This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn. You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly. While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The DM chooses the type or determines it randomly. Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic: removing the armor fails to end the curse. While cursed you have vulnerability to two of the three damage type associated with the armor (not the one to which it grants resistance). You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, The armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.
Curse. Once you don this cursed armor, you can't doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.
Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the list).
Additionally, you can focus your senses as an action magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same color as the armor. This special action can't be used gain until the next dawn.
  • Black/ Copper: Acid
  • Blue/Bronze: Lightning
  • Brass/Gold/Red: Fire
  • Green: Poison
  • Silver/White: Cold
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground. You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor. While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance last until you use this property again or remove the armor. While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. While you're wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn. While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye. While holding this shield, you have resistance to damage from ranged weapon attacks. Curse. This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead. While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. You have a +1 bonus to AC while wearing this Armor. You have a +2 bonus to AC while wearing this Armor. You have a +3 bonus to AC while wearing this Armor. While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to Armor Class. While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to Armor Class. While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to Armor Class.This crystalline blue shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature.
As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn.
(requires attunement by a druid)
This suit of studded leather armor is made entirely without metal. Studs are made of polished ironwood. Buckles and clasps are crafted of carved bone, horn, and claw. When you use your Wild Shape ability, this armor changes shape as well, granting +2 AC while in animal form.
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
This armor glows with faint magical energy, and seems to be able to ward off almost any blow. The magical armor has 5 charges. Whenever you take acid, bludgeoning, cold, fire, lightning, piercing, slashing or thunder damage, you can spend 1 charge and use your reaction to gain resistance to one of the damage types that damaged you until the start of your next turn.
This armor regains 1d4 + 1 charges at dawn.
When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it. Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required WouND CLosuRE for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour. This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours. Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours. The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-mis bubble shaped like a heart. When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. When you drink this potion, you gain the effect of the clairvoyance spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened. When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this rime, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors. When you drink this potion, you gain the reduce effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process. After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 lire damage on a failed save, or half as much damage on a successful one. The effect t;nds after you exhale the lire three times or when 1 hour has passed. This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened. When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it. When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water. Rarity Uncommon When you drink this potion, you gain the enlarge effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling. This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell. For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquified iron. When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years. Suspended in this amber liquid are a scorpion's tail, an adder's fang, a dead spider, and a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened. When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it. This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actpally poison masked by illusion magic. An identify spell reveals its true nature. If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. When you drink this potion, you gain resistance to one type of damage for 1 hour. The DM chooses the type determines it randomly from the options below.
Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder
When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). potion's yellow fluid is streaked with black and swirl on its own. When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses wi-- dulllight, calling to mind a heartbeat. You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it. When you drink this potion, your Strength score becomes 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.
When you drink this potion, your Strength score becomes 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.
When you drink this potion, your Strength score becomes 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.
When you drink this potion, your Strength score becomes 27 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.
When you drink this potion, your Strength score becomes 29 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.
You regain 2d4+2 hit points when you drink this potion.
The potion's red liquid glimmers when agitated.
You regain 4d4+4 hit points when you drink this potion.
The potion's red liquid glimmers when agitated.
You regain 8d4+8 hit points when you drink this potion.
The potion's red liquid glimmers when agitated.
You regain 10d4+20 hit points when you drink this potion.
The potion's red liquid glimmers when agitated.
This potion looks like liquid gold, with a single scale from a chromatic, gem, or metallic dragon suspended in it. When you drink this potion, you transform into an adult dragon of the same kind as the dragon the scale came from. The transformation lasts for 1 hour. Any equipment you are wearing or carrying melds into your new form or falls to the ground (your choice). For the duration, you use the game statistics of the adult dragon instead of your own, but you retain your languages, personality, and memories. You can't use a dragon's Change Shape or its legendary or lair actions. This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:
  • Animal friendship (save DC 13)
  • Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
  • Speak with animals.
While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane.
While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions.
After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.
This ring is linked to one of the four Elemental Planes. The DM chooses or randomly determines the linked plane.
While wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.

Ring of Air Elemental Command.
You can expend 2 of the ring's charges to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran.
If you help slay an air elemental while attuned to the ring, you gain access to the following additional properties:
  • You have resistance to lightning damage.
  • You have a flying speed equal to your walking speed and can hover.
  • You can cast the following spells from the ring, expending the necessary number of charges: chain lightning (3 charges), gust of wind (2 charges), or wind wall (1 charge).
Ring of Earth Elemental Command.
You can expe : 2 of the ring's charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.
If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties:
  • You have resistance to acid damage.
  • You can move through solid earth or rock as if tho areas were difficult terrain. If you end your turn the you are shunted out to the nearest unoccupied space you last occupied.
  • You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges).
Ring of Fire Elemental Command.
You can expend 2 of the ring's charges to cast dominate monster on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan.
If you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties:
  • You are immune to fire damage.
  • You can cast the following spells from the ring, expending the necessary number of charges: burning hands (1 charge), fireball (2 charges), and wall of fire (3 charges).
Ring of Water Elemental Command.
You can expend 2 of the ring's charges to cast dominate monster on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan.
If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties:
  • You can breathe underwater and have a swimming speed equal to your walking speed.
  • You can cast the following spells from the ring, expending the necessary number of charges: create or destroy water (1 charge), control water (3 charges), ice storm (2 charges), or wall of ice (3 charges).
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead. When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling. While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again. While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.
You gain a +1 bonus to AC and saving throws while wearing this ring. While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time. You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the DM chooses or determines randomly.
  • d10: Damage Type: Gem:
  • 1: Acid: Pearl:
  • 2: Cold: Tourmaline:
  • 3: Fire: Garnet:
  • 4: Force: Sapphire:
  • 5: Lightning: Citrine:
  • 6: Necrotic: Jet:
  • 7: Poison: Amethyst:
  • 8: Psychic: Jade:
  • 9: Radiant: Topaz:
  • 10: Thunder: Spinel:
(requires attunement outdoors at night) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains ld6 expended charges daily at dawn.
Faerie Fire.
You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning.
You can expend 2 charges as an , action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
  • Spheres: Lightning Damage:
  • 4: 2d4:
  • 3: 2d6:
  • 2: 5d4:
  • 1: 4d12:
Shooting Stars.
You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw. taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contain ld6 -I levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expendec without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster. You have a swimming speed of 40 feet while wearing this ring. While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren't being worn or carried. This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.
Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the wish spell from it. The ring becomes nonmagical when you use the last charge. While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit. While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of Common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.
A simple wooden band that appears to be entwined by evergreen ivy vines. the top is decorated with a small rose petal, which remains bloomed and perfect until the ring's effect is used. Each day at dawn the petal blooms again.
This band has a single charge, which recharges each day at dawn. The power contained within the rose petal may be expended to heal a target the wearer can touch by 2d4+2 hit points. Once used, the rose petal wilts and falls off the ring, and this effect may not be used again until the next dawn.
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy-not the spell itself-is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.
When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.
If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.
A newly found rod has ldlO levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
This rod has a flanged head and the following properties.
  • Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative.
  • Spells. While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility.
  • Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light. The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn.
This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage roll made with it. The rod has properties associated with si different buttons that are set in a row along the haft. It has three other properties as well, detailed below.
Six Buttons. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.
If you press button 1, the rod becomes a flame tongue as a fiery blade sprouts from the end opposite the rod's flanged head.
If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it.
If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a + 3 bonus to attack and damage rolls made with it.
If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pound. More weight or lack of solid anchoring causes the rod to revert to its normal form.
If you press button 5, the rod transforms into a handheld battering ram and gram its u era +10 bonus to Strength checks made to break through doors, barricades, and other barriers.
If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north (Nothing happens if this function of the rod is used in a location that has no magnetic north). The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.
Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target rakes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn.
Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn.
Terrify. While holding the rod, you can use an action o force each creature you can see with in 30 feet of you ·o make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of ; turns, ending the effect on itself on a success. This property can't be used again until the next dawn.
by a cleric, druid, or paladin) the rod has 5 charges. While you hold it, you can use an action to cast one of the following spells from it: heal expends 1 charge) or resurrection (expends 5 charges). The rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the zod disappears in a burst of radiance. You can use an action to present the rod and command : edience from each creature of your choice that you can see within 120 feet of you. Each target must succeed a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature gards you as its trusted leader. If harmed by you or ur companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn. While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there.
For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space. For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).
When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.
Made by the drow, this rod is a magic weapon that end_ in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentac ~ makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of ea - of its turns, it can repeat the saving throw, ending the effect on itself on a success.(by a warlock) While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this Property again until you finish a long rest.
(by a warlock) While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this Property again until you finish a long rest.
(by a warlock) While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this Property again until you finish a long rest.
Each scroll of protection works against a specific type of creature chosen by the DM or determined randomly by rolling on the following table.
  • d100: Creature Type: d100: Creature Type:
  • 01-10: Aberrations: 41-50: Fey:
  • 11-20: Beasts: 51-75: Fiends:
  • 21-30: Celestials: 76-80: Plants:
  • 31-40: Elementals: 81-00: Undead:
Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot radius, 10-foot-high cylinder.
For 5 minutes, this barrier prevents creatures of the specified type from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a creature of the specified type would be inside the cylinder, the effect ends.
A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.
A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spellli you can use an action to read the scroll and cast its spe without having to provide any of the spell's componen Otherwise, the scroll is unintelligible.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determ· whether you cast it successfully. The DC equals 10 + spell's level. On a failed check, the spell disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as th scroll's rarity, as shown in the Spell Scroll table.
  • Spell Level: Rarity: Save DC: Attack Bonus:
  • Cantrip: Common: 13: +5:
  • 1st: Common: 13: +5:
  • 2nd: Uncommon: 13: +5:
  • 3rd: Uncommon: 15: +7:
  • 4th: Rare: 15: +7:
  • 5th: Rare: 17: +9:
  • 6th: Very rare: 17: +9:
  • 7th: Very rare: 18: +10:
  • 8th: Very rare: 18: +10:
  • 9th: Legendary: 19: +11:
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check ucceeds or fails, the spell scroll is destroyed.
by a bard, cleric, druid, sorcerer, warlock, or wizard) While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.
If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.
The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
by a druid, sorcerer, warlock, or wizard) You have resistance to fire damage while you hold this staff.
The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed.
by a druid, sorcerer, warlock, or wizard) You have resistance to cold damage while you hold this staff. The staff has 10 charges. While holding it, you can u e an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff turns to water and is destroyed. by a bard, cleric, or druid) This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges). or mass cure wounds (5 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff vanishes in a flash of light, lost forever. by a sorcerer, warlock, or wizard) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges.
  • Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
  • Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges). lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
  • Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charge in the taff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save. a creature rake an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a uccessful save, a creature takes half as much damage.
  • Distance from Origin: Damage:
  • 10 ft. away or closer: 8*the number of charges in the staff:
  • 11-20 ft. away: 6*the number of charges in the staff:
  • 21-30 ft. away: 4*the number of charges in the staff:
This staff can be wielded as a magic quarterstaff that grants a + 3 bonus to attack and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra ld6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. by a bard, cleric, druid, sorcerer, warlock, or wizard) This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses. Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges). Insect Cloud. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect. by a cleric, druid, or warlock) You can use a bonus action to speak this staff's command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the command word again, you return the staff to its normal inanimate form. You can make a melee attack using the snake head, which has a reach of 5 feet. Your proficiency bonus applies to the attack roll. On a hit, the target takes 1d6 piercing damage and must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage. The snake head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed. As long as it's not destroyed, the staff regains all lost hit points when it reverts to its inanimate form. by a sorcerer, warlock, or wizard) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges. Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges). You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good. Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin 10 ft. away or closer 11 to 20 ft. away 21 to 30ft. away Damage 8 x the number of charges in the staff 6 x the number of charges in the staff 4 x the number of charges in the staff. by a cleric, druid, or warlock) You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake (see the Monster Manual for statistics) under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them. by a druid) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spells. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges). You can also use an action to cast the pass without trace spell from the staff without using any charges. Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command, word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage. Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn. Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened. Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one. by a cleric, druid, or warlock) This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. by a spellcaster) This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the VoRPAL following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Command. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).
Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that preven it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
by a spellcaster) This wand has 7 charges. While holding it, you can u e an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increa e the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily a· dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. by a spellcaster) his wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, JOU cast the 3rd-level version of the spell. You can crease the spell slot level by one for each additional barge you expend. The wand regains ld6 + 1 expended charges daily at Gawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. -his wand has 3 charges. While holding it, you can e.:o::pend 1 charge as an action to cast the detect magic spell from it. The wand regains ld3 expended charges daily at dawn. This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains ld6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. Make a ranged attack roll against mat creature using your spell attack bonus. On a hit, the target is paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success. The wand regains ld6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. The wand regains ld6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. The wand has 3 charges. While holding it. you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains ld3 expended charges daily at dawn. by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll dlOO and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed. dlOO Effect 01-05 You cast slow. On 06-10 You cast faerie fire. On 11-15 You are stunned until the start of your next turn, believing something awesome just happened. On 16-20 You cast gust of wind. On 21-25 You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take l psychic damage. On 26-30 You cast stinking cloud. On 31-33 Heavy rain falls in a 60-foot radius centered on tre target. The area becomes lightly obscured. The rc. falls until the start of your next turn. On 34-36 An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d10 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. See the Monster Manual for the animal's statistics.(by a spellcaster) While holding this wand, you gain a +1 bonus to spell attacks. In addition, you ignore half cover when making a spell attack.(by a spellcaster) While holding this wand, you gain a +2 bonus to spell attacks. In addition, you ignore half cover when making a spell attack.(by a spellcaster) While holding this wand, you gain a +3 bonus to spell attacks. In addition, you ignore half cover when making a spell attack. An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow. Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.
Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn. You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.
While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause rhe sword to attack one creature within 5 feet of it. After the hovering sword attacks for the fourth time, it ies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold e sword to gain a bonus to AC from it. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, dragon refers to any creature with the dragon type, including dragon turtles and wyverns. by a dwarf) You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, deals an extra ld8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. You can use a bonus action to speak this magic sword' command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, hile you hold the sword, you have resistance to ~-e damage. In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an aditional 1O feet. When you draw this weapon, you can extinguish all nmagical flames within 30 feet of you. This property an be used no more than once per hour. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed o­ a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, giant refers to any creature with the giant type, including ettins and trolls. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Giant's Bane (Requires Attunement). You must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die. The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn. by a paladin) You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius o: the aura increases to 30 feet. This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn. Wish. The sword has 1d4-1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges. When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or an extra 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foo radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the savin; throw, ending the effect on itself on a success. The mace regains 1d3 expended charges daily at dawn. You gain a +2 bonus to attack and damage rolls made with this magic weapon. The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. When you nock an arrow on this bow, it whispers in Elvish, Swift defeat to my enemies. When you use this weapon to make a ranged attack, you can, as a command phrase, say, Swift death to you who have wronged me. The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.
When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.
While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.(attunement by a creature with the same alignment as the sword)
In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the Legendary sword Fragarach, which is variously translated as Final Word. Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
  • Answerer - Chaotic good - Emerald
  • Back Talker - Chaotic evil - jet
  • Concluder - Lawful neutral - Amethyst
  • Last Quip - Chaotic neutral - Tourmaline
  • Rebutter - Neutral good - Topaz
  • Replier - Neutral - Peridot
  • Retorter - Lawful good - Aquamarine
  • Scather - Lawful evil - Garnet
  • Squelcher - Neutral evil - Spinel
You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
When you attack a creature with this magic weapon roll a 20 on the attack roll, that target takes an extra : necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. When you attack an object with this magic sword and hit, maximize your weapon damage dice agains£ the target. When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra slashing damage. Then roll another d20. If you roll a .:: you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has limb to sever, you lop off a portion of its body instead. In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot rad:: and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts ou· the light. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the cu:-: to you. As long as you remain cursed, you are unwilli- ~ to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons othe­ than this one. In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed sa,-­ you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge o cast dominate beast (save DC 15) from it on a beast rhat has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn. When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon's type. You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has Legendary actions, or rhe DM decides that the creature is too big for its head ro be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. by a creature of non-lawful alignment) Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian. You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following addition~ properties. Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature devours its soul, unless it is a construct or an undead creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell. When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature's hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack roll . saving throws, and ability checks. If you hit an undead with this weapon, you take ldlO necrotic damage and the target regains ldlO hit point If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul. Soul Hunter. While you hold the weapon. you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren't constructs or undead. You also can't be charmed or frightened. Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don't have to. Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know. Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed. The sword's purpose is to consume souls. It doesn't care whose souls it eats, including the wielder's. The word believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along. Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious. Blackrazor's hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset. by an elf or half-elf of neutral good alignment) Of all the magic items created by the elves, one of the most prized and jealously guarded is a moon blade. In ancient times, nearly all elven noble houses claimed one uch blade. Over the centuries, some blades have faded from the world, their magic lost as family lines have become extinct. Other blades have vanished with their bearers during great quests. Thus, only a few of these weapons remain. A moonblade passes down from parent to child. The sword chooses its bearer and remains bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword lies dormant. It functions like a normallongsword until a worthy soul finds it and lays claim to its power. Amoonblade serves only one master at a time. The attunement process requires a special ritual in the throne room of an elven regent or in a temple dedicated to the elven gods. A moon blade won't serve anyone it regards as craven, erratic, corrupt, or at odds with preserving and protecting elvenkind. If the blade rejects you, you make ability checks, attack rolls, and saving throws with disadvantage for 24 hours. If the blade accepts you, you become attuned to it and a new rune appears on the blade. You remain attuned to the weapon until you die or the weapon is destroyed. A moonblade has one rune on its blade for each master it has served (typically 1d6 + 1). The first rune always grants a +1 bonus to attack and damage rolls made with this magic weapon. Each rune beyond the first grants the moon blade an additional property. The DM chooses each property or determines it randomly on the Moon Blade Properties table. MooNBLADE PrOPERTIES d1 00 Property 01-40 Increase the bonus to attack and damage rolls by 1, to a maximum of +3. Reroll if the moonblade already has a +3 bonus. by a creature that worships a god of the sea) Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts. You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum. The weapon also functions as a trident offish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it. Sentience. Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation. Personality. When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods. Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to-or rebellion against-that god. Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert. by a dwarf) Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky. Thrown Weapon. Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a gian­Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet. Shock Wave. You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn. Supernatural Awareness. While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn. Sentience. Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish. Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat. Personality. Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan. You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hit a target, the ammunition is no longer magical. You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hit a target, the ammunition is no longer magical. You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hit a target, the ammunition is no longer magical.You have a +1 bonus to attack and damage rolls made with this magic weapon.You have a +2 bonus to attack and damage rolls made with this magic weapon.You have a +3 bonus to attack and damage rolls made with this magic weapon.When making an attack with this weapon determine the distance to your target. If you target is within 5 ft. of you, you gain +2 to the damage roll but -1 to the attack roll.
If you target is more than 5 ft. away from you, you gain +2 to the attack roll but -1 to the damage roll.
(requires attunement by a cleric or paladin)
The rounded head of this flail is perforated with tiny holes, arranged in symbols and patterns. The flail counts as a holy symbol for you. When you hit with an attack using this magic flail, the target takes an extra 1d8 radiant damage.
As a bonus action, you can speak the command word to cause the flail to emanate a thin cloud of incense out to 10 feet for 1 minute. At the start of each of your turns, you and any other creatures in the incense each regain 1d4 hit points. This property can't be used again until the next dawn.
(requires attunement by a druid or ranger)
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
(requires attunement by a druid or ranger)
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a +2 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
(requires attunement by a druid or ranger)
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a +3 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
This magic sword's blade is fashioned from a horn or spine from a crystal dragon. When you hit with an attack roll using this sword, the target takes an extra 1d8 radiant damage.
The sword has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with an attack roll using the sword, you can expend 1 charge to regain a number of hit points equal to the extra radiant damage the sword dealt.
While you're holding the sword, you can use a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light.
A dragonlance is a renowned weapon forged from rare metal with the aid of powerful artifacts associated with Bahamut. Different lances are forged for use by foot soldiers (as pikes) and by riders (as lances), but the magical properties of the weapons are the same.
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
When you hit a Dragon with this weapon, the Dragon takes an extra 3d6 force damage, and any Dragon of your choice that you can see within 30 feet of you can immediately use its reaction to make a melee attack.
The limb tips of this magic bow are shaped like a dragon's wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon's breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow-acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target.
This magic flail is made in the image of Tiamat, with five jagged heads shaped like the heads of five different chromatic dragons. You gain a +3 bonus to attack and damage rolls made with this flail. When you hit with an attack roll using it, the target takes an extra 5d4 damage of your choice of one of the following damage types: acid, cold, fire, lightning, or poison. While holding the flail, you can use an action and speak a command word to cause the heads to breathe multicolored flames in a 90-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed save, it takes 14d6 damage of one of the following damage types (your choice): acid, cold, fire, lightning, or poison. On a successful save, it takes half as much damage. Once this action is used, it can't be used again until the next dawn.This magic ranged weapon resembles a musket, but in lieu of any ammunition, it holds a glowing yellow scale from a topaz dragon in its heart.
The weapon has a normal range of 100 feet and a long range of 300 feet, and it has the two-handed property. It deals 2d6 necrotic damage on a hit. If this damage reduces a creature or object to 0 hit points, the target is reduced to dust. A creature reduced to dust can be restored to life only by a true resurrection or wish spell.
While the weapon is on your person, you can use an action to cast the disintegrate spell (save DC 18). Once this property is used, it can't be used again until the next dawn.
This crossbow doesn't have the loading property.This weapon deals an additional 1d4 thunder damage.
In addition the weapon has a special effect when it hits any enemy with "Earth Elemental" in its name. When hit the enemy:
  • Looses 2 AC for 1 minute (This effect doesn't stack)
  • The Enemy becomes vulnerable to thunder damage (if it isn't vulnerable already).
Weapons of this type are often damaged. If this is the case whenever you hit an enemy with this weapon roll a d20 die. On a 5 or lower the weapon breaks becoming a regular spear.
This weapon deals an additional 1d4 thunder damage but exploding in the process destroying the dart.
In addition the weapon has a special effect when it hits any enemy with "Earth Elemental" in its name. When hit the enemy:
  • Looses 2 AC for 1 minute (This effect doesn't stack)
  • The Enemy becomes vulnerable to thunder damage (if it isn't vulnerable already).
While wearing these cloth wraps on your forearms you have a bonus +1 to attack and damage rolls on unarmed attacks made as part of your action. While wearing these cloth wraps on your forearms you have a bonus +2 to attack and damage rolls on unarmed attacks made as part of your action. While wearing these cloth wraps on your forearms you have a bonus +3 to attack and damage rolls on unarmed attacks made as part of your action. While wearing these cloth wraps on your forearms you have a bonus +1 to attack and damage rolls on all unarmed attacks. While wearing these cloth wraps on your forearms you have a bonus +2 to attack and damage rolls on all unarmed attacks. While wearing these cloth wraps on your forearms you have a bonus +3 to attack and damage rolls on all unarmed attacks. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
This dagger is crafted from the armblades of a defeated akaasit. You can use an action to activate a small measure of prescience within the dagger for 1 minute. If you are attacked by a creature you can see within 5 feet of you while this effect is active, you can use your reaction to make one attack with this dagger against the attacker. If your attack hits, the dagger loses its prescience, and its prescience can’t be activated again until the next dawn.
Woven from strands of seagrass, this net is lightweight and easy to throw. You have a +1 bonus to attack rolls with this magic net. In addition to the normal effects of a net, this net halves the weight of any creature restrained by it or objects inside of it. This doesn’t allow the net to hold a creature larger than Large.
The net has AC 10 and 10 hit points, and if it is reduced to 0 hit points, it is destroyed. The net repairs itself daily at dawn, regaining all of its hit points, provided it wasn’t destroyed and was submerged in saltwater for at least 10 minutes since the previous dawn.
You gain a +1 bonus to attack and damage rolls with this weapon.
This weapon has 6 charges. It regains 1d6 charges at dawn. You can use these in the following ways:
  • When attacking with this weapon you can use one charge to make this weapon ethereal for one attack. This weapon attack deals psychic damage instead of its default damage type and can target creatures in the ethereal realm. In addition this attack can't cause reactions from the target and when hit the target can't use its reaction until after its next turn.
  • Once per round by expending two charges you can gain a short form of foresight letting you predict the enemy movement. This gives you advantage on an attack of opportunity or one regular attack.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
A weapon of slaying is meant to slay a particular type of creature. If a creature belonging to the type, race, or group associated with the weapon when you hit that creature with it, the creature takes an extra 2d6 damage of the weapon's type.
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.
Max Amounts:
Acid=8 ounces, Oil=1 quart
Basic poison=1/2 ounce, Vinegar=2 gallons
Beer=4 gallons, Water(fresh)=8 gallons
Honey=1 gallon, Water(salt)=12 gallons
Mayonnaise=2 gallons, Wine=1 gallon.
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher. While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors. While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d1OO. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence. This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. The apparatus of Kwalish is a Large object with the following statistics:
Armor-Class: 20
Hit Points: 200
Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended)
Damage Immunities: poison, psychic
To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure. A creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of Kwalish Levers table.
  • Lever: Up: Down:
  • 1: Legs and tail extend, allowing the apparatus to walk and swim.: Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed.:
  • 2: Forward window shutter opens.: Forward window shutter closes.:
  • 3: Side window shutters open (two per side).: Side window shutters close (two per side).:
  • 4: Two claws extend from the front sides of the apparatus: The claws retract.:
  • 5: Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit 7 (2d6) bludgeoning damage.: Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15).:
  • 6: The apparatus walks or swims forward.: The apparatus walks or swims backwards.:
  • 7: The apparatus turns 90 degrees left.: The apparatus turns 90 degrees right.:
  • 8: Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet.: The light turns off:
  • 9: The apparatus sinks as much as 20 feet in liquid.: The apparatus rises up to 20 feet in liquid.:
  • 10: The rear hatch unseals and opens.: The rear hatch closes and seals.:
Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains.
If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.
If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect.
  • d100: Effect:
  • 01: Sd4 toadstools spro ut. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take Sd6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains Sd6 temporary hit points for 1 hour. :
  • 02-10: A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (DM's choice) 30 feet into the air for 1 d12 rounds. :
  • 11-20: A treant sprouts (see the Monster Manual for statistics). There's a 50 percent chance that the treant is chaotic evi l and attacks. :
  • 21-30: An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours.:
  • 31-40: A campfire with blue Aames springs forth and burns for 24 hours (or until it is extinguished). :
  • 41-50: 1d6 + 6 shriekers sprout (see the Monster Manual for statistics).:
  • 51-60: 1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM's choice. The monster remains for 1 minute, then disappears in a putT of bright pink smoke. :
  • 61-70: A hungry bulette (see the Monster Manual for statistics) burrows up and attacks:
  • 71-80: A fruit tree grows. It has 1 d1 0 + 20 fruit, 1 d8 of which act as randomly determined magic potions, whi le one acts as an ingested poison of the DM 's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic fo r 30 days. :
  • 81-90: A nest of1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. :
  • 91-99: A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord (see the Monster Manual for statistics). The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the DM 's choice. :
  • 00: A giant beanstalk sprouts, growing to a height of the DM's choice. The top leads where the DM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence. :
This bag superficially resembles a bag of holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.
The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.
Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane.
If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
Gray Bag of Tricks
  • d8: Creature: d8: Creature:
  • 1: Weasel: 5: Panther:
  • 2: Giant Rat: 6: Giant badger:
  • 3: Badger: 7: Dire Wolf :
  • 4: Boar: 8: Giant Elk :
Rust Bag of Tricks
  • d8: Creature: d8: Creature:
  • 1: Rat: 5: Giant goat:
  • 2: Owl: 6: Giant boar:
  • 3: Mastiff: 7: Lion :
  • 4: Goat: 8: Brown Bear :
Tan Bag of Tricks
  • d8: Creature: d8: Creature:
  • 1: Jackal: 5: Black bear:
  • 2: Ape: 6: Giant weasel:
  • 3: Baboon: 7: Giant hyena:
  • 4: Axe Beak: 8: Tiger:
This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together.
You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.
An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.
While wearing this belt, you gain the following benefits:
  • Your Constitution score increases by 2, to a maximum of 20.
  • You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.
If you aren't a dwarf, you gain the following additional benefits while wearing the belt:
  • You have advantage on saving throws against poison, and you have resistance against poison damage.
  • You have darkvision out to a range of 60 feet.
  • You can speak, read, and write Dwarvish.
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. While you wear these boots, you can use an action to cast the levitate spell on yourself at will. While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
  • You have resistance to cold damage.
  • You ignore difficult terrain created by ice or snow.
  • You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.
While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the conjure elemental spell. The bowl can't be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons. While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. While a fire burns in this brass brazier, you can use an action to speak the brazier's command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can't be used this way again until the next dawn. The brazier weighs 5 pounds. While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land. You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you. This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the detect evil and good spell. The DM chooses the god and associated alignment or determines the alignment randomly.
  • d20 : Alignment: d20: Alignment:
  • 1-2: Chaotic Evil: 10-11: Neutral:
  • 3-4: Chaotic Neutral: 12-13: Neutral Good:
  • 5-7: Chaotic good: 14-15: Lawful evil:
  • 8-9: Neutral Evil: 16-17: Lawful neutral:
  • : : 18-20: Lawful good:
The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.
While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st-level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot.
Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle.
While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater. This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn. When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. Four sizes of carpet of flying exist. The DM chooses the size of a given carpet or determines it randomly.
  • d100: Size: Capacity: Flying Speed:
  • 01-20: 3 ft. x 5 ft.: 200 lb.: 80 feet:
  • 21-55: 4 ft. x 6 ft.: 400 lb.: 60 feet:
  • 56-80: 5 ft. x 7 ft.: 600 lb.: 40 feet:
  • 81-100: 6 ft. x 9 ft.: 800 lb.: 30 feet:
While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can't be used this way again until the next dawn. This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound. This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing 1t at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time it cracks and becomes useless. While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5'. The circlet can't be used this way again until the next dawn.This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:
  • You have resistance to poison damage.
  • You have a climbing speed equal to your walking speed.
  • You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
  • You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.
  • You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are in-capacitated, restrained, or otherwise unable to move. While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action. Deduct the time you are invisible, in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak goes unused, it regains 1 hour of duration. You gain a +1 bonus to AC and saving throws while you wear this cloak. While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat.
While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action. This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.
You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.
  • Face: Charges: Effect:
  • 1: 1: Gases, wind, and fog can't pass through the barrier. :
  • 2: 2: Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. 3 :
  • 3: 3: Living matter can't pass through the barrier.:
  • 4: 4: Spell effects can't pass through the barrier.:
  • 5: 5: Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. :
  • 6: 0: The barrier deactivates.:
The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.
  • Spell or Item: Charges Lost:
  • Disintegrate: 1d12:
  • Horn of blasting: 1d10:
  • Passwall: 1d6:
  • Prismatic spray: 1d20:
  • Wall of fire: 1d4:
This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to plane: determined by the DM.
You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side.
Alternatively, if you use an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side. The cube has 3 charges. Each use of the cube expend: 1 charge. The cube regains ld3 expended charges daily at dawn.
You can use an action to place this l-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it. which works only if the fortress is empty.
The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors. with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening.
Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking lOdlO bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically. The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:
  • Stream produces 1 gallon of water.
  • Fountain produces 5 gallons of water.
  • Geyser produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20- 1 cards.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who r62 uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.
The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.
  • Playing Card: Illusion:
  • Ace of hearts : Red dragon:
  • King of hearts : Knight annd four guards:
  • Queen of hearts : Succubus or incubus:
  • jack of hearts : Druid:
  • Ten of hearts : Cloud giant:
  • Nine of hearts : Ettin:
  • Eight of hearts: Bugbear:
  • Two of hearts: Goblin:
  • Ace of diamonds: Beholder:
  • King of diamonds: Archmage and mage apprentice:
  • Queen of diamonds: Night hag:
  • Jack of diamonds: Assassin:
  • Ten of diamonds: Fire giant:
  • Nine of diamonds: Ogre mage:
  • Eight of diamonds: Gnoll:
  • Two of diamonds: Kobold:
  • Ace of spades: Lich:
  • King of spades: Priest and two acolytes:
  • Queen of spades: Medusa:
  • Jack of spades: Veteran:
  • Ten of spades: Frost giant:
  • Nine of spades: Troll:
  • Eight of spades: Hobgoblin:
  • Two of spades: Goblin:
  • Ace of clubs: Iron goblin:
  • King of clubs: Bandit captain and three bandits:
  • Queen of clubs: Erinyes:
  • Jack of clubs: Berserker:
  • Ten of clubs: Hill giant:
  • Nine of clubs: Ogre:
  • Eight of clubs: Orc:
  • Two of clubs: Kobold:
  • Jokers (2): You (the deck's owner):
Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it fades from existence. Unless the card is the Fool or the jester, the card reappears in the deck, making it possible to draw the same card twice.
  • Playing Card: Card: Effect:
  • Ace of hearts : The Fates*: Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die. :
  • King of hearts : Throne: You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as. yours.:
  • Queen of hearts : Key: A rare or rarer magic weapon with which you are proficient appears in your hands. The DM chooses the weapon. :
  • jack of hearts : Knight: You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character. :
  • Two of hearts: Gem*: Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet. :
  • Ace of diamonds: Vizier*: At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it.:
  • King of diamonds: Sun: You gain 50,000 XP, and a wondrous item (which the DM determines randomly) appears in your hands. :
  • Queen of diamonds: Moon: You are granted the ability to cast the wish spell 1d3 times. :
  • Jack of diamonds: Star: Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24. :
  • Two of diamonds: Comet*: If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect. :
  • Ace of spades: Donjon*: You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards. :
  • King of spades: Ruin: All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears.:
  • Queen of spades: Euryale: The card's medusa-like visage curses you. You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse.:
  • Jack of spades: Rogue: A nonplayer character of the DM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a wish spell or divine intervention can end the NPC's hostility toward you. :
  • Two of spades: Balance*: Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you. :
  • Ace of clubs: Talons*: Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish. :
  • King of clubs: The Void: This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the DM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is incapacitated. A wish spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards.:
  • Queen of clubs: Flames: A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies. :
  • Jack of clubs: Skull: You summon an avatar of death-a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the DM's choice within 10 feet of you and attacks yo~, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life.:
  • Two of clubs: Idiot*: Permanently reduce your Intelligence by ld4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. :
  • Jokers (with TM): Fool*: You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level. :
  • Jokers (without TM): Jester: You gain 10,000 XP, or you can draw two additional cards beyond your declared draws. :
*Found only in a deck with twenty-two cards
You can use an action to place these shackles on an incapacitated creature. The shackles adjust to -t a creature of Small to Large size. In addition to : rving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation r travel to a different plane of existence. They on't prevent the creature from passing-through an interdimensional portal. You and any creature you designate when you use the :hackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength Athletics) check. On a success, the creature breaks free and destroys the shackles. This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you mpve more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic. An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one. Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be such. There is enough of it for one use. When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a uccess. The Jesser restoration spell can also end the effect on a creature.This painted brass bottle weighs 1 pound. When you e an action to remove the stopper, a cloud of thick :moke flows out of the bottle. At the end of your turn, die smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you. See the Monster Manual for the efreeti's statistics.
The first time the bottle is opened, the DM rolls to determine what happens.
  • d100: Effect:
  • 01-10: The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic.:
  • 11-90: The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. :
  • 91-00: The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic.:
This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell.
  • Gem: Summoned Elemental:
  • Blue sapphire: Air elemental:
  • Yellow diamond: Earth elemental:
  • Red corundum: Fire elemental:
  • Emerald: Water elemental:
Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet. The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round. These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn. These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weigh 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a a 10 feet long, 4 feet wide, and 2 feet deep. The boat as one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second command word causes the box to unfold a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures omfortably.
When the box becomes a vessel, its weight becomes -at of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third command word causes the folding boat fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher. This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word. When all of the gem's charges are expended, the gem becomes a non magical jewel worth 50 gp. This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. Fort'~ next 10 minutes, you have truesight out to 120 feet w you peer through the gem. The gem regains 1d3 expended charges daily at da GIANT SLAYER Weapon (any axe or sword), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed o­ a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, giant refers to any creature with the giant type, including ettins and trolls. These gloves seem to almost meld into your hands wh you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction r reduce the damage by 1d10 +your Dexterity modifier. provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonu_ to Strength (Athletics) checks made to climb or swim. These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand checks and Dexterity checks made to pick locks. While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet. While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher. This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing it:
  • You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.
  • As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.
  • As long as the helm has at least one ruby, you have resistance to fire damage.
  • As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.
Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.
While wearing this helm, you can use an action to cast the comprehend languages spell from it at will. While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn. This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. The helm regains 1d3 expended charges daily at dawn. This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents. Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an Artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate. Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10-feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can be reopened. You can use an action to speak the horn's command word and then blow the horn, which emits a thunderou blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature rakes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the cre.ature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march. These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet. This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can't be used again until the next dawn. This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age. You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. An identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the DM or determined randomly. This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. While lit, this hooded lantern burns for 6 hours on 1 pint of o'il, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. You have advantage on saving throws against spells while you wear this cloak. This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a peri of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increase_ by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To deciph and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
  • d20: Golem: Time: Cost:
  • 1-5: Clay: 30 days: 65,000 gp:
  • 6-17: Flesh: 60 days: 50,000 gp:
  • 18: Iron: 120 days: 100,000 gp:
  • 19-20: Stone: 90 days: 80,000 gp:
To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.
Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. See the Monster Manual for its game statistics.
This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying rhe book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn. When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points.
If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again.
Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's nature, and constructs succeed on the saving throw automatically.
An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed.
If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it.
While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally.
In a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it.
While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons). This necklace has ld6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 6 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15 You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. (by a cleric, druid, or paladin) This necklace has ld4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.
  • d20: Bead of ...: Spell:
  • 1-6: Blessing: Bless:
  • 7-12: Curing: Cure wounds (2nd level) or lesser restoration:
  • 13-16: Favor: Greater restoration:
  • 17-18: Smithing: Branding smite:
  • 19: Summons: Planar ally:
  • 20: Wind walking: Wind walk:
Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.
Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features-such as a door, a pit, flowers, trees, cells, rooms, or weapons-that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet. When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.
Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material. If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.
by a spellcaster) You can use an action to speak this pearl's command word and regain one expended spell slot of up to 3rd level. Once you have used the pearl, it can't be used again until the next dawn.You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant. This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage. While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn. You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.
The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats (see the Monster Manual for statistics) with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain ld3 expended charges daily at dawn.
Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. o matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, Heward's handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly.
  • d100: Feather Token: d100: Feather Token:
  • 01-20: Anchor: 51-65: Swan boat:
  • 21-35: Bird: 66-90: Tree:
  • 36-50: Fan: 91-00: Whip:
Anchor.
You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. Bird.
You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc (see the Monster Manual), but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day. with a one-hour rest for every 3 hours of flying), or 1,00G pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action. Fan.
If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action. Swan Boat.
You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action. Tree.
You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. Whip.
You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage.
As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die.
Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
  • The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.
  • You have darkvision out to a range of 120 feet.
  • You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.
The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.
A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends. This black or dark blue robe is embroidered with smal! white or silver stars. You gain a +1 bonus to saving throws while you wear it.
Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you caL use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, ld6 removed stars reappear on the robe.
While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.
by a sorcerer, warlock, or wizard) This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good. gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment.
You gain these benefits while wearing the robe:
  • If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.
  • You have advantage on saving throws against spell and other magical effects.
  • Your spell save DC and spell attack bonus each increase by 2.
This robe has cloth patches of various shapes and colors covering it. While wearing the robe. you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has two of each of the following patches:
  • Dagger
  • Bullseye lantern (filled and lit)
  • Steel mirror
  • 10-foot pole
  • Hempen rope (50 feet, coiled)
  • Sack
In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly.
  • 01-08: Bag of 100 gp:
  • 09-15: Silver coffer (1 foot long, 6 inches wide and deep) worth 500gp:
  • 16-22: Iro n door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself :
  • 23-30: 10 gems worth 100 gp each:
  • 31-44: Wooden ladder (24 feet long):
  • 45-51: A riding horse with saddle bags:
  • 52-59: Pit (a cube 10 on a side), which you can place on the ground within 10 feet of you:
  • 60-68: 4 potions of healing:
  • 69-75: Rowboat (12 feet long):
  • 76-83: Spell scroll containing one spell of 1st to 3rd level:
  • 84-90: 2 mastiffs:
  • 91-96: Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach:
  • 97-00: Portable ram:
This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage. If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:
  • You have advantage on saving throws against spells.
  • The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.
Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell.
Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. Howeve­ the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil. This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with oil of slipperiness. When found, a containe; contains 1d6 + 1 ounces. One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of universal solvent or oil of etherealness. with a wish spell. This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.
The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an Artifact is susceptible to damage from a sphere of annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.
The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 x your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.
If you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal.
If the sphere comes into contact with a planar portal, such as that created by the gate spell, or an extradimensional space, such as that within a portable hole, the DM determines randomly what happens, using the following table.
01-50: The sphere is destroyed.
51-85: The sphere moves through the portal or into the extradimensional space.
86-00: A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence.
If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds. While this polished agate is on your person, you gain a + 1 bonus to ability checks and saving throws. by a creature of good alignment) This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to pel! attack rolls while you wear or hold it. The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil TALISMAN OF ULTIMATE EviL alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed. When you make an Intelligence (Arcana) check to control a sphere of annihilation while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a sphere of annihilation, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 x your Intelligence modifier. by a creature of evil alignment) This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed. This book contains memory and logic exercises, and i~ words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it a century. This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as d~ your maximum for that score. The manual then loses i·­ magic, but regains it in a century. by a wizard) This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it's unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from othe:­ spellcasters who crossed Vecna. The first few pages o' each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine. If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expend in a spell slot or using any verbal or somatic component Once used, this property of the tome can't be used agai::. until the next dawn. While attuned to the book, you can remove the tonguF from the book's cover. If you do so, all spells written in the book are permanently erased. Vecna watches anyone using this tome. He can also Tite cryptic messages in the book. These messages appear at midnight and fade away after they are read. -his book contains intuition and insight exercises, and swords are charged with magic. If you spend 48 hours m·er a period of 6 days or fewer studying the book's on tents and practicing its guidelines, your Wisdom : ore increases by 2, as does your maximum for that - ore. The manual then loses its magic, but regains it in a century. This tube holds milky liquid with a strong alcohol ~melt. You can use an action to pour the contents of the rube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including sovereign glue. This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold and place the well of many worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the DM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once well of many worlds has opened a portal, it can't do so again for ld8 hours. While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters. While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for evyry 12 hours they aren't in use. While wearing this cloak, you can use an action to speak its command word. Thish turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours. While wearing this belt, your Strength score changes to 21. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. While wearing this belt, your Strength score changes to 23. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. While wearing this belt, your Strength score changes to 25. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. While wearing this belt, your Strength score changes to 27. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. While wearing this belt, your Strength score changes to 29. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.The typical crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
Additionally you can use an action to cast the detect thoughts spell (save DC 17) while you are scrying with the crystal ball, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this detect thoughts to maintain it during its duration, but it ends if scrying ends.
This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
Additionally while scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the suggestion spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this suggestion to maintain it during its duration, but it ends if scrying ends. Once used, the suggestion power of the crystal ball can't be used again until the next dawn.
This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
Additionally while scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor.
This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 day have passed.
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed.
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:
  • The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.
  • The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.
  • The goat of terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a +1/ance, and the other becomes a +2 /ongsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.

  • A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
    The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly.
    The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can't be used again until 7 days have passed.
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed. If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has dark vision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
This horn summons 2d4+2 berserkers when used.
You can use an action to blow this horn. In response, warrior spirits from the plane ofYsgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard 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 Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use.
You need to be profficient with all simple weapons to use this horn. This horn summons 3d4+3 berserkers when used.
You can use an action to blow this horn. In response, warrior spirits from the plane ofYsgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard 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 Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use.
You need to be profficient with all medium armors to use this horn. This horn summons 4d4+4 berserkers when used.
You can use an action to blow this horn. In response, warrior spirits from the plane ofYsgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard 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 Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use.
You need to be profficient with all martial weapons to use this horn. This horn summons 5d4+5 berserkers when used.
You can use an action to blow this horn. In response, warrior spirits from the plane ofYsgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard 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 Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use.
(requires attunement by a bard)
An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a Legendary bard college. The following table lists the spells Common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells.
Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus.
Spells:
Fly, invisibility, levitate, protection from evil and good, Control weather, cure wounds (5th level), wall of thorns
(requires attunement by a bard) An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a Legendary bard college. The following table lists the spells Common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus.
Spells:
Fly, invisibility, levitate, protection from evil and good, Cure wounds (3rd level), dispel magic, protection from energy (lightning only)
(requires attunement by a bard) An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a Legendary bard college. The following table lists the spells Common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus.
Spells:
Fly, invisibility, levitate, protection from evil and good, Stone shape, wall of fire, wind wall
(requires attunement by a bard) An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a Legendary bard college. The following table lists the spells Common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus.
Spells:
Fly, invisibility, levitate, protection from evil and good, Animal friendship, protection from energy (fire only), protection from poison
(requires attunement by a bard) An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a Legendary bard college. The following table lists the spells Common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus.
Spells:
Fly, invisibility, levitate, protection from evil and good, Entangle, faerie fire, shillelagh, speak with animals
(requires attunement by a bard) An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a Legendary bard college. The following table lists the spells Common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus.
Spells:
Fly, invisibility, levitate, protection from evil and good, Barkskin, cure wounds, fog cloud
(requires attunement by a bard) An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a Legendary bard college. The following table lists the spells Common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus.
Spells:
Fly, invisibility, levitate, protection from evil and good, Confusion, control weather, fire storm
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of ld3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of ld3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of ld3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
You can't be surprised while this dark blue rhomboid orbits your head.
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of ld3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of ld3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of ld3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of ld3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of ld3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of ld3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Your proficiency bonus increases by 1 while this pale green prism orbits your head.
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of ld3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
You gain a +1 bonus to AC while this dusty rose prism orbits your head.
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of ld3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of ld3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains ld4 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of ld3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of ld3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
You don't need to eat or drink while this clear spindle orbits your head.
A Special Torch that burns with a blue flame when lit. Reveals creatures in a 10 ft. radius as if it had Etheral Sight for 10 rounds. After which the Torch stops burning and stops being magical.This little necklace depicts a mastiff. Once covered in blood, it turns into a living dog. The dog will proceed to sniff the ground in a 30 ft. radius around you. If there is no trail, the dog will return to its inert state. If the blood donor was in the checked area during the last seven days, the hound will follow the trail. Once found, the dog will try to bite his prey. If he succeeds, he will turn back into a necklace. The necklace will also revert if the owner wills it. The user can see everything in a 360° angle around the eye if he closes his own eyes. This magical effect only works, if the user and eye are on the same plane. This scroll contains a random arcane spell of 1st to 3rd level. After it is used and a day passes, a new random spell appears on the scroll. This rat has developed some higher cognitive functions during the years. It can understand common and can fulfill rudimentary tasks for its owner.

Sabine
Tiny beast, neutral
AC: 10
HP: 9
Speed: 20 ft.

STR: 2; DEX: 14; CON: 9; INT: 7; WIS: 12; CHA: 14
Senses: darkvision 30ft.
Skills: Stealth +4
Languages: Understands common

Keen Smell.Sabine has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting Sabine's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no components: 1/day each: infestation, mage hand, minor illusion

BiteMelee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
When this bottle is thrown on the ground, it breaks, and a ferocious storm is set free. The storm will rage for 1 day, and during its course, the area is heavily obscured. The storm rages in a sphere with a diameter of 10 miles centered on the point of its release. The wearer is immune to fear and three levels of exhaustion. Produced by a special needle, this magic tattoo features designs that emphasize one color.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Damage Resistance. While the tattoo is on your skin, you have resistance to a type of damage associated with that color, as shown on the table below. The DM chooses the color or determines it randomly.
  • 1: Green (Acid)
  • 2: Blue (Cold)
  • 3: Red (Fire)
  • 4: White (Force)
  • 5: Yellow (Lightning)
  • 6: Black (Necrotic)
  • 7: Violet (Poison)
  • 8: Silver (Psychic)
  • 9: Gold (Radiant)
  • 10: Orange (Thunder)
Damage Absorption. When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.
(requires attunement by a wizard)
Acrid odors cling to this stained, heavy volume. The book's metal fittings are copper, iron, lead, silver, and gold, some frozen mid-transition from one metal to another. When found, the book contains the following spells: enlarge/reduce, feather fall, flesh to stone, gaseous form, magic weapon, and polymorph. It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
  • If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the transmutation school.
  • As an action, you can touch a nonmagical object that isn't being worn or carried and spend a number of charges to transform the target into another object. For 1 charge, the object can be no larger than 1 foot on a side. You can spend additional charges to increase the maximum dimensions by 2 feet per charge. The new object must have a gold value equal to or less than the original.
(requires attunement by an artificer)
This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the “Equipment” chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.
While holding this tool, you gain a bonus +1 to the spell attack rolls and the saving throw DCs of your artificer spells.
As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.
(requires attunement by an artificer)
This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the “Equipment” chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.
While holding this tool, you gain a bonus +2 to the spell attack rolls and the saving throw DCs of your artificer spells.
As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.
(requires attunement by an artificer)
This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the “Equipment” chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.
While holding this tool, you gain a bonus +3 to the spell attack rolls and the saving throw DCs of your artificer spells.
As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.
(requires attunement by a cleric or paladin)
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
(requires attunement by a cleric or paladin)
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
(requires attunement by a cleric or paladin)
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +3 bonus to spell attack rolls and the saving throw DCs of your spells.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
(requires attunement by a wizard)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
(requires attunement by a wizard)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
(requires attunement by a wizard)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
(requires attunement by a sorcerer)
This crystal is a solidified shard of the Astral Plane, swirling with silver mist. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus for your sorcerer spells while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, immediately after casting the spell you can teleport to an unoccupied space you can see within 30 feet of you.
(requires attunement by a wizard)
This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings.
While you are holding the archive, you can use it as a spellcasting focus for your wizard spells.
The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
  • If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school.
  • When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.
(requires attunement by a wizard)
This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: arcane gate, dimension door, gate, misty step, plane shift, teleportation circle, and word of recall. It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
  • If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
  • When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.
The creations of the immortal hag Baba Yaga defy the laws of mortal magic. Among the notorious implements that cement her legend on countless worlds are the artifacts that propel her through the planes: Baba Yaga's Mortar and Pestle. These signature tools of Baba Yaga are a single artifact for purposes of attunement. Should the two objects become separated, the pestle appears next to the mortar at the next dawn
Random Properties. This artifact has the following random properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master's Guide:
  • 2 minor beneficial properties
  • 1 major beneficial property
  • 1 minor detrimental property
Properties of the Mortar. The mortar is a Tiny wooden bowl. However, the mortar increases in size to accommodate anything you place inside, expanding-if there's enough space-up to Large size, meaning it can hold even a Large creature.
Properties of the Pestle. The pestle is a 6-inch-long, worn wooden tool. Once during your turn while you are holding the pestle, you can extend it into a quarterstaff or shrink it back into a pestle (no action required). As a quarterstaff, the pestle is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.
The pestle has 12 charges. When you hit with a melee attack using the pestle, you can expend up to 3 of its charges to deal an extra 1d8 force damage for each charge expended. The pestle regains all expended charges daily at dawn.
Perfect Tools. While holding the mortar and pestle, you can use your action to say the name of any nonmagical plant, mineral, or fluid and an amount of the material worth 10 gp or less. The mortar instantly fills with the desired amount of that material. Once you use this action, you can't do so again until you finish a short or long rest.
You can also use the artifact as alchemist's supplies, brewer's supplies, cook's utensils, an herbalism kit, and a poisoner's kit. You have advantage on any check you make using the artifact as one of these tools.
Primal Parts. As an action while the pestle and the mortar is within 5 feet of you, you can command the pestle to grind. For the next minute, or until you use your action to verbally command it to stop, the pestle moves on its own, grinding the contents of the mortar into a mush or fine powder that's equally useful for cooking or alchemy. At the start of each of your turns, whatever is in the mortar takes 4d10 force damage. If this reduces the target's hit points to 0, the target is reduced to powder, pulp, or paste, as appropriate. Only magic items are unaffected. If you wish, when the pestle stops, you can have the mortar separate its contents-like powdered bone, crushed herbs, pulped organs-into separate piles.
Traverse the Night. If you are holding the pestle while you are inside the mortar, you can use your action to verbally command the mortar to travel to a specific place or creature. You don't need to know where your destination is, but it must be a specific destination-not just the nearest river or a red dragon's lair. If the stated destination is within 1,000 miles of you, the mortar lifts into the air and vanishes. You and any creatures in the mortar travel through a dreamlike sky, with hazy reflections of the world passing by below. Creatures might see images of you streaking through the sky between your point of origin and the destination. You arrive at the location 1 hour later or, if it is night, 1 minute later.
Bones Know Their Home. When you command the mortar to travel, you can instead throw out the dust or paste of something ground by the mortar and name a location on a different plane of existence or a different world on the Material Plane. If that material came from a creature native to the named plane or world, the mortar travels through an empty night sky to an unoccupied space at that destination, arriving in 1 minute.
Destroying the Mortar and Pestle. The mortar and pestle are destroyed if they are crushed underfoot by the Dancing Hut of Baba Yaga or by Baba Yaga herself.
Produced by a special needle, this magic tattoo depicts protective imagery and uses ink that resembles liquid metal.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Protection. While you aren't wearing armor, the tattoo grants you an Armor Class depending on the tattoo's rarity, as shown below. You can use a shield and still gain this benefit.
  • Uncommon - 12 + your Dexterity modifier AC
  • Rare - 15 + your Dexterity modifier (maximum of +2) AC
  • Very Rare - 18 AC
(requires attunement by a druid or warlock)
This silver implement is shaped like a tree branch and is strung with small golden bells. The branch is a spellcasting focus for your spells while you hold it.
The branch has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
  • As a bonus action, you can expend 1 charge to detect the presence of aberrations, celestials, constructs, elementals, fey, fiends, or undead within 60 feet of you. If such creatures are present and don't have total cover from you, the bells ring softly, their tone indicating the creature types present.
  • As an action, you can expend 1 charge to cast protection from evil and good.
Produced by a special needle, this magic tattoo evokes fury in its form and colors.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits:
  • When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt.
  • When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll.
(requires attunement by a sorcerer)
To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.
(requires attunement by a sorcerer)
To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.
(requires attunement by a sorcerer)
To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.
(requires attunement by a druid or warlock)
This Tiny pot bears relief scenes of heroes on its cast iron sides. You can use the cauldron as a spellcasting focus for your druid spells, and it functions as a suitable component for the scrying spell. When you finish a long rest, you can use the cauldron to create a potion of greater healing. The potion lasts for 24 hours, then loses its magic if not consumed.
As an action, you can cause the cauldron to grow large enough for a Medium creature to crouch within. You can revert the cauldron to its normal size as an action, harmlessly shunting anything that can't fit inside to the nearest unoccupied space.
If you place the corpse of a humanoid into the cauldron and cover the corpse with 200 pounds of salt (which costs 10 gp) for at least 8 hours, the salt is consumed and the creature returns to life as if by raise dead at the next dawn. Once used, this property can't be used again for 7 days.
Produced by a special needle, this magic tattoo has long intertwining designs.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Grasping Tendrils. While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature.
Ages ago, the serene god Rao created a tool to shield his fledgling faithful against the evils of the Lower Planes. Yet, as eons passed, mortals developed their own methods of dealing with existential threats, and the crook was largely forgotten. In recent ages, though, the Crook of Rao was rediscovered and leveraged against the rising power of the Witch Queen Iggwilv (one of the names of the wizard Tasha). Although she was defeated, Iggwilv managed to damage the crook during the battle, infecting it with an insidious curse-and the potential for future victory. In the aftermath, the crook was again lost. Occasionally it reappears, but the famed artifact is not what it was. Whether or not the artifact's bearers realize its full threat, few risk using the Crook of Rao-potentially for the final time.
Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master's Guide:
  • 2 minor beneficial properties
  • 1 major beneficial property
  • 1 minor detrimental property
Spells. The crook has 6 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: aura of life (2 charges), aura of purity (2 charges), banishment (1 charge), beacon of hope (1 charge), mass cure wounds (3 charges). The crook regains 1d6 expended charges daily at dawn.
Absolute Banishment. While you are attuned to the crook and holding it, you can spend 10 minutes to banish all but the mightiest fiends within 1 mile of you. Any fiend with a challenge rating of 19 or higher is unaffected. Each banished fiend is sent back to its home plane and can't return to the plane the Crook of Rao banished it from for 100 years.
Failing Matrix. Whenever the Crook of Rao's Absolute Banishment property is used, or when its last charge is expended, roll on the Extraplanar Reversal table. Any creatures conjured as a result of this effect appear in random unoccupied spaces within 60 feet of you and are not under your control.
Extraplanar Reversal (d100)
  • 1–25 - A portal to a random plane opens. The portal closes after 5 minutes.
  • 26–45 - 2d4 imps and 2d4 quasits appear.
  • 46–60 - 1d8 succubi/incubi appear.
  • 61–70 - 1d10 barbed devils and 1d10 vrocks appear.
  • 71–80 - 1 arcanaloth, 1 night hag, and 1 rakshasa appear.
  • 81–85 - 1 ice devil and 1 marilith appear.
  • 86–90 - 1 balor and 1 pit fiend appear. At the DM's discretion, a portal opens into the presence of an archdevil or demon lord instead, then closes after 5 minutes.
  • 91–00 - Iggwilv's Curse (see the Iggwilv's Curse property).
Iggwilv's Curse. When the Crook was last used against Iggwilv, the Witch Queen lashed out at the artifact, infecting its magical matrix. Over the years, this curse has spread within the crook, threatening to violently pervert its ancient magic. If this occurs, the Crook of Rao, as it is currently known, is destroyed, its magical matrix inverting and exploding into a 50-foot-diameter portal. This portal functions as a permanent gate spell cast by Iggwilv. The gate then, once per round on initiative count 20, audibly speaks a fiend's name in Iggwilv's voice, doing so until the gate calls on every fiend ever banished by the Crook of Rao. If the fiend still exists, it is drawn through the gate. This process takes eighteen years to complete, at the end of which the gate becomes a permanent portal to Pazunia, the first layer of the Abyss.
Destroying or Repairing the Crook. The Crook of Rao can either be destroyed or repaired by journeying to Mount Celestia and obtaining a tear from the eternally serene god Rao. One way to make the emotionless god cry would be to reunite Rao with the spirit of his first worshiper who sought revelations beyond the multiverse long ago. The Crook dissolves if immersed in the god's tear for a year and a day. If washed in the tear daily for 30 days, the Crook loses its Failing Matrix property.
(requires attunement by a wizard)
An etched crystal sphere the size of a grapefruit hums faintly and pulses with irregular flares of inner light. While you are touching the crystal, you can retrieve and store information and spells within the crystal at the same rate as reading and writing. When found, the crystal contains the following spells: detect thoughts, intellect fortress,* Rary's telepathic bond, sending, telekinesis, Tasha's mind whip,* and Tenser's floating disk (spells with an asterisk appear in this book). It functions as a spellbook for you, with its spells and other writing psychically encoded within it.
While you are holding the crystal, you can use it as a spellcasting focus for your wizard spells, and you know the mage hand, mind sliver (appears in this book), and message cantrips if you don't already know them.
The crystal has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
  • If you spend 1 minute studying the information within the crystal, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book.
  • When you cast a wizard spell, you can expend 1 charge to cast the spell without verbal, somatic, or material components of up to 100 gp value.
An expansive treatise documenting the Abyss's infinite layers and inhabitants, the Demonomicon of Iggwilv is the most thorough and blasphemous tome of demonology in the multiverse. The tome recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book's spine, the general chapters remain, ever revealing demonic secrets. And the book holds more than blasphemies. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and it longs to be more than mere reference material.
Random Properties. The artifact has the follow random properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master's Guide:
  • 2 minor beneficial properties
  • 1 minor detrimental property
  • 1 major detrimental property
Spells. The book has 8 charges. It regains 1d8 expended charges daily at dawn. While holding it, you can use an action to cast Tasha's hideous laughter from it or to expend 1 or more of its charges to cast one of the following spells (save DC 20) from it: magic circle (1 charge), magic jar (3 charges), planar ally (3 charges), planar binding (2 charges), plane shift (to layers of the Abyss only; 3 charges), summon fiend (3 charges; appears in this book).
Abyssal Reference. You can reference the Demonomicon whenever you make an Intelligence check to discern information about demons or a Wisdom (Survival) check related to the Abyss. When you do so, you can add double your proficiency bonus to the check.
Fiendish Scourging. Your magic causes pain to fiends. While carrying the book, when you make a damage roll for a spell you cast against a fiend, you use the maximum possible result instead of rolling.
Ensnarement. While carrying the book, whenever you cast the magic circle spell naming only fiends, or the planar binding spell targeting a fiend, the spell is cast at 9th level, regardless of what level spell slot you used, if any. Additionally, the fiend has disadvantage on its saving throw against the spell.
Containment. The first 10 pages of the Demonomicon are blank. As an action while holding the book, you can target a fiend that you can see that is trapped within a magic circle. The fiend must succeed on a DC 20 Charisma saving throw with disadvantage or become trapped within one of the Demonomicon's empty blank pages, which fills with writing detailing the trapped creature's widely known name and depravities. Once used, this action can't be used again until the next dawn.
When you finish a long rest, if you and the Demonomicon are on the same plane of existence, the trapped creature of the highest challenge rating within the book can attempt to possess you. You must make a DC 20 Charisma saving throw. On a failure, you are possessed by the creature, which controls you like a puppet. The possessing creature can release you as an action, appearing in the closest unoccupied space. On a successful save, the fiend can't try to possess you again for 7 days.
When the tome is discovered, it has 1d4 fiends occupying its pages, typically an assortment of demons.
Destroying the Demonomicon. To destroy the book, six different demon lords must each tear out a sixth of the book's pages. If this occurs, the pages reappear after 24 hours. Before all those hours pass, anyone who opens the book's remaining binding is transported to a nascent layer of the Abyss that lies hidden within the book. At the heart of this deadly, semi-sentient domain lies a long-lost artifact, Fraz-Urb'luu's Staff. If the staff is dragged from the pocket plane, the tome is reduced to a mundane and quite out-of-date copy of the Tome of Zyx, the work that served as the foundation for the Demonomicon. Once the staff emerges, the demon lord Fraz-Urb'luu instantly knows.
(requires attunement by a wizard)
To you, this book is a magical spellbook. To anyone else, the book appears to be a volume of verbose romance fiction. As an action, you can change the book's appearance and alter the plot of the romance.
When found, the book contains the following spells: hallucinatory terrain, major image, mirror image, mislead, Nystul's magic aura, phantasmal force, and silent image. It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
  • If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the illusion school.
  • When a creature you can see makes an Intelligence (Investigation) check to discern the true nature of an illusion spell you cast, or makes a saving throw against an illusion spell you cast, you can use your reaction and expend 1 charge to impose disadvantage on the roll.
Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.
(requires attunement by a sorcerer)
This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
Roll a d4 and consult the Elemental Essence Shards table to determine the shard's essence and property. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.
Elemental Essence Shards
  • 1: Air. You can immediately fly up to 60 feet without provoking opportunity attacks.
  • 2: Earth. You gain resistance to a damage type of your choice until the start of your next turn.
  • 3: Fire. One target of the spell that you can see catches fire. The burning target takes 2d10 fire damage at the start of its next turn, and then the flames go out.
  • 4: Water. You create a wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that you can see in that area takes 2d6 cold damage and must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and fall prone.
(requires attunement by a sorcerer)
This writhing crystal is steeped in the warped essence of the Far Realm. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can cause a slimy tentacle to rip through the fabric of reality and strike one creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw against your spell save DC or take 3d6 psychic damage and become frightened of you until the start of your next turn.
(requires attunement by a sorcerer)
This warm crystal glints with the sunset colors of the Feywild sky and evokes whispers of emotional memory. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can roll on the Wild Magic Surge table in the Player's Handbook. If the result is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
If you don't have the Wild Magic Sorcerous Origin, once this property is used to roll on the Wild Magic Surge table, it can't be used again until the next dawn.
(requires attunement by a wizard)
This thick, scorched spellbook reeks of smoke and ozone, and sparks of energy crackles along the edges of its pages. When found, the book contains the following spells: contingency, fireball, gust of wind, Leomund's tiny hut, magic missile, thunderwave, and wall of force. It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
  • If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the evocation school.
  • When one creature you can see takes damage from an evocation spell you cast, you can use your reaction and expend 1 charge to deal an extra 2d6 force damage to the creature and knock the creature prone if it is Large or smaller.
Produced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing blurred.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Ghostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo's charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:
  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • You can't be grappled or restrained.
  • You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.
(requires attunement by a cleric or paladin)
This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.
The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you're wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.
The emblem regains all expended charges daily at dawn.
(requires attunement by a wizard)
This pristine book smells faintly of a random scent you find pleasing. When found, the book contains the following spells: antipathy/sympathy, charm person, dominate person, enthrall, hypnotic pattern, modify memory, and suggestion. It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
  • If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the enchantment school.
  • When you cast an enchantment spell, you can expend 1 charge to impose disadvantage on the first saving throw one target makes against the spell.
Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Scribing. While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.
As an action, you can touch a piece of writing up to one page in length and speak a creature's name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can't be used again until the next dawn.
(requires attunement by a wizard)
With covers made of skin and fittings of bone, this tome is cold to the touch, and it whispers faintly. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: animate dead, circle of death, false life, finger of death, speak with dead, summon undead (appears in this book), vampiric touch. It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
  • If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the necromancy school.
  • As an action, you can expend 1 charge to take on a semblance of undeath for 10 minutes. For the duration, you take on a deathly appearance, and undead creatures are indifferent to you, unless you have damaged them. You also appear undead to all outward inspection and to spells used to determine the target's status. The effect ends if you deal damage or force a creature to make a saving throw.
Produced by a special needle, this magic tattoo features symbols of life and rebirth.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Necrotic Resistance. You have resistance to necrotic damage.
Life Ward. When you would be reduced to 0 hit points, you drop to 1 hit point instead. Once used, this property can't be used again until the next dawn.
Not all lingering spirits are tragic souls, lost on their way to the hereafter. Some languish as prisoners, souls so wicked mortals dare not free them upon an unsuspecting afterlife.
Created by a figure of Vistani legend, Luba's Tarokka of Souls shaped the destiny of countless heroes. The prophecies of this deck of cards also revealed great evils and guided its creator into the path of nefarious forces. Untold times the deck's creator, Mother Luba, narrowly escaped doom, spared only by her keen insights. But even for her, not all wickedness could be escaped. In the most dire cases, Mother Luba managed to ensnare beings of pure evil amid the strands of fate, imprisoning them within her tarroka deck. There these foul spirits dwell still, trapped within a nether-realm hidden amid shuffling cards, waiting for fate to turn foul-as it inevitably will.
Like all tarokka decks, the Tarokka of Souls is a lavishly illustrated collection of fifty-four cards, comprising the fourteen cards of the high deck and forty other cards divided into four suits: coins, glyphs, stars, and swords.
Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master's Guide:
  • 2 minor beneficial properties
  • 2 minor detrimental property
Spells. While holding the deck, you can use an action to cast one of the following spells (save DC 18) from it: comprehend languages, detect evil and good, detect magic, detect poison and disease, locate object, or scrying. Once you use the deck to cast a spell, you can't cast that spell again from it until the next dawn.
Enduring Vision. While holding the deck, you automatically succeed on Constitution saving throws made to maintain your concentration on divination spells.
Twist of Fate. As an action, you can draw a card from the deck and twist the fortune of another creature you can see within 15 feet of you. Choose one of the following effects:
Weal. The creature has advantage on attack rolls, ability checks, and saving throws for the next hour.
Woe. The creature has disadvantage on attack rolls, ability checks, and saving throws for the next hour.
The deck can be used in this way twice, and you regain all expended uses at the next dawn.
Prisoners of Fate. Whenever you use the Twist of Fate property, there is a chance that one of the souls trapped in the deck escapes. Roll d100 and consult the Souls of the Tarokka table. If you roll one of the high cards, the soul associated with it escapes. You can find its statistics in the Monster Manual. If you roll a soul that has already escaped, roll again.
Souls of the Tarokka (d100)
  • 1: Artifact-Card: Flameskull
  • 2: Beast-Card: Wraith
  • 3: Broken One-Card: Banshee
  • 4: Darklord-Card: Vampire
  • 5: Donjon-Card: Mummy
  • 6: Executioner-Card: Death Knight
  • 7: Ghost-Card: Ghost
  • 8: Horseman-Card: Mummy lord
  • 9: Innocent-Card: Ghost
  • 10: Marionette-Card: Mummy
  • 11: Mists-Card: Wraith
  • 12: Raven-Card: Vampire spawn
  • 13: Seer-Card: Vampire
  • 14: Tempter-Card: Vampire spawn
  • 15-00: -
The released soul appears at a random location within 10d10 miles of you and terrorizes the living. Until the released soul is destroyed, it gains the benefit of a weal from the deck's Twist of Fate property, and both you and the original target of Twist of Fate suffer the effect of woe.
Shuffling Fate. If you go 7 days without using the Twist of Fate property, your attunement to Luba's Tarokka of Souls ends, and you can't attune to it again until after another creature uses Twist of Fate on you.
Destroying the Deck. Luba's Tarokka of Souls can be destroyed only if all fourteen souls within are released and destroyed. This reveals a fifteenth soul, a lich, that inhabits the Nether card, which appears only when the fourteen souls are defeated. If this ancient entity is destroyed, the Nether card vanishes and the deck becomes a normal tarokka deck, with no special properties, but it includes a new card of the DM's design.
(requires attunement by a bard)
While holding this lyre, you can cast mending as an action. You can also play the lyre as a reaction when an object or a structure you can see within 300 feet of you takes damage, causing it to be immune to that damage and any further damage of the same type until the start of your next turn.
In addition, you can play the lyre as an action to cast fabricate, move earth, passwall, or summon construct (appears in this book), and that spell can't be cast from it again until the next dawn.
Produced by a special needle, this magic tattoo appears on your body as whatever you desire.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.
Disguise Self. As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn.
Named for the warlord who infamously employed it, the Mighty Servant of Leuk-o is a fantastically powerful, 10-foot-tall machine that turns into an animate construct when piloted. Crafted of a gleaming black alloy of unknown origin, the servant is often described as a combination of a disproportioned dwarf and an oversized beetle. The servant contains enough space for 1 ton of cargo and a crew compartment within, from which up to two Medium creatures can control it-and potentially execute a spree of unstoppable destruction.
Tales of the servant's origins involve more conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related device known as the Machine of Lum the Mad. The best details on the device's origins and operation can be found in the Mind of Metal, a tome of artificer's secrets that connects the device to the traditions of the lost Olman people, and which was written by Lum the Mad's several times over granddaughter, Lum the Maestro, while she reconstructed the long disassembled Mighty Servant of Leuk-o.
Dangerous Attunement. Two creatures can be attuned to the servant at a time. If a third creature tries to attune to it, nothing happens.
The servant's controls are accessed by a hatch in its upper back, which is easily opened while there are no creatures attuned to the artifact.
Attuning to the artifact requires two hours, which can be undertaken as part of a long rest, during which time you must be inside the servant, interacting with its controls. While crew members are attuning themselves, any creature or structure outside and within 50 feet of the servant has a 25 percent chance of being accidentally targeted by one of its Destructive Fist attacks once during the attunement. This process must be undergone every time a creature attunes itself to the artifact.
Controlling the Servant. While any creatures are attuned to the artifact, attuned creatures can open the hatch as easily as any other door. Other creatures can open the hatch as an action with a successful DC 25 Dexterity check using thieves' tools. A knock spell cast on the hatch also opens it until the start of the caster's next turn.
A creature can enter or exit through the hatch by spending 10 feet of movement. Those inside the servant have total cover from effects originating outside it. The controls within it allow creatures to see outside without obstruction.
While you are inside the servant, you can command it by using the controls. During your turn (for either attuned creature), you can command it in the following ways:
  • Open or close the hatch (no action required, once per turn)
  • Move the servant up to its speed (no action required)
  • As an action, you can command the servant to take one of the actions in its stat block or some other action.
  • When a creature provokes an opportunity attack from the servant, you can use your reaction to command the servant to make one Destructive Fist attack against that creature.
While there are no attuned creatures inside the servant, it is an inert object.
Ghost in the Machine.Upon his death, the soul of the mighty warlord Leuk-o was drawn into the artifact and has become its animating force. The servant has been known to attack or move of its own accord, particularly if doing so will cause destruction. Once every 24 hours, the servant, at the DM's discretion, takes one action while uncrewed.
If the servant loses half of its hit points or more, each creature attuned to it must succeed on a DC 20 Wisdom saving throw or be charmed for 24 hours. While charmed in this way, the creature goes on a destructive spree, seeking to destroy structures and attack any unattuned creatures within sight of the servant, starting with those threatening the artifact-preferably using the servant, if possible.
Self-Destruct. By inputting a specific series of lever pulls and button presses, the servant's two crew members can cause it to explode. The self-destruct code is not revealed to crew members when they attune to the artifact. If the code is discovered (the DM determines how), it requires two attuned crew members to be inside the servant and spend their actions on 3 consecutive rounds performing the command. Should the crew members begin the process of entering the code, though, the servant uses its Ghost in the Machine property and turns the crew members against each other.
If the crew members successfully implement the code, at the end of the third round, the servant explodes. Every creature in a 100-foot-radius sphere centered on the servant must make a DC 25 Dexterity saving throw. On a failed save, a creature takes 87 (25d6) force damage, 87 (25d6) lightning damage, and 87 (25d6) thunder damage. On a successful save, a creature takes half as much damage. Objects and structures in the area take triple damage. Creatures inside the servant are slain instantly and leave behind no remains.
This does not destroy the servant permanently. Rather, 2d6 days later, its parts-left arm, left leg, right arm, right leg, lower torso, and upper torso-drop from the sky in random places within 1,000 miles of the explosion. If brought within 5 feet of one another, the pieces reconnect and reform the servant.
Destroying the Servant. The servant can be destroyed in two ways. After it has self-destructed, its disconnected pieces can be melted down in one of the forge-temples of its ancient Olman creators. Alternatively, if the servant strikes the Machine of Lum the Mad, both artifacts explode in an eruption that is three times the size and three times the damage as the servant's self-destruct property.
Mighty Servant of Leuk-o
Huge construct

Armor Class 22 (natural armor)
Hit Points 310 (27d12 + 135)
Speed 60 ft.
STR
DEX
CON
INT
WIS
CHA
30 (+10)
14 (+2)
20 (+5)
1 (-5)
14 (+2)
10 (+0)

Saving Throws Wis +9, Cha +7
Skills Perception +9
Damage Resistances piercing, slashing
Damage Immunities acid, bludgeoning, cold, fire, lightning, necrotic, poison, psychic, radiant
Condition Immunities all conditions but invisible and prone
Senses blindsight 120 ft., passive Perception 19
Languages understands the languages of creatures attuned to it but can't speak
Challenge - Proficiency Bonus +7

Immutable Existence. The servant is immune to any spell or effect that would alter its form or send it to another plane of existence.

Magic Resistant Construction. The servant has advantage on saving throws against spells and other magical effects, and spell attacks made against it have disadvantage.

Regeneration. The servant regains 10 hit points at the start of its turn. If it is reduced to 0 hit points, this trait doesn't function until an attuned creature spends 24 hours repairing the artifact or until the artifact is subjected to lightning damage.

Standing Leap. The servant's long jump is up to 50 feet and its high jump is up to 25 feet, with or without a running start.

Unusual Nature. The servant doesn't require air, food, drink, or sleep.

Actions


Destructive Fist. Melee or Ranged Weapon Attack: +17 to hit, reach 10 ft. or range 120 ft., one target. Hit: 36 (4d12 + 10) force damage. If the target is an object, it takes triple damage.
Crushing Leap. If the servant jumps at least 25 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures is pushed to an unoccupied space within 5 feet of the servant and must make a DC 25 Dexterity saving throw. On a failed save, a creature takes 26 (4d12) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.
(requires attunement by a druid or ranger)
This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a spellcasting focus for your druid and ranger spells.
While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed.
(requires attunement by a sorcerer)
This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
Roll a d4 and consult the Outer Essence Shards table to determine the shard's essence and property. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.
Outer Essence Shards
  • 1: Lawful. You can end one of the following conditions affecting yourself or one creature you can see within 30 feet of you: charmed, blinded, deafened, frightened, poisoned, or stunned.
  • 2: Chaotic. Choose one creature who takes damage from the spell. That target has disadvantage on attack rolls and ability checks made before the start of your next turn
  • 3: Good. You or one creature of your choice that you can see within 30 feet of you gains 3d6 temporary hit points.
  • 4: Evil. Choose one creature who takes damage from the spell. That target takes an extra 3d6 necrotic damage.
(requires attunement by a wizard)
The pages of this book are bound in fiend hide, and its cover is embossed with a diagram of the Great Wheel of the multiverse. When found, the book contains the following spells: banishment, find familiar, gate, magic circle, planar binding, and summon elemental (appears in this book). It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
  • If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
  • When you cast a conjuration spell that summons or creates one creature, you can expend 1 charge to grant that creature advantage on attack rolls for 1 minute.
This item replaces a lost limb-a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can't be removed against your will. It detaches if you die.(requires attunement by a wizard)
This leather-bound spellbook is reinforced with iron and silver fittings and an iron lock (DC 20 to open). As an action, you can touch the book's cover and cause it to lock as if you cast arcane lock on it. When found, the book contains the following spells: arcane lock, dispel magic, globe of invulnerability, glyph of warding, Mordenkainen's private sanctum, protection from evil, and symbol. It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
  • If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the abjuration school.
  • When you cast an abjuration spell, you can expend 1 charge to grant a creature you can see within 30 feet of you 2d10 temporary hit points.
(requires attunement by a bard)
While holding this concertina, you gain a +2 bonus to the saving throw DC of your bard spells.
As an action, you can use the concertina to cast Otto's irresistible dance from the item. This property of the concertina can't be used again until the next dawn.
(requires attunement by a bard)
While holding this drum, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your bard spells.
As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.
(requires attunement by a bard)
While holding this drum, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your bard spells.
As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.
(requires attunement by a bard)
While holding this drum, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your bard spells.
As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.
Produced by a special needle, this magic tattoo is dark in color and abstract.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Shadow Essence. You gain darkvision with a range of 60 feet, and you have advantage on Dexterity (Stealth) checks.
Shadowy Defense. When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Then the reaction can't be used again until the next sunset.
(requires attunement by a sorcerer)
This dull, cold crystal sits heavy and leaden, saturated by the Shadowfell's despair. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can momentarily curse one creature targeted by the spell; choose one ability score, and until the end of your next turn, the creature has disadvantage on ability checks and saving throws that use that ability.
Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
The level of the spell in the tattoo determines the spell's saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo's rarity, as shown in the Spellwrought Tattoo table.
  • Cantrip (Common): +3 mod., +5 Attack Bonus, 13 Save DC
  • 1st level (Common): +3 mod., +5 Attack Bonus, 13 Save DC
  • 2nd level (Uncommon): +3 mod., +5 Attack Bonus, 13 Save DC
  • 3rd level (Uncommon): +4 mod., +7 Attack Bonus, 15 Save DC
  • 4th level (Rare): +4 mod., +7 Attack Bonus, 15 Save DC
  • 5th level (Rare): +5 mod., +9 Attack Bonus, 17 Save DC
The Teeth of Dahlver-Nar are stories given form. They are a collection of teeth, each suggestive of wildly different origins and made from various materials. The collection rests within a leather pouch, stitched with images of heroes and whimsical creatures. Where the teeth fall, they bring legends to life.
Using the Teeth. While you are holding the pouch, you can use an action to draw one tooth. Roll on the Teeth of Dahlver-Nar table to determine which tooth you draw, and you can either sow the tooth or implant it (both of which are described later).
If you don't sow or implant the tooth, roll a die at the end of your turn. On an even number, the tooth vanishes, and creatures appear as if you sowed the tooth, but they are hostile to you and your allies. On an odd number, the tooth replaces one of your teeth as if you implanted it (potentially replacing another implanted tooth, see below).
Each tooth can only be used once. Track which teeth have been used. If a tooth's result is rolled after it's been used, you draw the next lowest unused tooth on the table.
Sowing Teeth. To sow the tooth, you place it on the ground in an unoccupied space within your reach, or you throw it into an unoccupied space within 10 feet of you in a body of water that is at least 50 feet wide and 50 feet long. Upon doing so, the tooth burrows into the ground and vanishes, leaving no hole behind, or it vanishes into the water. The creatures noted in the Creatures Summoned column appear in an unoccupied space as close to where the tooth was sown as possible. The creatures are allies to you, speak all languages you speak, and linger for 10 minutes before disappearing, unless otherwise noted.
Implanting Teeth. To implant the tooth, you place it in your mouth, whereupon one of your own teeth falls out, and the drawn tooth takes its place, resizing to fit in your mouth. Once the tooth is implanted, you gain the effect noted in the Implanted Effect column. The tooth can't be removed while you are attuned to the teeth, and you can't voluntarily end your attunement to them. If removed after your death, the tooth vanishes. You can have a maximum number of the teeth implanted at one time equal to 1 + your Constitution modifier (minimum of 2 teeth total). If you try to implant more teeth, the newly implanted tooth replaces one of the previous teeth, determined randomly. The replaced tooth vanishes, and you lose the implanted effect.
Recovering Teeth. Once all the teeth have vanished, their pouch also vanishes. The pouch with all the teeth then appears in a random destination, which could be on a different world of the Material Plane.
Destroying the Teeth. Each tooth must be destroyed individually by sowing it in the area where the tooth's story originated, with the intention to destroy it. When planted in this way, creatures summoned are not friendly to you and do not vanish. Some of the creatures summoned merely head off in search of home, while others act as their tales dictate. In either case, the tooth is gone forever.
Teeth of Dahlver-Nar (d20)
  • 1 - The Staring Cats of Uldun-dar (ivory cat molar)
    Summon: 9 cats
    Implant: The tooth has 8 charges. As an action, you can expend 1 charge to cast the revivify spell from the tooth. If you are dead at the start of your turn, the tooth expends 1 charge and casts revivify on you.
  • 2 - Duggle's Surprising Day (human molar)
    Summon: 1 commoner
    Implant: When you finish a long rest, the tooth casts sanctuary (DC 18) on you, and the spell lasts for 24 hours or until you break it.
  • 3 - The Golden Age of Dhakaan (golden goblin bicuspid)
    Summon: 10 goblins,1 goblin boss
    Implant: When you are hit by an attack and an ally is within 5 feet of you, you can use your reaction to cause them to be hit instead. You can't use this reaction again until you finish a short or long rest.
  • 4 - The Mill Road Murders (halfling canine)
    Summon: 3 green hags in a coven
    Implant: When you damage a target that hasn't taken a turn in this combat, the target takes an extra 3d10 slashing damage from ghostly blades.
  • 5 - Dooms of the Malpheggi (emerald lizardfolk fang)
    Summon: 1 lizardfolk queen and 4 lizardfolk
    Implant: You gain reptilian scales, granting you a +2 bonus to your AC. Additionally, when you finish a long rest, you must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion.
  • 6 - The Stable Hand's Secret (sweet-tasting human canine)
    Summon: 2 incubi
    Implant: When you make a Charisma check against a humanoid, you can roll a d10 and add the number rolled as a bonus to the result. The creature then becomes hostile to you at the next dawn.
  • 7 - The Donkey's Dream (rainbow-colored donkey molar)
    Summon: 1 unicorn
    Implant: The tooth has 3 charges. As an action, you can expend 1 charge to touch a creature. The target regains 2d8 + 2 hit points, and all diseases and poisons affecting it are removed. When you use this action, a shimmering image of a unicorn's horn appears until the end of your turn, sprouting from your forehead. The tooth regains all expended charges daily at dawn. You gain the following flaw: “When I see wickedness in action, I must oppose it.”
  • 8 - Beyond the Rock of Bral (silver mind flayer tooth)
    Summon: 2 mind flayers
    Implant: You gain telepathy out to 120 feet as described in the Monster Manual, and you can cast the detect thoughts spell at will, requiring no components. You also have disadvantage on Wisdom (Insight) and Wisdom (Perception) checks from constant whispers of memories and nearby minds.
  • 9 - The Disappearances of Half Hollow (vomerine tooth of a Large toad)
    Summon: 4 giant toads
    Implant: Your long jump is up to 30 feet and your high jump is up to 15 feet, with or without a running start.
  • 10 - Legendry of Phantoms and Ghosts (obsidian human molar)
    Summon: 1 giant octopus, 1 mage, 1 specter
    Implant: As an action, you can use the tooth to cast the Evard's black tentacles spell (DC 18). Once this property is used, it can't be used again until the next dawn.
  • 11 - The Thousand Deaths of Jander Sunstar (yellowed vampire fang)
    Summon: 1 vampire
    Implant: You can make a bite attack as an unarmed strike. On a hit, it deals 1d6 piercing damage plus 3d6 necrotic damage. You regain a number of hit points equal to the necrotic damage dealt. While you are in sunlight, you can't regain hit points.
  • 12 - Nightmares of Kaggash (twisted beholder tooth)
    Summon: 1 beholder
    Implant: As an action, you can cast the eyebite spell from the tooth. Once you use this action, it can't be used again until the next dawn. Whenever you finish a long rest, roll a d20. On a 20, an aberration chosen by the DM appears within 30 feet of you and attacks.
  • 13 - Three Bridges to the Sky (lapis lazuli oni fang)
    Summon: 3 oni
    Implant: You gain a flying speed of 30 feet, and you can use the tooth to cast the detect magic spell at will. While you are attuned to fewer than 3 magic items, you gain 1 level of exhaustion that can't be removed until you are attuned to three or more magic items.
  • 14 - The Claws of Dragotha (broken translucent fang)
    Summon: 1 adult red dracolich
    Implant: You can use the tooth to cast the create undead spell. Once this property is used, it can't be used again until the next dawn. Each time you create an undead creature using the tooth, a skeleton, zombie, or ghoul also appears at a random location within 5 miles of you, searching for the living to kill. A humanoid killed by these undead rises as the same type of undead at the next midnight.
  • 15 - Ashes of the Ages and Eternal Fire (jade humanoid bicuspid)
    Summon: 1 dao, 1 djinni, 1 efreeti, 1 marid
    Implant: You can use the tooth to cast counterspell at 9th level. Once you use this property, it can't be used again until the next dawn. Whenever you finish a long rest, if you haven't used the tooth to counter a spell since your last long rest, your hit point maximum is reduced by 2d10. If this reduces your hit point maximum to 0, you die.
  • 16 - Daughters of Bel (green steel pit fiend fang)
    Summon: 1 pit fiend
    Implant: You can use the tooth to cast dominate monster (DC 18). Once you use this property, it can't be used again until the next dawn. You smell strongly of burning sulfur.
  • 17 - Why the Sky Screams (blue dragon fang)
    Summon: 1 ancient blue dragon
    Implant: You gain immunity to lightning damage and vulnerability to thunder damage.
  • 18 - The Last Tarrasque (jagged sliver of tarrasque tooth)
    Summon: 1 tarrasque (ignores you and your commands; appears for 1d4 rounds then vanishes)
    Implant: You deal double damage to objects and structures. If you take 20 or more damage in one turn, you must succeed on a DC 18 Wisdom saving throw or spend your next turn in a murderous fury. During this rage, you must use your action to make an unarmed strike against a creature that damaged you, or a random creature you can see if you weren't damaged by a creature, moving as close as you can to the target if necessary.
  • 19 - Incendax's Tooth (ruby-veined red dragon fang)
    Summon: 1 ancient red dragon
    Implant: You gain immunity to fire damage, and as an action, you can exhale fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 26d6 fire damage on a failed save, or half as much damage on a successful one. After using the breath weapon, you gain 2 levels of exhaustion.
  • 20 - Dahlver-Nar's Tooth (dusty human molar)
    Summon: 1 priest
    Implant: As an action you can call on a divine force to come to your aid. Describe the assistance you seek, and the DM decides the nature of the intervention; the effect of any cleric spell would be appropriate. Once this property is used, it can't be used again for 7 days.
This fist-sized chunk of amethyst is infused with an amethyst dragon's ability to bend gravitational forces. While you are carrying the lodestone, you have advantage on Strength saving throws.
The lodestone has 6 charges for the following properties, which you can use while you are holding the stone. The stone regains 1d6 expended charges daily at dawn.
  • Flight.As a bonus action, you can expend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying speed equal to your walking speed, and you can hover.
  • Gravitational Thrust. As an action, you can expend 1 charge to focus gravity around a creature you can see within 60 feet of you. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in a direction of your choice.
  • Reverse Gravity. As an action, you can expend 3 charges to cast reverse gravity from the stone (save DC 18).
(Requires Attunement by a Monk) This finely detailed belt is made of dragonhide. While wearing it, you gain a bonus to the saving throw DCs of your ki features. The bonus is determined by the belt's rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn.(Requires Attunement by a Monk) This finely detailed belt is made of dragonhide. While wearing it, you gain a bonus to the saving throw DCs of your ki features. The bonus is determined by the belt's rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn.(Requires Attunement by a Monk) This finely detailed belt is made of dragonhide. While wearing it, you gain a bonus to the saving throw DCs of your ki features. The bonus is determined by the belt's rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn.This pen is tipped with an emerald nib and requires no ink to write. While holding this pen, you can cast illusory script at will, requiring no material components.This gold statuette is carved in the likeness of a canary and is small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature in one of two forms (you choose). If there isn't enough space for the creature where it would appear, the figurine doesn't become a creature. The two forms are as follows:
Giant Canary Form. The figurine becomes a giant canary (see the accompanying stat block) for up to 8 hours and can be ridden as a mount. Once the figurine has become a giant canary, it can't be used this way again until the next dawn.
Gold Dragon Form. While you are missing half or more of your hit points, you can speak a different command word and the figurine becomes an adult gold dragon (see its stat block in the Monster Manual) for up to 1 hour. The dragon can't use any legendary actions or lair actions. Once the figurine has become an adult gold dragon, it can't be used this way again until 1 year has passed. In either form, the creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each form. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the description.
This scarf is made of sturdy cloth and covered in platinum-colored scales.
As an action, you can pull a scale from the scarf and speak a command word. When you do so, choose one of the following effects:
Breath of Life. The scale disappears, and you or a creature you touch regains 10d4 hit points.
Platinum Shield. For 1 hour or until you dismiss it (no action required), the scale becomes a +1 shield, which you or another creature can use. A creature wielding the shield has immunity to radiant damage.
Radiant Hammer. For 1 hour or until you dismiss it (no action required), the scale becomes a magic light hammer, which you or another creature can use. The weapon deals 2d4 radiant damage, instead of the bludgeoning damage normal for a light hammer. It deals an extra 2d4 radiant damage to chromatic dragons.
Once three scales have been pulled from the scarf, no more scales can be removed until the next dawn, when all the missing scales grow back. If you pull off a scale but don't speak a command word, it disappears after 1 minute.
(Requires Attunement by a Spellcaster)
While you are holding this gem, you can use it as a spellcasting focus for your spells.
The gem has 3 charges and regains all expended charges daily at dawn. When you cast a spell while holding this gem, you can expend up to 3 charges to ignore the spell's material components with a gold piece cost, up to 500 gp per charge expended.
When you finish a long rest, choose a spell from any class list. The spell you choose must be of a level you can cast. You know the chosen spell and can cast it with your spell slots of the appropriate level until the end of your next long rest.
While you wear these boots, you can sense impending danger. After you roll initiative, you can choose to roll 1d8 and add it to your initiative roll.
Once this ability is used, it cannot be used again until the next dawn.
Speaking the command word written on the side of this horn, spawns in a lavish meal for 2 people, giving enough nourishment for the entire day.You can cast Greater invisibility once with the ring. You have to concentrate on the spell. This effect can be used again after it hits midnight.
During a full moon you can effect up to 4 creatures when casting Greater Invisibiliy with this ring.
While wearing these lenses, you may use this item to cast the spell legend lore without requiring the use of any components or spell slots. When casting the spell in this way, you must be able to see the person, place, or object that you are targeting with the spell.
Once you have used this item once, it cannot be used again until the next dawn.
Using this amulet the wearer can cast Tasha's Hideous Laugther once per day without expending a spell slot. The save DC is 12 for the spell. However when casting the spell this way, the caster is also targeted by the spell in addition to the primary target.
If the caster fails the saving throw they do not loose concentration on the spell.
While wearing this cloak, you have advantage on Wisdom (Survival) checks made to track the location of chimeras, griffons, perytons, wyverns, and dragons (true dragons only).
NameTypeRarityAttunementSource
temp  Adamantine Armor Armor (medium or heavy, but not hide)uncommonDungeonMastersGuide
temp  Animated Shield Armor (shield)very rareXDungeonMastersGuide
temp  Armor Of Invulnerability Armor (plate)legendaryXDungeonMastersGuide
temp  Armor Of Resistance Armor (light, medium, or heavy)rareXDungeonMastersGuide
temp  Armor Of Vulnerability Armor (plate)rareXDungeonMastersGuide
temp  Arrow-catching Shield Armor (shield)rareXDungeonMastersGuide
temp  Demon Armor Armor (plate)very rareXDungeonMastersGuide
temp  Dragon Scale Mail Armor (scale mail)very rareXDungeonMastersGuide
temp  Dwarven Plate Armor (plate)very rareDungeonMastersGuide
temp  Efreeti Chain Armor (chain mail)legendaryXDungeonMastersGuide
temp  Elven Chain Armor (chain shirt)rareDungeonMastersGuide
temp  Clamoured Studded Leather Armor (studded leather)rareDungeonMastersGuide
temp  Mariner's Armor Armor (light, medium, or heavy)uncommonDungeonMastersGuide
temp  Mithral Armor Armor (medium or heavy, but not hide)uncommonDungeonMastersGuide
temp  Plate Armor Of Etherealness Armor (plate)legendaryXDungeonMastersGuide
temp  Sentinel Shield Armor (shield)uncommonDungeonMastersGuide
temp  Shield Of Missile Attraction Armor (shield)rareXDungeonMastersGuide
temp  Spellguard Shield Armor (shield)very rareXDungeonMastersGuide
temp  Armor +1Armor (light, medium, or heavy)rareDungeonMastersGuide
temp  Armor +2Armor (light, medium, or heavy)very rareDungeonMastersGuide
temp  Armor +3Armor (light, medium, or heavy)legendaryDungeonMastersGuide
temp  Shield +1Armor (shield)uncommonDungeonMastersGuide
temp  Shield +2Armor (shield)rareDungeonMastersGuide
temp  Shield +3Armor (shield)very rareDungeonMastersGuide
temp  Sapphire BucklerArmor (Shield)very rareXFizban's Treasury of Dragons
temp  Armor of BeastsArmor uncommonXHomebrew
temp  Absorption ArmorArmor (light, medium, or heavy)very rareXHomebrew
temp  Elixir Of Health Potion rareDungeonMastersGuide
temp  Oil Of Etherealness Potion rareDungeonMastersGuide
temp  Oil Of Sharpness Potion very rareDungeonMastersGuide
temp  Oil Of Slipperiness Potion uncommonDungeonMastersGuide
temp  Philter Of Love Potion uncommonDungeonMastersGuide
temp  Potion Of Animal Friendship Potion uncommonDungeonMastersGuide
temp  Potion Of Clairvoyance Potion rareDungeonMastersGuide
temp  Potion Of Climbing Potion commonDungeonMastersGuide
temp  Potion Of Diminution Potion rareDungeonMastersGuide
temp  Potion Of Fire Breath Potion uncommonDungeonMastersGuide
temp  Potion Of Flying Potion very rareDungeonMastersGuide
temp  Potion Of Gaseous Form Potion rareDungeonMastersGuide
temp  Potion Of Growth Potion uncommonDungeonMastersGuide
temp  Potion Of Heroism Potion rareDungeonMastersGuide
temp  Potion Of Invisibility Potion very rareDungeonMastersGuide
temp  Potion Of Invulnerability Potion rareDungeonMastersGuide
temp  Potion Of Longevity Potion very rareDungeonMastersGuide
temp  Potion Of Mind Reading Potion rareDungeonMastersGuide
temp  Potion Of Poison Potion uncommonDungeonMastersGuide
temp  Potion Of Resistance Potion uncommonDungeonMastersGuide
temp  Potion Of Speed Potion very rareDungeonMastersGuide
temp  Potion Of Vitality Potion very rareDungeonMastersGuide
temp  Potion Of Water Breathing Potion uncommonDungeonMastersGuide
temp  Potion Of Hill Giant Strength Potion uncommonDungeonMastersGuide
temp  Potion Of Frost/Stone Giant Strength Potion rareDungeonMastersGuide
temp  Potion Of Fire Giant Strength Potion rareDungeonMastersGuide
temp  Potion Of Cloud Giant StrengthPotion very rareDungeonMastersGuide
temp  Potion Of Storm Giant StrengthPotion legendaryDungeonMastersGuide
temp  Potion Of Healing Potion commonDungeonMastersGuide
temp  Potion Of Greater Healing Potion uncommonDungeonMastersGuide
temp  Potion Of Superior HealingPotion rareDungeonMastersGuide
temp  Potion Of Supreme HealingPotion very rareDungeonMastersGuide
temp  Potion of Dragon's MajestyPotion legendaryFizban's Treasury of Dragons
temp  Ring Of Animal Influence Ring rareDungeonMastersGuide
temp  Ring Of Djinni Summoning Ring legendaryXDungeonMastersGuide
temp  Ring Of Elemental Command Ring legendaryXDungeonMastersGuide
temp  Ring Of Evasion Ring rareXDungeonMastersGuide
temp  Ring Of Feather Falling Ring rareXDungeonMastersGuide
temp  Ring Of Free Action Ring rareXDungeonMastersGuide
temp  Ring Of Invisibility Ring legendaryXDungeonMastersGuide
temp  Ring Of Jumping Ring uncommonXDungeonMastersGuide
temp  Ring Of Mind Shielding Ring uncommonXDungeonMastersGuide
temp  Ring Of Protection Ring rareXDungeonMastersGuide
temp  Ring Of Regeneration Ring very rareXDungeonMastersGuide
temp  Ring Of Resistance Ring rareXDungeonMastersGuide
temp  Ring Of Shooting Stars Ring very rareXDungeonMastersGuide
temp  Ring Of Spell Storing Ring rareXDungeonMastersGuide
temp  Ring Of Spell TurningRing legendaryXDungeonMastersGuide
temp  Ring Of Swimming Ring uncommonDungeonMastersGuide
temp  Ring Of Telekinesis Ring very rareXDungeonMastersGuide
temp  Ring Of The Ram Ring rareXDungeonMastersGuide
temp  Ring Of Three Wishes Ring legendaryDungeonMastersGuide
temp  Ring Of Warmth Ring uncommonXDungeonMastersGuide
temp  Ring Of Water Walking Ring uncommonDungeonMastersGuide
temp  Ring Of X-ray Vision Ring rareXDungeonMastersGuide
temp  Band of the DryadRing uncommonHomebrew
temp  Immovable Rod Rod uncommonDungeonMastersGuide
temp  Rod Of Absorption Rod very rareXDungeonMastersGuide
temp  Rod Of Alertness Rod very rareXDungeonMastersGuide
temp  Rod Of Lordly Might Rod legendaryXDungeonMastersGuide
temp  Rod Of Resurrection Rod legendaryXDungeonMastersGuide
temp  Rod Of Rulership Rod rareXDungeonMastersGuide
temp  Rod Of Security Rod very rareDungeonMastersGuide
temp  Tentacle Rod Rod rareXDungeonMastersGuide
temp  Rod Of The Pact Keeper +1Rod uncommonXDungeonMastersGuide
temp  Rod Of The Pact Keeper +2Rod rareXDungeonMastersGuide
temp  Rod Of The Pact Keeper +3Rod very rareXDungeonMastersGuide
temp  Scroll Of Protection Scroll rareDungeonMastersGuide
temp  Spell Scroll Scroll variesDungeonMastersGuide
temp  Staff Of Charming Staff rareXDungeonMastersGuide
temp  Staff Of Fire Staff very rareXDungeonMastersGuide
temp  Staff Of Frost Staff very rareXDungeonMastersGuide
temp  Staff Of Healing Staff rareXDungeonMastersGuide
temp  Staff Of Power Staff very rareXDungeonMastersGuide
temp  Staff Of Striking Staff very rareXDungeonMastersGuide
temp  Staff Of Swarming Insects Staff rareXDungeonMastersGuide
temp  Staff Of The Adder Staff uncommonXDungeonMastersGuide
temp  Staff Of The Magi Staff legendaryXDungeonMastersGuide
temp  Staff Of The Python Staff uncommonXDungeonMastersGuide
temp  Staff Of The Woodlands Staff rareXDungeonMastersGuide
temp  Staff Of Thunder And Lightning Staff very rareXDungeonMastersGuide
temp  Staff Of Withering Staff rareXDungeonMastersGuide
temp  Wand Of Binding Wand rareXDungeonMastersGuide
temp  Wand Of Enemy Detection Wand rareXDungeonMastersGuide
temp  Wand Of Fear Wand rareXDungeonMastersGuide
temp  Wand Of Fireballs Wand rareXDungeonMastersGuide
temp  Wand Of Lightning Bolts Wand rareXDungeonMastersGuide
temp  Wand Of Magic Detection Wand uncommonDungeonMastersGuide
temp  Wand Of Magic Missiles Wand uncommonDungeonMastersGuide
temp  Wand Of Paralysis Wand rareXDungeonMastersGuide
temp  Wand Of Polymorph Wand very rareXDungeonMastersGuide
temp  Wand Of Secrets Wand uncommonDungeonMastersGuide
temp  Wand Of Web Wand uncommonXDungeonMastersGuide
temp  Wand Of Wonder Wand rareXDungeonMastersGuide
temp  Wand Of The War Mage +1Wand uncommonXDungeonMastersGuide
temp  Wand Of The War Mage +2Wand rareXDungeonMastersGuide
temp  Wand Of The War Mage +3Wand very rareXDungeonMastersGuide
temp  Arrow Of Slaying Weapon (arrow)very rareDungeonMastersGuide
temp  Berserker Axe Weapon (any axe)rareXDungeonMastersGuide
temp  Dagger Of Venom Weapon (dagger)rareDungeonMastersGuide
temp  Dancing Sword Weapon (any sword)very rareXDungeonMastersGuide
temp  Defender Weapon (any sword)legendaryXDungeonMastersGuide
temp  Dragon Slayer Weapon (any sword)rareDungeonMastersGuide
temp  Dwarven Thrower Weapon (warhammer)very rareXDungeonMastersGuide
temp  Flame Tongue Weapon (any sword)rareXDungeonMastersGuide
temp  Frost Brand Weapon (any sword)very rareXDungeonMastersGuide
temp  Giant Slayer Weapon (any axe or sword)rareDungeonMastersGuide
temp  Hammer Of Thunderbolts Weapon (maul)legendaryDungeonMastersGuide
temp  Holy Avenger Weapon (any sword)legendaryXDungeonMastersGuide
temp  Javelin Of Lightning Weapon (javelin)uncommonDungeonMastersGuide
temp  Luck Blade Weapon (any sword)legendaryXDungeonMastersGuide
temp  Mace Of Disruption Weapon (mace)rareXDungeonMastersGuide
temp  Mace Of Smiting Weapon (mace)rareDungeonMastersGuide
temp  Mace Of Terror Weapon (mace)rareXDungeonMastersGuide
temp  Nine Lives Stealer Weapon (any sword)very rareXDungeonMastersGuide
temp  Oathbow Weapon (longbow)very rareXDungeonMastersGuide
temp  Scimitar Of Speed Weapon (scimitar)very rareXDungeonMastersGuide
temp  Sun Blade Weapon (longsword)rareXDungeonMastersGuide
temp  Sword Of Answering Weapon (longsword)legendaryXDungeonMastersGuide
temp  Sword Of Life Stealing Weapon (any sword)rareXDungeonMastersGuide
temp  Sword Of Sharpness Weapon (any sword that deals slashing damage)rareXDungeonMastersGuide
temp  Sword Of Vengeance Weapon (any sword)uncommonXDungeonMastersGuide
temp  Sword Of Wounding Weapon (any sword)rareXDungeonMastersGuide
temp  Trident Of Fish Command Weapon (trident)uncommonXDungeonMastersGuide
temp  Vicious Weapon Weapon (any)rareDungeonMastersGuide
temp  Vorpal Sword Weapon (any sword that deals slashing damage)legendaryXDungeonMastersGuide
temp  Weapon Of Warning Weapon (any)uncommonXDungeonMastersGuide
temp  Blackrazor (sentient) Weapon (greatsword)legendaryXDungeonMastersGuide
temp  Moonblade (sentient) Weapon (longs word)legendaryXDungeonMastersGuide
temp  Wave Weapon (trident)legendaryXDungeonMastersGuide
temp  Whelm (sentient) Weapon (warhammer)legendaryXDungeonMastersGuide
temp  Ammunition +1Weapon (any ammunition)uncommonDungeonMastersGuide
temp  Ammunition +2Weapon (any ammunition)rareDungeonMastersGuide
temp  Ammunition +3 Weapon (any ammunition)very rareDungeonMastersGuide
temp  Weapon +1Weapon (any)uncommonDungeonMastersGuide
temp  Weapon +2Weapon (any)rareDungeonMastersGuide
temp  Weapon +3Weapon (any)very rareDungeonMastersGuide
temp  Fickle FortuneWeapon (Halberd or glaive)uncommonHomebrew
temp  Devotee's CenserWeapon (flail)rareXTasha's Cauldron of Everything
temp  Moon Sickle (+1)Weapon (sickle)uncommonXTasha's Cauldron of Everything
temp  Moon Sickle (+2)Weapon (sickle)rareXTasha's Cauldron of Everything
temp  Moon Sickle (+3)Weapon (sickle)very rareXTasha's Cauldron of Everything
temp  Crystal BladeWeapon (Any Sword)rareXFizban's Treasury of Dragons
temp  DragonlanceWeapon (Lance or Pike)legendaryXFizban's Treasury of Dragons
temp  Dragon Wing BowWeapon (Any Bow)rareXFizban's Treasury of Dragons
temp  Flail of TiamatWeapon (Flail)legendaryXFizban's Treasury of Dragons
temp  Topaz AnnihilatorWeapon (Firearm)legendaryXFizban's Treasury of Dragons
temp  Crossbow repeaterWeapon (Any crossbow)uncommonHomebrew
temp  Dhulku SpearWeapon (spear)uncommonHomebrew
temp  Dhulku DartWeapon (dart)uncommonHomebrew
temp  Tiger Wrappings +1Weapon (unarmed)uncommonHomebrew
temp  Tiger Wrappings +2Weapon (unarmed)rareHomebrew
temp  Tiger Wrappings +3Weapon (unarmed)very rareHomebrew
temp  Lion Wrappings +1Weapon (unarmed)rareHomebrew
temp  Lion Wrappings +2Weapon (unarmed)very rareHomebrew
temp  Lion Wrappings +3Weapon (unarmed)legendaryHomebrew
temp  Akaasit BladeWeapon daggerrareTome of Beasts 2
temp  Net of LighteningWeapon netcommonMonster Manual Expanded 3
temp  Psychic PerforatorWeapon (Halberd, Pike or glaive)rareXHomebrew
temp  Weapon of SlayingWeapon rareHomebrew
temp  Alchemy Jug Wondrous item uncommonDungeonMastersGuide
temp  Amulet Of Health Wondrous item rareXDungeonMastersGuide
temp  Amulet Of Protection Against Detection Wondrous item uncommonXDungeonMastersGuide
temp  Amulet Of The Planes Wondrous item very rareXDungeonMastersGuide
temp  Apparatus Of Kwalish Wondrous item legendaryDungeonMastersGuide
temp  Bag Of Beans Wondrous item rareDungeonMastersGuide
temp  Bag Of Devouring Wondrous item very rareDungeonMastersGuide
temp  Bag Of Holding Wondrous item uncommonDungeonMastersGuide
temp  Bag Of Tricks Wondrous item uncommonDungeonMastersGuide
temp  Bead Of Force Wondrous item rareDungeonMastersGuide
temp  Belt Of Dwarvenkind Wondrous item rareXDungeonMastersGuide
temp  Boots Of Elvenkind Wondrous item uncommonDungeonMastersGuide
temp  Boots Of Levitation Wondrous item rareXDungeonMastersGuide
temp  Boots Of Speed Wondrous item rareXDungeonMastersGuide
temp  Boots Of Striding And Springing Wondrous item uncommonXDungeonMastersGuide
temp  Boots Of The Winterlands Wondrous item uncommonXDungeonMastersGuide
temp  Bowl Of Commanding Water Elementals Wondrous item rareDungeonMastersGuide
temp  Bracers Of Archery Wondrous item uncommonXDungeonMastersGuide
temp  Bracers Of Defense Wondrous item rareXDungeonMastersGuide
temp  Brazier Of Commanding Fire Elementals Wondrous item rareDungeonMastersGuide
temp  Brooch Of Shielding Wondrous item uncommonXDungeonMastersGuide
temp  Broom Of Flying Wondrous item uncommonDungeonMastersGuide
temp  Candle Of Invocation Wondrous item very rareXDungeonMastersGuide
temp  Cap Of Water Breathing Wondrous item uncommonDungeonMastersGuide
temp  Cape Of The Mountebank Wondrous item rareDungeonMastersGuide
temp  Carpet Of Flying Wondrous item very rareDungeonMastersGuide
temp  Censer Of Controlling Air Elementals Wondrous item rareDungeonMastersGuide
temp  Chime Of Opening Wondrous item rareDungeonMastersGuide
temp  Circlet Of Blasting Wondrous item uncommonDungeonMastersGuide
temp  Cloak Of Arachnida Wondrous item very rareXDungeonMastersGuide
temp  Cloak Of Displacement Wondrous item rareXDungeonMastersGuide
temp  Cloak Of Elvenkind Wondrous item uncommonXDungeonMastersGuide
temp  Cloak Of Invisibility Wondrous item legendaryXDungeonMastersGuide
temp  Cloak Of Protection Wondrous item uncommonXDungeonMastersGuide
temp  Cloak Of The Bat Wondrous item rareXDungeonMastersGuide
temp  Cloak Of The Manta Ray Wondrous item uncommonDungeonMastersGuide
temp  Cube Of Force Wondrous item rareXDungeonMastersGuide
temp  Cubic Gate Wondrous item legendaryDungeonMastersGuide
temp  Daern's Instant Fortress Wondrous item rareDungeonMastersGuide
temp  Decanter Of Endless Water Wondrous item uncommonDungeonMastersGuide
temp  Deck Of Illusions Wondrous item uncommonDungeonMastersGuide
temp  Deck Of Many Things Wondrous item legendaryDungeonMastersGuide
temp  Dimensional Shackles Wondrous item rareDungeonMastersGuide
temp  Driftglobe Wondrous item uncommonDungeonMastersGuide
temp  Dust Of Disappearance Wondrous item uncommonDungeonMastersGuide
temp  Dust Of Dryness Wondrous item uncommonDungeonMastersGuide
temp  Dust Of Sneezing And Choking Wondrous item uncommonDungeonMastersGuide
temp  Efreeti Bottle Wondrous item very rareDungeonMastersGuide
temp  Elemental Gem Wondrous item uncommonDungeonMastersGuide
temp  Eversmoking Bottle Wondrous item uncommonDungeonMastersGuide
temp  Eyes Of Charming Wondrous item uncommonXDungeonMastersGuide
temp  Eyes Of Minute Seeing Wondrous item uncommonDungeonMastersGuide
temp  Eyes Of The Eagle Wondrous item uncommonXDungeonMastersGuide
temp  Folding Boat Wondrous item rareDungeonMastersGuide
temp  Gauntlets Of Ogre Power Wondrous item uncommonXDungeonMastersGuide
temp  Gem Of Brightness Wondrous item uncommonDungeonMastersGuide
temp  Gem Of Seeing Wondrous item rareXDungeonMastersGuide
temp  Gloves Of Missile Snaring Wondrous item uncommonXDungeonMastersGuide
temp  Gloves Of Swimming And Climbing Wondrous item uncommonXDungeonMastersGuide
temp  Gloves Of Thievery Wondrous item uncommonDungeonMastersGuide
temp  Goggles Of Night Wondrous item uncommonDungeonMastersGuide
temp  Hat Of Disguise Wondrous item uncommonXDungeonMastersGuide
temp  Headband Of Intellect Wondrous item uncommonXDungeonMastersGuide
temp  Helm Of Brilliance Wondrous item very rareXDungeonMastersGuide
temp  Helm Of Comprehending Languages Wondrous item uncommonDungeonMastersGuide
temp  Helm Of Telepathy Wondrous item uncommonXDungeonMastersGuide
temp  Helm Of Teleportation Wondrous item rareXDungeonMastersGuide
temp  Heward's Handy Haversack Wondrous item rareDungeonMastersGuide
temp  Horn Of Blasting Wondrous item rareDungeonMastersGuide
temp  Horseshoes Of A Zephyr Wondrous item very rareDungeonMastersGuide
temp  Horseshoes Of Speed Wondrous item rareDungeonMastersGuide
temp  Iron Bands Of Bilarro Wondrous item rareDungeonMastersGuide
temp  Iron Flask Wondrous item legendaryDungeonMastersGuide
temp  Keoghtom's Ointment Wondrous item uncommonDungeonMastersGuide
temp  Lantern Of Revealing Wondrous item uncommonDungeonMastersGuide
temp  Mantle Of Spell Resistance Wondrous item rareXDungeonMastersGuide
temp  Manual Of Bodily Health Wondrous item very rareDungeonMastersGuide
temp  Manual Of Gainful Exercise Wondrous item very rareDungeonMastersGuide
temp  Manual Of Golems Wondrous item very rareDungeonMastersGuide
temp  Manual Of Quickness Of Action Wondrous item very rareDungeonMastersGuide
temp  Medallion Of Thoughts Wondrous item uncommonXDungeonMastersGuide
temp  Mirror Of Life Trapping Wondrous item very rareDungeonMastersGuide
temp  Necklace Of Adaptation Wondrous item uncommonXDungeonMastersGuide
temp  Necklace Of Fireballs Wondrous item rareDungeonMastersGuide
temp  Necklace Of Prayer Beads Wondrous item rareXDungeonMastersGuide
temp  Nolzur's Marvelous Pigments Wondrous item very rareDungeonMastersGuide
temp  Pearl Of Power Wondrous item uncommonXDungeonMastersGuide
temp  Periapt Of Health Wondrous item uncommonDungeonMastersGuide
temp  Periapt Of Proof Against Poison Wondrous item rareDungeonMastersGuide
temp  Periapt Of Wound Closure Wondrous item uncommonXDungeonMastersGuide
temp  Pipes Of Haunting Wondrous item uncommonDungeonMastersGuide
temp  Pipes Of The Sewers Wondrous item uncommonXDungeonMastersGuide
temp  Portable Hole Wondrous item rareDungeonMastersGuide
temp  Quaal's Feather Token Wondrous item rareDungeonMastersGuide
temp  Quiver Of Ehlonna Wondrous item uncommonDungeonMastersGuide
temp  Robe Of Eyes Wondrous item rareXDungeonMastersGuide
temp  Robe Of Scintillating Colors Wondrous item very rareXDungeonMastersGuide
temp  Robe Of Stars Wondrous item very rareXDungeonMastersGuide
temp  Robe Of The Archmagi Wondrous item legendaryXDungeonMastersGuide
temp  Robe Of Useful Items Wondrous item uncommonDungeonMastersGuide
temp  Rope Of Climbing Wondrous item uncommonDungeonMastersGuide
temp  Rope Of Entanglement Wondrous item rareDungeonMastersGuide
temp  Saddle Of The Cavalier Wondrous item uncommonDungeonMastersGuide
temp  Scarab Of Protection Wondrous item legendaryXDungeonMastersGuide
temp  Sending Stones Wondrous item uncommonDungeonMastersGuide
temp  Slippers Of Spider Climbing Wondrous item uncommonXDungeonMastersGuide
temp  Sovereign Glue Wondrous item legendaryDungeonMastersGuide
temp  Sphere Of Annihilation Wondrous item legendaryDungeonMastersGuide
temp  Stone Of Controlling Earth Elementals Wondrous item rareDungeonMastersGuide
temp  Stone Of Good Luck (luckstone) Wondrous item uncommonXDungeonMastersGuide
temp  Talisman Of Pure Good Wondrous item legendaryXDungeonMastersGuide
temp  Talisman Of The Sphere Wondrous item legendaryXDungeonMastersGuide
temp  Talisman Of Ultimate Evil Wondrous item legendaryXDungeonMastersGuide
temp  Tome Of Clear Thought Wondrous item very rareDungeonMastersGuide
temp  Tome Of Leadership And Influence Wondrous item very rareDungeonMastersGuide
temp  Tome Of The Stilled Tongue Wondrous item legendaryXDungeonMastersGuide
temp  Tome Of Understanding Wondrous item very rareDungeonMastersGuide
temp  Universal Solvent Wondrous item legendaryDungeonMastersGuide
temp  Well Of Many Worlds Wondrous item legendaryDungeonMastersGuide
temp  Wind Fan Wondrous item uncommonDungeonMastersGuide
temp  Winged Boots Wondrous item uncommonXDungeonMastersGuide
temp  Wings Of Flying Wondrous item rareXDungeonMastersGuide
temp  Belt Of Hill Giant Strength Wondrous item rareXDungeonMastersGuide
temp  Belt Of Stone/Frost Giant Strength Wondrous item very rareXDungeonMastersGuide
temp  Belt Of Fire Giant Strength Wondrous item very rareXDungeonMastersGuide
temp  Belt Of Cloud Giant Strength Wondrous item legendaryXDungeonMastersGuide
temp  Belt Of Storm Giant Strength Wondrous item legendaryXDungeonMastersGuide
temp  Crystal Ball Wondrous item very rareXDungeonMastersGuide
temp  Crystal Ball of Mind ReadingWondrous item legendaryXDungeonMastersGuide
temp  Crystal Ball of TelepathyWondrous item legendaryXDungeonMastersGuide
temp  Crystal Ball of True SeeingWondrous item legendaryXDungeonMastersGuide
temp  Figurine of Wondrous Power (Bronze Griffin)Wondrous item rareDungeonMastersGuide
temp  Figurine of Wondrous Power (Ebony Fly)Wondrous item rareDungeonMastersGuide
temp  Figurine of Wondrous Power (Golden Lions)Wondrous item rareDungeonMastersGuide
temp  Figurine of Wondrous Power (Ivory Goats)Wondrous item rareDungeonMastersGuide
temp  Figurine of Wondrous Power (Marble Elephant)Wondrous item rareDungeonMastersGuide
temp  Figurine of Wondrous Power (Obsidian Steed)Wondrous item very rareDungeonMastersGuide
temp  Figurine of Wondrous Power (Onyx Dog)Wondrous item rareDungeonMastersGuide
temp  Figurine of Wondrous Power (Serpentine Owl)Wondrous item rareDungeonMastersGuide
temp  Figurine of Wondrous Power (Silver Raven)Wondrous item uncommonDungeonMastersGuide
temp  Silver Horn Of Valhalla Wondrous item rareDungeonMastersGuide
temp  Brass Horn Of Valhalla Wondrous item rareDungeonMastersGuide
temp  Bronze Horn Of Valhalla Wondrous item very rareDungeonMastersGuide
temp  Iron Horn Of Valhalla Wondrous item legendaryDungeonMastersGuide
temp  Anstruth harp (Instrument Of The Bards)Wondrous item very rareXDungeonMastersGuide
temp  Canaith mandolin (Instrument Of The Bards)Wondrous item rareXDungeonMastersGuide
temp  Cli lyre (Instrument Of The Bards)Wondrous item rareXDungeonMastersGuide
temp  Doss lute (Instrument Of The Bards)Wondrous item uncommonXDungeonMastersGuide
temp  Fochlucan bandore (Instrument Of The Bards)Wondrous item uncommonXDungeonMastersGuide
temp  Mac-Fuirmidh cittern (Instrument Of The Bards)Wondrous item uncommonXDungeonMastersGuide
temp  Ollamh harp (Instrument Of The Bards)Wondrous item legendaryXDungeonMastersGuide
temp  Ioun Stone of AbsorptionWondrous item very rareXDungeonMastersGuide
temp  Ioun Stone of AgilityWondrous item very rareXDungeonMastersGuide
temp  Ioun Stone of AwarenessWondrous item rareXDungeonMastersGuide
temp  Ioun Stone of FortitudeWondrous item very rareXDungeonMastersGuide
temp  Ioun Stone of Greater AbsorptionWondrous item legendaryXDungeonMastersGuide
temp  Ioun Stone of InsightWondrous item very rareXDungeonMastersGuide
temp  Ioun Stone of IntellectWondrous item very rareXDungeonMastersGuide
temp  Ioun Stone of LeadershipWondrous item very rareXDungeonMastersGuide
temp  Ioun Stone of MasteryWondrous item legendaryXDungeonMastersGuide
temp  Ioun Stone of ProtectionWondrous item rareXDungeonMastersGuide
temp  Ioun Stone of RegenerationWondrous item legendaryXDungeonMastersGuide
temp  Ioun Stone of ReserveWondrous item rareXDungeonMastersGuide
temp  Ioun Stone of StrengthWondrous item very rareXDungeonMastersGuide
temp  Ioun Stone of SustenanceWondrous item rareXDungeonMastersGuide
temp  Ghostwood TorchWondrous item commonHomebrew
temp  BloodhoundWondrous item uncommonLledriths Wagon
temp  Eye of the Voyeur Wondrous item uncommonXLledriths Wagon
temp  Lord Bick's Infinite Scroll Wondrous item uncommonXLledriths Wagon
temp  Marlow's Experimental Rat Wondrous item animaluncommonLledriths Wagon
temp  Storm in a BottleWondrous item uncommonLledriths Wagon
temp  Cloak of CourageWondrous item uncommonXLledriths Wagon
temp  Absorbing TattooWondrous item (tattoo)very rareXTasha's Cauldron of Everything
temp  Alchemical CompendiumWondrous item rareXTasha's Cauldron of Everything
temp  All-Purpose Tool (+1)Wondrous item uncommonXTasha's Cauldron of Everything
temp  All-Purpose Tool (+2)Wondrous item rareXTasha's Cauldron of Everything
temp  All-Purpose Tool (+3)Wondrous item very rareXTasha's Cauldron of Everything
temp  Amulet of the Devout (+1)Wondrous item uncommonXTasha's Cauldron of Everything
temp  Amulet of the Devout (+2)Wondrous item rareXTasha's Cauldron of Everything
temp  Amulet of the Devout (+3)Wondrous item very rareXTasha's Cauldron of Everything
temp  Arcane Grimoire (+1)Wondrous item uncommonXTasha's Cauldron of Everything
temp  Arcane Grimoire (+2)Wondrous item rareXTasha's Cauldron of Everything
temp  Arcane Grimoire (+3)Wondrous item very rareXTasha's Cauldron of Everything
temp  Astral ShardWondrous item rareXTasha's Cauldron of Everything
temp  Astromancy ArchiveWondrous item rareXTasha's Cauldron of Everything
temp  Atlas of Endless HorizonsWondrous item rareXTasha's Cauldron of Everything
temp  Baba Yaga's Mortar and PestleWondrous item artifactXTasha's Cauldron of Everything
temp  Barrier TattooWondrous item (tattoo)variesXTasha's Cauldron of Everything
temp  Bell BranchWondrous item rareXTasha's Cauldron of Everything
temp  Blood Fury TattooWondrous item (tattoo)legendaryXTasha's Cauldron of Everything
temp  Bloodwell Vial (+1)Wondrous item uncommonXTasha's Cauldron of Everything
temp  Bloodwell Vial (+2)Wondrous item rareXTasha's Cauldron of Everything
temp  Bloodwell Vial (+3)Wondrous item very rareXTasha's Cauldron of Everything
temp  Cauldron of RebirthWondrous item very rareXTasha's Cauldron of Everything
temp  Coiling Grasp TattooWondrous item (tattoo)uncommonXTasha's Cauldron of Everything
temp  Crook of RaoWondrous item artifactXTasha's Cauldron of Everything
temp  Crystalline ChronicleWondrous item very rareXTasha's Cauldron of Everything
temp  Demonomicon of IggwilvWondrous item artifactXTasha's Cauldron of Everything
temp  Duplicitous ManuscriptWondrous item rareXTasha's Cauldron of Everything
temp  Eldritch Claw TattooWondrous item (tattoo)uncommonXTasha's Cauldron of Everything
temp  Elemental Essence ShardWondrous item rareXTasha's Cauldron of Everything
temp  Far Realm ShardWondrous item rareXTasha's Cauldron of Everything
temp  Feywild ShardWondrous item uncommonXTasha's Cauldron of Everything
temp  Fulminating TreatiseWondrous item rareXTasha's Cauldron of Everything
temp  Ghost Step TattooWondrous item (tattoo)very rareXTasha's Cauldron of Everything
temp  Guardian EmblemWondrous item (holy symbol)uncommonXTasha's Cauldron of Everything
temp  Heart Weaver's PrimerWondrous item rareXTasha's Cauldron of Everything
temp  Illuminator's TattooWondrous item (tattoo)commonXTasha's Cauldron of Everything
temp  Libram of Souls and FleshWondrous item rareXTasha's Cauldron of Everything
temp  Lifewell TattooWondrous item (Tattoo)very rareXTasha's Cauldron of Everything
temp  Luba's Tarokka of SoulsWondrous item artifactTasha's Cauldron of Everything
temp  Lyre of BuildingWondrous item rareXTasha's Cauldron of Everything
temp  Masquerade TattooWondrous item (tattoo)commonXTasha's Cauldron of Everything
temp  Mighty Servant of Leuk-oWondrous item artifactXTasha's Cauldron of Everything
temp  Nature's MantleWondrous item uncommonXTasha's Cauldron of Everything
temp  Outer Essence ShardWondrous item rareXTasha's Cauldron of Everything
temp  Planecaller's CodexWondrous item rareXTasha's Cauldron of Everything
temp  Prosthetic LimbWondrous item commonTasha's Cauldron of Everything
temp  Protective VersesWondrous item rareXTasha's Cauldron of Everything
temp  Reveler's ConcertinaWondrous item rareXTasha's Cauldron of Everything
temp  Rhythm-Maker's Drum (+1)Wondrous item uncommonXTasha's Cauldron of Everything
temp  Rhythm-Maker's Drum (+2)Wondrous item rareXTasha's Cauldron of Everything
temp  Rhythm-Maker's Drum (+3)Wondrous item very rareXTasha's Cauldron of Everything
temp  Shadowfell Brand TattooWondrous item (tattoo)rareXTasha's Cauldron of Everything
temp  Shadowfell ShardWondrous item rareXTasha's Cauldron of Everything
temp  Spellwrought TattooWondrous item (tattoo)variesTasha's Cauldron of Everything
temp  Teeth of Dahlver-NarWondrous item artifactXTasha's Cauldron of Everything
temp  Amethyst LodestoneWondrous item very rareXFizban's Treasury of Dragons
temp  Dragonhide Belt +1Wondrous item uncommonXFizban's Treasury of Dragons
temp  Dragonhide Belt +2Wondrous item rareXFizban's Treasury of Dragons
temp  Dragonhide Belt +3Wondrous item very rareXFizban's Treasury of Dragons
temp  Emerald PenWondrous item uncommonFizban's Treasury of Dragons
temp  Gold Canary Figurine of Wondrous PowerWondrous item legendaryFizban's Treasury of Dragons
temp  Platinum ScarfWondrous item legendaryXFizban's Treasury of Dragons
temp  Ruby Weave GemWondrous item legendaryXFizban's Treasury of Dragons
temp  Boots of the VigilantWondrous item uncommonHomebrew
temp  Horn of PlentyWondrous item commonHomebrew
temp  Clouded Moonshard RingWondrous item ringrareXHomebrew
temp  Lens of Forgotten HistoryWondrous item very rareHamund's Havesting Handbook 1
temp  Amulet of LaughterWondrous item commonHomebrew
temp  Manticore CloakWondrous item uncommonHamund's Havesting Handbook 1