shop’s back entrance. With his boyish 
  features and fine, black hair, he is a quite handsome lad 
  with a deceptively innocent face. This feature served him 
  well when he was younger and employed with the local 
  thieves guild where he was tasked with picking pockets 
  and scouting for trouble during bigger heists. 
  Jack was first invited to work at Asterik’s Astounding 
  Atrocities after he was found held up by the ankles by Auto, 
  the shop’s guarding stone golem. This surprised Asterik, 
  as he had expected the boy to have been snared up by one 
  of Asterik’s many traps made specifically to catch would-be 
  thieves and robbers before even getting to Auto, but the 
  halfing boy had managed to get past at least five other traps 
  without triggering them before getting caught. 
  Why exactly Asterik decided to take the boy on as a 
  helper is unknown, as is the reason for Jack’s strong 
  loyalty to Asterik. What is certain is that since Jack found 
  employment at the store, his run-ins with the law have 
  lessened significantly. 
  Though his days of thieving are behind him, his contacts 
  and the way he uses them are not. Jack is charged with 
  finding, as well as procuring, the strange and specific 
  ingredients and materials Asterik requires for his 
  inventions and enchantments.
  The Catalog
  When perusing Asterik’s Astounding Atrocities, these are 
  the items one can be lucky to find. Some might already 
  have been sold or have simply gone out of stock, in which 
  case an adventurer would have to wait a while for their 
  commisioned magic item to be finished. 
  Below the stocks the shops can be easily read through, 
  sorted both by item rarity and item type. 
  Items by Rarity
  Common
  Item
  Type
  Amulet of Magic Item Detection
  Wondrous item
  Beads of Elemental Energy
  Wondrous item
  Belt of Dry Breath
  Wondrous item
  Blindfold of Stealth*
  Wondrous item
  Candle of Wonder (Candle of Smoke)
  Wondrous item
  Philter of Falsetto
  Potion
  Shoes of Buoyancy 
  Wondrous item
  Zimmer Top
  Wondrous item
  *requires attunement
  UnCommon
  Item
  Type
  Bag of Ideas
  Wondrous item
  Candle of Wonder (Candle of 
  Darkness)
  Wondrous item
  Candle of Wonder (Candle of Death)
  Wondrous item
  Candle of Wonder (Candle of Quiet)
  Wondrous item
  Candle of Wonder (Candle of Truth)
  Wondrous item
  Dreamcatcher
  Wondrous item
  Dress of Femininity
  Wondrous item
  Gloves of the Sentinel*
  Wondrous item
  Heartsworn Necklace
  Wondrous item
  Horn of Plenty
  Wondrous item
  Jacob's Magical Ladder
  Wondrous item
  Philter of Fertility
  Potion
  Potion of Fire Breathing
  Potion
  Potion of Good Luck
  Potion
  Potion of Ill Fortune
  Potion
  Potion of Preparedness
  Potion
  Scarf of Entanglement
  Wondrous item
  Shoes of Dashing
  Wondrous item
  Stalwart Sword
  Weapon (any sword)
  Suit of Masculinity
  Wondrous item
  Weapon of Humanoid Detection*
  Weapon (any)
  *requires attunement
  
  RaRe
  Item
  Type
  Ammunition of Vampirism
  Weapon (ammunition)
  Armor of Wiles*
  Armor (light, medium, or 
  heavy)
  Blade of the Victor*
  Weapon (any sword)
  Candle of Wonder (Candle of Cold)
  Wondrous item
  Crossbow of Repeating*
  Rare
  Downdraft Whistle
  Wondrous item
  Feyslayer*
  Weapon (any)
  Goggles of Far Sight
  Wondrous item
  Horn of Beasts
  Wondrous item
  Hurry Cane*
  Weapon (quarterstaff)
  Lucky Weapon*
  Weapon (any)
  Phantom Armor
  Armor (plate)
  Ring of Diamond Protection
  Wondrous item
  Ring of Lovely Sparkles*
  Wondrous item
  Ring of Silver Tongues
  Wondrous item
  Shield of Invisibility
  Armor (shield)
  Staff of Distractions*
  Wondrous item
  Sunbow*
  Weapon (any bow)
  Weapon of Frightening Restraint*
  Weapon (any)
  Weapon of Monster Detection*
  Weapon (any)
  Wolfsong*
  Weapon (any)
  *requires attunement
  VeRy RaRe
  Item
  Type
  Belt of the Minotaur*
  Wondrous item
  Dustmaker*
  Weapon (any)
  Oil of Brittleness
  Potion
  Weapon of Confusion*
  Weapon (any)
  *requires attunement
  LegendaRy
  Item
  Type
  Death's Door Dagger*
  Weapon (dagger)
  Edge of Madness*
  Weapon (any sword)
  Shield of the Dark Void*
  Armor (shield)
  *requires attunement
  Items by Type
  aRmoR
  Item
  Rarity
  Armor of Wiles*
  Rare
  Phantom Armor
  Rare
  Shield of Invisibility
  Rare
  Shield of the Dark Void*
  Legendary
  *requires attunement
  Rings
  Item
  Rarity
  Ring of Diamond Protection
  Rare
  Ring of Lovely Sparkles*
  Rare
  Ring of Silver Tongues
  Rare
  *requires attunement
  Potions
  Item
  Rarity
  Oil of Brittleness
  Very rare
  Philter of Falsetto
  Common
  Philter of Fertility
  Uncommon
  Potion of Fire Breathing
  Uncommon
  Potion of Good Luck
  Uncommon
  Potion of Ill Fortune
  Uncommon
  Potion of Preparedness
  Uncommon
  WeaPons
  Item
  Rarity
  Ammunition of Vampirism
  Rare
  Blade of the Victor*
  Rare
  Crossbow of Repeating*
  Rare
  Death's Door Dagger*
  Legendary
  Dustmaker*
  Very rare
  Edge of Madness*
  Legendary
  
  6
  Feyslayer*
  Rare
  Hurry Cane*
  Rare
  Lucky Weapon*
  Rare
  Stalwart Sword
  Uncommon
  Sunbow*
  Rare
  Weapon of Confusion*
  Very rare
  Weapon of Frightening Restraint*
  Weapon (any)
  Weapon of Humanoid Detection*
  Uncommon
  Weapon of Monster Detection*
  Rare
  Wolfsong*
  Rare
  *requires attunement
  WondRoUs items
  Item
  Rarity
  Amulet of Magic Item Detection
  Common
  Bag of Ideas
  Uncommon
  Beads of Elemental Energy
  Wondrous item
  Belt of Dry Breath
  Common
  Belt of the Minotaur*
  Very rare
  Blindfold of Stealth*
  Common
  Candle of Wonder (Candle of Cold)
  Rare
  Candle of Wonder (Candle of 
  Darkness)
  Uncommon
  Candle of Wonder (Candle of Death)
  Uncommon
  Candle of Wonder (Candle of Quiet)
  Uncommon
  Candle of Wonder (Candle of Smoke)
  Common
  Candle of Wonder (Candle of Truth)
  Uncommon
  Dreamcatcher
  Uncommon
  Dress of Femininity
  Uncommon
  Gloves of the Sentinel*
  Wondrous item
  Heartsworn Necklace
  Uncommon
  Horn of Plenty
  Uncommon
  Jacob's Magical Ladder
  Uncommon
  Scarf of Entanglement
  Uncommon
  Shoes of Buoyancy 
  Common
  Shoes of Dashing
  Uncommon
  Staff of Distractions*
  Wondrous item
  Suit of Masculinity
  Uncommon
  Zimmer Top
  Common
  *requires attunement
  Magical Items
  Below, the various items, potions, and failed experiements 
  Asterik has crafted over the years can be found. 
  Adventurers and other customers are more than welcome 
  to look over the available items, and are sure to find 
  something useful amongst the wares. 
  Inventions Gone Wrong
  Asterik is a genius when it comes to inventing and crafting 
  magical items. He has spent decades perfecting his craft, 
  and his skill is praised from here to the furthest reaches of 
  civilization. 
  But... not all his inventions are perfect. Occasionally, 
  when experimenting or attempting a new enchantment, the 
  outcome turned out less than desirerable. The items below 
  show a handful of these items that don’t quite work the way 
  they are supposed to, and have now earned a permanent 
  residence on a shelf in the back of Asterik’s shop. 
  Amulet of Magic Item Detection
  Wondrous item, common
  This amulet detects the nearest magical item within a 
  range of 100 feet. This includes itself. 
  Belt of Dry Breath
  Wondrous item, common
  When worn around the waist, you can become amphibious, 
  meaning you can breathe in both air and water. This item 
  does not function while wet. 
  Blindfold of Stealth
  Wondrous item, common (requires attunement)
  When worn over the eyes, you have advantage on Stealth 
  checks, but you are also blinded and are in danger of 
  becoming disoriented, and your movement speed is halved. 
  When you move or change direction while wearing the 
  blindfold, you must make a DC 15 Perception check at 
  disadvantage. If you fail, the DM rolls 1d8 to determine a 
  random direction you will go. 
  Phantom Armor
  Armor (plate), rare
  This appears to be a full suit of plate armor with a misty, 
  ethereal, appearance. The armor makes no noise when 
  moved, and when carried or worn it seems to weigh 
  nothing. When worn, the armor offers no protection at all.
  Philter of Falsetto
  Potion, common
  After drinking this potion, you can only speak in an 
  annoying, high pitched, wavering voice. This lasts for four 
  hours. Any Performance checks made in this time that 
  involve your voice in any way are done at disadvantage.
  
  Potion of Fire Breathing
  Potion, uncommon
  After drinking this potion, fire spurts wildly from your 
  mouth. For one hour, every breath out of your mouth is 
  on fire whether you want it to be or not. Anyone standing 
  within 5 feet in front of you must succeed on a DC 10 
  Dexterity saving throw or take 1d4 fire damage. 
  Ring of Diamond Protection
  Wondrous item, rare
  When you put on this ring, you become shining and 
  crystal-like as you instantly turn into a diamond statue. You 
  receive a +40 to you AC. Your speed becomes 0, and you 
  can’t move, speak, communicate, or take any actions or 
  reactions. 
  The effects of this ring can only be reversed with the use 
  of a remove curse or wish spell. 
  Shield of Invisibility
  Armor (shield), rare
  This shield turns you invisible, but only if you put it on the 
  ground and stand on it. 
  Shoes of Buoyancy
  Wondrous item, common
  These magical shoes float on water and are able to support 
  the weight of a medium or smaller humanoid. However, 
  they are very difficult to balance on properly while 
  traversing a water surface. If you attempt to walk on water 
  with them, you must first succeed on a DC 20 Acrobatics 
  check. If you fail, you fall in the water, feet still floating.
  Zimmer Top
  Wondrous item, common
  This spinning top made out of wood and painted in bright 
  colors is enchanted so, when it is set to spin, it cannot fall 
  down as long as someone is looking at it, either through 
  magical or nonmagical means. Once no one is looking at it, 
  the top will fall down after 1d6 turns. 
  Journal of Magical Commissions
  Though Asterik is mostly hard at work in his workshop 
  behind the store, his apprentice and cashier, Sylvia Donner, 
  is dutiful in all aspects of her work. 
  Sylvia keeps a meticulous record of Asterik’s Astounding 
  Atrocities current stock, as well as all previous sales and 
  orders made both by local officiates and by faraway lords 
  and ladies. 
  She is more than willing to let visiting adventurers take 
  a look in the store journal so they might peruse the pages 
  filled with inventive wonder and enchanted creations, and 
  maybe grow inspired to order something of their own. 
  
  8
  Ammuntion of Vampirism 
  Weapon (any ammunition), rare
  This piece of magic ammunition deals an extra 1d8 
  necrotic damage when it hits a target. When you hit a 
  target with this ammunition, you regain an amount of hit 
  points equal to the necrotic damage dealt. Once it hits a 
  target, the ammunition is no longer magical. 
  Armor of Wiles 
  Armor (light, medium, or heavy), rare (requires 
  attunement) 
  This set of armor has two charges. You may spend one 
  charge to cast charm person, and two charges to cast 
  suggestion. Both spells have a DC of 13. All expended 
  charges are restored each day at dawn. 
  Bag of Ideas
  Wondrous item, uncommon
  This small, brown bag looks quite ordinary on the outside, 
  but the inside is so dark that the bottom can’t be seen. If 
  you put your hand into the bag, you can feel the bottom but 
  can’t see it. 
  If you have a problem, you can focus on it and drop 
  one gold coin into the bag. The coin then vanishes into 
  the bottom of the bag and cannot be recovered. Once the 
  coin has disappeared, you then gain a +5 bonus to a single 
  Arcana, History, Insight, Investigation, Medicine, Nature, 
  Religion, or Survival ability check needed to solve the 
  problem you are focused on.
  If the problem is one that doesn’t require an ability check 
  to solve, but instead requires role-playing or something 
  non-skill related , the DM will give you a hint as to the 
  solution.
  Once you have used the bag in this way, you cannot do 
  so again until the next dawn. 
  Beads of Elemental Energy
  Wondrous item, common
  This bead enhances elemental spells, and is found in 
  pouches contained 1d4+2 beads of the same color. When 
  you cast a spell that deals acid, cold, fire, or lightning 
  damage, you can expend a bead as an additional material 
  component, crushing the bead in the process. If you do so, 
  the spell deals one extra die of elemental damage. You can 
  only expend one bead per spell cast, and the energy of the 
  bead must match the damage type of the spell you cast. 
  The bead can come in four different colors, each 
  corresponding to a specific element. 
  1d4
  Element
  1
  Acid (Green)
  2
  Cold (Blue)
  3
  Fire (Red)
  4
  Lightning (Yellow)
  Belt of the Minotaur
  Wondrous item, very rare (requires attunement)
  While wearing this belt, you gain the following benefits:
  •	 Your Strength score increases by 2 to a maximum 
  of 20. 
  •	 You have advantage on climbing checks.
  •	 You have advantage on any checks made to recall a 
  path you have previously taken. 
  In addition, if you move at least 10 feet straight toward a 
  target and hit them with a melee attack on the same turn, 
  you deal an additional 2d4 damage, and the creature must 
  succeed on a DC 13 Strength saving throw or fall prone.
  Blade of the Victor 
  Weapon (any sword), rare (requires attunement) 
  You have a +1 bonus to attack and damage rolls made with 
  this weapon. In addition, whenever you bring a creature to 
  0 hit points, you regain 2d6 hit points. 
  Curse. When you roll initiative, you must succeed on a 
  DC 13 Wisdom saving throw or be filled with a murderous 
  rage, which lasts for one minute. You become unable to 
  discern friend from foe and will seek to destroy everything 
  around you. While raging, you have advantage on Strength 
  checks and Strength saving throws, you do bonus damage 
  equal to your proficiency bonus when making an attack 
  that uses Strength, and you have resistance to bludgeoning, 
  piercing, and slashing damage. You cannot cast spells or 
  use ranged attacks while raging in this way. 
  Candle of Wonder
  Wondrous item, rarity varies by candle
  A candle of wonder is a small, thick candle large enough to 
  stand without aid. If you use an action to light the candle, 
  it expends one of the candle’s charges and activates the 
  candle’s effect. The effect lasts for one minute, or until 
  something blows out the candle. If the candle burns for 
  more than one minute, it expends another charge. A candle 
  has 2d6 charges left when its found. 
  Candle of Cold (rare). This candle is an icy blue color 
  and is slightly cool to the touch. When lit, all creatures in a 
  20 foot radius of the candle become slowed. While they are 
  within a 20 foot radius of the candle, the creatures move at 
  half speed and they have disadvantage on Dexterity saving 
  throws and Acrobatics checks. 
  Candle of Darkness (uncommon). This candle has a 
  strange, oily texture and is so black that it is hard to make 
  out any details in its wax. When lit, the spell darkness is 
  cast, centered on the candle’s flame. 
  Candle of Death (uncommon). This candle looks like 
  a regular candle, except it looks as if it has never been lit 
  and there are arcane runes drawn into the sides of it. This 
  candle is unique from other candles of wonder. When lit, 
  the candle will burn continuously without using any fuel 
  or growing any smaller for as long as the creature that lit 
  it is alive. If that creature is ever near death or contracts a 
  fatal illness, the candle will gutter and dim, but it will only 
  
  9
  go out when that creature reaches 0 hit points. The candle 
  cannot be extinguished except by magical means. If the 
  creature reaches 0 hit points and is stabilized, or dies and 
  brought back to life, it does not reignite the candle. If the 
  candle is extinguished for any reason, the candle loses all 
  magical property and can’t be reused. 
  Candle of Quiet (uncommon). This candle is a light, 
  gold color and is sheds a faint golden light when lit. When 
  lit, the spell silence is cast, centered on the candle’s flame. 
  Candle of Smoke (common). This candle is a gray and 
  thin, and the wax occasionally breaks off in little flakes that 
  turns to smoke before they hit the ground. When lit, the 
  spell fog cloud is cast, centered on the candle’s flame. 
  Candle of Truth (uncommon). This candle looks to 
  be the color of bronze, and has a hard, metallic texture. 
  When lit and placed within 5 feet of a target whose name 
  is spoken when the candle is lit, the candle will react to the 
  truthfulness of the target’s words. If the target knowingly 
  tells a lie, the candle flares brightly, and a half-lie or slight 
  deception causes the candle to gutter and flicker. 
  Crossbow of Repeating
  Weapon (any crossbow), rare (requires attunement)
  You have a +1 bonus to attack and damage rolls made with 
  this weapon. 
  Whenever you make a critical hit against a creature, you 
  can fire one additional bolt against the creature, no action 
  required. 
  Death’s Door Dagger 
  Weapon (dagger), legendary (requires attunement) 
  You have +2 to attack and damage rolls made with this 
  dagger. When a creature is unconscious and at 0 hit points, 
  you may make a melee attack against them. If you hit, the 
  creature must make a DC 15 Constitution saving throw, 
  and if it fails, you gain 5 additional hit points. These hit 
  points remain in effect for seven days, until you break 
  attunement with the dagger, or you fall unconscious, 
  whichever comes first. 
  Regardless of if the creature failed the saving throw or 
  not, the targeted creature dies if you use the dagger in this 
  way. 
  Downdraft Whistle 
  Wondrous item, rare 
  As an action, you can target a flying creature you can see 
  within 500 feet of you and blow on this magical whistle. 
  When you do, you summon a tremendous blast of air that 
  forces the targeted creature closer to the ground. The 
  creature must make a DC 15 Dexterity saving throw. If it 
  fails, it immediately plummets up to 100 feet downward, or 
  half as far on a successful roll. If it hits the ground, it takes 
  1d6 bludgeoning per 10 feet descended, plus an additional 
  4d6 bludgeoning damage due to the force of the blast.
  
  10
  Dreamcatcher
  Wondrous item, uncommon
  While sleeping within 5 feet of this enchanted 
  dreamcatcher, the sleeper is blessed with a good, restful 
  night’s sleep. While sleeping near the dreamcatcher, the 
  creature is immune to dream-affecting spells, such as 
  the dream spell. In addition, it cannot be subjected to 
  effects that would affect its dreams, such as a night hag’s 
  Nightmare Haunting ability or similar effects. 
  Dress of Femininity
  Wondrous item, uncommon
  This dress looks rather unremarkable. If a male character 
  puts on this dress they will slowly start to change, taking 
  on a more female appearance. After one hour of wearing 
  the dress, the character’s face will have changed to appear 
  more feminine. Their voice becomes lighter in pitch, 
  their hair grows longer, and any beard they may have will 
  disappear. The effect  reads as being transmutation magic 
  if subjected to a detect magic spell or similar effect. 
  After the transformation, the character still looks like 
  themselves, except they now look decisively female. When 
  the dress is taken off, the character immediately reverts 
  back to their original selves. If a female character puts on 
  the dress, no change occurs. 
  Dustmaker 
  Weapon (any), very rare (requires attunement) 
  This weapon deals 1d4 necrotic damage in addition to its 
  normal weapon damage. 
  If this weapon successfully hits a creature wearing 
  nonmagical armor that isn’t made of metal, that armor 
  takes a permanent and cumulative -1 penalty to the AC 
  it offers. Armor reduced to an AC of 10 because of this 
  weapon turns to dust and is destroyed. 
  Edge of Madness 
  Weapon (any sword), legendary (requires attunement by a 
  creature with an evil alignment) 
  You have a +2 bonus to attack and damage rolls made with 
  this sword. When you bring a creature to 0 hit points using 
  this sword, the creature is afflicted with indefinite madness 
  if it regains consciousness. 
  In addition, if you bring a creature to 0 hit points using 
  this sword, you have advantage on your next attack roll.  
  Feyslayer
  Weapon (any), rare (requires attunement) 
  You have a +2 bonus to attack and damage rolls made with 
  this weapon. When you hit a fey creature with this weapon 
  the attack deals 1d8 extra damage. 
  Gloves of the Sentinel
  Wondrous item, uncommon (requires attunement)
  You have advantage on opportunity attacks while wearing 
  these magical gloves. 
  Goggles of Far Sight 
  Wondrous item, rare 
  While wearing these goggles, you have the ability to 
  see five times as far as you normally can. This affects 
  darkvision and truesight as well as normal vision. In 
  addition, when using a ranged or thrown weapon, you are 
  not at disadvantage when attempting to hit a target beyond 
  normal range.
  Heartsworn Necklace
  Wondrous item, uncommon
  Usually a gift between lovers, this necklace always comes 
  in a pair to be shared between two people. The first time 
  this necklace is put on, it locks itself to the lifeforce of the 
  creature wearing it.
  While both of the creatures who are wearing the 
  necklaces of the same pair are alive, the necklaces will be 
  warm to the touch and give off a faint glow. It one of the 
  wearers of the necklace dies, the necklace will become 
  cool and stop glowing.  
  Horn of Beasts
  Wondrous item, rare
  This horn has a simple and rustic design with different 
  depictions of animals along its side. 
  Using an action you can blow the horn and call on the 
  assistance on all beasts of CR 1 or lower that are within 
  500 feet of you. The beasts will arrive continously, the first 
  ones arriving after one round and the last ones arriving 
  after one minute. For ten minutes, starting when you first 
  blow the horn, the beasts will be charmed by you and will 
  not attack each other. 
  While the animals are near you, you can set a non-
  combat related task for them to do. They will perform the 
  task to the best of their ability, provided that the task is 
  within their physical capabilities. 
  If a beast is injured or harmed while under the effect of 
  the horn, it will flee. Once the 10 minutes have passed, all 
  the beasts will quickly disperse. 
  Once you have used the horn, you cannot do so again 
  until the next dawn. 
  Horn of Plenty
  Wondrous item, uncommon
  By speaking its command word, this large goat’s horn 
  produces enough raw fruit, vegetables, and grain to 
  feed six medium sized humanoids. The food remains in 
  existence for one hour, and if it has not been eaten by then, 
  it will disappear. 
  Once the horn has produced food in this way, it cannot 
  do so again until the next dawn.
  Hurry Cane 
  Weapon (quarterstaff), rare (requires attunement) 
  What looks like a simple walking cane is actually a folded 
  together weapon. Using a bonus action, you can unfold the 
  cane into a quarterstaff. While folded to look like a walking 
  
  cane, a creature must succeed on a DC 15 Investigation 
  check to find anything unusual about the cane. 
  In addition, you can tap the end of the cane against the 
  ground as an action and cast haste on yourself. Once you 
  have used the cane in this way, you can’t do so again until 
  the next dawn. 
  Jacob’s Magical Ladder
  Wondrous item, uncommon
  This 15 foot ladder can be folded together to be only 3 feet 
  tall. As an action, you may place the ladder against a wall, 
  across a gap, or at an angle to create a staircase. Once the 
  command word has been spoken, the ladder freezes in 
  place and will not move, even if nothing is holding it up. 
  The ladder can still be broken if subjected to damage 
  that would break a normal ladder. 
  Lucky Weapon
  Weapon (any), rare (requires attunement) 
  This weapon gives you a +1 bonus to attack and damage 
  rolls. Once per day, you may choose to reroll one failed 
  attack roll and you must use the second result.  
  Oil of Brittleness 
  Potion, very rare 
  By pouring this oil out over any kind of metal object, no 
  matter how hard, you can cause it to become as fragile as 
  glass. This change is permanent. 
  You can affect up to 500 pounds of metal with the oil. 
  Once the metal has been affected by the oil, it cannot be 
  reversed by anything other than a wish spell. If the targeted 
  object is magical, the oil has no effect. 
  Philter of Fertility 
  Potion, uncommon 
  After drinking this potion, you become incredibly fertile. 
  The next time you attempt to become pregnant or make 
  someone else pregnant, there is a 95 % chance that you 
  will succeed. 
  Potion of Good Luck 
  Potion, uncommon 
  After drinking this potion, you are filled with luck and good 
  fortune. You automatically succeed on the next saving 
  throw you make within the next 24 hours. 
  Potion of Ill Fortune 
  Potion, uncommon 
  After drinking this potion, you are filled with misfortune 
  and ill luck. You automatically fail the next saving throw 
  you make within the next 24 hours. 
  Potion of Preparedness
  Potion, uncommon
  After drinking this potion, you are filled with energy. For 
  the next 8 hours, you can’t take any levels of exhaustion 
  from any source. 
  
  12
  Ring of Silver Tongues
  Wondrous item, rare
  While wearing this ring, you have advantage on Persuasion 
  and Deception checks.
  Curse. This ring, actually called the Ring of Thilver 
  Thongs, does not grant advantage on Persuasion and 
  Deception checks. This ring was supposed to grant the 
  wearer the benefit of a silver tongue, making them more 
  charismatic, but instead it makes the wearer speak with 
  a heavy lisp. You have disadvantage on Charisma checks 
  as long as you are wearing the ring. The ring cannot be 
  removed after it has been put on without using either the 
  remove curse or the wish spell. 
  Ring of Lovely Sparkles
  Wondrous item, rare (requires attunement)
  This ring of polished brass is decorated with tiny beads of 
  colored glass, catching and reflecting the light.
  This ring has 5 charges, and it regains 1d2+1 charges 
  every day at dawn. While wearing this ring, you can use an 
  action and one charge to call forth a bright ray filled with 
  shining motes of silver and golden lights. One creature 
  you can see within 15 feet of you must make a DC 13 
  Constitution saving throw. On a failed save it takes 2d8 
  radiant damage and is blinded until the beginning of its 
  next turn. If the targeted creature is an undead or a fiend, it 
  has disadvantage on the saving throw.
  You can expend multiple charges when using this ring. 
  You do an additional 1d8 radiant damage for every charge 
  you spend after the first. 
  Scarf of Entanglement 
  Wondrous item, uncommon 
  As an action, you can unfurl the scarf and crack it like 
  a whip, targeting a creature within 30 feet of you. The 
  creature must succeed on a DC 13 Dexterity saving throw 
  or be restrained by the scarf. If the creature succeeds, the 
  scarf lands on the ground next to it. If it fails, the creature 
  may repeat the saving throw at the beginning of each of its 
  turns, freeing itself on a successful save. 
  Shield of the Dark Void
  Armor (shield), legendary (requires attunement)
  This dark shield shimmers and reflects nearby light 
  sources, and is dotted with little glittering sparks, almost 
  like stars. While wearing this shield, you have a +2 to your 
  armor class in addition to the benefit granted by a normal 
  shield. 
  As a bonus action, you can let the dark void that exists 
  in the shield envelop your body, granting you additional 
  protection for one minute. While enveloped, you are 
  immune to radiant damage and to being blinded, and you 
  have advantage on saving throws to resist effects that 
  would charm or confuse you. Once you have used the 
  shield in this way, you can’t do so again until the next dawn. 
  Shoes of Dashing
  Wondrous item, uncommon
  While you are wearing these enchanted boots, you can take 
  the Dash action as a bonus action. However, when you use 
  the boots in this way you must first succeed on a DC 10 
  Dexterity saving throw. If you fail this saving throw, you do 
  not dash, and you instead fall prone where you stand. 1
  Staff of Distractions
  Wondrous item, rare (requires attunement)
  This staff has 5 charges and it recharges 1d3+1 charges 
  every dawn. When a creature you can see makes an attack 
  roll, you can use your reaction and expend one charge to 
  give the creature disadvantage on the attack roll. 
  Stalwart Sword
  Weapon (any sword), uncommon
  The core of this blade has been enhanced to never bend, 
  no matter the duress it is put under. When you make a 
  Strength, Dexterity, or Constitution saving throw that aims 
  to move you against your will, you can use your reaction 
  to give yourself advantage on the roll, as the sword is 
  embedded in the ground, giving you aid. 
  Suit of Masculinity
  Wondrous item, uncommon
  This suit looks rather unremarkable. If a female character 
  puts on this suit they will slowly start to change, taking on 
  a more male appearance. After one hour of wearing the 
  suit, the character’s face will have changed to appear more 
  masculine. Their voice becomes deeper in pitch and they 
  will begin to grow light facial hair. The effect reads as being 
  transmutation magic if subjected to a detect magic spell or 
  similar effect. 
  After the transformation, the character still looks like 
  themselves, except they now look decisively male. When 
  the suit is taken off, the character immediately reverts back 
  to their original selves. If a male character puts on the suit, 
  no change occurs. 
  Sunbow
  Weapon (any bow), rare (requires attunement)
  This bow has three charges, which it recharges every day 
  at dawn. You can expend a charge as part of an attack to 
  light up a fired arrow with a blinding shine. If the attack 
  hits a creature, you deal an additional 1d10 radiant 
  damage to it and the creature must succeed on a DC 13 
  Constitution saving throw or become blinded until the 
  beginning of your next turn. 
  Weapon of Detection
  Weapon (any), rarity varies (requires attunement) 
  Special runes carved into this weapon remain dark until 
  triggered. When a certain type of creature comes within 
  100 feet of the weapon, the runes on the weapon will light 
  up in response. 
  
  13
  Weapon of Humanoid Detection (uncommon). This 
  weapon has simple runes that light up when a certain type 
  of humanoid is near. 
  1d6
  Type of Humanoid
  1
  Drow
  2
  Gnoll
  3
  Goblinoid
  4
  Kobold
  5
  Lycanthrope
  6
  Orc
  Weapon of Monster Detection (rare). This weapon has 
  complex runes that light up when a certain type of monster 
  is near. 
  1d8
  Type of Monster
  1
  Aberration
  2
  Celestial
  3
  Dragon
  4
  Elemental
  5
  Fey
  6
  Fiend
  7
  Giant
  8
  Undead
  Weapon of Confusion
  Weapon (any), very rare (requires attunement)
  You have a +1 bonus to attack and damage rolls you make 
  with this weapon. 
  This weapon has three charges, and it recharges all 
  expended charges every day at dawn. You can expend a 
  charge when you hit a creature with a weapon attack. In 
  addition to the weapon damage, the creature must make 
  a DC 15 Constitution saving throw. If it fails, the creature 
  becomes confused and you roll 1d4. If you rolled a 1-2, 
  on its turn the creature can’t move or take actions. If you 
  rolled a 3-4, on its turn the creature makes a melee attack 
  against a random target that is within reach. 
  The creature can repeat the saving throw at the end of 
  each of its turns to end the confusion. Otherwise, the effect 
  lasts for one minute. 
  Weapon of Frightening Restraint
  Weapon (any), rare (requires attunement)
  You have a +1 bonus to attack and damage rolls you make 
  with this weapon.
  Whenever you roll minimum damage on a damage roll 
  made with this weapon, the target of your attack must 
  make a DC 13 Wisdom saving throw. On a failed save, the 
  creature becomes frightened of you until the end of its next 
  turn. 
  Wolfsong 
  Weapon (any), rare (requires attunement) 
  As long as you have this weapon drawn, no beast will 
  attack you or any ally who is within 15 feet of you unless 
  you attack the beast first. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Anne Gregersen/Asteriks Astounding Atrocities - 50 New Magic Items.pdf