The Ledger (Patreon)
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A quick, searchable list of all items in The Griffon's Saddlebag.
Psst! This isn't the Ledger+, which can be found here! If you experience technical difficulties with L+, send me a message on Patreon directly!
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Aberrant Nail
Weapon (longsword), legendary (requires attunement) | Mar. 22
This greenish blade was forged under the command of a powerful aboleth as a reward for one of its strongest mortal thralls. You gain a +2 bonus to attack and damage rolls made with this magic weapon.
While attuned to this sword, your Intelligence score is 19. It has no effect on you if your Intelligence is already 19 or higher without it. When you hit with an attack using this weapon, the target takes an extra 1d8 psychic damage. While holding the sword, you have resistance to psychic damage.
In addition, when you roll a 20 on an attack roll made with this sword, the target must succeed on a DC 17 Intelligence saving throw or be stunned until the start of your next turn, as it's bombarded by a deluge of unintelligible images and thoughts from a realm beyond comprehension.
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Abjurer's Bangle
Wondrous item, rarity varies | Oct. 21
You can clasp or remove this metal bracelet around the wrist or ankle of yourself or a willing creature within your reach using an action. The bangle emits a ward of abjuration magic from it that has a number of hit points determined by its rarity. A creature wearing the bangle can use its reaction when it takes damage to speak the bangle's command word, causing the magical ward to take the damage instead. Any excess damage carries over to the creature when the bangle's ward is reduced to 0 hit points, at which point the bangle becomes a nonmagical bracelet.

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Abjurer's Gilder
Wondrous item, uncommon (requires attunement by a wizard) | Sep. 19
This golden badge is usually given to wizards who either excel at or have mastered abjuration magic as a symbol of their accomplishments. While wearing this badge, you always have the shield spell prepared if you know it, and it doesn't count against the number of spells you can prepare each day. In addition, whenever you cast the shield spell, you can take another reaction before the start of your next turn. This second reaction can't be used to cast the shield spell again.
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Acidlight Arrow
Weapon (an arrow or bolt), rare | Mar. 19
This ammunition is covered in an alchemical concoction that ignites upon impact, casting bright light in the space of the target it hits and dim light in a 5-foot radius for 1 minute. A creature struck by the ammunition takes 1d4 acid damage at the start of each of its turns and has disadvantage on any Dexterity (Stealth) checks it makes while the ammunition remains lit. The ammunition remains lodged in a target it hits until a creature uses an action to remove and snuff out the ammunition. If the target is invisible, it’s revealed while the ammunition is lodged within it. The ammunition is destroyed by the lit solution, preventing it from being recovered once fired.
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Aciurgist’s Blade
Weapon (glaive), very rare (requires attunement by a paladin) | Nov. 20
This smooth, magic glaive bears holy sigils and oaths down the length of its haft and is always impeccably clean. While holding it, your reach increases by 5 feet when using your Lay on Hands feature.
Once on each of your turns when you expend a spell slot to use your Divine Smite feature on an attack made with this glaive, you can choose one of the following effects to inflict on the target until the start of your next turn. When you expend a spell slot of 2nd level or higher, you can inflict an additional effect for each slot level above 1st, choosing each effect no more than once.
The target has disadvantage on the next attack roll it makes.
The target's speed is reduced by 10 feet.
The next time the target takes damage, it takes an additional 1d8 necrotic or radiant damage (your choice).
The next attack made against the target is made with advantage.
The target can't regain hit points.
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Acorn Charm
Wondrous item, uncommon | Oct. 20
This small, polished acorn has been made into a magical bell that rings softly when moved. While wearing this charm, you have advantage on Charisma checks made to interact with plants, and you can communicate with plant creatures as if you shared a common language.
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Acorn Helmet
Wondrous item, uncommon (requires attunement) | Jan. 24
While wearing this helmet, any falling damage you take is reduced by half. Furthermore, any damage you take as a result of something falling on you, such as a boulder or ambushing darkmantle, is also halved.
In addition, you have advantage on any Wisdom (Animal Handling) or Charisma check you make to interact with Tiny woodland beasts while wearing the helmet.
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Acrid Wetsuit
Armor (leather), rare | Mar. 25
This armor protects its wearer from various environmental hazards. It covers the wearer completely, and magically seals itself closed against certain environmental effects.
While wearing the armor, you gain the following benefits:
You can tolerate temperatures as high as 150 degrees Fahrenheit without any additional protection.
You can breathe normally underwater. In addition, you ignore the effects of any gaseous poison or airborne diseases, such as the stinking cloud spell.
Any acid damage you take as the result of being engulfed by or submerged in something is reduced to 0 (such as being eaten by a dragon, absorbed by an ooze, or by swimming in an acid pit).
It takes twice as long as normal to don and doff this armor.
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Adrenal Blades
Weapon (scimitar), very rare (requires attunement) | May 23
This pair of scimitars are made of darkened steel and have feather-like designs. You gain a +1 bonus to attack and damage rolls made with these magic weapons, which are considered to be a single item for the purposes of attuning to them. While holding one of the swords, you always know the general direction and distance of the other. While the swords are on your person, choose one of the following benefits whenever you roll initiative. These benefits last for 1 minute.
Fight. The weapons' bonus increases to +3, instead of +1. You have advantage on opportunity attacks made with them.
Flight. You gain a flying speed of 40 feet, but fall if you end your turn in the air and nothing else is holding you aloft. Opportunity attacks against you are made with disadvantage.
In addition, if a creature forces you to make a saving throw against becoming frightened, you can immediately use your reaction (before making the saving throw) to move up to your speed in a straight line toward that creature. If the target is within 5 feet of you at the end of this movement, you can also make two weapon attacks against it: one with each scimitar. For each attack that hits, you gain a +5 bonus to the saving throw against becoming frightened.
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Adventurer's Overcoat
Wondrous item, rare (requires attunement) | Mar. 21
This well-traveled and now faded overcoat has been worn by countless other mountaineering adventurers. A thin layer of frost hangs along the coat's hem. While wearing the coat, you and friendly creatures within 5 feet of you have resistance to cold damage
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Aegis Grimoire
Armor (shield), very rare (requires attunement by a wizard) | Aug. 24
This leather shield looks like a leather-bound book with brass fixtures. You're considered proficient with this shield while you're attuned to it. The shield has 5 charges and regains 1d4 + 1 expended charges daily at dawn.
Spells. While holding this shield, you can use a bonus action to expend 1 or more of its charges to cast one of the following spells from it: antilife shell (4 charges), mage armor (1 charge), or protection from energy (2 charges). When you cast this version of mage armor on yourself, it also reduces the damage you take from spells by half.
Spell Absorb. While holding this shield, you can use a reaction when you make a saving throw against a spell cast by a hostile creature to expend any number of charges from the shield. For each expended charge, you gain a +2 bonus to the saving throw. You can decide to use this reaction after making the saving throw, but before the GM says whether the roll succeeds or fails. If the number of expended charges was greater than or equal to the level of the spell, you automatically succeed on the saving throw, and the shield's cover flings itself open to reveal the large pages behind it. When this happens, the spell is inscribed in the shield's pages using a magical cipher that can't be understood or transcribed, and the cover slams back shut. The spell remains inscribed until you finish a long rest, until you inscribe a different spell with this property, or until you cast the spell from the shield using its normal casting time (no charges required); the cover flings itself back open when the spell is cast from the shield, and the paper becomes blank once more. Otherwise, the book remains closed and can't be opened. The spell is cast from the shield at the same level in which it was originally cast, and it uses your spell save DC, spell attack bonus, and spellcasting ability modifier.
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Aegis of Radiance
Armor (shield), rare (requires attunement by a cleric) | Apr. 19
This shield emits a faint, holy glow when wielded and recognizes your devotion to a higher power. When you attune to this shield, the emblem adorning its face changes to one that represents your chosen deity, allowing you to use the shield as a holy symbol. You gain a +1 bonus to your AC while wielding this shield in addition to the shield's normal bonus to AC.
While wielding the shield, you can speak its command word as a bonus action to cause it to shatter into countless fragments of pure light. The pieces of light protect you as if you were wielding the shield, leaving your hands free. The light surrounds you for 1 minute, until you dismiss the effect as a bonus action, or until you fall unconscious or die, at which point the shield rematerializes on the ground at your feet or into your hand if you have one free. If your holy symbol is emblazoned or attached to the shield, it floats prominently amidst the shards of light and continues to function as a spellcasting focus. Undead creatures have disadvantage on attack rolls made against you while you're surrounded by the light in this way. The surrounding shards of light cast bright light in a 20 foot radius and dim light for another 20 feet. Once this property of the shield has been used, it can't be used again until the following dawn.
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Aged Goodberry Wine
Potion, rare | Mar. 20
This bottle of thick red wine is miraculously made from magical goodberries and peonies using a closely-kept family recipe. It tastes fruity and floral, with notes of honey and the feeling of a fresh breeze, and is deeply rejuvenating. The bottle comes with 8 servings of the syrupy potion, which each take 1 minute to drink.
When you drink this wine, you can regain hit points by spending any number of Hit Dice, as if you'd finished a short rest. You regain 1 extra hit point for each Hit Die you spend in this way. The wine provides enough nourishment to sustain a creature for one day. In addition, for the next 1 hour, whenever you roll a Wisdom or Charisma ability check or saving throw, you add 1d4 to the total of the roll.
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Air Render
Weapon (shortbow), rare (requires attunement) | Dec. 20
When you make a ranged attack with this magic bow, you can choose to fire a mote of wind instead of using an arrow. When you do, you gain a +1 bonus to the attack and damage rolls, and you can choose the form the wind takes, causing it to deal either bludgeoning, piercing, or slashing damage (your choice). When you roll a 20 on an attack roll made in this way, the target also suffers from one of the following effects:
Bludgeoning Gust. If the mote of wind dealt bludgeoning damage, the target must succeed on a DC 15 Strength saving throw or be knocked prone or pushed 15 feet away from you (your choice). If the target is Huge or larger, it automatically succeeds on the saving throw.
Piercing Wind. If the mote of wind dealt piercing damage, you can immediately make another attack with the same mote of wind against a different creature that is within 15 feet of the original target. This attack deals piercing damage.
Slashing Tornado. If the mote of wind dealt slashing damage, each other creature within 5 feet of the original target must succeed on a DC 15 Dexterity saving throw or take 2d6 slashing damage.
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Alchemimic
Wondrous item, uncommon | Oct. 24
An alchemist tried, and mostly failed, at reconstituting a mimic from its remains. The result is this vial of swirling purple liquid, which has several orange eyeballs floating around inside of it. You can use an action to pour out the vial and describe a Tiny object (such as a fish hook, ring, or quill). The description can be as detailed or vague as you like. The liquid then transforms itself into the object. This version of the object is extremely sticky to the touch, and although it can duplicate the appearance of other magic items, it doesn't gain their magical properties.
The alchemimic can remain in this form for up to 1 hour, at which time it dissolves into the liquid again. You can use an action to return the alchemimic to the vial while within reach of it, whether it's in its object form or liquid form. Regardless, the item can't transform again until the next dawn or until it consumes one day's worth of rations. It can be fed the rations while in the vial by dropping bits of them into the top; doing so takes 10 minutes. Drinking the alchemimic destroys it and causes the drinker to take 1d10 acid damage.
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Alchemist's Firethrower
Weapon, rare | May 22
This handheld metal device weighs 8 pounds and measures about 2 feet long and 6 inches across at its widest point. Parts of it resemble a crossbow, such as its stock and trigger, but is otherwise unique in its design. It has a pair of gaps in its wooden stock which can hold two flasks of alchemist's fire, fitting the flasks' mouths into a hole in the bottom of the space. Upending a flask into one of the gaps in this way allows its contents to run through a hidden pipeline within the stock and into the rest of the machine, causing a glass-covered chamber on the top of the device to fill with bubbling liquid. When filled in this way, the two vertical slots at the front of the machine give off a warm and foreboding glow.
This item is a unique ranged weapon with the two-handed property. If you are proficient with light or heavy crossbows, you are proficient with the alchemist's firethrower.
The device can hold a maximum of 100 charges, and gains 50 charges for each bottle of alchemist's fire that's loaded into its stock. You can use an action to load a new flask into the stock, discarding the previous one as part of the same action. While a flask of alchemist's fire is typically thrown, this device converts and concentrates a tiny portion of the sticky solution into a superheated discus that flies from the weapon instead, allowing the normally single-use flasks to power the machine for many attacks instead.
The device loses 1 charge each time you use it to make a ranged weapon attack, which has a normal range of 30 feet and a long range of 90 feet. On a hit, a target takes fire damage equal to 1d6 plus your Dexterity modifier. For each attack that hits, the target also takes 1d6 fire damage at the end of its next turn as the alchemist's fire smolders and evaporates from its body.
Alternatively, while holding the machine, you can use an action to expend 10 of its charges to magically release a belching stream of concentrated alchemist's fire from it in a 30-foot line that is 5 feet wide. Each creature in the line must succeed on a DC 15 Dexterity saving throw or take 8d6 fire damage. Once this property has been used, it can't be used again until the next dawn.
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Alchemist's Potion Belt
Wondrous item, uncommon | Jul. 20
This enchanted belt has two stoppers that magically resize to fit the mouth of any kind of bottle. The belt can carry up to two potions in this way. The belt can be worn comfortably around your waist or across your chest as a bandolier. While wearing the belt, any potion carried on it seems to magically unstopper and spring to your hand, allowing you to drink it as a bonus action. You can attach a bottle to the belt using an action.
When you roll a 1 on a Dexterity saving throw or are hit by a critical hit, roll a d20. On a 1, one of the bottles on the belt shatters and is destroyed.
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Alchemy Blade
Weapon (shortsword), uncommon | Oct. 24
This sword has a glass channel running down its length. In place of a traditional pommel, it instead has an open hole designed to fit atop a typical flask or vial. While holding the sword, you can use an action to attach a flask or vial to the pommel and draw its contents into the blade; doing so changes the sword's properties based on the attached flask or vial.
Acid Vial. The sword deals an extra 1d4 acid damage to the first target hit by it each turn. When the target is an object that isn't being worn or carried, the acid damage is maximized.
Alchemist's Fire. The sword deals an extra 1d4 fire damage to the first target hit by it each turn. If you reduce a creature to 0 hit points using the sword, you can cause a different creature of your choice within 5 feet of the target to also take 2d4 fire damage.
Basic Poison. The sword deals an extra 1d4 poison damage to the first target hit by it each turn. The first time that the target hits with an attack that uses Strength before the start of your next turn, the damage is reduced by an amount equal to the poison damage dealt.
Holy Water. The sword deals an extra 1d4 radiant damage to the first target hit by it each turn. The radiant damage is doubled against fiends and undead.
You can eject and remove the flask or vial using a bonus action, destroying its contents and leaving the container empty.
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Alcoholock
Wondrous item, common | Aug. 22
This lock looks like a small metal tankard, using its handle as the shackle. While it has a keyhole, it doesn't open with a key and can't be picked using thieves' tools. Instead, the lock only opens when at least 1 ounce of a particular kind of alcohol is poured into the keyhole.
You can bind an alcoholock to an alcohol by submerging it in the drink for 1 hour. The drink can be made of one or several kinds of alcohol, potentially complicating the lock. Once bound, the lock can't be bound to a different kind of drink. You can identify what drink the lock is bound to with a successful DC 15 Wisdom (Perception) check, using your sense of smell to detect what's been poured into the lock. The DC increases by 2 for each additional kind of alcohol used to bind the lock after the first, up to a maximum DC of 25. An identify spell also determines what drink the lock is bound to. Alternatively, the lock can be broken with a successful DC 25 Strength check.
The poured drink needn't match the exact age, ingredients, or maker of the bound one. For example, if the lock is bound to mead, any mead of the same or similar flavor that's poured into the lock will open it. If the bound drink is a mixture of two or more ingredients, a close approximation of the mixture will open the lock (at the GM's discretion).
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Amberblood Heart
Wondrous item, very rare (requires attunement) | Mar. 25
This stone sculpture of a heart flows with slow-moving liquid amber. At its center is a crystalline amber core. As part of attuning to the heart, you must hold it against your chest for the duration. Once you attune to it, it magically vanishes into your chest to reinforce your heart and body; faint amber cracks then line your skin.
While attuned to the heart, you gain the following benefits:
You have resistance to acid and poison damage.
You can't become diseased, petrified, or poisoned.
For every 10 years that pass, your body ages only 1 year.
Your weight doubles.
If your attunement to the heart ends, it magically appears in your open hand or in the nearest unoccupied space.
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Ambitious Medic’s Box
Wondrous item, uncommon (requires attunement) | Nov. 20
This wooden box has two halves which are magically locked by ornamental clasps that can only be opened during certain times of the day. The box is 1 foot wide, 2 feet long, and weighs 3 pounds. You can open and use the box as normal, as described below, even if you aren't attuned to it.
The left side is locked by a metal clasp decorated with a sun. From dawn until dusk, you can open the left side of the box, which contains the same contents and functions identically to a healer's kit. Each day at dusk, the left side of the box magically closes and regains all expended uses of its healer's kit.
The right side is locked by a metal clasp decorated with a moon smoking a pipe. From dusk until dawn, you can open the right side of the box, which contains three pewter steins, a flask, and a wooden pipe. While holding the flask, you can use an action to speak its command word followed by either "beer", "wine", or "whiskey". When you do, the flask magically fills with up to 4 gallons of beer, 1 gallon of wine, or 8 ounces of liquor, depending on the chosen drink, which can be poured out as an action, up to 1 gallon per minute. Once this property of the flask has been used, it can't be used again until the next dusk. The wooden pipe is magically refilled with tobacco daily at dusk. Each day at dawn, the right side of the box magically closes, and anything removed from the box is magically returned to it.
While attuned to the box, you are proficient in the Medicine skill and can open either side of the box at any time. If you're already proficient in the Medicine skill, your proficiency bonus is doubled for any ability check you make that uses that skill.
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Amethyst Revolver
Weapon (pistol), rare | May 25
This pistol has a shimmering geode of amethyst at its center, which rotates a few degrees whenever it's fired. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The weapon lacks the loading property and creates its own ammunition; it can't be loaded with any other ammunition. Instead of a bullet, it fires a shard of amethyst each time it's shot—the shards regrow within the central geode. The weapon can have a maximum of 6 shards at a time, and it regains 1 shard at the start of each round (or every 6 seconds). Hit or miss, the fired shard is shattered and destroyed immediately after attacking with it.
Shattershot. You can use an action to fire all of the remaining amethyst shards in the pistol at once. When you do, each creature in a 30-foot cone, originating from you, must make a DC 15 Dexterity saving throw; a creature more than 15 feet away from you has advantage on this save. A creature takes 1d6 piercing damage for each shard fired on a failed save, or half as much damage on a successful one. This property can't be used again until the next dawn.
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Amulet of Buoyancy
Wondrous item, uncommon | Sep. 21
This well-worn necklace is adorned with the bow of a ship and a crashing wave of blue glass. While wearing this amulet, you can use your reaction to immediately stand up when you're knocked prone. When you do, your speed is halved until the end of your next turn. In addition, if you start your turn underwater with 0 hit points, you immediately rise 60 feet toward the surface.
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Amulet of Divine Protection
Wondrous item, rare (requires attunement by a cleric or paladin) | Mar. 23
While wearing this amulet, you gain the effect of the shield of faith spell, granting you a +2 to bonus to AC. Whenever you take damage for the first time on a turn while wearing it, you must make a Constitution saving throw (as if you were concentrating on a spell). On a failed save, the amulet's effect is suppressed for 1 minute. Maintaining the effect of this amulet does not prevent you from concentrating on a different spell.
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Amulet of Equilibrium
Wondrous item, uncommon (requires attunement) | May 19
This spiraling pendant is made of three magic-sensitive panes of colored crystal, with each piece being attuned to a different arcane element. If you can cast spells, you can use the amulet as a spellcasting focus while you're attuned to it.
The amulet has 4 charges and regains 2 expended charges each day at dawn. Whenever you would deal cold, fire, or lightning damage to a creature with an effect that targets only that creature, you can expend any number of charges to reroll that many of the effect's damage dice.
Whenever you take cold, fire, or lightning damage from a hostile source, you regain 1 charge.
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Amulet of Ideals
Wondrous item, rare (requires attunement by a cleric or paladin) | Jun. 24
This hollow silver locket depicts a pair of heavy temple doors. Pressing the button at its center opens the locket. As part of attuning to the item, you must place a trinket within the hollow space. The trinket must be representative in some way, either to you or to your deity, of your cleric domain or paladin oath. While wearing the amulet, the first time you use your Channel Divinity, it doesn't expend a use of that feature. This property can't be used again until the next dawn.
The amulet has 5 charges. It regains all expended charges daily at dawn. While wearing the amulet, whenever you cast a spell from your domain or oath spell list, you can expend 1 or more of the amulet's charges to reduce the spell slot level required to cast it by 1 for each charge spent; a spell reduced below 1st level in this way doesn't require you to expend a spell slot. This property can't be used to cast a spell of a level for which you don't have spell slots, nor can it be used to cast a spell of 6th level or higher.
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Amulet of Immutability
Wondrous item, rare (requires attunement) | Dec. 20
This adamantine amulet protects you from magic that would threaten to alter your form against your will. While wearing the amulet, you have advantage on saving throws against transmutation spells of 5th level or lower that would transform or control you, such as enlarge/reduce, levitate, or slow.
In addition, when you are targeted by the polymorph spell, you can choose to automatically succeed on the saving throw.
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Amulet of Initiative
Wondrous item, rare (requires attunement) | Oct. 23
This amulet is actually a small gong-like bell. It emits a loud ring whenever you roll initiative, which is audible out to a range of 100 feet. You have advantage on initiative rolls while wearing the amulet. Further, your speed increases by 10 feet until the start of your second turn of combat, and you gain the following special reaction:
Knockout Parry. The first time you're hit with an attack before the start of your second turn of each combat, you can use your reaction to immediately make a single weapon attack against the attacker. This reaction can be used even if you're surprised, and allows you to draw a stowed weapon as part of it. If the total of your attack roll is equal to or lower than the attacker's, the triggering attack hits you, and yours misses; if yours is higher, the triggering attack misses you, and you hit the attacker instead. If you hit it with a melee attack, the attack deals an extra damage die of the weapon's type, and the target must succeed on a DC 15 Constitution saving throw or be stunned until the end of your next turn.
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Amulet of Radiant Protection
Wondrous item, legendary (requires attunement by a cleric or paladin) | Dec. 23
This amulet is decorated with polished platinum, gold, and stained temple glass. While wearing it, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura gain a +1 bonus to AC and saving throws. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. You can also use the amulet as a holy symbol.
The amulet has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While wearing the amulet, you can use a bonus action to expend up to 4 of its charges. Roll a d8 for each charge you expend and choose up to 4 creatures within the aura. Each of those creatures then gains a number of temporary hit points equal to the total of the roll plus your spellcasting ability modifier.
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Amulet of the Coldfire Phoenix
Wondrous item, very rare (requires attunement) | Jan. 22
A blue pendant in the shape of a phoenix clutching a shimmering blue orb hangs from this leather cord. While wearing the necklace, you emit a frigid aura that grants you and creatures of your choice within 10 feet of you resistance to cold damage.
In addition, when you are reduced to 0 hit points while wearing the necklace but not killed outright, you can drop to 1 hit point instead. When you do, you gain 25 temporary hit points. If a creature hits you with a melee attack while you have these hit points, that creature takes 25 cold damage. Once this property has been used, it can't be used again until 3 days have passed.
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Amulet of the Crypt Keeper
Wondrous item, very rare (requires attunement by a spellcaster) | Feb. 25
This silver amulet is in the shape of a mausoleum. An eerie fog seeps from its interior. While wearing it, you have resistance to necrotic damage.
The amulet can have up to 20 charges at a time. When found, it has 1d10 + 10 charges. You can use an action while wearing it to touch a creature's corpse and speak the amulet's command word. If the corpse isn't that of a construct or undead, the corpse is magically reduced to ash, and the amulet gains a number of charges equal to the creature's Challenge Rating or level (rounded up; maximum of 10).
Spells. While wearing this amulet, you can use an action to expend 5 of its charges to cast one of the following spells from it as a 5th-level spell, using your spell save DC or spell attack bonus: false life, fear, inflict wounds, or speak with dead.
Summon Flesh Golem. While wearing the amulet, you can use an action to expend 20 of its charges to magically summon a flesh golem. The golem appears in an unoccupied space within 10 feet of you. This golem has resistance to necrotic damage, is undead, and has features reminiscent of the corpses used to generate the charges used for this property. The golem is friendly to you and your companions, and takes its turn immediately after you. It obeys your verbal commands (no action required). If you don't issue it any commands, it defends itself from hostile creatures, but otherwise takes no actions. This golem can't be calmed down once it goes berserk. The golem turns to ash and is destroyed when it drops to 0 hit points, when this property is used again, or once it's gone berserk for 1 hour; the golem immediately goes berserk if you are no longer attuned to or wearing the amulet. Once this property has been used, it can't be used again until the next dawn.
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Amulet of the Guiding Eye
Wondrous item, uncommon (requires attunement) | Nov. 23
This amulet features two eye-like pendants: one humanoid and one bestial. If you're within 5 feet of a friendly beast, such as a beast companion or familiar (including one created by the find familiar spell), you ignore the effects of being blinded, provided the beast isn't also blinded.
You can use an action to charm a Small or smaller beast that you're touching or that you can see within 30 feet of you, provided that it isn't hostile towards you. The beast is charmed by you for 24 hours, and it is friendly to you and your companions for the duration. This effect ends early if you use this feature again or if you or your companions do anything harmful to it. You can use an action to see through the beast's eyes while it's within 30 feet of you, and continue to do so until you use your action to return to your normal sight. While seeing through the beast's eyes, you gain the benefits of any special senses that rely on sight possessed by that creature, though you are blinded to your own surroundings. Unless you have another way to command or control the beast, it shares your initiative in combat and uses its movement to remain within 5 feet of you. On its turn, it takes either the Dash or Dodge action.
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Amulet of the Lycanthrope
Wondrous item, rare (requires attunement) | Oct. 21
This rounded amulet depicts a harrowing crescent moon with blood-red claw marks running through its center. The markings emit a dim red light on the day of a full moon.
If you're not a lycanthrope, you can use a bonus action while wearing the amulet to assume a more bestial appearance, taking on the claws and defining features of either a bear, rat, tiger, or wolf (your choice). This transformation lasts for 1 minute or until you drop to 0 hit points or use a bonus action to revert to your normal form. For the duration, you can use your claws as natural weapons when making unarmed strikes. If you hit with them, you deal slashing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. In addition, you have advantage on Wisdom (Perception) checks that rely on hearing or smell for the duration of the transformation. This property can't be used again for 12 hours or until the next dusk, whichever comes first. Alternatively, if it's within 24 hours of a full moon, this property can be used again after 6 hours, instead of 12.
If you're already a lycanthrope and are wearing the amulet, your claw and bite attacks while in your animal or hybrid forms deal an extra 1d8 necrotic damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, your bite attack save DC increases by 3.
Curse. This amulet is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you have disadvantage on saving throws made to resist becoming cursed by lycanthropy.
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Amulet of the Platinum Fang
Wondrous item, very rare (requires attunement) | Sep. 23
A single fang—said to be from a deific dragon—hangs on this platinum necklace. The tooth itself is cracked but repaired with molten platinum, sealing it together and retaining its inherent magic. You have resistance to radiant damage while wearing this amulet. In addition, whenever a spell restores hit points to you, you also gain 1d6 + 4 temporary hit points.
Platinum Aspect. While wearing the amulet, you can use an action to call forth an instantaneous, spectral maw of a platinum dragon. Make a melee spell attack with the maw against a target within 15 feet of you, using a +10 spell attack bonus. On a hit, the target takes 2d10 + 10 force damage plus 4d6 radiant damage. Once you've used this property, you can't do so again until the next dawn.
If you're a dragonborn, you can choose to use this property in place of your breath weapon. When you do, it can't be used again until you finish a short or long rest, instead of the next dawn. If you use your normal breath weapon, you can choose for it to deal radiant damage, instead of its normal damage type.
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Amulet of the Sentinel
Wondrous item, rare (requires attunement) | Oct. 20
This golden amulet of an eye has a large ruby embedded in its center and eight smaller gems around it. The amulet has 8 charges and regains 1d6 + 2 expended charges daily at dawn. While wearing this amulet, you can expend 1 or more of its charges to use one of the following properties:
Alertness. When you roll for initiative, you can use your reaction to expend 1 charge to add your proficiency bonus to the roll.
Protection. When a creature that you can see within 30 feet of you suffers a critical hit, you can use your reaction to expend 2 charges to turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.
Vigilance. When one or more creatures that you can see within 30 feet of you are forced to make a saving throw, you can use your reaction to expend 2 or more charges. For 2 charges, you grant one affected creature of your choice advantage on the saving throw. For each additional charge you expend, you grant one more affected creature of your choice advantage on the saving throw. You make this choice after you see the roll, but before the GM says whether the roll succeeds or fails.
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Amulet of the Spirit Naga
Wondrous item, very rare (requires attunement) | Sep. 20
While wearing this platinum pendant, you are immune to the poisoned condition and have immunity to poison damage.
In addition, if you die while wearing the pendant, you immediately return to life with half your hit points. This property restores any missing body parts, neutralizes any poisons, and cures normal diseases afflicting you when you died, but has no effect if you die of old age. Once you're returned to life in this way, the amulet loses this property.
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Amulet of the Unknown
Wondrous item, uncommon (requires attunement by a warlock) | Nov. 24
The design of this swirling amulet shifts to match the aesthetic likeness of your patron when you attune to it. While attuned to it, you have one additional Warlock spell slot, which is the same level as your other ones. Once this spell slot has been used to cast a spell, it can't be used again until the next dawn.
Curse. This item is cursed, and attuning to it extends the curse to you. If your attunement to the item ends, the amulet is destroyed. While you remain cursed, you can't speak of, mention, or otherwise refer to your patron in any way—even a roundabout one. When you do, you're immediately stopped and take 1d10 psychic damage, which can't be reduced in any way.
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Amulet of the Wagoneer
Wondrous item, uncommon
You're considered to be proficient with land vehicles while wearing this amulet, and you can add your proficiency bonus to any check you make to perform either repairs or routine maintenance on such a vehicle. In addition, traveling by way of a land vehicle at a normal pace doesn't prevent you from using stealth, nor does traveling at a fast pace in one give you a penalty to your passive Wisdom (Perception) score. You have advantage on Wisdom (Animal Handling) checks made with any mount pulling the vehicle.
Lastly, while wearing this amulet, any mount that's pulling a land vehicle you control gains a +2 bonus to any Constitution saving throw it makes to endure a forced march.
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Angelic Plate
Armor (plate), legendary (requires attunement) | Jan. 24
This shimmering silver armor seems to resist even the shadows cast on it. While wearing it, you have resistance to necrotic and radiant damage.
The armor produces a faint halo above your head while you wear it, which sheds bright light in a 5-foot radius and dim light for an additional 5 feet. The light is sunlight.
You can use a bonus action to move the halo to the head of another willing creature that you can see within 60 feet of you. The halo remains there until it's moved more than 120 feet from you or until you use another bonus action to return it to your head.
While the halo is over a creature’s head, the creature gains the following benefits:
It gains a +1 bonus to AC.
Any fiend or undead within the halo's light makes attack rolls against the creature with disadvantage.
Angelic Avatar. While wearing the armor, you can use an action to transform into a hulking, metal angel for 1 minute. Your size becomes Large, gaining the "enlarge" effect of the enlarge/reduce spell when you do (no concentration required). You also grow a pair of metal wings, granting you a flying speed of 30 feet. For the duration, your melee weapon attacks deal an extra 1d4 radiant damage, in addition to the extra damage from enlarge/reduce, and you can roll a d4 and add it to the total of any saving throw you make. The effect ends early if you're reduced to 0 hit points or if you use a bonus action to end it early. If you have 17 or more levels in the paladin class, you can use a bonus action to transform into the metal angel, instead of an action. Once this property of the armor has been used, it can't be used again until the next dawn.
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Angler's Armor
Armor (scale mail), uncommon (requires attunement) | Jan. 20
This magic armor was hand-made by a clan of proud fishers. The armor is made of countless hardened scales lining a reinforced leather jacket, making it a sturdy and weather proof option for sailors. While wearing this armor, you gain a swimming speed of 30 feet, and the normal and long ranges of nets are doubled for you. In addition, when you fish while wearing this armor, you catch twice as many fish as you normally would.
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Angler's Wand
Wand, uncommon | Mar. 22
While holding this wand, you can use an action to speak its command word to transform it into a fishing rod, complete with line and tackle. It remains in this form until you use an action to speak its command word again to transform it back into the wand.
The wand has 7 charges for the following properties. The number of charges remaining are represented by the amount of spectral fish that swim around you while holding it.
Fish Slap. While holding the wand, you can use an action to expend 1 of the wand's charges to send one of the spectral fish toward a target that you can see within 60 feet of you. The fish then grows in size, swims through the air to the target, and smacks the target with its oversized tail or fins. Make a ranged spell attack against the target, using an attack bonus of +5. On a hit, the target takes 1d12 + 3 force damage. The fish then swims away and disappears.
Reel In. While holding the wand, you can use an action to point it at a target you can see within 60 feet of you and expend 1 of its charges. The target must succeed on a DC 13 Strength saving throw. On a failed save, it's pulled up to 30 feet toward you and is considered hooked for 1 minute or until the target is more than 120 feet away from you. For the duration, you can use a bonus action on each of your turns to force the hooked creature to repeat the saving throw, pulling it up to 30 feet toward you again on a failed save, or ending the effect early on a successful one. You can only have one creature hooked at a time in this way. The effect ends early if you are no longer 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 dissolves into water and is destroyed.
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Angler's Worldly Fisher
Wondrous item, uncommon | May 20
This magic fishing rod can be used anywhere on the Material Plane to fish from the world's waters. While holding this fishing rod, you can use an action to speak its command word and cast it at a point you can see within 30 feet of you. When you do, the end of the line vanishes at the point and magically reappears somewhere else in the Material Plane in a random body of water. Despite not being able to see the end of the rod's line, you can still feel it being tugged at by the water's currents. Any fish you catch in this way reappear at the point where you cast the line. You have advantage on ability checks to catch fish while using this fishing rod.
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Ankh of Anointment
Potion, rare | Sep. 24
The oil within this ankh-shaped vial is rich with the smell of clove and myrrh. You can use an action to pour the entirety of the vial over a Medium or smaller creature or object. For the next hour, that target is under the effects of the protection from evil and good spell (no concentration required), and it regains the maximum number of hit points possible from any healing. An undead that hits a target under the effects of this oil with a melee attack immediately takes 1d8 radiant damage.
The oil feels warm to the touch, and magically evaporates once the ankh is finished being poured.
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Ankylosaurus Flail
Weapon (flail), rare | Jul. 25
This magic flail's head and chain are the skeletal remains of an ankylosaurus's tail. It uses a d12 for its damage die, instead of a d8, and deals double damage to an object or structure it hits. When you hit a target with the weapon and roll a 12 on the damage die, it's also knocked prone if it's Large or smaller; if it's a dinosaur, it's instead knocked prone if it's Huge or smaller.
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Ao Hai's Fang
Weapon (longsword), legendary (requires attunement by a monk) | Jul. 20
This ancient sword was forged in a kingdom ruled by a tyrannical dragon that has long since sunken to the bottom of the ocean. While attuned to Ao Hai's fang, you are proficient with it. You gain a +3 bonus to attack and damage rolls made with this magic weapon, which is a monk weapon for you.
Dragon King's Wrath. As a bonus action, you can spend 4 ki points to channel the fury of a powerful dragon and enter a magical rage. While raging in this way, you gain the following benefits:
If you aren't wearing armor, dragon-like scales cover your body, granting you a +1 bonus to AC.
You can't be charmed or frightened.
You can make one attack with this weapon as a bonus action on each of your turns, and when you use your Flurry of Blows, you can make two attacks with this weapon instead of two unarmed strikes.
When a creature within 5 feet of you hits or misses you with an attack, you can use your reaction to make an attack with this weapon against that creature immediately after its attack.
This rage lasts for 1 minute and ends early if you are knocked unconscious. You can also end your rage on your turn as a bonus action. This property can't be used again until the next dawn.
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Appraiser's Eye
Wondrous item, rare (requires attunement by a creature missing an eye) | Aug. 21
This golden sphere is the size of an eyeball with a bejeweled iris. Its weight is negligible. The sphere has 3 charges and regains 1d3 expended charges daily at dawn. Even if you aren't attuned to the sphere, you can use it and its charges for the following properties.
While holding the eye, you can use an action to expend 1 of its charges to cast the identify spell from it. Alternatively, you can use the eye as the material component required for the legend lore spell. When you do, there is only a cumulative 10 percent chance that the sphere is consumed by the spell.
While you're attuned to the sphere, it also functions like a normal eye while it's in your socket, and you have advantage on Intelligence checks you make to determine an item's value, as well as on Wisdom (Perception) checks that rely on sight. In addition, if you cast legend lore and use the sphere as the material component for the spell while you're attuned to it, the 10 percent chance that the sphere is consumed by the spell isn't cumulative, and in the event that the sphere is consumed by the spell, it loses this property and can no longer be used as a component for the spell, but isn't destroyed.
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Arachnic Grappler
Weapon (pistol), uncommon (requires attunement) | Jul. 25
This magic pistol doesn't fire bullets. Instead, it launches a specialized, eight-pronged grappling hook when fired. The grappling hook is also equipped with an optional, sharpened point. As a result, a target hit with the fired hook still takes piercing damage from the attack as normal (unless you choose for it to be harmless). The grappling hook is connected to the weapon by a translucent silk rope, which the weapon magically produces when fired.
When you hit a point or target within 30 feet of you with a ranged attack using the weapon, the grappling hook magically contracts to grip it tightly. You can then either pull yourself to the nearest unoccupied space within 5 feet of the target (if it's Medium or larger) or pull it to the nearest unoccupied space within 5 feet of you (if it's Medium or smaller). If the target is unwilling, it must succeed on a DC 13 Strength saving throw or be pulled. On a miss or at the end of the turn, the grappling hook magically returns to the pistol by skittering (like a spider) and retracting the rope. If at any point the hook becomes untethered to the pistol, it magically reappears on the front of the pistol the following dawn.
The pistol has 4 charges and regains 1d4 expended charges daily at dawn. When you hit a creature with the grappling hook, you can choose to expend 1 of its charges to attempt to restrain that creature, as if by the web spell (save DC 13), which targets only that creature (instead of a point) and doesn't require concentration. This effect lasts for 1 minute or until the restrained creature breaks free.
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Arborguard Shield
Armor (shield), very rare (requires attunement) | Sep. 20
This massive wooden shield was made using the bark of an ancient treant. While holding it, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
While holding this shield, you can speak its command word as an action to create a wall of up to twelve trees on a solid surface within 120 feet of you. Each tree is 5 feet across at its base, up to 20 feet tall, and must be contiguous with another tree. Alternatively, you can create a ringed wall of trees up to 25 feet in diameter centered on your space. The trees grow tightly next to each other, preventing movement between them and providing total cover to anything behind them. A tree only grows a canopy if there is room for it.
If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a DC 16 Dexterity saving throw. On a failed save, the creature takes 8d6 bludgeoning or piercing damage (your choice), or half as much damage on a successful save.
The wall is an object that can be damaged and thus breached. Each tree has AC 13, 20 hit points, and is vulnerable to fire damage. A tree disappears when it drops to 0 hit points or when the effect ends.
While you're within 30 feet of the wall, you can see through a tree's space (no action required) using your senses. When you make a melee weapon attack while within 30 feet of one or more of the trees, you can make the attack as if you were in one of the trees' spaces. When you do, the tree magically forms a wooden copy of you and any weapon you're holding to make the attack: duplicating any of its effects.
The wall lasts as long as you concentrate (as if concentrating on a spell), to a maximum of 1 minute, until it's dispelled by a dispel magic spell of 6th-level or higher, or until you are no longer holding the shield. Once this property of the shield has been used, it can't be used again until the next dawn.
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Arcane Mirror
Armor (shield), very rare (requires attunement) | Mar. 19
This reflective shield is coated with an impenetrable weaving of abjuration magic and can sometimes reflect dangerous magics back at their source.
The shield has 8 charges and regains 1d6 + 2 expended charges each day at dawn. When you are the only target of a spell that misses you or whose saving throw you succeed, you can use your reaction to expend a number of charges equal to the level in which the spell was cast (minimum of 1). When you do, you can reflect some of the spell's evaded magics back at its source and force it to make a Dexterity saving throw. On a failed save, the target takes 1d8 radiant damage for each expended charge, or half as much on a success. The save DC for this effect is equal to 8 + your proficiency bonus + the number of expended charges. If you reflect a spell in this way that would cause you to take half damage on a successful save, you instead take no damage.
Alternatively, you expend 2 charges to cast the shield spell.
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Arcanist Gauntlets
Wondrous item, rare (requires attunement by a spellcaster) | Jun. 20
This pair of rich silk gloves are guarded by an enchanted mithral shell that sporadically releases arcane power. You can use the gauntlets as a spellcasting focus while wearing them, and when you cast a spell using a spell slot of 5th level or lower, you can choose to roll a d6. If you roll a number on the d6 equal to or greater than the spell's slot level, the spell draws on the magic within the gauntlets, instead of your own, and is cast without expending a spell slot. The slot must be of a level you can normally cast. The gauntlets can provide up to 5 levels worth of spell slots in this way each day, and no two slots can be the same level.
If the number rolled on the d6 is less than the spell slot's level, you cast the spell as normal and expend the spell slot. If you don't have the spell slot to cast the spell, the spell fails and the slot is counted toward the gauntlets' daily provided spell slots.
For example, a 9th-level wizard can use the gauntlets to provide either one 5th-level spell slot or a 4th- and 1st-level spell slot over the course of a day, but not two 2nd- or 3rd-level spell slots.
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Arcanist's Belt of Resiliency
Wondrous item, rare (requires attunement) | Feb. 25
This supple leather belt has seven small crystals placed along its length and a large, domed one set in its buckle. While wearing it, you can use an action to press the buckle to cast the resilient sphere spell from it, targeting only yourself. This version of the spell doesn't require concentration and lasts for 1 hour, instead of 1 minute, but creates a sphere that isn't immune to all damage; instead, the spell's remaining duration is reduced by an amount of minutes equal to the damage it takes (AC 15). The sphere has resistance to damage from spells and magical effects. You can end the spell early using a bonus action. Once this property of the belt has been used, it can't be used again until the next dawn.
Alternatively, you can use a bonus action while wearing the belt to press one of its 7 smaller crystals. When you do, you release a pulse of arcane energy from the belt. Each creature within 10 feet of you must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from you. Each smaller crystal can be pressed once in this way, expending its magic; 1d6 + 1 of these crystals regain their use daily at dawn. While the sphere is active, the pulse's radius is doubled, and a creature within 5 feet of the sphere makes the saving throw with disadvantage.
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Arcanist's Bowstaff
Weapon (quarterstaff), very rare (requires attunement by a creature with an Intelligence of 17 or higher) | Apr. 19
When you attune to the quarterstaff, it remains solid in your grip but feels pliable within your mind. When you attack with the weapon, you can choose to use your Intelligence modifier for the attack and damage rolls made with it. You must use the same modifier for both rolls.
Whenever you take the Attack action, you can choose to make your attacks at range. When you do, you can use your mind to telekinetically curve the quarterstaff into the form of a longbow. The bow is magically strung with an arcane energy that arcs between the rings on either end of the weapon. A glowing, magical arrow is drawn into existence whenever the arcing energy is pulled back. The arrow disappears after it hits or misses its target. When you make a ranged attack with the quarterstaff in this way, the weapon is treated as a magical longbow. This longbow can only use the ammunition that it generates and does not have the heavy property. While you're attuned to the arcanist's bowstaff, you're proficient with this longbow when using it in this way.
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
In addition, the quarterstaff has 8 charges and regains 1d6+2 charges each day at dawn. Whenever you take the attack action, you can expend 1 charge to immediately cast magic missile at first level as a bonus action. When you do, the missiles fly from the drawn bow or sculpted faces adorning the weapon.
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Arcanist's Lens
Wondrous item, rare | Nov. 24
This padded lens is meant to fit over one of your eyes. When you cast a spell that creates an area of effect in the shape of a circle, cone, cube, sphere, or square, you can change the shape of that area to a different one of those shapes using the same size, provided the effects continue to make sense with the new area. The point of origin for the spell remains the same.
For example, if you cast the burning hands spell, you could transform the area from a 15-foot cone to a 15-foot cube, potentially increasing the number of targets affected by the spell. For the purposes of circles and spheres, use the area's diameter to determine the size of the new one, or vice versa.
Once this property of the lens has been used, it shouldn't be used again until the next dawn. Each time the lens is used again before then, it has a cumulative 20 percent chance of not working and shattering, becoming nonmagical.
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Arcanist's Magnificent Magnifier
Wondrous item, uncommon | Dec. 20
This magical magnifying glass helps deduce the arcane nature of items. While looking through the glass at an object within 1 foot of you, your proficiency bonus is doubled for any Intelligence (Arcana) or Intelligence (Investigation) check you make regarding that object's magical properties. In addition, you can speak the glass's command word as an action to cast the identify spell from it, targeting an object with the spell that you can see through the glass within 1 foot of you. Each time you do, there is a cumulative 5 percent chance that the glass shatters and is destroyed after casting the spell.
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Arcanist's Scribing Wand
Wand, rare (requires attunement by a wizard) | Oct. 20
This wand's handle has a fountain pen nib at its end that releases its own magical ink. When you use this pen to copy a spell into your spellbook, the gold it takes to do so is halved. Swinging the wand causes tiny droplets of illusory ink to trail behind it.
The wand has 7 charges for the following properties:
Spells. While holding the wand, you can use an action to expend 1 of its charges to cast one of the following spells from it: comprehend languages (written language only) or illusory script.
Cloudscript. While holding the wand, you can use an action to expend 2 of its charges to cause up to 10 words to appear in the sky. The words are formed from wisps of clouds or smoke (your choice) and remain in place as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses them.
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 dissolves into a puddle of mundane ink and is destroyed.
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Architect's Disdain
Weapon (war pick), very rare (requires attunement) | July 19
This adamantine war pick is specially designed to tear down walls. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Whenever the war pick hits an object or structure, the hit is a critical hit. In addition, if you hit a magically created object or structure, such as a wall of ice, with the war pick, you can choose to dispel the wall or object as if by the dispel magic spell (6th level version). The effect fails if the spell or magical effect that created the object or structure was cast using a 7th level spell slot or higher. Once the war pick has been used in this way, it can't be used again until the following dawn.
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Archivist's Key
Wondrous item, very rare | Aug. 20
This magical key is one of several made by a secret order of historians and archivists. While holding the key, you can use an action to twist the key, as if you were unlocking a door. When you do, a magical, spectral door slowly appears in front of you over the course of 1 minute, duplicating the effect of the magnificent mansion spell with the following change. The dwelling always includes a large library that magically includes copies of books, scrolls, maps, and more. The library does not count toward the total amount of space created by the spell. Its contents are strangely organized and seemingly change each time the key is used. A creature can visit the library and attempt to uncover a piece of knowledge, such as ancient poetry, the history of a forgotten kingdom, or the family lineage of a tyrannical king. The GM determines the checks and DCs needed to locate a given piece of information. For example, a book of foreign nursery rhymes may be easy to find, but a copy of necromantic research documents would be extremely difficult, if not impossible.
When the spell ends, the key can't be used this way again for 24 hours.
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Arc of the Alicorn
Weapon (longbow), very rare (requires attunement) | May 21
This magic, ivory bow is sculpted to look like a pair of curved unicorn horns, and is strung with the finely braided hair of a pegasus' mane. This bow's damage die is a d10, instead of a d8.
The bow has 4 charges for the following properties. It regains all expended charges daily at dawn.
Flight. While holding the bow, you can use a bonus action to expend 1 of its charges to cause small wings to appear on your feet that last until the end of your turn. For the duration, you have a flying speed of 90 feet. While the wings remain, you can choose to expend another charge from the bow at the end of each of your turns (no action required) to extend the wings' duration until the end of your next turn.
Healing Horn. While holding the bow, you can use a bonus action to expend 1 of its charges to fire a magical arrow of pure light at a creature that you can see within 60 feet of you, causing that creature to regain 2d6 + 2 hit points.
Trampling Arrow. When you make a ranged attack with the bow, you can expend 1 of its charges to cause the fired arrow to transform into a spectral, charging pegasus. On a hit, the target takes an extra 3d6 force damage and must succeed on a DC 16 Strength saving throw or be knocked prone. If the target of the attack is already prone, you ignore the normal disadvantage imposed on ranged attack rolls against prone creatures and make the roll with advantage instead.
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Arista, Wand of the Spire
Wand, artifact (requires attunement by a spellcaster) | Feb. 21
This elegant silver and gold wand was crafted by the archmages that first arrived in Orostead centuries ago, well before the magical fallout of the Upheaval. It has been carefully used by only the extremely powerful or clever for generations. The wand has 7 charges for some of the following properties. It regains all expended charges daily at dawn. If you expend the wand's last charge and are not a wizard, roll a d20. On a 1, the wand vanishes and returns to a secret vault within The Spire of Aristaeus, the legendary wizarding tower in Orostead.
Variant Properties. Some properties of this artifact are locked behind layers of dormant magic. As you grow stronger and reach certain milestones, these properties may become available to you. This wand can have up to 3 of the following properties active at a time. When you attune to Arista, you can choose to activate up to 3 of its variant properties whose prerequisites you meet. Whenever you finish a long rest, you can replace any of the activated properties with another one.
○ While holding the wand, you can use an action to cast one of the following spells from it, using your spell save DC: create or destroy water, floating disk, fog cloud, gaseous form, identify, or sanctuary. Once the wand has been used to cast a spell, it can't be used to cast that spell again until the next dawn.
○ While holding the wand, you can use an action to expend 1 of its charges to cast the magic missile spell. When you reach 9th level, this spell is cast at 2nd level instead, and is cast at 3rd level once you reach 13th.
○ (Prerequisite: 5th level) You gain a +1 bonus to spell attack rolls and spell save DC. This bonus increases to +2 when you reach 9th level, and +3 when you reach 17th.
○ (Prerequisite: 5th-level wizard) While holding the wand, you can use an action to cast the unseen servant spell.
○ (Prerequisite: 9th level) While holding the wand, you can use an action to expend 2 of its charges to create one of the following effects, using your spell save DC:
Drilling Gust. You harness the ever-present winds of Lake Ils and tighten them into a magic, twisting spear. The spear flies from the wand and forms a line 60 feet long and 5 feet wide, piercing through any creature in the area. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 3d6 piercing damage and 3d6 cold damage and is pushed 15 feet away from you. If a creature fails the saving throw by 5 or more, it is also knocked prone. On a successful save, a creature takes half as much damage from the effect and isn't pushed.
Siphoning Vortex. You conjure the strange undercurrents of Lake Ils and create a magical whirlpool in a 15-foot-radius circle at a point on the ground you can see within 60 feet of you. Each creature in the area must succeed on a Strength saving throw. On a failed save, a creature takes 4d6 bludgeoning damage and is pulled up to 10 feet toward the point. If a creature fails the saving throw by 5 or more, it is also knocked prone and spends its action on its next turn coughing and sputtering water. On a successful save, a creature takes half as much bludgeoning damage and isn't pulled. The water spreads out across the ground, extinguishing unprotected flames in its area, and then it vanishes.
○ (Prerequisite: 9th-level wizard) While holding the wand, you can expend 3 of its charges to cast the banishment spell, using your spell save DC. In addition, you are always under the effects of the see invisibility spell.
○ (Prerequisite: 13th level) While holding the wand, you gain truesight out to a range of 10 feet.
○ (Prerequisite: 13th-level wizard) While holding the wand, you can use an action to expend 1 or more of its charges to cast one of the following spells, using your spell save DC: arcanist's magic aura (1 charge), dimension door (2 charges), etherealness (5 charges), fog cloud (4 charges; 1 mile-radius sphere that remains for the duration of the spell), guards and wards (4 charges), private sanctum (2 charges), teleport (5 charges).
○ (Prerequisite: 20th-level wizard) You gain the benefits of all of this wand's variant properties.
Destroying Arista. The only way to destroy Arista, Wand of the Spire is to leave it in an antimagic field on the Ethereal Plane for 100 years, at which point it finally succumbs and becomes nonmagical, allowing it to be easily snapped in two.
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Arkano Elite Visor
Wondrous item, very rare | Oct. 23
This visor is a strange device from a far-flung age and can sometimes be found in the lairs of sphinxes that have traveled through time. The visor is made of pitch-dark glass that can be seen through from only one side.
While wearing the visor, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the visor increases its range by 60 feet. Glowing, eye-like illusions appear on the front of the visor while you wear it, duplicating the expression you make with your actual eyes.
The visor runs on a power source that's fueled by magic. The visor can be used for up to 8 hours before the power source is empty. Deduct the time you use it in increments of 10 minutes from the power source's total time. You know how much remaining time the source has while holding the visor. Any creature can use an action to expend a spell slot level of 1st level or higher into the power source, adding to its total remaining time, by touching the visor as the spell slot is expended. The power source regains a number of hours of power equal to the spell slot level that was expended into it. When found, the visor has 1d6 + 2 hours of power remaining, and it can't have more than 8 hours at a time.
Three Buttons. While wearing the visor, you can press one of the buttons on its side using a bonus action to grant you a unique effect. Each effect lasts for 10 minutes, ending early if you remove the visor. Each effect deducts a number of hours from the visor's remaining time, as described below.
If you press button 1, you can use an action for the duration of the effect to fire a beam of energy from the visor's eyes. Each time you do, 1 hour is deducted from the visor. Make a ranged spell attack for the beam, which has a range of 60 feet, using a spell attack bonus of +8. On a hit, the target takes 4d8 lightning damage.
If you press button 2, 3 hours of power are deducted, and you gain blindsight out to a range of 60 feet.
If you press button 3, 5 hours of power are deducted, and you gain truesight out to a range of 60 feet.
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Arkanobow
Weapon (longbow), very rare (requires attunement) | Jul. 23
Arkanobows are weapons from a far-flung age and can sometimes be found in the lairs of sphinxes that have traveled through time. You can use the bow as described below, even if you aren't attuned to it.
The item appears to be a bow handle. While grasping it, you can use a bonus action to cause a pair of bow arms to spring into existence, one from either end of the riser, or make them disappear. The bow's crackling arms emit bright light in a 15-foot radius and dim light for an additional 15 feet. If you are proficient with shortbows or longbows, you are proficient with the arkanobow.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. If you draw the bow without an arrow, the bow magically creates its own. The created arrow is already nocked, made of pure electricity, and disappears if you don't make an attack with it. On a hit, the weapon deals lightning damage, instead of piercing, and if the target is made of metal or wearing metal armor, you have advantage on the attack roll.
The weapon runs on a power source that's fueled by magic. The bow's arms can persist for up to 1 hour before the power source is empty. Deduct the time it persists in increments of 1 minute from the power source's total time. You know how much remaining time the source has while holding the weapon. Any creature can use an action to expend a spell slot level of 1st level or higher into the power source, adding to its total remaining time, by touching the bow as the spell slot is expended. The power source regains a number of minutes of power equal to the spell slot level that was expended into it. When found, an arkanobow has 3d20 minutes of power remaining, and it can't have more than 60 minutes of power at a time.
If you're attuned to the bow, you can use the following properties by deducting additional minutes from the bow's remaining time. The number of minutes you deduct depends on the property you use.
Jumpstart. You can use an action to deduct 5 or more minutes from the bow's remaining time to fire a special arrow from it, which harmlessly hits a creature that you can see within the bow's normal range. That creature can immediately use its reaction to move up to its speed, without provoking opportunity attacks. If the creature had 0 hit points, it first regains a number of them equal to 1d8 plus the number of minutes you deducted, up to 20 minutes. Once a creature regains hit points in this way, it can't do so again until it finishes a short or long rest.
Quicklaunch. You can use a bonus action to deduct 2 minutes from the bow's remaining time to make a single ranged weapon attack with it. If you already hit the target with the bow on this turn, you have advantage on the attack roll, and on a hit, the target takes an extra 1d6 lightning damage.
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Arkanotana
Weapon (longsword), very rare | Oct. 22
Arkanotanas are blades from a far-flung age and can sometimes be found in the lairs of sphinxes that have traveled through time.
The item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of electrical force to spring into existence, or make the blade disappear. The sword's crackling blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the arkanotana.
You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals lightning damage instead of slashing damage. When a creature made of metal or wearing metal armor is hit by the sword, it takes an extra 1d6 lightning damage. When the sword deals this extra lightning damage, you can choose to shock the target. A shocked target's speed is reduced by 10 feet until the start of your next turn, and it can't take reactions for the duration. Once the sword shocks a creature in this way, it can't do so again until the start of your next turn.
The weapon runs on a power source that's fueled by magic. The blade can persist for up to 1 hour before the power source is empty. Deduct the time it persists in increments of 1 minute from the power source's total time. You know how much remaining time the source has while holding the weapon. Any creature can use an action to expend a spell slot level of 1st level or higher into the power source, adding to its total remaining time, by touching the sword as the spell slot is expended. The power source regains a number of minutes of power equal to the spell slot level that was expended into it. When found, an arkanotana has 3d20 minutes of power remaining.
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Arkanotars
Weapon (dagger), very rare | Jan. 24
Arkanotars are weapons from a far-flung age and can sometimes be found in the lairs of sphinxes that have traveled through time. They always come in pairs, and can only be used when worn together. It takes an action to don or doff the arkanotars.
The item appears to be a pair of gauntlet-like devices. While wearing them on your hands, you can use a bonus action to cause an electrical blade to spring forth from them, or make them disappear. For the duration, the blade only persists while your hands are clenched into fists. The blades emit bright light in a 15-foot radius and dim light for an additional 15 feet.
You gain a +1 bonus to attack and damage rolls made with these magic weapons, which deal lightning damage instead of piercing damage. Due to their worn nature, these weapons lack the thrown property. For the first time on each of your turns when you hit the same target twice using the blades, that target also takes an extra 2d6 lightning damage. When a target takes this extra lightning damage, you can choose to overload it with electrical force: doing so causes tendrils of lightning to lash out at other creatures within 10 feet of the target. Each creature within that area (excluding yourself) must succeed on a DC 16 Dexterity saving throw or take 2d6 lightning damage. If a creature is made of metal or is wearing metal armor, it makes the saving throw with disadvantage.
The weapon runs on a power source that's fueled by magic. The weapons' blades can persist for up to 1 hour before the power source is empty. Deduct the time it persists in increments of 1 minute from the power source's total time. You know how much remaining time the source has while holding the weapons. Any creature can use an action to expend a spell slot level of 1st level or higher into the power source, adding to its total remaining time, by touching either arkanotar as the spell slot is expended. The power source regains a number of minutes of power equal to the spell slot level that was expended into it. When found, a pair of arkanotars have 3d20 minutes of power remaining, and it can't have more than 60 minutes of power at a time.
Lightning Bolt. You can use an action to rub the two weapons together and use them to punch forwards, duplicating the effects of the lightning bolt spell when you do (save DC 16). Doing so deducts 10 minutes from the weapons' remaining time, and this property can't be used again until the next dawn.
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Arm of Balaria
Weapon (quarterstaff), uncommon (requires attunement by a monk) | Jun. 24
The ends of this quarterstaff are topped with brass hands. Whenever you would make an unarmed strike, you can make a special attack with the weapon instead; this special attack counts as an unarmed strike and uses the damage die for your unarmed strikes as normal. When you make this special attack using the quarterstaff, your reach with the weapon is increased by 5 feet.
The staff's hands can change into different positions or gestures. Each position allows you to change your unarmed strike's damage type with it: bludgeoning damage (clenched fist), piercing damage (finger point), or slashing damage (hand chop). Whenever you make an unarmed strike with the staff, you can change the gesture of the respective hand as part of the attack.
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Armor of Icarus
Armor (breastplate), rare (requires attunement) | Feb. 21
This sculpted breastplate has a pair of small mechanical wings attached to its back. You gain a +1 bonus to AC while wearing this armor. The armor has 6 charges and regains 1d4 + 2 expended charges daily at dawn. While wearing the armor, you can use an action to expend 1 of its charges to magically unfurl the mechanical wings and fly up to 60 feet in a straight line toward a point of bright light that you can see (such as a torch, light spell, or the sun) without provoking opportunity attacks. The wings remain unfurled until you touch the ground, during which time you fall at a rate of 30 feet per round and gain a flying speed of 30 feet, which you can use to glide horizontally as you descend. While gliding in this way, you cannot fly upwards unless you use the armor to fly toward a point of bright light again. When you land on the ground while falling in this way, the mechanical wings refold themselves to your back, and you take no damage from falling.
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Armor of the Lost Angel
Armor (plate), legendary (requires attunement) | Aug. 24
This dark armor is covered in feathery ornamentations and streaks of scarlet. While wearing it, you gain resistance to fire and poison damage, and you can use a bonus action to extend a pair of spectral wings from your back. The color of the wings' feathers is determined by your alignment: black (evil), gray (neutral), or white (good). The wings remain until you use a bonus action to end the effect, during which time you have a flying speed of 30 feet.
When you use a bonus action to extend the wings, you create a burst of hellish or celestial energy. If your wings are black, each hostile creature within 10 feet of you must succeed on a DC 16 Charisma saving throw or be affected by the bane spell. If your wings are gray or white, each friendly creature other than you within 10 feet of you is affected by the bless spell. Regardless, you must concentrate on the spell as normal, up to its duration. A creature affected by this version of bane takes an extra 1d6 fire damage whenever it's hit with an attack, and a creature affected by this version of bless reduces any damage it takes by 1d6.
Curse. This armor is cursed, and becoming attuned to it extends the curse to you. While you're cursed, you gain the following flaw: "You can always hear a voice whispering in your mind, giving you extreme perspectives on matters at hand. The perspectives are evil if your alignment is good, good if your alignment is evil, or evil and good if your alignment is neutral. You find it hard to immediately dismiss the voices."
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Armor of the Platinum Lord
Armor (medium or heavy, but not hide), legendary (requires attunement by a cleric or paladin) | Oct. 24
This silvery armor is blessed by a divine dragon. A mantle emblazoned with seven silver scales rests across its shoulders as a sign of piety. While wearing this armor, your Constitution score changes to 20, unless it's already higher. In addition, you have advantage on saving throws against being frightened.
The armor has 7 charges for the following properties. It regains all expended charges daily at dawn.
Platinum Glory. You can use a bonus action to expend 3 of the armor's charges to gain a flying speed of 30 feet for 10 minutes. For the duration, your weapon attacks deal an extra 1d8 radiant damage on a hit, and whenever you restore hit points to a creature using a class feature or a spell you cast, that creature regains an additional 1d8 hit points.
Redirect Damage. When a creature that you can see within 30 feet of you takes damage, you can use your reaction to expend 2 of the armor's charges to prevent that creature from taking the damage. When you do, you take that damage instead, and it is halved for you; this damage can't be reduced in any other way.
Reflect Radiance. Whenever you restore hit points to a target using a class feature or a spell you cast, you can expend 1 or more of the armor's charges to force a creature of your choice within 10 feet of the target to make a Constitution saving throw against your spell save DC. You can choose an additional creature for each charge you expend after the first. On a failed save, an affected creature takes radiant damage equal to half the number of hit points restored to the target. The creature must be able to see the target, which emits a brilliant flash of holy light when it's healed.
Flaw. The armor of the platinum lord makes its wearer a steward of principle. While attuned to the armor, you gain the following flaw: "I can't abide any behavior unbecoming of a lord. Propriety and honesty is the only way: even to villains."
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Armor of the Reef Warden
Armor (half plate or plate), very rare (requires attunement) | Oct. 23
This armor is formed from living coral. While you're attuned to it, the armor magically opens and closes around you whenever you don or doff it, as if you were a welcome part of its ecosystem. As a result, doing so takes only an action, instead of multiple minutes. You also gain a swimming speed equal to your walking speed while wearing the armor, and you can walk normally on any surface while underwater (such as on a wall or ceiling).
A thriving community of various spectral fish swim around the armor while you wear it, which duck in and out of its many crevices. You can call upon these fish for a variety of benefits. Once a fish has been used in this way, that fish can't be used again until the next dawn.
Barracuda. When you take the Dash action, you can make a single weapon attack as part of the same action, as a spectral barracuda helps propel your attack. You have advantage on the attack roll if you're underwater.
Moray Eel. When you hit a creature with a melee weapon attack, you can cause a pair of eels to wrap around and grapple the target. The target must succeed on a DC 16 Strength saving throw or be grappled and restrained by the spectral eels for up to 1 minute. A grappled creature takes 1d8 force damage and can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the target is underwater, it has disadvantage on the saving throw.
Pufferfish. When you're hit by a melee attack or are grappled by another creature, you can use your reaction to cause a spectral pufferfish to inflate itself between you and the other creature. That creature takes 3d4 force damage from the fish's sharp spines, and you're immediately moved up to 5 feet away from that creature. If you're underwater, you move up to 15 feet instead. This movement doesn't provoke opportunity attacks, and if you were grappled, you escape from it.
Surgeonfish. You can use a bonus action on your turn to create a swirling school of spectral fish around you. The fish remain until the start of your next turn and grant any creatures of your choice within 10 feet of you half cover for the duration. If you're underwater, the fish grant three-quarters cover instead.
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Armor of the Stone Citadel
Armor (plate), legendary (requires attunement) | Dec. 22
This armor is made of stone and reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than 17, instead of 15. Castle-like crenellations run along the tops of the armor's various pieces. While wearing the armor, you can't be petrified, and you have a damage threshold of 10. In addition, if you are blocking a friendly creature enough to grant it half cover against an attack or hostile effect, that creature instead has three-quarters cover against it.
Living Citadel. While wearing the armor, you can use an action to transform into a Huge stone tower. The tower is a 15-foot-square that's 30 feet tall, centered on you. It resembles your head and upper torso, complete with a pair of powerful stone arms. If there isn't space for the tower, you don't transform, and the action (but not the use of this property) is wasted. Your equipment merges into this form when you transform and has no effect for the duration. For the duration, you use your normal senses, but your speed is reduced to 0. While in this form, you gain 100 temporary hit points and have an AC of 18, your damage threshold increases to 20, and you can't be moved or knocked prone. You are also immune to any spell or effect that would alter your form. You remain in this form for up to 8 hours, at which point you return to your normal form. You return to your normal form early if you lose all of these temporary hit points or if you end the effect using an action. While in this form, you can't cast spells, and your normal attacks are replaced by unarmed strikes using your massive stone fists. These unarmed strikes have a reach of 30 feet and deal 4d8 bludgeoning damage on a hit. You can make two unarmed strike attacks on each of your turns when you take the Attack action, even if you can normally make more. Alternatively, you can use an action to hurl a boulder from your arm. The boulder is a ranged weapon attack with a normal range of 60 feet and a long range of 180 feet. On a hit, it deals 6d8 bludgeoning damage. You are proficient with these attacks, which use your Strength modifier for their attack and damage rolls.
You can choose to contain any willing or unconscious creatures that would be in your space when you transform into the tower. Other creatures are pushed to the nearest unoccupied space outside the tower. When you revert to your normal form, any creatures within the tower reappear in the nearest unoccupied space. A door large enough for Medium creatures to enter the tower appears on the ground. Creatures of your choice can open the door easily, but any other creature must make a DC 20 Dexterity check using thieves' tools or a DC 25 Strength (Athletics) check to open it. The tower has no windows, but has two floors and a staircase connecting them inside.
Once this property of the armor has been used, it can't be used again until the next dawn. If you're reduced to 0 temporary hit points and revert to your normal form, it can't be used again until 1d6 + 1 days have passed, instead.
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Arrow of Anchoring
Weapon (arrow or bolt), uncommon | Jul. 21
This magic piece of ammunition weighs 1 pound but otherwise flies exactly like a normal arrow or bolt. When you hit a creature with a ranged attack using this ammunition, that creature must make a DC 13 Strength saving throw. On a failed save, the creature is grappled by the arrow for 1 minute as the chain magically extends and wraps around the target. On a success, the creature's speed is halved until the start of your next turn instead. A creature grappled by the arrow in this way can use an action to repeat the saving throw, ending the effect and freeing itself on a success.
After this effect ends, the ammunition clatters to the ground and becomes a 2-foot length of nonmagical chain.
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Arrow of Expulsion
Weapon (arrow), rarity varies | Nov. 24
The head of this magic arrow emits a concussive explosion in a 15-foot radius upon impact, centered on the target of the attack. Each creature within the explosion's area must make a Strength saving throw. The save DC for this effect and the amount of force damage that it deals are based on the arrow's rarity: uncommon (DC 13; 3d6), rare (DC 15; 6d6), or very rare (DC 16; 9d6). On a failed save, a creature takes the damage and is pushed up to 15 feet away from the point of impact, or away from you if it was the target of the attack. If a creature fails the saving throw by 5 or more, it's also knocked prone. On a successful save, a creature takes half as much damage and isn't pushed. The explosion's damage is doubled against structures and objects that aren't being worn or carried. Hit or miss, the arrow is then destroyed.
Other types of magic ammunition of this kind exist, such as bolts of expulsion meant for a crossbow, though arrows are most common.
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Artisan's Signet
Ring, uncommon (requires attunement) | Apr. 24
A symbol of an artisan's tool is emblazoned at the top of this golden signet. While wearing the ring, you gain a +2 bonus to any check you make with a set of artisan's tools. Furthermore, you can add half your proficiency bonus to any check you make to use a set of artisan's tools with which you aren't proficient. When you do, the symbol on the ring changes to match the associated tool.
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Ashen Bloom
Wondrous item, rare | Apr. 23
An ashen bloom is a rare flower that grows in earth that's been charred by a phoenix's fire. Once it blooms, it continues to live indefinitely until all of its petals are removed, even if it's plucked from the soil. When found, an ashen bloom has 2d4 + 2 petals remaining. The flower crumbles to ash once its last petal is removed.
Its petals have a variety of uses. You can pluck one of its petals as part of the options below. Once a petal has been used, it loses its magic.
Component. You can use one petal as part of casting a spell that deals fire damage. When you do, choose one creature that takes damage from the spell. That target takes an extra 2d6 fire damage.
Eaten. You can eat one petal using an action. When you do, you're cured of either one disease or one poison affecting you. If you're afflicted by more than one, you neutralize one disease or poison of your choice that you know is present, or you neutralize one at random.
Smoked. You can smoke one petal in a pipe or similar object over the course of 1 minute, at which time you gain resistance to fire damage for 1d4 hours. The exhaled smoke is red.
Steeped. You can steep one petal in 8 ounces of cold water over the course of 10 minutes, by which point the water is boiling and crimson. Drinking all of this tea, which takes at least 1 minute, reduces your exhaustion level by one.
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Astral Aegis
Armor (shield), legendary (requires attunement) | May 24
This dark shield reflects an ever-present starry sky. When observed at an angle, it looks as though you could reach through its glossy surface. While holding the shield, you have immunity to radiant damage and gain a +2 bonus to your AC. This bonus is in addition to the shield's normal bonus to AC. The shield has the following properties, which you can use while you hold it.
Astral Defender. When a friendly creature within 30 feet of you takes radiant damage from a hostile source, you can use your reaction to magically swap places with that creature, teleporting you both, provided the other creature is willing. You then take the triggering damage, instead of the other creature, unless that creature would still be affected by the triggering effect in its new location.
Astral Projection. You can use an action to cast the astral projection spell from the shield, without any material components. When the spell ends, this property of the shield can't be used again until 7 days have passed. If your silvery cord is severed, the shield is shunted into the Astral Plane and lost, but you and your companions are harmlessly returned to your bodies.
Astral Ward. You can perform a special ritual with the shield over the course of 1 hour, which can be done during a short rest. At the end of that time, a glimmering ward appears, centered on your location, which extends from you in a cylinder that's 100 feet tall with a radius of 50 feet. The ward remains at that location for 24 hours or until you leave the area. For the duration, creatures can't move or travel within the space using teleportation (except by the shield's Astral Defender property) or by extradimensional or interplanar means. In addition, when an aberration enters the ward's area for the first time on a turn or starts its turn there, it must succeed on a DC 17 Wisdom saving throw or take 5d10 radiant damage. Once a creature succeeds on the saving throw, it's immune to the effect for 24 hours.
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Astral Bracelet
Wondrous item, very rare (attunement requirement varies) | July 19
An astral bracelet is a powerful magical bangle that allows its wearer to see, commune, or otherwise manifest things using powers beyond the Material Plane. The metal and glyphs of each bracelet are related to the kind of power that it holds. You can pull the bracelet off and hold it in the palm of your hand as an action. When you do, the bracelet unfurls to reveal the four inner rings collapsed within it, transforming the bracelet into an astronomical sphere. While the bracelet is transformed into the astronomical sphere, its inner rings slowly spin on their own.
The bracelet has 10 charges and regains 2d4 + 2 expended charges each day dawn. While holding the astronomical sphere, you can expend 1 or more of its charges to cast one of its spells. The sphere's spinning rings magically fold up again into the wearable bracelet if you expend the last charge from the sphere. You can fold the rings back into place early as an action. You can wear the bracelet again once its rings are folded up again (no action required).
Each bracelet can cast a different array of spells and may require different creatures to attune to them. Spells cast using the bracelet while it’s an astronomical sphere use your spellcasting ability modifier and spell save DC. Components that cost less than 100 gp are ignored when casting a spell in this way.

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Astral Caltrops
Wondrous item, rare | May 21
As an action, you can spread these magic caltrops over a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. When this happens, the caltrops explode in a burst of extraplanar energy, destroying the caltrops and dealing 6d6 force damage to the creature and causing it to rise vertically up to 20 feet, as if by the levitate spell. The creature remains suspended in this way for 1d4 rounds, during which time its speed becomes 0. The effect ends early if the creature takes any damage.
When the caltrops are spread on the ground, they become nearly invisible and float up to 1 inch off the ground. A creature notices the caltrops with a successful DC 20 Wisdom (Perception) check. You can reclaim the invisible caltrops for later use with 1 minute of careful searching and collecting. The caltrops stop floating and become visible once they're reclaimed in this way
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Astral Sea Piercer
Weapon (war pick), legendary (requires attunement) | Mar. 19
This golden war pick was forged in the depths of the Astral Plane and leaves a trail of extraplanar energy behind it when swung. You gain a +3 bonus to attack and damage rolls made with this magic weapon, and your attacks with it deal an extra 1d4 force damage to any target it hits. When in the Astral Plane, you always know the direction of the nearest portal to another plane of existence.
Portal. The weapon has 4 charges and regains 1d3+1 expended charges each day at dawn. As a bonus action, you can expend one of its charges and slam the war pick into any flat, solid surface that's at least 5 feet across in any direction. When you do, you create a small rift in the planar fabric of existence. The rift lasts for one minute. If you expend a second charge in this way while another rift within 300 feet is open, both rifts tear open and become a brief portal between the two points. The portal is open until the end of your next turn or until you close it early at any time (no action required). When the portal closes, the rifts are lost. Creatures and objects Medium and smaller can travel freely through the portal while it's open, carrying any momentum through to the other side.
Alternatively, you can expend one of the weapon's charges when you make an attack with it against a Medium or larger creature. If you hit, the creature becomes the surface of one of your rifts and takes an extra 2d4 force damage from the attack. Rifts placed on a creature in this way move with the creature. When a portal opens between two rifts, and at least one of them is on a Medium creature you attacked in this way, the creature must succeed on a DC 20 Charisma saving throw or be immediately shunted through the portal to the other rift's location. Large and larger creatures automatically succeed on the saving throw. Rifts placed on targets in this way separate from them and remain fixed in three-dimensional space once a second rift is opened to create a portal.
Both rifts must be placed on the same plane of existence, and if you create a second rift more than 300 feet away from the first, the first rift fades. When traveling through the portal, you reappear 5 feet in front of the rift you exit through in the direction you were facing.
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Astronomer's Boon
Wondrous item, uncommon | Feb. 21
This brass astrolabe has a glass back that sparkles softly when light shines through it. While looking through the glass at the night sky, the names and patterns of any constellation you can see appear alongside their stars on the astrolabe. At the GM's discretion, you may find one or more of the following constellations while looking through the glass. When you do, the astrolabe begins to glow, and you can use an action to speak the item's command word to gain the constellation's respective benefit:
The Drum. 3 stars appear on your back in the shape of a drum. When you roll for initiative, you can expend 1 of the stars as a reaction to grant you and any other friendly creature within 10 feet of you a +1 bonus to the roll. In addition, any creature that gains this bonus to initiative can use a bonus action on its first turn of combat to take either the Dash or Disengage action.
The Knight. 5 stars appear on your arm in the shape of a sword. When you hit with a melee attack, you can choose to expend 1 of the stars as part of the attack to cause the target to take an extra 1d4 radiant damage. Alternatively, if a friendly creature within 30 feet of you that you can see hits a target with a melee attack, you can use your reaction to expend 1 of the stars and empower the attack with light, causing the target to take an extra 1d4 radiant damage.
The Seer. 4 stars appear on your forehead in the shape of an eye. You can use a bonus action to expend 1 of the stars and touch a creature. Once within the next 10 minutes, that creature can choose to add 1d4 to an ability check or saving throw that it makes. It can choose to roll the die before or after making the ability check or saving throw.
The stars remain until the next dusk, at which point any unused stars vanish and are lost. Once the astrolabe has granted a benefit in this way, it can't be used again until the next dusk.
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Attack-In-The-Box
Weapon (flail), uncommon | Jun. 23
A colorful box sits at the top of this weapon's wooden handle. Within the box is a coiled spring beneath the flail's spiked head. The head springs out from the box the first time you make an attack with it, granting you advantage on the attack roll and creating a random effect. Roll a d6 and refer to the table below to determine the effect. You can use an action to stuff the head back into the box, or use a bonus action to cause the head to harmlessly spring from it.

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Augurer's Coin
Wondrous item, uncommon | Feb. 23
This triangular coin depicts a fair-faced goddess on one side, representing "weal," and a grim specter on the other, representing "woe." "Weal and Woe" is written in Common along the coin's topmost edge.
You can use an action to flip the coin and hold a question in your mind, allowing the coin to hit the ground when it falls. The coin then duplicates the effect of the augury spell. Depending on the outcome of the spell, the coin lands in one of the following orientations:
If the coin lands with either the goddess or specter facing you, the answer to your question is "weal" or "woe," depending on the shown face.
If "Weal and Woe" is facing you, the answer to your question is "weal and woe."
If the coin lands upright on its edge, the answer is "nothing" instead.
Each time you flip the coin, roll a d20. On a 1 or lower, the coin shatters and is destroyed. The maximum number that needs to be rolled to destroy the coin in this way increases by 1 each time the coin is flipped after the first. When found, the coin has already been flipped 1d4 − 1 times.
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Aurora Dust
Wondrous item, common | Sep. 20
This bag is filled with 1d6 + 4 pinches of iridescent blue dust. You can use an action to sprinkle a pinch of it over an open flame. The dust changes the flame's color and light to a mixture of blue, green, and purple, and creates a shimmering aurora the same color above it within the bright light. The dust's effect lasts for the flame's duration (up to 24 hours).
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Aurum and Argentum
Weapon (Dagger), rare | Feb. 19
This gold and silver set of daggers seem ordinary when used on their own, but are magically amplified when used in tandem. When you hold one of the daggers in each hand, they are considered magical and grant you a +1 bonus to attack and damage rolls made with them. When you engage in two-weapon fighting using both daggers, you can add your ability modifier to the damage of the second attack. You can make this second attack with advantage if you hit with the first dagger as part of the Attack action.
In addition, if a target is hit by both daggers in the same round, it takes an additional 1d4 piercing damage from the second attack and cannot make an attack of opportunity against you for the rest of your turn.
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Avian Circlet
Wondrous item, rare | Apr. 19
This silver, ornate tiara grants you power over certain flying creatures. You can use an action to channel the natural magics that reside within the crown and cast animal messenger or speak with animals at will. Any creature spoken to or affected by animal messenger must be a beast and have a flying speed.
In addition, you can touch a willing beast with a flying speed. For 1 minute, you can see through the creature's eyes, sharing any of its special visual senses for the duration. You are blinded to your own surroundings while you share its vision in this way. You can end this effect early using an action to return to your normal senses. The circlet can't be used in this way until the next dawn.
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Axe Beak Tomahawk
Weapon (handaxe), uncommon | June 19
This magic handaxe is made from the remains of a slain axe beak. The first time on your turn that you hit a creature that has a flying speed with an attack using this axe, that creature is forced to make a DC 13 Strength saving throw. Each time that a creature fails this saving throw, that creature's flying speed is reduced by 15 feet for 1 minute.
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Axe of Essential Inversion
Weapon (greataxe), legendary (requires attunement) | May 24
This axe's mighty twin blades are edged with ruby and sapphire. You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d12 force damage to any celestial or fiend it hits.
Charges. The axe has 5 charges for the following properties. It regains all expended charges daily at dawn.
Banishment. When you make an attack with this weapon, you can expend 2 of its charges to empower it with planar magic, or 1 charge if the target is a celestial or fiend. If the attack hits, the target is affected by the banishment spell (save DC 17). You must concentrate on the spell as normal, but if you fail a Constitution saving throw made to maintain concentration on the spell when you take damage, you can expend 1 of the weapon's charges to succeed instead.
Dilution. When you hit a celestial or fiend with this weapon, you can expend 1 of its charges to deal an extra 1d12 force damage. When you do, the target's essence is diluted until the end of your next turn. For the duration, the target is considered to have no damage resistances, immunities, or vulnerabilities.
Inversion. When you reduce a celestial or fiend to 0 hit points using the axe, you can expend 1 of its charges to force the target to make a DC 17 Charisma saving throw. On a failed save, the target's sense of self is shattered; it drops to 1 hit point instead, and its alignment is changed. Lawful becomes chaotic, good becomes evil, and vice versa. If its alignment is true neutral or unaligned, or if the target has legendary actions, this property has no effect on it.
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Axe of Hurricanes
Weapon (any axe), uncommon | Jul. 23
You can use an action to create a powerful whirlwind around you by swinging this magic weapon. Make a melee attack with the axe against each creature within 5 feet of you (other than yourself), with a separate attack roll for each target. Immediately after the attacks, each creature within 15 feet of you (other than you) must also make a DC 13 Strength saving throw. On a failed save, a creature takes 1d8 bludgeoning damage. It takes a second 1d8 bludgeoning damage if it's within 10 feet of you, and a third 1d8 if it's within 5 feet. If the creature is Medium or smaller, it's also thrown up to 10 feet away from you. On a success, a creature takes half as much bludgeoning damage and isn't thrown.
Once this property of the axe has been used, it can't be used again until the next dawn.
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Axe of the Aurora
Weapon (any axe), rare (requires attunement) | Nov. 24
A shimmering aurora streaks behind this magic weapon whenever you make an attack with it. A target hit with the weapon takes an extra 1d6 radiant damage from the attack. When you roll a 20 on an attack roll with this weapon, the target must also succeed on a DC 15 Wisdom saving throw. On a failed save, the target takes another 2d6 radiant damage and is affected by the hypnotic pattern spell, which lasts until the end of your next turn or until the target takes any other damage. On a successful save, the radiant damage is halved, and the target isn't affected by the spell.
Aurora Veil. You can use an action while holding the axe to speak its command word and create a swirling, luminescent fog around you in a 20-foot-radius sphere. The fog remains at that location for up to 1 minute, even if you move, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. The fog heavily obscures the area, and any creature that enters the fog or starts its turn there (other than you) must succeed on a DC 15 Wisdom saving throw or be affected by the hypnotic pattern spell. The spell ends early for a creature if it takes any damage, and it ends early for all affected creatures if the fog is dispersed. Once a creature succeeds on the saving throw or the spell ends for it, it automatically succeeds on its saving throws against this effect for the next 24 hours. Once this property of the axe has been used, it can't be used again until the next dawn.
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Badge of the Savant
Wondrous item, uncommon | Sep. 20
A badge of the savant is a platinum bookplate that can be magically affixed to a wizard's spellbook. Each badge features a design that represents a different school of magic. While a badge is attached to the cover of your spellbook, the gold and time you must spend to copy a spell of that badge's school of magic into your spellbook is halved. You can collect multiple of these plates and fit them onto the cover of your spellbook, allowing you to gain this benefit for multiple schools of magic at once.
You can use an action to attach or remove a badge from a spellbook by expending a spell slot of a level equal to 1 plus the number of badges already on the book (a maximum of a 9th level spell slot).
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Badge of the Wayfarer
Wondrous item, rare | Jan. 20
This badge is formed in the shape of a maple leaf with an embossed porcelain mug. While wearing the badge, you can recite its command phrase over the course of 1 minute to cast the plane shift spell using the badge. When cast in this way, the spell's destination can only be the Wayfarer's Respite on the Astral Plane, an inn and pub of legend that drifts throughout the astral sea. The inn has no doors leading outside and can only be entered using the badge. Inside, the Wayfarer's Respite is large, comfortable, and decadent. It's frequently busy, despite its exclusivity, but always seems to have enough room and beds available for the wayward band of adventurers. The inn is expensive and suited for an aristocratic lifestyle, but is known to be willing to barter or trade for treasure, information, and favors.
Any creature that teleports to the inn is magically transported with their belongings back to their original location after 24 hours. You can use the badge to cast the plane shift spell again in this way to return to your original location early. Once you return from the Wayfarer's Respite, the badge can't be used again until 7 days have passed.
The badge's command phrase and purpose is a closely-kept secret. While casting identify on the badge only reveals the fact that the badge is magical, a legend lore spell reveals the badge's command phrase and properties.
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Bag of Bellstones
Wondrous item, common | Apr. 20
This cloth bag shines like brass and can hold up to 20 small stones. When found, the bag has 1d12 + 8 stones inside. When you remove a stone that's been in the bag for at least 1 minute, it becomes magical until the end of the turn, if it isn't already. While a stone is magical in this way, it emits a clear, bell-like ringing that's audible out to a range of 60 feet whenever it hits a target or touches an object or surface.
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Bag of Forging Coals
Wondrous item, uncommon | Jan. 25
When found, this leather bag is filled with 1d6 + 2 smoldering coals. They remain hot within the bag, keeping it warm to the touch on the outside. When a coal is placed in a fire, such as a campfire or forge, the fire remains at its optimal temperature (based on its original intended use) for the next 8 hours without having to add any additional fuel to it. At the end of the 8 hours or when the coal is removed from the fire, roll a d4: on a 1, the coal sputters out and ceases to be magical. A creature that finishes a short or long rest within 15 feet of such a fire gains 2d4 temporary hit points.
Alternatively, you can use an action to drag a coal across a nonmagical weapon. For the next 8 hours, that weapon deals an extra 1d4 fire damage to any target it hits. When you use the coal in this way, it then ceases to be magical.
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Bag of Gifts
Wondrous item, uncommon | Jan. 23
This soft bag is decorated with tiny illustrations of small trinkets and gifts. Striped ribbons line its side and an empty paper tag hangs from its drawstring. The bag is 6 inches across but weighs just over 12 pounds, even if nothing is kept inside it.
While holding the empty bag, you can use an action to cinch its top closed and lightly shake it. When you do, the bag magically feels full. When a creature other than you opens the bag, roll a d12 and use the table below to determine what the gift is inside.

Each time that a gift is received from the bag, the bag becomes 1 pound lighter, and the item is removed from the list. If you roll an item on the list that's already been received by a creature, you instead get the item listed in the nearest available row. Once a creature opens a bag of gifts, it can't open another one in this way until it gives the bag to a different creature that hasn't yet opened it. When the last gift has been given, it becomes a nonmagical bag.
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Bag of Goodberry Gummy Fish
Wondrous item, uncommon | Jun. 23
Goodberry gummy fish are gooey sweets that look like Tiny, gelatinous fish. When found, they typically come in bags of 1d6 + 10 gummies, which are almost always red.
A goodberry gummy fish functions like a single goodberry, as if by the goodberry spell, except that eating a gummy also grants you a swimming speed of 30 feet for 1 hour.
Alternatively, you can use an action to submerge a gummy in water to magically animate it, using the quipper's statistics. If you submerge 5 or more gummies in water at the same time, they become a swarm of quippers instead of five separate ones. The quippers are friendly to you, but aren't magically compelled to obey any of your commands. After 1 hour, the animated gummies dissolve and are destroyed.
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Bag of Magic Blocks
Wondrous item, rare | Jun. 23
This leather bag is filled with magic wooden blocks, which are painted with vibrant colors. There are six types of blocks that can be found in the bag. The GM decides the number of each type of block in the bag or determines it randomly. When found, the bag has 2d6 + 10 blocks inside it.

You can assemble these blocks into various constructions, creating stacks of blocks representative of creatures or objects. You can use an action to tap a Small or smaller construction using the blocks and speak their command word, animating the construction as if by the animate objects spell (no concentration required). The animated blocks can't attack, but are capable of performing simple tasks.
Alternatively, when you tap the blocks, you can cause them to transform into a larger assembled form, with no one side measuring more than 10 feet. At the GM's discretion, the blocks function in a semblance that you'd expect based on the constructed form. For example, four small cylinders beneath a square block would function as a make-shift cart when transformed, despite it not having any axles. A player could also add sides to the cart using planks, but you would need to find a means to pull it separately.
A block remains animated or transformed in this way for up to 4 hours, at which point it loses its magic until the next dawn. You can end the effect on any single block or construction of blocks by using an action to speak the blocks' command word again, provided that you're also touching it. Only one construction of blocks can be animated or transformed in this way at a time. Each construction has AC 13 and a total number of hit points equal to the number of blocks used to create it.
If a block is left outside the bag and more than 100 feet away from it for 24 hours, it permanently loses its magic and becomes a normal wooden block.
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Bag of Irresistible Leaves
Wondrous item, uncommon | Nov. 24
This small bag sounds like it's filled with an impossible number of crunchy, fallen leaves. You can use an action to open the bag and upend it on the ground into an unoccupied space within 5 feet of you. A pile of leaves then falls from the bag, filling a 5-foot cube in that space. A creature that starts its turn within 20 feet of the leaves and can see them must succeed on a DC 13 Wisdom saving throw or be compelled to leap into the pile until the end of the turn. The compelled creature must use its movement to reach and leap into the pile, taking the Dash action if necessary, and remain in that space for the rest of the turn. A creature that succeeds on the saving throw or is no longer compelled by the pile of leaves is immune to the effect for the next 24 hours. A creature automatically succeeds on the saving throw if it can't be charmed or if moving to the leaves would be directly harmful to it.
The pile of leaves dissipates after 1 hour. It dissipates early if a creature leaps into it or if it's blown away by a moderate wind of 10 miles per hour or greater. The bag can hold enough leaves to make 3 piles, and it regains enough leaves for 1d3 new ones daily at dawn.
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Bag of Sundrops
Wondrous item, uncommon | Sep. 19
This small, colorful bag is filled with 1d6 + 4 golden, marble-like orbs called sundrops that glow softly when held. As an action, you can throw a sundrop at a point or object within 30 feet. When you do, the orb explodes into a dazzling pillar of light that lasts for 10 minutes. The pillar is a 5-foot-radius, 40-foot-high cylinder of bright light centered on the point where the sundrop shattered. The light is sunlight.
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Ballatar's Buckler
Armor (shield), rare (requires attunement) | Oct. 24
This flat metal buckler has a bladed edge that encircles it. Three prongs support the blade, which can be separated from the face of the shield. While the blade is attached to the shield, you can use a reaction whenever a creature misses you with an attack while within 5 feet of you to make a single attack with the shield, treating it as if it were a scimitar with which you're proficient.
You can use an action while holding the shield to speak its command word, causing the blade to lift from the surface of the shield and rapidly spin. It then flies off the face of the shield in a direction of your choice. Choose a path for the spinning blade to move, which has a flying speed of 90 feet. The blade only moves in straight lines and can bounce from objects to change course. It costs the blade 10 feet of movement each time it strikes a target. Any creature in the path of the spinning blade must make a DC 15 Dexterity saving throw the first time it passes through the creature's space, taking slashing damage equal to 1d6 + your Strength or Dexterity modifier (your choice) on a failed save.
If the spinning blade flies back into your space, you can choose for it to reattach to the shield or catch it in your free hand; otherwise, it falls to the ground at the end of its movement. The blade can be reattached to the shield as an action. Until the blade is reattached, you can use it as a magic scimitar with the thrown property (30/90). You're proficient with this weapon. If the blade remains detached from the shield for 24 hours, it magically reappears on the shield if you're both on the same plane of existence.
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Ballista Pike
Weapon (pike), uncommon | Jul. 24
This sturdy, adamantine pike was once a ballista bolt. If the pike hits an object or structure, the hit is a critical hit.
When you make an attack with the pike you can speak its command word to throw it, using a normal range of 120 feet and a long range of 480 feet. When you do, the pike hurtles through the air toward the target, as if it were launched from a ballista. On a hit, the target takes an extra 2d10 piercing damage, in addition to the pike's normal damage.
Once this property of the pike has been used, it can't be used again until the next dawn.
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Ballista Prosthesis
Weapon (crossbow, hand), uncommon (requires attunement by a creature missing an arm, forearm, or hand) | Aug. 20
A ballista prosthesis is a magical weapon composed of numerous complex mechanical pieces that allow it to act as a functional prosthetic arm. You gain a +1 bonus to attack and damage rolls made with this magic weapon. This crossbow has an internal magazine that can hold up to 20 bolts. While there are bolts in the magazine, the crossbow does not have the loading property. It takes 1 minute to reload the magazine.
The prosthesis attaches to your arm at the elbow or the shoulder, and it can't be removed against your will as long as you're attuned to it. To attune to this item, you must hold it against your arm for the entire attunement period. While attuned to the prosthesis, you can use an action to remove or reattach it.
As a bonus action, you can retract the crossbow's limbs to the side of your hand or extend them from there. While retracted, the crossbow is concealed and functions identically to a normal hand. A creature can use an action to make a DC 13 Intelligence (Investigation) check, identifying its crossbow components and determining that it's a concealed weapon on a success. While extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
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Ball of Wild Earth
Wondrous item, common | Sep. 21
This Tiny, sentient pebble is covered in dirt and is likely a remnant of a charmed earth elemental. It rolls about on its own in search of new and unique sources of dirt. When it finds a patch of particularly rich soil, the ball rolls around in it to incorporate the dirt into its form. The ball carries captured moisture inside itself, allowing it to make its form either dusty or clay-like in texture, as well as hard or soft to the touch. A friendly ball of wild earth can magically reshape the dirt it's covered in to form a variety of shapes at will, such as a tiny figurine or a large die, provided that the dirt continues to cover the pebble at its center by doing so.
The ball of wild earth is considered a magical object and is not a creature. It has a speed of 10 feet and can only move by rolling across the ground. It has AC 10, 15 hit points, and has resistance to all damage. The ball regains all its hit points if it's left buried underground for at least 1 hour.
Sentience. The ball of wild earth is a sentient neutral item with an Intelligence of 2, a Wisdom of 6, and a Charisma of 4. It has hearing and darkvision out to a range of 60 feet. It can't speak or read, but understands Common and Terran.
Personality. The ball of wild earth is most happy when rolling through rich, healthy soil. Most can be found, at least initially, in mountainous farmlands, but even urban ones can enjoy the dust and traces of weird, foreign dirt that are ever-present in well-traveled cities. The quickest way to make a ball of wild earth happy is to give it gemstone dust to roll in, whereas removing the dirt and mud that surround its central pebble is certain to upset it. By reforming the dirt covering its form, the ball can make vague facial expressions based on the emotions its seen other creatures make
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Band of Mirrored Essence
Ring, rare (requires attunement) | Jan. 19
This unassuming platinum ring is polished to a mirror finish. When you reduce a Small or larger hostile creature to 0 hit points while wearing the ring, you can use your reaction to absorb a portion of that creature’s essence into the ring. Looking into the ring shows the reflection of the creature whose essence is held inside. As an action, you can release the captured essence and assume either the creature’s appearance or one of its features.
If you take on the appearance of the creature, it must be a creature no more than one size larger or smaller than you. You do not physically change in size or shape, but your body is shrouded in a convincing illusion. Your voice changes to match the creature’s, and you can understand any of its known languages but can neither read nor speak any that you don’t already know. Another creature can see through the illusion by succeeding on a DC 16 Intelligence (Investigation) check. Physical interaction with this illusory form reveals it to be an illusion, because things can pass through it. The illusion lasts for 8 hours or until you dismiss it as a bonus action or fall unconscious.
If you assume one of the creature’s features, your body or mind temporarily changes to accommodate the new ability. You can choose to gain 1 skill or saving throw proficiency, damage resistance, condition immunity, sense, or language that the creature had. If the creature could breathe underwater, you can choose to gain that feature instead. You retain this feature for 8 hours or until you dismiss it as a bonus action or fall unconscious.
Once you capture an essence with the ring, you can’t do so again for 1d8 hours. You can only have 1 essence at a time. If you capture an essence when you already have one, you replace the original.
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Bandolier of the Elements
Wondrous item, rare (requires attunement) | Apr. 21
This cross-chest bandolier has 6 magic daggers sheathed across it. When you take the Attack action while wearing this bandolier, you can use a bonus action to throw 1 of the daggers, making a ranged attack with it, provided you have a free hand. When you hit a target with one of these daggers, roll a d6 and consult the table below. The target takes an extra 1d6 damage of the type determined by the table, in addition to the weapon's damage, and the dagger disappears. On a miss, the dagger vanishes and reappears in the bandolier.
A dagger vanishes if you don’t hurl it right away and immediately reappears in the bandolier. 1d6 missing daggers reappear in the bandolier's empty sheaths daily at dawn.

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Bands of the Found and Lost
Wondrous item, common | Feb. 19
The compass-like mechanisms adorning the tops of these seemingly ordinary matching leather bracelets remain motionless until each bracelet is worn by a different creature. Once they're worn, the compass' arrows point rigidly in the direction of the matching band, without indicating height or depth. The arrows spin wildly if the bands are worn on different planes of existence.
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Bane Shield
Armor (shield), uncommon (requires attunement) | Dec. 20
This classic iron shield is emblazoned with the skull-like face of a demon. The shield has 3 charges and regains 1d3 expended charges daily at dawn. When you take damage from a creature within 5 feet of you while holding this shield, you can use your reaction to expend 1 of its charges to curse that creature. The next time that creature makes an ability check or attack roll before the end of its next turn, it must roll a d4 and subtract the number rolled from the total.
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Bangle of Sun and Moon
Wondrous item, uncommon (requires attunement) | Oct. 23
This bangle features a personified sun and moon, transitioning from gold to silver midway through the band. Three small diamonds mark their eyes. While wearing the bangle, you always know how long it is until sunrise, sunset, midday, and midnight.
The bangle has 3 charges and regains 1d3 expended charges daily at dawn. While wearing it, you can expend 2 of the bangle's charges to cast the daylight spell from it. Alternatively, you can expend 1 or more of the bangle's charges to cast the moonbeam spell from it (save DC 13). For 1 charge, you cast the 2nd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. When you expend 2 or more charges to cast moonbeam in this way, you can choose whether the spell's damage type is cold, fire, or radiant.
If you have 11 or more levels in the druid class and are wearing this bangle, you can expend 3 charges from the bangle to cast the sunbeam spell from it (save DC 13). When you do, there is a permanent and cumulative 25 percent chance that the bangle is destroyed when the spell ends.
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Bangle of the Arcane Assassin
Wondrous item, rare (requires attunement by a spellcaster) | Mar. 24
Once per turn while wearing this bangle, you can deal an extra 3d6 damage to one creature you hit with a spell attack if you have advantage on the attack roll. The damage is of a type dealt by the spell attack. If you're a rogue, you can choose for the amount of extra damage you deal to be equal to your Sneak Attack damage instead; you can still only deal Sneak Attack damage once per turn. If a spell would allow you to attack multiple times over the course of its duration, this extra damage can only be dealt on the turn the spell is cast.
In addition, you can ignore the verbal component required for any enchantment or illusion spell you cast while you're in total darkness and wearing the bangle.
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Bangle of the Starlight Raven
Wondrous item, rare (requires attunement) | May 24
This silver bangle feels almost cool or wet to the touch. Pressing its tail feathers inward causes its wings to unfurl, allowing you to place the bangle on your wrist or remove it. While wearing the bangle, gravity pulls more loosely against you: your weight is halved, and your normal jumping distance is doubled. While wearing it between dusk and dawn, you're also under the effects of the feather fall spell.
The bangle has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dusk. The illusory ravens produced by these properties appear like moving constellations of starlight. Using a property requires an action.
Starlight Messenger. You can expend 3 of the bangle's charges to cast the sending spell, or 2 charges between dusk and dawn. When you do, an illusory raven instantly appears before the recipient to deliver your message to it. The recipient's reply is then delivered to you the same way, at which point the raven vanishes.
Stars' Guidance. You can expend 2 of the bangle's charges to cast the locate object spell, or 1 charge between dusk and dawn. When you do, an illusory raven appears on your shoulder to direct you toward the object for the duration, provided it's within range.
Starstruck Swarm. You can expend 1 or more of the bangle's charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell, or the 2nd-level version of the spell between dusk and dawn. You can increase the spell slot level by one for each additional charge you expend. The missiles appear as the illusory ravens hurtling toward each target.
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Bangles of the Wind's Blessing
Wondrous item, very rare (requires attunement) | Nov. 24
While wearing these bangles on either your wrists or ankles, you're always under the effects of the feather fall spell. In addition, you can use a bonus action to tap the bangles together to gain a flying speed of 30 feet. The effect lasts for up to 1 hour, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. You can end the effect early using a bonus action. The bangles regain any expended flight time daily at dawn.
The bangles' other benefits depend on where they're worn. You can use an action to doff or don the bangles.
Ankles. While wearing both the bangles on your ankles, wind graces your every step. Your walking speed increases by 10 feet, the maximum distance you can jump is doubled, and you can hover up to 2 feet above solid ground. If you have a flying speed, your flying speed also increases by 10 feet.
Wrists. While wearing both the bangles on your wrists, a gentle wind swirls around you. The range of your unarmed strikes increases by 5 feet (pummeling a target with forceful winds), and once on each of your turns when you hit a Large or smaller target with a melee weapon attack or unarmed strike, you can push that creature up to 15 feet away from you. In addition, the normal range of your thrown weapon attacks increases by 15 feet.
Both. While wearing one bangle on your wrist and the other on your ankle of the same side, you can summon a barrier of buffeting wind at a moment's notice. When you or a creature within 5 feet of you are hit by a weapon attack, you can use your reaction to impose a −5 penalty to the triggering attack roll, potentially causing the attack to miss. You must be able to see the attacker.
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Banishing Arrow
Weapon (arrow), very rare | Jun. 24
The body of this arrow is twisted in a warping spiral. Small gateways are imprinted on the arrow's head. When you hit a creature with this arrow, that creature must succeed on a DC 17 Charisma saving throw or be affected by the banishment spell (no concentration required); the creature can repeat the saving throw at the end of each of its turns for the duration, ending the effect on itself on a success.
Alternatively, you can use an action to snap the arrow, releasing the magic inside and targeting yourself with the spell instead. You automatically fail the saving throw, but can end the effect at the end of any of your turns (no action required).
The arrow loses its magic once it banishes a creature in this way.
Other types of magic ammunition of this kind exist, such as banishing bolts meant for a crossbow, though arrows are most common.
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Bard-in-a-Box
Wondrous item, common | Jan. 19
This small music box can play songs at the request of the holder. As a bonus action, you can command the box to play a song for which it has music, causing the contraption to emit a slightly tinny rendition of the musical number. The box can know up to 5 songs at a time but can’t recreate lyrics or other creature sounds. The box has a knob on its side to adjust its volume: able to be as quiet as a whisper or as loud as a scream.
Sheet music can be fed into the box through a narrow slot along the bottom of the device. Sheet music must be labeled with a song title, page number, and instrument in order to be replayed. Pages failing to meet the requirements cause the box to make a sad, discordant noise before being spat back out. Once a sheet is successfully fed into the box, it is consumed and can’t be retrieved.
If a new piece of music causes the box to forget an older one, it quickly plays several bars of the now- forgotten number before it slows to a stop.
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Bardic Boombox
Wondrous item, very rare (requires attunement by a bard) | May 22
This gilded box is roughly two feet long, one foot tall, and 6 inches deep. It weighs 5 pounds. While holding the box, you can use it as a spellcasting focus for your bard spells. When you cast a bard spell with a verbal component while holding the box, you gain a +2 bonus to that spell's attack roll or save DC, but the spell's verbal component can be heard out to a range twice as far as normal. If the spell deals thunder damage, you can reroll any 1s or 2s on the damage dice. When you do, you must use the new roll. In addition, you can use the box to inspire a creature up to twice as far as normal with your Bardic Inspiration die, doubling its normal audible range as well.
You can use the box as an amplifier while it's within 120 feet of you, causing your voice or any instrument you play to become up to five times as loud as normal at will (no action required). The amplified sound originates from the box. Alternatively, while the box is within 120 feet of you, you can use an action to speak through it in your own voice. You don't need to move your mouth in order to speak through the box in this way.
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Bardic Leathers
Armor (studded leather), very rare (requires attunement by a bard) | May 24
This armor has strands of spun mithral strung between its various studs, adding extra protection and allowing you to play it like a worn instrument. Even if you're not attuned to the armor, you gain a +2 bonus to AC while wearing it, and if you're proficient with lutes or lyres, you add your proficiency bonus to ability checks that involve playing the bardic leathers as an instrument.
If you're attuned to the armor and have a free hand, you can use your reaction when you're hit by an attack to expend one use of your Bardic Inspiration, using your hand to pluck one of the armor's strings. When you do, you can roll the Bardic Inspiration die and add the result to your AC, potentially causing the triggering attack to miss.
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Barge Helm
Wondrous item, uncommon | Feb. 19
This flat, rugged helmet lets you run headlong into targets and bowl them over with abandon. If you move at least 20 feet straight toward a target and then shove them on the same turn, the target takes 1d6 bludgeoning damage from being barreled into by the helmet.
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Barricade Shield
Armor (shield), uncommon | Aug. 19
While holding this heavy iron shield, you can use an action to plant it in the ground and expand its height and width to stretch up to 15 feet across in either direction, potentially becoming a flat defensive wall or similar platform. The edges of the shield magically conform to fit the shape of an enclosed space, such as the walls of a tunnel or hallway. While holding the expanded shield in place, your speed becomes 0 and you have disadvantage on Dexterity checks and Dexterity saving throws. Regardless of the shield's size, its weight remains the same.
The expanded shield is considered a nonmagical structure that has AC 14 and 40 hit points. The shield can remain expanded for up to 1 minute before it reverts back to its normal size. The expanded shield reverts early (but is not destroyed) if it reaches 0 hit points or moves. If you're holding the expanded shield, you can choose to revert it early as a bonus action.
Once this property of the shield has been used, it can't be used again until the following dawn.
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Bartender's Armistice
Wondrous item, rare | Nov. 20
A bartender's armistice is a magical coaster typically kept by wary tavernkeepers for cases of extreme danger. When found, a bartender's armistice comes in a set of 1d3 + 1 coasters. Each coaster is 4 inches across, and its weight is negligible.
As an action, you can speak the coaster's command word and throw it at a point on the ground you can see within 30 feet of you. When you do, the coaster becomes fixed in place at the point and emits a magical field in a 30-foot-radius, 15-foot-high cylinder that's centered on it. Each creature within the area must make a DC 15 Charisma saving throw when the field appears or when it enters the area for the first time on a turn or starts its turn there. A creature can choose to fail this saving throw if it wishes. On a failed save, a creature is charmed by you while it remains within the field. A charmed creature is indifferent about creatures it can see that it's hostile toward. This indifference ends if the target is attacked or harmed by a spell, or if it witnesses any of its friends being harmed. If you or your companions harm a charmed creature or its friends, the charm ends. When the charm or field ends, the creature becomes hostile again, unless the GM rules otherwise.
When a creature makes an attack or casts a harmful spell that either affects a target within the field or enters or leaves the field's area, that creature must first make a DC 15 Wisdom saving throw. On a failed save, the attack or spell fails and is expended, and the action is wasted.
Each creature within the field has advantage on any Charisma (Persuasion) check it makes to deescalate a violent situation. In addition, if a creature in the area is unconscious when the field appears, it immediately stabilizes if it has 0 hit points.
The coaster has AC 15 and 25 hit points. The field remains for 10 minutes or until the coaster drops to 0 hit points, at which point the coaster is destroyed and the field ends. If the field ends after the full duration, there is a 10 percent chance that the coaster remains magical and can be used again. Otherwise, the coaster becomes nonmagical.
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Basco's Handy Bangle
Wondrous item, rare | Jan. 19
This shiny platinum bangle is inlaid with arcane runes that seem to be written by different hands. Labels can be read behind each of the adorning runes on the inside of the bangle. As an action, you can touch one of the runes and say the command phrase, “I can do this,” to gain proficiency in the rune’s associated tool for the next 24 hours. The rune glows with arcane energy while in effect. Once a rune is activated in this way, it can’t be activated again until 1d4 days have passed.
There are 10 runes on the bangle that can be activated in this way: alchemist’s supplies, carpenter’s tools, cook’s utensils, leatherworker’s tools, smith’s tools, tinker’s tools, instruments (drum, flute, lute, lyre), navigator’s tools, thieves’ tools, and vehicles (water). If you’re already proficient with any of these tools, your proficiency bonus is doubled for any ability check you make that uses the tool while the rune is active.
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Basilisk Dagger
Weapon (dagger), rare | July 19
This magic dagger was made from pieces of a slain basilisk and still retains some of its properties. The dagger deals an extra 1d4 poison damage to any target it hits.
In addition, whenever you score a critical hit using this weapon against a creature, that creature is forced to make a DC 14 Constitution saving throw. On a failed save, that creature becomes restrained as it magically begins to turn to stone. If it failed the saving throw, the creature must repeat the saving throw at the start of your next turn. On a success, the effect ends, and it is no longer restrained. On a failure, the creature is petrified for 1 minute or until freed by the greater restoration spell or other magic.
Once this property of the dagger has been used, it can't be used again in this way for 1 minute. A creature is immune to this effect if it is immune to damage of the weapon’s type, does not have a body made of flesh, or has legendary actions.
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Bastion Chain
Armor (chain mail), rare (requires attunement) | Apr. 23
The chains of this armor shift naturally with your movements. You gain a +1 bonus to AC while you wear this armor, which doesn't impose disadvantage on Dexterity (Stealth) checks you make. In addition, the chains flow around you reflexively when you're surrounded; the armor's bonus to AC increases to +2 when three or more hostile creatures are within 5 feet of you.
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Bath Potion
Potion, common | Apr. 19
This bubbly potion is frothy and smells of lavender and flowers. A creature can drink the potion using an action. A creature that drinks the potion has its outermost layer of skin rinsed from its body and any remaining dirt and grime magically washed away. In addition, its breath, hair, and nails are immaculately cleaned and refreshed, looking either polished and pristine or smelling of daisies and honey. For the next 24 hours, any blood, dirt, or grime magically falls away from the creature, and it continues to smell and appear freshly washed. Bubbles occasionally escape from the mouth of the creature while the potion is in effect.
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Baton of Many Sizes
Rod, uncommon | Aug. 19
While holding this segmented, 1-foot long rod, you can speak its command word as an action to cause it to extend in either direction. The rod can extend up to 50 feet, up to as far as the surrounding space allows. If the rod touches another creature or surface before reaching its full height, the rod stops moving in that direction. If it stops moving against a solid, unmoving surface, the rod fills the gaps to hold firm against it.
The rod is unwieldy to hold once it's longer than 10 feet, forcing you to make a Strength (Athletics) check to maintain your grip on the rod while it's extended beyond that range. The DC for this check is equal to 8 + 1 for every 5 feet beyond 10 that the rod is extended. For example, the DC is 9 while the rod is 15 feet long, but 16 while full 50 feet. If you lose your grip and drop the rod or use it to make an attack while it's extended more than 10 feet, it immediately retracts back to its shortened length. You can speak the rod's command word again as an action to cause it to retract.
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Battery Shield
Armor (shield), uncommon | Sep. 22
This shield builds up a small electrostatic charge while worn. When a creature makes a melee attack against you using a metal weapon and the attack roll misses by 2 or less, that creature takes 1d4 lightning damage.
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Battlebeat Club
Weapon (club), uncommon | Feb. 24
This weapon creates a resonant, drumming sound whenever it hits a surface. A creature hit with the club takes an extra 1d4 thunder damage from it. When you roll a 20 on an attack roll made with this weapon, the target of the attack must also succeed on a DC 13 Wisdom saving throw or be compelled to dance until the end of its next turn. A dancing creature must use all its movement to dance without leaving its space and has disadvantage on attack rolls and Dexterity saving throws. Other creatures have advantage on attack rolls made against a dancing creature. The creature ceases to dance if it takes any damage. Creatures that can't be charmed are immune to this effect.
If you're also holding the battlebeat shield, the save DC is increased to 15.
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Battlebeat Shield
Armor (shield), uncommon | Feb. 24
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. In addition, any thunder damage you take while holding the shield is reduced by 1d6.
If you're also holding the battlebeat club, you can use an action to beat the shield with it. When you do, you recreate the effects of the thunderwave spell from the shield (2nd-level version; save DC 15). Once this property of the shield has been used, it can't be used again until the next dawn.
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Battleborn Gloves
Wondrous item, legendary (requires attunement) | Jul. 22
These gloves have been worn by generations of great warriors and bear the marks and remembrances of their prowess. While wearing the gloves, your Strength or Dexterity score increases by 2 (your choice), up to a maximum of 22. Alternatively, you can increase both your Strength and Dexterity scores by 1. You make this decision when you first attune to the gloves.
The gloves have 10 charges. While wearing them, you can expend 1 or more of their charges for the following properties.
Fighting Style Master. You can use an action to expend 1 charge to gain one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different. You can use this property to gain up to two Fighting styles; if you use it to choose a third style, it replaces one of the other two (your choice which one). Runes that line the metal cuffs of the gloves indicate which Fighting Styles you've chosen.
Single-Handed. You can expend 3 of the glove's charges as a bonus action to temporarily bolster your might: you can wield a two-handed weapon with one hand instead for 1 minute. Alternatively, you can use a bonus action to expend 1 of the gloves' charges to make a single attack with a weapon you're wielding with one hand.
Warrior's Spirit. If you are a fighter, you can expend 2 charges (no action required) to regain a use of your Action Surge or Second Wind feature. Once you do, you can't regain another use of that feature with this property again until you finish a long rest.
The gloves regain all expended charges when you finish a long rest. When this happens, any Fighting Style you gained with them is lost until you expend a charge to select it again. If you use the last charge from the gloves, make a DC 15 Constitution saving throw. On a failed save, you gain one level of exhaustion.
Sentience. The battleborn gloves are a sentient lawful neutral item with an Intelligence of 12, a Wisdom of 17, and a Charisma of 15. They have hearing and darkvision out to a range of 120 feet.
The gloves communicate telepathically with their wearer and can speak, read, and understand Common. When the gloves communicate, they speak with a chorus of voices from countless warriors past. While you are attuned to them, the battleborn gloves also understand every language you know.
Personality. The battleborn gloves are inhabited by the souls of battle from the fallen warriors who once wore the gloves. They share stories, tactics, and skills with the wearer in order to feel a semblance of life even after death.
As a result, the gloves will gently urge the wearer into combat. The longer it's been since they've been in battle, the less gentle the gloves become with their chiding. To the gloves, it doesn't matter if a battle ends in death; it only seeks the thrill of clashing willpower and strength found in combat. If left without battle for long enough, the gloves may prevent the wearer from using their properties.
Curse. These gloves are cursed, and attuning to them extends that curse to you. You remain cursed until you're targeted by a greater restoration spell or similar magic. While cursed, you refuse to remove the gloves, and if you die while wearing them, your soul is immediately drawn into the gloves to join the chorus of other warriors within them. If your body is targeted by a revivify spell or similar magic, you must make a DC 20 Strength (Athletics) or Dexterity (Acrobatics) check. On a success, your spirit escapes the gloves' trapped warriors, allowing the magic to resurrect you. On a failure, the spell fails, your spirit is drawn further into the gloves, and the escape DC increases by 5, up to a maximum of 30.
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Battlebrew Bomb
Wondrous item, uncommon | Dec. 22
This fist-sized keg contains 1 ounce of extremely old dwarven liquor which is as strong as it is explosive. A built-in locking mechanism keeps the barrel sealed until it's ready to be used. You can use an action to twist the sides of the keg and throw it at a point that you can see up to 20 feet away from you, splitting the keg open on impact and spraying the area with a fine mist of the liquor. Each creature within 10 feet of that point must make a DC 13 Dexterity saving throw, taking 2d8 poison damage on a failed saving throw, or half as much damage on a successful one.
The next time that a target that was sprayed by the liquor takes fire damage within 1 minute, it takes an extra 2d8 fire damage as the liquor ignites.
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Battlebrew Maul
Weapon (maul), rare | May 19
The head of this maul is an alchemical keg that generates battlebrew liquor. It holds up to 4 gallons of the liquor and creates 1 gallon each day at dawn and every time you roll for initiative (up to once an hour). A creature can remove or reattach the handle of the maul from the keg as an action to pour out or stopper the refreshing liquor. Its sweet flavor and warm aftertaste make it a favorite drink among tired adventurers.
You gain a +1 bonus to attack and damage rolls made with this magic weapon. While in combat, the liquor begins to become volatile and warm. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d8 acid damage from the attack as the keg briefly buckles from the force and sprays out a mist of the heated liquor.
For 1 minute after taking acid damage in this way, the next time that target takes fire damage, it takes an extra 2d8 fire damage as the lingering liquor ignites around them. Dealing acid damage again in this way resets the duration of the effect.
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Battlechef Beater
Weapon (mace), uncommon | Apr. 25
This bladed mace doubles as a hefty whisk used in cooking. It magically spins when swung, such as when whisking a mixing bowl or when used as a weapon. This weapon deals either bludgeoning or slashing damage (your choice each time), plus an extra 1d4 damage of that type whenever it hits a creature. If the creature isn't solid (but still physical), such as an ooze or water elemental, this extra damage is maximized.
Whenever you make an ability check using cook's utensils and use this weapon as part of that tool, you can roll a d4 and add the number rolled to the check.
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Battlechef Buckler
Armor (shield), uncommon | Feb. 19
This small shield is the repurposed pot lid of a famous adventuring chef. While wielding the shield, you have advantage on saving throws to resist or avoid taking fire damage. In addition, if you place the shield face down over a pot or similar vessel that’s holding no more than 2 gallons of a water-based liquid inside, the vessel and its liquid comes to a rolling boil after 10 minutes.
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Battlechef Field Dresser
Weapon (dagger), uncommon (requires attunement) | May 20
This sharp knife is enchanted with five fiery runes that magically heat its edge. Its sharp blade is intentionally designed to quickly prepare fresh cuts of meat from slain creatures. When you hit with an attack using this magic dagger, the target takes an extra 1d4 fire damage. In addition, when you reduce a living beast or monstrosity that you can see within 5 feet of you to 0 hit points using this weapon, you can quickly slice off a small, prime cut of its flesh (no action required), cooking it in the process. When you do, you gain 1 ration.
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Battlechef Pulverizers
Wondrous item, uncommon | Mar. 22
This pair of brass knuckles resemble meat tenderizers and smell like blood, butter, salt, and caramelized onions. If you use the knuckles to prepare a meat dish, the food is magically tender and perfectly seasoned to taste.
While wearing the knuckles, you gain a +1 bonus to damage rolls made with unarmed strikes using them, which count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. If you're proficient with cooking utensils, you also gain a +1 bonus to attack rolls with the knuckles.
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Battlechef's Heated Skillet
Weapon (mace), rare | Apr. 24
This iron skillet is magically light and wieldy in your grasp, allowing you to swing it as a weapon. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you're proficient with cook's utensils, you're proficient with the battlechef's heated skillet.
The skillet has 3 charges and regains all expended charges whenever you spend at least 1 hour cooking with it, which can be done over the course of a short rest. The first creature to eat a meal that was cooked in the skillet gains 5 temporary hit points.
When you make an attack with the weapon, you can speak one of its three command words to expend 1 or more of its charges: "hot" (1 charge), "hotter" (2 charges), or "hottest" (3 charges). If the attack hits, the target takes an extra 1d6 fire damage for each expended charge.
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Battlechef's Serving Bowls
Wondrous item, uncommon | Aug. 24
This pair of silver serving bowls is scratched from seeing battle. Their handles are wrapped with leather straps, allowing you to wear them as pauldrons. It takes 1 minute to attach the bowls to your shoulders or remove them. Whenever you take acid or poison damage while wearing the bowls as pauldrons, you reduce that damage by 1d4. For each other item you're holding or wearing that has battlechef in the name, the poison or acid damage is reduced by an additional 1d4.
If you use the bowls to serve food from, any poison within the food is neutralized.
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Battlechef's Splendid Saucepan
Wondrous item, very rare | July 19
This magic saucepan can be used to turn nearly anything into a delicious and filling meal. You can boil 1 pound of any one or combination of organic, nonmagical materials for 10 minutes or longer to magically transform them into a stew that can feed up to 4 creatures for 24 hours.
The saucepan also functions as a mace, granting you +1 bonus to attack and damage rolls made with it. Any target that's wearing metal armor or made of stone, metal, or similarly hard material takes an extra 1d4 thunder damage whenever they're hit by the saucepan as the weapon rings from the impact.
If you're not wearing heavy armor, you can don or doff the saucepan as a helmet as an action. While wearing the saucepan in this way, you gain a +1 bonus to your AC.
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Battlement Bow
Weapon (any bow), uncommon (requires attunement) | July 19
This magic bow is enchanted with passive abjuration protections. When you hit a creature with a ranged attack using the bow, the bow creates a thin barrier of protective magic that stays between you and that creature until the start of your next turn. If you hit a different creature while protected by the barrier, the barrier moves to defend you against the new target instead. While the barrier is protecting you against a creature in this way, you're considered to have half cover against that creature's ranged attacks and spell effects.
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Battle Dancer Garb
Wondrous item, rare (requires attunement) | Aug. 25
This floor-length garb flows around your legs to obscure their movement. Sharp, decorative blades hang from the sides. While wearing the garb, you gain a +2 bonus to Dexterity (Acrobatics) checks, as well as Charisma (Performance) checks made to dance.
The garb has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While wearing it, you can use a bonus action to expend one of its charges to take the Dodge action, provided you aren't wearing heavy armor. When you do, if a creature misses you with an attack before the start of your next turn, you can use your reaction to twirl around and force any creature within 5 feet of you to make a DC 15 Dexterity saving throw. A creature takes 2d6 slashing damage on a failed save, or half as much damage on a successful one.
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Battle Tax
Weapon (battleaxe), uncommon (requires attunement) | May 19
This golden battleaxe is the chosen weapon of many merchants and followers of mercantile gods. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you roll a 20 on an attack roll with this weapon against a Small or larger creature that is hostile towards you, you magically earn a number of gold coins equal to the damage from the attack. The golden axe glimmers when you hit with an attack in this way, and you can feel the reassuring weight and clink of coins materialize and fall into your purse, pocket, or bag (whichever you prefer). If you have no room for the coins or don't want them to be immediately added to your storage, the coins erupt from the wound you inflict on the target instead. Once this property has been used, it can't be used again for 12 hours.
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Beads of Meditation
Wondrous item, rare (requires attunement) | Jun. 21
This beaded necklace can be used as a set of prayer beads or special rosary. While wearing or holding the beads, you can use an action to end one effect on yourself that is causing you to be charmed or frightened.
If you're a cleric, monk, or paladin, you can use an action to hold onto the beads to further channel your spirituality. If you're a monk, you regain 1d4 + 1 expended ki points. If you're a cleric or paladin, you regain one use of your Channel Divinity. This property can't be used again until the next dawn.
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Beard Cannon
Wondrous item, uncommon (requires attunement) | Jun. 21
This item appears to be a wide, cylindrical hair cuff used for taming unruly hair. The cuff is 4 inches in height and diameter and weighs 1 pound. As part of attuning to the cuff, you must pull it onto your hair or beard, which must be at least one foot long in order to fit. When you finish attuning to the cuff, 6 smaller, spherical beads appear and weave themselves into the hair nearby.
When you take the Attack action, you can forgo one of your attacks to point the hair cuff at a target within range and speak its command word. When you do, the cuff magically retracts any hair pulled through it and fires 1 of the smaller beads through its exposed opening. Make a ranged weapon attack using the magic cuff, which has a normal range of 15 feet and a long range of 30 feet. You are proficient with the attack. When fired, the spherical bead magically grows to become fist-sized, and it deals 2d6 bludgeoning damage on a hit.
After the attack, the retracted hair magically reappears through the cuff, and the fired bead is lost. 1d6 fired beads magically reappear in your hair daily at dawn. When not in use as a weapon, the item is indistinguishable from a normal hair cuff.
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Behirazooka
Weapon, rarity varies | Jul. 25
This magic weapon is a launcher that weighs 10 pounds and resembles a hollow tube, which bristles with electric power and is designed in the likeness of a behir. The launcher is a ranged weapon that has the ammunition (range 40/120), loading, and two-handed properties. If you are proficient with crossbows or firearms, you are proficient with the behirazooka.
The launcher can be loaded with any ammunition or throwable equipment, such as a flask of alchemist's fire or a weapon that has the thrown property. If the launcher is loaded with typical ammunition (arrows, bullets, or crossbow bolts), its ranges are doubled, and it uses a d4 for its damage die; the damage type matches the nature of the ammunition (GM's discretion). Treat any target that's hit with a ranged attack from the launcher as if it were hit by the fired projectile, including any of its additional effects. Furthermore, on a hit, the target takes extra lightning damage based on the behirazooka's rarity: 1d6 (uncommon), 2d6 (rare), or 3d6 (very rare). If there's another target within 5 feet of the original one and behind it (relative to you), that target also takes lightning damage equal to half the amount rolled on the d6s.
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Bellhop Topper
Wondrous item, uncommon | Mar. 21
This deep purple top hat is ringed with a velvet ribbon and secured with leather straps and belts. The hat has 3 charges and regains 1d3 expended charges daily at dawn. You can use an action to expend 1 of the hat's charges and speak its command word, tossing it onto the ground in an unoccupied space within 5 feet of you. When you do, the hat magically flattens and expands into a purple, circular disk 3 feet in diameter and 1 inch thick. The disk duplicates the effect of the floating disk spell, except that the disk is opaque and remains within 10 feet of you, instead of 20. You can end the spell early using an action to speak the hat's command word again. When the spell ends, the disk transforms back into the hat.
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Bell of Alarm
Wondrous item, common | Dec. 20
This brass bell doesn't have a clapper inside it and has 4 charges. As an action, you can expend 1 of the bell's charges to shake it and speak its command word, followed by a total number of hours, minutes, or seconds equal to no more than 8 hours. After the specified amount of time has passed, the bell emits a loud ringing in your ears that's audible to only you, provided that you're within 1 mile of the bell and are on the same plane of existence. You can mentally end a timer at any time using a bonus action.
The bell regains all expended charges daily at dawn.
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Bell of Pspspsp
Wondrous item, rare (requires attunement) | Feb. 25
This golden bell has 9 charges and regains 1d6 + 3 expended charges daily at dawn. You can use a bonus action to ring the bell and expend 1 of its charges. When you do, the bell emits a soft, tinkling chime, and a swarm of cats magically appears in your space: treat the swarm as if it were a swarm of rats, but it has AC 12 and a +2 bonus to saving throws. You can verbally command the swarm on each of your turns (no action required), which takes its turn immediately after you. The swarm remains for 1 minute or until it's reduced to 0 hit points, at which point the cats disappear in a small cloud of fur. For the duration, you can use a bonus action to ring the bell again, without expending any charges, to cause the swarm to magically return to your space (provided it's on the same plane of existence as you) and regain 2d6 hit points; its Swarm trait doesn't prevent it from regaining hit points in this way.
A Medium or smaller creature (other than you) that starts its turn in the same space as the swarm of cats must succeed on a DC 15 Dexterity saving throw or be knocked prone. If a creature falls prone in this way, the swarm can immediately use its reaction to make a bite attack against the target.
Alternatively, while holding the bell, you can use an action to expend 1 of the bell's charges to cast the speak with animals spell from it. This version of the spell only allows you to communicate with cats or similarly feline creatures, even if they aren't a beast (such as a lion, griffon, or chimera). The spell ends early if the bell is no longer on your person. You gain a +5 bonus to any Wisdom (Animal Handling) or Charisma check you make to interact with such creatures for the duration of the spell.
If you expend the last charge from the bell, roll a d20. On a 1, the bell ceases to make any noise when it's rung and loses its magic.
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Belltower Triangle
Wondrous item, common |
This brass triangle comes with a dangling set of bells and a beater in the shape of a clock's hand. When you strike the triangle using an action, it rings until the start of your next turn. The triangle emits a soft tone, like a bell struck with a soft hammer, that's audible out to a range of 120 feet. For the duration, any creature that hears the sound magically knows what time of day it is, up to the nearest quarter hour. Once this property of the triangle has been used, it can't be used again until midday or midnight, whichever comes first.
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Belt of Four Elements
Wondrous item, very rare (requires attunement by a monk) | Aug. 22
This belt is made from stone plates harvested from the Elemental Plane of Earth. In it are four gemstones, which are each attuned to and associated with a different element and damage type: air (lightning), earth (thunder), fire (fire), and water (cold). When found, the belt's planar energy is channeled through one of these gemstones.
While wearing the belt, you gain resistance to the channeled gem's associated damage type and deal an extra 1d4 damage of that same type to any target you hit with a melee attack. Whenever you use an action, bonus action, or reaction to spend 1 or more ki points, you can choose to shift its planar energy to a different gem of your choice.
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Belt of Orion
Wondrous item, rare (requires attunement) | Jun. 23
While wearing this belt, you have advantage on any ability check made to track a beast or monstrosity. In addition, when you hit a beast or monstrosity with a weapon attack, you deal an extra 1d6 damage of the weapon's type.
Summon Hounds. You can use an action while wearing this belt to summon two mastiffs, which appear in unoccupied spaces of your choice within 10 feet of you. The mastiffs are friendly to you and your companions, and take their turns immediately after you. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. Each mastiff remains for 1 hour or until it's reduced to 0 hit points. While at least one mastiff remains, you gain a +5 bonus on any ability check made to track a creature. Once this property of the belt has been used, it can't be used again until the next dawn.
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Belt of the Hell Hound
Wondrous item, rare (requires attunement) | May 21
When you wear this belt, you can feel the fires of the lower planes burn inside you. While wearing the belt, when you make a melee attack against a creature and have advantage on the attack, the target takes an extra 1d6 fire damage from the attack on a hit.
In addition, while wearing this belt, you can use an action to release a hellish howl. When you do, you exhale a plume of flames from your mouth in a 15-foot cone. Each creature in the area must succeed on a DC 15 Dexterity saving throw, taking 6d6 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. Once this property has been used, it can't be used again until the next dawn.
Curse. Once you wear this belt, you can't remove it unless you are targeted by the remove curse spell or similar magic. While wearing the belt, you must eat twice the normal amount of food each day (a minimum of 2 pounds) to avoid exhaustion. In addition, while wearing the belt, there is a cumulative 10 percent chance when you die and again at the end of each hour you remain dead that you immediately immolate and turn to ash.
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Belt of the Raid Leader
Wondrous item, rare (requires attunement by a half-orc or orc) | June 19
This thick, worg leather belt is reinforced with heavy iron rivets and secured with an equally heavy iron skull buckle. As an action, you can let loose a powerful war cry. When you do, up to 3 other creatures of your choice gain advantage on attack rolls until the start of your next turn. The creatures you choose must be within 30 feet of you and able to hear the war cry. When you use your action to make this war cry, you can make one weapon attack as a bonus action.
Once this property of the the belt has been used, it can't be used again until the following dawn.
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Bewitching Brush
Wondrous item, rare | Jul. 25
While using this magic paintbrush, you gain a +5 bonus to any ability check you make using painter's supplies. The brush has 3 charges and regains 1d3 expended charges daily at dawn.
When you paint with this brush for at least 1 hour on a single painting, you can choose to expend 1 of the brush's charges to imbue the painting with a simple magical compulsion (as if from a suggestion spell; no action required) for a target to feel when it beholds the work. Describe the intended target and compulsion; the descriptions can be specific ("The red-bearded dwarf known as Juth-raal should seek me out to apologize for swindling me") or generic ("A clerk of the art museum should take this and display it on a prominent wall for all to see"). When the target views the painting for the first time, it must immediately succeed on a DC 15 Wisdom saving throw or be compelled to fulfill the imparted compulsion. If the compulsion is out of character for the target, it has advantage on the saving throw, and if it can't be charmed, it automatically succeeds. The compulsion ends once its objective is met or after 24 hours have passed (whichever comes first). Regardless of whether or not the target succeeds on the saving throw, it is unaware of the effect or the origin of the compulsion.
Alternatively, you can impart a message of 100 words or fewer into the painting, instead of a compulsion. If you do, the intended target automatically receives the message telepathically when it views the painting for the first time, without making a saving throw. You can choose to let the target know who sent the message or remain anonymous.
The magic is expended from a painting once its compulsion or message is conveyed or after 3 days have passed.
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Big Cat Slippers
Wondrous item, uncommon | Jul. 23
These slippers come in pairs of one of four patterns. Each pattern resembles a type of cat found in a different environment. While wearing the slippers, you gain a benefit determined by their pattern.

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Bird of a Feather
Wondrous item, common (single use) or uncommon | Nov. 18
This small stuffed roc toy is filled with enchanted down. While holding onto the toy and concentrating, you magically gain a flying speed of 20 feet for up to 1 minute. The stuffed toy’s weak magic can carry up to 200 pounds.
If you take any damage while flying in this way, you lose concentration on the toy and immediately start falling.
If the toy is of uncommon rarity, the toy cannot be used again for 1d4 hours. It gives a happy little chirp when its magic can be used again.
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Birder's Sling Staff
Weapon (quarterstaff), uncommon (requires attunement) | Apr. 23
This magic quarterstaff is decorated with bird ornaments and equipped with a sling at its top. A nest sits in the crook of the sling. You can use the quarterstaff as if it were a sling, provided you hold it with two hands. When you do, the sling's damage die increases to 1d6 and its normal and long ranges are doubled.
The staff has 10 charges for the following properties. While holding it, you have advantage on any ability check made to interact with, recall lore about, or track birds.
Speak with Birds. While holding the staff, you can expend 1 of its charges to cast the speak with animals spell. This version of the spell only allows you to speak to beasts that have a flying speed.
Two Birds, One Stone. When you make a ranged attack using the quarterstaff's sling, you can expend 1 of its charges to cause the sling bullet to transform into a pair of birds mid-flight. The birds then attack the target. Make an attack roll for each bird. On a hit, a bird deals 1d6 piercing damage. If you are proficient in the Animal Handling skill, you can use your Wisdom modifier for these attack and damage rolls, instead of Dexterity. The birds disappear immediately after the attack.
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge from the staff, roll a d20. On a 1, the staff ceases to regain charges and loses its Speak with Birds and Two Birds, One Stone properties.
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Bird's-Eye Bolt
Weapon (an arrow or bolt), common | Oct. 21
As an action, you can fire this piece of magic ammunition into the air above you, causing it to disappear into a dusting of feathers and be destroyed. The ammunition creates an invisible sensor in an unoccupied space that you can see up to 120 feet directly above you. The sensor remains for 1 minute or until you move more than 120 feet away from where you first fired the ammunition. For the duration, you can use an action to see and hear through the sensor as if you were in its space until the start of your next turn. If the ammunition hits a target, it's no longer magical.
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible bird about the size of a fist fluttering in the air.
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Bite-Back Belt
Wondrous item, uncommon (requires attunement) | May 24
This thick, reinforcing belt is lined with red, tongue-like leather and what appear to be silver teeth. While wearing the belt, whenever you take damage from a bite attack, you can use your reaction to reduce that damage by 1d8 + 2. When this happens, the belt magically bites back at the attacker using its silvery teeth. Make a melee attack using the belt, with an attack bonus of +5. On a hit, the target takes 1d8 +2 piercing damage.
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Biting Sickle
Weapon (sickle), uncommon | Jun. 24
This bone sickle has rows of teeth along its top and bottom edges. When you hit a target with the sickle, you can choose to speak its command word to cause the weapon to magically bite down, as if it were a voracious beast. You then let go of the weapon, and the target immediately takes 1d6 piercing damage from the bite. The sickle remains held in place until it's removed, to a maximum of 1 minute. For the duration, the target takes another 1d6 piercing damage at the end of each of its turns. A creature can use its action to make a DC 13 Strength check, removing the sickle from itself or another creature within its reach on a success. Once the sickle bites down on a target, it can't do so again until the next dawn.
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Black Hole
Weapon (longsword or rapier), legendary (requires attunement) | Sep. 23
This black longsword has a pulsating, cosmic void at its center. The void is a tiny shred of a sphere of annihilation, which only functions to grant this weapon its various properties.
You gain a +3 bonus to attack and damage rolls made with this magic weapon, which has the finesse property. While holding it, ranged attacks against you are made with disadvantage. Whenever a ranged attack misses you while holding the longsword, you gain 2d6 temporary hit points, and the missile or spell permanently disappears into the void at the weapon's center. If the missile is a magic item, it immediately reappears in a random location within 1,000 feet of you. The first target you hit with the sword on each of your turns takes an extra 2d10 force damage.
While holding the longsword, you can use a bonus action to magically split it into two rapiers named gravity and mass, which each have the light property. The void vanishes when the longsword is split. You gain a +1 bonus to attack and damage rolls made with these weapons, instead of +3. If you're proficient with longswords, you are proficient with these rapiers. Each sword has its own unique properties.
Gravity. Gravity has an elaborate, twisting basket at the base of its blade. When you hit a creature with this weapon, the target's speed is reduced by a cumulative 10 feet until the start of your next turn. A creature whose speed is reduced to 0 in this way must immediately succeed on a DC 16 Constitution saving throw or be magically restrained until the start of your next turn.
Mass. Mass has a hefty, armored guard around its handle. A creature hit with this weapon for the first time on a turn must succeed on a DC 16 Constitution saving throw or feel a powerful, invisible weight thrust upon it; such a creature has disadvantage on ability checks, saving throws, and attack rolls it makes using Strength until the start of your next turn.
A creature not attuned to black hole can still benefit from the rapiers' properties. Such a creature must make a DC 16 Strength saving throw at the end of each of its turns while holding either of the rapiers; on a failure, the creature drops them to the ground at its feet.
Fusion. While holding either gravity or mass, you can use a bonus action to cause the other one to fly to the hand holding the weapon. To do so, you must be attuned to black hole, and the other weapon must be within 60 feet of you. If another creature is holding the other rapier, it must be willing to let the weapon go. When the two weapons are reunited in this way, they recombine into black hole.
Immediately after black hole is reformed in this way, you can use an action on the same turn to cause a brief tear in spacetime to form. Any creature of your choice that you can see within 120 feet of you must make a DC 16 Strength saving throw. On a failed save, a creature is pulled up to 40 feet toward you and takes 4d10 force damage. On a successful save, a creature is pulled half as far and takes half as much force damage. Once this action has been used, it can't be used again until the next dawn.
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Black Pudding Power Bomb
Wondrous item, rare | Jun. 22
This magic iron bomb is the size of a large fist and weighs 6 pounds. A black, sticky ooze has partially leaked from the bomb's top. Holding the bomb and touching the ooze for longer than a few seconds begins to numb your hand.
You can use an action to throw the bomb at a point that you can see within 60 feet of you. Its cap splits open upon impact, releasing a blast of electricity from it in a 20-foot-radius sphere and allowing its contents to spill out. The bomb is then destroyed. Each creature within the area of the electric blast must make a DC 15 Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. Immediately after the blast, two Medium black puddings appear in the nearest unoccupied spaces within 10 feet of the point of impact. Each Medium pudding's hit point maximum is half of a normal Large one's (rounded down). The puddings are hostile to all creatures except each other, and they remain until reduced to 0 hit points.
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Blackthorn Spear of the Moonless Hunter
Weapon (spear), rare (requires attunement) | Mar. 20
This spiny, black bone spear is a favorite among nocturnal hunting tribes. While attuned to the spear, you can always see the faint outline of it, even in total darkness. You gain a +2 bonus to attack and damage rolls made with this magic weapon.
This spear contains a fragment of the moonless hunter, an ancient spirit that can be channeled to assume some of its powers. While holding the spear, you can use a bonus action to call forth and assume the spirit of the moonless hunter. While assuming the spirit, your eyes become pure white, and you gain the following benefits:
You ignore the effects of exhaustion.
You can't sleep or be put to sleep by magical means, and you can't take or benefit from finishing a long rest.
You have advantage on Dexterity (Stealth) checks.
You can see normally in darkness, both magical and nonmagical, out to a range of 60 feet.
You can use a bonus action to cause the spear to fly back to your empty hand or land at your feet (your choice), provided that the spear is within 60 feet of you.
Your walking speed increases by 10 feet.
You can assume the spirit in this way for up to 8 hours. The effect ends early if you release the spirit as a bonus action or if you're farther than 60 feet away from the spear for more than 1 minute. The spirit returns to the spear when you are no longer assuming it, at which point you gain 1 level of exhaustion for every 2 hours you assumed the spirit (minimum 1 level). Exhaustion gained in this way can only be reduced by finishing a long rest.
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Blade of the Unbroken Circle
Weapon (longsword), legendary (requires attunement) | Jul. 23
This blade is made by archdruids from the branch of an ancient tree. Rejuvenating magic pulses through it. You gain a +2 bonus to attack and damage rolls made with this magic weapon. If you're a druid, you're proficient with this weapon, which can also be used as a druidic focus, and the bonus increases to +3.
While attuned to the weapon, you can use your Wisdom modifier, instead of Strength, for its attack and damage rolls. In addition, moving through nonmagical difficult terrain costs you no extra movement.
Charges. This sword has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you're a druid, it regains all expended charges at dawn instead.
Spells. While holding the sword, you can use an action to expend some of its charges to cast one of the following spells from it (save DC 17): barkskin (2 charges), plant growth (3 charges), regenerate (7 charges), tree stride (5 charges), or wall of thorns (6 charges). If you're a druid, this version of the barkskin spell prevents your AC from being less than 18, instead of 16.
Nature's Wrath. When you hit a target with the sword, you can expend 1 of its charges to deal an extra 2d6 damage to it of a type based on the environment you're in. If an environment has more than one damage type associated with it, you choose which one each time: arctic (cold), coast (cold or fire), desert (fire), forest (bludgeoning, piercing, or slashing), grassland (piercing or slashing), mountain (lightning), swamp (necrotic or poison), or underground (necrotic).
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Blast Ooze
Wondrous item, uncommon | Nov. 22
A blast ooze is a 4-inch slab of ooze from a gelatinous cube that's been subjected to volatile alchemy. You can place the ooze on a solid surface using an action; it then sticks to that surface and remains there until a creature within reach of the ooze uses an action to remove it. If the target surface is a hostile creature or an object that's being worn or carried by one, you must make a Dexterity check contested by the creature's Dexterity (Acrobatics) check. You add your proficiency bonus to this check, and you succeed automatically if the target is incapacitated. On a success, you place the ooze on the target.
You can use an action to carefully ignite a fuse that sticks out from the ooze using a torch, tinderbox, or similar method. This action can be done as part of the one used to place the ooze on a solid surface. If the ooze takes fire damage from a spell or other effect, such as a fireball blast, it remains unharmed but nevertheless lights the fuse. The lit fuse burns down into the center of the ooze after 1d4 rounds. When it reaches the center, the ooze explodes and is destroyed. Each creature within 10 feet of the ooze must make a DC 13 Dexterity saving throw. A creature takes 4d6 fire damage and is pushed 5 feet away from the ooze on a failed save. On a successful save, a creature takes half as much fire damage and isn't pushed. If the ooze was placed on an object that was being neither worn nor carried, that object takes the maximum amount of damage from the explosion. If the object is a door, it's forced open as part of the explosion, provided that the door could have also been opened with a successful DC 25 Strength check or lower.
If you use an action to carefully ignite the fuse, you can choose the number of rounds it takes for the fuse to burn (up to 4), instead of rolling a d4. If the fuse is lit another way, the GM rolls the d4 in secret. A lit fuse can be extinguished by a creature within reach as normal or if it's doused with water.
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Blazeball Bat
Weapon (club or greatclub), rare | Mar. 22
This wooden club is held together by iron rings and smolders with crackling embers while held. When you hit a target with a melee attack using this magic weapon, that target takes an extra 1d4 fire damage.
You can use an action while holding the club to speak its command phrase. A ball of fire condenses from the weapon's embers and leaps into the air in front of you. You then strike the ball of fire with the club, launching it toward a target that you can see within range. Make a ranged weapon attack against the target, using your Strength modifier for the attack roll. This special attack has a normal range of 30 feet and a long range of 120 feet. On a hit, the target takes 1d8 + 5 fire damage. Hit or miss, the target and each creature within 10 feet of it must succeed on a DC 15 Dexterity saving throw or take 1d8 fire damage. A creature has advantage on the saving throw if the attack was made at long range.
If you roll a 1 when you make this special attack, the ball of fire lands at your feet and detonates. You take 1d8 + 5 fire damage, and each creature within 10 feet of you (including yourself) must also succeed on a DC 15 Dexterity saving throw or take 1d8 fire damage.
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Blazeblood Signet
Ring, very rare (requires attunement) | Jul. 23
The gem at the center of this dark silver ring is always warm to the touch. While wearing the ring, your blood feels unnaturally hot, and it feels as though the ring itself pulses to match your heartbeat. You gain the following benefits while wearing this ring:
You regain all of your spent Hit Dice whenever you finish a long rest.
Whenever you spend Hit Dice to regain hit points at the end of a short rest, you automatically regain the maximum number of hit points possible.
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.
Blood Conversion. While wearing this ring, you can choose to spend 1 or more Hit Dice whenever you hit a creature with an attack, up to a maximum of 5 Hit Dice per turn. For each Hit Die spent, roll the die and add your Constitution modifier to it. You immediately gain temporary hit points equal to half the total (rounded up), and the target of the attack takes fire damage equal to the same amount.
Curse. This ring is cursed, and attuning to it extends the curse to you. For as long as you remain cursed, you regain half as many hit points whenever a spell or magical effect restores them.
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Blazeblood Rapier
Weapon (rapier), very rare (requires attunement) | Dec. 23
This twisted silver flamberge pulses faintly in your hand. It always feels warm to the touch, especially the blade.
While holding this weapon, your blood feels like it's on fire: you gain resistance to fire damage, and whenever a creature within 5 feet of you hits you with an attack, that creature automatically takes 1d6 fire damage.
Blood Conversion. While holding the rapier, you can use an action to speak its command word and stab the air in front of you with it. You can then spend up to 3 Hit Dice (a minimum of 1). The rapier releases a blast of fiery blood, which extends from you in a 5-foot-wide line that's 30 feet long. Each creature within the line must make a DC 16 Dexterity saving throw. A creature takes 3d6 fire damage for each Hit Die you spent on a failed save, or half as much fire damage on a successful one. The damage increases to 4d6 for each Hit Die spent if you have fewer than half your hit points remaining. If this property reduces one or more creatures to 0 hit points, you immediately regain 1d3 Hit Dice; a creature slain by it is reduced to ashes, unless it has the Legendary Resistance trait. Once this property of the rapier has been used, it can't be used again until the next dawn.
Curse. This rapier is cursed, and attuning to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the rapier, keeping it within reach at all times. In addition, if you die, you are immediately reduced to ashes, and you can't be revived by any means other than a true resurrection or wish spell.
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Bletherby's Bootlegs
Wondrous item, uncommon | Nov. 24
These tall boots are identical to a pair made by a famous designer, but are nevertheless a fake made by an equally infamous forger. While wearing them, you gain a +5 bonus to any ability check you make using tools to craft a forgery or otherwise counterfeit something.
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Blindfold of Judgement
Wondrous item, legendary (requires attunement by a lawful creature) | Sep. 24
This golden silk blindfold magically obscures your eyes without blinding you. While wearing it, you have advantage on Wisdom saving throws and can't become blinded or charmed. In addition, whenever you make a roll with advantage or disadvantage and roll the same number on both dice, the blindfold gains 1 charge. The blindfold can hold up to 4 charges and regains 1 expended charge daily at dawn.
Scale Tip. As an action while wearing the blindfold, you can expend 1 of its charges to grant yourself truesight out to a range of 120 feet for 10 minutes. For the duration, you can tell if a creature is telling a deliberate lie (although not what the lie is), and you gain a +2d4 bonus to any Charisma (Intimidation) or Charisma (Persuasion) check you make. When a creature lies, you can see a ghostly haze appear around it.
Observer of the Law. If you're attuned to a scepter of judgement or sword of judgement, this item doesn't count toward the total number of items you can be attuned to. In addition, for each other item you're attuned to that has the Scale Tip property, you gain 1 additional charge whenever you roll two of the same number on a roll you made with advantage or disadvantage.
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Blizzard Sphere
Wondrous item, rare | Oct. 19
This glass sphere contains a raging blizzard inside. It's cold to the touch and vibrates with the gusts of wind trapped within. As an action, you can throw the orb at a point or object you can see within 30 feet, causing the orb to shatter upon impact. When the orb shatters, the blizzard erupts from the glass in a 20-foot-radius sphere of swirling ice and snow centered on the point of impact.
The blizzard remains for 1d4 rounds or until targeted by a dispel magic spell (DC 15 or cast at 5th level or higher). When a creature enters the area for the first time on a turn or starts its turn there, it must make a DC 15 Constitution saving throw. On a failed save, a creature takes 4d8 cold damage and its speed is reduced by half until the start of its next turn. On a successful save, a creature takes half as much cold damage and its speed is not reduced.
Any surface within the blizzard is covered in a slick sheet of ice and sleet, turning the ground within the sphere into difficult terrain that remains for the blizzard's duration. While the blizzard persists, the area within the sphere is heavily obscured.
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Blooddrinker
Weapon (greataxe), legendary (requires attunement) | Jan. 24
This axe's handle ends in a bloodied stake, which was once used to slay a powerful vampire. Its blood has since stained the handle and granted it magical properties. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time on each of your turns that you hit a creature using this weapon while you have fewer than half your hit points, you regain a number of hit points equal to the number rolled on the weapon's damage die; you don't regain hit points in this way if the target is a construct, plant, or undead.
The axe can also be used as a wooden stake for the purposes of paralyzing a vampire. A vampire that's reduced to 0 hit points by an attack made with this weapon is automatically destroyed.
The weapon also has the following additional properties. It loses these properties while in sunlight.
Swarm Step. While holding the weapon, you can use a bonus action to magically teleport to an unoccupied space that you can see within 30 feet of you. When you do, you reappear in the new space surrounded by a swarm of bats. If the sun isn't up, the bats remain with you until the start of your next turn and heavily obscure you. Otherwise, the bats immediately fly away.
Thrown. This greataxe has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown at a target within its normal range, the weapon flies back to your hand immediately after the attack.
Vampiric Resistance. While the weapon is on your person, you have resistance to necrotic damage and have advantage on saving throws against being charmed.
Curse. This axe is cursed, and becoming attuned to it extends the curse to you (even if you're in sunlight). 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. In addition, if the axe doesn't deal damage to at least one other creature that isn't a construct, plant, or undead each day, you suffer one level of exhaustion the next time you finish a long rest.
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Bloodletter's Crossbow
Weapon (any crossbow), rare (requires attunement) | Sep. 24
This crossbow doesn't have a typical string. Instead, a string of blood magically appears behind a loaded bolt whenever a bladed lever is pulled. You take 1 necrotic damage each time you fire the crossbow, which can't be reduced in any way. A creature hit by a bolt shot from this crossbow takes an extra 1d6 necrotic damage.
Immediately after you make an attack with this crossbow as part of the Attack action, you can use a bonus action to fire a special crossbow bolt from it. This bolt is made of your own blood. On a hit, the target takes necrotic damage equal to a roll of one of your Hit Dice, adding your Dexterity modifier as normal. Whenever you use this property, you temporarily expend the used Hit Die. Set the die aside or record the number of Hit Dice expended in this way. You regain any of these temporarily expended Hit Dice whenever you finish a short or long rest, in addition to any other Hit Dice you would normally regain.
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Blood Moon Blade
Weapon (longsword), very rare (requires attunement) | Dec. 19
This fine blade is crafted from a strange black metal and bears a hole above the hilt that seems to draw in blood. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a Small or larger living creature with this weapon, that creature takes an extra 2d4 necrotic damage and you regain hit points equal to half the amount of necrotic damage dealt in this way. Constructs, plants, and undead creatures are immune to this necrotic damage.
Curse. This sword 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 sword, 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. In addition, while you remain cursed, the number of hit points you regain when healed by magical means (other than the sword's effect) is halved.
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Bloodhound Amulet
Wondrous item, uncommon | Jul. 20
While wearing this pendant, you have advantage on any ability check that relies on smell. In addition, you can use an action to focus on a particular scent. When you do, you perceive that smell visually as a cloud of red vapor for up to 1 hour. Once this property of the amulet has been used, it can't be used again until the next dawn.
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Bloodmage Dagger
Weapon (dagger), very rare (requires attunement by a spellcaster) | June 19
This roughly hewn obsidian dagger is razor sharp and can be used as a spellcasting focus. Its handle is covered in small holes that drink in whatever blood runs down the blade. There's a small reservoir for blood at the dagger's pommel that seems to never completely fill. You gain a +1 bonus to attack and damage rolls you make with this magic weapon.
The dagger has 5 charges and regains 1d3+2 expended charges each day at dusk. You can expend 1 charge as an action to make a melee spell attack using your spell attack bonus against a living creature you can see within 5 feet of you. When you do, an illusory crimson dagger sweeps out towards the creature. A creature hit by the attack takes necrotic damage equal to 3d4 + your spellcasting ability modifier, and you regain hit points equal to the damage dealt. If the target of the attack is a construct, plant, or undead creature, you don't regain any health in this way.
Alternatively, while holding the dagger you can expend 1 or more of its charges when you cast a spell using a 1st, 2nd, or 3rd level spell slot. The spell must target either a single creature or yourself. The spell slot you use to cast this spell counts as a spell slot of one level higher for each charge you expend in this way. You can't increase the slot level of a spell in this way beyond 5th level. You also sacrifice 1 Hit Die for each charge you expend in this way. Roll a number of Hit Dice equal to the number of expended charges and take necrotic damage equal to the total you roll on them. This damage ignores resistance and immunity. If expending charges in this way causes you to fall to 0 hit points, the spell fails and you fall unconscious.
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Bloodmire Phiale
Wondrous item, uncommon | Mar. 20
This shallow ceramic drinking bowl is enchanted to repurpose spilled blood into new life. The bowl holds up to 8 ounces of blood. Once filled, the blood begins to slowly swirl on its own. If left to sit for 1 hour without spilling, the blood in the bowl becomes a gruesome tonic that pulses with a faint, internal glow.
Drinking the entire bowl of still blood causes one of two effects. Roll a d12. On a 12, you take 12 necrotic damage. If this damage reduces you to 0 hit points, you are stable. On a roll less than 12, you regain the number rolled + 4 hit points instead. The blood is thick and sweet, but leaves a bitter aftertaste.
The blood's magic fades if it's poured from the bowl without being drunk. Once the bowl has been used in this way, it can't be used again until 1d4 days have passed.
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Bloodmire Rod of the Witch Doctor
Rod, rare (requires attunement by a cleric, druid, paladin, or warlock) | May 20
This gnarled wooden scepter from the Bloodmire is set with a strange, cracked opal at its head and can be used as a spellcasting focus. The rod has 6 charges and regains 1d4 + 2 expended charges daily at dusk.
While holding the rod, you can expend 1 of its charges as an action to create a magical tether of light between the rod and another creature you can see within 30 feet of you. The tether's color and effects depend on what kind of tether you create. You can only have one of each tether at a time.
Empowering Tether. This tether is a brilliant white. A creature affected by this tether regains 2d10 hit points when it's first affected by it, and while it's connected to the tether, it deals an extra 1d10 damage of the weapon's type to the first target it hits with a melee weapon attack on each of its turns. In addition, on each of your following turns while you maintain the tether, you can expend 1 of the rod's charges as a bonus action to send a surge of healing magic through the tether and cause the target to regain 2d10 hit points.
Withering Tether. This tether is a sickly red. A creature affected by this tether must make a Constitution saving throw when it's first affected by it, using your spell save DC. On a failed save, a creature takes 2d10 necrotic damage, and on each of your following turns while you maintain the tether, you can use a bonus action to deal 1d10 necrotic damage to the target automatically. On a successful save, a creature takes half as much necrotic damage, and the tether immediately ends.
The tether ends after 1 minute. It ends early if you sever the tether (no action required), are no longer holding the rod, the target ends its turn more than 30 feet away from you, the target has total cover from you, or if you or the target fall unconscious.
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Bloodmire Soulflame Lantern
Wondrous item, legendary (requires attunement) | Mar. 21
This iron lantern is surrounded by six glass panels and has a sharp spike in its center where a wick would normally be. When you attune to the lantern, it suddenly springs to life with a crimson flame at the top of the spike, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The flame is magical and can't be extinguished by any means while it burns within the lantern. While the lantern is on your person, you can use a bonus action to mentally expand or reduce the lantern's light, to a maximum of 30 feet each or a minimum of 10 feet each. As part of this bonus action, you can also cause the lantern's glass panels to magically turn black or clear, allowing you to choose whether the lantern's light is shed in a radius, a cone, or entirely hidden by the darkened glass.
While the lantern is on your person, you gain the following benefits:
You have advantage on Wisdom (Perception) checks that rely on sight.
You have resistance to necrotic damage and are immune to disease.
When you drop to 0 hit points, you can use your reaction to spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). This property can't be used again for 1d12 hours.
When a creature within the lantern's light (including you) reduces a living target to 0 hit points, that creature gains 1d8 temporary hit points.
You see anything within the lantern's bright light as if you had truesight.
Any fiend or undead creature within the lantern's bright light doesn't gain the benefits of any damage resistances it may have, and if it has an ability that would normally take effect when the creature is reduced to 0 hit points, it doesn't.
Curse. This lantern is cursed, and attuning to it extends that curse to you. You remain cursed as long as you remain attuned to the lantern, which can only be ended with a wish spell or by the touch of a powerful fey creature. Even if you die, your attunement to the lantern doesn't end until 7 days have passed.
As long as you remain cursed, you are unwilling to part with the lantern, keeping it within reach at all times. In addition, you must continuously feed the lantern's flame using your own vitality. Whenever you gain or spend any number of Hit Dice, you must also sacrifice one Hit Die to the lantern (if you have any). Alternatively, you can use an action to open the lantern's door and hold your hand over the flame, sacrificing one of your Hit Dice when you do. If the lantern isn't given any Hit Dice for 24 hours, you die, and the flame goes out until the lantern is attuned to by another creature or you return to life while still attuned to it.
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Bloodthirsty Trident
Weapon (trident), uncommon | Sep. 23
This vicious-looking trident is lashed together with nets, leather straps, and bloodied shark bones. When you throw this weapon underwater, it magically swims back to your hand immediately after the attack.
Animate Shark. While holding this weapon underwater, you can prick an exposed bit of your flesh with it using an action. When you do, the weapon springs to life and becomes animated. Use the statistics of a reef shark for the animated trident, which takes its turn immediately after yours; it's considered to be undead, instead of a beast. For the duration, the trident is friendly to only you, and it obeys your mental commands to the best of its ability (no action required by you). On its turns, the shark can take only the Attack or Dodge action. When it takes the Attack action, it makes two bite attacks, instead of one.
The trident remains animated for 1 minute, and it regains all lost hit points when this effect ends. The trident reverts to its inanimate form early if it is targeted by a dispel magic spell or similar effect. Once this property has been used, it can't be used again until the next dawn. If the animated trident is reduced to 0 hit points, roll a d20. On a 20, it drops to 1 hit point instead. On any other result, the trident becomes inanimate and loses the Animate Shark property.
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Blood Pact Pendants
Wondrous item, very rare | Aug. 19
These iron pendants come in pairs and are connected by a powerful bond of self-sacrifice. In order to create this bond, you and a friendly creature with whom you are close perform a brief, 1 minute ritual to connect your destinies and forge a blood pact. When you create this blood pact, you must each agree on a number of hit points to permanently sacrifice, reducing your total maximum hit points (minimum 1). Once a pact has been forged, trickles of the bound creatures' blood are absorbed into the normally clear gem adorning the face of this pendant. While the gem is filled in this way, it seems to gently swirl and pulse in time with your heartbeat.
While each bound creature is wearing their pendant and are on the same plane of existence, they're protected by this pact so long as one creature is still conscious. When a bound creature dies, they're immediately revived with 2d10 hit points plus twice the number of hit points previously sacrificed by the creature. When a creature is revived in this way, the other bound creature immediately falls to 0 hit points and is knocked unconscious. This property ignores any effect that would normally prevent a creature from falling to 0 hit points. When this happens, both creatures' maximum hit points are returned to normal. Once the pact is ended in this way, the gems and pendants crack and are no longer magical.
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Bloodscryer Oculus
Wondrous item, legendary (requires attunement by a ranger) | July 19
These red goggles have a second set of lenses that adjust their distance from your eye to magnify and focus on targets. While you’re attuned to the eyepiece, you are unaffected by visual obscurity such as fog or smoke and can see up to 60 feet in magical and nonmagical darkness. If you already have darkvision, wearing the goggles increases its range by 60 feet. Additionally, you gain advantage on Wisdom (Perception) checks that rely on sight.
These lenses also are imbued with several innate spells. You can cast the following spells using the oculus, but can only target creatures whose blood you can see: hunter's mark (3rd-level version), locate creature, or scrying. Casting a spell in this way does not require you to concentrate on the spell in order to maintain it. Once the oculus casts a spell in this way, it can't be used to cast that spell again until the following dawn.
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Bloodshard Trident
Weapon (trident), rare (requires attunement) | Sep. 20
This magic trident has grooves in its obsidian surface that are used to channel blood in rituals of self-sacrifice. While holding the trident, you can use a bonus action to make a blood offering. When you do, choose a number of hit points to sacrifice. You take necrotic damage equal to the amount you sacrifice, which can't be reduced or prevented in any way. For every 5 hit points you sacrifice, the trident creates 1 shard of magic obsidian, which floats alongside the trident's three prongs for 1 minute. You can have up to 3 shards in this way at a time. The trident deals an extra 1d4 piercing damage to any target it hits for each floating shard it has.
When you throw the trident while it has at least 1 floating shard, the weapon flies back to your hand immediately after the attack.
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Bloodthirster Scimitar
Weapon (scimitar), very rare (requires attunement) | May 20
This carefully carved bone scimitar belonged to a cult of vicious monks whose extraordinary bloodlust and strength have been all but entirely erased from history. While you hold this magic sword, you have resistance to necrotic damage.
When you take the Attack action while holding this sword, you can choose to forgo one of your attacks to sacrifice your own blood. When you do, you take 1d6 + 3 piercing damage from the sacrifice. This damage ignores resistance and immunity. This self-inflicted harm empowers the sword, granting you a cumulative +1 bonus to attack and damage rolls made with this magic weapon that lasts for 1 minute, up to a maximum bonus of +3. While the sword is empowered in this way, it deals an extra 1d6 necrotic damage to any target it hits.
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Bloodthirsty Bistoury
Weapon (dagger), uncommon | Mar. 20
This elegant, dark dagger is never bloodstained and effortlessly pierces flesh. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When this dagger is used by an evil-aligned creature, any creature hit by it doesn't bleed from the attack or the wound it leaves behind for 10 minutes.
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Bloody Marilith
Potion, common or very rare | Jan. 20
The typical bloody marilith, a common potion, is a specialty alcoholic beverage that fills your body with reactive energy. For 1 minute after drinking this potion, you can use a reaction even if you've already taken one since the end of your last turn. Once you take this reaction, the potion's effect ends. The potion is a deep crimson color with a thick consistency that vibrates softly within its bottle, sending ripples along its surface. It smells and tastes of freshly ground pepper, hot spices, and faintly sour tomato juice. Due to its magical nature, the alcohol within this potion affects a creature twice as much as the alcohol within a nonmagical beverage.
Drinking additional bloody mariliths before you finish a long rest leaves your body feeling worn. When the potion's effect ends, you can't move or take actions until after your next turn, as a wave of lethargy sweeps over you.
The following bloody marilith is a very rare variant with more powerful properties. It uses blood from a fiendish marilith, instead of a magical substitute, and pleasantly burns your tongue when drinking it. It also tastes better.
When you drink this potion, you can take one reaction on every turn in a combat for 1 minute. Unlike its common variant, this potion's effect does not end when you use an additional reaction.
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Blossom Arrow
Weapon (arrow), rare | Aug. 23
This twig-like arrow is fletched with split leaves and dotted with tiny blossoms. Its point is a complicated, bulb-like mass, which seems to cover a collection of strange glowing pustules at its center.
A creature hit by this arrow takes an extra 2d6 poison damage from the attack, or 3d6 if the creature is a plant, and must make a DC 15 Constitution saving throw. On a failed save, the creature is poisoned for 1 hour. A poisoned creature gains the plant type, in addition to its other creature types, for as long as it remains poisoned. After the arrow deals this poison damage, it loses its magic.
Alternatively, if the arrow is planted or otherwise stuck in soil and left to rest for 30 days, it magically transforms into an awakened tree at the end of that time. This awakened tree is immune to poison damage and is covered in small, beautiful flowers. Until the arrow transforms into a tree in this way, you can remove it from the soil to use it as an arrow.
Other types of magic ammunition of this kind exist, such as blossom bolts meant for a crossbow, though arrows are most common.
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Blowfish Armor
Armor (padded), uncommon | Jan. 23
This padded armor is adorned with spiked, leathery shoulder guards. At the center of each patch of armor is a darkened spot, which feels slightly firmer than the rest of the armor. While wearing this armor, you can use an action to magically inflate and transform into a padded, 10-foot-diameter sphere. You remain in this form for 10 minutes or until you end the effect (no action required). Your body and other equipment are engulfed by the sphere for the duration. You can’t see what occurs outside the sphere, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You can speak, but your voice is muffled by the padded sphere. Your speed is reduced to 0, although another creature can carefully push the sphere to roll it; doing so requires the creature to spend 2 feet of movement for every 1 foot it moves while rolling the sphere.
While inflated in this way, spikes extrude from the sphere. Any creature within 5 feet of the sphere that hits it with a melee attack or grapples it takes 1d6 piercing damage from the spikes. The sphere has 15 hit points, AC 10, resistance to all damage (except for piercing and slashing), and immunity to bludgeoning, poison, and psychic damage. When the sphere is reduced to 0 hit points, it deflates, and you return to your normal form. Any damage dealt to the sphere is not carried over to you. This property of the armor can't be used again until the next dawn.
Any creature within 5 feet of you when you transform must succeed on a DC 13 Dexterity saving throw or take 3d6 piercing damage from the sudden spikes. Regardless, any creature within the sphere's new space is pushed into the nearest unoccupied one. If there isn't enough room for the transformation, the sphere attains the maximum possible size in the space available.
If you transform into the sphere while underwater, you immediately rise 60 feet toward the surface. While you remain transformed, you rise 60 feet toward the surface again at the start of each of your turns.
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Blowfish Basher
Weapon (mace), uncommon | Mar. 25
This magic weapon looks like a fishing rod handle lashed to a blowfish. It has two forms: deflated and inflated.
The mace remains in its deflated form until you take damage while holding it, at which point the mace inflates. While in its inflated form, the mace deals piercing damage, instead of bludgeoning damage, and deals an extra 1d4 poison damage to any creature it hits. The mace returns to its deflated form at the start of each of your turns unless you took damage while holding it since the end of your last turn.
If the mace inflates while you're underwater, you immediately rise 60 feet toward the surface.
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Blue Dragon Horn Shield
Armor (shield), legendary (requires attunement) | Jul. 22
This shield is carved out of the horn of an adult blue dragon. While holding it, you gain resistance to lightning damage and a +2 bonus to your AC. This bonus is in addition to the shield's normal bonus to AC. While holding the shield, you can use the following properties.
Lightning Weapon. You can use a bonus action to drag a weapon you're wielding across the face of the shield to charge it with electricity. The first time you hit a target with the charged weapon in the next minute, the attack deals an extra 4d6 lightning damage to the target. Once this property of the shield has been used, it can't be used again until the next dawn or until you take 10 or more lightning damage from a single source while holding the shield.
Shield Charge. If you move at least 20 feet in a straight line toward a target and immediately make a melee weapon attack against it, you can make the attack using the shield instead. You are proficient with the attack, which uses your Strength modifier for its attack and damage rolls. On a hit, the target takes 1d6 bludgeoning damage and 1d6 lightning damage and must succeed on a DC 16 Strength saving throw or be knocked prone.
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Blue Vanguard’s Glory
Armor (medium or heavy, but not hide), very rare (requires attunement by a creature with a Constitution of 17 or higher) | Nov. 21
This brilliant deep blue armor is the bulwark for the king’s royal front rank. While you have more than half your Hit Dice remaining, you can spend 1 of them as a bonus action to gain a +2 bonus to AC until the start of your next turn.
This armor has 7 charges for the following properties. It regains 1d4 + 3 expended charges daily at dawn.
"At You!" If you move at least 10 feet straight toward a target while wearing this armor, you can use a bonus action to expend up to 5 of its charges to move up to 10 more feet toward the target. If you hit the target with a melee weapon attack on the same turn, it must also succeed on a DC 15 Strength saving throw or be knocked prone. For each charge you spend in this way beyond the first, you can move an additional 5 feet toward the target, and on a hit, the save DC is increased by 1.
"Back, Cur!" When you hit a Large or smaller target with a melee weapon attack while wearing this armor, you can choose to expend up to 5 of its charges to push the creature 10 feet away from you. For each charge you spend in this way beyond the first, the target is pushed an additional 5 feet away from you. If the pushed target is stopped by a solid surface, the target takes an extra 1d6 bludgeoning damage for every 5 feet of movement it had left to move before it was stopped. If the target is pushed into another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage.
"Nowhere to Run!" As an action while wearing this armor, you can expend up to 5 of its charges to compel a creature into a duel. One creature within 30 feet of you that can hear and see you must succeed on a DC 15 Wisdom saving throw or be magically compelled by your command. The effect lasts for 1 minute or until you attack any other creature. For the duration, the compelled creature has disadvantage on attack rolls against creatures other than you, and if it attempts to move away from you, it must spend 2 feet of movement for every 1 foot it moves. The creature can use an action to try to rid itself of your magical influence. When it does, it makes another Wisdom saving throw. On a success, the effect ends on the target. For each charge you spend in this way beyond the first, the save DC is increased by 1.
Flaw. The Blue Vanguard’s glory compels its wearer to be aggressive and overprotective. While attuned to the armor, you gain the following flaw: “I will not tolerate violence towards my friends. I will separate the problem from them with myself.” In addition, if you are attuned to the armor for 24 consecutive hours, your commitment to duty extends to the person you trust most. You or your GM determine who this person is. You consider this person your principal charge and you are quick to separate them from acts of aggression, taking on the ire in their stead. You can't attune to the Red Queen's burden or the Violet King's promise. If you're already attuned to either of them, your attunement to it immediately ends once this effect is extended to you. The first creature you meet who is attuned to either of these weapons becomes your principal charge, regardless of who you previously considered it to be. You become charmed by them and obey their commands to the best of your ability. If you find the Red Queen's burden or Violet King's promise without an owner, you are compelled to protect it with your life until a rightful owner is found. These effects can be removed with a greater restoration spell, but not while you are attuned to the armor.
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Blunderuckus
Weapon (musket), very rare | May 25
This magic musket uses sling bullets instead of its normal ammunition. For every bullet you would normally load the weapon with, it instead takes ten sling bullets, which you load—and fire—all together. Furthermore, the weapon has a normal range of 20 feet and a long range of 60 feet, instead of its usual ranges.
This weapon uses 4d4 for its damage dice, instead of its normal damage die (you still add your Dexterity modifier to the damage rolls). A target within 5 feet of you that's hit by a ranged attack from the weapon takes an extra 1d6 thunder damage from the attack and is pushed up to 5 feet away from you. If the target is a hostile creature within 5 feet of you, you don't make the attack with disadvantage as a result of being within 5 feet of it.
Discordant Blast. While holding the musket, you can use an action to recreate the effects of the thunderwave spell from it (3rd-level version, save DC 16). Once this property of the musket has been used, it shouldn't be used again before the next dawn; each time it is used again before then, the weapon has a cumulative 20 percent chance of instead recreating the effects of a 5th-level version of thunderwave and then breaking, destroying itself and emitting a wretched honking sound.
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Boing Boing Bon Bon
Wondrous item, uncommon | Aug. 24
This chocolate candy is filled with a magical, fluffy nougat made of clouds. The candy is delicious, and can be eaten in a single bite using an action. A creature that eats the entire candy gains resistance to bludgeoning damage for the next 10 minutes. For the duration, each time you take bludgeoning damage, you're immediately pushed up to 15 feet away from the damage's source. If the damage is from falling, you bounce 15 feet in the air only once and then land on your feet, taking no further falling damage. The effect ends early if you take any piercing damage, at which point you hear a magical "pop".
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Bolide Blade
Weapon (longsword), legendary (requires attunement) | Sep. 22
This black blade was forged from the metal of a meteor. When swung, a cosmic plume of shooting stars and distant galaxies can be seen in its dark afterimage. You gain a +3 bonus to attack and damage rolls made with this magic weapon, which also has the finesse property.
Cosmic Dilation. Each day at dusk, you gain the benefits of the mirror image spell. This version of the spell only has two duplicates, instead of three, and remains until both duplicates are destroyed or until the blade isn't on your person.
Starshower Saya. As an action, you can sheath the blade immediately before making a special attack with it. Choose an unoccupied space that you can see within 30 feet of you that's also within 5 feet of another creature that you can see. You then draw the blade and shoot forward in a streak of light, harmlessly passing through any creature between you and the space. This movement doesn't provoke opportunity attacks. When you arrive at the new space, make an attack roll with advantage using the sword against a creature within 5 feet of you. On a hit, the target takes an extra 4d12 radiant damage and releases seven motes of starlight from it, or four motes on a miss. The motes of starlight are magic missiles, which can each target the same or different targets of your choice within 60 feet of the target of the attack. Hit or miss, you then regain the effects of the mirror image from the weapon's Cosmic Dilation. Once this property has been used, it can't be used again until the next dusk.
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Bolt
Weapon (crossbow, heavy), very rare (requires attunement) | Mar. 19
This heavy crossbow is made of metal and fires small bolts of lightning instead of normal ammunition. When you attempt to load the weapon, the string crackles with electricity and creates a loaded bolt of lightning ammunition. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Ranged attacks made with the crossbow deal lightning damage instead of piercing and deal an extra 1d6 lightning damage to any target it hits. If the target is made of metal or is wearing armor made of metal, the extra damage becomes 2d6, and you make the attack with advantage.
In addition, this crossbow acts as a small lightning rod. If another creature within 10 feet of you takes lightning damage while you're wielding the crossbow, you also take 1d6 lightning damage for every 10 damage the other creature took.
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Bolt of Wild Lightning
Weapon (bolt), rare | Feb. 25
This crossbow bolt is made of zigzagging glass. When you use a crossbow to fire the bolt at a target that's within 100 feet of you, the bolt transforms into a crackling bolt of lightning. The bolt recreates the effects of the lightning bolt spell (save DC 15), extending from you in the direction of the target of the attack. If the target is made of metal or wearing metal armor, it has disadvantage on the saving throw and the lightning immediately arcs toward up to four random targets that are within 30 feet of the original target and not within the line of lightning. Each random target then makes the saving throw against the bolt's effects; it makes the save with advantage unless it's also made of metal or wearing metal armor.
Once the bolt transforms into the bolt of lightning, the ammunition is destroyed.
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Boneash Spear
Weapon (spear), rare (requires attunement) | Mar. 25
A boneash spear has a short handle and has been forged with the ashen remains of felled beasts. You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, when you attune to the spear for the first time, and then again daily at dawn, choose one of the following options. You then gain the listed benefits until the next dawn.
Antelope. Your speed increases by 5 feet, and your jump distance increases by 5 feet. While holding this weapon, you gain a +2 bonus to AC against opportunity attacks made against you.
Elephant. You count as one size larger when determining your carrying capacity and the weight of what you can push, drag, or lift. Furthermore, when you move 20 or more feet towards a target in a straight line and then attack it with this weapon, you have advantage on the attack roll.
Lion. You can't be frightened while this weapon is on your person. In addition, you have advantage on ability checks made to identify or follow tracks.
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Bone Picker
Weapon (war pick), uncommon | Feb. 25
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you make an attack roll with it and roll a 20, the target is magically compelled to attack only you for the next minute. For the duration, the target has disadvantage on attack rolls against creatures other than you. The effect ends early if you attack any other target, if you don't attack the target with the weapon on your turn, or if you're no longer holding the war pick. A creature that can't be charmed is immune to this effect.
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Bonfire Blade
Weapon (any sword), common | Sep. 24
The tip of this blade is smothered in dirt and soot. Its curved guard resembles a licking flame. You can use an action to jab the blade into the ground at your feet. When you do, it magically sinks into the ground, up to the hilt, and creates a small campfire around it. The campfire gives off heat and light like a normal fire, but it doesn't require fuel or oxygen or produce smoke.
You can use an action to remove the sword from the fire, harmlessly. The ground shows no sign of the sword or fire having ever been there.
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Bonfire Candle
Wondrous item, common | Jan. 22
The flame of this candle gives off light like a normal candle, but keeps every creature within its light at a comfortably warm temperature.
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Bonfire Charm
Wondrous item, common | Sep. 20
This fiery glass sculpture is 4 inches tall and has a small, magical ember inside. When placed on a burning campfire or torch, the charm and ember enchant the fire with a faint, healing radiance. If you or any friendly creatures within the fire's light regain hit points at the end of a short rest by spending one or more Hit Dice, each of those creatures treats a Hit Die roll of 1 as a 2.
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Book of Clothier's Croquis
Wondrous item, uncommon | Mar. 21
This magic book has only the basic outline of a humanoid drawn on each of its pages. When found, the book has 2d6 + 8 remaining pages inside. If you spend at least 10 minutes drawing a detailed set of clothes on the outlined humanoid, the page becomes charged with magic. A creature holding a torn-out sheet of charged paper can use its action to speak the book's command phrase, causing the drawn clothes to either magically appear on its body or transform any similar, overlapping garment it's already wearing to match the new appearance. The sheet of paper then turns to dust and is destroyed. If the creature isn't humanoid, the clothes fit as best they can as determined by the GM.
A transformed garment loses any magical or nonmagical property it may have until it returns to its normal form, unless that garment's function is completely unchanged by the new appearance. For example, a set of plate armor that's transformed into a leather vest would no longer grant any benefit to AC, but a chain shirt that's been transformed to match the ones worn by the royal guard still would.
The drawn clothes and transformed garments remain for up to 4 hours but magically disappear or return to their normal form if you remove them or use an action to speak the command phrase again. The drawn clothes are physical but offer no benefits to AC. Although the drawn clothes and transformed garments can duplicate the appearance of other magic clothes, they don't gain their magical properties.
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Book of Instant Copying
Wondrous item, common | Aug. 21
This book has a glass cover and is typically found with 2d10 + 30 blank pages. As an action, you can place a piece of paper or similar object (such as a leaf or patterned fabric) between the book's glass and the page below it and speak the book's command word. When you do, the book magically inscribes an image of the placed object in black ink as it appears pressed against the glass on the first blank page of the book.
Copied magic scrolls or spellbooks appear as nonsensical glyphs when copied in this way. When the last page of the book has been used, you can rebind it with 50 blank new pages using 50 gp of fine materials and 8 hours of work.
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Boomerang Sickle
Weapon (sickle), uncommon | Apr. 25
You gain a +1 bonus to attack and damage rolls made with this magic sickle. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. Immediately after the attack, the weapon flies back to your hand; if you rolled a 1 on the attack roll, you also take 1d4 slashing damage when it returns to your hand.
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Boots of Dendallen
Wondrous item, very rare (requires attunement) | July 19
These dark, fleshy boots grant marvelous powers and enhance your normal movement. While wearing these boots, you gain a hover speed equal to your walking speed. You can hover up to 20 feet off the ground using these boots, leaving behind a thin trail of shadow while you do. When you take the Dash action, you can move an additional 10 feet if you're walking or hovering.
In addition, the boots have 4 charges and regain 1d3+1 expended charges each day at dusk. You can expend 1 charge to cast the expeditious retreat or misty step spell using the boots. When you cast misty step in this way, the normally silver mist that surrounds you is dark and ominous.
Curse. When you pull these boots over your feet for the first time, make a DC 16 Wisdom saving throw. On a success, you are aware of the curse's effects and can immediately remove the boots before it takes hold. On a failure, the boots' muscly sinews dig into your own flesh and interlock with your own. You immediately take 4d8 necrotic damage as the tainted muscles and flesh latch onto you, and you can't remove the boots unless you're targeted by the remove cursespell or similar magic. While you wear the boots, your feet sometimes move in unexpected ways. You make Dexterity (Acrobatics) checks and Dexterity saving throws with disadvantage, and it costs you an extra 10 feet of movement to stand up after you fall prone.
If you fail the saving throw to resist the curse and later remove the boots, you take another 4d8 necrotic damage as they painfully release themselves from your body.
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Boots of the Cloud Jumper
Wondrous item, uncommon (requires attunement) | May 19
While wearing these boots, you can choose to jump once while in the air as if you'd leapt from solid ground. You can't jump farther than your remaining movement would allow, and you treat all jumps made in this way as they were standing jumps. When leaping mid-air in this way, thin, cloudy wisps fly out from under your feet and immediately disappear. The boots allow you to jump in this way once before they need to make contact with a solid surface again. Jumping in this way while falling prevents up to 20 feet of fall damage.
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Boots of the Yeti
Wondrous item, rare (requires attunement) | Feb. 25
These boots function the same as the boots of the winterlands with the following additional properties:
You can move across and climb icy or wet surfaces without needing to make an ability check.
You can use an action to stomp the ground and freeze it. When you do, any flat or watery surface in a 20-foot-cube, originating from you (such as the floor, ceiling, or wall), becomes covered in a slick layer of ice, which is difficult terrain. A creature other than you that starts its turn on the ice or that walks or climbs on it for the first time on its turn must succeed on a DC 15 Dexterity saving throw or fall prone. The ice remains for 10 minutes or until you use this property again.
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Borbos's Joyous Wand of Color
Wand, common | Feb. 19
This crystalline, prismatic wand can channel the illustrative intent of its wielder. While holding the wand, you can cause the end to leave behind an arcane pigment of your choice, allowing you to draw in midair or on any surface the end of the wand touches. The effect is illusory, visibly magic, radiates dim light out to 5 feet, and dissipates after one hour of completing a drawing.
If you attempt to draw on an object held or worn by a hostile creature, that creature must succeed on a DC 10 Dexterity saving throw to avoid it.
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Borbos's Marvelous Magic Marker
Wondrous item, common | Nov. 22
This quill-like tool has a narrow brush that extends from its end, which produces its own ink. You can use this marker in place of ink and a quill as calligrapher's supplies. While holding it, you can use a bonus action to mentally change the color of the ink that flows from the brush. Decorating the marker's metal casing is a dazzling spectrum of colors, which move and shimmer while the marker is being used. The brush can be retracted into the metal casing to keep it from leaving errant marks by clicking a button at the top of the marker.
While holding the marker, you can use a bonus action to triple-click its button. For the next minute, the marker magically erases any ink it's brushed across without a trace, instead of leaving ink behind. This effect ends early if you use a bonus action to triple-click the button again. For the duration, you can erase up to 1 square foot of ink, containing no more than 150 characters or 25 words. Once this property of the pen has been used, it can't be used again until the next dawn.
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Boreal Pendant
Wondrous item, rare (requires attunement) | Dec. 18
This enlarged, floating snowflake is magically held in place and changes its shape as temperatures fluctuate. While attuned to the pendant you have resistance to cold damage and give off an aura of cheeriness. The snowflake has 8 charges and regains 1d6+2 expended charges each day at dawn. While wearing it, you can expend 1 or more of its charges to cast the following spells using a spell save DC of 15: charm person (1 charge), color spray (1 charge), hypnotic pattern (3 charges), or ice storm (4 charges).
If you expend the pendant’s last charge, roll a d20. On a 1, the snowflake melts into a puddle of water. After 1 year, the pendant reforms around the magical golden brackets that hold it in place.
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Bottle of Spare Time
Wondrous item, very rare | Jun. 23
This glass bottle is empty when found. When sitting upright, it's indistinguishable from a normal bottle. It's stoppered with a golden skull holding a miniature timepiece in between its teeth. Despite its appearance, the bottle nevertheless functions as a +3 club.
Time Siphon. Whenever you're affected by a haste or slow spell while the bottle is on your person, it fills partway with sand. Each time the bottle is filled in this way, it gains 1 charge, up to a maximum of 5 charges, which is represented by the amount of sand left in the bottle. The bottle loses 1 charge each day at dawn, and 1d4 charges each time it's picked up or carried by a different creature.
While holding the bottle, you can use an action to remove the stopper and pour the sand out. When you do, the bottle loses all of its remaining charges and duplicates the effects of the time stop spell. This version of the spell lasts for a number of rounds equal to the number of charges the club lost when it was poured out. Each time you pour the bottle out, there is a 30 percent chance that the bottle loses this property.
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Bottled Abyss
Potion, very rare | Mar. 19
This small vial has a single dose of a fuming, pitch-black poison inside it. When ingested, the creature takes 4d6 psychic damage and must make a DC 18 Constitution saving throw. On a failed save, the poison takes hold. While the poison is in effect, the creature is blind and unable to sleep. When an affected creature attempts to rest, their dreams are plagued with terrible nightmares and are unable to gain the benefits of a long rest. The creature can reattempt the saving throw after 24 hours have passed.
The poison lasts until the affected creature succeeds on a saving throw or is cured by the greater restoration, heal, or wish spell.
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Bottled Talent
Potion, uncommon | Nov. 24
When you drink this potion, you gain proficiency with one skill, saving throw, or tool of your choice for 24 hours. The glowing potion has a glimmering swirl at its center.
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Bottled Will-o'-Wisp
Wondrous item, uncommon | Mar. 24
This small bottle carries a will-o'-wisp inside it, as well as a trinket from its previous life. The wisp is magically tethered to the trinket as long as it stays within the bottle, keeping the wisp bound to the bottle and incapable of escape on its own.
While holding the bottle, you can use a bonus action to shake it, causing the wisp to glow brighter. The shaken wisp sheds bright light in a 10-foot radius and dim light for an additional 10 feet for up to 1 hour or until you end the effect early (no action required).
Alternatively, you can use an action to unstopper the bottle and unleash the wisp in a direction of your choice. The wisp then flies out at a target that you can see within 30 feet of you. Make a ranged spell attack for the wisp, using an attack bonus of +5. On a hit, the target takes 3d8 lightning damage. Hit or miss, the wisp immediately returns to the trinket in the bottle, which you then reseal.
If the wisp's attack roll misses the target by 5 or more, there is a 50 percent chance that the wisp breaks its tether to the trinket and doesn't return. When that happens, the wisp becomes hostile to you and your allies. If you're holding the empty bottle, you can use an action to make a Dexterity (Sleight of Hand) check contested by a will-o'-wisp's Dexterity (Acrobatics) check, provided that the wisp is within your reach. On a success, the wisp becomes trapped in the bottle, and a new trinket appears for it.
When a wisp becomes untethered from the trinket in the bottle or if the trinket is removed from it, the trinket immediately turns to ash.
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Bottled Yawn
Wondrous item, uncommon | Jul. 24
A yawn has been magically captured within this bottle. Opening or shattering the bottle (such as by throwing it) releases the yawn, forcing any creature within 5 feet of the bottle to make a DC 13 Constitution saving throw. On a failed save, a creature becomes drowsy. A drowsy creature takes a −2 penalty to AC, and its speed is halved. At the end of a drowsy creature's turn, it must make another DC 13 Constitution saving throw. On a failed save, the creature falls asleep and is unconscious. On a success, the creature is no longer drowsy.
A sleeping creature is no longer drowsy. It remains asleep for 10 minutes, until the sleeper takes damage, or until someone uses an action to shake or slap the sleeper awake. Once the yawn is released, the bottle itself becomes nonmagical, and the yawn is lost.
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Bounder’s Ball
Wondrous item, rare | Jul. 20
This enchanted strip of metal is bound to a friendly spirit, which emits a faint glow and seems to vibrate with excitement when held. When you throw this item, a playful animal spirit appears beside you and chases after it. Immediately after you throw it, the spirit returns the ball to you.
You can attach the bounder's ball to the base of a weapon that does not have the heavy property by pressing it against the weapon for at least 10 minutes. Once you do, you can use a bonus action to speak the ball's command word to cause the weapon to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or stowing the weapon puts out the light. When you make a ranged attack with the glowing weapon, the ball's animal spirit appears and happily retrieves it. Immediately after the attack, the spirit returns the weapon to your hand or drops it at your feet (your choice).
You can remove the ball from the weapon over the course of a short rest by gently tugging at it, as if from an animal's mouth. The spirit is ethereal and doesn't occupy any space. If you have a companion's band, the spirit can interact with the one created by the band.
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Bountyfinder's Tricorn
Wondrous item, uncommon | Jul. 23
You're proficient with water vehicles while wearing this hat, and you have advantage on ability checks made to navigate them. A spade-shaped pin is magically clasped to the hat's edge; you can use an action to touch it and speak the name or description of an object you're looking for. When you do, you cast the locate object spell from the pin, targeting that object, and the pin transforms into a magic shovel. This version of the spell doesn't require concentration and has a duration of 30 minutes.
If you tap the shovel to the targeted object before the end of the spell's duration, the shovel then transforms back into the pin on the hat, which can then be used to cast the spell again. Otherwise, the shovel loses its magic and becomes a normal shovel.
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Bounty Hunter Enforcer
Weapon (quarterstaff), uncommon | Feb. 19
This quarterstaff has a hollow metal head filled with a mechanically spring-loaded net. When you hit with a melee attack using the weapon, you can press a button on the staff's handle to release the mechanism holding the net, restraining the creature if is Large or smaller. The withheld net follows the net's normal rules, but cannot be detached from the quarterstaff without cutting it off and destroying the net. You can replace the net with another one by spending one minute reattaching it to the staff's mechanism. Once the net has been released, you can retract and reset it, potentially releasing a creature caught inside, using a bonus action. Your attacks with the weapon are made with disadvantage while the net is released, and you can't attack with the quarterstaff while it holds a creature in its net.
This staff also has the thrown property (20/60). When you make a ranged weapon attack using the quarterstaff, you can use a bonus action to prime the net's mechanism to trigger upon impact.
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Bow of the Cobra
Weapon (any bow), rare (requires attunement) | Feb. 21
This metallic bow resembles the shape of a mighty cobra and is covered in spots of patina. When you fire an arrow from the bow, you can choose to coat the arrow in a thin layer of acid. A target hit with the acid-coated arrow takes an extra 1d4 acid damage. Hit or miss, a nonmagical coated arrow is destroyed after the attack.
In addition, the bow has 4 charges and regains 1d4 expended charges daily at dawn. When you take the Attack action using this bow, you can expend 1 of its charges to replace one of your weapon attacks with a special attack. This special attack duplicates the effect of the acid arrow spell and uses the same attack bonus as your normal weapon attacks with the bow
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Bow of the Eldritch Archer
Weapon (shortbow), rare (requires attunement) | Jan. 20
This unearthly bow is disjointed and gruesome. It's made of an ashen, twisted wood that acts as a conduit for eldritch energy and has a series of fleshy tendril-like growths that bulge through the wood's grain. Arrows shot from this bow are destroyed once they're fired, turning into a projectile of pure energy instead. This projectile deals 1d10 force damage, instead of the arrow's normal damage, and retains any magical properties of the destroyed arrow. Hit or miss, a projectile is lost after the attack.
These energy projectiles can sometimes pierce enemies. Once on each of your turns when you make an attack using this weapon, you can force another creature 10 feet directly behind the original target to make a DC 15 Dexterity saving throw. On a failed save, the creature takes 1d10 force damage.
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Bow of Mind Thievery
Weapon (shortbow), rare (requires attunement) | Nov. 18
Arrows fired from this bow deal an extra 1d4 psychic damage to any creature that they hit.
When you hit a humanoid with an arrow in this way, you can force that creature to make a DC 15 Wisdom saving throw after the attack. On a failed save, that creature falls under the effects of the dominate person spell for up to 1 minute as if cast by you. This effect does not require concentration. In addition, you can use a bonus action to see through that creature’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the creature has. During this time, you are deaf and blind with regard to your own senses. Once this property of the bow has been used, it can't be used again until the following dawn.
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Bow of the Spelldrinker
Weapon (any bow), very rare (requires attunement) | May 20
This gilded bow creates hazy illusions of the cosmos when drawn. Attacks made with this magic bow deal an extra 1d4 force damage to any target hit by it.
When you see a creature casting a spell within 60 feet of you while holding this bow, you can use your reaction to draw from your own life force and attempt to counter it. When you do, you lose 30 hit points and fire a magical arrow of pure force from the bow toward the creature. If the creature is casting a spell of 5th level or lower, its spell fails and has no effect. In addition, the target must make a DC 16 saving throw, using its spellcasting ability. On a failed save, the creature takes 30 force damage as the magic is ripped from it. On a successful save, the creature takes half as much force damage. Once this property has been used, it can't be used again until you finish a short or long rest.
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Bow of the Twilight Valkyrie
Weapon (any bow), rare (requires attunement) | Nov. 19
This bow balances the positive and negative magics from the upper and lower planes of existence. Once on each of your turns when you make an attack with the bow as part of the Attack action, you can channel either positive or negative energy into the attack. When you do, you take a –5 penalty to the attack roll. If you channeled positive energy into the attack and hit, the target takes an extra 2d6 radiant damage, and the next attack roll made against it by a creature other than you before the start of your next turn has advantage. If you channeled negative energy into the attack, the target takes an extra 2d6 necrotic damage, and the next attack roll the target makes before the end of your next turn has disadvantage.
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Bowstring Amulet
Wondrous item, uncommon (requires attunement) | Mar. 23
This amulet's bow and arrow pendant is strung with a length of well-worn bowstring. Once on each of your turns while wearing the amulet, you can speak its command word as part of making a ranged attack with a bow or crossbow. When you do, the fired arrow or bolt magically creates a length of weightless hempen rope behind it. One end of the rope is tied to the arrow or bolt, and the other end appears in an open hand or at your feet (your choice). The rope remains for 10 minutes, until it's cut or untied, or until you use this property of the amulet again, at which point the rope instantly unravels and disappears. The rope also disappears early if it becomes longer than 300 feet before the arrow or bolt hits a target. For the rope's duration, the arrow or bolt can hold up to 500 pounds without breaking or dislodging from its point of impact.
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Bowstring of Twisted Fates
Wondrous item, very rare | Mar. 25
These dark and twisted threads are spun from unrealized fates. You can string a nonmagical bow with these strings to transform the bow into a magical one. When you do, smoke pours from the strings when they're pulled taut. When you hit a target with a ranged attack using a bow that's strung with these strings, the target takes an extra 1d8 damage from the attack: this damage is necrotic if the result of the d8 is odd, or radiant damage if it's even.
If the extra damage is necrotic, you can also choose to deal that same amount of damage to another creature of your choice within 15 feet of the original target. If the extra damage is radiant, you can choose to grant such a creature a number of temporary hit points equal to that same amount instead.
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Bracelet of the Shattered Aegis
Wondrous item, rare (requires attunement by a spellcaster) | Dec. 21
A smoldering, defensive insignia burns at the center of the cracked glass sphere that rests atop this woven bracelet. The bracelet has 2 charges and regains all expended charges daily at dawn. If the bracelet has at least 1 charge, you gain a +1 bonus to AC while wearing it.
While wearing the bracelet, you can expend 1 of its charges as a reaction when a friendly creature that you can see within 30 feet of you is hit by an attack. That creature gains a bonus to its AC equal to your spellcasting ability modifier (minimum +1) until the start of your next turn, including against the triggering attack, as a shimmering, magical barrier protects it from harm. If the creature is already under the effect of the shield spell, this property has no effect, and the charge is wasted. If an attacker hits the creature while it's protected by this barrier, the barrier shatters, and any hostile creature within 5 feet of it must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 3d8 fire damage, or half as much damage on a successful one. When the barrier shatters, the creature loses this bonus to its AC.
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Bracers of Nature's Grip
Wondrous item, rare (requires attunement) | Jan. 25
Coiling ivy has been magically wrapped to form this pair of bracers. A glint of druidic magic still lingers within them. While wearing the bracers, you gain a +1 bonus to attack and damage rolls made with your unarmed strikes, or a +2 bonus if you have proficiency in the Nature skill. This bonus also applies to any save DC or ability check you make to grapple another creature.
The bracers have 5 charges and regain all expended charges daily at dawn. When a creature becomes grappled by you, or as a bonus action on any of your turns while you're grappling a creature, you can expend 1 of the bracers' charges to cause vines to wrap around that creature. When you do so, the vines maintain the grapple independently, allowing you to let go of the creature and move as normal without ending the grapple. The escape DC for this grapple is equal to your normal escape DC or the result of your last grapple check against the creature. Whenever the grappled creature attempts to escape from the vines or another creature attempts to break it free, the grappled creature takes 1d6 bludgeoning damage from the vines as they constrict it.
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Bracers of Spell Reflection
Wondrous item, very rare (requires attunement by a monk) | Jun. 23
While wearing these mirrored bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. In addition, you have advantage on saving throws against spells.
While wearing the bracers, you can use your Deflect Missiles feature when you're hit by a ranged spell attack, reducing its damage as if it were from a ranged weapon. If you reduce the damage to 0, you don't suffer any of the spell's effects and can immediately reflect the spell back at the attacker. The reflected spell uses the same spell attack bonus and spell save DC as when it was originally cast.
Art and Cards
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Bracers of the Iron Octopus
Wondrous item, rare (requires attunement) | Jan. 20
These iron bracers are ornamented with an embossed octopus and tentacle designs. While wearing the bracers, you gain a +5 bonus on ability checks and saving throws to resist and escape from being grappled.
In addition, you can use an action to speak the bracers' command word. When you do, the bracers' iron and leather twist and writhe, falling off your arms. The bracers become a giant octopus at a point within 10 feet of you under your control that acts on its own initiative count. By using a bonus action to speak the command word again, you return the bracers to its normal form in a space formerly occupied by the octopus.
This octopus is made of leather and iron, is a construct instead of a beast, and has a +2 bonus to its AC. On your turn, you can mentally command the octopus if it is within 60 feet of you and you aren't incapacitated. You decide what action the octopus takes and where it moves during its next turn, or you issue it a general command, such as to attack your enemies or guard a location.
If the octopus is reduced to 0 hit points, it dies and reverts to its bracer form. The bracers then shatter and are destroyed. If the octopus reverts to bracer form before losing all its hit points, it regains all of them.
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Braided Quarterstaff
Weapon (quarterstaff), uncommon | Dec. 18
This magical quarterstaff is made of a tightly knit length of braided rope. As a bonus action, you can speak the weapon’s command word to release its knotted form and loosen it into a 50-foot length of hempen rope. Speaking the command word again causes the rope to tighten back up into the quarterstaff. If a creature is restrained by the rope when you speak its command word, the rope tightens around the creature but does not crush it. Once tightened in this way, the restrained creature or an adjacent ally can use an action to escape following a successful DC 15 Strength or Dexterity check (their choice).
Tying an object no larger than six inches on a side to the end the rope does not prevent it from reforming into the quarterstaff. The rope can only be broken by magical means. If broken, the rope cannot be transformed back into a quarterstaff.
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Bramble Buckler
Armor (shield), uncommon (requires attunement by a druid or ranger) | Apr. 20
This twisting mass of tightly knotted thorns forms a functional buckler. Its thorny limbs move ever so slightly to defend against incoming attacks that might otherwise pierce it. When you don the shield, the vines grow harmlessly around the arm and hand that's holding it, preventing it from being unwillingly dropped or disarmed.
As an action, you can speak the shield's command word and touch it to the ground at a point at your feet. When you do, you doff the shield as the vines release from your arm and rapidly grow across the ground, creating a visible line of thorns and brambles 20 feet long and 15 feet wide. The thorns recreate the effects of the spike growth spell within that area, without requiring concentration, and last for the spell's duration. When it ends, the thorns coalesce back into the twisted shield. You can speak the shield's command word again as an action while you're within 5 feet of the thorny area to end the effect early, causing the vines to regrow onto your arm as you don the shield again. Once this property of the shield has been used, it can't be used again until the next dawn.
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Brambleheart Quiver
Wondrous item, very rare (requires attunement by a ranger) | Apr. 19
This wooden quiver can carry your arrows as well as provide some of its own. The quiver grows 1d3+1 thorned arrows along its edge each day at dawn and can hold up to 4 of them at any time. While you're attuned to the quiver, these arrows are magical and give a +2 bonus to attack and damage rolls that you make with them. Once it hits a target, the arrow is no longer magical.
When you fire one of these magic arrows and hit a target, you can speak the quiver’s command word to cause the arrow to grow explosively into thick, unforgiving briars: casting the spike growth spell at the point of impact. If the arrow hit a creature, that creature also takes an extra 2d4 piercing damage from the attack. Spike growth cast in this way does not require concentration, but only lasts until the start of your next turn.
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Bramble Token Cuff
Wondrous item, uncommon | Dec. 21
This green ear cuff magically grips and coils around your ear while you're wearing it. You can use an action to speak the cuff's command word and throw it on the ground at a point you can see within 30 feet of you. The cuff then shatters, destroying it, and immediately grows into a mass of twisting vines and thorns in one of the following shapes of your choice:
Circle. The thorns grow in a 20-foot-radius circle on the ground that's centered on the point where the cuff landed. The area becomes difficult terrain for the duration, and when a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.
Cone. The thorns extend in a 30-foot cone originating from the point where the cuff landed in a direction of your choice. Each creature in the area must make a DC 13 Strength saving throw. On a failed save, a creature takes 2d8 piercing damage and is grappled for the duration. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach from the thorns on a success. Dealing 10 fire or slashing damage to the thorns (AC 10) also frees the creature without harming it, ending the effect. On a successful save, a creature takes half as much piercing damage and isn't grappled.
Cylinder. The thorns erupt into a towering pillar of scraggly vines. The pillar is a 5-foot-radius, 40-foot-high cylinder. If the space isn't large enough for the vines, they harmlessly grow to fit the space. A creature in the area of the cylinder when it appears is either pushed to the nearest unoccupied space within 5 feet of it or is lifted on top of the pillar (its choice).
Line. The thorns create a dense wall of bramble-like brush in a straight line up to 30 feet long, 10 feet high, and 6 inches thick. A creature can move through the wall using an action to pull and fight through the tangled mass of painful thorns. When it does, the creature takes 2d8 piercing damage and can't move until the start of its next turn. Dealing 10 fire or slashing damage to the wall (AC 10) temporarily destroys a 5-foot-wide portion of it until the end of the turn, at which point it magically regrows.
The vines and thorns remain for 1 minute, at which point they decompose and turn to rich soil.
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Brawler's Ring
Ring, uncommon | Jun. 20
This brass ring has several splits in its metal that are filled with seams of jade. While wearing this ring, your unarmed strikes deal bludgeoning damage equal to 1d4 + your Strength modifier on a hit.
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Brazier of Holy Flame
Wondrous item, rare (requires attunement by a cleric) | May 25
This brazier is designed after the original brazier of holy flame, which held the first righteous fire conjured by the devout. While holding the brazier or wearing it on your person (such as on a belt), you can use an action to speak one of its three command words. While holding the brazier, it counts as a holy symbol for you.
The first command word lights or extinguishes the brazier. The lit brazier produces bright light in a 15-foot radius and dim light for an additional 15 feet. While touching the lit brazier, 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.
The brazier's second command word casts the sacred flame spell from it, using your character's level and spell save DC. If you normally add your Wisdom modifier to the damage of the spell when you cast it, you do so as well when casting it in this way. This version of the spell uses d12s for its damage dice, instead of d8s, and the target of the spell makes the saving throw with disadvantage if it's within the brazier's bright light. An undead target that fails the saving throw against the spell is immediately engulfed in a conflagration of harmless, holy flame. The holy flame remains until the end of your next turn or until the target takes any other damage. For the duration, the target is turned (as if by Turn Undead).
The brazier's third command word casts the magic circle spell from it, using your spell save DC. This version of the spell can only repel undead creatures, and affects any area within the brazier's bright light (instead of the spell's normal area); the affected area moves with the brazier, remaining centered on it. Speaking this command word while the brazier is extinguished automatically lights it. An undead that's forced into the spell's area—such as by moving the brazier or by expanding the range of its bright light—can move normally throughout the affected area until it leaves the area again. Extinguishing the brazier ends the spell early. This property of the brazier can't be used again until the next dawn.
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Breastplate of the Morning Light
Armor (breastplate), rare (requires attunement by a cleric or paladin) | Feb. 19
You have a +1 bonus to your AC. You can use an action on your turn to channel the armor's magic and cause it emit a flash of blinding, radiant light. When you do, all other creatures within 10 feet of you are forced to make a DC 14 Constitution saving throw. On a failure, a creature is blinded until the end of its next turn. Undead creatures have disadvantage on the saving throw, and take 2d8 radiant damage on a failure. Once you use this feature, you can't use it again until the following dawn.
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Brooch of Many Sizes
Wondrous item, rare | Apr. 19
This metal brooch can be used to secure a cape or pinned to adorn a piece of clothing and features a rotatable dial. As an action, a willing creature wearing the brooch can cast the enlarge/reduce spell on itself by turning the dial toward either the larger or smaller figure adorning the sides of the brooch. Once this ability has been used, it can't be used again until the following dawn.
The creature can choose to overload the brooch as a bonus action once the spell has been cast by forcibly twisting the dial beyond its normal limits. When it does, the creature's size changes by an additional category: growing either a second size larger if it had cast the enlarge spell or a second size smaller if it had cast the reduce spell beforehand. The creature's size can't be larger than Huge or smaller than Tiny in this way, and its damage and weight is increased or decreased as if it were affected by a second instance of the enlarge/reduce spell.
When a creature returns to its original size after overloading the brooch, it can't move or take actions until after its next turn. Once the brooch has been overloaded, it can't be use again until 7 days have passed.
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Brutal Macuahuitl
Weapon (longsword), uncommon | Feb. 20
This tribal sword's sturdy wooden frame is lined with obsidian shards, allowing attacks made with it to deal either bludgeoning or slashing damage (your choice). In addition, the sword has been enchanted through numerous blood rituals by war priests. When you roll a 20 on your attack roll with this magic weapon against a creature, that creature becomes marked for death until the start of your next turn. A marked creature can't regain hit points, and when the mark ends, that creature takes 1d8 necrotic damage.
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Bubble Collar
Wondrous item, common | Nov. 23
This metal collar magically resizes to fit snugly around your neck. You can wear or remove the collar using an action. While wearing the collar, a large bubble magically forms around your head whenever you're submerged in water. The bubble provides enough breathable air for 10 minutes. For the duration, you can speak normally while underwater, although your voice is still muffled by the surrounding water. At the end of that time, the bubble pops; the bubble pops early if you take any damage, if you are no longer submerged, or if you remove the collar. Once it pops, the bubble won't appear again until the collar spends at least 1 minute out of the water.
Art and Cards
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Bug Smashers
Wondrous item, uncommon | Sep. 19
This grotesque pair of gloves are made using the barbed exoskeleton and harvested remains of a giant centipede. When you roll a 20 on an unarmed attack roll using these knuckles, the target takes an extra 2d6 poison damage and must succeed on a DC 13 Constitution saving throw or be poisoned until the start of your next turn. Unarmed attacks with these gloves deal either bludgeoning or piercing damage (your choice).
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Bulette Bulwark
Armor (shield), uncommon (requires attunement) | Oct. 20
This leather-wrapped shield was made from the armored body of a bulette and still retains some of its natural properties. While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
In addition, the shield has 3 charges and regains 1d3 expended charges daily at dawn. While holding the shield, you can use a bonus action to speak the shield's command word and expend 1 of its charges. When you do, you gain tremorsense out to a range of 30 feet. This effect lasts as long as you concentrate (as if concentrating on a spell), to a maximum of 1 minute, or until you drop or stow the shield.
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Bulette Torpedo
Weapon (javelin), very rare (requires attunement) | Apr. 20
This javelin is protected by a tough carapace wrought from a slain bulette and can burrow through dirt and unworked stone in order to reach its mark. You gain a +2 bonus to attack and damage rolls made with this magic weapon.
When you make a ranged attack with this javelin, you can throw it into the ground instead. When you do, you can target either a creature you can see or space on the ground within the weapon's range. The space can be a place you can see or one you can describe by stating the distance and direction the javelin would travel through the ground to reach it, such as "100 feet northwest" or "30 feet straight downward." The javelin effortlessly burrows through the ground (if able) to reach the target of the attack, stabbing through the ground at its destination. After the attack, it burrows back to your location, jumping out of the ground and back into your hand. When you roll a 20 on an attack roll made in this way, the target of the attack takes an extra 1d6 bludgeoning plus 1d6 slashing damage as the weapon viciously erupts from the ground, and if the target is a Large or smaller creature, it must also succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone. Attacking a prone creature with this weapon doesn’t impose disadvantage on your ranged attack rolls.
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Bulletin Buckler
Armor (shield), common | Sep. 24
You can use an action while holding this wooden shield to speak its command word. When you do, up to 1d4 random job postings appear on the shield, as if they were attached to it. The jobs originate from public signs within 1 mile of you; if there are no postings within the area, no jobs appear on the shield. The postings are illusory and contain a mixture of wanted posters, job offers, and similar requests for help, as determined by the GM. A job posting remains on the shield until the next dawn or until you complete the job, whichever comes first.
Once this property of the shield has been used, it can't be used again until the next dawn.
Art and Cards
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Bullfrog Bugle
Wondrous item, uncommon | May 23
This horn sounds like a croaking frog when sounded, which is audible out to a range of 100 feet. When you speak through this horn, frogs, toads, and other beasts with the Amphibious trait can understand the meaning of your words, though the horn doesn't give you any special ability to understand them in return.
Call Frog. You can use an action to sound the horn loudly, emitting a resonant croak audible out to 300 feet instead. Roll 2d6. If the total is 7, a giant toad appears in the nearest unoccupied space within 30 feet of you. On any other result, a giant frog appears instead. The creature is friendly to you and your companions and obeys your verbal commands (no action required by you), provided that it can understand you. In combat, it takes its turn immediately after you.
The creature remains for 1 hour or until it's reduced to 0 hit points. Once this property has been used, it can't be used again until the next dawn.
Art and Cards
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Bullfrog Totem
Wondrous item, common | Jul. 21
The magical fey spirit of a bullfrog inhabits this moss-covered stone statue. A creature that can see invisible objects can see this spirit swimming through the air around the statue. The statue is 9 inches tall and weighs 3 pounds. Harmless, mundane insects such as flies, gnats, and mosquitos are magically repelled from the statue in a 30-foot-radius sphere that remains centered on it.
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Bullseye Dart
Weapon (dart), rare | Apr. 23
The weighted end of this dart is made to resemble a stylized eye, and its shaft is hewn from a bull's horn. Your attacks with this magic weapon score a critical hit on a roll of 16–20. Once this happens, the dart loses this property for 1 minute. In the meantime, it can still be used as a magic dart.
Art and Cards
https://www.patreon.com/posts/82032288
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Burrage's Collegiate Case
Wondrous item, uncommon | Jun. 21
This lute case is made from a rich, dark wood and is decorated with 33 mithral stars along its lid, with its largest star along the top. The case has five compartments. Four of the case's compartments connect to an extradimensional space that allows it to hold numerous items while never weighing more than 7 pounds. You choose which compartment you access by holding one of the large star's five points whenever you open the lid. The smallest compartment can hold up to 7 flutes or similar small instruments. The midsize compartment holds up to 3 large instruments, such as a bagpipe, drum, or dulcimer. The largest compartment holds up to 4 small stools and a music stand. The fourth compartment doesn't have a defined size, but can hold and categorize up to 60 sheets of written music. If you don't choose a compartment, the case automatically opens to the fifth one, which doesn't connect to an extradimensional space. The fifth compartment has enough room to hold a lute inside it.
Retrieving an item from the case requires an action. If you place something other than an instrument or musical object within one of the case's extradimensional compartments, it magically appears next to the case again when you close the lid.
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Cactus Mace
Weapon (mace), uncommon | July 19
This magical weapon's head is an enchanted cactus that rapidly regrows its missing needles. The first target hit by this weapon on each of your turns takes an extra 1d4 piercing damage from the attack.
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Caduceus Flail
Weapon (flail), rare (requires attunement by a cleric or paladin) | Aug. 20
This holy flail serves as a conduit for divine warriors and pulses with holy light, allowing you to fend off evil while protecting the wounded. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding the flail, you can use a bonus action to speak the weapon's command word to cause it to to glow, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. The light lasts until you use a bonus action to speak the command word again or until you drop or stow the flail. When you hit an undead with the glowing flail, that target takes an extra 1d8 radiant damage.
When you use your Channel Divinity while holding the glowing flail, hostile creatures in the weapon's bright light take radiant damage equal to 1d8 + your spellcasting modifier, and friendly creatures in the bright light regain hit points equal to the same amount. This damage is dealt before any other effects from your Channel Divinity. In addition, if your Channel Divinity forces a creature to make a saving throw, any undead in the flail's bright light that fail the saving throw are also blinded until the end of your next turn.
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Calligrapher's Shade
Wondrous item, uncommon (requires attunement) | Apr. 22
This fountain pen is a favorite among calligraphers and tattoo artists in Ilridun. A small vial is built into the pen as part of its bulbous, yet strangely comfortable handle, and can be filled with ink to supply the pen with a constant flow of it while writing. You gain a +1 bonus to ability checks with calligrapher’s supplies while using this pen, even if you aren't attuned to it.
If you're attuned to the calligrapher's shade, you're also proficient with calligrapher’s supplies, and you have advantage on any ability check you make with them while using the pen.
In addition, if you're attuned to the pen, you can fill it with 10 gp worth of fine ink to tattoo yourself over the course of 8 hours. When you do, the tattoo can be magically brought to life, mimicking the effects of the find familiar spell with the following changes:
The familiar is an ooze and appears as an inky black silhouette.
Regardless of the form you choose for the familiar, it can't gain the benefits of a flying speed.
The familiar can't be used to deliver spells.
While the familiar remains motionless against a solid surface, its form magically solidifies and becomes indistinguishable from a normal inked illustration.
When you temporarily dismiss the familiar, it returns to your body as an inanimate tattoo in a location of your choice.
While a familiar exists in this way, the pen can't be used to create another one. The familiar disappears when it drops to 0 hit points or if your attunement to the pen ends, leaving behind a small pool of nonmagical ink.
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Camilla's Quicksilver Mirror
Wondrous item, very rare (requires attunement) | Jun. 21
This hand mirror is roughly 1 foot tall and weighs 1 pound. While gazing into its reflective surface, you see a version of yourself that's ever-so-slightly different. For example, your legs may bend the opposite direction, your eyes may be pitch black, or your reflection simply takes a moment to match whatever it is you're doing. If you look at your reflection in the mirror while holding it and aren't attuned to the mirror, you are forced to make a DC 16 Wisdom saving throw. On a failed save, you are frightened of the mirror, are unable to look away from or let go of it, and your speed becomes 0 for the duration. You can repeat this saving throw at the start of each of your turns or whenever you take damage while frightened in this way, ending the effect on a success. If you can't see the mirror, you have advantage on the saving throw. On a successful save, you are immune to this effect for 24 hours.
While attuned to the mirror, you can use an action to hold it out and force another creature within 30 feet of you that can see you to see its own reflection. That creature must succeed on a DC 16 Wisdom saving throw or suffer from one of the following effects (your choice):
Frighten. The creature is frightened of the mirror for up to 1 minute, is unable to look away from it, and its speed becomes 0 for the duration. The creature can repeat this saving throw at the start of each of its turns while frightened in this way, ending the effect on a success. If it can't see the mirror at the start of its turn, it has advantage on the saving throw. On a successful save, the creature is immune to this effect for 24 hours.
Store Reflection. The creature's reflection is stored within the mirror. While stored, you can use an action to look into the mirror and cause your own reflection to become the stored one, simultaneously changing the appearance of your physical form as if you had cast the alter self spell (Change Appearance option). This version of the spell lasts until it's dispelled. You can have up to 3 stored reflections in this way. A stored reflection is lost after it's used to alter your form. An affected creature is aware that its reflection has been stored, but not its or the mirror's purpose.
These properties can be used a combined total of three times and regain all expended uses daily at dawn. Using a stored reflection to alter your appearance doesn't count against the mirror's total number of uses.
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Camper's Crutch
Weapon (mace), common | Nov. 19
This enchanted fire poker is a favorite among travelers. Attacks made with this magic weapon deal either bludgeoning or piercing damage (your choice). In addition, as an action, you can use the poker to touch a pile of dry wood or other flammable object that isn't being worn or carried and speak the weapon's command word. When you do, the object catches fire and slowly begins to burn. Once this property has been used, it can't be used again until the next dusk.
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Camper's Respite
Rod, uncommon | Jun. 20
This rod weighs 3 pounds and has an iron brazier at its top and spike at its base. You can use a bonus action while holding the rod to speak its first command word and create a magical flame at its top. While lit, this rod functions as a burning torch. You can use a bonus action to speak its command word again to extinguish the flame.
You can use an action to place the rod's brazier upside down on the ground in an unoccupied space and speak its second command word. When you do, the spike at the rod's other end begins to glow from within, revealing its subtle design as a tent. Over the course of 1 minute, the rod expands and magically unfurls a canvas from its top, creating a 5-foot-square opaque tent in its space with an entrance large enough for a Medium or smaller creature to comfortably fit. You choose the style, color, and quality of the tent each time you use this property. Regardless of its appearance, the tent can't be anything but a tent.
Inside the tent is a square extradimensional dwelling, 15 feet on a side and 10 feet high, with the enlarged camper's respite supporting it at its center. The walls and ceiling are made of the same canvas as the tent, but the floor is made of smooth stone. The rod's enlarged brazier functions as a magical fireplace that can be lit or extinguished by speaking the rod's first command word. This fire gives off light and heat like a normal fire, but doesn't require oxygen or create smoke. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
The tent is immobile and remains for up to 12 hours, until you use an action to speak its second command word again to dismiss it, or until the tent collapses. Dealing 20 damage to the tent (AC 13) causes it to collapse. The tent is immune to poison and psychic damage. The tent reverts to a rod at the end of its duration, and anything inside the tent is forced into the nearest unoccupied space. When the tent becomes a rod again, this property of the rod can't be used again for 12 hours.
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Candelabra Scepter
Rod, legendary (requires attunement by a spellcaster) | Jul. 22
This brass scepter has four magic candles at its top, which spring alight while the scepter is held. The candles shed bright light in a 20-foot radius and dim light for an additional 20 feet. You can use a bonus action to expand or reduce its radius of bright and dim light, to a maximum of 40 feet each or a minimum of 5 feet each. Regardless of how long the candles burn for, their height never changes. Neither water nor wind can extinguish the candles.
While the scepter has at least one magic candle, you can use an action while holding it to cast the scorching ray spell from it, using your spell attack bonus. Alternatively, you can point the scepter and unleash a wide torrent of flame from it, creating a line of fire 5 feet wide and 60 feet long, which consumes and incinerates one of the magical candles as part of the effect. Each creature within the line must make a Dexterity saving throw against your spell save DC. A creature takes 10d6 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. Even when a candle is lost in this way, its firelight remains floating above the empty candleholder.
When there are no candles in the scepter, you can use an action to create a cloud of smoke around you. The smoke heavily obscures the area in a 20-foot-radius sphere, centered on the scepter, which spreads around corners and moves with the scepter. The cloud lasts for 1 hour or until dispersed by magical wind. While holding the scepter, the smoke doesn't impede your vision. Once this property of the scepter has been used, it can't be used again until the next dawn.
The scepter regains 1d4 expended candles daily at dawn.
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Candlecoven Censer
Wondrous item, rare (requires attunement by a spellcaster) | Oct. 22
This incense burner is roughly 6 inches tall and resembles a tiny witch. A stick of incense can be placed inside the burner and lit using an action. The smoke drifts upward and disperses through the hat-like cap at its top. Creatures within 30 feet of the censer can smell its burning incense. Incense in the censer can burn for up to 10 minutes.
If the censer is burning fine incense worth at least 1 gp, any creature (other than you) that comes within 30 feet of it that can smell the incense must succeed on a Wisdom saving throw against your spell save DC or become cursed. While cursed, a creature can't willingly move toward the censer. The creature can repeat the saving throw at the start of each of its turns, ending the curse on a success. Once the curse ends on a creature, it's immune to the effect for the next 24 hours. A creature with a trait that grants them advantage on Wisdom (Perception) checks that rely on smell has disadvantage on the saving throw, and the curse ends early if the incense is extinguished.
Each time a creature fails the saving throw against the curse, deduct 1 minute from the incense's remaining burn time.
If you are attuned to the candlecoven hat, you don't need to be attuned to this item in order to use it. Any creature cursed by the censer is considered to be cursed by you for the purposes of using the hat's properties.
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Candlecoven Hat
Wondrous item, uncommon (requires attunement by a spellcaster) | Oct. 22
This pointed mage hat is weighed down and stiffened by the solidified wax of 7 candles set atop it. The candles are harmless, require no oxygen, and emit dim light in a 10-foot radius while lit. While wearing the hat, you can use a bonus action to mentally light or extinguish the candles, up to the maximum amount. The candles can only be lit in this way. The maximum number of candles that can be lit depends on the number of times you've used the following property of the hat.
If a creature that you can see is cursed by you, such as by the bestow curse spell or other feature or property that uses "curse" in its name or description, you can use a bonus action to magically ignite that creature. You must be wearing the hat, and its candles must be lit. Each time you do, one of the candles on the hat is extinguished and can't be relit until the next dusk. The creature must make a Wisdom saving throw against your spell save DC, taking 1d8 fire damage on a failed save, or half as much damage on a successful one. If the creature is affected by a curse that causes it to take extra damage from attacks, this fire damage also triggers that extra damage on a failed save.
Alternatively, you can use an action to cast the dancing lights spell from the hat while wearing it. The maximum number of lights you can create with this version of the spell is equal to the number of lit candles atop the hat, up to seven. By combining all seven of these lights, you can create a vaguely humanoid form of Large size, or one of Medium size with six or fewer.
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Candleflame Bow
Weapon (any bow or crossbow), uncommon (requires attunement) | Jun. 21
Wrought from metal in the likeness of a brazier, this ranged weapon's grip has been covered in wax and has a simple candle positioned in front of where the arrow or bolt is fired from. The candle is magic and never runs out of wax, nor can it be removed from the weapon. You can use a bonus action to speak the weapon's command word to cause the candle to light itself, shedding bright light in a 15-foot radius and dim light for an additional 15 feet while it's ablaze. While the candle is lit, this magic weapon deals an extra 2 fire damage to any target it hits with a ranged attack. The candle's flame lasts until you use a bonus action to speak the command word again or until you drop or stow the weapon.
If you roll the same number on both d20s when you make a ranged attack roll with advantage or disadvantage using this weapon while its candle is lit, the ammunition becomes wreathed in a conflagration of uncontrollable flames. The arrow or bolt flies toward the target and explodes, destroying the ammunition and dealing 4d6 fire damage to the target on a hit (instead of the attack's normal damage), or half as much damage if the result of the attack roll was less than the target's AC. This fire ignites flammable objects within 5 feet of the target that aren't being worn or carried. This property can't be used again until the next dawn.
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Candleflame Claymore
Weapon (greatsword), rare | Aug. 22
This weighty blade has an iron candelabra as its hilt. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a target and roll two of the same number on the weapon's slashing damage dice, the target takes an extra 2d6 fire damage. If you've taken fire damage from a hostile source since the end of your last turn, the first target you hit with this weapon on your turn automatically takes this extra fire damage.
You can use an action to place up to two candles in the candelabra hilt, adding one to each of its twin candle holders. Candles placed and lit in the hilt can burn for up to 8 hours, instead of 1, and shed bright light in a 20-foot radius and dim light for an additional 20 feet.
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Candleflame Helm
Wondrous item, common | Mar. 21
While wearing this helm, you can use a bonus action to mentally create a tiny flame just above your head. The flame sheds bright light in a 15-foot radius and dim light for an additional 15 feet. While the flame persists, you can use an action to mentally 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. The flame remains until you use a bonus action to extinguish it, until you remove the helm, or you're incapacitated.
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Candle of Anti-light
Wondrous item, uncommon | Jan. 19
While burning, this dark candle sheds magical darkness in a 10-foot radius. It can be lit for up to 1 hour before it’s consumed and can be snuffed or relit like a normal candle as a bonus action. Completely covering the candle with something opaque contains the darkness. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
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Candy Xorn
Wondrous item, common | Oct. 21
Candy xorn is a round, waxy candy that typically comes in small bags of 2d6 + 3 pieces. Each piece is traditionally either orange or yellow, but always has a narrow, reptilian pupil drawn at its center. Eating a candy xorn causes your eyes to turn orange or yellow (your choice), and your pupils to match the ones found on the piece of candy. After 1 minute, the effect ends and your eyes return to normal.
In addition, each piece of candy xorn has a 5 percent chance to not be candy at all, but actually a gemstone covered in the sugared coating. When you find a gemstone in this way, it can be either eye agate (40%, 10 gp), tiger's eye (40%, 10 gp), or amber (20%, 100 gp).
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Canister of Vreyval's Soothing Tea
Wondrous item, uncommon | Mar. 21
This small metal canister contains 2d4 + 2 bags of magical tea when found. You can steep a bag of tea for 1 minute in a cup of boiling water to transform the water into a rich, flavorful tea that calms the nerves and revitalizes the spirit. When you drink a cup of the hot tea, you regain 1d6 + 2 hit points and gain the same amount as temporary hit points. In addition, any effect causing you to be charmed or frightened is suppressed for 1 hour, after which any suppressed effect resumes, provided that its duration hasn't expired in the meantime.
You can drink the tea using an action, although it's most commonly finished over the course of at least 1 minute. If the tea has been left to cool before you drink it, you regain only half the amount of hit points and temporary hit points, and no other effects are suppressed.
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Captain's Pride
Armor (leather or studded leather), rare (requires attunement) | Apr. 21
This well-crafted leather armor comes with a sturdy, enveloping longcoat, bearing on its back the insignia of a well-known pirate captain. When you attune to it, the insignia changes to one that represents you instead. While wearing this armor, climbing and swimming don't cost you extra movement, and you can breathe underwater.
In addition, you can use a bonus action to shift into a watery, elemental form, gaining the following benefits for the duration:
Your speed increases by 10 feet.
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, as well as resistance to acid damage.
You have advantage on ability checks to avoid or escape being grappled or restrained. If you’re already grappled or restrained when shift into this form, you automatically escape.
While you’re underwater, Wisdom (Perception) checks made to see you have disadvantage.
This form lasts as long as you concentrate (as if concentrating on a spell), to a maximum of 1 minute. Once this property of the armor has been used, it can’t be used again until the next dawn.
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Captain's Wright
Staff, rare (requires attunement) | Jun. 23
This staff is slung together and carved from the mast of a sunken ship. While on a vehicle, you can use the staff to perform a ritual over the course of 1 minute. At the end of the ritual, you and the staff are magically linked to that vehicle. While holding the staff, you gain the following benefits:
While you are within 10 miles of the linked vehicle, you can notice and identify damage taken by it as if you suffered the injury yourself. The sensation is harmless.
While you are within 1 mile of the linked vehicle, you can use an action to see and hear as if you were in any space on or adjacent to it until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.
While you are within 100 feet of the linked vehicle, you can use an action to cause the sound of your voice to originate from any point on or adjacent to it. While speaking in this way, you can make your voice boom up to three times as normal until the start of your next turn.
As an action, or as part of an action made to control the linked vehicle, you can touch it and expend one Hit Die to repair it. Roll the die twice. The vehicle regains a number of hit points equal to the total of the two rolls, plus your Constitution modifier.
Any creature that can see or hear you, including yourself, has advantage on any check made to control or repair the linked vehicle.
Your link to a vehicle ends when the vehicle is destroyed. It ends early if you use an action to mentally sever the link, or if you perform the ritual again with a different vehicle. If the linked vehicle is destroyed, you also take 3d10 psychic damage before the link is severed.
Spells. The staff has 10 charges. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: animal messenger (1 charge), floating disk (1 charge), levitate (2 charges; save DC 15), mending (no charges), rope trick (2 charges), teleport (7 charges), or water walk (3 charges). This version of the teleport spell targets only yourself, and the destination must be a location on the linked vehicle. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses this property.
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Carnivorous Coin Pouch
Wondrous item, uncommon | May 25
This coin pouch tries to prevent anyone other than you from withdrawing from it. It has long, metallic fangs around its opening. The pouch weighs 1 pound and can carry up to 300 coins. It spits out anything that isn't a coin. You can pet the coin pouch, as if it were a house pet, for 1 hour, which can be done over the course of a short rest. At the end of that time, you must drop at least 1 gp into the pouch. If you do, the bag's loyalty shifts to you, and will force any creature other than you to make a DC 13 Dexterity saving throw whenever it tries to gain access to the pouch (such as by a pickpocket or similar). A creature that fails the saving throw takes 1 piercing damage and fails to access the pouch. On a success, the creature can withdraw up to 1d10 random coins from the pouch while avoiding its bite. If a creature other than you is holding the pouch, it releases a dog-like whine until its loyalty is shifted to that creature.
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Carrion Keeper's Circlet
Wondrous item, very rare (requires attunement) | Sep. 24
While wearing this circlet of cold iron, your eyes grow pale and sharp, like a vulture. While wearing it, your Wisdom score increases by 2, to a maximum of 20. In addition, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make that relies on sight or smell.
Hold Prey. The circlet has 10 charges and regains 1d6 + 4 expended charges daily at dusk. While wearing the circlet, you can use an action to expend 2 or more of its charges to cast the hold person spell from the circlet (2nd-level version, save DC 16). Alternatively, you can use an action to expend 5 or more of the circlet's charges to cast hold monster from it (5th-level version), using the same save DC. You can increase the spell slot level by one for each additional charge you expend. If each target is missing any of its hit points, the number of charges needed to cast the spell is reduced by 1. This version of the spell ends early on a target if you can't see it at the end of your turn, and while you concentrate on the spell, you can't willingly move away from a paralyzed target, unless that movement is also toward a different one.
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Carrion Shroud
Wondrous item, very rare (requires attunement) | Mar. 20
This ruffled cloak of dull feathers and down grants you the resilience and cunning of a ravenous vulture. When you move while wearing this cloak, small, tattered feathers drift from the cloak that vanish when they touch the ground. While wearing the cloak, your Constitution score increases by 2, to a maximum of 20, you have advantage on saving throws against disease and poison, and you have resistance to poison damage.
In addition, while wearing the cloak, you can speak its command word as a bonus action to cause it to transform into a pair of sickly vulture wings for 1 minute. While the cloak is transformed, you gain a flying speed of 60 feet, and when you hit a creature that's missing any of its hit points with a melee weapon attack, that creature takes an extra 1d6 necrotic damage. This property of the cloak can't be used again until the next dusk.
Curse. This cloak is cursed, and becoming attuned to it extends the curse to you until you are targeted by the remove curse spell. As long as you remain cursed, you are unwilling to part with the cloak, keeping it worn at all times. The cloak gives you an insatiable hunger for flesh, and while traditional food can sustain you, you no longer enjoy the smell or taste of it. While cursed, whenever you reduce a creature within 5 feet of you to 0 hit points, you're forced to make a DC 13 Wisdom saving throw. If the creature is a construct, ooze, plant, or undead, you automatically succeed on this saving throw. On a failed save, you are overcome with the urge to tear into the creature's flesh and feast: sacrificing any additional movement, action, or bonus action you had left on your turn. You can repeat this saving throw at the start of each of your following turns, ending your need to feast on a success.
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Castle Shield
Armor (shield), very rare (requires attunement) | Jun. 24
This tall shield resembles a castle battlement. Despite appearing to be made of stone, it weighs the same as a normal shield. While holding the shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. Additionally, bludgeoning, piercing, and slashing damage that you take is reduced by 2, unless the source of the damage is a siege weapon or a creature with the Siege Monster trait.
Summon Fortifications. While holding the shield, you can use an action to cast the wall of stone spell from the shield (save DC 16). This version of the spell creates a stone wall that's lined with parapets and has battlements between each of the wall's panels. An illusory archer appears at the top of each battlement. At initiative count 20, each archer fires a magical arrow at the nearest hostile creature that it can see within 60 feet of it; the archers have a passive Wisdom (Perception) score of 16. Make an attack roll for the archers as a group, using an attack bonus of +8, and use the result as the attack roll against each target. On a hit, a target takes 1d6 + 4 force damage for each arrow that hits it. When a panel is destroyed, any battlement connected to it is destroyed, and the archer disappears. The wall vanishes at the end of the spell's duration. Once this property of the shield has been used, it can't be used again until the next dawn.
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Cat Eye Glasses
Wondrous item, uncommon | Sep. 23
These glasses are incredibly dark. When light hits them at the right angle, they seem to glow with an otherworldly light. While wearing the glasses, anything brightly lit appears dimly lit to you instead. Despite their shadowy lenses, the glasses offer additional clarity when seeing things in darkness: you don't suffer any penalties when perceiving or targeting a creature within 30 feet of you as a result of it being in nonmagical darkness.
If you have the Sunlight Sensitivity trait, you are unaffected by the trait while wearing the glasses.
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Cathedral Armor
Armor (breastplate), very rare (requires attunement by a cleric or paladin) | Oct. 22
The front of this magic armor is covered in a panel of stained glass. Attuning to the armor causes the design of the glass to change to depict your deity, oaths, or similar divine order. You have a +2 bonus to AC while wearing this armor.
While wearing the armor, you can use an action to cast the prismatic spray spell from it, using your spell save DC. Alternatively, you can cast this spell as part of using your Channel Divinity. The Channel Divinity must require an action to use, and you choose whether the spell is cast before or after the effects of the Channel Divinity resolve. If your deity is aligned to a particular damage type, such as fire or lightning, you can choose that damage type's respective color, instead of rolling a d8 to determine it, as part of casting the spell from the armor. The armor can't be used to cast this spell again until the next dawn.
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Catnip Amulet
Wondrous item, common | Oct. 19
This gold and jade amulet seems to draw domestic cats to it. While wearing the necklace, you have advantage on ability checks made to find or call Tiny domestic cats (if there are any) and on Wisdom (Animal Handling) checks you make to interact with them.
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Celestial Ambrosia
Potion, legendary | Feb. 25
Drinking this potion fills you with a heavenly feeling of moral clarity, which lasts for the next 24 hours or until you do something that can be characterized as evil (at the GM's discretion). For the duration, you gain the following benefits:
You emit a warm, soft glow, which sheds dim light in a 10-foot radius from you. The light is sunlight.
You can use an action to cast the detect evil and good spell for the duration.
Your weapon attacks deal an extra 1d10 radiant damage to any target you hit with them. If the target is undead, this extra damage is doubled. You also gain this benefit whenever you cast a spell that deals radiant damage.
You gain a +3 bonus to any saving throw you make.
You have advantage on any Charisma (Persuasion) check you make.
You have resistance to radiant damage.
You gain a flying speed of 40 feet. When you fly, your warm glow extends from your back to form a pair of angelic wings.
You can't be charmed or frightened. If you're already charmed or frightened, the effect ends on you when you drink the potion.
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Celestial Bident
Weapon (trident), legendary (requires attunement by a cleric or paladin) | Apr. 24
This bident's prongs are designed as celestial wings. A ball of pure light radiates between the wings, which sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight. While holding the bident, you can use a bonus action to light or extinguish the ball. Alternatively, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 40 feet each or a minimum of 10 feet each. If you're attuned to the celestial bident, you are considered proficient with it.
You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 radiant damage to any target it hits while the ball of pure light is present in the bident. Immediately after you make a ranged weapon attack with the bident, it flies back to your open hand. While holding the weapon, you also gain a +2 bonus to spell attack rolls.
Bestow Light. While the ball of light is present between the bident's prongs, you can use an action to touch a creature with the bident and confer the light into them. The ball disappears within the creature for 8 hours. For the duration, the creature can't be blinded, deafened, diseased, frightened, paralyzed, petrified, or poisoned. If the creature is already affected by such a condition, the effects are suppressed for the duration of this effect. The ball of light returns to the bident at the end of the 8 hours or when the creature is reduced to 0 hit points. If the creature is reduced to 0 hit points, the ball lifts from the creature's body and returns to the bident, and the creature immediately regains 1 hit point. Once a creature has benefitted from this property, it can't do so again for 24 hours.
Guiding Bident. While holding the weapon, you can use an action to cast the guiding bolt spell from it, using your spell attack bonus. When you do, the bolt appears as a duplicate of the bident made of pure light, and on a hit, any allied creature within 10 feet of the target gains 10 temporary hit points.
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Celestial Circlet
Wondrous item, very rare (requires attunement by a good-aligned cleric) | Oct. 19
This golden circlet radiates holy energy. A thin halo hovers above your head while you wear it, emitting bright light in a 20-foot radius and dim light for another 20 feet. Small motes of holy light swirl around the apex of the circlet.
While you wear the circlet, you are always under the effects of the protection from evil and good spell. This effect only applies to one creature type. You can choose a new creature type (other than celestials) to be protected against daily at dawn.
The circlet has 7 charges. As an action, you can expend 1 or more of the circlet's charges to cast either cure wounds (1 charge per spell level, up to 4th) or spirit guardians (3 charges) from it, using your spell save DC and spellcasting ability modifier. Immediately before or after you cast a spell from the circlet in this way, you can use your bonus action to fly up to 10 feet without provoking opportunity attacks. When you do, you are carried away on a pair of angelic wings.
The circlet regains 1d4 + 3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the halo vanishes and the circlet becomes mundane and nonmagical.
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Celestial Sunrise
Potion, common or uncommon | Dec. 19
The typical celestial sunrise, a common potion, is a specialty alcoholic beverage that causes light to pour from your mouth for 1 hour after you drink it. The light shines in a cone from your mouth, casting bright light for 20 feet and dim light for an additional 20 feet. The potion glows softly on its own, even if no light is shining through it. The beverage is rejuvenating and powerfully flavored with pineapple, orange, and honey, with just a hint of pomegranate as an aftertaste. Due to its magical nature, the alcohol within this potion affects a creature twice as much as the alcohol within a nonmagical beverage.
The following celestial sunrise is an uncommon variant with additional properties. It also tastes better.
When you drink this potion, you can see normally in darkness, both magical and nonmagical, for the next 8 hours. In addition, the light cast from your mouth due to the potion's common effects increases, casting bright light out to 40 feet and dim light for an additional 40 feet instead.
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Celestial Tome of Healing
Wondrous item, rare (requires attunement by a wizard) | Feb. 23
This golden-paged tome has a diamond embedded in its cover, which emits a soft glow whenever the book is held. The following spells are written in the book using a strange form of Celestial that's only legible to the creature attuned to it: cure wounds, guiding bolt, healing word, and mass healing word. While attuned to the book, you know the sacred flame cantrip, and you can prepare the book's spells as if they were wizard spells whenever you finish a long rest. Whenever you expend a spell slot to cast one of these spells, you must expend a slot one level higher than the level at which you cast the spell.
In addition, your connection to the book gives you magical insight to theology. While the book is on your person, you have advantage on Intelligence (Religion) checks and on ability checks regarding celestials.
When you use your Arcane Recovery feature while the book is on your person, you also regain 1d4 hit points for each spell slot level you expended to cast a spell from the book since the last time you finished a long rest.
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Censer Chime
Wondrous item, rarity varies | Jun. 22
This tiny, handheld bell produces a sweet chime when rung. A pinch of fine incense worth at least 1 gp can be placed inside the bell's clapper, which magically burns when you use an action to ring it, consuming the incense. You can use an action to refill the clapper with another pinch of incense. Both the bell and clapper have a series of small holes that allow the incense to burn, allowing the magical smell to fill the surrounding area. Any undead within range of the bell that can hear it when it's rung must make a Constitution saving throw. The range, saving throw DC, and other cumulative effects are determined by the bell's rarity. On a failed save, the creature is turned from the bell until the end of its next turn and subjected to the bell's cumulative effects (if any). While turned, it can't move any closer to the bell, and must spend its action on its next turn cowering and clutching its ears and nose (if it has them), as the smoke and chime magically overwhelm its senses.
Once a creature fails this saving throw, it automatically succeeds on subsequent saving throws against the effect for the next 24 hours.

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Centaur's Hunting Bow
Weapon (shortbow), rare (requires attunement) | Jan. 23
This hefty wooden hunting bow was fashioned in the likeness of a centaur deity of wisdom. The bow has 4 charges and regains all expended charges daily at dawn.
When you hit a creature with a ranged attack using the bow, you can expend 1 of its charges to magically mark that target for 1 minute (no action required). For the duration, the first time you make an attack with the bow on your turn, a single magic missile dart streaks out from the bow toward each marked creature within 80 feet of you. A target can't have more than one mark on it at a time.
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Ceratopper
Wondrous item, very rare (requires attunement) | Oct. 19
This adamantine helm is fashioned in the likeness of a triceratops and decorated with painted designs. You have a +1 bonus to AC while you wear this helmet. In addition, if you move at least 20 feet towards a target and then attack them with a melee weapon attack on the same turn, you can choose to make a special attack using the helmet instead of the weapon. The helmet deals 3d4 piercing damage and uses Strength for its attack and damage rolls, and you are proficient with it. If you hit and the target is no more than one size larger than you, it must also succeed on a DC 13 Strength saving throw or be knocked prone.
In addition, while wearing the helmet, you can use it to cast the polymorph spell on yourself as an action to transform into a triceratops. This property of the helmet can't be used again until 2 days have passed.
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Cerberus Whistle
Wondrous item, rare | Nov. 23
This whistle has been carved from a soot-stained imp bone. While holding the whistle, you can use an action to blow it. The whistle can be heard out to a range of 300 feet, but only by fiends and tieflings.
The whistle has three dog heads carved into its end. When found, the dogs' mouths are closed. When you blow into the whistle, oen, two, or three of the mouths open (your choice each time). The harder you blow the whistle, the more of the dogs' mouths magically open.
For each mouth that opens as part of blowing the whistle, a hell hound is magically summoned to a random space that you can see within 30 feet of you. Each hell hound remains for 1 minute or until it's reduced to 0 hit points. If you are a fiend or tiefling, the hounds are friendly to you and your companions. Otherwise, each hounds' disposition is random: use the table below to determine the nature of each hound.
Roll initiative for the summoned hounds as a group, which has its own turns; hounds that are friendly to you go first. While the hounds are friendly to you, they obey your verbal commands (no action required). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

One of the dogs' open mouths closes each day at dawn.
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Chain Acolyte Robes
Armor (chain mail), rare (requires attunement by a spellcaster) | Jul. 23
These acolyte robes are draped in heavy chain mail. You are proficient with this armor and ignore its Strength requirement if you have a spellcasting ability score of at least 13.
Spells. While wearing the armor, you can use an action to cast either the hold monster or hold person spell from the armor, using your spell save DC. When you do, the spell holds the target in place with magical chains; for the spell's duration, the target takes 3d6 bludgeoning damage from the chains at the start of each of its turns. Once you cast a spell in this way, that spell can't be cast from the armor again until the next dawn.
Wand of Binding. If you are also attuned to a wand of binding, it regains all expended charges daily at dawn. In addition, whenever you use the wand to cast hold monster or hold person, you can choose to have it cast the armor's version of the spell instead. You still use the wand's save DC when casting the spell in this way.
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Chain Devil Gloves
Wondrous item, rare (requires attunement) | Dec. 19
These leather gloves are fashioned from the hands of a slain chain devil. While wearing these gloves, an ethereal chain attaches itself to any weapon you throw that has the thrown property. The chain has a reach of 60 feet and breaks its connection to the weapon if the weapon is held by a creature or if you are ever more than 60 feet away from it. You can have up to 4 of these chains at any time.
As an action, you can cause these chains to suddenly retract and pull any attached weapons with them. Any creature within the path of one or more of these weapons must make a DC 15 Dexterity saving throw. On a failed save, a creature takes force damage equal to the damage die of the thrown weapon. A solid object or wall blocks the path of the retracted chain and weapon.
A retracted weapon lands harmlessly at your feet or in an open hand once it reaches you.
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Champion's Greatbow
Weapon (longbow), rare | Jan. 20
This large bow is wrought from the boughs of an old, resilient tree. Its wooden frame is exceptionally sturdy but difficult to draw. You must have a Strength score of 13 or higher to wield this bow. This bow's damage die is a d10, and when you make a ranged attack with this bow, you score a critical hit on a roll of 19 or 20.
Once on each of your turns when you make a ranged attack with this weapon, you can use the bow to fire a javelin or spear, instead of an arrow, without affecting the bow's damage die. When you do, the bow's normal and long ranges are halved for the attack. If the attack hits, the target takes extra piercing damage equal to your Strength modifier.
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Champion's Shield
Armor (shield), very rare | Oct. 23
This round metal shield is magically covered with 1d4 designs of mighty foes, such as dragons, vampires, or krakens. While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. In addition, you gain 10 temporary hit points each time a creature within 120 feet of you uses a legendary action; these temporary hit points end early if you are no longer holding the shield. If a creature with legendary actions is slain within that range, a new etching depicting that creature's final moments appears amongst the other images. When a creature uses a legendary action to make an attack roll against you or force you to make a saving throw, you can use your reaction while holding the shield to impose disadvantage on the attack roll or grant yourself advantage on the saving throw.
The shield is always under the effects of the programmed illusion spell, and its triggering condition is when you use an action to touch a foe's design on the shield and speak the item's command word. The scripted performance is of that creature's final minute, before it was slain, and the illusion appears in a 5-foot cube in front of the shield.
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Chapel Lantern
Wondrous item, uncommon | Jul. 23
This stained glass lantern casts colorful lights around it while lit, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Alternatively, you can fill the lantern with a flask of holy water. While holding it, you can use an action to magically reduce the light to dim light in a 5-foot radius.
When the lantern is lit using holy water, the light that it sheds almost shimmers with divine magic. When lit in this way, any undead creature within the lantern's bright light has disadvantage on any attack roll it makes. Further, if such a creature starts its turn within the bright light, it immediately takes 1d6 radiant damage.
Each time that an undead creature takes radiant damage as result of the lantern's bright light, deduct 1 hour from the lantern's total burn time.
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Charged Rapier
Weapon (rapier), very rare (requires attunement) | Mar. 20
This blade snaps and crackles with electrical power as it's waved through the air. While holding the rapier, you have resistance to lightning damage. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 1d4 lightning damage to any target it hits.
Electric Charge. If you are proficient with this weapon, when you move at least 20 feet in a straight line on your turn while holding this rapier, you can speak its command word as a bonus action to briefly disappear and transform into a bolt of lightning. When you do, choose an unoccupied space you can see within 20 feet of you that's along the same straight line and in the same direction in which you're moving. You form a 5-foot-wide line of lightning originating from yourself that extends to the unoccupied space. You reappear in that space as the bolt of lightning passes through anything in its path.
If there are any creatures in the line of lightning, roll a d20 and add 9 to the roll. If the total of the roll meets or exceeds the AC of any creature in the line, that creature takes 1d4 + 1 lightning damage as you pierce through it as the bolt of lightning.
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Charging Bugle
Wondrous item, uncommon | Mar. 22
This blue bugle horn is lined in enchanted copper that can transform sound into electrical force. You can blow a percussive note from the bugle in place of the verbal component when casting a spell of 1st level or higher that deals thunder damage, such as shatter or thunderwave. When you do, any creature or object affected by the spell also takes an extra 1d6 lightning damage. If the spell's damage would be halved on a successful saving throw, this lightning damage is also halved on a successful one.
In addition, you can use a bonus action on your first turn of combat to blow an invigorating call from the bugle. Any friendly creature within 30 feet of you (including yourself) that can hear the bugle gains a 5-foot bonus to its speed until the start of your next turn.
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Charlatan's Wardrobe
Wondrous item, uncommon | Sep. 19
This set of plain clothes are exceptionally comfortable and easy to wear. They are always clean and smell freshly washed and lightly perfumed. You can change the appearance of the outfit by twirling in place and speaking the clothes' command word as an action. Their appearance is illusory. Physical interaction with the clothes reveals their appearance to be an illusion, because things can pass through it. A creature that uses its action to examine the clothes can determine that it is an illusion with a successful DC 13 Intelligence (Investigation) check. Regardless of their appearance, the clothes offer no additional protection from the elements, and can only appear to be clothes.
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Cherry Blossom Wand
Wand, common | Feb. 22
This wand has 7 charges and regains 1d6 + 1 expended charges daily at dawn. As an action while holding the wand, you can expend 1 of its charges to target a point that you can see within 60 feet of you. The air in a 20-foot cube centered on that point stirs into a light, dramatic breeze that carries a flurry of delicate pink cherry blossoms on it. The wind and the blossoms vanish immediately at the end of your turn.
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Chi-Balancing Tea
Potion, rare | Jul. 20
This potion is specially brewed by the monks of Durheim using a unique leaf found only in their gardens. The tea remains magically warm while inside its traditional porcelain bottle. The potion's flavor is deep and smoky, and leaves a sour aftertaste like the air after a storm.
When you drink this potion, it cures any short-term madness afflicting you, and if you are charmed or frightened, it ends those conditions. In addition, if you have 2 or more levels in the monk class, you regain 1d4 + 1 expended ki points.
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Chicken Tonic
Potion, common | Oct. 22
A willing creature that drinks this tonic is magically transformed into a ceramic chicken for up to 10 minutes, as if by the polymorph spell, or until it ends the effect as a bonus action. The creature retains its Intelligence, Wisdom, and Charisma scores, as well as its skill and saving throw proficiencies (including those of the chicken). Use the raven's statistics for the chicken, with the exception that its flying speed is halved and it falls at the end of its turn if it's in the air and nothing else is holding it aloft. The tonic's container is a porcelain chicken, and the potion itself is a seemingly wretched mixture of eggs and gravy. The potion has no effect on an unwilling creature.
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Chillspike
Weapon (pike), legendary (requires attunement) | Nov. 19
This cold steel weapon from the Everglacier is topped with a menacing ice spike that never melts. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this pike, the target takes an extra 1d10 cold damage. In addition, the weapon and its properties ignore resistance to cold damage.
When you reduce a Large or smaller creature to 0 hit points using this weapon, you can choose to encase that creature in ice. An encased creature is prevented from falling prone and is held in place by a shell of ice for 1 minute. If the creature is unconscious, it does not make death saving throws while it's encased in the ice. The ice has AC 12, 20 hit points, immunity to poison and psychic damage, and vulnerability to fire and thunder damage. If the encased creature is healed or the ice is destroyed, the ice crumbles and releases the creature.
Everglacier's Fury. As an action, you can plunge the pike into the ground at your feet. When you do, the blade of the pike magically vanishes into the earth and summons up to three icy spikes from the ground nearby. Choose up to 3 different targets on the ground you can see within 20 feet of you. An affected target must succeed on a DC 16 Dexterity saving throw or take 2d8 cold damage as an frozen spike erupts from the ground beneath them. Immediately after using this property, the spikes recede into the ground, and the icy blade of the pike reappears.
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Chimera Trident
Weapon (trident), very rare (requires attunement) | Mar. 24
This dark silver trident is decorated with the sculpted busts of three creatures: a dragon, a goat, and a lion. Each head gives way to one of the trident's three prongs. You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you make a ranged attack using this weapon, it flies back to your hand immediately after the attack.
While holding the weapon, you can use an action to release a fiery breath from the trident's heads in a 15-foot cone. Each creature within that cone must make a DC 15 Dexterity saving throw. A creature takes 7d6 fire damage on a failed save, or half as much damage on a successful one. Once this property has been used, it can't be used again until the next dawn or until you hit a hostile creature with the trident and roll a 6 or higher on the damage die, whichever comes first.
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Chimeric Collar
Wondrous item, rare | Aug. 21
This magic collar has three sections of sculpted metal bound by a strip of leather, with each section representing the head of a dragon, lion, and ram. You can place the collar on a willing Medium or smaller creature using an action. If the creature is a friendly beast companion or familiar (such as one summoned by the find familiar spell), you can speak the collar's command word as part of this action to create a magical bond between you and the creature. The bond remains until the collar is removed.
You can use a bonus action to speak the collar's command word while you can see the bonded creature within 30 feet of you. When you do, the creature grows in size to become Large, provided there's enough space. When it becomes enlarged, the creature gains 2d10 + 4 temporary hit points, can understand Draconic (but can't speak it), and magically grows a second, identical head next to its own that lasts for the duration of the effect. Whenever the enlarged creature takes the Attack action, it can make two attacks, or it can take the Multiattack action instead if it has that action. The creature remains enlarged for up to 1 minute, until it drops to 0 hit points, or until you end the effect using a bonus action. Once this property of the collar has been used, it can't be used again until the next dawn.
If the beast or familiar wearing the collar is a transformed humanoid or other creature, such as by the polymorph spell or similar magic, the bond fails when you speak the command word and the collar has no effect. If the bonded creature is a familiar summoned by the find familiar spell, the collar and familiar disappear into a pocket dimension together whenever you temporarily dismiss it. If the bonded familiar is dismissed forever or drops to 0 hit points, it leaves the collar behind. A creature can only gain the benefits of one magical collar at a time.
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Chromatic Obsidian Breastplate
Armor (breastplate), rare (requires attunement) | Oct. 22
You gain a +1 bonus to AC while wearing this dark, prismatic armor. While wearing it, you can use your reaction to reduce any radiant damage you take by 1d8 + 5. When you do, you release a brilliant spectrum of colors. Each creature of your choice within 5 feet of you takes the same amount of damage you reduced in this way. The damage's type is random, depending on the color of the light that strikes each creature. Roll a d6 and use the table below to determine the damage type dealt to each creature.

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Chromatic Obsidian Greateaxe
Weapon (greataxe), rare (requires attunement) | Mar. 20
This prismatic greataxe is made using chromatic obsidian, a dazzling type of stone found where several Elemental Planes meet. When you roll a 20 on an attack roll made with this magic weapon, the target must make a DC 15 Constitution saving throw. A target takes 1d6 cold damage, 1d6 fire damage, 1d6 lightning damage, and 1d6 radiant damage on a failed save, or half as much damage on a successful one. Roll the damage dice separately, recording any 6 you roll. For each 6 you roll in this way, use the table below to determine which of the following effects happen.

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Chronomancer's Eyepiece
Wondrous item, very rare (requires attunement)
This singular lens lets you faintly see and command the flow of time around a target. The eyepiece has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While wearing the eyepiece, you can expend 1 charge as a reaction at the end of another creature's turn to speak either of the eyepiece's two command words to warp the flow of time around that creature. You must be able to see the target, and it must be within 60 feet of you.
Past. If the target is willing, it is teleported back to the space it was at the beginning of its turn. If another creature or object is occupying the space, the target is teleported to nearest unoccupied space instead. An unwilling target must succeed on a DC 16 Charisma saving throw or be teleported in this way against its will.
Future. If the target is willing, it can immediately choose to move again, up to half its speed, without provoking opportunity attacks. After a target moves in this way, its speed is halved until the end of its next turn.
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Chromacloth
Weapon (sling), uncommon | Nov. 18
This silken cloth is enchanted using a unique blend of abjuration and evocation magic, allowing it to be used for a number of purposes. At any one time it can be one of four colors: red, yellow, green, or blue. You can change the chromacloth’s color to another one as an action.
You can wear the chromacloth as a headband or wrap to gain resistance to the damage type associated with the cloth’s color. Once the cloth reduces damage taken in this way, it can’t do so again until the following dawn.
Alternatively, the cloth can be fashioned to be an effective sling. Ammunition fired from the sling deals damage of a type matching the cloth’s color instead of bludgeoning.
Refer to the table below for a reference of the chromacloth’s associated colors and damage types:

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Chronal Sphere
Wondrous item, very rare | Dec. 20
This brass sphere is roughly fist-sized and weighs 1 pound. It vibrates gently while you hold it as tiny mechanisms whir inside. While holding the sphere, you can use a bonus action to speak its command word, causing spectral clock hands to appear on its curved surface and indicate the current time. The hands remain on the surface of the sphere until you speak the command word again. This property only functions on the Material Plane.
Spells. While holding the sphere, you can use an action to cast either the haste or slow spell (save DC 18, no concentration required) from it. Once the sphere has been used to cast a spell in this way, it can't be used to cast that spell again. When the sphere has been used to cast both of these spells, it loses this property.
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Cinnabar Rapier
Weapon (rapier), rare | Nov. 18
This magic rapier’s blade is alchemically coated in a thin but toxic layer of cinnabar. The weapon has 10 charges and regains 1d8+2 expended charges each day at dawn. When you hit a creature with this weapon, you can expend 1 or more of its charges. The blade’s poison leeches into the blood of the creature you struck to deal an extra 1d4 poison damage for each charge expended in this way.
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Circlet of the Huntsman's Third Eye
Wondrous item, very rare (requires attunement) | Apr. 19
This metallic barbed circlet features a grotesque, yet ornate, severed eye hanging from its center. The eye rests on the forehead of the creature wearing it. While attuned to the circlet and wearing it, you can call upon the sharpened instincts of the eye's original owner, granting you advantage on Wisdom (Survival) checks.
The circlet holds 5 charges and regains all expended charges each day at dawn. You can expend 1 of its charges as a bonus action to cast hunter's mark on a creature within the spell's range. You make Constitution saving throws to maintain concentration on hunter's mark cast in this way with advantage. In addition, you can expend 1 charge as a bonus action on another turn or as a second charge when you cast hunter's mark in this way to gain truesight out to 120 feet for 1 minute.
Curse. Attuning to the circlet curses you until you are targeted by the remove curse spell or similar magic: removing the circlet fails to end the curse. While cursed, whenever you roll a 1 on an attack roll or ability check, you take 1d6 psychic damage as the eye's intense frustration stabs into your mind.
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Circlet of the Pyromancer
Wondrous item, very rare (requires attunement by a spellcaster) | Nov. 24
This golden circlet resembles an outstretched phoenix with a ruby at its center. Its eyes flicker with glimmering embers. You have resistance to fire damage while wearing this circlet. In addition, whenever you roll fire damage, you can reroll one of those damage dice. You must use the new roll.
While wearing the circlet, you can use an action to touch a flammable object that isn't being worn or carried and cause it to ignite.
Charges. The circlet has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn.
Spells. While wearing the circlet, you can use an action to expend some of its charges to cast one of the following spells from the circlet, using your spell attack bonus and spell save DC: flame blade (2 charges; no concentration required), fireball (3 charges), or wall of fire (4 charges).
Explode. While wearing the circlet, you can expend up to 5 of its charges whenever you deal fire damage (no action required). For 1 charge, the fire damage is increased by 2d8; the damage is increased by an extra 1d8 for each expended charge after the first. A target that takes this fire damage must also succeed on a Dexterity saving throw against your spell save DC or be pushed up to 10 feet away from you for each charge spent.
Phoenix Fire. When a creature that you can see within 60 feet of you takes fire damage, you can use your reaction to expend 1 of the circlet's charges to reduce that fire damage by half. If the creature is holding a weapon, that weapon also becomes engulfed in flames, which are harmless to the creature. The weapon remains lit until the end of the creature's next turn or until it's no longer holding the weapon. For the duration, the weapon sheds bright light in a 20-foot radius and dim light for an additional 20 feet, and it deals an extra 1d8 fire damage to any target it hits.
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Circlet of Resonant Spheres
Wondrous item, legendary (requires attunement by a bard or wizard) | Feb. 24
This metal circlet is surrounded by ten circular openings. Each opening holds a floating metal sphere, which rings softly like a bell when held to your ear. While wearing the crown, the spheres hover just outside of their respective openings.
Once you attune to the circlet, you can interpret the spheres' soft chimes as a sort of musical language. This language expresses the flow of magic around you, and by understanding it, allows you to change the nature of any spell you cast.
Arcana Musica. When you attune to the circlet for the first time, you can choose three Metamagic options of your choice from the sorcerer class. While wearing the circlet, you can use one of these options whenever you cast a spell.
The circlet has 10 charges and regains all expended charges daily at dawn. Whenever you use a Metamagic option from the circlet, you must expend a number of its charges equal to the amount of Sorcery Points normally required by the option. While wearing the circlet, you can use an action to expend 10 charges from the circlet to replace one of its Metamagic options with a different one.
Commune with Weave. Alternatively, while wearing the circlet, you can expend 5 of its charges to cast the commune with nature spell from it over the course of 1 minute. This version of the spell allows you to commune with the very magic around you in a 300-foot radius, even in dungeons or towns, instead of the surrounding area's land and flora. As a result, you can ask it up to three questions that can be answered with a yes or no and that relate to the magic found within that area. The magic isn't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond its understanding. In a case where a one-word answer could be misleading, the GM might offer a short phrase as an answer instead. You must ask your questions within 1 minute of casting the spell.
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Circlet of the Sharpened Mind
Wondrous item, very rare (requires attunement by a creature with an Intelligence of 17 or higher) | Feb. 20
This iron circlet has a magical pearl at its center and can hold up to 4 gemstones. When found, the circlet has 2 gemstones. A gemstone worth at least 5,000 gp can be added to the circlet over the course of 1 minute as it’s magically drawn and fastened into place. While wearing the circlet, you can take a special Attack action on your turn to summon a number of floating, spectral swords equal to the number of gemstones in the circlet and make one melee spell attack with each of them against a target within 10 feet of you. You are proficient with these attacks and use Intelligence as your spellcasting ability for them. On a hit, the target takes force damage equal to 1d8 + your Intelligence modifier. The swords appear at your side and remain there until you dismiss them as a bonus action or until you fall unconscious or remove the circlet. While the swords are summoned, you can take this special Attack action once on each of your turns. The spectral swords shed bright light in a 10-foot radius and dim light for an additional 10 feet.
You can replace one of these melee spell attacks with a weapon attack as part of this special Attack action. If you’re able to make multiple attacks when you take the Attack action, you can instead replace a number of these spell attacks up to the number of weapon attacks that you can normally make as part of the Attack action.
When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to make one melee spell attack with one of the summoned swords against the creature, rather than making an opportunity attack.
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Clangor Clapper
Weapon (club or mace), uncommon | Oct. 24
This all-metal weapon used to be the clapper to a bell. When you hit a creature that's made of metal or that's wearing metal armor, the target takes an extra 1d4 thunder damage from the attack. On a 4, the target begins to resonate. While resonating, the target has disadvantage on any ability check it makes that relies on hearing, and it takes another 1d4 thunder damage at the start of each of your turns. The target continues to resonate until you roll a number other than 4 on this d4.
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Clangor Helmet
Wondrous item, rare (requires attunement) | Apr. 23
This helmet was made from a temple bell and weighs 10 pounds. While wearing it, you have resistance to thunder damage and can't be deafened. In addition, whenever a creature within 5 feet of you deals bludgeoning damage to you with a melee attack, roll a d6. On a 5 or 6, the attacking creature takes 5 or 6 thunder damage, respectively.
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Claw Sickle
Weapon (sickle), uncommon (requires attunement by a creature cursed with lycanthropy) | Dec. 22
You can benefit from this magic weapon's following properties even if you aren't attuned to it. The sickle deals 2d4 slashing damage on a hit, instead of 1d4, and if you're wielding a claw sickle in either hand and engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
If you're attuned to a claw sickle, you also gain a +1 bonus to any attack or damage rolls you make with any claw sickles you're holding.
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Claws of Ursine Fury
Wondrous item, rare (requires attunement by a barbarian) | Dec. 22
These clawed gauntlets were fashioned from the remains of a mighty bear, whose essence empowers you while you're raging. Their claws turn your unarmed strikes with your hands into magic weapons that deal slashing damage with a damage die of 1d8 (unless your unarmed strike damage is already higher). You must be raging to gain this benefit. When you take the Attack action and make one or more unarmed strikes with the claws, you can make one additional unarmed strike with them as a bonus action.
When you roll a 20 on an attack roll made with the claws, the target must succeed on a DC 15 Constitution saving throw or be knocked prone and maimed. A maimed target takes 1d6 necrotic damage at the start of each of its turns for 1 minute. This damage ignores resistance and immunity. The effect ends early if the target receives magical healing or if a creature within reach of the target uses its action to make a successful DC 15 Wisdom (Medicine) check. A creature can't be maimed more than once at a time, and a construct or undead creature can't be maimed.
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Claymore of the Great Badger
Weapon (greatsword), uncommon (requires attunement) | Sep. 21
This weighty blade carries with it the strength of the mighty badger. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The sword has 3 charges and regains all expended charges daily at dawn. When you hit a Large or smaller creature with this weapon, you can expend 1 charge from it to push that creature 5 feet away from you.
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Cleaning Cube
Wondrous item, common | Nov. 20
This Tiny, sentient piece of an enchanted gelatinous cube is harmlessly soapy, instead of acidic, and enjoys cleaning the surfaces it travels across. When found, the cleaning cube is a dehydrated, 2-inch cube. While dehydrated, the cube is inanimate and its weight is negligible. You can place the dehydrated cube in 1 or more gallons of water as an action, causing it to animate and grow in size to become a 1-foot cube that weighs 6 pounds. The rehydrated cube moves slowly while animated in this way, methodically cleaning objects and surfaces it comes into contact with. The cube remains hydrated for up to 8 hours, but can be squeezed as an action (as if it were a sponge) to dehydrate it again early.
The cleaning cube is considered a magical object and is not a creature. It has a speed of 1 foot and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. It has AC 10, 10 hit points, and resistance to all damage. The cube dehydrates when it drops to 0 hit points, but regains all its hit points when hydrated again.
Sentience. The cleaning cube is a sentient unaligned item with an Intelligence of 1, a Wisdom of 6, and a Charisma of 1. It has hearing and blindsight out to a range of 60 feet. It can't speak or read, but obeys your commands as best as it can understand them.
Personality. The cleaning cube is happiest finding and dissolving dirt and other grime, and enjoys the feeling of moving across clean, polished surfaces. It doesn't concern itself with combat, preferring to continue its cleaning instead of involving itself in confrontation. If the cube finds a stray coin, gemstone, or other similar small item out of place while it cleans, it will absorb and clean the item until it's removed by a creature as an action or until it becomes dehydrated once again.
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Clear Bell
Wondrous item, uncommon | Jun. 24
When you use an action to ring this all-glass handbell, the sound rings out with perfect clarity. Any creature within 30 feet of the bell that can hear it can immediately make a saving throw to end any one effect on it that's causing it to be charmed or frightened. The saving throw DC is the same as the original effect's.
Once the bell has been rung in this way, it shouldn't be rung again until the next dawn. Each time it's used again before then, it has a cumulative 20 percent chance of not working and shattering into a fine, nonmagical powder.
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Cloak of the Boundless Spirit
Wondrous item, rare (requires attunement) | Jan. 19
This swirling, translucent cloak bolsters the fighting spirits of friendly nearby creatures. The cloak has 3 charges and regains all expended charges each day at dawn. When an ally you can see within 15 feet of you takes damage, you can use your reaction to expend 1 charge and reduce that damage by 2d6.
In addition, friendly creatures within 15 feet of you regain consciousness on a roll of 19 or 20 on death saving throws. When a creature within range regains consciousness in this way, you can use a reaction to expend 1 charge to grant them 2d6 temporary hit points. Once a creature regains consciousness by rolling a 19 on a death saving throw in this way, it can’t do so again until it finishes a long rest.
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Cloak of the Midwinter Solsticekeeper
Wondrous item, legendary (requires attunement) | Dec. 23
This warm red coat carries a feeling of good tidings and midwinter cheer, even in the most bitter of cold. While wearing it, you have resistance to cold damage, and any Wisdom (Insight) check you make is made with advantage. The cloak also has the following properties.
Spells. While wearing the cloak, you can use an action to cast one of the following spells from it on yourself (save DC 17): detect thoughts, enlarge/reduce, freedom of movement, or invisibility. Once a spell has been cast from the cloak, that spell can't be cast from it again until the next dawn.
Nimble. While wearing the cloak, you gain a climbing speed of 30 feet, you can move through spaces as narrow as 1 foot wide without squeezing, and you have advantage on saving throws against traps and other environmental hazards.
Present. As an action while wearing the cloak, you can flourish the cloak and draw an object from it using a free hand. The object can be any mundane item of your choice from the Adventuring Gear section of the Basic Rules worth no more than 5 gp. If the item is in any way sold or traded for a good or service, it immediately turns to a lump of sulfurous coal. The object remains for 24 hours or until you use this property again. When you remove an object from the cloak in this way, you can choose for it to be plain or wrapped in decorative tissue paper, which magically disappears in a plume of glittering snow after unwrapping. Alternatively, you can use an action to magically wrap an object you're holding with the decorative tissue paper.
Spirit of Giving. When you give a wrapped item to another creature that suggests an understanding of the other creature's needs, the GM can grant you a special die, called a Giving Die, which is a d12. You can roll this d12 and add it to the total of any ability check or saving throw you make (before the GM determines if the roll succeeds or fails), at which point the die is lost. The Giving Die remains until you finish a long rest or until it's lost in this way. Once you gain a Giving Die, you can't do so again until you finish a long rest. If the given item was created by the Present property, it remains indefinitely or until it's sold or traded, at which point it turns into a lump of coal.
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Cloak of Daggers
Wondrous item, uncommon (requires attunement) | Mar. 22
This asymmetrical cloak has a ring of silver daggers along its bottom hem. While wearing the cloak, you have advantage on Dexterity (Stealth) checks while in dim light or darkness.
In addition, you can use a bonus action to summon a magic silver dagger to one or both of your hands, provided that they're empty. Each dagger disappears in a puff of smoke after 1 minute or at the end of your turn if you aren't holding it.
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Cloak of Hellish Legacies
Wondrous item, very rare (requires attunement by a tiefling) | Mar. 24
This dark leather cloak is inscribed with Infernal script along its hems. Its hood has a pair of holes for your horns to fit through. While wearing the cloak, the range of your darkvision increases by 30 feet, and you can see normally in magical darkness (as if it were nonmagical) out to a range of 30 feet. If the cloak's hood is up, your face becomes hidden in pitch-dark shadow. Pulling the hood up or down requires an action.
The cloak's hue changes to match an associated layer of hell. The color is subtle, and is best seen faintly reflected in its shadows, as if staring into an oil-slicked pool. The first time you attune to the cloak, and then again daily at dawn, you can choose which layer of hell for the cloak to associate with. Use the table below to determine the color and damage type associated with the chosen layer.

While wearing the cloak, you gain resistance to the damage type associated with its current layer. Furthermore, if you cast a damage-dealing spell using your hellish Legacy racial trait, you can choose to change its damage type to the one associated with the cloak's current layer.
The cloak has 3 charges and regains all expended charges daily at dawn. You can use a bonus action to expend 1 of its charges to change the cloak's associated layer. Alternatively, you can expend 1 or more of its charges when you cast a spell using your hellish Legacy racial trait; the spell's level increases by 1 for each expended charge.
Whenever you change the cloak's color, you can also choose to change the color of your skin to match the chosen layer. This change lasts until you change the cloak's color again, until you're no longer wearing the cloak, or until you end it early (no action required), at which point you return to your normal color.
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Cloak of Smoke and Cinder
Wondrous item, very rare (requires attunement) | Nov. 23
This short, hooded mantle is in threadbare tatters after being burned in a magical fire. While wearing it, the embers of that fire still burn, and plumes of smoke drape downward to replace the parts of the cloak that were lost.
While wearing the cloak, you have resistance to fire damage and ignore any penalties that come as a result of a target being obscured by smoke. It also functions as a cape of the mountebank.
Whenever another creature hits you with an attack on its turn while you're wearing the cloak, a cloud of smoke billows outward from the cloak, which heavily obscures you and the area around you in a 10-foot-radius sphere. The smoke vanishes at the end of the turn; a wind of moderate or greater speed (at least 10 miles per hour) also disperses the smoke. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move, as well as while you're in an area of moderate or greater wind.
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Cloche of Surprise Treats
Wondrous item, very rare | Mar. 21
This magic silver cloche covers a large dinner platter. You can use an action to speak the cloche's command word and remove it from the platter. When you do, use the table below to determine what kind of meal appears.

Once the cloche has been used to conjure a meal in this way, it can't be used again until a number of days have passed equal to the number rolled on the d12.
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Cloak of the Djinni
Wondrous item, rare (requires attunement) | Nov. 21
This floating, cloud-soft cloak flutters softly on its own even without wind. It has 3 charges and regains 1 charge whenever you finish your turn without using any movement or expending any of the cloak's charges. While wearing the cloak, you can use an action to expend 1 or more of its charges to spin around and emit a powerful twister. Each creature within a 5-foot radius of you must succeed on a DC 15 Strength saving throw or be pushed 5 feet away from you and take 1d8 bludgeoning damage.
For each additional charge you expend after the first, you can choose to increase either the radius of the twister by 5 feet or the bludgeoning damage it deals by 1d8.
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Cloak of the Protector's Charge
Wondrous item, rare (requires attunement) | May 23
When you finish a long rest while wearing this cloak, choose up to four other creatures that you can see within 30 feet of you. You and those creatures then gain 10 temporary hit points. In addition, the cloak has 5 charges and regains 1d3 + 2 expended charges daily at dawn. While wearing the cloak, you can use a bonus action to expend 1 of its charges to grant a creature that you can see within 30 feet of you 1d6 + 4 temporary hit points.
Alternatively, while wearing the cloak, you can use a bonus action to expend 1 of its charges to take a special Dash action. To do so, choose a friendly creature that you can see within 60 feet of you that has no more than half its hit points remaining. You then move up to your speed in a straight line toward that creature. When you do, the creature immediately gains 1d6 + 4 temporary hit points, which remain until the start of your next turn. If you don't move your full speed directly toward the target, any excess movement from the Dash is lost.
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Clockwork Colony Toolbox
Wondrous item, rare | Apr. 20
This trim bronze toolbox rattles softly with the sound of bolts, screws, and other tools inside. The box weighs 3 pounds and is 3 feet long, 1 foot wide, and 1 foot deep. Inside the toolbox are four empty, resizable bins with nothing inside. Any metal object left inside the closed toolbox for 1 hour becomes meticulously clean and polished.
Similarly, any small machine (such as a compass or hunting trap) left inside the closed toolbox for 1 hour is magically repaired. Any magical item with "clockwork" in its name regains all its hit points when left in the toolbox in this way. If the magical item has charges or additional magical properties, it regains 1d4 expended charges and the ability to use those properties again. Once an item or object has been restored in this way, it can't be restored by the toolbox again for 24 hours.
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Clockwork Earwig
Wondrous item, uncommon | Apr. 20
This 1-inch-long, copper mechanism magically coils around and clasps to the side of your ear, fitting as a functional ear cuff. It can be worn or removed using an action. When worn in this way, the mechanism can magically process any sound you hear, granting you the following benefits:
You have advantage on Wisdom (Perception) checks you make that rely on hearing.
You can tap the earwig twice to record up to 1 minute of sound, tapping it twice again to stop recording early. You can tap the earwig once to replay the recording in your ear, tapping it a second time to stop it early. Pressing and holding your finger to the earwig while it's replaying the recording will pause the recording until you release your finger from it. Creating a new recording in this way erases any previous one stored.
You can speak the earwig's command word as an action to cast the comprehend languages spell from it. The spell ends early if you remove the earwig. This property of the earwig can't be used again until the next dawn.
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Clockwork Faefly
Wondrous item, uncommon | Oct. 19
This brass clockwork mechanism is 2 inches long and whirs with the hum of tiny gears inside. You can tap the head of the faefly twice as a bonus action. When you do, the mechanism flutters 5 feet in the air. The faefly has AC 10 and 10 hit points and flies in this way until it falls to 0 hit points or a creature grasps it. If you move more than 60 feet from the hovering faefly, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the faefly sinks gently to the ground and becomes inactive, and its light fades out. While it's flying, you can use a bonus action to speak its command word to cause it to move up to 20 feet.
If you are within 60 feet of the faefly, you can speak another command word as an action to cause it to emit the light spell or cast faerie fire (save DC 13), targeting a 20-foot cube originating from the faefly. Faerie fire does not require concentration when cast in this way, but ends early if the faefly falls to 0 hit points. Once it casts the faerie fire spell, it can't cast it again until the following dawn.
The faefly is considered a magical object and is not a creature. If the mending spell is cast on it while it has at least 1 hit point, it regains 2d6 hit points. If the faefly drops to 0 hit points, it can't be used again until 2 days have passed, at which point it regains all its hit points.
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Clockwork Healerbee
Wondrous item, rare (requires attunement) | Oct. 19
This pill-shaped magical mechanism is 2 inches long and made of brass. It has a pair of tiny wings that silently keep it aloft. It hovers up to 5 feet above the ground and does its best to stay at your side within your space. The bee can enter and pass through another creature's space and does not provoke opportunity attacks.
The bee has 8 charges and regains 1d6 + 2 expended charges daily at dawn. While the bee is within your space, you can speak its command word and expend up to 3 of its charges as a bonus action to command the bee to heal a creature that you can see within 20 feet of you. The bee flies to the creature's space and touches its stinger to the creature, emitting a bright light that fills the bee's space and healing the creature for 1d6 hit points for each expended charge. After healing the creature, the bee returns to your space.
The bee is considered a magical object and is not a creature. It has AC 15, 10 hit points, and has resistance to all damage types. If the mending spell is cast on the bee while it has at least 1 hit point, it regains 2d6 hit points. If the bee drops to 0 hit points, it can't be used again for 24 hours, at which point it regains all its hit points.
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Clockwork Inkbeetle
Wondrous item, uncommon | May 19
This minuscule, mechanical beetle is 1 inch long and quietly whirs with a mix of magical and mechanical forces. Placing the beetle on a piece of parchment you hold or carry causes it to spring to life and begin tracking your travels. As you move, so does the beetle. It leaves behind a small line of ink that it generates. The ink immediately dries and doesn't dissolve in water. In addition. the beetle's small frame allows it to move even while enclosed in a book or similar enclosure without losing its sense of movement or direction.
The beetle has a dial on its underside. A creature can use the dial to select the scale in which the beetle moves. For each option, the beetle moves 1 inch in the same direction as you for every amount you move as shown on the dial, creating a map of your journey: 20 feet, 200 feet, 2 miles, or 20 miles. The beetle is immune to magical effects that would otherwise alter its sense of direction.
The beetle always knows which direction is North. When placed on a piece of parchment for the first time, it crouches down to stamp a small compass rose on the sheet before beginning to move. If the beetle runs out of space on the parchment to travel, it stops moving in that direction and emits a clicking sound that can be heard by creatures within 5 feet of it.
Attaching one band of the found and lost to the beetle while you wear the other allows the beetle to move and trace your movements in this way from afar so long as you are both on the same place of existence.
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Clockwork Mend-A-Pillar
Wondrous item, uncommon | Apr. 20
This segmented mechanical caterpillar is 5 inches long, weighs 1 pound, and is made of copper. It has several tiny copper legs that give it a 5-foot walking speed. Within it are multiple containers filled with silk filaments, spools of thread, dyes, and an incredibly strong adhesive. Each of these materials is expelled through a tube in its mouth, and it is equipped with a transmutation lens in its head that allows it to change the adhesive to various kinds of wood, metal, stone, or crystal.
As an action, you can speak the caterpillar's command phrase to cause it to repair a broken or torn object or area that it's set upon. As long as the break or tear is no larger than 1 foot across in more than 1 dimension, the caterpillar can create the material to repair it. The caterpillar then begins crawling over and repairing the object or area, taking 10 minutes for every cubic foot it repairs (minimum of 1 minute). The caterpillar can physically repair a magic item or construct, but can't restore magic to such an object. After the caterpillar finishes repairing an object or area, it stops moving and makes a soft chirping sound audible out to 30 feet. Once the caterpillar repairs 10 cubic feet of material, it can't be used again until 24 hours have passed.
The caterpillar is considered a magical object and is not a creature. It has AC 10, 15 hit points, and has resistance to all damage types. If the mending spell is cast on the caterpillar while it has at least 1 hit point, it regains 2d6 hit points. If the caterpillar drops to 0 hit points, it can't be used again for 24 hours, at which point it regains all its hit points.
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Clockwork Spyder
Wondrous item, rare (requires attunement) | Feb. 23
This brass mechanical spider can fold its legs inward, allowing it to be worn as a brooch, hair pin, or similar. While being worn in this way, the spider appears as a normal pin. You can use a bonus action to speak the spider's command word followed by a single word instruction, such as "unlock" or "disarm." The spider then springs to life and carries out the task to the best of its ability, using its numerous legs as thieves' tools. The spider has a +7 bonus to Dexterity (Stealth) checks, as well as any ability check it makes using thieves' tools. The spider can remain animated for up to 10 minutes. Each time it's given a new spoken command, it uses a minimum of 1 minute from the duration. When you give the spider an instruction, and again on each of your turns as a bonus action while it remains animated, you can mentally command the spider to move up to 20 feet.
Other than using its legs as thieves' tools, the spider can perform two unique tasks:
Record. The spider can record audio, up to its remaining animation time, for later playback. You can cause previously recorded audio to play from a small speaker on the spider by tapping it twice. Tapping it twice again stops the recording. Any recording the spider has is lost when it's commanded to record again.
Tripwire. The spider creates a tripwire up to 10 feet in length using a spool of thread from its mechanical abdomen, connecting either end of the tripwire to a solid surface. The tripwire is nearly invisible, requiring a passive Wisdom (Perception) score of 17 or higher to notice it, and it gives no resistance when broken. While you're within 1,000 feet of a tripwire created in this way, you are magically made aware of it when it's broken, such as if a creature walks through it. When this happens, you only know which wire is broken, but not what caused it to break. You can have up to three tripwires at a time, which remain for up to 8 hours. Creating a fourth tripwire causes the first one to break.
You can mentally deactivate the spider early using a bonus action. The spider regains all its used animation time daily at dawn.
The spider is considered a magical object and is not a creature. It has AC 15, 10 hit points, a walking and climbing speed of 20 feet, and has resistance to all damage. If the mending spell is cast on the spider while it has at least 1 hit point, it regains 2d6 hit points. If the spider drops to 0 hit points, it can’t be used again for 24 hours, at which point it regains all its hit points.
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Clockwork Syrisquito
Wondrous item, rare (requires attunement) | Feb. 22
This mechanical insect is three inches long and has the resemblance of a mosquito. It has a pair of tiny wings that silently keep it aloft. It hovers up to 5 feet above the ground and does its best to stay at your side within your space. The syrisquito can enter and pass through another creature's space and doesn't provoke opportunity attacks.
The syrisquito has a glass vial at its end that holds up to one ounce of liquid. You can use an action to command the syrisquito to ingest a potion or poison you provide, such as a potion of healing or basic poison, which is then stored in the attached vial. You can use another action to remove the glass vial from the syrisquito to retrieve its held contents or replace the vial.
The syrisquito has 10 charges and regains all expended charges daily at dawn. While the syrisquito is within your space, you can use a bonus action to speak its command word to expend 1 of its charges and cause it to fly to a creature's space within 60 feet of you and inject the target with the entirety of the contents from the vial. If there are no contents in the vial, it siphons one ounce of the creature's blood instead. If the target is unwilling, it must succeed on a DC 15 Dexterity saving throw to avoid the syrisquito. The syrisquito then returns to your space.
You choose whether the syrisquito's injection or siphoning is harmful or not each time you command it. If it's harmful, the creature takes 1d6 piercing damage from the syrisquito.
If the syrisquito injects a living target with another creature's blood, the target takes 1d10 necrotic damage. If the syrisquito injects the target with something else, such as a potion or poison, the creature gains the effects of those contents instead.
If the syrisquito holds a creature's blood for at least 1 minute, it can determine and magically share with you the following properties about that creature:
Its creature type
Any poison or disease already affecting the creature
Any resistance or immunity to poison or disease it has
The syrisquito is considered a magical object and is not a creature. It has AC 15, 20 hit points, and resistance to all damage. If the mending spell is cast on the syrisquito while it has at least 1 hit point, it regains 2d6 hit points. If the syrisquito drops to 0 hit points, it can’t be used again for 24 hours, at which point it regains all its hit points.
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Cloth of Instant Tables
Wondrous item, common | Aug. 23
This rolled up table cloth is secured by a wood-patterned ring. You can use an action to slide the cloth from the ring and flourish it—as if you're about to set a table with it. When you do, a wooden table magically appears on the ground beneath the cloth, provided that there's space for it. The table is 3 feet wide and 5 feet long; the cloth's ring is wrapped around one of its four legs, which can hold as much weight as a normal table's. The table is equipped with two attached benches, which can comfortably sit up to 4 Medium creatures.
The table remains until the cloth is removed from the table, which can be done using an action. As part of the action to remove the cloth and dismiss the table, you can roll it up and secure the cloth within the ring. If the table is destroyed, the cloth becomes a nonmagical table cloth.
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Cloudburst
Weapon (any bow), rare | Sep. 23
This magic bow is weightless to hold. The shapes of its extending arms change ever so slightly while held, but always resemble a pair of stylized clouds, and a faint mist wraps around it. The normal range of cloudburst is 30 feet more than a typical bow of its type.
Whenever you use this bow to fire an arrow into water vapor, such as into a low-lying mist or fog cloud spell, the vapor immediately disappears from the area in a 10-foot-wide line, following the arrow's trajectory; fog can't reenter that space until the end of your next turn. Air elementals and other creatures made of clouds or mist take an extra 2d6 force damage from ranged attacks using the bow.
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Cloudkept Armor
Armor (padded or hide), very rare (requires attunement) | Mar. 23
This armor is buoyed by motes of captured clouds, which have been woven together into a fabric-like hide. While wearing it, you gain a +2 bonus to AC, and your jump distance is increased by 10 feet. If the armor normally imposes disadvantage on Dexterity (Stealth) checks, the cloudkept version of the armor doesn't. In addition, the maximum amount of bludgeoning damage you can take from falling is reduced to 1d6.
You can use an action to cast the gaseous form spell from the armor while wearing it, targeting only yourself. This version of the spell has the following changes:
The spell lasts for 1 minute, instead of 1 hour.
You retain your normal form, instead of becoming a cloud, but look as though you're made of mist. While in your misty form, you retain your normal walking speed and gain a flying speed equal to it.
For the duration, you can use a bonus action to revert to your physical form, or back into your misty form again.
Once cast in this way, the spell can't be cast from the armor again until the next dawn.
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Club of Dancing
Weapon (club), uncommon (requires attunement) | Dec. 20
This metallic club emits prismatic flashes of light whenever it hits a target. While you're holding this weapon, you can use an action to cast the dancing lights spell from it. In addition, the club has 3 charges and regains 1d3 expended charges daily at dusk. When you hit with an attack using this weapon, you can expend 1 of its charges to deal an extra 1d6 thunder damage. If the target is a creature, it must also make a DC 13 Wisdom saving throw. On a failed save, that creature's speed becomes 0 until the start of your next turn, and it spends its action on its next turn dancing in place: shuffling, tapping its feet, and capering.
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Club of the Forest Drake
Weapon (club), uncommon | Feb. 21
This wooden club's head has been naturally formed into the shape of a dragon's maw. As an action, you can speak the club's command word and strike the ground with it to cause a wave of thorns and thrashing vines to spring up from the ground in a 15-foot cone in front of you. Each creature in the area must succeed on a DC 13 Dexterity saving throw or take 2d6 slashing damage and be grappled by the thorns and vines for up to 1 minute. A grappled creature can use its action to make a DC 13 Strength or Dexterity check, freeing itself on a success. At the end of each of its turns, a grappled creature takes 1d6 piercing damage as it's constricted by the thorny vines. Once this property of the club has been used, it can't be used again until the next dawn.
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Club of the Rook
Weapon (club), uncommon | Sep. 20
This club is a magic weapon and has a weighty stone tower at its end. While holding the weapon, you can use an action to move up to 30 feet in a line to an unoccupied space you can see on the ground, barreling through creatures no more than one size larger than you and objects that weigh no more than 400 pounds in the line. This movement doesn’t provoke opportunity attacks and ignores difficult terrain. Each target in the line you barrel through must make a DC 13 Strength saving throw. On a failed save, a target takes 3d4 bludgeoning damage and is knocked prone. On a successful save, a target takes half as much damage and isn’t knocked prone. If a target in the line is a structure or is too large or heavy to barrel through, it automatically succeeds on the saving throw and your movement ends early. Your movement also ends early if you attempt to move over a space in which you normally can’t, such as over a gorge or up a wall.
The club's property can't be used again until the next dawn. In the meantime, the club can still be used as a magic weapon.
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Collar of the Crystal Veil
Wondrous item, very rare (requires attunement by a spellcaster) | Apr. 23
This platinum collar surrounds a chained web of ornate diamonds with a series of armor-like plates. While wearing the necklace, a translucent, glittering veil surrounds you: your AC is equal to 12 + your spellcasting ability modifier if you are wearing no armor and using no shield. In addition, you gain a +1 bonus to saving throws.
Crystalline Barrier. As a bonus action while wearing the necklace, you can project its magic outward to form a magical barrier. The barrier uses your AC, has 50 hit points, and is immune to poison and psychic damage. It extends from you to form a 10-foot-radius sphere. Nothing can physically pass through the barrier, and spells cast from outside the barrier can't target anything within its area. Similarly, the area within the barrier is excluded from the areas affected by such spells.
The barrier remains for as long as you concentrate (as if concentrating on a spell), to a maximum of 1 minute, or until it drops to 0 hit points. You can designate up to 4 creatures that can pass through the barrier when it appears. The sphere moves with you and remains centered on you. It ends early if you remove the necklace or if you move in such a way that a creature you didn't designate would be forced to enter its area. Once this property of the necklace has been used, it can't be used again until the next dawn.
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Comet Ballista
Weapon (crossbow, heavy), rare (requires attunement) | Aug. 21
This crossbow is partially covered in cold shards of stone and metal and uses sling bullets as ammunition instead of crossbow bolts. When you fire a sling bullet from this magic crossbow, it flashes with blue light and leaves behind a brief, glimmering trail of cold, sparkling dust. Ranged attacks with this weapon deal bludgeoning damage, instead of piercing damage, and any target hit by it takes an extra 1d6 cold damage. In addition, the first time you hit a target on each of your turns with a ranged attack using this weapon, each creature within 10 feet of the target must succeed on a DC 13 Constitution saving throw or take 1d6 cold damage.
Hailing Comets. You can use an action to fire the crossbow into the air and speak its command word, choosing a point that you can see within 120 feet of you when you do. The sling bullet scatters into icy dust and is destroyed, but magically conjures a barrage of miniscule falling comets above the point. The comets fall in a 20-foot-radius, 40-foot-tall cylinder centered on that point and disappear once they hit the ground. Each creature within the area must make a DC 13 Dexterity saving throw, taking 8d6 cold damage on a failed save, or half as much damage on a successful one. Once this property has been used, it can't be used again until the next dawn.
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Comet Dart
Weapon (dart), uncommon | Dec. 24
This five-pointed dart is decorated with pieces of ever-frozen ice. When thrown, a streak of shimmering icy dust trails behind it. A target hit by the dart takes an extra 3d4 cold damage; it then takes 1d4 cold damage again at the start of each of its turns for 1 minute. The effect ends early if the target takes any fire damage or it uses an action to fall prone and roll on the ground. Whenever you roll a 4 on the cold damage dealt in this way, the target's speed is reduced by a cumulative 10 feet; this effect can't reduce a creature's speed below 10 feet. This penalty lasts for 10 minutes or until the target takes any fire damage.
Once the dart hits a target, this property ceases to function until the next dawn. Until then, a target hit by the dart takes an extra 1d4 cold damage, but doesn't suffer any penalties to its speed.
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Compass Blowgun
Weapon (blowgun), uncommon (requires attunement) | Jul. 24
When you hit a creature with a blowgun needle fired from this weapon, that creature becomes magically tracked by it. For the next hour after hitting a creature in this way, you can use an action to place the blowgun on the ground. When you do, the blowgun spins and rolls, like a compass needle, to point in the direction of the tracked creature. The weapon only reveals the direction to the target, and not the distance to it. The effect ends early if you're ever more than 1,000 feet away from the tracked creature or if you track a different one.
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Consecrated Hunter's Crossbow
Weapon (crossbow, heavy or light), rare | May 22
This magic crossbow is detailed with wings and an angelic face at its end. A metal box of crossbow bolts fits into the base of the weapon, which automatically lifts a new bolt into place each time its string is pulled back again to fire. The box holds up to six bolts and can be refilled using an action. While the box holds at least one bolt, the weapon ignores its normal loading property, but must use the next bolt from the box with each attack it makes.
When the weapon is drawn, radiant, celestial runes appear on the front of the crossbow. A target hit by a bolt fired from this weapon takes an extra 1d4 radiant damage. If the target is a fiend, undead, or shapechanger, you deal the maximum extra radiant damage, instead of rolling.
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Constellation Whip
Weapon (whip), very rare (requires attunement) | Jan. 24
The handle of this whip is a magic spyglass. When you peer into the night sky through the spyglass, the stars are magically connected by an illusory series of lines that illustrate the namesakes of any constellation you know.
The spyglass can be collapsed or extended using a bonus action while you hold it. You can speak its command word as part of extending it or as a bonus action on another turn to cause a stream of tiny stars to pour from the spyglass's lens. The stars collect in a whip-like line, connected by a glimmering lash. The lash and stars disappear when you speak the command word again or when you collapse the spyglass or let go of it.
While the lash persists, the spyglass can be used as a whip, which deals radiant damage instead of slashing damage. Between dusk and dawn, your reach when using the weapon increases by an additional 5 feet. The whip sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Guiding Star. Once on each of your turns when you hit a creature with the whip, you can choose for it to leave behind a mote of starlight. The next attack roll against that creature before the end of your next turn is made with advantage. On a hit, the mote explodes immediately after the attack and deals 4d6 radiant damage to the target. On a miss or at the end of the effect's duration, the mote winks out harmlessly instead.
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Contact Lenses
Wondrous item, uncommon (requires attunement) | Feb. 22
These small glass lenses fit comfortably over your eyes, becoming invisible while worn. While you're wearing them, you can use a bonus action to alter the appearance of your eyes. The change remains until you use another bonus action to change them again or remove the lenses. When you make a Wisdom (Perception) check that relies on sight while wearing the lenses, your bonus to the roll can't be negative.
In addition, while maintaining eye contact with a creature within 120 feet of you, both you and that creature can speak telepathically with each other. To understand each other, you each must speak mentally in a language you share.
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Contingency Cards
Wondrous item, very rare | Jan. 24
When found, there are 1d4 + 2 contingency cards in a stack. Each one has a type of circumstance detailed on it. Choose from the table below or roll a number of d20s equal to the cards found to determine what circumstance is written on each card.

When you cast a spell that targets only yourself, you can use a contingency card that you're holding as part of casting it to recreate the effects of the contingency spell from it, using the circumstance that's written on the card as the one required by the spell. The card then ignites and turns to ash, destroying itself. The spell you cast is then only cast once the circumstance comes to pass for the first time within the next 10 days, as per the contingency spell. This version of contingency doesn't end early as a result of not having a material component.
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Copyquill
Wondrous item, common | Aug. 22
This quill is made from a single feather that splits into two towards the top. While writing with the quill on a piece of parchment, it magically makes an identical copy on a second paired one, provided that the two are within 30 feet of each other. You can pair up to two pieces of parchment to the quill by tapping one of its feathered ends to either piece and speaking the quill's command word one at a time, using an action for each piece of parchment. Speaking the command word without touching the quill to parchment ends the paired connection.
The quill requires twice as much ink as normal when making a copy in this way.
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Corsage of the Hidden Thorn
Wondrous item, uncommon | Oct. 22
This corsage is teeming with all manner of verdant plant life. Four roses decorate the corsage, whose colors and arrangement can be magically changed using an action while wearing it. You always smell of fresh plants and roses while wearing the corsage.
You can remove a rose from the corsage as if you were unsheathing a weapon. When you do, the rose's stem magically extends from the flower, transforming into a long thorn at its tip. The rose is considered to be a +1 dagger and can't be returned to the corsage once removed. If a removed rose is more than 5 feet away from the corsage at the end of a turn, it withers and becomes an ordinary dead rose.
The corsage regrows 1d4 missing roses daily at dawn.
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Cottage Chest
Wondrous item, rare | Oct. 21
This 1-foot-long chest looks like a replica of a woodland cottage and is magically locked. You can use an action to place this chest on the ground and speak its command word. The chest immediately unlocks and grows into a cottage that remains until you use an action to speak the command word that dismisses it, which works only if the cottage is empty. When dismissed, the cottage returns to its normal chest form. If there isn't enough space for the cottage or there are creatures in its area when you speak the command word, the chest remains locked and the action is wasted.
The cottage is a wooden, two-story building that's 40 feet wide and 65 feet long. Inside is a kitchen, a dining room, and a large parlor with an ever-burning fire in its hearth. A curling stairway leads to the second floor, which has 4 bedrooms equipped with furniture you'd find in a modest to respectable inn. The first floor has six windows, and each bedroom on the second floor has one. When activated, the cottage 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.
The cottage's kitchen is filled with magical utensils that automatically stir, measure, and heat all manner of cuisine. Any check made using cook's utensils within the cottage has advantage on the roll. When left to its own devices, the cottage magically produces an array of baked goods for up to 8 creatures when the cottage appears for the first time each day and again each day at dawn until it is dismissed. Eating the food within the cottage provides enough nourishment to sustain a creature for one day. If any baked goods are left uneaten, they vanish at dawn as the new goods appear. Any baked good, furniture, or similar object vanishes when taken outside the cottage and immediately reappears inside.
Further, fey and fiends can't enter the cottage unless you choose to let them, and creatures can't move or travel into it using teleportation or by extradimensional or interplanar means.
The cottage is made of wood and plaster, and its magic prevents it from being tipped over or moved. The roof, the door, and the walls (including the windows) each have 60 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the cottage (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 all its hit points.
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Covolt Circlet
Wondrous item, very rare (requires attunement) | Aug. 22
This jagged circlet is made from covolt, an elemental blue metal that carries storm-like properties. You have resistance to lightning damage while wearing the circlet, and whenever you or another creature that you can see within 60 feet of you takes lightning damage, you can use your reaction to reduce that damage by 2d8. When you do, the electricity leaps towards the circlet before being immediately discharged as a beam of lightning in another direction. Choose a different target that you can see within 60 feet of you. That target must succeed on a DC 16 Dexterity saving throw or take lightning damage equal to the amount reduced.
If you cast a spell that deals either acid, cold, fire, or thunder damage while wearing the circlet, you can choose to use the circlet as a spellcasting focus for that spell. When you do, the damage becomes lightning damage, instead of its original type. Once this property has been used, you shouldn't use it again until the next dawn. Each time you do, there's a cumulative 20 percent chance that you also take 1d8 lightning damage for each level of the spell that you transmute. This damage ignores resistance and immunity and can't be reduced or redirected by the circlet. For the purposes of this property, a cantrip counts as a 1st-level spell.
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Covolt Dagger
Weapon (dagger), uncommon | Jul. 21
This angular dagger is forged with covolt, an elemental blue metal that carries storm-like properties. When you score a critical hit against a target with an attack made with this magic weapon, the target takes an extra 1d8 lightning damage and can't take reactions until the start of its next turn.
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Covolt Scythe
Weapon (glaive), rare (requires attunement) | Jul. 21
This jagged scythe is forged with covolt, an elemental blue metal that carries storm-like properties. When you hit a creature with an attack using this magic weapon, it takes an extra 1d8 lightning damage. Once on each of your turns when you hit a creature with this weapon, you can choose a different creature within 10 feet of the target. That creature must succeed on a DC 15 Dexterity saving throw or take 1d8 lightning damage as an arc of electricity lashes out at it from the original target.
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Covolt Star
Weapon (morningstar), rare | Feb. 23
The head and spikes of this morningstar are made of covolt. Arcs of electricity snap between its spikes while you hold it. When you hit with an attack using this magic weapon, the target takes an extra 1d6 lightning damage.
As an action, you can hold the morningstar aloft and speak its command word, causing powerful tendrils of lightning to explode from its spikes. Each creature of your choice within 20 feet of you that you can see must make a DC 15 Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. Once used, this property can't be used again until the next dawn.
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Coil Crook
Staff, uncommon | June 19
This red, smooth staff is actually made of a rigid length of rope. You can speak the staff's command word as a bonus action to cause it to magically loosen and turn into 10 feet of decorative silken rope. You can speak the command word again as a bonus action to cause the rope to untangle itself and form the solid staff again. It can be used as a spellcasting focus in either of these forms.
You can use the staff to cast the rope trick spell using it as the rope required for the spell. Once this staff has been used to cast this spell, it can't be used to cast the spell again until the following dawn.
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Coldfire Anvil
Wondrous item, rare | May 20
This cold, iron anvil weighs 50 pounds and is 1 and a half feet long. It has three magic runes on its side from the Everglacier that magically enchant any item sharpened, forged, or otherwise smithed using this anvil. Over the course of a full workday, or half as long if you're proficient with smith's tools, you can use the anvil to turn a nonmagical metal weapon into a coldfire one. A coldfire weapon is magical and deals an extra 1d6 cold damage to any target it hits, but is made fragile like ice. When you make an attack roll using a coldfire weapon and roll a 1, roll a d20. On a 9 or lower, the weapon shatters and is destroyed, releasing a biting burst of icy air that deals 2d6 cold damage to all creatures within 10 feet of the weapon. After 7 days, a coldfire weapon loses the enchantment and becomes nonmagical again.
Once the anvil has been used to enchant a weapon in this way, it can't do so again for 1d6 + 1 days.
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Coldfire Phoenix Draft
Potion, legendary | Nov. 21
This frigid potion is made from Everglacier ice that's been boiled by the flames of a phoenix. A single, downy phoenix feather rests inside the bottle, which has turned blue from the potion's magic.
When you drink this potion using an action, you gain resistance to cold damage until you die. When you die, you are immediately returned to life with 1 hit point and 100 temporary hit points. While you have these temporary hit points, you are immune to cold damage, your speed is halved, and you have disadvantage on ability checks.
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Coldsnap
Weapon (whip), rare (requires attunement) | Nov. 18
This icy whip deals an extra 1d4 cold damage to any target it hits. In addition, you have a +1 bonus to attack and damage rolls made with this magic weapon.
The whip has 3 charges and regains all of them each day at dawn. When you hit a creature that is not immune to cold damage with this weapon, you can expend 1 of its charges to force the creature to make a DC 15 Constitution saving throw. On a failure, its speed becomes 0 until the start of your next turn. On a success, its speed is halved instead.
Once you attune to this weapon, its normally frigid handle feels warm to the touch.
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Companion Sickles
Weapon (sickle), rare (requires attunement) | Sep. 24
These sickles come in pairs. In place of a traditional handle, each sickle has a brass hand that holds onto you while you wield it. You gain a +2 bonus to attack and damage rolls made with each magic sickle.
While holding both sickles, you can use a bonus action to put them together: each sickle's hand grasps the other to make a short scepter, with the two blades crossing over one another to form a heartlike shape. While holding the scepter, you have advantage on Wisdom saving throws. You can use a bonus action while holding the scepter to split it back into a pair of sickles. Alternatively, you can use a bonus action while holding one of the sickles to magically teleport the other sickle to an open hand or to the ground at your feet (your choice), provided it's on the same plane of existence as you.
Charm Person. While holding the scepter, you can use an action to cast the charm person spell from it (save DC 15). This spell can be cast twice from the scepter, and it regains any expended uses of it daily at dawn.
Companion Tactics. If you and another friendly creature are holding a different one of these sickles, you each gain the benefits of the sickles' bonuses to attack and damage rolls, even if only one of you is attuned. You also each have advantage on your attack rolls with them if the other creature is within 5 feet of a target you're attacking.
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Companion's Band
Wondrous item, common (requires attunement) | May 19
This woven band can be worn as a necklace or bracelet by resizing the strap. While attuned to and wearing the band, you can use an action to summon a spectral companion that appears in a space within 5 feet of you. The companion can be a dog, cat, bird, or similar Small or smaller beast. The form is translucent and immaterial, but feels warm to the touch. It emits dim light in a 5 foot radius. The companion remains until dismissed (no action required) or until you remove the band. It is not considered to be a creature, does not occupy a space, and does not require food, water, or air. It is friendly towards you and other creatures of your choice and stays within 30 feet of you at all times, moving through objects as necessary in order to do so. The companion wears a spectral copy of the band on its neck or leg when you summon it (your choice).
The companion understands the emotion and intent of your commands, but cannot speak. Attempting to target the companion with a detect thoughts spell only reveals an overwhelming sense of love and affection towards you.
Once the same spectral companion has remained or has been summoned at least once a day for 7 consecutive days, the band becomes attuned to you instead. When it does, the band no longer requires you to attune to it in order to use the item, and no creature other than you can use its magic without first attuning to it themselves. When another creature attunes to the band in this way, its connection to you is broken. Once the band is attuned to you in this way, you can summon the companion using a bonus action instead of an action, but can no longer change its form when summoning it. In addition, once the band is attuned to you, the companion becomes partially physical, allowing you and creatures of your choice to gently pet and hold its otherwise spectral form.
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Conspirator's Coat
Wondrous item, rare (requires attunement) | Sep. 20
This magic longcoat is adorned with raven feathers and carved jet buttons. While wearing this coat, you have advantage on Charisma (Deception) checks. In addition, the coat has 5 charges and regains 1d4 + 1 expended charges daily at dusk. While wearing the coat, you can use a bonus action to expend 1 of its charges to disappear, releasing up to three ravens from your location under your control that scatter into the air. Each raven has AC 12, 1 hit point, and can fly up to 40 feet as part of this bonus action without provoking opportunity attacks. At the start of your next turn, the ravens vanish, and you reappear in the space of one of the ravens (your choice).
If all the ravens are reduced to 0 hit points, you reappear early in the same space as the last one that died. When you do, any excess damage dealt to the raven carries over to your normal form.
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Container of Heat and Frost
Wondrous item, common | Jan. 19
This heavy iron container is adorned with 3 arcane symbols along the edge of its removable lid. The container can hold up to 1 gallon of liquid. As an action, you can press 1 of the container’s arcane glyphs to heat the liquid inside to a boil (212 degrees Fahrenheit), chill it (33 degrees Fahrenheit), or maintain its current temperature (keeping it between 33 and 212 degrees Fahrenheit). Once pressed, the selected glyph glows either red, blue, or yellow, respectively.
It takes 1 minute to boil or chill a liquid. Pressing the glyph again as an action ends the heating or cooling process early. After boiling or chilling the liquid, the container maintains its hot or cool temperature, respectively.
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Contingency Band
Ring, rare | Feb. 21
Each of this leather ring's three braided bands bears the design of a dark, winding serpent. You can use an action to submerge the ring in a potion of healing or similar healing draft. If the ring is left to sit in a potion for 1 minute in this way, the ring magically consumes it and any of its healing properties. For each potion the ring has consumed, one of its dark serpents glows with a faint red light. The ring can have up to 3 consumed potions at a time.
Immediately after you take damage while wearing the ring, you can use your reaction to speak its command word and gain the healing effects of one of the ring's consumed potions (your choice). The consumed potion is then lost, and one of the ring's serpents becomes dark once more.
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Coral Crasher
Weapon (any axe), very rare | Sep. 23
This axe is made of a series of corals sprouting from a metal handle. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you don't suffer the negative effects of underwater combat when you make an attack with it
The axe has two forms: bleached and enriched. The axe is white and chalky while in its bleached form, and vibrant and colorful while in its enriched one. The axe deals an extra 1d6 damage to any target it hits; the extra damage is slashing in its enriched form, and necrotic in its bleached form. If the enriched axe hasn't been submerged in water for at least 8 consecutive hours in the past 3 days, it changes to its bleached form. Once the bleached axe is submerged for the full duration, it becomes enriched again.
Barrier Reef. You can use an action while holding the enriched axe to cast the wall of stone spell from it (save DC 15). If you're underwater, you can cast the spell using a bonus action instead. This version of the spell creates a wall of vibrant coral reefs, instead of stone. If the wall cuts through a creature's space when it appears, the creature must make a DC 15 Dexterity saving throw, taking 10d6 slashing damage from the sharp reefs on a failed save, or half as much damage on a successful one. A creature that touches the reef with its body for the first time on a turn takes 1d6 slashing damage from it. The wall vanishes at the end of the spell's duration. Once this property has been used, the axe changes to its bleached form, and the property can't be used again until the next dawn.
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Coralshield Golem
Armor (shield), uncommon (requires attunement) | Dec. 18
This crablike golem is made of a light but resilient magical coral. While wearing it on your back, you can use a bonus action to command it to move along your arm and don itself. You can command the golem to return to your back using another bonus action.
If you don’t have a free hand or refuse to drop what you’re holding when the golem attempts to don itself, it returns and reattaches to your back.
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Corvus Pyre
Weapon (quarterstaff), legendary (requires attunement) | Nov. 22
This black cane is made of gnarled wood and has a silvered raven's skull at its top. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which has the finesse property, regardless of which form it's in.
While in its cane form, it functions as a quarterstaff. While holding it, you can use a bonus action to transform it into its scythe form. When you do, a large, shadowy sickle blade erupts from the raven's beak and the cane glows with fiery embers.
While in its scythe form, the weapon functions as a halberd that lacks the heavy property, although it's still considered to be a quarterstaff for the purposes of weapon proficiency. When you hit with an attack using the scythe, the target takes an extra 2d6 fire damage. You gain temporary hit points equal to the fire damage dealt, which last until the start of your next turn. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 fire damage. The weapon remains in this form until you use a bonus action to transform it back into its cane form or until you drop or sheathe it. When you reduce a creature to 0 hit points using the scythe, you can choose to reduce it to ash. A creature with legendary actions can't be turned to ash in this way.
Death's Vigil. As an action, you can touch a corpse with the weapon to create a harmless, flaming mantle around it. The mantle duplicates the effect of the gentle repose spell, which lasts until this property is used again or until your attunement to the weapon ends. While protected by the mantle, a corpse has a damage threshold of 20, which means it has immunity to all damage unless it takes 20 damage or more from a single attack or effect, in which case it takes damage as normal..
Fate's Bond. While holding the weapon, you can use a bonus action to curse a creature that you can see with a grim fate. The curse remains for 1 minute or until the creature is reduced to 0 hit points. While cursed, your attacks with this weapon against that creature are made with advantage, and you magically know the exact distance and direction of the creature from you, provided that you're on the same plane of existence. This property of the weapon can't be used again until the next dusk.
If the curse lasts for its full duration, it rebounds; you take 4d10 fire damage, which can't be reduced or prevented in any way. If you're reduced to 0 hit points when this happens, your body is incinerated and turned to ash.
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Couatl Herald's Fang
Weapon (any sword or dagger), rare (requires attunement by creature of good alignment) | Aug. 19
This vibrant claymore carries with it some of the properties of the couatl who either forged it or whose scales it was crafted from. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, when you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 poison damage and must make a DC 15 Constitution saving throw. On a failure, the target is incapacitated and has a speed of 0 until it takes any damage or someone else uses an action to shake the target out of its stupor.
Flight of the Couatls. While you're attuned to 3 items with this feature, you gain a flying speed of 30 feet. If you already have a flying speed, this speed is in addition to your existing flying speed.
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Couatl Herald's Guard
Armor (shield), uncommon (requires attunement by a creature of good alignment) | Aug. 19
This magic shield is made from yew and covered in durable couatl feathers. When a creature you can see within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of the creature taking it. When you do so, the damage type changes to force. Once this property has been used, it can't be used again until you complete a short or long rest.
Flight of the Couatls. While you're attuned to 3 items with this feature, you gain a flying speed of 30 feet. If you already have a flying speed, this speed is in addition to your existing flying speed.
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Couatl Herald's Lash
Weapon (whip), rare (requires attunement by a creature of good alignment) | Aug. 19
This slender whip's grip is feathered and comfortable to wield. Its weight has been magically reduced and gently sways on its own. This weapon has the light property. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you take the Attack action and use this whip to make an attack against a Medium or smaller target, you can choose to forgo the attack and force the target to make a DC 15 Dexterity saving throw instead. On a failure, the target is grappled by the whip and takes 1d4 bludgeoning damage as it's constricted by the whip. If you replace another attack with the whip in this way against a target who's already grappled by it, that target becomes restrained by the whip instead upon failing the saving throw.
A target grappled or restrained by the whip can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, it is no longer grappled or restrained by the whip.
Until this grapple or restraint ends, you can't use the whip against a different target. Moving more than 10 feet away from the target ends the grapple or restraint.
Flight of the Couatls. While you're attuned to 3 items with this feature, you gain a flying speed of 30 feet. If you already have a flying speed, this speed is in addition to your existing flying speed.
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Couatl Herald's Mantle
Wondrous item, uncommon (requires attunement by a creature of good alignment) | Aug. 19
This magic cloak is given to those deemed kind-hearted and responsible by a celestial. While wearing this mantle, you have advantage on saving throws to resist becoming poisoned or diseased. In addition, you are immune to any effect that would sense your emotions.
Flight of the Couatls. While you're attuned to 3 items with this feature, you gain a flying speed of 30 feet. If you already have a flying speed, this speed is in addition to your existing flying speed.
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Couatl Herald's Radiance
Staff, rare (requires attunement by a spellcaster of good alignment) | Aug. 19
This magic wooden staff was enchanted by a powerful couatl. This staff has 5 charges. While holding the staff, you can expend 1 of its charges to cast one of the following spells, using your spellcasting ability modifier and spell save DC: create food and water, cure wounds (2nd-level version), lesser restoration, protection from poison, sanctuary, or shield.
The staff regains 1d3 + 2 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.
Flight of the Couatls. While you're attuned to 3 items with this feature, you gain a flying speed of 30 feet. If you already have a flying speed, this speed is in addition to your existing flying speed.
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Couatl Herald's Reach
Weapon (any bow), rare (requires attunement by a creature of good alignment) | Aug. 19
This wooden bow is carved to resemble a mighty couatl. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bow has 4 charges and regains 1d3 + 1 expended charges each day at dawn. When you make a ranged attack against a Large or smaller creature with the bow, you can choose a limb to target and expend 1 charge as part of the attack. If the attack hits, the weapon's damage becomes radiant, and the creature is forced to make a DC 15 Dexterity saving throw. On a failed save, that creature's targeted limb is pinned by radiant tethers of magic: holding it to its body or adjacent surface (if any) for up to 1 minute.
Depending on the pinned limb, the creature may fall over prone, be unable to move, or make weapon attacks with disadvantage while the limb remains pinned in this way. The creature whose limb is pinned by the arrow can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, its limb is no longer pinned by the arrow.
Flight of the Couatls. While you're attuned to 3 items with this feature, you gain a flying speed of 30 feet. If you already have a flying speed, this speed is in addition to your existing flying speed.
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Couatl Herald's Scales
Armor (scale mail), rare (requires attunement by a creature of good alignment) | Aug. 19
This enchanted armor is made from couatl scales that were collected by a generous celestial. You gain a +1 bonus to AC while you wear this armor. This armor does not impose disadvantage on Dexterity (Stealth) checks.
Tooth and Scale. When you take damage from a creature within 10 feet of you, you can use your reaction to channel the good spirit within the armor and cause a bright, spectral couatl to appear above you. The spectral form strikes at the creature who damaged you, forcing it to make a DC 15 Dexterity saving throw. On a failure, the creature takes 4d10 radiant damage, or half as much damage on a success. Once this property of the armor has been used, it can't be used again until the following dawn.
Flight of the Couatls. While you're attuned to 3 items with this feature, you gain a flying speed of 30 feet. If you already have a flying speed, this speed is in addition to your existing flying speed.
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Courier's Cap
Wondrous item, rare (requires attunement) | Nov. 23
This tan bag cap bears a wax seal on its side and is stamped with a variety of messengers' markings. While wearing the hat, your walking speed is increased by 5 feet.
Within the hat is a special demiplane that can hold up to 100 letters, written notes, or similar mundane sheets of paper. You can use an action to reach into the hat and pull out a sheet you choose. If the hat is punctured or torn, the sheets of paper spill out in a pile within 5 feet of the hat.
The hat has 3 charges and regains all expended charges daily at dawn. While wearing the hat, you can use an action to expend some of its charges to cast one of the following spells from it: message (0 charges, or 1 charge to cast the alternate version detailed below) or sending (2 charges). If there's space within the demiplane, any message sent by either spell is automatically recorded on a mundane scrap of paper, torn to the size of the message, and stored within the hat.
If you expend 1 charge to cast the message spell from the hat, the message you send as part of the spell materializes in front of you as a folded letter, complete with the message inside of it. The message is written in your handwriting. The letter then flies through the air towards the target, which can be up to 1,000 feet away from you. You don't need to be able to see the target in order to send the message in this way, but you must either know its name or provide a general description for the flying letter. The letter flies through the air with a speed of 50 feet; it has AC 10 and 1 hit point. When the letter arrives, it lands at the target's feet or in one of its open hands, provided it has one
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Courtesan's Fanblade
Weapons (dagger), uncommon (requires attunement) | Nov. 19
This magic dagger is made of two hollow halves that can be opened with a flick of a small lever above its handle. Opening the dagger in this way reveals a beautiful paper fan that spreads out between the weapon's two halves (no action required). While the fan is exposed, you can't use this weapon to attack. You can close the fan and recombine the dagger's halves again as a bonus action.
This dagger has 3 charges and regains 1d3 expended charges daily at dawn. While the fan is exposed, you can use an action to cover your face with it and expend 1 of its charges to cast the charm person spell (save DC 13) at 1st level. You can increase the spell slot level by one for each additional charge you expend.
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Crack of Thunder
Weapon (longsword), very rare (requires attunement) | May 24
While holding this sword, you have resistance to lightning damage. When you hit with an attack using this magic sword, the target takes an extra 1d6 lightning damage.
Energy Surge. Before you make an attack with this weapon, you can cause it to split apart into a group of bladed segments. The segments are suspended in the air and are held together by a powerful electrical force. The reach of your attack is increased by 15 feet, and any target you hit with it takes an extra 2d6 lightning damage from the attack, instead of 1d6. Hit or miss, cracks of thunder erupt from the point of impact. Each creature within 10 feet of the target (other than you) must succeed on a DC 16 Constitution saving throw or take 3d6 thunder damage. If you hit the target with the attack, it makes the saving throw with disadvantage. The weapon then returns to its normal form. This property of the weapon can't be used again until 8 hours have passed or until 10 or more lightning damage is dealt to you (before applying resistance or immunity).
Lightning Rod. Whenever a creature within 40 feet of you takes lightning damage, you can use your reaction to take some or all of that lightning damage instead. When you do, electricity arcs from the other creature to you. You choose how much lightning damage to reduce the triggering effect by; you then take that amount of lightning damage instead.
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Cranial Cradle
Wondrous item, rare (requires attunement) | Aug. 25
This wreathlike silver crown cradles the back of your head while worn. While wearing it, you have resistance to psychic damage, and you can use an action to cast the mage hand spell from it. This version of the spell allows you to create and maintain two hands at a time, instead of one, and you can use a bonus action on each of your turns to control either one or both of them. The hands are invisible.
You can use an action while wearing the crown to cast the telekinesis spell from it (save DC 15). Once you do, the spell can't be cast from it again until the next dawn.
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Crash and Burn
Wondrous item, rare (requires attunement) | Apr. 22
These blocky metal gloves have a small magical furnace burning inside them. While wearing this pair of magic gloves, you gain a +1 bonus to the attack and damage rolls of any unarmed strikes made with them, which deal 1d4 bludgeoning damage on a hit (unless your unarmed strike damage is already higher). The gloves have 4 charges for the following properties and regain all expended charges daily at dawn.
Burn. While wearing the gloves, you can use an action to expend 1 of the gloves' charges to cast the burning hands spell from them (save DC 15). When you do, you can also move up to 10 feet in the opposite direction in which the spell was cast. This movement doesn't provoke opportunity attacks. If you use this property immediately after using Crash, the spell's fire damage increases by 1d6.
Crash. While wearing the gloves, you can use a bonus action to expend 1 of their charges to release a propulsive jet from them, rocketing yourself up to 10 feet in a direction of your choice without provoking opportunity attacks. As part of this bonus action, you can immediately make a single unarmed strike with the gloves against a target within your reach at the end of this movement. On a hit, the target takes an extra 2d4 bludgeoning damage. If you use this property immediately after using Burn, you have advantage on the attack roll, and on a hit, the target also takes an additional 2d4 fire damage from the attack.
Exhaust. You can continue to use the Burn and Crash properties even after you've expended the last charge from the gloves. Each time you do, there is a 50 percent chance that the gloves sputter and backfire. When it does, you take 4d4 fire damage, the action or bonus action is wasted, and the Exhaust property can't be used again until the next dawn; at which point you regain 2 expended charges the next dawn instead of 4.
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Crashing Rhino
Weapon (maul), very rare (requires attunement) | Mar. 24
This maul is covered with shards of stone surrounding a pair of giant horns. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you move at least 20 feet in a straight line toward a target and immediately hit it with a melee attack using this hammer, the target takes an extra 1d6 bludgeoning damage and must succeed on a DC 16 Strength saving throw or be knocked prone. If a creature is knocked prone in this way, you can immediately use a bonus action to make an additional attack with the hammer against the target. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
Trampling Charge. While holding the hammer, you can use an action to run forward in a straight line, up to 80 feet, without provoking opportunity attacks. While moving in this way, you can move through another creature's space, regardless of its size, and such a creature's space isn't considered difficult terrain for you. Each creature in that line must make a DC 16 Strength saving throw. On a failed save, a creature takes 3d12 bludgeoning damage and is thrown up to 10 feet away from you in a direction that is perpendicular to the line (you choose which direction) and lands prone. On a successful save, a creature takes no damage and moves up to 5 feet to an unoccupied space of its choice outside the line. A creature that chooses not to move or can't move makes the saving throw with disadvantage. Once this property of the hammer has been used, it can't be used again until the next dawn.
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Crashing Tide Hammer
Weapon (maul or warhammer), rare (requires attunement) | Apr. 22
This item takes the form of a metal rod with a slightly weighted, porous end. While grasping the rod, you can use a bonus action to cause a hammer head of swirling salt water to gush forth from the rod and spring into existence. You can use another bonus action while holding it to make the hammer's head disappear. While the hammer's head is summoned, it gains the following properties.
You gain a +1 bonus to attack and damage rolls made with this magic weapon, which extinguishes any nonmagical flame that it hits. In addition, when you hit a target primarily made of fire with the weapon, such as a fire elemental or magma mephit, you treat the weapon's damage dice as having rolled their maximum value.
The first time on each of your turns when you have advantage on an attack roll against a creature and hit it with the hammer, that creature must succeed on a DC 13 Strength saving throw or be knocked prone. Whenever you hit a prone creature with the hammer, you can choose to push it up to 10 feet away from you, sweeping it away in a roiling tide of salt water.
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Cratering Quarterstaff
Weapon (quarterstaff), very rare | Apr. 19
This thick, stony quarterstaff requires a Strength of 17 or higher to wield. Despite glowing with crackling embers, it feels comfortably warm in your grasp. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
The quarterstaff has 6 charges and regains 1d6 expended charges each day at dawn. Once per turn, you can expend a charge when you make a melee weapon attack using the quarterstaff. When you do, you make the attack as normal before slamming the weapon into the ground at your feet. Immediately following the attack, the ground in a 10-foot cone in the direction that the attack was made in shudders and briefly tears apart. Flames leap from the cracks in the ground, forcing any creature within the cone to make a DC 16 Dexterity saving throw. On a failed save, a creature takes 1d8 bludgeoning damage and 1d8 fire damage. If a creature that was hit by the initial melee weapon attack fails this saving throw, it is also knocked prone if it is no more than one size larger than you.
The ground magically mends itself following the attack, although faint cracks can be seen upon close inspection for the next 24 hours.
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Criir's Blade
Weapon (longsword), artifact (requires attunement) | May 22
This mighty blade belongs to the Astral Griffon Criir, a patron deity of artisans and craftsmen. Only a creature chosen by Criir can attune to this weapon, which is shared by those deemed worthy across the multiverse. Heroes selected to wield the blade are often set on great adventures across the planes of existence, and typically share at least some of the astral griffon's passion for creation.
While attuned to the sword, you can use a bonus action to summon it to your empty hand from a special demiplane. You are proficient with this weapon while you're attuned to it, which has the finesse property and is seemingly weightless in your grasp. The blade returns to its demiplane if it is more than 30 feet away from you for 1 minute or more or if you dismiss it (no action required).
Magic Weapon. Criir's Blade is a magic weapon that grants a +2 bonus to attack and damage rolls made with it. It also functions as a dancing sword.
Charges. The sword has 5 charges for the following properties. It regains all expended charges daily at dawn.
Spells. While holding the sword, you can use an action to expend 1 of its charges to cast either the creation or fabricate spell from it.
Starlight Crash. While holding the sword, you can use an action to cause it to teleport up to 40 feet in the air above a point that you can see within 120 feet of you. As part of this action, you can expend up to 3 of the sword's charges to cause it to then release an incinerating pillar of light from it in a 40-foot-radius, 40-foot-high cylinder toward the ground. Each creature within the pillar must make a DC 17 Constitution saving throw, taking 3d8 radiant damage for each expended charge on a failed save, or half as much damage on a successful one. Regardless of whether or not you expended any charges, the sword then plummets to the ground at the point below it, creating a blast upon impact in a 10-foot radius. Each creature within that radius must make a DC 17 Dexterity saving throw, taking 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The sword then returns to your hand. Once this property of the sword has been used, it can't be used again until the next dawn.
Warping Strike. While holding the sword, you can expend 1 of its charges as part of making an attack with it. When you do, you can teleport to an unoccupied space that you can see within 30 feet of you either before or after making the attack. If the attack hits, the target also takes an extra 4d6 force damage.
Destroying the Blade. Only Criir can destroy the weapon, which requires it to be unmade while within the extradimensional space of a Griffon's Saddlebag.
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Criir's Scepter
Rod, artifact (requires attunement by a spellcaster) | Nov. 23
This segmented scepter belongs to the Astral Griffon Criir, a patron deity of artisans and craftsmen. Its upper half floats above the lower, along with four dark, metallic shards. At the center of the shards is a dark sphere. While holding the rod, the sphere at its top glows with an ember-like warmth from within. A miniscule, swirling galaxy quickly forms around it.
While attuned to the rod, you can use a bonus action to summon it to your empty hand from a special demiplane. The rod returns to its demiplane if it is more than 30 feet away from you for 1 minute or more or if you dismiss it (no action required).
While holding the rod, it emits bright light in a 15-foot radius, and dim light for an additional 15 feet. The light is sunlight. While the light 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.
Magic Resistance. While holding the rod, you have resistance to damage from spells.
Magic Weapon. Criir's Scepter can also be used as a magic morningstar that grants a +2 bonus to attack and damage rolls made with it. You're considered to be proficient with it while attuned to the rod.
Charges. The scepter has 10 charges for the following properties. The scepter regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On an 11 or higher, the scepter regains 1d4 charges. On a 10 or lower, the scepter returns to its demiplane and can't be summoned again until the next dawn.
Spells. While holding the scepter, you can use an action to cast one of the following spells from it, using your spell save DC and spell attack bonus: flame strike (4 charges), identify (1 charge, or no charges to cast it over the course of 1 minute), levitate (1 charge), meteor swarm (8 charges), reverse gravity (6 charges), scorching ray (1 charge), or sunburst (7 charges). If a spell cast in this way would deal fire damage, you can choose for the damage to be radiant instead.
Star Collapse. While holding the scepter, you can use an action to expend all of its remaining charges to cause the sphere at the top to release an earth-shattering explosion. The explosion erupts from it in a 60-foot-radius sphere: each creature within that area, including yourself, must make a DC 18 Dexterity saving throw. On a failed save, a creature takes radiant damage equal to 20 × the number of expended charges, or half as much on a successful save. Your attunement to the scepter then ends, and the scepter magically returns to the Astral plane where it was created.
Destroying the Scepter. Only Criir can destroy the rod, which requires it to be unmade while within the extradimensional space of a Griffon's Saddlebag.
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Crosier of Divine Power
Staff, very rare (requires attunement by a cleric or paladin) | Aug. 19
This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
This staff is enchanted with powerful holy magic that manifests as radiant motes of power during times of need. At the start of each of your turns in combat, roll a d6. On a 6, a mote of power appears above the head of the staff. When you hit a target with the staff or heal a creature with a spell or magical effect while holding it, you can expend 1 mote to add 2d6 to the total hit points healed or damage dealt. Extra damage done in this way is radiant damage.
Each mote lasts for 1 minute or until it's expended. When you roll for initiative against a hostile creature, the staff creates 2 motes.
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Crossbow of the Flying Fist
Weapon (crossbow, hand), uncommon (requires attunement) | May 23
The front of this weapon is carved in the likeness of a wooden fist. Crossbow bolts fired from this weapon deal either bludgeoning or piercing damage on a hit (your choice). If you deal bludgeoning damage to a target in this way, the crossbow bolt impacts the target without piercing it, leaving only a sizable welt or bruise behind. When this happens, you can also choose to have a mage hand appear at the target's location, as if you had cast the spell, provided the target was within 30 feet of you. You can use a bonus action immediately after the attack to control the hand.
This version of the mage hand spell can be used to punch a target within 5 feet of it whenever you control it, using a spell attack bonus of +5. On a hit, the hand deals 1 force damage.
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Crow Coin
Wondrous item, uncommon | Nov. 24
A crow coin is a magical coin coveted by crows. You can use an action to toss this coin on the ground in a space within 10 feet of you or hold the coin aloft. A swarm of crows then magically appears atop the coin (use the statistics for a swarm of ravens). The swarm remains for 1 hour or until it's reduced to 0 hit points, at which point the swarm and coin both vanish.
For the duration of the effect, you can telepathically command the swarm (no action required) and are magically aware of what it collectively sees and hears, provided that it's within 1 mile of you. The swarm is friendly to you and your companions. In combat, the swarm acts independently of you, but it always obeys your commands. If you issue no commands, the swarm defends itself but takes no other actions. It rolls its own initiative and acts on its own turn.
Whenever a swarm of crows is summoned in this way, there's a 20 percent chance that a giant crow appears instead (use the statistics for a giant eagle); you gain the same benefits with the giant crow as you do with the swarm, and it lasts for the same duration. Like the swarm, the coin vanishes along with the giant crow.
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Crowfoot's Cane
Weapon (musket), uncommon | May 25
This musket looks like a normal metal cane. Its handle is designed to resemble a crow. You can prime the weapon by lifting one of the crow's wings (no action required); doing so extends a trigger from the cane's handle, which looks like a crow's foot. The weapon can't be fired without first priming it. Ranged attacks made with this cane are silent. After making the ranged attack, the cane's wing and trigger retract, requiring you to prime the weapon again before firing another time.
Priming the weapon using the crow's left wing and then firing it makes a ranged attack with the musket as normal. When you prime the weapon using the crow's right wing, a target hit by that ranged attack also becomes unable to speak or make noise (as if affected by the silence spell). This effect lasts until the end of your next turn. Hit or miss, the right wing can't be used to prime the weapon again until the next dawn.
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Crown of Calamity
Wondrous item, legendary (requires attunement) | Apr. 25
This crown glows with hateful embers. While you wear it, when you are subjected to an effect that allows you to make a Dexterity or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Blood and Darkness. Whenever you take damage while wearing the crown, you can use your reaction to create a 15-foot-diameter sphere of magical darkness, centered on you. The darkness remains until the start of your next turn.
Incite Calamity. While wearing the crown, you can use an action to cast one of the following spells from it at 7th level, using a spell save DC of 17: call lightning, fire storm, or insect plague. Once a spell has been cast from the crown in this way, it can't be cast from the crown again until the next dawn, unless that spell also reduced a creature with legendary actions to 0 hit points. If you take damage from a spell cast in this way, you automatically succeed on the Constitution saving throw to maintain your concentration on that spell.
Meteor Cataclysm. If you die while wearing the crown, roll a d20. On an 11 or higher, a single meteor (as if by the meteor swarm spell; save DC 17) descends upon your location. The meteor hits the following round on initiative count 20 (other creatures are magically aware of its approach). If the crown is within the meteor's area when it hits, the crown is destroyed in the blast.
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Crown of the Cursed King
Wondrous item, legendary (requires attunement) | Aug. 23
This tarnished crown was originally worn by a maddened king, whose hunger for power could seemingly not be stopped. Only with old age was his reign brought to an eventual end, at which time all symbols of his power were systematically destroyed, including this crown. However, his malevolent spirit remains in the form of magical strands of force that hold its pieces together—a lasting sign of his unwillingness to cede his rule.
The crown has the following properties.
Curse Bestowment. While wearing this crown, you can use an action to touch a creature and cast the bestow curse spell on it from the crown (save DC 16). If you hit a creature with a melee attack, you can cast the spell on that creature in this way (as if you were touching it) before the end of your next turn. You must be able to see the creature.
Curse Suppression. While wearing this crown, any curse affecting you is suppressed. For each suppressed curse, you gain a +1 bonus to any attack roll, ability check, or saving throw you make (up to a maximum bonus of +3). Your attunement to a cursed magic item can't be ended voluntarily unless the curse is broken first, even if its effects are suppressed by the crown. Curses from an artifact can't be suppressed in this way.
Rule of the Iron Fist. While attuned to the crown, your Strength and Charisma scores each increase by 2, up to a maximum of 22.
Curse. This crown is cursed, and becoming attuned to it extends the curse to you. The effects of this curse aren't suppressed by the crown's Curse Suppression, but nevertheless contribute to the bonus you gain as part of that property. You are immune to the effects of remove curse while wearing the crown.
While cursed, you gain the following flaw: "I am always in danger of losing everything. I must ensure my legacy is preserved." In addition, you are unwilling to part with the crown, wearing it atop your head at all times. It can't be removed from your head against your will.
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Crown of the Forgotten Circle
Wondrous item, very rare (requires attunement by a druid) | Sep. 23
This flower crown is forever dried and wilted, and is filled with nettles and briars. While wearing it, you have resistance to necrotic and poison damage, and you always have the blight and spike growth spells prepared. These spells don't count against the total number of spells you can prepare each day.
As an action while wearing the crown, you can choose a point on the ground that you can see within 120 feet of you to cause a dense cluster of nettles to spring forth. The nettles grow in a 30-foot-radius circle, centered on that point, which last for 10 minutes before withering and turning to dust. The area becomes difficult terrain for the duration for all creatures other than you. An affected creature that starts its turn in the nettles or enters them for the first time on its turn immediately takes 2d4 poison damage. If a creature takes 10 or more poison damage from the briars before the effect ends, that creature becomes poisoned for 1 hour. Once this property has been used, it can't be used again until the next dawn.
Curse. This crown is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling and unable to remove the crown. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the number of hit points is reduced by 5 + the spell's level, as the crown's flowers try and fail to rejuvenate themselves with your magic.
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Crown of Deep Winter
Wondrous item, very rare (requires attunement) | Aug. 19
This icy crown is made using ice from the Everglacier. While wearing the crown, you have resistance to cold damage. In addition, you can use the crown to cast the fire shield spell, making only a chill shield when you do. Once the crown has cast this spell, it can't cast it again until the following dawn.
Frozen Burst. When a creature you can see within 5 feet of you hits you with an attack while you wear the crown, you can use your reaction to cause the area around to erupt in sharp icicles. When you do, all creatures within 5 feet of you must succeed on a DC 16 Dexterity saving throw or take 2d8 cold damage. This property of the crown can't be used again until you complete a short or long rest.
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Crown of Season's Embrace
Wondrous item, very rare (requires attunement by an elf, half-elf, or fey) | Sep. 23
This silver crown of tangled branches is dotted with tiny jewels, with a larger diamond resting at its center. While wearing the crown, you can change the shape of your ears using a bonus action. You also gain the elf's Trance racial trait if you don't already have it.
The crown has 10 charges for the following properties. It regains 1d8 + 2 expended charges daily at dawn.
Spells. While wearing the crown, you can use an action to expend 4 of its charges to cast the dimension door spell; alternatively, you can use a bonus action to expend 2 charges to cast the misty step spell from it.
Season Change. When you first attune to the crown, and then again daily at dawn, you can choose a season for the crown to resonate with. When you do, the gemstones on the crown change color to match the respective season, and you gain resistance to the damage type associated with it. You can use a bonus action to expend 3 of the crown's charges to immediately change the associated season. Use the table below to determine what color and damage type is associated with each season.

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Crown of Storms
Wondrous item, legendary (requires attunement) | Feb. 21
This crown was created by storm giants as a reward for a brave band of much smaller adventurers. While wearing this crown, you have resistance to lightning and thunder damage. If you are subjected to an effect that deals lightning or thunder damage and allows you to make a saving throw to take only half damage, you instead take no lightning or thunder damage if you succeed on the saving throw. If you are a giant, you can choose to wear this crown as a ring, instead.
In addition, you can use a bonus action to take on the aspect of the stormbringer. When you do, you spark with electrical power and your eyes glow bright white. The aspect lasts for 1 minute or until you end it early using a bonus action. While the aspect persists, you gain a flying speed of 30 feet and can hover. For the duration, you also gain the following benefits:
You can use an action to release a bolt of lightning at a point on the ground that you can see that's within 60 feet of you and at least 15 feet below you. Each creature within 5 feet of that point must make a DC 17 Dexterity saving throw. A creature takes 4d10 lightning damage on a failed save, or half as much damage on a successful one.
You can use an action to cast the thunderwave spell (2nd-level version, save DC 17). The first time you cast this spell each time you take on the aspect, it's cast at 4th level instead.
When an attacker within 30 feet hits you with a weapon attack, you can use your reaction to send out a bolt of lightning at the attacker. The attacker must make a DC 17 Dexterity saving throw, taking 1d10 lightning damage on a failed save, or half as much damage on a successful one. Each time the attacker hits you again before the end of this turn, it must repeat the saving throw.
Once this property of the crown has been used, it can't be used again until the next dawn.
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Crown of the Mindmaster Matriarch
Wondrous item, rare (requires attunement by a wizard) | Mar. 20
This golden crown is inset with a powerful fire ruby and veiled with light, mithral chain. The crown's descending prongs overlap with your temples and third eye, expanding your mind's commanding reach. While wearing this crown, you can use an action to cast the telepathic bond spell from it.
In addition, while wearing the crown, you can use an action to cast the dominate person spell using your spell save DC from it. On a failed save, a creature is affected by the spell for the duration, and for the next 24 hours after the spell ends, you have advantage on Charisma checks you make to interact with it. These effects end early if you or an ally deals damage to the creature. If the target is connected to you through your telepathic bond, it has disadvantage on the saving throw to resist this spell’s effects when cast in this way. Once this property has been used, it can’t be used again until the next dawn.
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Cryomancer's Lexicon
Wondrous item, very rare (requires attunement by a wizard) | Dec. 23
This thick book is bound with white leather and is freezing cold to the touch. This book can be used as a spellbook and contains the following spells, which are wizard spells for you while you're attuned to the book: cone of cold, freezing sphere, ice storm, protection from energy (cold damage only), sleet storm, and wall of ice.
The book also has 7 charges. It regains 1d6 + 1 expended charges daily at dawn. While the book is on your person, you can expend 1 or more of its charges for use with the following properties:
Cold Casting. You can expend 1 or more charges from the book in place of using spell slots when casting one of the book's icy spells. For each charge you spend as part of casting a spell in this way, the spell slot level you need to cast it is reduced by 1. You can use an action to cast one of the book's spells, even if you didn't prepare it, provided you use only charges to cast it in this way.
Freeze Over. When a creature that you can see (including yourself) takes damage, you can use your reaction to expend 1 of the book's charges to change the damage's type to cold.
Icy Armor. You can use an action to expend up to 3 of the book's charges to coat yourself in a magical frozen barrier. You gain 10 temporary hit points for each expended charge, and when a creature hits you with a melee attack while you have these hit points, that creature takes 10 cold damage for each spent charge.
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Crypt Keeper Glaive
Weapon (glaive), legendary (requires attunement) | Nov. 18
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
When you use the glaive to reduce a Small or larger creature that is hostile toward you to 0 hit points, roll a d10. You gain temporary hit points equal to the number you roll.
In addition, the glaive’s blade begins to glow with a sickly green haze whenever you gain temporary hit points in this way. While glowing, the first successful melee attack you make with the glaive deals extra necrotic damage equal to the number of temporary hit points you gained. Once you deal this bonus damage, the haze fades.
The haze and any remaining temporary hit points are lost after 1 minute.
Undead creatures killed by this weapon cannot be raised from the dead again.
6 feet under. The first time on your turn that you land a successful melee attack with this weapon against a creature that is prone, the weapon’s damage die is maximized.
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Crystal Ball of Farsight
Wondrous item, rare (requires attunement) | Aug. 24
This crystal ball is about 6 inches in diameter. While touching it, you can cast the arcane eye spell with it. The spell ends early if a creature touches the magical eye; the creature then knows that it had been observed by divination magic. For the duration of the spell, you are blinded, and the crystal mimics the appearance of one of your eyes.
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Crystal Ball of Storms
Wondrous item, legendary (requires attunement) | Nov. 23
This crystal ball is about 6 inches in diameter. Inside is a perpetual storm that crackles with ferocity. While touching it, you can either cast the scrying or call lightning spell with it, using a spell save DC of 17.
If the scrying spell lasts for the full duration, you can choose to cause a storm to form above the sensor's location at the time the spell ends, as if by the control weather spell. The storm appears outside and in the sky above that point. The spell creates rain, hail, or snow (your choice) in stormy wind conditions; the temperature in the area drops by 10 degrees Fahrenheit. The storm then remains for the next 8 hours, and this property of the crystal ball can't be used again until the next dawn.
Alternatively, you can cast call lightning from the crystal ball while looking through its sensor. The sensor must be outdoors, and it must be in stormy conditions. You don’t need to concentrate on this call lightning to maintain it during its duration, but it ends if scrying ends. When this call lightning spell ends, it can't be used in this way again until the next dawn.
If the crystal ball is destroyed, the storm appears outside and centered in the sky above that point. The storm recreates the effects of the control weather spell, as determined by the GM. The storm is permanent; only a wish spell can dispel it.
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Cube of Teleportation
Wondrous item, rare | Jun. 21
This hefty, metal cube is about 6 inches on a side and weighs 3 pounds. One of the cube's sides looks like a metallic stamp, and is made of countless interlocking and shifting panels that reconfigure themselves to magically generate a new, unique sigil sequence daily at dawn, as described in the teleportation circle spell. Its five other sides are flat and blank, or, at the GM's discretion, have up to 5 different sigil sequences recorded onto them.
If you find a permanent teleportation circle, you can place and hold one of the cube's flat sides against the circle for 1 hour, focusing on it for the duration (as if concentrating on a spell). If you hold and focus on the cube for the full duration, the circle's sigil sequence is recorded onto the cube's face. If a sigil was already on the cube's face, it's replaced by the new one.
The cube has 3 charges and regains 1d3 expended charges daily at dawn. If you hold one of the cube's recorded sigil sequences on the ground face-down and focus on it for 1 minute (as if concentrating on a spell), the cube expends 1 of its charges and duplicates the effect of the teleportation circle spell, using the sigil sequence from the cube's face to form the spell's teleportation circle on the ground below it.
Alternatively, you can hold the stamp side of the cube on the ground and focus on it for 1 minute (as if concentrating on a spell). If you hold and focus on the cube for the full duration, it magically applies its unique sigil sequence onto the ground in a 10-foot-diameter teleportation circle, provided that there's enough space to do so. This circle remains for 1 hour, and can only be used as a destination circle for the duration. Once this property has been used, it can't be used again until the next dawn, unless you use an action to expend 1 of the cube's charges to generate a new sigil sequence and regain the use of this property. Once you've placed a unique teleportation circle in this way, you can use this side of the cube as if it were a normal sigil sequence recording for the generated circle.
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Cuff of Captions
Wondrous item, uncommon (requires attunement) | Feb. 21
While wearing this platinum ear cuff, any audible sound or spoken language that you're within earshot of is magically transcribed, appearing as unobtrusive, illusory text that only you can see in the corner of your vision. While wearing the cuff, you gain a +2 bonus to Wisdom (Perception) checks that rely on hearing, even if you're deafened, as you can sometimes read the transcriptions of sounds that are otherwise inaudible. The transcriptions are written in Common, and vary in size and form depending on the nature of the sound. The text conveys the literal meaning of any spoken language that it transcribes, but can suggest similar Common idioms in place of the ones it translates from other languages. You can choose to ignore certain sounds and transcriptions, causing the text to vanish, in order to better focus on the ones you're interested in.
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Curse Cutter
Wondrous item, uncommon | Oct. 24
These shears feature an ominous, glimmering eye at their hinge. It swivels around, knowingly. You can use an action to open the shears and touch them to a cursed target. When you do, arcane threads appear between the shears' blades, representing a curse present on the target. Severing the threads as part of the action casts the remove curse spell from the shears.
Curse. These shears are cursed. Whenever the shears are used to cast remove curse on a creature or a cursed magic item that a creature is attuned to, there's a 50 percent chance that the shears cast the spell but impart a new curse on that creature. A creature cursed in this way takes 1d6 slashing damage whenever it fails a saving throw or rolls a 1 on a d20. This slashing damage can't be reduced in any way. If a creature is reduced to 0 hit points as a result of this slashing damage, a shadow rises from the corpse after 1d4 hours.
Once the shears curse a creature in this way, they can't be used again until the next dusk.
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Cursed Fang
Weapon (dagger), rare (requires attunement) | Jan. 24
This crooked, jet black dagger curses the blood of any creature hit with it. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this weapon that isn't a construct, plant, or undead, that creature is cursed until the end of your next turn. While cursed by the dagger, it has disadvantage on Dexterity (Stealth) checks made to hide and must make a DC 15 Constitution saving throw whenever it magically regains hit points. On a failed save, the creature instead takes necrotic damage equal to the amount healed (maximum 20).
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Cursive
Weapon (rapier), legendary (requires attunement) | Apr. 25
This blade features the motifs of a fountain pen. Its guard is seemingly made of a swirling plume of ink but is solid as metal to the touch. You gain a +2 bonus to attack and damage rolls made with this weapon, or a +3 bonus if you're proficient with calligrapher's supplies.
A creature hit with the weapon takes an extra 2d4 acid damage: the creature gains one cumulative mark for every 4 you roll on the d4s. A mark appears as a dark, inky blotch where the creature was hit. For every third mark a creature receives, it must make a DC 17 Constitution saving throw. On a failed save, the creature is stunned until the end of your next turn. On a successful save, the creature's speed is halved until the end of your next turn, and it has disadvantage on the next attack roll it makes before then. A mark remains for 1 minute before magically dissolving.
Pen Form. While holding Cursive, you can use a bonus action to magically transform it into a fountain pen or back into a rapier. While it's a pen, it produces its own ink as you write with it. The ink is nonmagical.
Illusory Script. You can use an action to cast the illusory script spell from the weapon (in either form), using the tip of the pen or blade to write the message. You can have up to three messages written in this way at a time. If you make a fourth message, the first one disappears.
Stunning Symbol. You can spend 1 minute using the rapier to draw a symbol on the ground, duplicating the effects of the symbol spell (save DC 17; Stunning option only). Until the symbol is dispelled, the rapier ceases to deal its extra acid damage. The symbol is dispelled automatically whenever you finish a long rest. You can only have one symbol in this way at a time.
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Cymrith
Weapon (rapier), legendary (requires attunement) | Mar. 23
Forged by elven smiths to thwart the rising tide of evil among them, Cymrith has played a pivotal role in numerous fey confrontations. Thanks to its powerful magic, relentless bloodshed could be turned to peaceful negotiation. If you are fey or have the Fey Ancestry trait, you are proficient with Cymrith and can use your Charisma modifier for attack and damage rolls with it, instead of Strength or Dexterity.
You gain a +3 bonus to attack and damage rolls made with this magic weapon, which ignores resistance to piercing damage. Any fey hit with this weapon takes an extra 2d6 psychic damage from the attack. You also gain a +3 bonus to any Charisma check made to interact with fey.
This weapon has 3 charges and regains 1d3 expended charges daily at dawn. When you reduce a creature to 0 hit points and choose to knock it out, you can expend 1 or more of the weapon's charges to force that creature to make a Wisdom saving throw (save DC 17). On a successful save, the creature is immune to this effect for the next 24 hours. On a failed save, that creature is affected by the modify memory spell (no concentration required). You can speak to the unconscious creature for the duration of the spell to describe how its memories are affected. When the spell ends after 1 minute, the creature regains consciousness with 1 hit point. For 1 charge, you cast the 5th-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
Sentience. Cymrith is a sentient chaotic good rapier with an Intelligence of 10, a Wisdom of 14, and a Charisma of 18. It can hear and has darkvision out to a range of 120 feet. It can speak, read, and understand Common, Elvish, and Sylvan, and can communicate with its wielder telepathically. Its voice sounds silvery and melodic.
Personality. Cymrith yearns for the destruction of evil fey creatures and urges you to seek out these creatures and either kill them or turn them toward the path of good.
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Daemonomicon
Wondrous item, very rare | Nov. 22
This leather tome is filled with demonic lore and occult secrets, which are written in Abyssal. You can spend 10 minutes reading through its pages to learn information about an aberration, demon, or cult. At the end of that time, make an Intelligence saving throw. The DC is equal to 10 + half the aberration's or demon's challenge rating (rounded up), or 16 if you used it to learn information about a cult. On a failed save, you take 4d6 psychic damage, which can't be reduced or prevented in any way, and learn nothing from the book. You have advantage on the saving throw if you're a warlock with an eldritch or fiendish patron. On a successful save, you learn up to three of the following pieces of information of your choice about an aberration or demon:
Up to three of its ability scores of your choice
Any damage resistances, immunities, or vulnerabilities its has
Any condition immunities it has
Its armor class
Its hit point maximum
Its challenge rating
Alternatively, if you read the book to learn about a cult and succeed on the saving throw, you have a +10 bonus to the next ability check you make to uncover such information related to the cult.
Curse. This book is cursed, and failing the Intelligence saving throw extends the curse to you. While cursed, you are unwilling to part with the book, keeping it within reach at all times, and you have disadvantage on attack rolls against aberrations and demons and on saving throws against their spells and special abilities. If you're a warlock, you also learn the following spells, which don't count against the number of spells you know: banishment, bestow curse, hellish rebuke, and scorching ray. Charisma is your spellcasting ability for these spells, which you know for as long as you remain cursed. If you have a Book of Shadows, this book replaces it, and whenever you have to make an Intelligence saving throw when reading the book, you can make a Charisma saving throw instead.
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Dagger of First Light
Weapon (dagger), uncommon | Sep. 21
You have advantage on initiative rolls while holding this weapon. If you're first in the initiative order, your speed is increased by 15 feet for the first round of combat.
In addition, you can use a bonus action to speak the weapon's command word to cause its blade to glow. The glowing weapon sheds bright light in a 20-foot radius and dim light for an additional 20 feet. While the weapon is glowing, it deals radiant damage instead of piercing. You can use a bonus action to speak the weapon's command word again to cause its light to fade and return to normal
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Dagger of the Ogre Mage
Weapon (shortsword), uncommon (requires attunement) | Nov. 18
This blade was once used as a dagger by an ogre, but is nevertheless large enough to be a shortsword. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
This blade’s hilt is hollow and can hold up to 3 cantrip spell scrolls. Cantrip scrolls left within the compartment for 1 minute activate one of the three clear gems adorning its grip. Once activated, you can cast these cantrips at will using your spellcasting modifier. If you don’t have a spellcasting modifier, use your Intelligence modifier instead. You have proficiency with these cantrips. Cantrips cast from the blade use the weapon as an arcane focus and allow you to perform any somatic components with the weapon instead of requiring a free hand. Scrolls contained within the sword are not destroyed after using them in this way.
When you cast a cantrip using the sword that deals damage, the sword’s damage type changes to match the cantrip’s for 1 minute or until you end it early (no action required).
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Dark Fathom Armor
Armor (studded leather), very rare (requires attunement) | Sep. 19
This dark, sea-soaked suit of armor smells of brine and is covered in eldritch runes. You have a +1 bonus to AC and can breathe normally underwater while wearing this armor.
You can use this armor to cast the black tentacles spell (save DC 15) while you're wearing it. This spell's area of effect becomes a 15-foot square centered on your location when you cast it in this way, and you are immune to its effects. The spell does not follow you when you move. When casting this spell in this way, it does not require concentration. Once this property of the armor has been used, it can't be used again until the following dusk.
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Dark Mantle
Wondrous item, uncommon (requires attunement) | May 21
This leathery cloak is made from the remains of a darkmantle. While wearing it, climbing doesn't cost you extra movement, and you have advantage on Strength (Athletics) check made to climb.
In addition, while wearing this cloak, you can use an action to speak its command word to emit an aura of magical darkness. This aura extends from you in a 15-foot radius, moves with you, and spreads around corners. The darkness lasts as long as you maintain concentration (as if concentrating on a spell), up to 1 minute. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. Once this property of the cloak has been used, it can't be used again until the next dawn.
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Dart of Caltrops
Weapon (dart), uncommon | Jul. 23
The tip of this all-metal dart resembles a single caltrop. If you hit a creature with a ranged attack using the dart, that creature's speed is reduced by 10 feet until it regains at least 1 hit point (as if it had stepped on spread caltrops). Hit or miss, countless, magical caltrops burst from the dart to cover the ground in each space adjacent to the target. The caltrops remain for 1 minute, at which point they turn to dust and are destroyed.
Once this property has been used, it can't be used again until the next dawn. In the meantime, the dart can still be used as a magic weapon.
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Dart of the Macaw
Weapon (blowgun needle or dart), uncommon | Mar. 22
This magic dart has a vibrant macaw at its base, which springs to life when you throw or launch it. Hit or miss, the dart flies back to the space it was thrown or launched from at the end of your turn. If you're in that space, the dart lands in your open hand or at your feet (your choice). The bird then becomes immobile once more.
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Dawn and Dusk
Weapon (mace or sickle), rare | Jan. 21
You gain a +1 bonus to attack and damage rolls made with this magic weapon, which also has the light property. The weapon transforms at different times of the day. At dawn, the weapon's form becomes a mace, whose head is ringed with a line of radiating spikes. At dusk, it becomes a sickle with star designs along its crescent edge. A target hit with the mace takes an extra 1d4 radiant damage. A target hit with the sickle takes an extra 1d6 necrotic damage.
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Davy Jones' Key
Weapon (trident), legendary (requires attunement) | Jun. 20
This powerful trident is made of verdigris-covered bronze. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 while you are underwater.
When you roll a 20 on an attack roll made with this weapon against a creature, that creature must succeed on a DC 15 Constitution saving throw or begin to suffocate. At the end of each of its turns, a creature suffocating in this way can repeat the saving throw. On a successful save or when it drops to 0 hit points, the creature can breathe again. A suffocating creature can't speak. A creature is immune to this effect if it doesn't need to breathe or has legendary actions.
Release the Kraken. You can use an action to speak the trident's command word to open a 15-foot-radius eldritch gate centered on a point you can see on the ground within 60 feet of you, turning the ground in the area into difficult terrain. If you are underwater, the point doesn't need to be on the ground. The gate is one-way. When the gate opens, up to 3 massive kraken tentacles appear through the gate, forcing any Large or smaller creature in the tentacle's space into the nearest unoccupied space. Each tentacle is treated as a Large monstrosity with 60 hit points, AC 18, a reach of 30 feet, immunity to all conditions, and a +7 bonus to all ability checks and saving throws. A tentacle can move anywhere within the gate's area on your turn (no action required) without provoking opportunity attacks. You can use your reaction to make an opportunity attack with the tentacle. A tentacle remains until it falls to 0 hit points or the gate closes.
When the tentacles appear, they immediately make up to 3 melee attacks, one with each tentacle, against targets you can see within the tentacles' reach with an attack bonus of +10. On a hit, a target takes 3d6 bludgeoning damage, and if the target is Large or smaller, it is also grappled (escape DC 17). Until this grapple ends, the target is restrained. Each tentacle can grapple one target. A creature that ends its turn and is restrained by a tentacle takes 1d6 bludgeoning damage.
While at least one tentacle remains, you can use an action to repeat these attacks, making one with each tentacle. If an object is held or a creature is grappled by a tentacle, you can throw it up to 60 feet away in a random direction, knocking it prone, instead of attacking with the tentacle. If a thrown target strikes a solid surface, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 17 Dexterity saving throw or take the same damage and be knocked prone.
The gate stays open for 1 minute. It closes early if you dismiss it using a bonus action or if you are incapacitated or die. Once this property of the trident has been used, it can't be used again until the next dawn.
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Daybreaker Katana
Weapon (longsword), very rare (requires attunement) | Apr. 22
This curved blade is a dusky metal with gilded waves dancing along its edge. You gain a +2 bonus to attack and damage rolls made with this magic weapon.
When you hit a creature with this weapon, that creature gains a mark from the blade. If you attack a different creature or attack using a different weapon, all of the marks disappear. When a creature gains its third mark, it takes 3d6 radiant damage and must make a DC 15 Constitution saving throw. On a failed save, the creature is blinded until the end of your next turn, and it can't be blinded in this way again for 24 hours. A creature with the Sunlight Sensitivity or Sunlight Hypersensitivity trait has disadvantage on this saving throw. Regardless of whether the creature succeeds on or fails the saving throw, it then loses all marks.
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Deathbomb Arrow
Weapon (arrow), very rare | Dec. 23
This arrow is tipped with a round head, which is decorated with a grisly skull. A series of necromantic arcane circles cover the arrow. The arrow detonates when it hits a creature as part of a ranged weapon attack, creating a wave of deathly energy that explodes outward from it. Any creature within 60 feet of the arrow must make a Constitution saving throw. A creature takes 6d6 necrotic damage on a failed save, or half as much damage on a successful one. Any nonmagical plant within the area immediately dies. The arrow is then destroyed.
The save DC changes depending on how close a creature is to the blast: the target of the attack (DC 17), within 10 feet (DC 16), within 30 feet (DC 15), or within 60 feet (DC 13).
Other types of magic ammunition of this kind exist, such as deathbomb bolts meant for a crossbow, though arrows are most common.
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Deathmetal Axe
Weapon (greataxe), very rare (requires attunement) | May 24
This adamantine axe is covered in narrow cracks, which periodically erupt with harmless, magical flame. Along its haft are four strings: plucking a string creates a deep, bone-rattling resonance from the axe. If you're proficient with lutes, you are proficient with the deathmetal axe, and you can play it as if it were a lute.
You gain a +2 bonus to attack and damage rolls made with this magic weapon, as well as on any Charisma (Performance) check you make with it. Whenever the axe hits an object, the hit is a critical hit.
Charges. The axe has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you take 10 or more lightning damage and then use one of the axe's properties on your next turn, the number of charges required by the property is reduced by 1.
Spells. While holding the axe, you can use an action to expend 2 of its charges to cast either the shatter or thunderwave (2nd-level version) spell from it (save DC 16).
Thunderous Performance. Whenever you take the Attack action with this weapon, you can expend 1 of its charges to replace one of your attacks with a special performance. When you do, make a DC 16 Charisma (Performance) check. On a success, you create an instantaneous wave of sound, which affects creatures within 10 feet of you; friendly creatures within the wave immediately gain 2d6 + 2 temporary hit points, and hostile creatures must succeed on a DC 16 Constitution saving throw or take 2d6 + 2 thunder damage. When you roll a 20 on the Charisma (Performance) check, the radius of your wave increases to 30 feet, and the number of temporary hit points gained and thunder damage dealt is doubled. A creature is immune to these effects if it can't hear the performance. The wave then fades.
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Dead Ringer
Wondrous item, rare | Dec. 18
This bronze mask lets out a deep, sonorous ring when struck. When you’re reduced to 0 hit points or fail a death saving throw while wearing the mask, the 3 enemy creatures nearest to you within 30 feet must succeed on a DC 15 Wisdom saving throw or take 2d12 necrotic damage. This property has no effect on creatures who aren’t missing any hit points or are deafened. If you’re healed or stabilized after falling to 0 hit points, the mask can’t be used again in this way until the following dusk.
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Dealmaker's Ring
Ring, common | Jul. 22
A silver piece has been pressed and shaped into this magic ring. A pair of outstretched hands reach across the surface of the ring towards the center. When you make a Charisma (Deception) or Charisma (Persuasion) check with another humanoid and offer out your hand for a handshake, you can roll a d4 and add the number rolled to the ability check. Once this property has been used, it can't be used again until the next dawn.
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Death Brand
Weapon (dagger), rare (requires attunement) | Jun. 24
This magic dagger teleports back to your hand immediately after you make a ranged attack with it. The dagger has 4 charges, and it regains 1d4 expended charges daily at dawn.
When you hit a creature with this dagger, you can expend 1 of the weapon's charges to mark it for death: you sense the general direction of a marked creature's location, as long as it remains within 1,000 feet of you. If the marked creature is within 60 feet of you, you can use a bonus action to teleport to a random unoccupied space within 5 feet of the creature and immediately make an attack against it using the dagger. The attack roll is made with advantage. If the target is more than 60 feet away from you or if there are no unoccupied spaces within 5 feet of it, nothing happens, and the action is wasted.
A mark lasts for 10 minutes. The mark ends early if you mark another creature, if you're ever more than 1,000 feet away from it, or if you use the dagger to teleport (even if it fails).
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Death Dog Lasher
Weapon (whip), uncommon | Jan. 24
This twin-lashed whip was made from the fur and hide of a death dog. A target hit with the whip takes an extra 1d4 slashing damage from the attack.
When two of the whip's slashing damage dice roll a 4, the target of the attack must also succeed on a DC 13 Constitution saving throw or become poisoned until the end of your next turn. For the duration, this property of the whip ceases to function.
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Death Knell
Weapon (halberd), rare (requires attunement) | Sep. 19
This heavy metal weapon is dark and grimly ornate. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Once per turn when you reduce a Small or larger creature to 0 hit points with an attack using this weapon, a foreboding, gong-like sound emanates from the blade. When this happens, any hostile creature that's missing any of its hit points within 15 feet of the slain creature is forced to make a DC 15 Wisdom saving throw. On a failed save, a creature takes 1d8 psychic damage, or half as much on a success.
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Death Locket
Wondrous item, very rare (requires attunement) | Nov. 23
This locket is embossed with a dark silver skull on its front; its lower jaw acts as the locket's clasp. Inside the locket is a piece of blackened bone, which remains magically affixed to it. While the locket is on your person, you have resistance to necrotic damage, and you are always under the effects of the death ward spell. Once the spell prevents you from dropping to 0 hit points, it ends until the next dawn.
Speak with Dead. While holding the locket, you can spend 2 or more Hit Dice to cast the speak with dead spell from it. This version of the spell allows you to ask the target only one question for every 2 Hit Dice you spend, up to a total of 5 questions.
Curse. This locket is cursed. Attuning to it curses you until you are targeted by the greater restoration spell or similar magic. While you remain cursed, you're unwilling to part with the locket and keep it on your person at all times. If you die while the locket is on your person, your spirit is permanently trapped within the locket, and you can't be revived by any magic other than a wish spell.
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Deathloop Watch
Wondrous item, rare (requires attunement) | May 21
This golden pocket watch has a skull-shaped lid with three panes of blue glass that cover its two eyes and nose. At the center of the watch is a secondary dial with a small, skeletal hand that indicates the amount of hit points you have remaining. If you die while the watch is on your person, the watch reverses your personal time stream just long enough to keep you alive, returning you to life with 1 hit point and allowing you to immediately stand up. When the watch reverses time in this way, one of the watch's three glass panes cracks and can't be repaired by mundane or magical means. For each pane of cracked glass, there is a cumulative 25 percent chance that the watch fails to reverse time when you die. When all three panes of glass are cracked, the watch becomes nonmagical, although it can still be used to tell the time.
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Deathly Diadem
Wondrous item, very rare (requires attunement) | Feb. 20
This gruesome crown was worn by a powerful lich before falling into the hands of the adventurers who slayed it. While wearing this crown, you have resistance to necrotic damage, are always under the effects of the tongues spell, and you can cast the speak with dead spell at will. When you cast speak with dead in this way, you can only ask the target 1 question, to which the target answers with either "yes", "no", or "maybe". If the question can't be answered in this way, the spell ends. In addition, while you wear this crown, undead creatures have disadvantage on attack rolls against you.
Curse. This crown is cursed, a fact that is only revealed to you when you die. The first time that you die while attuned to this crown, its curse is extended to you, and you are immediately returned to life with 1 hit point. While cursed, your alignment becomes evil, if it isn't already, and your utmost goal is to become an all-powerful lich. While cursed, your creature type becomes undead, in addition to your other existing creature types.
A creature remains cursed in this way until targeted by a wish spell or divine intervention. Removing the crown fails to end the curse. While a cursed creature may not reveal that the diadem is cursed, its allies may be able to deduce its presence and effects based on the creature's behavior.
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Death's Shadow
Wondrous item, legendary (requires attunement) | Feb. 20
This black garnet amulet is carved into the shape of a bird's skull and is adorned with several dark feathers. At its center is a single phoenix feather that serves as a catalyst for this strange talisman's necrotic magic. While wearing this amulet, you are immune to necrotic damage.
Shadow Form. When you are reduced to 0 hit points while wearing this amulet, a shadowy version of yourself rises from your unconscious body. You control this form, which has your equipment and statistics. It has 100 temporary hit points and resistance to all damage that isn't force, psychic, or radiant. The shadow form can't move more than 60 feet from your body. The shadow vanishes after 1 minute or when it falls to 0 temporary hit points. If the shadow survives for the duration, it returns to your body and causes you to regain a number of hit points equal to the shadow's remaining number of temporary hit points. If the shadow is defeated, the amulet is destroyed and you immediately fail 2 death saving throws.
While your shadow form is defending you, your unconscious body is covered by an impenetrable veil of shadow. While covered in this way, you can't be interacted with: you are immune to all damage, don't make death saving throws, can’t regain hit points, and can’t be affected by spells or magical effects. A creature can use an action to make a DC 30 Strength check, moving the covered body up to 10 feet on a success.
Once this property has been used, it can't be used again until 7 days have passed.
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Deck of Dragons
Wondrous item, rare (requires attunement) | Jan. 23
This deck of cards can be used as a standard playing card set. Each card bears one of four types of dragons: black, red, bronze, or silver. The deck is made of 52 cards and comes in a wooden carrying case, which depicts each of the four dragons battling for control over their respective corners. While attuned to the deck, you gain a +3 bonus to any check you make using it as a playing card set. You can use a bonus action to magically shuffle the cards of the deck, tapping either the top of the cards or its box when you do.
You can use each card from the shuffled deck as if it were a magic dart. On a hit, a card deals an extra 1d6 damage to the target of a type depending on its suit. Roll a d8 to determine the card's suit using the table below, or draw from a real deck of cards to determine the suit instead.

A thrown card magically reappears on the bottom of the card case immediately after the attack. When you score a critical hit using one of the cards, you can roll the bonus acid, cold, fire, or lightning damage dice two additional times and add them to the extra damage of the critical hit.
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Deer Hunter's Armor
Armor (light), rare (requires attunement) | Sep. 22
This set of gray and green armor carries the spirit of the forest within it. While wearing it, you can use it to cast the phantom steed spell, but only as a ritual. The steed from this version of the spell has half the normal speed and takes the form of a ghostly deer with many-pointed antlers. If the steed is hit by an attack, roll a d20. On a 6 or higher, the attack misses. If the steed takes any damage, the spell ends and this property of the armor can't be used again until the next dawn.
While wearing the armor, your ranged weapon attacks ignore half and three-quarters cover when the target is using another creature as cover. Your attacks become ghostly as they pass through such creatures, only becoming real again when they reach the target.
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Demolitionist's Musket
Weapon (musket), rare | Jun. 25
This musket weighs 12 pounds and has the heavy property. Its barrel resembles an elongated cannon. You can speak one of the weapon's three command words as part of making an attack roll with it to use one of the weapon's properties listed below (no action required).
Artillery. Speaking the first command word transforms the fired bullet into an explosive round. Hit or miss, each creature within 10 feet of the target must succeed on a DC 15 Dexterity saving throw or take 4d6 fire damage from the resulting explosion. The original target makes this saving throw with disadvantage if it was hit by the attack.
Cannon. Speaking the second command word causes the bullet to expand into a cannonball-sized bullet. It returns to its normal form after the attack. On a hit, the target takes an extra 2d10 bludgeoning damage from the attack, or 4d10 if the target is an object. If the target is Large or smaller, it is also pushed up to 10 feet away from you and must succeed on a DC 15 Strength saving throw or be knocked prone.
Scattershot. Speaking the third command word causes the bullet to explode into shrapnel. Each creature within a 30-foot cone, originating from the musket, must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 2d8 piercing damage, or 4d8 piercing damage if it's within 10 feet of you.
To be eligible, the fired bullet must be nonmagical. Once a command word has been used, it shouldn't be used again until the next dawn. Each time an already-used command word is used again before then, there is a cumulative 25 percent chance that the musket explodes, destroying it (without making the attack) and forcing every creature within 10 feet of the musket to make a DC 15 Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
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Departed Helm
Wondrous item, rare (requires attunement) | Oct. 22
You have resistance to necrotic damage while wearing this helmet. Skeletons and creatures with a challenge rating of 5 or lower with "skeleton" or "skeletal" in the name are also indifferent toward you while you wear it. Such a creature won't attack you unless you threaten or harm them, or unless they're commanded to do so by a creature controlling them. In addition, you can also use an action to determine how long ago a corpse or creature you're touching died or was turned into an undead.
When determining the time of death or turning to undeath of a corpse or creature, the accuracy depends on the recency of the event. If the event happened within the last 24 hours, you know the exact minute when it occurred. Otherwise, you know only the hour (within 7 days), day (within 30 days), week (within 6 months), month (within 1 year), year (within 10 years), decade (within 100 years), or century for any time longer.
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Detective's Monocle
Wondrous item, rare (requires attunement) | Jun. 23
While wearing this monocle, you have advantage on any Intelligence (Investigation) check you make. In addition, you can use an action to twist the monocle's lens to view the area around you as it was at a time within the last 24 hours. When you do, you must specify either an exact time or time relative to the present, such as "At three o'clock" or "Three hours ago," respectively. You then see the area within 30 feet of you as it appeared at the chosen time, including any objects or creatures that were there at that time. The area does not move with you. Any creature that appears within the area as part of this effect, including anything worn or carried by it, is blurry beyond recognition. Furthermore, the area appears in shades of gray, rather than color. You can view the area in this way for as long as you concentrate (as if concentrating on a spell), up to 10 minutes. It ends early if you move outside of the area or if you end the effect (no action required). Once this property of the monocle has been used, it can't be used again until the next dawn.
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Detective's Notebook
Wondrous item, uncommon (requires attunement) | Jan. 21
This worn notebook is filled with pages of scribbled notes, addendums, and sketches—many of which seem to be added by different sources. While holding the book, whenever you make an Intelligence (Investigation) or Wisdom (Insight) check, you gain a +1 bonus to the roll. If you spend at least 10 minutes investigating or interacting with the subject of these checks while writing notes in the book, you make the roll with advantage.
In addition, you can use an action to cast the comprehend languages, detect thoughts, or locate object spell from the book (save DC 13). Once the book has been used to cast one of these spells, it shouldn't be used to cast a spell again in this way until the next dawn. Each time it is used again before then, the book has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.
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Devil-Beating Brush
Wondrous item, rare | Aug. 22
Many temple murals depicting great gods and deities have been painted by artists wielding devil-beating brushes, which are blessed by divine magic. While the brush is being held, a constant stream of paint coats its pegasus-hair tip. While holding it, you can use a bonus action to change the paint's color. You gain a +5 bonus to any ability check you make with the brush to paint. The paintbrush counts as a set of painter's supplies.
You can use an action to paint on a devil. Make a Dexterity or Charisma check using the paintbrush against the devil's AC. On a success, the devil takes 4d6 radiant damage. If you roll a 20 on the ability check, the devil must also succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it's already there.
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Devil's Detail Eyepatch
Wondrous item, uncommon | Sep. 19
This well worn leather eyepatch is enchanted with the illusion of a devil's eye on the front. While wearing this eyepatch over a missing eye, you can magically see as if you weren't missing one at all. The embroidered eye adorning the front of the patch swivels and moves as you look around while wearing it. You don't gain this benefit if you wear this patch over a working eye.
In addition, while wearing the eyepatch over a missing eye, you can speak its command word as a bonus action to gain darkvision out to a range of 60 feet for 1 hour. If you already have darkvision, this effect increases its range by 60 feet. While this property is in effect, you can see through magical darkness as if it were normal darkness. Once this property of the eyepatch has been used, it can't be used again until the following dawn.
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Devil's Golden Fiddle
Wondrous item, rare (requires attunement) | Aug. 22
A devil's golden fiddle is a magical trophy among accomplished musicians. Its gilded exterior is marked by embossed, bat-like wings and a carved devil's head. If you're not attuned to the instrument and attempt to play it, you must succeed on a DC 15 Charisma saving throw or take 1d6 psychic damage. Regardless, the fiddle remains silent.
While holding it, you can use a bonus action to play a magical note on it that causes the fiddle to float in the air beside you. While floating in this way, the fiddle magically plays a soft but jaunty tune. The fiddle’s tune can be used in place of the verbal component for any bard spell, even if it's floating and playing itself. A creature benefiting from see invisibility or with truesight sees a spectral imp playing the fiddle while it floats.
Charges. The fiddle has 4 charges for the following properties and regains all expended charges daily at dawn.
Spells. If you're holding the fiddle, or if the fiddle is playing on its own, you can use an action to expend some charges to cast either the invisibility (2 charges) or polymorph spell (3 charges, transforming the target into either a rat, raven, or spider; save DC 15) from it. Alternatively, when a creature within 30 feet of you that you can see misses with an attack or fails an ability check, you can use a reaction to expend 1 of the fiddle's charges to cast the vicious mockery cantrip from it (save DC 15) against that creature. The creature has disadvantage on the saving throw.
Play Like Hell. When you make a Charisma (Performance) check using the fiddle, you can expend 1 or more of its charges to add 1d6 to the check for each expended charge. If you're a bard, this bonus uses your Bardic Inspiration die instead, but doesn't expend any uses of your Bardic Inspiration feature.
Dance of the Devil. This property is only revealed when you lose in a musical competition against another creature. When you do, your attunement to the fiddle ends, and the fiddle immediately becomes attuned to the winning creature, provided that it can be attuned to. The fiddle then immediately begins to play on its own and flies to the side of the attuned creature.
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Dimensional Quiver
Wondrous item, very rare (requires attunement) | Feb. 22
This purple glass quiver is open on both ends and doesn't have a strap. While attuned to it, the quiver floats comfortably within your reach whenever you place it against your body. While attuned to the quiver, you're immune to the banishment spell and similar magic that would transport you to another plane of existence against your will.
The quiver also functions as an efficient quiver. The first time you hit a target on each of your turns using a piece of ammunition or a weapon drawn from the quiver, that target takes an extra 1d12 force damage from the attack.
In addition, you can use an action to cast either the blink or dimension door spell from the quiver while it's on your person. When you cast blink in this way, you can see up to 60 feet into the Ethereal Plane and can attack targets there as if they were on your current plane of existence for the duration. Once the quiver has been used to cast a spell, it can’t be used to cast that spell again until the next dawn.
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Diorama Die
Wondrous item, common | Nov. 21
This six-sided die is an inch across and unfolds to reveal miniature scenes inside it. You can speak its command word using an action and choose to either roll the die or place it with a number of your choice facing up. If you roll the die, record whether you cast, drop, shake, or spin it when doing so. If the die is rolled in multiple ways, record each one.
When the die lands on a number, it opens up to expose a miniature, illusory diorama inside of it. The die either unfolds partially or completely when doing so (your choice). Use the table below to determine the nature of the die's scene, combining any relevant effects to determine the result. You can collect the diorama die (no action required), causing it to close when you do. A new scene is created each time you speak the die's command word and either roll or place the die.

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Direstone Dwarven Key
Weapon (handaxe), uncommon (requires attunement by a dwarf) | May 20
This dwarven handaxe is specially issued to guards of the Direstone mines, treasury, and prisons. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If it hits a stone object, the hit is automatically a critical hit.
In addition, you can use an action to speak the handaxe's command word and strike a fixed stone surface with it, such as a wall or ceiling. If the surface is no more than 2 feet thick, it magically pulls apart to form a temporary doorway. The doorway is no more than 5 feet across in any dimension and closes at the end of your next turn, leaving no trace of it behind. The passage creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the doorway created by the handaxe are ejected to an unoccupied space on a random side of the stone surface and take 1d6 bludgeoning damage. Once this property has been used, it can't be used again until 12 hours have passed.
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Direstone Dwarven Pick
Weapon (war pick), rare (requires attunement by a dwarf) | Feb. 19
This old, weathered war pick is able to effortlessly break and mold stone. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit an object or creature made of stone with this magic weapon, the attack deals an extra 1d8 piercing damage. In addition, the war pick has 3 charges and regains 1d3 expended charges each day at dawn. As an action, you can expend one of the weapon's charges to cast either meld into stone or stone shape.
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Direstone Runic Wand
Wand, rare (requires attunement by a spellcaster) | Jan. 21
A rigid stone wand used by the arcane dwarves of the Direstone mines. The wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to trace one of the following runes in the air to invoke its properties (spell save DC 15):
Algiz. You can expend 3 charges to grant 1 creature you can see within 10 feet of you resistance to fire damage for 1 hour.
Eihwaz. You can expend 2 charges to cast the arcane lock spell. When you use this spell to lock a second object, the spell ends on the first one.
Hagalaz. You can expend 2 charges to cast the shatter spell.
Kenaz. You can expend 1 charge to cast the burning hands spell, or 2 charges to cast the heat metal spell.
Raidho. You can expend 4 charges to cast the stone shape spell. This version of the spell can alter the form of either stone or natural metal (such as iron or silver).
Alternatively, you can use the wand to cast the illusory script spell over the course of 1 minute by expending 1 of its charges, but can only use it to write on stone or metal surfaces.
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 stone dust. If you are not a dwarf when this happens, you must also succeed on a DC 20 Constitution saving throw or be petrified until freed by the greater restoration spell or similar magic.
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Discordant Blowgun
Weapon (blowgun), rare | Apr. 25
An inflatable cloth balloon sits at the end of this magic blowgun, from which four exit pipes hang. The weapon doubles as a set of bagpipes; you're proficient with the discordant blowgun if you're also proficient with bagpipes.
Whenever you make an attack roll using the blowgun, it releases a cacophonous blast of energy and shrapnel from its various exit pipes, destroying whatever ammunition was used to load it with. The sound is audible out to a range of 300 feet. This blowgun can't be used to attack a specific target. Instead, each creature within 15 feet of the blowgun (other than you) takes 1d6 piercing damage and 1d6 thunder damage from the attack, provided that the attack roll was equal to or greater than its AC. A creature within 5 feet of the blowgun that's hit by the attack is also pushed 5 feet away from it.
If you're proficient with blowguns, you can add your Dexterity modifier to the piercing damage dealt by the weapon. If you're proficient with bagpipes, you can add your Charisma modifier to your attack rolls with this weapon, instead of Dexterity, and add your Charisma modifier to the thunder damage dealt by it. Any effect that would increase the amount of damage you deal with a weapon attack you make doesn't apply to the damage dealt with the discordant blowgun, unless the effect only applies to the damage dealt to a specific target. For example, a target affected by a hunter's mark spell you cast would take additional damage from an attack made with the bagpipes, but you wouldn't add extra damage to it as the result of being under the effects of a divine favor spell.
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Discordant Thunderstave
Weapon (quarterstaff), uncommon (requires attunement) | Sep. 19
This thin, hollow quarterstaff has the finesse property and reverberates when it strikes a target. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a target with this weapon and roll the maximum amount of bludgeoning damage on the weapon's damage die, the hollow staff shudders and emits a deep, thunderous sound. When that happens, roll the weapon's damage die again and add it to the total damage of the attack. Extra damage added in this way is thunder damage.
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Displacement Leathers
Armor (leather), uncommon (requires attunement) | Jan. 23
This armor creates a blurry afterimage of you while you move. When a creature hits you with an opportunity attack while wearing this armor, roll a d20 (no action required). On an 11 or higher, the attack misses and hits a nearby illusion of you instead. On a 10 or lower, the attack hits you. Once this property of the armor has been used for the fourth time, it can't be used again until you finish a long rest.
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Diviner's Dice
Wondrous item, rare (requires attunement) | Jan. 20
This set of three six-sided crystal dice is weakly connected to the tides of fate. You can roll these dice as an action and record the numbers rolled. Once rolled, you can't record any other numbers in this way until the next dawn. While you have the dice on your person, you can use a reaction when you or a creature you can see within 60 feet of you makes an attack roll or ability check to add or subtract one of the recorded numbers from the attack roll or ability check's total. You can wait to use this reaction until after the creature rolls the d20, but must decide before the GM says whether the roll succeeds or fails. Each recorded number can only be used once. You lose any unused recorded numbers daily at dawn.
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Djinn and Tonic
Potion, common or rare | Dec. 19
The typical djinn and tonic, a common potion, is a specialty alcoholic beverage that causes a magical wind to tussle your hair, cloak, or other clothing dramatically for 1 hour after you drink it. A small mote of mist dances above the potion's liquid and gently stirs it. The beverage is smooth, bubbly, and very refreshing with notes of juniper, elderberries, white peach, and lavender. Due to its magical nature, the alcohol within this potion affects a creature twice as much as the alcohol within a nonmagical beverage.
The following djinn and tonic is a rare variant with additional properties. It also tastes better.
When you drink this potion, you gain the effect of the gaseous form spell for 10 minutes (no concentration required) or until you end it early using an action. When the effect ends, your form rematerializes in a rush of air, forcing all Large and smaller creatures within 30 feet of you to make a DC 15 Strength saving throw. On a failed save, a creature is pushed 10 feet away from you and knocked prone.
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Djinni's Saber
Weapon (scimitar), very rare (requires attunement) | Jul. 25
You gain a +2 bonus to attack and damage rolls made with this magic weapon. On a hit, you can push the target up to 5 feet away from you, provided that it's Medium or smaller and weighs no more than 500 pounds. The weapon has 7 charges and regains 1d4 + 3 expended charges daily at dawn.
While holding the scimitar, you can use an action to expend 3 of its charges to cast the wind wall spell from it (save DC 16). Alternatively, when you make an attack using the scimitar on your turn, you can expend 1 of its charges to replace the attack with a special one listed below.
Air Slash. When you make this attack, you can target a creature that you can see within 60 feet of you with the attack roll for the sword. On a hit, the target takes an extra 3d6 slashing damage from the attack.
Buffeting Gust. When you make this attack, you instead create a sweeping wave of buffeting wind. Each creature in a 15-foot cube originating from you must make a DC 16 Strength saving throw; targets within 5 feet of you make this saving throw with disadvantage. On a failed save, a target takes 4d6 bludgeoning damage and is carried away from you to the far side of the cube. On a successful save, a target takes half as much damage and isn't carried.
Whirlwind Slash. When you make this attack, you instead create a wild whirlwind around you. Any creature within 5 feet of you must succeed on a DC 16 Strength saving throw or be thrown up to 15 feet away from you. A thrown target takes 2d6 bludgeoning damage and stops moving if it collides with another creature or object in its path; if the thrown target collides with a creature, that creature must succeed on a DC 16 Strength or Dexterity saving throw (its choice) or take the same amount of bludgeoning damage. A creature that takes this bludgeoning damage is also knocked prone. You're then surrounded by swirling winds, which remain until the start of your next turn. For the duration, ranged weapon attack rolls against you are made with disadvantage.
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Domclavis
Wondrous item, uncommon | Feb. 22
This brass key's head is in the shape of a small doorknob and has a keyhole cut into its bit. You can use an action to insert the key into a closed door's keyhole and speak the key's command word while turning it. When you do, the door magically opens to reveal an extradimensional room that's 20 feet on a side with 10-foot-high ceilings. The room is comfortable and dry with various fur rugs and six well-worn armchairs. A fire always burns in its hearth. Furnishings and other objects created by this effect dissipate into smoke if removed from the room. A creature inside the room can open the door to allow other creatures inside. Opening the door from the outside as normal, without the key in its lock, doesn't reveal the extradimensional space.
The room remains for up to 1 hour. At the end of the duration, anything not original to the room is shunted out of the space. The effect ends early if the door used to create the extradimensional space is destroyed. Once this property of the key has been used, it can't be used again until the next dawn.
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Dominic's Field Guide to Language
Wondrous item, uncommon | Oct. 20
This magical book is filled with strange, shifting writing. While holding the book, you can use an action to speak its command word followed by a language of your choice, causing the book's pages to become filled with translations between Common and the language you chose. This property can't be used again for 24 hours. When found, the book's pages are filled with translations for a random language.
You can read the book over the course of 1 hour, which can be done during a short rest. When you finish reading, you can magically speak, read, and write the chosen language for 24 hours. Only one creature can read from the book at a time.
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Doodle Ring
Ring, common | Oct. 19
This magic wooden ring is always covered in splotches of charcoal, ink, or paint, regardless of how well or often it's cleaned. While wearing the ring on a finger, you can touch that finger to a solid surface and begin to draw. The drawing uses your finger to make marks as if it were a piece of charcoal, ink quill, or paintbrush (your choice). The marks you make can be in any color. Any drawing made by the ring can be easily smudged away without leaving any marks behind. The ring can have up to 5 square feet covered with drawings in this way at any time. Drawing more than that begins to erase the previous marks, and any mark left after 24 hours of being made is magically erased.
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Doom Bloom
Wondrous item, rare | Feb. 21
This dark, velvety lotus has tiny pinpricks of starlight in its petals and releases lofting, magical pollen. Once picked, a doom bloom withers and is destroyed after 1d6 + 1 days. As an action, you can inhale the magical pollen from a picked flower and speak the name of a creature or location that's on the same plane of existence as you, duplicating the effect of the scrying spell (save DC 15).
If the target of the effect fails the saving throw, the spell succeeds and the flower explodes into a burst of pollen and is destroyed. If the target succeeds on the saving throw, you instead witness hundreds of brief, painful visions until the start of your next turn that show you untold ways that you might die. When the visions end, you take 6d6 psychic damage, but the flower isn't destroyed. Once this property of the flower has been used, it can't be used again for 24 hours.
Doom blooms typically grow on their own, but can sometimes be found near others. When the flower dies or is destroyed, a new one grows after 1d6 + 1 days in the same place in which it last grew. If the flower was successfully used to duplicate the effect of the scrying spell, the new flower grows at the location where the spell's sensor first appeared instead. If the sensor followed a creature, there is a 10 percent chance that an additional flower will grow after 1d6 + 1 days at the sensor's location at the end of each minute of the spell's duration.
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Doomsday Cookie
Wondrous item, uncommon | Jun 19
This black sugar paste cookie is made using a grim recipe passed down through generations of clerics devout to gods of death. Inside this hollow cookie is an enchanted piece of blank paper whose writing is revealed upon breaking the cookie The writing on the paper attempts to predict the cause of death for the creature who opened it. When you open this cookie, roll a d20 and use the table below to determine the paper's prediction.
Once a creature's fortune has been predicted this way, all future doomsday cookie papers will predict the same outcome for them. If a creature dies in a way foretold by the cookie (at your DM's discretion) the cookie's paper transforms into a scroll of revivify. This scroll can only be used on the creature whose passing it foretold. If the scroll is unused within 1 minute, it crumbles into dust.
Regardless of its grim foretellings, the cookie itself is a delicious snack that is sweet, salty, and smoky.

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Doorway Rapier
Weapon (rapier), rare (requires attunement) | Dec. 22
The guard and pommel of this blade resemble elegant doorknobs. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with a melee attack using this rapier, you can immediately teleport to an unoccupied space on the other side of the creature. The space you teleport to must be within 5 feet of the target and must be on the target's opposite border or opposite corner from where you made the attack.
When in doubt about whether a space can be teleported to, trace an imaginary line between your current space and the new one. If the line passes through opposite borders of the target creature's space (including corners of those borders), then the new space can be teleported to.
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Doorway Scepter
Rod, rare (requires attunement) | Jun. 22
A silver and brass door knocker hangs from the top of this rod. While holding the rod, you can use an action to cast either the dimension door, knock, or passwall spell from it. Once a spell has been cast in this way, that spell can't be cast from the rod again until the next dawn.
Alternatively, you can use a bonus action to minimize and transform the rod into a lockpick, which functions as a set of thieves' tools and grants a +2 bonus to any ability check you make that uses it. The rod remains in this form until you use a bonus action to return it to its normal form or until you're no longer holding it.
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Draconic Powder Horn
Wondrous item, rare | Mar. 24
This dragon's horn is filled with a dark, explosive powder. Either end of the horn can be opened, allowing for either precise or rapid emptying. The horn can hold enough powder for up to 20 uses. While holding the horn, you can use an action to speak its command word (typically "fire" in Draconic), creating a small spark from its narrow tip and allowing it to be used as a tinderbox.
You can open or close either end of the horn (no action required) to pour out some of the powder in either of the following ways.
Large End (Rapid). As an action, you pour out 1d10 + 5 uses of the powder from the horn into a small pile, up to the number of uses remaining. The pile settles on the ground at a point within your reach. If the powder takes any fire damage or catches fire, it erupts into a fiery explosion. Any creature within 15 feet of the pile must succeed on a DC 15 Dexterity saving throw or take 1d4 fire damage for each use of the powder in the pile. A creature that fails the saving throw by 5 or more is also knocked prone. On a successful save, a creature takes half as much fire damage. The explosion spreads around corners, and it ignites any flammable objects in the area that aren't being worn or carried.
Small End (Precise). As an action, you pour out a narrow line of the powder from the horn that's 1 inch wide and 5 feet long within your reach. It takes 1 use of powder to make a 5-foot line. If you use this action and then move, the line continues along your path: for every 5 feet you move, another 5-foot line of powder is poured, up to the number of uses remaining in the horn. If the powder takes any fire damage or catches fire, each consecutive 5-foot line immediately erupts into a vertical wall of 5-foot-tall flame. The wall remains for 1 round: any creature that starts its turn within 5 feet of the wall or that moves through it for the first time on its turn must immediately make a DC 15 Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The wall ignites any flammable objects within its area that aren't being worn or carried.
Once a use of the powder catches fire, it's lost. Otherwise, you can spend 1 minute recovering a poured-out use of the powder, replacing it in the horn when you do. A creature can use its action to smudge out some of the powder within its reach: either 1d6 uses from a pile or a 5-foot-long section from a line. Doing so destroys that powder.
The horn regains 1d10 + 10 poured-out uses of powder daily at dawn, at which point any poured-out powder turns to ash. If you use the horn to light either a pile or line of the powder, you can choose for the spark to smolder harmlessly until the start of your next turn, at which point the powder catches fire and explodes.
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Dragon Edge Weapons
Weapon (any slashing or piercing simple weapon), uncommon, rare (+1), or very rare (+2) | Nov. 18
This weapon is made from the harvested remains of a fallen dragon. With a properly reclaimed claw or tooth, the resource can be forged into ( * ) a simple piercing or slashing weapon whose latent draconic powers can appear in battle.
The first time you hit a creature on your turn with this weapon with an attack that you had advantage on, its draconic magic comes forth to deal an extra 1d6 damage of the original dragon’s elemental type.
Weapons made from the claws or teeth of dragons change in rarity and power depending on the original dragon’s age. Young dragons’ bones aren’t as powerful as older ones, and create ( ** ) uncommon weapons. Adult dragons can produce rare weapons with a +1 bonus to attack and damage rolls made with them, and ancient dragons can create very rare weapons that have a +2 bonus instead.
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Dragon Horn Pauldron
Wondrous item, very rare (requires attunement) | Jun. 21
This single pauldron is made from the horn of a fallen dragon. While wearing it, you gain a +1 bonus to AC and have resistance to one damage type, which is determined by the kind of dragon that provided the horn, as shown on the table below.

In addition, when you are subjected to an effect that allows you to make a saving throw to take only half damage of this resisted type, you can use your reaction to instead take no damage if you succeed on the saving throw.
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Dragon Queen's Cloak
Wondrous item, legendary (requires attunement) | Dec. 23
This cloak is made from the wing of a powerful chromatic dragon. Its attached spaulders are decorated with winged designs and black, blue, green, red, and white gemstones.
While wearing the cloak, you have advantage on any Charisma (Intimidation) check you make, as the fury of a dragon makes you all the more frightful. In addition, you gain a flying speed of 40 feet.
The cloak has 5 charges for the following properties. It regains all expended charges daily at dawn.
Chromatic Shift. While wearing the cloak, you can expend 1 of its charges using a bonus action to change the cloak to a different color: either black, blue, green, red, or white. You gain resistance to the damage type associated with that color, as shown in the table below. Alternatively, you can use an action to use this property. When you do, you don't need to expend any charges.
Draconic Breath. While wearing the cloak, you can expend 2 of its charges using an action to exhale a powerful, draconic breath from you. Each creature within the area must make a DC 17 saving throw. A creature takes 6d8 damage of the breath's type on a failed save, or half as much damage on a successful one. The area of the breath, its damage type, and saving throw are shown in the table below.
Terrifying Glare. While wearing the cloak, you can use your reaction to expend 1 of its charges when you take damage from a creature that you can see within 60 feet of you. That creature must make a DC 17 Wisdom saving throw. On a failure, the creature takes 2d10 psychic damage and becomes frightened of you until the end of its next turn.

Curse. This cloak is cursed, and becoming attuned to it extends the curse to you. While you remain cursed, you gain the following flaw: "I am resistant to help and relinquishing control over any task. My way is always the best."
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Dragon Tamer Lance
Weapon (lance), legendary (requires attunement) | Mar. 19
This slender, iridescent lance is covered in an enchanted finish that resembles the hardened scales of many dragons. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While attuned to the weapon, you can understand and speak Draconic.
The lance has 8 charges and regains 1d4+4 expended charges each day at dawn. When you hit a target with a melee weapon attack using the lance, you can expend 1 charge to deal an extra 3d6 acid, cold, fire, lightning, or poison damage with the attack. If you expend a charge in this way when you hit a dragon, it must also succeed on a DC 16 Wisdom saving throw or become frightened of you until the beginning of your next turn. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
Whenever you expend a charge in this way to deal extra damage, you can choose to expend a second charge and deal an additional 1d6 damage of the same type to the target and prevent it from using its reaction until the start of its next turn.
In addition, you can use the lance to cast the find steed spell. Once you cast it, you cannot do so again until the following dawn. When you cast the spell, you can choose to summon a dragon wyrmling instead by expending a number of charges equal to its challenge rating (maximum 2). You determine the kind of dragon summoned, although its alignment towards good or evil must be the same as your own. If your alignment is neutral, you can summon a wyrmling of either alignment. The wyrmling counts as one size larger when used as a mount and cannot use its breath weapons to attack.
Forceful Impact. If you move at least 20 feet straight toward a Medium or smaller target and then make a melee weapon attack with the lance against it while within 5 feet of the target, you make the attack with advantage instead of disadvantage. If you hit, you can immediately roll to attack another target 5 feet directly behind the first, without advantage, as part of the initial attack.
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Dragon Turtle Barding
Armor (any heavy barding), very rare | Apr. 20
This heavy armor is made using salvaged pieces of a dragon turtle's shell and can fit on a variety of common mounts. Once worn, the armor expands over the course of 1 hour to cover the creature with a defensive shell and enhance its natural abilities, granting it the following benefits:
The creature gains a +1 bonus AC.
The creature can breathe air and water.
The creature gains a swimming speed equal to its walking or flying speed, whichever is higher.
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Dragon Turtle Gumbo
Wondrous item, rare | Apr. 22
This spicy dish is made with dragon turtle meat and an assortment of flavorful herbs and vegetables that enrich its savory broth. It takes 1 minute to eat. Once you've eaten the gumbo, you can breathe underwater for 8 hours.
For the same duration, you can use an action to summon forth the heat and power of a dragon turtle, exhaling a scalding wave of steam and spice in a 30-foot cone. Each creature in the area must make a DC 15 Constitution saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage. Once you exhale in this way three times, you can't do so again for the rest of the duration.
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Dragon Turtle Shield
Armor (shield), rare | July 19
This magical shield is made from a piece of reclaimed dragon turtle shell. The brass dragon turtle head sculpture adorning its front magically creates and heats a small reservoir of water that replenishes each day at dawn. When you take fire damage, you can use your reaction to speak the shield's command word to superheat the water inside and halve the fire damage you take from the attack, effect, or spell that triggered it. The superheated water is released as dense cloud of steam centered on a point adjacent to you, heavily obscuring the area in a 20-foot radius sphere that spreads around corners. The cloud does not move with you and lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Once this property of the shield has been used, its reservoir is emptied and can't be used again until the next dawn or it's submerged in nonmagical salt water for at least 1 hour.
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Dragonband
Wondrous item, rare | Jul. 20
This metal bracelet hangs loosely from a wrist or ankle and is made from either brass, bronze, copper, gold, or silver wire. The clasp is cast in the shape of a metallic dragon's head matching the metal used in the rest of the band.
While wearing the band, you can use an action to speak its command word and cause it to unravel and shatter, destroying the bracelet. When it does, it releases a powerful blast of energy in a wave around you. Each creature within 20 feet of the band other than you must make a DC 15 Dexterity saving throw, taking 10d6 damage on a failed save, or half as much damage on a successful one. The damage type is determined by the type of metal used in the band, using the table below.

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Dragonbolt Blaster
Weapon, rare | Jan. 23
This magic item is a unique, two-handed ranged weapon. If you are proficient with light or heavy crossbows, you are proficient with the dragonbolt blaster. A broken piece of a blue dragon's horn is set at the weapon's center, releasing tendrils of shimmering electricity from its point.
The weapon doesn't require physical ammunition, and it has a normal range of 150 feet and a long range of 600 feet. On a hit, a target takes 2d10 lightning damage. You don't add your Dexterity modifier to the damage of this attack (unless it's negative). You have advantage on the attack roll if the target is wearing armor made of metal.
If you take 10 or more lightning damage from a single attack or effect while holding this weapon, roll a d20. On a 1, the weapon breaks, but can be repaired with 100gp worth of materials and 8 hours of work. On any other result, the next target hit by the weapon within the next minute takes an extra 1d10 lightning damage.
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Dragonbreath Ammunition
Weapon (an arrow or bolt), rare | Feb. 20
This metallic ammunition flies effortlessly on its own when fired. When you take the Attack action and make a ranged weapon attack, you can instead fire this ammunition at a point you can see within range. The arrow or bolt explodes when it reaches the point, destroying the ammunition and creating either a cone or 5-foot-wide line of dragon's breath in the direction it was fired. The created effect depends on the metal it was cast from. Each creature in that area must make a DC 15 Dexterity saving throw, taking 4d8 damage of the associated type on a failed save, or half as much damage on a successful one. Use the table below to determine the effect's area of effect and damage type:

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Dragon-Kindled Edge
Weapon (longsword), legendary (requires attunement) | Feb. 19
This magnificent blade is crafted from the remains of a great Ancient dragon. You gain a +3 bonus to attack and damage rolls you make with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 2d6 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. In addition, while you are attuned to this weapon, you can read and understand draconic.
Kindled Cleave. When you are the target of a hostile dragon's breath attack, you can use your reaction to hold the blade in front of you. If you do, the sword cleaves through the breath attack, leaving you and creatures behind you in a 30 foot cone unscathed by the attack. Once you use this ability, you cannot do so again until the following dawn. If you cleave a breath attack in this way, the blade becomes charged with powerful draconic magic, shedding dim light in a 10 foot radius around the sword the color of the dragon's breath for up to one minute. The next melee weapon attack you land against a creature using this blade while it sheds light deals an additional 6d6 damage of the dragon breath's damage type. This empowered attack cuts through damage resistances, and treats damage immunities as if they were resistances instead.
Lesser Draconic Resistance. If you roll a saving throw and fail by 4 or less, you can choose to succeed on it instead. Once you use this ability, you cannot use it again until the following dawn.
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Dragonkin Weapon
Weapon (any melee), rare (+1), very rare (+2), legendary (+3) (requires attunement by a dragonborn) | June 19
These weapons are made of a scaly metal that radiates draconic elements. You gain a +1 (rare), +2 (very rare), or +3 (legendary) bonus to attack and damage rolls made with this magic weapon. Targets hit by this weapon take an extra 1d6 damage of the same type as your breath weapon racial feature. In addition, you gain a +1 (rare), +2 (very rare), or +3 (legendary) bonus to your breath weapon's save DC.
The color of the weapon's metal changes to reflect your own natural colors as a dragonborn once you attune to it.
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Dragonscale Whetstone
Wondrous item, rarity varies | Jul. 22
Certain preserved dragon scales can take on magical properties, either naturally on their own or with the help of a skilled artificer or enchanter. These whetstones are made of such a scale and appear almost gem-like in appearance.
You can use a dragonscale whetstone over the course of 1 minute to sharpen a bladed weapon (such as a longsword, battleaxe, or spear), granting it a variety of bonuses as shown on the table below. The bonuses remain for 1 hour and depend on the whetstone's rarity and the kind of dragon it originally came from. These bonuses are in addition to any other bonuses a weapon may have.
A whetstone has 5 uses. When you use the last use, it loses its gem-like shine and becomes a nonmagical scale.


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Dragonwing Scimitars
Weapon (scimitar), legendary (requires attunement) | May 23
This pair of twin scimitars features draconic guards and winglike blades. Despite there being two weapons, they are considered to be a single item for the purposes of attuning to them. While holding one of the swords, you always know the general direction and distance of the other.
Chromatic Change. Each of the swords is associated with a damage type: either acid, cold, fire, lightning or poison. Any target hit by one of the scimitars takes an extra 1d10 damage of its associated type. While one of them is in your hand, you can use a bonus action to change its damage type to a different one. When you do, the color of its metal changes to reflect the new damage type.
Draconic Riposte. While holding each of the swords in either hand, you can use your reaction when you're hit by a melee attack to gain a +4 bonus to your AC against the triggering attack, potentially causing it to miss you. If the attack misses as a result of this reaction and the attacker is within 5 feet of you, you can immediately make an opportunity attack against the attacker using one of the scimitars.
Winged Rush. While you're holding the two swords in either hand, you gain a flying speed equal to your walking speed whenever you take the Dash action. You lose this speed at the end of your turn, falling if you are in the air and nothing else is holding you aloft.
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Dragon Knight's Helm
Wondrous item, very rare (requires attunement) | Mar. 25
This helmet is designed in the likeness of a dragon. While wearing it, you gain a +3 bonus to initiative rolls and Charisma (Intimidation) checks you make, and the damage you take from any dragon's or dragonborn's breath weapon is reduced by half.
In addition, roll a d6 at the start of each of your turns while in combat to determine which of the following properties is available to you that turn.
1–2: Fly. If you take the Attack action on your turn, you can forgo one of your attacks to gain a flying speed of 40 feet until the end of the turn. When you do, illusory dragon wings sprout from your back for the duration. You fall if you end your turn in the air and nothing else is holding you aloft.
3–4: Roar. If you take the Attack action on your turn, you can forgo one of your attacks to release a thunderous and bellowing roar. Each hostile creature within 30 feet of you that can hear you must make a DC 16 Wisdom saving throw. On a failed save, the creature has disadvantage on the next attack roll it makes before the end of its next turn, and it has disadvantage on all attack rolls it makes against you for the same duration. A creature automatically succeeds on the saving throw if it can't be frightened.
5–6: Fire Breath. If you take the Attack action on your turn, you can forgo one of your attacks to exhale fire in a 15-foot cone. Each creature within that area must succeed on a DC 16 Dexterity saving throw or take 3d8 fire damage.
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Dragon's Call
Wondrous item, uncommon | May 19
This ear cuff bestows a deeper understanding of draconic lore and language upon its wearer. While wearing this ear cuff, you can understand and speak Draconic. In addition, you gain a +1 bonus to any Charisma, Intelligence, and Wisdom ability checks you make involving dragons.
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Dramus' Dancing Shoes
Wondrous item, uncommon (requires attunement by bard) | May 20
These comfortable, wine-dark slippers give confidence in your dancing abilities. Even if you aren’t attuned to the shoes, you have advantage on ability checks made to dance while wearing them. If you are attuned to the shoes while wearing them, you can cause musical notes to play from them whenever you take a step, as if they were instruments, allowing you to use your feet as a spellcasting focus for your bard spells. Ability checks made to dance in this way are made separately from ones made to play music.
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Dramus' Wand of Noises
Wand, uncommon | Nov. 21
This wand has a flared tip that leads down into the center of it. The wand has 3 charges and regains all expended charges daily at dawn. While holding the wand, you can use an action to expend 1 of its charges to use one of the following properties:
Absorb Sound. You point the wand at a non-living object that you can see within 30 feet of you, which can be no larger than 3 feet in any dimension. Until the end of your next turn, that object makes no noise (such as a squeaky door hinge or tumbling boulder), and any noise that it would have made for the duration is stored in the wand. A sound stored in this way can be released by the wand by using an action, without expending an additional charge from it. When you release a sound, you must also point the wand at a point that you can see within 30 feet of you. The stored sound then emanates once from that point for up to 6 seconds, after which the sound is lost from the wand. Unused stored sounds are lost daily at dawn.
Thunderwave. You cast the thunderwave spell from the wand (save DC 13).
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Dream Catcher
Weapon (net), very rare | Mar. 22
This circular net is stylized with large white feathers around its edge. Unlike a normal net, the dream catcher can restrain a formless creature such as a ghost or water elemental. The net is immune to slashing damage, and it requires a DC 16 Strength check, instead of DC 10, to free a creature from the net.
The net has 8 charges, which are represented by the number of feathers around the net. When you throw the net, you can speak its command word to expend up to 4 of its charges. If the net hits and restrains a creature, that creature is also affected by the sleep spell. The spell targets only the creature within the net, and its spell level is equal to the number of charges expended from the net when it was thrown. If a creature falls unconscious as a result of this effect, it can't be woken up early until the net is removed.
When you expend a charge, one of the feathers disappears in a dream-like cloud of smoke. The net regains 1d8 expended charges daily at dawn.
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Dream Mantle
Wondrous item, very rare (requires attunement) | Dec. 18
This short purple cape is vaguely iridescent and is difficult to look at from afar. The cape creates illusions of faraway places that are visible only to creatures 30 or more feet away. While wearing this cloak, creatures more than 30 feet away from you have disadvantage on Wisdom (Perception) checks to detect you based on sight and make ranged attacks against you with disadvantage. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
In addition, you can cast the dream spell (save DC 16) using the mantle, using yourself as the messenger within the dream. Once this property of the mantle has been used, it can’t be used again until 7 days have passed.
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Dream Saber
Weapon (scimitar), rare (requires attunement) | Oct. 21
You gain a +1 bonus to attack and damage rolls made with this magic weapon, and any creature it hits takes an extra 1d4 psychic damage. When the damage you deal with this weapon would reduce a creature to 0 hit points, you can choose to magically cause it to fall asleep, instead of dealing the damage. The sleeping creature is unconscious for 10 minutes or until it takes damage or someone uses an action to shake or slap it awake. When you cause a creature to fall asleep in this way, you can also force it to make a DC 15 Wisdom saving throw. On a failed save, you immediately learn its surface thoughts and can decide what dreams it has while asleep. Once a creature falls asleep in this way, it is immune to this effect for the next 24 hours.
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Dress of Defense
Wondrous item, rare (requires attunement) | Nov. 20
This dress has several decorative armor plates adorning it, but is otherwise made of layers of lush and sheer fabric. While wearing this dress, you gain a +1 bonus to AC if you are wearing no armor. You can use a shield and still gain this benefit. As a bonus action, you can speak the dress' command word to cause its armored plates to emit a protective magical force, causing the bonus to increase to +3 for 1 minute. Once this property of the dress has been used, it can't be used again until the next dawn
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Dress of Many Pockets
Wondrous item, common | May 20
This dress has six pockets that can be magically shown or hidden. While wearing the dress, you can use a bonus action to cause any number of its pockets to appear or vanish from it. The pockets can be located anywhere on the dress, and needn't be in the same place each time they appear. Each pocket is large enough for a small parcel, measuring no more than 4 inches in any dimension and weighing no more than 2 pounds. While a pocket is hidden, its contents are magically moved to the inside of the dress and evenly distributed throughout it so as to not affect its delicate appearance.
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Drill Lance
Weapon (lance), rare (requires attunement) | Aug. 22
You gain a +1 bonus to attack and damage rolls made with this magic weapon. On a hit, the lance's point whirs as it rapidly spins. When you attack a creature or object made of stone or wood with this magic lance and hit, maximize your weapon damage dice against the target.
Overcharge. The lance magically stores your movement into its own, spinning faster as you charge forward. Once per turn, if you move at least 20 feet straight toward a target and then attack it with the lance on the same turn, the weapon releases a superheated line of energy from it in the direction of the target. The line is 15 feet long and 5 feet wide. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 1d10 fire damage. If the triggering attack also hits, this fire damage is in addition to the weapon's damage against the target.
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Drowner's Pearl
Wondrous item, common | Oct. 20
This magic, sickly pearl contains a fragment of life absorbed from a body that sank to the bottom of the sea. While holding this pearl in your mouth, you can survive for 1 additional minute before you suffocate when you run out of breath or begin to choke underwater. Once this property has been used, the pearl turns to dust and is destroyed.
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Druidic Shape Charms
Wondrous item, very rare (requires attunement by a druid) | Jul. 23
These small wooden charms are carved in the shape of recognizable creatures. Each one is about three inches tall and can fit into the top of the charm below. If you have multiple charms, they collectively count as a single magic item for the purposes of determining how many items you can attune to.
When found, the creature type associated with the charm is random. Roll a d8 and use the table below to determine what charm you find.
While a charm is on your person, you can use an action to expend two uses of your Wild Shape to transform into a creature other than a beast, following the normal rules for Wild Shape with the following changes. The type of creature you can transform into is determined by the charms you have. The challenge rating of the creature must be no more than half your druid level, rounded down, and the maximum amount of time you can remain transformed is 10 minutes.

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Druidic Throwing Club
Weapon (club), rare (requires attunement by a druid or ranger) | Jan. 19
This magic wooden club has the thrown property with a normal range of 20 feet and a long range of 60 feet. You gain a +1 bonus to attack and damage rolls made with this magic weapon While attuned to the club, you know the shillelagh cantrip if you don’t already know it. If shillelagh is cast on the club, the spell doesn’t end when the weapon is thrown. The club flies back to your hand immediately after making a ranged attack with it.
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Dryadleaf
Wondrous Item, common | May 19
This magical plant only grows at the base of trees that are often stepped through by a dryad. Its leaves slowly shift as if brushed by a breeze. Touching the plant, even gently, causes its leaves to stop their gentle swaying for 1 minute. These plants are frequently cultivated by druids to train younger members of their circle to listen with more than just their ears.
Dryadleaf plants only grow up to 4 leaves at a time and are found in the wild with 1d4 matured leaves. Leaves are fully matured once they have a light green edge along their rim. A creature can eat 1 of the plant's fully grown leaves as an action. Once it does, that creature can speak to beasts and plants for 1 minute as if they shared a language. Once picked, a leaf retains this property for 7 days.
A creature can repot the plant following a successful DC 15 Intelligence (Nature) or Wisdom (Survival) check. On a failure, the delicate plant is irreversibly damaged and dies. Once repotted, the plant can survive with surprisingly little air, allowing it to survive in an extradimensional space such as a bag of holding or portable hole. So long as it's watered lightly each day and given a moderate amount of sunlight (weather and environment permitting), the plant grows 1d4 missing leaves every 7 days.
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Dryad's Key
Wondrous item, rare | Mar. 22
This lush, green leaf has a bug-bitten, key-like tooth at the bottom of its stem. While holding the leaf, you can use an action to speak its command word and place it into or against a Large or larger tree, turning it like a key and casting the transport via plants spell from it, using the tree as the entrance for the spell. Once the leaf has been used in this way, it withers and becomes a nonmagical leaf.
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Dubloon Diver's Goggles
Wondrous item, uncommon | Apr. 21
These leather and shell-covered goggles have peculiarly narrow lenses. While wearing the goggles, you have darkvision out to a range of 120 feet while underwater. In addition, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks you make that rely on sight while underwater.
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Duck Cover Cane
Rod, rare | Sep. 25
This walking cane features a duck's head on the top. While the cane is on your person, your body and clothes magically repel water and can't become wet. While holding the cane, you can use an action to speak its command word, which has a different effect based on how the cane is held.
As a Cane. You can stand on and move across any liquid surface as if it were solid ground until the end of the turn.
As a Club. The head of the duck snaps at a creature that you can see within 5 feet of you. The target must succeed on a DC 15 Dexterity saving throw or take 2d10 bludgeoning damage and be pushed up to 5 feet away from you.
As a Pointer. A 5-foot-square shield of wind whips up in front of you in the direction you pointed. Until you move, the shield of wind provides half cover against ranged weapon attacks to you and other creatures behind it.
As an Umbrella. A spectral umbrella appears from the tip of the cane. Until the cane is held differently, the area within 5 feet of you is protected from falling rain and similar precipitation. If you fall, the umbrella slows your fall; you descend at a rate of 60 feet per turn. If you were moving at the time you began to fall, you also move up to 30 feet horizontally in that direction.
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Dune Cowl
Wondrous item, rare | Aug. 20
This tough leather hat and cowl help protect you against the extreme heat and sun of the desert. While wearing the cowl, you can withstand temperatures as hot as 200 degrees Fahrenheit, and if you have the Sunlight Sensitivity trait, you are unaffected by the trait while wearing the hat.
In addition, while wearing the hat, you can use an action to speak its command word and throw it on the ground within 10 feet of you. The hat becomes a giant scorpion under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the hat to its normal form in a space formerly occupied by the scorpion.
On your turn, you can mentally command the scorpion if it is within 60 feet of you and you aren't incapacitated. You decide what action the scorpion 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.
The hat remains in scorpion form for up to 8 hours. If the scorpion is reduced to 0 hit points, it dies and reverts to its hat form. Once this property of the hat has been used, it can't be used again until 7 days have passed.
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Dune Duster
Wondrous item, very rare (requires attunement) | Mar. 23
While wearing this rugged cloak, you can withstand temperatures as hot as 200 degrees Fahrenheit and are unaffected by difficult terrain created by sand. You also can't be surprised, and when you roll initiative, you gain a +5 bonus to the roll as long as you aren't incapacitated.
On your first turn of each combat, your speed is increased by 10 feet, and you can use a bonus action to make a single weapon attack against any creature that hasn't taken its turn yet. If you're first in the initiative order, your speed is increased by 20 feet instead, and the bonus weapon attack is made with advantage.
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Dusk Cleaver
Weapon (handaxe), rare | May 21
This dark iron axe head is shaped like a crescent moon. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to swing the axe at an area of magical darkness within 5 feet of you, making an attack roll against the darkness (AC 10). If the magical darkness was created by a spell, add the spell's level to its AC. If you're inside the area of magical darkness, you ignore the disadvantage normally imposed on this attack roll as a result of not being able to see. On a hit, the darkness is dispelled. If the darkness fills a space that's larger than 60 feet on a side, the darkness in a 60-foot cube originating from you is dispelled instead. Once this property has been used, it can't be used again until the next dusk.
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Dusk Dagger
Weapon (dagger), rarity varies | Jun. 20
This delicately curved dagger is ornamented with several crescent moon designs. When you hit a creature who is completely in dim light or darkness with this magic weapon, that creature takes an extra 1d4 (uncommon), 1d8 (rare), or 1d12 (very rare) psychic damage.
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Dwarven Boozehound's Backpack
Wondrous item, rare (requires attunement) | May 21
This large, silver tank is nearly 3 feet tall and produces its own magical ale. It has several knobs alongside it and a tapered hose attached to the bottom. The tank holds 8 gallons of ale and completely refills daily at dawn. When you attune to the tank for the first time, it immediately fills with the magical ale. The tank is supported with several leather straps, allowing it to be easily carried. Regardless of how much ale is inside the tank, it always weighs 10 pounds.
You can dispense the magical ale as you would a normal keg, with the exception that this alcohol affects a creature twice as much as normal due to its magical nature. Alternatively, you can spend 10 minutes focusing on the tank and adjusting its various knobs to produce up to 4 special elixirs, expending 1 gallon of ale for each elixir you make. If you are a dwarf or are proficient with brewer's supplies, you can produce this elixir over the course of 1 minute instead. Each elixir contains one ounce of concentrated liquid. A creature can drink the elixir using an action, granting it advantage on saving throws against poison and resistance to poison damage for 8 hours. If the creature is a dwarf, it gains 10 temporary hit points instead. If an elixir isn't consumed before the next dawn, it becomes a nonmagical, albeit strongly alcoholic, beverage.
While carrying the tank, you can use an action to point its hose at a target you can see within 30 feet of you, provided you have a free hand. When you do, the tank expels 1 gallon of the ale in a powerful blast at the target. If the target is an object that isn't being worn or carried and weighs no more than 300 pounds, it is either knocked over or pushed up to 15 feet away from you. If the target is a creature, make a ranged spell attack against it, using an attack bonus of +7. On a hit, the creature takes 1d8 bludgeoning damage, is pushed 5 feet away from you, and must succeed on a DC 15 Constitution saving throw or be poisoned until the start of your next turn.
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Dwarven Iron Axe
Weapon (battleaxe), rare (requires attunement) | Mar. 23
This hefty iron axe represents a commitment to order and law. At its top is a bust of a dwarven champion renowned for their battles against fey lords.
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the axe to attack a fey (including creatures with the Fey Ancestry trait) or illusion. While holding the weapon, you can use an action to end one effect on yourself that is causing you to be charmed.
Rend Illusion. The axe has 3 charges and regains all expended charges daily at dawn. When you make an attack roll against an illusion using the axe, the illusion is dispelled (as if by the dispel magic spell) if the total of the attack roll meets or exceeds 10 + the spell's level. An illusion created by a spell of 6th level or higher is unaffected. When an illusion is dispelled in this way, the axe loses 1 charge.
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Eaglereign
Wondrous item, uncommon (requires attunement) | Feb. 19
This thick, rigid glove is elegantly ornamented with eagle feathers and fitted with an enchanted silk lining. While attuned to the item, you can use the glove to cast the find familiar spell as an action instead of its normal casting time. When you do, the familiar takes the form of an eagle. If the familiar falls to 0 hit points, it can't be summoned again until the following dawn. Otherwise, the familiar remains so long as the wearer is attuned to this item.
In addition, you can concentrate on the glove for 1 hour to summon a giant eagle. The giant eagle magically appears before you in an empty space within 30 feet of you. The eagle is also considered fey, and disappears when it drops to 0 hit points, dismissed as an action, or after 12 hours have passed. Once the giant eagle disappears, it can't be summoned again until 2 days have passed.
The giant eagle is friendly to you and your companions. Roll initiative for the giant eagle, which has its own turns. It obeys any verbal commands that you issue (no action required by you). If you don't issue any commands, it defends itself from hostile creatures, but otherwise takes no action.
The giant eagle has a carrying capacity of 480 pounds and can fly at up to 8 miles an hour. It must rest 1 hour for every 3 hours it flies, and it can’t fly for more than 9 hours.
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Ear Cuff of the Climber
Wondrous item, uncommon | Oct. 20
This brass ear cuff hangs off the side of your ear and dangles several polished spheres of jet from fine chains. While wearing the cuff, whenever you make an ability check to climb, you can treat a d20 roll of 7 or lower as an 8.
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Ear Cuff of the Vampire Bat
Wondrous item, uncommon (requires attunement) | Apr. 19
While wearing this dark ceramic ear cuff, your Wisdom (Perception) checks that rely on hearing are made with advantage. In addition, whenever you make a Wisdom (Perception) check that involves hearing, you can choose to command the ear cuff to momentarily enhance your senses. When you do, its eyes flash with a piercing red glow as the bat's ceramic fangs bite down on your ear. You take 1d4+1 necrotic damage from its bite, and immediately gain a bonus to your Wisdom (Perception) check equal to the amount of necrotic damage taken in this way. This damage ignores any resistance or immunity to necrotic damage. You can decide to use this ability after you roll the d20, but before the DM determines the outcome.
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Echo of the Oni
Wondrous item, very rare (requires attunement) | Apr. 22
This tattered leather cloak is lined with a blue, silken lining with gold and white patterns. The cloak contains the lingering power of an oni. While wearing it, you gain a flying speed equal to your walking speed and can hover, but can only fly up to 1 foot off the ground while doing so. In addition, you have advantage on Dexterity (Stealth) checks, and when you reduce a hostile creature to 0 hit points, you become invisible until the start of your next turn or until you make an attack or cast a spell.
Avatar of the Oni. You can use an action while wearing the cloak to draw more of the oni's power from the cloak. When you do, you cast a version of the enlarge/reduce spell on yourself from the cloak, using only the spell's enlarge option, with the following changes:
You immediately gain 10 temporary hit points, which last until the spell ends.
You're no longer limited in how high you can fly while wearing the cloak.
Curse. This cloak is cursed, a fact that is only revealed when the curse is extended to you. Each time you use the Avatar of the Oni property of this cloak, there is a permanent and cumulative 5 percent chance that the cloak's curse is extended to you. While cursed, the oni's malevolence takes hold of you: your skin turns blue and a pair of sharp ivory horns extends from your forehead, and you are unwilling to part with the cloak. In addition, the cloak casts suggestion on you at will (save DC 16), urging you to work toward whatever evil the oni's will desires at the GM's discretion. You remain cursed in this way until the cloak is targeted by a dispel evil and good spell, at which point your form returns to normal and the cloak loses this curse and the Avatar of the Oni property. A remove curse spell fails to end your attunement to the cloak or any of these effects, but does magically reveal the nature of the curse to the creature who cast the spell.
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Eclipse Spear
Weapon (spear), uncommon (requires attunement) | Dec. 19
When in moonlight, this magic spear casts bright light in a 15-foot radius and dim light for an additional 15 feet. This spear pierces through darkness to find its marks, allowing the attacks you make with it against targets obscured by magical darkness to be made without the disadvantage normally imposed by magical darkness. Attacks made with this weapon deal either piercing or slashing damage (your choice).
In addition, while holding the spear, you can use a bonus action to cast the branding smite spell from it. Once cast in this way, this property can't be used again until the next dusk.
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Edible Book of Recipes
Wondrous item, very rare | Mar. 19
This tome of cooking recipes is magically enchanted to turn sheets of fine paper into delectable meals. You can write a simple recipe on one of the book's pages over the course of 1 minute. As you do, the paper becomes aromatic, smelling like the cuisine you're writing. You can eat the sheet of paper as an action and find that it has the taste, texture, and smell of the food described on its page. The sheet of paper takes the place of one meal.
If you add a more complex recipe to the book that takes at least 10 minutes to write — potentially using sensory language, descriptions of fine ingredients, or illustrations of the dish — eating the delicious sheet of paper provides enough nourishment to sustain a creature for one day. A creature that eats from the book using one of these complex recipes gains and has their hit point maximum increase by 1d10 + their proficiency bonus until they finish a long rest. In addition, if the creature is diseased or poisoned, it can reattempt the saving throw in order to resist it. A creature can only gain the benefits of a complex recipe in these ways once every 24 hours.
In addition, you can use this book as a spellcasting focus when casting the create food and water spell should you know it. When you do, the food and drink you create can be aromatic and flavorful, recreating dishes from the book of your choice.
The book can hold up to 50 pages. It comes with 3d10 + 10 blank pages as well as 1d10 filled pages containing complex recipes.
When all the pages are removed from the book or you attempt to rebind it, roll a d20. On a 1, the tome bursts into fire and leaves the air in a 20 foot radius smelling like wine and fine cooking. The smell remains for 30 days. In addition, upon rolling a 1, the book's tattered remains transform into a bountiful meal, conjuring a heroes' feast as if cast. The book is then destroyed. On any roll other than a 1, the book can be rebound using fine paper costing no less than 5 gp per page.
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Efreeti Bangles
Wondrous item, legendary (requires attunement) | Jul. 22
While wearing these iron and brass bangles, you can use a bonus action to speak their command word to cause your arms to become ensconced in flames. The flames shed bright light in a 40-foot radius and dim light for an additional 40 feet, and last until you use a bonus action to speak the command word again, or until you drop to 0 hit points or die. The flames are harmless to you.
While your arms are alight, the first target you hit with a melee attack on a turn takes an extra 3d6 fire damage from the attack, and any creature that you grapple or are grappled by takes the same amount of fire damage at the start of each of its turns for the grapple's duration. In addition, while you have at least one hand free, you gain a flying speed of 30 feet, using your arms to propel your flight. If both of your hands are free, the flying speed is doubled.
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Egg of Primal Water
Wondrous item, uncommon | Oct. 20
This glass egg is filled with 1 ounce of enchanted water from the Elemental Plane of Water. You can use an action to throw the egg at a point that you can see within 30 feet of you. The egg shatters at the point and creates a special pool of water up to 40 feet in diameter centered on the point. The surface of the pool is an entrance to a demiplane that's 20 feet deep and is always filled with water from the Elemental Plane. The water is potable and can be carried from the pool, but otherwise does not spill forth from it regardless of its placement. The pool remains for 24 hours, at which point anything left in the water is shunted out.
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Ehagan's Moving Ladder
Wondrous item, uncommon | Dec. 19
This small, square platform is 2 feet across, weighs 4 pounds, and can hold up to 400 pounds. While standing on the platform, you can use a bonus action to speak its command word to cause it to move up to 30 feet up or down, or half that much if it's carrying more than 200 pounds. The platform can hover up to 60 feet in the air in this way, and can't be moved horizontally except by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if you were climbing.
When the platform's property has been used for a total of 10 minutes, its magic ceases to function until the next dawn. When its magic ends in this way, the platform floats gently to the ground if it is still aloft.
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Elder Sequoia Scale Mail
Armor (scale mail), rare (requires attunement by a druid) | Mar. 20
This hardy, natural mail is made with leather and protected with the large outer shell of an elder sequoia seed cone. You gain a +1 bonus to AC while wearing this armor. In addition, while wearing this armor, you can use your Wild Shape to transform into a mighty evergreen tree. The tree is 5 feet across at its base and can be up to 40 feet tall. Its branches extend up to 10 feet away from its trunk and must be at least 5 feet above its base.
The tree has hit points equal to 5 times your druid level, AC 20, and vulnerability to fire damage. While you're a tree, you magically retain your normal senses and gain tremorsense out to a range of 30 feet, but your speed becomes 0, and you can only use your actions to shuffle your limbs (as if by a breeze or rustling creature), revert to your normal form, or use your Wild Shape again.
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Eldritch Bident
Weapon (trident), rare (requires attunement) | Mar. 21
This two-pronged weapon has a sickly connection to another plane of existence. While holding the bident, you can use an action to release 2 simultaneous beams of eldritch force from it, with each beam originating from one of the weapon's prongs. Make a ranged spell attack for each beam, using a spell attack bonus of +7, against either one or two targets that you can see within 60 feet of you. On a hit, a target takes 1d8 force damage.
If you're a warlock, you are proficient with this weapon while you're attuned to it and gain the following benefits:
When you make an attack with the bident's eldritch beams, you can choose to use your warlock spell attack bonus instead of the weapon's normal one.
When you hit a target with one of the eldritch beams, you add your Charisma modifier to the damage dealt by each beam, which deal 1d12 force damage instead of 1d8.
When you roll a 20 on an attack roll made with one of the eldritch beams against a creature, that creature must succeed on a DC 10 Charisma saving throw or be shunted to another plane of existence occupied by eldritch horrors. While there, the target is incapacitated. At the start of your next turn, the creature takes 2d12 psychic damage and reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Additionally, if you're a warlock, you can use an action to cast the plane shift spell from the bident while holding it to transport yourself only to the plane of existence and location of your warlock patron. You remain there for up to 24 hours or until you use an action to return to your previous location on your original plane of existence. Once this property of the bident has been used, it can't be used again for one year.
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Eldritch Circlet
Wondrous item, very rare (requires attunement by a spellcaster) | Nov. 24
Touching this iron crown sends a shiver and a shock down your spine, but feels warm and comforting while you wear it. Five gemstone eyes swivel around at its front. While wearing the circlet, you have resistance to psychic damage and can't be telepathically communicated with against your will.
Charges. This circlet has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dusk.
Concussive Blasts. While wearing the circlet, you can use an action to expend 1 of its charges to cast the eldritch blast spell from it, using your spell attack bonus for each beam. This version of the spell fires five beams: one from each of the circlet's eyes. If three or more of the beams hit the same target, that target must also succeed on a Wisdom saving throw against your spell save DC or be affected by the confusion spell (no concentration required by you) until the end of its next turn.
Summon Tentacle. While wearing this circlet, you can use an action to expend 1 of its charges to summon a squirming tentacle in an unoccupied space that you can see within 60 feet of you. The tentacle is 10 feet long and 5 feet in diameter. As part of the action to summon it, you can make a melee spell attack with it, using your spell attack bonus. The tentacle has a range of 10 feet. On a hit, the target takes 3d6 bludgeoning damage and must succeed on a Strength saving throw against your spell save DC or be grappled by the tentacle; a Huge or larger creature automatically succeeds on this saving throw. Until this grapple ends, the target is restrained.
If the tentacle isn't grappling a target, you can use a bonus action on each of your turns to move the tentacle up to 20 feet and make the melee spell attack with it. If the tentacle is grappling a target, you can use a bonus action to move the tentacle half as much and throw the grappled target up to 20 feet away from it, knocking the target prone. If a thrown target strikes an object, such as a wall or floor, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw against your spell save DC or take the same damage and be knocked prone.
The tentacle has 40 hit points, AC 12, and uses your spell attack bonus for any saving throw it makes. The tentacle remains for 1 hour, until you end the effect early using a bonus action, or until it's reduced to 0 hit points.
Flaw. While attuned to this circlet, you gain the following flaw, "I'm terrified of the dark."
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Eldritch Halberd
Weapon (halberd), uncommon (requires attunement)
A sickly, yellow eye stares unblinkingly from the winged blade of this magic halberd. You can use your Charisma modifier, instead of Strength, for attack and damage rolls made with this magic weapon.
While you aren't missing any hit points, you can use an action to cast the eldritch blast cantrip from the weapon, using a spell attack bonus of +5. If you're a warlock and holding this weapon, you can always cast the spell from the weapon as if you were casting it. This version of eldritch blast fires beams of purple energy, which look like magical bats streaking through the air.
When you use this weapon to either make an attack or cast eldritch blast and roll a 10 on a damage die, the attack deals extra psychic damage equal to your Charisma modifier (a minimum of 0). You can deal this extra damage once per turn.
Curse. This halberd is cursed, and if you aren't a warlock, becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the halberd, 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. While you remain cursed, you can feel the watchful eye of the halberd listening to your thoughts: whenever you take psychic damage, roll a d10 and add the result to the total psychic damage taken.
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Eldritch Scarf
Wondrous item, rare | Sep. 19
This dark, silky scarf moves slightly on its own in a breeze that no one can feel and absorb more light than it reflects. It is always wrinkled. The scarf has an extradimensional space within the folds of its fabric that can only be reached while it's worn. The space holds 60 pounds of material, not exceeding a volume of 6 cubic feet. The scarf always weighs 1 pound, regardless of its contents. Placing an object in the scarf follows the normal rules for interacting with objects. When placing an item in the extradimensional space, your hand appears to simply place it inside one of scarf's loose folds.
Despite being able to place items in the scarf, reaching back into it fails to return them to your grasp. The frayed ends of the scarf are actually wisp-like hands that slowly twist and curl on their own. While wearing the scarf, you can mentally command the hands as a bonus action to reach into the extradimensional space and retrieve a stored item. If the scarf is destroyed, its contents are lost forever. Ironing or otherwise flattening the scarf causes the items stored inside to be squeezed out, spilling forth unharmed from the ends of the scarf.
You can also command the hands as an action to manipulate a simple object, such as open an unlocked door, stow or retrieve an item from an open container, or pour the contents out of a vial. The hands have a reach of 5 feet. The hands can't attack, activate magic items, or carry more than 10 pounds. The hands hold onto any item retrieved from the scarf weighing no more than 10 pounds until taken from them (no action required). If the retrieved item weighs more than 10 pounds, the hands pull it from the scarf and drop it on the ground at your feet.
A living creature can't be placed inside the scarf.
Placing the scarf 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't be reopened.
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Electric Gittern
Wondrous item, rare | Mar. 24
This instrument is strung with the gut of a behir, causing it to crackle with electricity whenever it's played. If you're proficient with lutes, you're considered proficient with the gittern. The gittern has 8 charges and regains up to 4 expended charges daily at dawn, or all expended charges if it's been played for at least 1 hour since the last dawn. If you expend the last charge, roll a d20. On a 1, the gittern breaks in half with a sad, off-key whine, and its magic is lost.
The gittern has the following properties. If you're not proficient with the gittern and use one of its properties, you have a 50 percent chance to take lightning damage equal to half the amount dealt by it.
Gittern Smash. This instrument can be used as a magic greatclub. On a hit, a target takes an extra 1d4 lightning damage from the attack.
Shocking Performance. As an action, you can strum the gittern and expend 4 of its charges to send a bolt of lightning from it in a line that's 60 feet long and 5 feet wide. Any creature within the line must make a DC 15 Dexterity saving throw. A creature takes 6d8 lightning damage on a failed save, or half as much damage on a successful one.
Thunderous Finale. Whenever you deal lightning damage using the gittern, you can immediately use your reaction to play a final, climactic chord. When you do, you can expend up to 4 of the instrument's charges: for each expended charge, the initial lightning damage is increased by 1d8.
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Emberheart Hammer
Weapon (warhammer), legendary (requires attunement) | Mar. 23
This hammer was forged by Loth’remar, one of the founding dwarves of the city of Direstone. It was then given to the Emberheart clan of the same city, where it has served as a token to the lasting bond between their two families. When swung, the head of the hammer emits a flash of forgefire before immediately cooling once more. You can use this weapon as part of a smith's tools set. When you do, any check you make using those tools is made with advantage.
You gain a +2 bonus to attack and damage rolls made with this magic hammer, which deals an extra 1d8 fire damage to any target it hits. If the target is made of stone, the weapon's bludgeoning damage is doubled. If it's made of metal or is wearing metal armor, the fire damage is doubled. In addition, you have resistance to fire damage while attuned to the hammer. If you are a dwarf, you have immunity to fire damage instead.
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Enchanted Rug Beater
Wondrous item, uncommon | Feb. 25
This wicker rug beater is perfect for cleaning carpets. Hitting a carpet with this beater using an action cleans the carpet completely, magically expelling any dust, dirt, or stains from it. If the carpet is a rug of smothering, carpet of flying, or similar magic carpet, it is incapacitated and ceases to be magical (as if it were in the area of an antimagic field) for 1 minute or until the carpet takes any damage. Once this property of the beater has been used, it can't be used again for 1 hour.
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Enchantment Breaker
Ring, rare | Jan. 19
This ring’s tiny chains rotate slowly around your finger while worn. Whenever you are affected by a spell that restores hit points such as cure wounds or healing word, you can use your reaction to reattempt the saving throw against an enchantment spell that’s currently affecting you.
Shatter Enchantment. When you’re targeted by an enemy enchantment spell or fail a saving throw against one, you can use your reaction to weaken the enchantment’s grip on you and other allies within 10 feet of you: allowing you and nearby allies to roll the enchantment’s saving throw with advantage. Once you use this feature, it can’t be used again until 1d4 days have passed.
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Encyclopedia Creature Obscura
Wondrous item, rare | Jan. 24
There are fourteen unique entries in this classic, hard-to-find series of encyclopedic tomes, which were originally written by renowned hunters and archdruids. When found, roll a d20 or choose from the table below to determine which encyclopedic volume it is.
If you have at least 5 levels in the ranger class and spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, you gain the favored enemy and language (or similar effect) associated with your volume of the encyclopedia. If you have 5 or more levels in the druid class and spend that same time reading it, you can use an action to expend 2 uses of your Wild Shape to transform into the volume's associated Wild Shape option or cast the listed spell. A benefit gained from the book is permanent.

Once you gain the book's benefits, the book loses its magic, but regains it in 10 years.
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Enervating Crystal Sword
Weapon (any sword), rare (requires attunement) | Jun. 22
The blade of this sword is made of a sickly green crystal. It pulses with an unsettling light while held, which sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
This sword has 5 charges and regains 1d4 + 1 expended charges daily at dawn. You can choose to expend 1 of the sword's charges when you hit a creature with it. When you do, the crystalline light flashes, and the target of the attack must make a DC 15 Constitution saving throw. On a failed save, the creature takes 2d8 radiant damage and is weakened until the start of your next turn. On a successful save, the creature takes half as much radiant damage and isn't weakened. A weakened creature deals only half damage with weapon attacks that use Strength and has disadvantage on Strength checks.
Alternatively, you can use an action to hold the sword aloft and expend 2 of its charges to intensify its sickening light, doubling the radius of its bright and dim light to 20 feet, instead of 10. Each creature within the bright light, including yourself, must succeed on a DC 13 Constitution saving throw or be weakened until the end of its next turn. You have advantage on this saving throw. The light then returns to normal.
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Enzymatic Gastrostaff
Staff, very rare (requires attunement) | Dec. 19
This staff was found in the regurgitated remains of a mighty tarrasque’s meal and is covered in a strange, magical mucus. You have resistance to acid damage while you hold this staff. The staff can be used as a magic quarterstaff and deals an extra 1d4 acid damage to any target it hits.
In addition, you can use an action to touch a Medium or smaller willing creature with the staff to cast the enlarge/reduce spell from it without requiring concentration, targeting the creature with the spell’s Enlarge option. While a creature is enlarged in this way, it deals double damage to objects and structures and gains 1d6 + 4 temporary hit points at the start of each of its turns, in addition to the spell’s normal effects. The effect ends early if the enlarged creature falls to 0 hit points. When the effect ends, the creature gains 1 level of exhaustion. Once this property of the staff has been used, it can’t be used again until the next dawn.
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Espionage Deck
Wondrous item, rare | Jul. 25
This deck of cards resembles and can be used as a standard playing card set, complete with four suits (clubs, diamonds, hearts, and spades). Each suit, like a normal deck of playing cards, has 10 numbered cards and 3 face cards (Jack, Queen, and King), for a total of 52 cards. The back of each card is dark black and painted with gold ink. The deck comes in a small and nondescript black box; you can see a gold star on the center of each card's back while the box is on your person.
You can use an action to place a card on another creature. If the creature is unwilling, you must first make a Dexterity (Sleight of Hand) check against its passive Perception score. On a success, the card is secretly placed on a creature and becomes invisible and intangible. On a failure, the creature is aware of the card, which magically and immediately returns to the deck box. If you played cards with the target creature within the last 24 hours, you have advantage on the Dexterity (Sleight of Hand) check to place a card on it. A placed card creates a magical duplicate of itself in the box, allowing you to continue playing with a full deck—the star on the back of a duplicate card is white, instead of gold. Record which cards you place (including where you place them), as well as which cards are magically returned to the box. A duplicate card remains until the original returns to the box.
While the deck box is on your person, you always know the general direction of any card you place, as well as which card it is, provided the card is on the same plane of existence as you. Alternatively, you can use an action to hold a duplicate face card to your forehead: while you do, you are deaf and blind with regard to your own senses, but can see and hear through the original face card using your normal senses. The effect ends when the card is removed from your forehead (no action required). Once this property has been used on a card, it can't be used on that card again.
A placed card returns to the box after 7 days have passed or when it's discovered (such as by a detect magic spell or similar magic). Alternatively, you can use a bonus action to speak the deck's command word while holding either a duplicate card or the box. If you're holding the duplicate card, the original one magically disappears from its placement and reappears in the deck box. If you're holding the deck box, every placed card magically returns to it instead. Once a card returns to the box, it loses its magic. A card without its magic loses the star on its back.
When found, there is a 50 percent chance that 1d12 random cards from 1 of its suits have already lost their magic.
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Essence of Rage
Potion, rare | Sep. 19
This bubbling red liquid is always warm and tastes of iron and bitter raisins. You can drink this potion as a bonus action. When you do, you enter a rage that lasts for 1 minute or until you're knocked unconscious. This rage grants you the same effects as a 1st-level barbarian's class feature with the following exception: if you end your turn and you haven't attacked a hostile creature since your last turn or taken damage since then, you take 1d4 psychic damage and your rage does not end. You can enter this rage even if you're wearing heavy armor.
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Eternal Slayer
Weapon (any sword), legendary (requires attunement) | Mar. 20
This fiery blade was fashioned from the remains of a cursed iron golem and burns with a relentless thirst for vengeance. While holding this sword, flames billow forth and lick up the edge the blade, casting bright light in a 20-foot radius and dim light for an additional 20 feet. While you're in combat, the light's range is doubled.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you make an attack with this sword, the toothed chain stretching along its lower edge begins to whir and spin, spewing flame and ripping apart any target it hits. Any target hit by this sword takes an extra 1d6 fire damage and 1d6 slashing damage. If the target is an aberration or fiend, this extra damage is doubled. This fire damage ignores resistance and immunity. A wooden creature or structure hit by this weapon takes the maximum amount of damage from the attack.
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Ether Spear
Weapon (spear), very rare (requires attunement) | Jan. 19
This spear can slip through the Ethereal Plane to reach its destination. You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals force damage instead of piercing. When you take the Attack action with the spear, you can choose a point you can see within 20 feet of you. The tip of the spear vanishes and reappears at that point, allowing you to make melee attacks with the spear against a creature in or adjacent to that space until the end of your turn. You ignore half cover with these attacks and treat three- quarters cover as if it were half cover.
You can use a bonus action to see 60 feet into the Ethereal Plane for 1 minute. Once this property of the spear has been used, it can’t be used again until the following dawn.
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Etherean Torch
Wondrous item, uncommon | Mar. 22
This torch's handle is made of oemmock, a plant that only grows in the Border Ethereal. While holding the torch, you can use an action to speak its command word to make it ignite with a purple flame. The flame produces as much light as a normal torch and can only be extinguished by using an action to speak its command word again. While holding the lit torch, you can see into the Ethereal Plane within the torch's bright light. The torch's light stays purple on the Ethereal Plane, despite everything else being in shades of gray.
While holding the lit torch, you can use an action to take a deep breath and blow into the flame, causing a 15-foot cone of purple fire to erupt from the torch in the same direction. Each creature within the cone must make a DC 13 Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one. Any object in the cone that isn't being worn or carried, as well as any creature that failed the saving throw, is outlined in a purple light that glows for 1 minute. For the duration, a glowing creature or object can't benefit from being invisible. Once this property of the torch has been used, it can't be used again until the next dawn.
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Everglacier Prosthesis
Wondrous item, rare (requires attunement by a creature missing a hand, arm, or leg) | Apr. 21
When found, this item appears to be a roughly hewn length of ice with runes etched into its side. To attune to this item, you must attach it to the end of your missing arm or leg, at which point the ice magically attaches to you and forms an icy copy of the appendage it's replacing. The prosthetic is a fully capable part of your body and can't be removed against your will as long as you're attuned to it.
While the prosthetic is attached, you have resistance to cold damage, and your unarmed strikes with the limb deal cold damage instead of bludgeoning damage.
In addition, the prosthesis has 6 icy spikes protruding from its surface. You can use an action while the prosthetic is attached to launch up to 3 of the spikes at one or more targets within 30 feet of you. Make a ranged spell attack for each spike, using an attack bonus of +7. On a hit, the target takes 2d6 cold damage. 1d4 + 2 launched spikes regrow daily at dawn.
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Everice Box
Wondrous item, uncommon | Nov. 19
This large wooden box weighs 25 pounds and is 3 feet long and both 2 feet deep and tall. It has rugged ropes on its left and right sides as well as on the top of its lid. The left and right sides of the box are covered by enchanted slabs of stone that magically keep the contents on the inside of the box at a consistent 40 degrees Fahrenheit. The box can hold up to 10 gallons of liquid, 24 rations, or a Small or smaller creature. A living creature inside the box can break free from it following a successful DC 10 Strength check.
While the box's lid is closed and its latch is shut, you can use an action to speak the box's command word to shrink it and its contents down to a more portable size. The weight of the box and its contents is halved while it's reduced in this way and measures a mere 1 foot long by 8 inches deep and tall. You can speak the box's command word again to return it to its normal size. Opening the latch, whether by choice or by force from the inside, immediately returns the box and its contents to its full size and weight. A living creature can't be reduced in size in this way and forces the lid and latch to open if the box becomes too small for them.
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Everlasting Sugarbomb
Wondrous item, common | Feb. 19
This large sugarbomb is roughly two inches in diameter. Its flavors are a mix of savory, sweet, spicy, salty, bitter, and sour, but also refreshes you as it's slowly eaten. The sugarbomb is solid and slowly dissolves in the mouth, changing in flavor each time you reach a new layer. An everlasting sugarbomb provides enough nourishment to sustain a creature for one day after one minute of letting it dissolve in your mouth. The sugarbomb fully dissolves after 30 uses. You can bite through to the center of the everlasting sugarbomb following a successful DC 25 Strength or Constitution check. If you do, you are forced to make a DC 18 Constitution saving throw. On a failure, you are poisoned for one minute and suffer from painful nausea.
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Evoker's Exchange
Wondrous Item, uncommon | Nov. 19
While wearing this amulet, you can choose to convert the damage from one form of raw energy to another. You can use this amulet as a spellcasting focus when you cast a spell of 1st-level or higher that deals only fire or lightning damage and doesn't require concentration. When you do, you can choose to have the spell deal lightning damage if it originally dealt fire, or fire damage if it originally dealt lightning.
If a spell that deals fire damage would normally ignite flammable objects that aren't being worn or carried, it does not if it's converted to lightning damage in this way. However, a spell that deals lightning damage does ignite such objects if it's converted to deal fire damage instead.
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Executioner's Mercy
Weapon (greatsword), very rare (requires attunement by a lawful creature) | Dec. 21
This heavy blade is inscribed with old tenets of justice and mercy. When you hit a prone or restrained creature for the first time on each of your turns with an attack using this magic weapon, it deals an extra 10 force damage, and one creature of your choice that you can see within 10 feet of you gains 10 temporary hit points.
The sword has 4 charges and regains all expended charges daily at dawn. As a bonus action, you can expend 1 of the weapon's charges to touch a creature within your reach with the flat of the blade. For 1 minute, that creature becomes warded against death. While this ward is active, the creature has resistance to slashing damage, and if it is reduced to 0 hit points but not killed outright, the ward is consumed and the creature drops to 1 hit point instead. The effect then ends.
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Explorer's Helm
Wondrous item, uncommon (requires attunement) | Nov. 23
While wearing this helmet, you're considered proficient with cartographer's tools. You also have advantage on Wisdom (Survival) checks, and you always know which way is north if you're outside. In addition, if you've been traveling at a consistent pace for at least 1 hour, nonmagical difficult terrain doesn't slow your travel while you continue at that pace.
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Explorer's Machete
Weapon (scimitar), uncommon | Aug. 25
This well-used machete is adorned with embossed jungle and tree designs. While holding it, you gain a +5 bonus to any Wisdom (Survival) checks you make. In addition, you automatically roll the highest number on the weapon's damage die whenever you hit a plant or plant creature with it.
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Explosive Flail
Weapon (flail), uncommon | Feb. 22
The head of this magic flail floats softly on its own, as if by a gentle current, and is covered in blunt metal prongs. The weapon's head releases a controlled explosion when it impacts a target. The first target you hit with this flail on each of your turns takes an extra 1d4 fire damage. If you roll a 4 on the fire damage die in this way, any creature within 5 feet of the target (other than you) also takes 4 fire damage.
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Eyedrops of Clarity
Wondrous item, uncommon | Mar. 21
This eyedropper is stoppered with a cork at the opening of its spherical top, which is designed in the likeness of an eye. When found, the eyedropper contains 1d4 + 2 doses of magical solution. When uncorked, the solution inside begins to drip from the eyedropper. A creature can use its action to uncork and apply 1 dose of the eyedrops to itself or another willing creature that it can see within reach, stoppering the eyedropper again once finished. A blinded creature that has eyes and receives a dose of the eyedrops ceases to be blinded. In addition, that creature gains darkvision out to a range of 30 feet and has advantage on Wisdom (Perception) checks that rely on sight for 1 hour. If the creature already has darkvision, its range increases by 30 feet for the duration.
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Eye of Dendallen
Wondrous item, rare (requires attunement) | Feb. 19
While you’re attuned to this item, you can cast the see invisibility spell at will.
Curse. When you attune to the eye of Dendallen, you’re suddenly overcome with the urge to see what it sees. Make a DC 20 Wisdom saving throw. On a success, you resist the curse and are aware of its effects but are no longer attuned to the item. On a failure, you forcefully tear out one of your own eyes, taking 4d10 necrotic damage, and allow the eye of Dendallen to crawl into its now vacant socket. If you’re already missing an eye, you’ simply let the eye crawl into the socket without taking the necrotic damage.
You can see normally through the eye of Dendallen while it’s in your socket. In addition, you have darkvision out to a range of 60 feet. If you already had darkvision, the eye increases its range by 30 feet. As a bonus action, you can concentrate on looking through the eye to peer through magical darkness in this way for 1 minute. Once this property of the eye has been used, it can’t be used again until the following dusk.
Dendallen familiar. The eye also doubles as a gruesome familiar. As an action, you can command the eye to crawl out of your eye socket and move independently of you. Use the abilities described in the find familiar spell when commanding the eye of Dendallen. The eye is undead, has 5 hit points, an AC of 12, a walking and climbing speed of 20 feet, does not require air to breathe, has darkvision out to a range of 60 feet, and has a +6 bonus to Dexterity (Stealth) checks. If the eye is slain or you dismiss it, it reappears inside your open eye socket with a sickly sound. The eyeball appears pitch black if it’s slain and loses this feature as well as its benefits to your vision until the following dusk.
Unattuning to the eye or targeting it with the remove curse spell causes it to pull itself out of the socket and try to escape. Slaying the eye while it is unattuned to a creature destroys the item.
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Eye of the Bookwurm
Wondrous item, uncommon | Nov. 18
This small, glass sphere is enchanted with weak divination magics to help you find specific words or phrases in writing. It has a stylized iris etched into the glass.
You can use a bonus action to speak the eye’s command word aloud, followed by the word or phrase you’re searching for. The word or phrase magically appears and floats within the sphere. By holding the eye in a free hand, your vision becomes magically enhanced to subconsciously highlight the word or phrase you searched for in a green light wherever you see it. Once you’ve used the eye’s ability for the first time, you can change the word or phrase as many times as you like for the next hour, after which the item can’t be used again until the following dawn.
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Eyes of the Beheld
Wondrous item, uncommon | Feb. 21
These button-sized metal trinkets typically come in sets of two and resemble the fearsome visage of a one-eyed monster. As an action, you can place one firmly on a solid surface—such as a wall, table, or boot—where it remains until destroyed. While you're within 5 feet of one, you can use a bonus action to speak the command word to cause its eye to open. The opening is about the size of a keyhole, and by peering through it, you can open and see through another eye's opening of your choice. You choose which eye to look through the first time you peer into the hole and can change it again using a bonus action.
The eyes you can choose to see through in this way must be a part of the set, be placed on a solid surface, and be on the same plane of existence as the one you're looking through. You can only see through one eye at a time, which operates both ways, and nothing can pass through the hole. If another eye attempts to look through one you're already using, the connection between the first two ends and is replaced by the new one. An eye closes when it's no longer being looked through.
Each eye has AC 10 and 5 hit points. If it drops to 0 hit points, the eye is destroyed. If a target or area is immune to divination magic or can't be perceived through scrying sensors, it doesn't appear through the hole. If you find another eye of the beheld, you can connect it to an existing set by holding it against another eye from the set for 1 minute.
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Fable's End
Weapon (mace), very rare (requires attunement) | Dec. 18
You gain a +1 bonus to attack and damage rolls made with this magic weapon. Whenever you roll a 20 on an attack roll with fable’s end against a Large or smaller creature, it must succeed on a DC 15 Charisma saving throw or be banished to its native or other plane of existence. At the end of its next turn, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. You banish and score a critical hit against fey creatures on a roll of 19 or 20 with this weapon. Fey creatures have disadvantage on the saving throw. When a creature is banished in this way, the weapon’s center emits a brilliant magenta flash of light.
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Faeflame Torch
Wondrous item, rare | Aug. 20
This magic torch was harvested from a tree in the Safire Wood, one of the most beautiful and deadly fey forests. While holding the torch, you can use a bonus action to speak its first command word, causing eerie blue flames to appear above the head of the torch. The flames shed bright light in a 20-foot radius and dim light for an additional 20 feet. The flames are not extinguished when immersed in water and last until you use a bonus action to speak the command word again or until you stow the torch.
You can use an action while holding the lit torch to speak its second or third command word. Speaking the second command word causes any illusion within the torch's bright light to be outlined in blue, green, or violet (your choice) for 1 minute. The torch can't be used this way again until the next dawn.
Speaking the third command word causes the flame to fly from the torch and erupt at a point you can see within 60 feet of you, creating an explosion of blue flames and duplicating the effect of the faerie fire spell (save DC 15, no concentration required) in a 20-foot-radius sphere centered on that point. A creature also takes 3d6 fire damage on a failed save, or half as much damage on a successful one. You can choose to end the effect early as a bonus action. When the effect ends, the flame reappears above the torch. The torch can't be used this way again until the next dawn.
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Faerie Firework Launcher
Weapon (crossbow, light or heavy), rare (requires attunement) | Nov. 22
This crossbow's wood shifts from golden yellows to vibrant reds and has a dimly lit fuse at its top. It has 6 charges and regains 1d6 expended charges daily at dawn. You can expend 1 of the weapon's charges once on each of your turns when you make a ranged attack roll with it. When you do, the bolt sizzles and sparks with festive colors, and whistles loudly as it flies through the air. On a hit, the target takes an extra 2d10 fire damage. Hit or miss, the bolt then explodes in an eruption of magical fireworks. The target of the attack and each creature within 5 feet of it must succeed on a DC 15 Dexterity saving throw or take 1d10 fire damage and be under the effects of the faerie fire spell until the start of your next turn (no concentration required). The whistling bolt and firework's explosion can be heard out to a range of 300 feet. The bolt is then destroyed, provided it wasn't magical.
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Failed Purity Spear
Weapon (spear), rare (requires attunement) | May 20
The grayed unicorn horn that rests at the top of this sickly spear is fractured and slowly leaks a silver, corrupting fluid. A failed purity spear is the rare version of a purity spear, a legendary weapon, that was made by a creature other than an elder fey. Its magic is a sad reminder that while unicorns are paragons of good, even their magic can become toxic when mistreated.
Corruption. This magic spear has 10 charges and regains 1d6 + 4 expended charges daily at dusk. You can expend 1 charge when you hit a creature with the spear to cause it to inject the target with its corrupting fluid. When you do, the target must succeed on a DC 15 Constitution saving throw or gain 1 point of corruption, which last for 1 minute. A creature takes 1d4 poison damage at the start of each of its turns for each point of corruption it has, up to a maximum of 3d4 poison damage. This poison damage ignores resistance and immunity. A creature with at least 1 point of corruption can make another DC 15 Constitution saving throw at the end of each of its turns. On a success, it removes 1 point of corruption. A creature is poisoned while it has 3 or more points of corruption.
If you expend the spear's last charge, roll a d20. On a 1, the tip of the spear shatters, and the spear becomes a nonmagical quarterstaff.
Charge. If you move at least 20 feet straight toward a target and then hit it with the spear on the same turn, the target takes an extra 1d6 piercing damage.
Curse. This spear 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 spear, 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. While you're cursed, you have disadvantage on any saving throw against poison. However, while you are poisoned, you gain a +2 bonus to attack and damage rolls made with this magic weapon.
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Faithful Hound's Fetching Femur
Rod, very rare (requires attunement) | Jan. 23
This rod is actually a large bone from a nondescript beast. A small bell and engraved tag hang from its side by a leather strap. The rod can also be used as a magic club that grants a +2 bonus to attack and damage rolls made with it.
The rod has 6 charges and regains 1d6 expended charges daily at dawn. While holding the rod, you can use an action to expend 1 of its charges to cast the faithful hound spell with the following changes:
The spell ends early if you cast the spell again.
The hound has an attack bonus of +10.
You can use a bonus action to move the hound to another space that you can see within 30 feet of you.
You can use an action to look through the invisible hound's eyes until the start of your next turn. The hound has darkvision out to 30 feet, can see invisible creatures, and can see into the Ethereal Plane. During this time, you are blind with regard to your own senses.
You can use an action to throw the rod at a target that you can see within 30 feet of you (attack bonus +10). On a hit, the rod deals 1d4 + 2 bludgeoning damage, plus your Strength or Dexterity modifier (your choice), and the hound immediately moves to the target's space and attacks it. Hit or miss, the hound then returns the rod to your hand or drops it at your feet (your choice). It then remains in a space of your choice within 5 feet of you until it's moved again.
When you expend the last charge from the rod, roll a d20. On a 1, the hound wrenches the bone from your hand and runs away with it, ending the spell early and wasting the action to cast it. The bone then reappears in a random location 1,000 feet away from you after 1 hour.
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Faithful Hound's Toy
Wondrous item, rare (requires attunement) | Dec. 21
This well-chewed dog toy has a small bell inside it. As an action, you can shake the toy and throw it into an unoccupied space within 30 feet of you. When you do, the sound of a panting dog can be briefly heard as the toy vanishes, duplicating the effect of the faithful hound spell as if you cast it in that space (attack bonus +7). The spell lasts for the full duration or until you use an action to dismiss it or move more than 100 feet away from the space. Regardless of when the spell ends, the toy reappears on your person after 8 hours.
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Familiar Lens
Wondrous item, uncommon | Apr. 22
This charming wood and brass box has a pair of domed glass lenses on its front. A small button sits on top of the box. While you're looking through another creature's senses or through a magical sensor, such as by the find familiar or scrying spell or a similar magical effect, you can use a bonus action to press the button on top of the box. While the button remains pressed, the box's lenses light up to project a silent duplicate of what you see through the other creature's senses or magical sensor. The projection can only be seen when it's pointed toward a wall or other solid surface within 10 feet of the box. The projection's size depends on the distance of the solid surface, spanning up to 5 feet across and 3 feet tall when shown at 10 feet away, or as small as 1 foot across and 7 inches tall when shown at 1 foot away. When you return to your normal senses or are no longer holding the button, the projection ends.
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Fanfare Ammunition
Weapon (an arrow or bolt), common | Oct. 19
A favorite among tricksters, this ammunition is made to distract as opposed to wound. When you make a ranged attack with this ammunition and hit a target, the attack does no damage, and the ammunition evaporates and is destroyed upon impact. In its place, a noise of your choice erupts from the point of impact, such as the sound of books falling, a dropped coin, or breaking glass. You decide the noise and its volume when you fire the ammunition. The sound can be as quiet as a whisper or as loud as a scream. A creature can determine that the sound is an illusion with a successful DC 10 Intelligence (Investigation) check.
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Fanfare Blowgun
Weapon (blowgun), uncommon (requires attunement by a bard) | Sep. 23
This weapon appears like a normal fanfare trumpet with a royal flag hanging from its center. You can use the weapon and its properties even if you're not attuned to it. While holding it, you can use an action to magically change the design, cut, and colors of the flag; the flag can't be longer than 3 feet in any direction, and regardless of its appearance, it can’t be anything but a flag. If you're proficient with horns, you're proficient with the fanfare blowgun. It can also be used as a normal trumpet.
When you make a ranged weapon attack using this trumpet, it emits a powerful blast of sonic force—however, only the target of the attack can hear it. Hit or miss, the target must make a DC 13 Constitution saving throw. On a failed save, it takes 1d6 thunder damage, or 2d6 thunder damage if it was hit by the blowgun dart. If you're attuned to the weapon, this property uses your bard spell save DC instead.
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Fang Keeper
Wondrous item, rare (requires attunement) | Jan. 24
A fang keeper is a dark silver necklace that's adorned with one or more monstrous fangs. When found, the necklace has 1d4 fangs, which come from one or more creatures with a challenge rating of 1 or lower. Over the course of 1 hour, which can be done during a short rest, you can add one or more teeth to the chain or replace any teeth currently on it; the chain can have no more than 4 teeth on it at a time. While wearing the necklace, you gain the following benefits.
Bite. Your teeth lengthen and sharpen slightly; your bite becomes a magic natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you bite a target in this way, you can immediately use your bonus action to clamp down even harder, dealing an extra 1d4 piercing damage to the target as part of the same attack.
Spectral Maw. As a bonus action, you can choose a tooth on the necklace. If the tooth came from a creature that had the Bite action, it summons the spectral maw of that creature in front of you, which is instantaneous. Make a melee spell attack with the spectral maw; the spell attack bonus and damage depends on the challenge rating of the creature the tooth came from. If the attack hits, the tooth immediately rots after the attack, and it can't be used again to summon the maw. On a miss, there's a 50 percent chance that the tooth rots instead.

Once a tooth rots, that same creature's maw can't be summoned again. If another tooth on the necklace is from a creature whose maw has already been summoned in this way, it immediately rots.
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Fangs of the Searing Serpent
Weapon (trident), very rare (requires attunement) | Nov. 24
This bident was once entirely brass, but has become corroded and green over time. You have resistance to acid damage while attuned to this magic weapon. A target hit with this weapon takes an extra 1d6 acid damage from the attack; on a 6, the target must also succeed on a DC 16 Constitution saving throw or be poisoned until the start of your next turn.
Burning Venom. While holding the corroded bident, you can use an action to thrust it forward and speak its command word, causing it to spew a spiraling line of fire from its prongs. The line is 5 feet wide and 30 feet long. Each creature within that line must succeed on a DC 16 Dexterity saving throw or take 4d6 fire damage. The corrosion then flakes away from the weapon's surface like snakeskin, leaving it shimmering and brass, and its prongs remain wreathed in flame. For the duration, the weapon deals an extra 2d6 fire damage to any target it hits, instead of its acid damage, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The effect lasts for 1 minute or until you end it early using an action, at which point the corrosion reappears. This property can only be used if the weapon is covered in corrosion.
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Featherwhumpus
Wondrous item, common or legendary | Mar. 23
A featherwhumpus, a common magic item, is a pillow that releases a seemingly endless stream of feathers behind it when swung. You can use the pillow as if it were a magic club. On a hit, the target takes no damage, and a feathery plume erupts from the pillow, which lightly obscures the target until the end of the turn, at which point the feathers vanish.
The first time you find a featherwhumpus, roll a d100. On a 100, it's actually a legendary magic item with the additional properties:
A neutral evil ghost is trapped inside the pillow. It can speak and understand any languages it knew in life (usually Common), and can communicate with its wielder telepathically. Its voice sounds drowsy and sluggish. It wants nothing more than to be left alone to sleep, but admits that it hasn't been able to feel rested since being trapped inside the pillow.
On a hit, roll 10d10. If the total is greater than the target's remaining number of hit points, the target falls asleep and is unconscious for 1 hour, until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.
If you hit a sleeping creature with the pillow, it takes 10d10 psychic damage (instead of no damage), down to a minimum of 1 hit point. A creature that's reduced to 1 hit point in this way is possessed by the ghost inhabiting the pillow, as if by its Possession feature.
While the pillow's ghost is inhabiting another creature, it's treated as if it were a common featherwhumpus. The ghost magically returns to the pillow if it's forced out of the creature while on the same plane of existence as the pillow, at which point it regains its legendary properties.
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Felling Greataxe
Weapon (greataxe), uncommon | Jan. 21
This large axe has felled thousands of trees since its creation, giving it a ring-like pattern on its blade and a unique enchantment. As an action, you can speak the axe's command word and swing it to cause a large, spectral tree to fall down in a line 60 feet long and 5 feet wide. Each creature in the area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 3d6 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone. The spectral tree vanishes immediately after the effect. This property can't be used again until the next dawn. In the meantime, the axe can still be used as a magic weapon.
In addition, you have advantage on any ability check you make to cut down a tree when you're using the axe to chop it down.
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Fell-Rider Chariot
Wondrous item, legendary | Jul. 20
This Large, dark iron chariot weighs 300 pounds and can fit up to four Medium or smaller creatures. While you're in the chariot, you have resistance to fire damage. Two sets of floating, flaming reins appear when you stand in the chariot, which are harmless to you. As an action, you can crack the reins downward to summon two armored nightmares that are hitched to the front of the chariot. The nightmares have a +1 bonus to AC and exist until they drop to 0 hit points. You can use an action to dismiss them, which works only if you are standing on the chariot. The nightmares are friendly to you, fight only to protect themselves, and can't be unhitched from the chariot. The nightmares' hitches prevent them from being ridden.
The nightmares regain all lost hit points when they are dismissed for 24 hours. When a nightmare drops to 0 hit points, it can't be summoned again until 1d4 + 1 days have passed. If the second nightmare drops to 0 hit points while the first one can't be summoned in this way, the second nightmare reappears at the same time as the first.
The chariot is drawn where the nightmares pull it, which you control by holding the reins. If you have a good alignment, there is a 20 percent chance each turn you move the chariot that the nightmares ignore your command and stop in their tracks. While both nightmares are pulling the chariot, it shares their average movement speeds and stays upright when flying. While only one nightmare is pulling the chariot, the nightmare's speed is halved, and it has a flying speed of 0.
While both nightmares exist, you can use an action while holding the reins to cause the nightmares, the chariot, and any creatures or objects inside it to magically enter the Ethereal Plane from the Material Plane, or vice versa.
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Ferryman's Take
Wondrous Item, Rare | May 19
These tarnished copper coins are always found in pairs and bear the portrait of a horned man on one side (heads) and a rowboat on the reverse (tails).
The two coins can be placed over the eyes of a dead, unconscious, or willing humanoid creature as an action. When used in this way, the coins impart various effects depending on which side is placed face up.
Heads up. While placed heads up over the eyes of an unconscious creature, that creature is considered to be under the effects of the spare the dying cantrip. If placed over the eyes of a conscious creature, it enters a physical and mental state indistinguishable from death and gains immunity to psychic damage while doing so. The creature remains in that state for 1 hour or until the coins are removed. Once a living creature leaves this state, it can't enter it again using the coins for 24 hours.
Tails up. While placed tails up on a dead creature, it is considered to be under the effects of the gentle repose spell. Its body can't be detected through magical means, and the soul of the creature cannot be contacted.
These effects end if one or both coins are removed as an action or are not facing the same direction.
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Festerwood Buckler
Armor (shield), uncommon | Sep. 19
This festerwood shield is riddled with amber pustules that glow with a low, yellow light. While holding this magic shield, the pustules emit bright light in front of you in a 5-foot radius and dim light for another 5 feet. In addition, when a creature within 5 feet of you misses you with a melee attack, you can use your reaction to bash that creature with the shield and force it to make a DC 14 Dexterity saving throw. On a failure, that creature takes 1d4 + 1 acid damage.
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Festerwood Claymore
Weapon (greatsword), rare | Apr. 19
This heavy, dark wood is incredibly strong and forms part of the symbiotic relationship it shares with the destructive beetles that live inside. When you roll a 20 on an attack roll made with this magic greatsword against a creature, some of the sword's beetles leave the weapon and latch onto the target. The beetles bite and hamper the creature for its next 1d4 turns. While affected by the beetles in this way, the creature takes 1d6 piercing damage at the start of each of its turns and its movement speed is halved. The creature or one of its allies can use an action to swat away and remove the beetles to end the effect early. If the target is a plant creature or magical plant, this property deals the maximum damage to it on each of its turns and lasts for 4 turns unless ended early.
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Festerwood Fungal Stave
Staff, very rare (requires attunement by a cleric, druid, or sorcerer) | May 19
This fungal staff has 25 charges and regains 1d10+15 expended charges each day at dusk. While holding the staff, you can expend 1 or more charges as an action to cause clusters of noxious mushrooms to magically appear in a number of unoccupied spaces equal to the number of charges you expend. The spaces must be on solid ground and within 60 feet of you. Each space becomes difficult terrain for the duration. When a creature moves into or within an space or area with these mushrooms, it takes 2d4 poison damage for every 5 feet it travels. The mushrooms live for 1 minute or until you dismiss them early (no action required).
In addition, while holding the staff, you can expend 1 or more charges to cast one of the following spells from it, using your spell save DC: cloudkill (5 charges), fog cloud (1 charge), insect plague (5 charges), or stinking cloud (3 charges). These spells are cast using a bonus action instead of their normal casting time and must target a point adjacent to a space occupied by the mushrooms. In addition, these spells' duration becomes 1 round instead of their normal duration, ending at the end of your next turn, and do not require concentration.
If you expend the last charge from the staff, roll a d20. On a 1, the staff begins to violently overgrow, forcing you to drop it in an unoccupied space adjacent to you. If the staff is dropped on solid ground, a violet fungus (Monster Manual p. 138) grows in its place.
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Festerwood Logger
Weapon (handaxe), uncommon | June 19
This axe is a favorite among lumberjacks. The axe is made entirely of the magically hardened festerwood and sharpened to a menacing edge. The weapon's glimmering yellow pustules leech acid with each attack, causing targets hit by the weapon to take an extra 1d4 acid damage with each strike. This acid damage is maximized if the target is a plant creature, nonmagical plant, or an object made of wood.
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Festerwood Masher
Weapon (a maul or warhammer), very rare (requires attunement) | Sep. 19
This heavy festerwood hammer has amber pustules on its end that have enriched the wood with corrosive properties. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, this hammer has 3 charges that can be used when striking a target. When you hit a target with the hammer, you can choose to expend 1 charge to magically release some of the corrosive acid stored within the wood. When you do, if the target is Large or smaller, that target takes a cumulative -1 penalty to its AC that lasts for 1 minute. A Huge or Gargantuan target takes this penalty only after you've expended either 2 or 3 charges in this way, respectively. Targets take an extra 1d4 acid damage for each -1 penalty to AC they have in this way each time they're hit by the hammer. The hammer regains all expended charges each day at dusk.
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Festerwood Vizard
Wondrous item, rare (requires attunement) | July 19
This dark wooden mask is strangely insect-like and magically conforms to fit the face of the creature that attunes to it. While wearing the mask, you gain blindsight out to a range of 10 feet. You can wear and remove the mask using an action.
In addition, you can summon a swarm of insects (beetles) that fly out of the mask’s mouth and obey your verbal commands as an action. You can command the swarm to move and make an attack as part of the action to summon them and then again on your following turns as a bonus action. If the swarm goes 10 minutes without attacking a creature, they dissipate harmlessly to seek food elsewhere. Once this property of the mask has been used, it can't be used again until the following dusk.
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Festerwood's Light
Weapon (rapier), legendary (requires attunement) | Sep. 19
This festerwood rapier's blade is inlaid with scrapings from the Lightspore, the radiant mushroom growing at the center of the festerwood. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you're attuned to this rapier, you have advantage on navigation checks to find locations within the festerwood and are immune to disease. While holding the sword, the blade sheds bright light in a 10-foot radius and dim light for another 10 feet.
You can use an action to raise the blade overhead and speak its command word. When you do, all other creatures within 30 feet of you are dusted with a sudden wave of magical spores. A friendly creature affected by the spores is suddenly invigorated, allowing it to immediately use its reaction to either make a single weapon attack or move up to half its movement speed. A hostile creature affected by the spores must succeed on a DC 17 Constitution saving throw or be incapacitated until the end of your next turn. Once this property has been used, it can't be used again until the following dusk.
The rapier has 5 charges for the following properties. The weapon regains 1d3 + 2 expended charges each day at dusk.
Spore Cleansing. As an action, you can touch a willing creature with the rapier and expend 1 charge to remove 1 Spore Counter from that creature.
Spells. While holding this rapier, you can use an action to expend 1 of its charges to cast one of the following spells from it, using a spell save DC of 17 and spell attack bonus of +9: charm person (4th-level version), compulsion, confusion, contagion, faerie fire, locate animals and plants, or moonbeam (4th-level version). In addition, you can cast the dancing lights cantrip at will while holding the rapier.
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What's a Spore Counter?
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Fey-Touched Armor
Armor (light, medium, or heavy), uncommon | Mar. 23
While wearing the armor, you are immune to the faerie fire spell, and other creatures have disadvantage on any check made to discern a disguise you're wearing, such as by a mundane disguise or the disguise self spell.
If you are a fey or have the Fey Ancestry trait, you can use an action to cast the disguise self spell from the armor while wearing it (save DC 13). The spell ends early if the armor is removed. Once this property of the armor has been used, it can't be used again until the next dawn.
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Feywatch Shield
Armor (shield), uncommon | Sep. 20
This metal shield of elven make is a classic gift to allies of the fey. While holding it, you gain a +5 bonus to ability checks made to identify or perceive illusions and on saving throws against becoming charmed.
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Feywood Ivy
Wondrous item, uncommon (requires attunement by a druid, ranger, or fey creature) | Feb. 21
This tiny seed has a glowing rune on its shell. While holding the seed against a weapon or similar held object, you can speak its first command word as an action to cause the seed to sprout and cover the object with green and purple vines. The vines form a comfortable grip with which to hold the object and also create a protective cover for it, such as a sheath or carrying case, that automatically stows the object while it isn't being held, unless you decide for it not to. You can use an action to speak the first command word again to cause the vines to retreat from the object and return to the seed.
While an object is covered by the vines, you can't be disarmed of that object unless you are incapacitated. In addition, the object can be used as a spellcasting focus for you.
While the vine-covered object is on your person, you can use a bonus action to speak the vines' second command word to cause them to lash out at a Medium or smaller target that you can see within 5 feet of you. The target must succeed on a DC 13 Dexterity saving throw or be grappled for 1 minute. While grappled, the target is restrained and can use an action on each of its turns to make a DC 13 Strength or Dexterity check (its choice), freeing itself and ending the effect on a success. The effect ends early and frees the target if you move more than 5 feet away from it. Once this property has been used, it can't be used again until the next dawn.
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Field Healer's Pauldron
Wondrous item, rare (requires attunement) | Sep. 22
This iron pauldron bears a faded healer's emblem and holds up a rugged shoulder cape. When you roll a 1 or 2 on a die to restore hit points to a creature (including yourself), you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. In addition, once on each of your turns when you restore hit points to a creature using a spell of 1st level or higher, you can grant that creature the benefits of the bless spell until the start of your next turn. If the spell targets multiple creatures, you choose one of them to gain the benefits.
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Fiendish Tethers
Wondrous item, uncommon (requires attunement by a tiefling) | Dec. 24
These spiked manacles fit around your horns. While wearing them, they radiate with harmless embers. You can use an action to cast the find familiar spell from the manacles, instead of its normal casting time. When you do, the familiar takes the form of an imp. The familiar remains for up to 1 hour.
Once this property of the manacles has been used, it can't be used again until the next dawn. If you can cast a spell of 1st level or higher without expending a spell slot using your Fiendish or Infernal Legacy trait, you can forgo casting one of them to regain a use of this property early (no action required).
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Fife of Dragonsong
Weapon (blowgun), rare (requires attunement by a bard) | Oct. 19
This magical fife can be played as an instrument or wielded as a deadly weapon. You are proficient with the fife of dragonsong as both an instrument and blowgun while you're attuned to it. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and any target hit by it takes an extra 1d6 thunder damage from the attack.
Dragonsong. As an action, you can expend one of your uses of Bardic Inspiration to play a powerful note that repels foes and empowers allies. The note is audible out to 100 feet. Hostile creatures within a 15-foot cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and is not pushed.
An ally within the cone that can hear the note is bolstered by it instead. A friendly creature affected by the note has its speed increased by 10 feet until the end of its next turn and gains 2d6 temporary hit points that last for 10 minutes.
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Fireamber Scepter
Rod, uncommon (requires attunement by a spellcaster) | Apr.24
A fire beetle has been preserved within the amber of this otherwise twisted wooden rod. While holding it, you can use an action to cast the dancing lights spell from it. When you do, the light is warm and fiery, and at the center of each glowing orb is an illusory, ghostly fire beetle; the glowing orbs can be combined to form a beetle-like shape. Alternatively, while you're holding the scepter, you can cause its amber head to glow, shedding warm bright light in a 10-foot radius and dim light for an additional 10 feet. The scepter continues to glow until you drop it or end the effect (no action required).
Beetle Fire. While holding the rod, you can use an action to cast the faerie fire spell from it, using your spell save DC. This version of the spell also creates a swarm of insects (which appear as Tiny fire beetles) immediately after you cast the spell. The swarm appears in a space of your choice within the spell's area. For the duration of the spell, you can use a bonus action on each of your turns to cause the swarm to fly up to 60 feet toward a creature outlined by the spell and use its bite attack on it if it ends this movement in the creature's space. The swarm uses your spell attack bonus to hit, instead of its normal bonus. Once this property of the rod has been used, it can't be used again until the next dawn.
Illuminated Weapon. While the rod is glowing, it can also be used as a magic club. When you attack with the rod, you can use your spellcasting ability modifier, instead of Strength, for the attack and damage rolls.
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Firecracker Crystals
Wondrous item, common | Apr. 19
These multicolored crystals are usually purchased in small bags at festivals and holiday events. As an action, you can throw one of these inch-long crystals against a solid surface to crack it apart. When broken in this way, a crystal releases the stored magic inside. The magic ends at the end of your turn and is entirely sensory.
A bag of the small crystals comes with 1d4+8 (10) crystals inside. Roll a number of d8 equal to the number of crystals in the bag and record each number rolled. Use these numbers to determine the kinds of crystals found in the bag using the table below.

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Fire Brigade Staff
Staff, rare (requires attunement) | Jan. 24
This staff is encircled with dangling strips of paper. At its top is a special reservoir of water; the reservoir holds 10 gallons of water. It regains 1d6 + 4 expended gallons of water daily at dawn, and it can't be refilled by any other mundane or magical means. Regardless of the amount of water inside, the staff always weighs 4 pounds.
While holding the staff, you can use an action to use one of the properties below, expending the respective number of gallons of water for each one:
Spells. You can cast one of the following spells from the staff: control water (4 gallons), create or destroy water (1 gallon per spell level, up to 9th), or protection from energy (fire damage only; 3 gallons).
Douse Fire. (1 gallon) You extinguish all nonmagical flames within a 30-foot square, centered on a point that you can see within 60 feet of you.
Alternatively, you can use a reaction when a creature that you can see takes fire damage. Choose a number of gallons to expend: you then reduce that fire damage by an amount equal to 5 times the number of expended gallons.
Flood. (3 gallons) You can sweep the staff in front of you to create a wave of crashing water. Each creature within a 30-foot cone, originating from you, must then make a DC 15 Strength saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. On a success, a creature takes half as much bludgeoning damage and isn't knocked prone.
Water Bubble. (3 gallons) You surround a creature that you can see within 60 feet of you with a bubble of water that's filled with air. The bubble lasts for 1 hour and moves with the target, remaining centered on it. For the duration, the target has resistance to fire damage and is under the effects of the water walk spell. When a target surrounded by a bubble takes fire damage, the bubble pops and evaporates, creating a ring of steam. The ring of steam is a 10-foot-thick wall of fog in a circle around the target's location. The fog heavily obscures the area. If a target surrounded by a bubble takes piercing damage, the bubble immediately pops.
When the bubble pops, any other creature within 5 feet of the surrounded target takes 2d6 cold damage, or fire damage if the bubble turns into steam.
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Fire Fire!
Weapon( crossbow, light), rare (requires attunement) | Sep. 19
This hollow metal crossbow was created by a team of kobolds and contains an enchanted ember at its core. While holding this magic crossbow, the ember burns brightly inside, causing flames to lick out from various gaps left along the weapon's frame. The crossbow has 3 charges and continues to burn while it has at least 1 remaining charge. While it burns, the crossbow emits bright light in a 20 foot radius and dim light for an additional 20 feet, and any nonmagical bolt fired from the crossbow catches fire and deals an extra 1d6 fire damage to any target it hits.
You can expend 1 charge from the crossbow as an action to cause the flame to spew forth and send out a devastating wave of fire. Each creature in a 30-foot cone must make a DC 15 Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
The crossbow regains 1d3 expended charges each day at dawn. If you expend the last charge, roll a d20. On a 1, the magic ember inside the crossbow dies, and the weapon becomes a nonmagical crossbow.
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Fire Spitter
Weapon (pistol), very rare (requires attunement) | May 25
This pistol releases a superheated ember from its central furnace whenever it's fired, instead of a bullet; it creates its own ammunition and lacks the loading property. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals fire damage instead of its normal type. In addition, while the pistol is on your person, you have resistance to fire damage.
The weapon's damage die depends on the heat of its furnace. When fully heated, it uses a d12 damage die. Hit or miss, after the weapon is fired, its damage die is reduced by one size (to a minimum of a d4). For example, if you fired the pistol three times on your turn, the first attack's damage die would be a d12, the second attack's would be a d10, and the third attack's would be a d8. The weapon's damage die increases again as its furnace reheats, up to a maximum of a d12. The die increases by two sizes at the start of each of your turns (or after 6 seconds), and one size whenever you take fire damage while holding the pistol.
If you make an attack roll with the pistol and roll a 20 on the die, each creature within 5 feet of the target of the attack also takes fire damage equal to the number rolled on the weapon's damage die.
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Firewatch Vambraces
Wondrous item, very rare (requires attunement) | Jun. 24
These adamantine vambraces look like miniature shields; they feel cool in the heat but warm in the cold. You gain a +1 bonus to AC while wearing the vambraces.
Fire Shield. You can use an action to cast the fire shield spell from the vambraces while wearing them. For the duration, friendly creatures within 15 feet of you also gain the spell's damage resistance to either cold or fire damage. In addition, the vambraces' bonus to your AC increases to +2 for the duration of the spell.
The vambraces can be used to cast this spell twice. They regain all expended uses of it daily at dawn.
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Fireweaver Gloves
Wondrous item, uncommon (requires attunement) | July 19
While wearing these fine golden gloves, you can hold and carry small nonmagical flames (such as that of a torch or candle) as if they were tangible objects and can sculpt them like clay. Once sculpted, a flame retains its form for 1 minute before returning to normal. A nonmagical flame carried in this way burns brightly for 1 hour before dying. If you drop or throw the carried flame, it immediately burns out.
These gloves have 1 charge that recharges each day at dawn. While wearing the gloves, you can expend 1 charge to cast the continual flame spell without material components, creating the flame in the palm of your hand or allowing it to encompass an entire glove. The flame dies after 1 minute of not being in contact with the glove. In addition, when you take fire damage from a magical source, you can use your reaction to reduce that damage by 1d8 + 2, provided that you have a free hand. If you reduce the damage to 0, you regain 1 charge.
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Firewood Accordion
Wondrous item, very rare (requires attunement by a bard) | Dec. 24
This accordion emits a crackling dirge when played and sends motes of flame lurching from it as air passes through. If you're attuned to the instrument, you are proficient with it. While you're attuned to the accordion and have it on your person, you have resistance to fire damage.
Explode. While holding the instrument with two hands, you can use an action to play a note so foul that the accordion explodes, sending out a wave of fire in all directions. Each creature within 40 feet of the accordion (including you) must make a DC 16 Dexterity saving throw. A creature takes 14d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. The instrument is then destroyed.
Flame Stoke. The instrument contains an ever-burning fire inside of it, which you stoke by playing it. While holding the accordion with two hands, you can use a bonus action to play it. When you do, the instrument gains 1 charge, or 2 charges if you also played it the previous turn, up to a total maximum of 5 charges. The instrument loses all charges if you end your second consecutive turn without using a bonus action to stoke the fire. Using your Bardic Inspiration as a bonus action also stokes the instrument's flame; doing so increases the charges gained from it by 2.
Spells. While holding the instrument with two hands, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell attack bonus and spell save DC: burning hands (3rd-level version; 3 charges), produce flame (the flame appears above the accordion; no charges), or thunderwave (3rd-level version; 3 charges). Creatures that succeed on the saving throw against a spell cast in this way take no damage from the effect. When produce flame deals damage to a target, the fire damage it deals depends on the number of charges remaining in the instrument: 1 or fewer charges (1d8), 2 charges (2d8), 3 charges (3d8), or 4 or more charges (4d8).
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Fire Dervish Cloak
Wondrous item, rare (requires attunement) | Feb. 19
This breathable cloak sounds like a crackling fire as it billows behind you and can create a small, fiery cyclone around you as you twirl in it. The cloak has 5 charges and regains all expended charges daily at dawn. Once on your turn, you can expend 1, 2, or 3 charges from the cloak by forfeiting 10, 20, or 30 feet of your movement speed for that turn, respectively, in order to spin in place instead. When you do, each creature within 5 feet of you must succeed on a DC 15 Dexterity saving throw or take 1d8 fire damage for each charge you expend in this way.
If a creature takes fire damage from the cloak, that creature can’t make opportunity attacks against you until the end of your turn.
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Fire Wand of the Unbroken Circle
Wand, rare (requires attunement by a druid) | Aug 19
This wooden wand is carved out of ash and is always faintly warm to the touch. Whenever you grip the wand's handle and later look at your palm, it's strangely covered in a fine layer of charcoal. This wand has 7 charges. While holding the wand, you can expend 1 or more of its charges to cast either the flame blade spell (2 charges) or produce flame cantrip (no charges, or 1 charge to cast at 5th level) using the wand with a spell attack bonus of +5. When you cast the flame blade spell using this wand, the sword's fiery blade appears above the wand's haft instead of in a free hand.
Whenever you would fail a Constitution saving throw to maintain concentration on a flame blade spell cast from the wand, you can expend 1 charge as a reaction in order to succeed on the saving throw instead. You can only use your reaction in this way if you’re 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 bursts into flame and is destroyed before crumbling into ashes.
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First Mate's Scabbard
Wondrous item, uncommon | May 22
This emerald green scabbard has been enchanted with the element of surprise. You can use a bonus action to speak the scabbard's command word to cause a sword that's sheathed in it to magically spring forward and strike at a target within 5 feet of either you or a friendly creature you can see within 30 feet of you. The sword makes a melee attack against the target (+5 bonus to hit, +2 bonus to the damage roll). If the target of the attack is a creature that hasn't seen this property of the scabbard before or is otherwise unaware of it, the attack roll is made with advantage. Hit or miss, the sword then flies to the open hand of a friendly creature of your choice within 5 feet of the target (which can include yourself) or lands on the ground at that creature's feet if its hands are full.
Once this property of the scabbard has been used, it can't be used again until the next dawn.
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Fish Ripper
Weapon (dagger), rare | Oct. 23
The blade of this hooked dagger is designed in the likeness of a fish head, and its handle is made using a lashed-together fish skeleton. A pearl sits in the blade as an opaque eye. You gain a +1 bonus to attack and damage rolls made with his magic weapon. When you make an attack roll against a creature that's underwater, the bonus increases to +3.
When you roll a 20 on an attack roll made with this weapon against an underwater creature, a swarm of quippers magically appears in the target's space. The swarm takes its turn immediately after yours. On its turn, the swarm only attacks the target creature; it gains a +3 bonus to its attack and damage rolls. The quippers remain for 1 minute, until another swarm of quippers appear in this way, or until the target is slain, at which point they disperse and vanish.
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Fists of Fury
Weapon, legendary (requires attunement) | Feb. 25
These dark iron knuckledusters come in a pair, and are slightly warm to the touch. You can wield one in either hand, transforming your unarmed strikes with your fists into magical weapon attacks. You gain a +2 bonus to attack and damage rolls made with your unarmed strikes in this way. Treat each hit with them as if it were made with a mace, except it deals 2d6 bludgeoning damage on a hit instead of the normal damage for your unarmed strikes. You can use your Strength or Dexterity modifier for your attack and damage rolls with your unarmed strikes using these knuckledusters, and immediately after you make an unarmed strike with them as part of the Attack action, you can make another unarmed strike with them as a bonus action.
Bloody Knuckles. As a bonus action, you can tap the knuckledusters together while wielding them in either hand to activate this property. When you do, you are flooded with a wellspring of powerful anger and immediately gain a number of temporary hit points, which last for 1 minute. While you have these temporary hit points, you gain the following benefits:
You can use your reaction when you take damage from a melee attack to reduce that damage by half. If the attacker is within 5 feet of you, you can immediately make a single unarmed strike against it using the knuckledusters.
You can choose to lose 10 temporary hit points to increase the damage dealt by your unarmed strikes by 1d6 until the end of your turn (no action required).
You can choose to lose 10 temporary hit points to add 10 to any Strength (Athletics) check you make or Strength save DC to grapple another creature (no action required).
The temporary hit points you gain in this way comes from a pool of them. The pool has 100 temporary hit points, and it regains 3d20 + 40 temporary hit points daily at dawn. When you activate this property, the number of temporary hit points you gain from it is equal to the remaining number you have in the pool. When the effect ends, any of these temporary hit points you have remaining are returned to the pool.
The effect ends early if you are no longer wielding the knuckledusters in either hand, if you don't take the Attack action on your turn, or if you lose all of these temporary hit points before the end of the duration.
Flaw. You gain the following flaw: "I have difficulty controlling my temper."
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Fists of the Guiding Star
Wondrous item, uncommon (requires attunement by a monk) | Dec. 19
Stars and celestial bodies glimmer through these hand wrappings. While wearing these wraps over your hands, you can use a bonus action to spend 1 ki point to cause small motes of starlight to guide a creature you can see within 30 feet of you, giving it advantage on the next attack roll it makes before the end of your next turn. If that creature's next attack hits, the attack deals extra radiant damage equal to your Martial Arts die + your Wisdom modifier (minimum of 1).
In addition, you can use an action to cast the light cantrip while wearing these wraps.
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Flail of Slime
Weapon (flail), uncommon | Jun. 25
The head of this flail is held attached to its handle by an elastic band of ooze. When you make a melee attack with this magic weapon for the first time on your turn, your reach for it is 10 feet greater than normal. In addition, when you roll an 8 on the weapon's damage die against a Large or smaller target, the target is also moved up to 10 feet in any direction of your choice, as long as it isn't away from you.
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Flame Slippers
Wondrous item, uncommon | May 22
These red shoes have flames adorning them along the heels and by the ankles. While wearing the shoes, you can use a bonus action to click their heels together and activate their magic. While active, the shoes produce harmless flames from the soles of your feet whenever you take a step, which shed bright light in a 5-foot radius and dim light for an additional 5 feet. In addition, if you take damage as a result of falling while the shoes are active, flames blast outward from where you land. Each other creature within 5 feet of you when you land must succeed on a DC 15 Dexterity saving throw or take fire damage equal to half the amount of bludgeoning damage you took as a result of falling (up to a maximum of 20 fire damage). If you fall prone while the shoes are active as a result of falling, standing up before the end of your next turn only costs you 5 feet of movement, rather than an amount equal to half your speed. The shoes remain active until you use another bonus action to click their heels together again, or until you're no longer wearing them.
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Flamebreather Staff
Weapon (quarterstaff), uncommon (requires attunement) | Aug. 20
This red, hollow quarterstaff releases a plume of fire when spun. When you hit with an attack using this magic weapon, the target takes an extra 1d4 fire damage.
In addition, while holding the quarterstaff, you can speak its command word as an action to cause it to release a gout of flame from its end, duplicating the effect of the burning hands spell (save DC 13). This property of the quarterstaff can't be used again until the next dawn.
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Flesh of Dendallen
Wondrous item, very rare (requires attunement) | Mar. 19
This patchwork shirt is made of necrotically enchanted pieces of stitched-together flesh. The shirt has 6 charges and regains 1d4+2 expended charges each day at dusk. While attuned to and wearing the flesh of Dendallen, you can expend 1 charge to cast false life as a bonus action. In addition, while you have less than half your total maximum hit points remaining, you regain hit points equal to 1d4 + your Constitution modifier (minimum 1) at the beginning of each of your turns. You do not regenerate health if you are unconscious or have taken either fire or radiant damage since your last turn.
Curse. When you attune to the flesh of Dendallen and wear it, the fleshy fabric begins to bubble and hiss as your skin quickly begins to fuse to it. Make a DC 20 Strength saving throw. On a success, you're able to safely remove the clothing before you attune to the item, but are aware of the curse's effects. On a failure, the garment attaches to your flesh and destroys any nonmagical clothing covered by it. Magical items worn beneath the flesh of Dendallen rise to the surface as the fleshy shirt seeps through them to attach itself to your skin. While you wear it, you are considered to be undead in addition to any other creature type you already are and are vulnerable to radiant damage.
Once you are attuned to the flesh of Dendallen, you cannot remove it unless you are targeted by the remove curse spell or similar magic. When you remove it, you take 4d10 slashing damage as the shirt is peeled from your skin. Removing the flesh of Dendallen is an agonizing and difficult task, leaving you with 1 point of exhaustion. In addition, for 24 hours after separating from the shirt, you are vulnerable to bludgeoning, piercing, and slashing damage.
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Flight of Fancy Fascinator
Wondrous item, uncommon | Dec. 23
This raven-feathered hat is decorated with a silvery net, which drapes fashionably across your face when worn. While you're wearing it, any beast or monstrosity that has a flying speed must make a DC 13 Wisdom saving throw whenever it makes a melee attack roll against you. On a failure, the creature makes the attack roll with disadvantage. If the attack still hits, it deals no damage, but the creature steals the hat from your head. When this happens, the creature becomes charmed by the hat for 1 minute or until it takes any damage. For the duration, the creature is entirely focused on the hat; it can only take the Dodge or Dash action on each of its turns.
Once a creature succeeds on the saving throw, it's immune to the hat's effects for the next 24 hours.
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Floating Tablecloth
Wondrous item, uncommon | Jul. 24
This silk tablecloth flutters dramatically when held aloft. You can use an action to shake the cloth open with a flourish and set it on an imaginary table. When you do, you cast the floating disk spell from the cloth, which hangs suspended on the disk. This version of the spell can hold up to 100 pounds. The disk remains until too much weight is placed on it or until a creature uses an action to remove the tablecloth. When the spell ends, the cloth crumples to the ground.
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Flood Pauldron
Wondrous item, uncommon (requires attunement) | Jun. 20
This jewel-encrusted pauldron has the distinct appearance of a large conch shell. While wearing this pauldron, you can breathe underwater, and you have a swimming speed of 30 feet.
While worn, the pauldron releases a thin veil of illusory water, creating a small, watery cape behind you. While wearing it, you can use an action to speak its command word to cause the water to become real. When you do, the water pours from the shell in a flooding torrent that extends from you to form a 10-foot-radius, 20-foot-high cylinder of water that moves with you and remains centered on the ground beneath you. The cylinder lasts as long as you concentrate (as if concentrating on a spell), up to 10 minutes. However, if you move in such a way that causes you to leave the cylinder, such as by swimming upward and climbing out of it, the effect ends.
Any creature other than you in the cylinder when it appears must make a DC 13 Strength saving throw. On a failed save, a creature takes 4d6 bludgeoning damage and is pushed away from you to the nearest unoccupied space outside of the cylinder. On a successful save, a creature takes half as much damage and isn't pushed.
Once this property of the pauldron has been used, it can't be used again until the next dawn.
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Floral Chime
Wondrous item, uncommon | May 24
A faint, floral perfume wafts from this handbell and radiates powerfully from you when you ring it. While holding the bell, you can use an action to ring it and instantly make any flowers blossom, any seed pods open, and any leaf buds bloom that are within 60 feet of you, provided the sound can reach them. Once this property of the bell has been used, it can't be used again for 1 hour.
Any swarm of insects within earshot of the bell must immediately make a DC 13 Wisdom saving throw or become distracted by the smell of flowers, either from the bell's perfume or from any that bloomed nearby. Regardless, a swarm that fails the saving throw is indifferent towards you and your companions for 1 hour or until it's threatened or harmed.
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Focus Breaker
Weapon (maul), rare (requires attunement) | Apr. 20
Forged during the Upheaval, these brutish weapons were given to members of the guard to quell any arcanist uprising. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature concentrating on a spell with this weapon, runes start to glow on the weapon's head, and that creature makes the resulting Constitution saving throw to maintain its concentration with disadvantage.
As an action, you can speak the weapon's command word and hold it aloft, causing the metal book adorning the head of the maul to wildly turn its pages and shatter. When it does, any spell or magical effect within 60 feet of you is dispelled, as if affected by the dispel magic spell (5th-level version). A spell or magical effect cast using a 6th-level spell slot or higher is unaffected in this way. Once this property has been used, it can’t be used again and the book disappears from the head of the weapon.
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Focus Circlet
Wondrous item, uncommon (requires attunement by a spellcaster) | Oct. 20
While wearing this silver circlet, you gain a bonus to Constitution saving throws that you make to maintain your concentration on a spell you cast equal to the spell's level, up to a maximum of +3.
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Foggy Kettle
Wondrous item, uncommon | Mar. 25
This kettle is eight inches in diameter, five inches tall, and weighs 1 pound. When filled with water, the kettle begins to rumble and swirl; a 10-foot-radius sphere of fog is then emitted from the kettle's spout after 1 minute. The fog lightly obscures the area, or heavily obscures it if the kettle has gone unmoved for 1 or more rounds. The sphere of fog spreads around corners. The kettle also releases a faint whistle while emitting fog, which can be heard by any creature within 30 feet of it.
The kettle continues to produce fog for 1 minute. The effect ends early if the water is poured from the kettle or if its lid is opened. Once the effect ends, the kettle ceases to be magical for 1 hour—you must then replace any of its remaining water to cause it to rumble and swirl again.
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Foldable Pet
Wondrous item, rare | Apr. 22
This magical piece of paper is folded into an animated origami creature. When found, it is either in the folded form of a bird, a cat, or a fish. While holding the pet, you can use an action to speak its command word to magically refold the paper into one of its other forms.
Tiny, fading words cover the pet's paper form, recording everything that it's seen or heard in the last 10 minutes. You can use an action to unfold the pet and read the transcription of what it's seen and heard in this way. Once you do, it takes 10 minutes for the pet to magically refold itself and reanimate.
The pet is considered a magical object and is not a creature. The pet's movement changes in each form. Its bird form has a flying speed of 30 feet, its cat form has a walking speed of 30 feet, and its fish form has a swimming speed of 30 feet. While it remains motionless, the pet is indistinguishable from a normal origami figurine, but a successful DC 15 Intelligence (Investigation) check reveals that the writing on its paper changes to record its immediate surroundings.
Dealing 10 piercing, slashing, acid, or fire damage to the pet (AC 15) causes it to unfold and remain motionless for 24 hours, after which it magically reanimates and folds itself into the last form it was in. If the pet unfolds in this way, any writing on the paper is lost.
Sentience. The foldable pet is a sentient neutral item with an Intelligence of 2, a Wisdom of 12, and a Charisma of 7. It has hearing and darkvision out to a range of 60 feet. Regardless of the form it's in, the pet has a +5 Dexterity (Stealth) modifier and a +5 Wisdom (Perception) modifier, and it has a passive Wisdom (Perception) score of 15. It can't speak or read, but understands Common. If you write an instruction on its paper, it understands the command regardless of what language it was written in (although it needn't obey it). The instructions fade into the paper after 10 minutes.
Personality. The foldable pet is incredibly curious and loves to explore, finding joy in taking notes of everything it sees. It avoids combat as best as it can, preferring to instead examine every nook and cranny of wherever it happens to be.
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Folding Cart
Wondrous item, uncommon | Apr. 25
This wooden trunk has a pair of wheels along the bottom and can be worn on your back. While the trunk isn't being worn, you can use an action to speak its command word to transform it into a cart or back into its trunk form. You must be touching the trunk. You decide the specifics of the vehicle each time it transforms, such as the number of wheels it has (up to four), what type of handles or carriage shaft it has, if it has any benches (up to two), and whether or not it's covered (a weatherproofed canvas roof). Depending on the details of the cart, it can be considered either a wheelbarrow, cart, wagon, or carriage. The cart can be as small as 1 foot long and 1 foot wide and as large as 10 feet long and 6 feet wide. At its largest, the cart can comfortably seat up to four Medium creatures, or up to six if they squeeze. Regardless of its appearance, the cart can only ever be a cart (or similar vehicle).
In its trunk form, the folding cart is 18 inches wide, 9 inches deep, and 2 feet tall; it can hold items like a normal trunk. It weighs 10 pounds while in this form; use the statistics for each type of vehicle to determine its maximum weight while transformed. Anything held in the trunk when it transforms reappears in the vehicle; anything too large to fit in the trunk when it transforms back into that form is left in the nearest unoccupied space. If the transformed vehicle is destroyed, it returns to its trunk form and is destroyed.
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Folding Tent
Wondrous item, uncommon | Oct. 24
This folded triangle of multicolored canvas is 1 foot long and 6 inches wide. It weighs 1 pound. This item also has three command words, each requiring you to use an action to speak it:
The first command word causes the canvas to unfurl into a camping tent that's large enough for two Medium creatures or three Small ones. The tent is 7 feet long, 5 feet wide, and 4 feet tall. The tent comes equipped with two bedrolls, blankets, and a hooded lamp.
The second command word causes the canvas to unfurl into a 20-foot-radius yurt that's 10 feet tall. Inside the yurt are ten bedrolls and blankets surrounding a stone-ringed fire pit equipped with cook's utensils. A fire within the pit creates no smoke and doesn't use oxygen.
The third command word causes the tent or yurt to fold back into the canvas triangle, provided that there aren't any creatures inside. Items left within the area are ejected from the canvas when it folds itself up.
Removing an item that appears with the tent or yurt causes it to disappear until the next time the command word is used to reform the area. The atmosphere inside the area is comfortable and dry, regardless of the weather outside. You can choose what color the tent or yurt are as part of speaking the command word, which are opaque from the outside.
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Fool's Lamp
Wondrous item, very rare | Sep. 21
This brass lamp is decorated with flowing patterns around a blue, glass chamber at its center. Swirling, magenta clouds drift within the lamp and billow eagerly whenever it's held. Created as a grim sculpture by a spiteful djinni, this lamp offers no benefit to those foolish enough to encounter it.
An identify or legend lore spell correctly reveals the lamp to be empty, as well as its true nature. However, identifying the lamp by any other means will reveal that the lamp has a djinni trapped inside it, allowing it to function as a ring of djinni summoning while held and without requiring attunement. It also reveals that the only way to summon the djinni is to ask it for a wish (such as a wish spell or general command), treating the wish as a command phrase.
When a creature holding the lamp speaks such a phrase using an action, the GM uses the table below to choose the outcome or determine it randomly:

If a creature affected by the lamp is targeted by the greater restoration spell or similar magic, one of the lamp’s effects on the creature ends.
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Fool's Mantle
Wondrous item, rare (requires attunement) | Mar. 23
This hooded mantle of bells and pomp jingles with every step you take. While wearing the mantle, you can use a bonus action to change its appearance, even if you aren't attuned to it. The new appearance is illusory, which doesn't hold up to physical inspection, and must be either a cape, hat, hood, or mantle. The mantle's appearance remains this way until you use a bonus action to change it again or remove the mantle. If you're attuned to it, the bells only jingle when you choose.
While attuned to the mantle and wearing it, you gain a bonus to any Dexterity (Acrobatics) check you make equal to your Charisma modifier (maximum +2). Similarly, you gain a bonus to any Charisma (Performance) check you make equal to your Dexterity modifier (maximum +2).
Masterful Tumble. You can use your reaction whenever you take damage from an attack to make a Dexterity (Acrobatics) check. The DC for this check is equal to the damage you take, with a minimum DC of 10. On a success, the damage is halved, and if you would have fallen prone as part of taking that damage, you don't. On a failure, you take the damage as normal, and this property of the mantle can't be used again for 1 hour. If you are a rogue with the Uncanny Dodge feature, you automatically succeed on the Dexterity (Acrobatics) check, and if your speed isn't 0, you can immediately move up to 10 feet without provoking opportunity attacks.
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Force Safe
Wondrous item, rare | Oct. 22
When not in use, this device appears like a square metallic tile. It's 6 inches on either side, 2 inches deep, and weighs 2 pounds. An indentation at the center of the tile opens into a small hole. When you use an action to place a finger in the indentation, the tile magically pricks it to extract a drop of blood.
If the tile isn't activated when it draws blood, it magically activates and creates a small, 1-foot cube of magical force below it, which can be used to contain objects for safe keeping. You can tap the tile to an object small enough to fit inside the cube that isn't being worn or carried as part of this action to specify that the cube encompass only that object. The cube is immobile and impenetrable, as if by the resilient sphere spell. Its walls emit a dim green light and hum with electrical power. A creature that touches the walls of the cube takes 1d6 lightning damage.
The tile remains active until the same creature's blood is dropped into the hole, at which point the walls of force vanish. A disintegrate spell destroys the walls and deactivates the tile immediately.
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Force Gauntlet
Wondrous item, rare (requires attunement) | Sep. 19
This jeweled gauntlet has 5 charges and regains 1d4 + 1 charges each day at dawn. When you make a melee weapon attack with a hand that's wearing the gauntlet, you can choose to expend 1 charge as part of that attack. If you hit, that target takes an extra 2d6 force damage and is forced to make a DC 15 Strength saving throw. On a failure, that target is pushed up to 10 feet away from you. On a success, you're pushed 10 feet away from it instead. Targets two or more sizes larger than you automatically succeed on this saving throw.
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Forecaster's Cloak
Wondrous item, common | Oct. 20
This warm, fur-lined cloak creates illusory representations of the impending weather. While wearing this cloak, you can use an action to open it and speak its command word to create a harmless, sensory effect within the cloak that represents what the weather will be at your location for the next 8 hours. This effect persists for 1 minute or until you close the cloak.
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Forest Eye Staff
Staff, uncommon (requires attunement by a druid or ranger) | Nov. 23
While this staff is on your person, you can't be surprised. If you're in a forest, jungle, or similarly wooded area, you have advantage on Wisdom (Perception) checks while holding the staff, and you can use an action to cast the locate animals or plants spell from it. This spell can't be cast from the staff again until the next dawn.
The staff has a magical leaf that flutters above its top. While holding the staff, you can use an action to speak its command word to cause the leaf to drift up to 30 feet away from the staff in a direction of your choice, as if it were carried by a breeze. You mentally receive visual information from the leaf, which has normal vision and darkvision out to 30 feet, and can look in every direction. The leaf can pass through any opening large enough for a leaf to slip through. The leaf then withers and turns to dust at the start of your next turn, but a new one magically appears above the staff at the next dawn.
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Forgekeeper's Spark
Wondrous item, uncommon | Jan. 21
A lingering fragment of a fire spirit remains attached to this piece of coal, keeping it covered in harmless blue embers that are pleasantly warm to the touch. When surrounded by fire, the coal burns with a magical blue flame and the spirit within it emerges. The spirit remains until the fire goes out or is doused, at which point the spirit hides within its coal until immersed in flames once more. If removed from the fire, the spirit moves with the burning coal and remains for up to 1 minute.
While the spirit is present, it helps tend to the fire it's placed in. The spirit can maintain a fire that fills up to a 5-foot cube. A fire tended to by the spirit gains the following benefits:
It can't be extinguished by strong winds.
It produces no smoke, unless you want it to.
It burns for twice the normal duration with the same amount of fuel.
Any food being cooked in the fire is kept at an ideal temperature.
In addition, you have advantage on any ability check you make that uses either cook's utensils or glassblower's, smith's, or tinker's tools to heat and craft items in the fire. If you roll a 15 or higher on the d20, the time it takes to use the tools in this way is halved.
Sentience. The forgekeeper's spark is a sentient lawful neutral item with an Intelligence of 1, a Wisdom of 6, and a Charisma of 1. It is immune to fire damage and has hearing and darkvision out to a range of 60 feet. It can't speak or read, but understands Common and Ignan.
Personality. The forgekeeper's spark is happiest in the fires of a forge, but also enjoys maintaining campfires. It is strict with the boundaries of its fire, preventing it from spreading uncontrollably, and is resourceful with how it manages any fuel that it's given. It enjoys assisting with tasks, such as cooking and metalworking, and snaps and pops with excited sparks when given something new to heat up.
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Forgemaster's Might
Weapon (warhammer or maul), legendary (requires attunement) | Jan. 19
This monumental ( * ) maul or warhammer requires a Strength of 17 or higher to wield. You gain a +2 bonus to attack and damage rolls made with this magic weapon.
You can use a bonus action to speak the hammer’s command phrase, “light the forge” and cause flames to curl up and heat the hammer’s anvil head. These flames shed bright light in a 20-foot radius and dim light for an additional 20 feet. While the hammer is lit, it deals an additional 1d8 fire damage to any target it hits and ignores resistance to fire damage. The flames last until you use a bonus action to speak the command word “quench,” or until you drop or stow the hammer.
Smith's Blessing. You can use the hammer to cast either the creation or fabricate spell using an action instead of its usual casting time. Creation is cast as a 6th level spell when cast in this way, and its conjured materials can be used as materials for the fabricate spell, although the materials still have a limited duration. Once the hammer has been used to cast a spell in this way, it can’t be used to cast that spell again until the following dawn.
In addition, you know the mending cantrip if you don’t already know it while you’re attuned to the hammer. Mending’s usual size restriction is increased to 5 feet in any dimension for you when you use it to repair metal. Ability checks you make using smith’s tools to make or repair an item are made with advantage when you use the hammer’s head as the anvil.
Iron Raze. The hammer deals an additional 2d8 bludgeoning damage to constructs and structures hit by it.
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Forgework Dragon Shield
Armor (shield), rare | Sep. 21
While holding this plated brass shield, you gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. The shield has a metallic maw in the visage of a dragon forged into the face of the shield, and small plumes of flame occasionally leap from openings in the shield's plates.
When a creature within 5 feet of you misses you with an attack, you can use your reaction to retaliate with the shield. When you do, a gout of flame erupts from the shield, forcing the attacker to make a DC 15 Dexterity saving throw. On a failed save, the target takes 3d10 fire damage and ignites. Until a creature takes an action to douse the fire, the target takes 1d10 fire damage at the start of each of its turns. On a successful save, the target takes half as much damage and doesn’t ignite. Once this property has been used, it can't be used again until the next dawn.
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Form of Order
Weapon (longsword), legendary (requires attunement) | Dec. 21
The whirring of countless gears can be heard faintly from within this weapon's brass fixtures. You gain a +3 bonus to attack and damage rolls made with this magic weapon, and if your AC is an odd number without the sword, you also gain a +1 bonus to AC while you're attuned to it. AC bonuses from a spell or other temporary magical effect don't affect the bonus given by the sword.
Equalize. When a creature that you can see within 30 feet of you makes an attack roll, ability check, or saving throw with advantage or disadvantage, you can use your reaction to force that creature to make a DC 16 Charisma saving throw. On a failed save, the creature makes the roll without advantage or disadvantage. A willing creature can choose to fail this saving throw.
Field of Predictability. You can use a bonus action to cause the blade to emit a field of predictability for 1 minute. The field is invisible and remains centered on the weapon, affecting each creature within 20 feet of it. For the duration, the first time that a creature within the field makes an attack roll or ability check on its turn, it must also make a DC 16 Charisma saving throw. On a failed save, the d20 is treated as a 10. A willing creature can choose to fail this saving throw, but must choose to do so before rolling the d20. Once this property of the sword has been used, it can't be used again until the next dawn.
Sentience. The form of order is a sentient lawful neutral weapon with an Intelligence of 16, a Wisdom of 14, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet. The weapon can understand all languages and can communicate with the creature attuned to it telepathically while being held. However, it rarely feels the need to, and normally only communicates when prompted.
Personality. The form of order has an unwaveringly logical personality and is devoid of emotion. Its only directive is to uphold order in the universe, and urges the attuned creature to do what it must to preserve order. If it feels that its attuned creature will not follow that ideal, a conflict may arise.
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Fortune's Fivepence
Wondrous item, uncommon (requires attunement) | Oct. 19
This electrum coin has a smiling human woman's face on one side (heads) and a scowling fiendish woman's on the other (tails). While you're within 30 feet of the coin, you can summon it to either your hand or pocket by speaking its command word using a bonus action. Despite its unique appearance, this coin can be spent like a normal coin.
Fate Flip. This coin has 2 charges. You can attempt to regain expended charges once every 24 hours by flipping a coin. The coin regains 2 expended charges if it's heads, or 0 if it's tails. When you have the coin on your person and your total for an attack roll, ability check, or saving throw is 10 or lower, you can expend 1 of the coin's charges to channel its magic and forge your own luck. When you do, flip a coin. If it's heads, roll a d10 and add it to the total of your roll. If it's tails, you subtract 1d10 from the total instead. The coin loses this property if using it in this way reduces your total to 0 or lower.
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Fortune's Flower
Wondrous item, common | Jun. 20
These magic flowers are said to bring good luck and are often given as gifts at weddings. You can use an action to pull off and drop one of the flower's five petals. When you do, there is a 5 percent chance that the petal glimmers in a flash of light as a rune is burnt into it, recreating the effects of the augury spell. When it does, 1d6 new fortune's flowers grow at that petal's location after 30 days if the ground is suited for growth.
The plant has no seeds and can't be repotted for travel. An unpicked fortune's flower regrows one flower every year. Once picked, the flower can survive up to 7 days before it withers and dies.
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Fountain Harp
Wondrous item, very rare (requires attunement) | Aug. 25
You must be proficient with harps to attune to this instrument. This traveller's harp doesn't have strings: instead, thin streams of water pour from the top. The streams vanish into nothingness before reaching the bottom of the harp. When played, the harp emits a tone like a raindrop hitting metal. Even if the harp is held on its side, the streams of water fall toward the bottom of the harp. The harp weighs 3 pounds and requires two hands to play.
Songs of Water. While holding the harp, you can spend 1 minute playing a special song from it. At the end of the minute, you cast one of the following spells from it (save DC 16): control water, create or destroy water (3rd-level version), or water walk. If a spell requires you to concentrate on it, you must use an action on each of your turns for the duration to continue playing the harp.
Summon Water Elemental. While holding the harp, you can use an action to play it and cast the conjure elemental spell from it. This version of the spell can only call forth a water elemental, and it doesn't require your concentration. However, you must use your action to continue playing the harp on each of your turns for the duration of the spell. The spell ends early if you cease to play the harp, at which point the elemental immediately disappears. Once this property of the harp has been used, it can't be used again until the next dawn.
Watery Discord. If you're not in water, you can use action to pluck a string from the harp to cast the acid arrow spell from it, using a spell attack bonus of +8; the spell deals no damage if you miss with the attack. If you're underwater, you can use an action to cast the thunderwave spell from it (2nd-level version, save DC 16); a creature that succeeds on the saving throw takes no damage from the spell.
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Fourarm Bracers
Wondrous item, very rare (requires attunement) | Nov. 18
These bracers can summon another pair of spectral arms below your existing ones. These arms can be summoned as an action and last for up to 1 minute before disappearing. While active, you can use the arms to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. Each arm can carry up to 10 pounds. The arms stay attached to your torso at all times and cannot be moved to other parts of your body, but can be turned around to face the opposite direction.
In addition, the gems adorning the bracers can amplify the arms’ strength for short bursts. The gems have a total of 5 charges and recharge 1d4+1 expended charges each day at dawn. By uttering the bracers’ command word using a bonus action and expending 1 charge, you can empower the arms to immediately make two unarmed melee attacks. The arms have a +3 bonus to attack and damage rolls and use your proficiency bonus when making the attacks. Each strike does 1d4 magical bludgeoning damage upon a successful hit.
Alternatively, you can expend 1 charge to double the arms’ carrying capacity and increase their duration to 5 minutes instead.
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Four Winds Aegis
Armor (shield), rare (requires attunement) | Dec. 23
This spiraling metal shield is remarkably light. While holding it, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
In addition, you can throw the shield as if it were a weapon. When you do, it's treated as a +1 light hammer for the duration of the attack. The shield returns to your hand immediately after the attack, spinning through the air as if it were buoyed by wind. You can doff and don the shield again as part of any attack you make with it in this way.
Gale Force Winds. You can use an action to speak the shield's command word while holding it to cause a powerful tornado to erupt from the shield. The tornado appears in a vertical or horizontal cylinder that's centered on the shield (your choice). The cylinder is 40 feet tall and extends 15 feet from you if it's vertical, or in a line extending from you that's 40 feet long and 15 feet wide if it's horizontal. Each creature within the area of the tornado must make a DC 15 Strength saving throw. On a failed save, a creature takes 3d6 bludgeoning damage and is pushed up to 15 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. Once this property has been used, it can't be used again until the next dawn.
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Foxfire Charm
Wondrous item, common | Sep. 21
This ebony charm is decoratively shaped into a fox's head and is always slightly warm to the touch. It measures 4 inches across and weighs 1/2 pound. If the charm is placed in a sufficiently hot fire, such as in a campfire, forge, or oven that fills up to a 10-foot cube, the charm begins to glow red-hot and creates a harmless, but comfortably warm, fire elemental in an unoccupied space within 5 feet of the fire. The elemental is in the form of a fox and can't move farther than 100 feet from the fire in which its charm is kept. The elemental's singular goal is to supply this fire with fuel. If the fire begins to burn out, the elemental will search the surrounding area for fuel that isn't being worn or carried.
The fox uses the statistics for a cat, except that it's an elemental instead of a beast, is immune to fire and poison damage, and understands Common and Ignan but can’t speak. The elemental has advantage on ability checks to find fuel for its source fire and sheds bright light in a 10-foot radius and dim light for an additional 10 feet. It can carry fuel back to the fire as normal, provided that it's appropriate to the elemental's size. If the elemental drops to 0 hit points, touches fire, or its source fire goes out, it vanishes and the charm grows cold and dark again until it’s placed in a new fire
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Fragments of Chaos
Wondrous item, very rare | Apr. 24
When found, this necklace has 1d3 + 2 glass beads hanging from it. Each bead contains a small amount of energy from the plane of chaos. While wearing the necklace, you can use an action to wrench off one of the beads and throw it at a point that you can see within 60 feet of you. The bead shatters upon impact, and a random effect occurs, centered at that point. Each time you throw a bead, roll a d8 and use the table below to determine what effect occurs (save DC 16).
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Fragment of Elder Starlight
Wondrous item, very rare | July 19
This smooth, egg-shaped crystal is about 6 inches tall and sheds an otherworldly bright light out to 20 feet and dim light for an additional 20 feet. The light is sunlight. You can touch the crystal and mentally control its brightness as a bonus action to enlarge, reduce, or snuff the light's reach up to its maximum range.
While holding the crystal, you can speak its command word as an action to release a wave of bright light from the crystal. The wave of light washes over creatures not behind total cover within a 60-foot radius from the crystal. Undead creatures and fiends affected by the wave of bright light must make a DC 16 Constitution saving throw. On a failed save, a creature takes 8d6 radiant damage and is blinded until the end of your next turn. On a success, it takes half as much damage and is not blinded. Friendly living creatures of your choice within the wave of bright light regain 4d6 hit points.
Once this property of the crystal has been used, its light dims and can't be used again until the next dawn. While its light is dimmed in this way, it sheds bright light out to a maximum of 10 feet and dim light for additional 10 feet.
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Freerunner's Armor
Armor (any light armor), common | Apr. 20
While wearing this armor, you feel light on your feet and agile. When you make a long jump onto or alongside a wall or similar surface that isn't slippery for the first time on your turn, you can move along that wall for the length of the jump during the move. While on that surface, you can make a second jump, provided you have the movement to do so.
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Freezing Gauntlets
Wondrous item, very rare (requires attunement) | May 23
When not worn, these gauntlets appear to be simple iron cuffs. Once worn, however, creeping plates of crystalline ice form from beneath the metal to encase your arms and hands in icy gauntlets. While wearing the gauntlets, you have resistance to cold damage, and any target you hit with them as part of an unarmed strike takes an extra 1d4 cold damage. Alternatively, frost creeps up the metal of any weapon you're holding. If you hit a target with a metal weapon, that target also takes an extra 1d4 cold damage from the attack.
Cone of Cold. While wearing the gauntlets, you can use an action to hold your hands out and cast the cone of cold spell from them (save DC 16). Whenever you cast the spell in this way, there is a cumulative 25 percent chance that this version of the spell permanently changes. When it does, the version of cone of cold cast by the gauntlets deals half as much damage, the size of its cone is halved, and once it's cast from the gauntlets, it can't be cast from them again until the next dawn.
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Frefil's Cookie Cutter
Wondrous item, uncommon | Dec. 22
This iron cookie cutter has 4 charges and regains 1d4 expended charges daily at dawn. You can use an action to expend 1 of its charges to press the cutter into a suitably thin and pliable material (such as cookie dough or soft leather), cutting a Tiny humanoid figure out of it. The figure is animated, as if by the animate objects spell, for 10 minutes or until it's reduced to 0 hit points. The figure obeys any verbal commands you issue to it (no action required by you), instead of the mental commands described by the spell. Further, the figure's hit point maximum and any damage dealt by it are halved. If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions. If a different creature uses the cookie cutter to create another animated figure, each one that you created ceases to obey you and becomes hostile to you instead.
The figures are magically coated in decorative material upon springing to life, such as icing on cookies or paint on leather. If the figures are made of cookie dough (or similar pastry), they're magically cooked once animated in this way. You decide the appearance of each figure when you create it, even if it doesn't resemble the shape of the cookie cutter itself. Regardless of its shape, it's always Tiny.
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Frefil's Jolly Oozebean Sugarbombs
Wondrous item, uncommon | Jan. 19
A pack of oozebeans comes with 4 inside it. When you open a pack, roll 4d8and record each number. Use these numbers to determine the kinds of oozebeans found in the bag using the table below. You can eat an oozebean using a bonus action. Each color has an effect that lasts for 1 minute.
Upset stomach. You can only be under the effects of 1 sugarbomb that has this feature at a time. Eating a sugarbomb that has this feature while under the effects of another one causes the effects of the first sugarbomb to immediately end and be replaced by the new one’s. This rapid change is difficult to stomach, forcing you to make a DC 13 Constitution saving throw. On a failed save, you gain the effects of the new sugarbomb, but become poisoned for 1 minute. On a success, you gain the effects of the new sugarbomb and are not poisoned.

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Frefil's Scrummy Trifection
Wondrous item, common | Nov. 21
This chocolate cake is richly flavored with merry berries and goodberries. It weighs 6 pounds and is large enough for 12 servings. Each serving of the cake provides as much nourishment as 1 day of rations. You can eat additional servings of cake even while you're already nourished by it to increase the number of days you can go without eating again, extending the duration by 1 day per additional serving. However, at the GM's discretion, you must also make a DC 10 Constitution saving throw each time you eat another serving. On a failed save, you spend your next action retching and reeling, and you lose the cake's benefits. The saving throw DC increases by 2 for each additional serving you eat, after the first, while still under the effect of one or more other servings.
The cake remains fresh and delicious for three years, even when subjected to harsh temperatures or poor storage conditions, such as the inside of an adventurer's bag.
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Frefil's Tiny Tasty Tongue Twisty Sugarbombs
Wondrous item, uncommon | Apr. 19
This small bag of marble sized gumballs contains 12 enchanted candies. While the color and flavor of each gumball is different, each one's effect is the same. As an action, you can begin chewing one of these sugarbombs to release its magic. For the next 5 minutes while you chew the candy, you understand the literal meaning of any spoken language that you hear. In addition, if you speak while chewing the sugarbomb, your accent changes to match that of the creature you're listening to: allowing you to sound like a local with minimal effort. The candy's magic and flavor fade 5 minutes after you first start to chew it.
Upset stomach. You can only be under the effects of one sugarbomb that has this property at a time. Eating a sugarbomb while already under the effects of another one ends the first one's effect early and forces you to make a DC 13 Constitution saving throw. On a failed save, you become poisoned for 1 minute.
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Freshwater Pitcher
Wondrous item, common | Jun. 25
This glass pitcher holds up to 1 gallon of water at a time. Any water that's left in the pitcher for 1 minute is magically transformed into potable, fresh water. The pitcher can be used to transform up to 10 gallons of water in this way each day, regaining all expended uses daily at dawn.
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Frostfell Cloak
Wondrous item, rare (requires attunement) | Apr. 22
This cloak has an icy, geometric pattern of a snowflake inside its warm lining. While wearing the cloak, you have resistance to cold damage and ignore difficult terrain created by ice or snow. As you walk, snowflakes drift behind you and vanish upon touching the ground.
The cloak has 5 charges and regains all expended charges daily at dawn. Once on each of your turns while wearing the cloak, you can expend 1, 2, or 3 charges from the cloak (no action required) by forfeiting 10, 20, or 30 feet of your walking speed for that turn, respectively, in order to spin in place instead. If your maximum walking speed is 25 feet, you can choose to forfeit 25 feet instead of 30. As you spin in place, a wave of bitter cold spreads out from the cloak, causing the ground in a 5-foot radius around you to become covered in thick snow. The radius increases by 5 feet for each additional charge you expend, up to 15 feet. Each other creature within the area must make a DC 15 Constitution saving throw or take 1d8 cold damage.
The snow is difficult terrain and remains for 1d4 rounds, disappearing at the start of your turn on the round that it would end.
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Frost Giant Fork
Weapon (trident), rare (requires attunement) | Jan. 19
This massive utensil comes from the table of a frost giant. Latent jotun magic flows through this make-shift trident and drives your hunger to nearly aggressive levels. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with a melee attack using the trident, you can immediately make a bite attack against that same creature as a bonus action. Your jaws and teeth are fortified to have the strength of a giant, allowing this bite attack to deal 1d6 piercing damage. You are proficient with this bite attack and use Strength as your ability modifier for it.
Curse. While you’re attuned to this weapon, your hunger is almost insatiable. You‘re overwhelmingly compelled to eat twice the amount of food you normally would, and incur 1 level of exhaustion if you go a day without eating enough.
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Frostbitten Buckler
Armor (shield), uncommon (requires attunement) | Nov. 18
This icy shield has 3 charges and regains all of them each day at dawn. When a creature you can see hits you with a melee attack, you can expend 1 of the shield’s charges as a reaction to deal 2d4 cold damage to the attacking creature. After the attack, you gain that same amount of cold damage as temporary hit points that last for up to 1 minute.
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Frostburn Blade
Weapon (any sword), very rare (requires attunement) | Dec. 21
This sword's blade is made entirely of ice and remains perfectly frozen regardless of temperature. A single flame licks at the ice from above the weapon's hilt. While holding the sword, the fire expands to cover the weapon's edge with flame, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage and 1d6 fire damage.
When you take the Attack action using this weapon, you can choose to forgo one of the attacks to sweep the blade in front of you, causing a wave of either cold or fire to erupt from the blade in a 30-foot cone. Each creature in the cone must make a DC 16 Dexterity saving throw, taking 4d6 cold or fire damage (your choice) on a failed save, or half as much damage on a successful one. Once this property of the sword has been used, it can't be used again until the next dawn.
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Frostburn Spear
Weapon (spear), very rare (requires attunement) | Oct. 20
This magic spear harnesses both ice and fire to duplicate the natural destructive force of a remorhaz. Immediately after you throw the spear and it hits or misses a target, it flies back to your hand.
While holding the spear, it becomes covered in icicles and sheds bright light in a 20-foot radius and dim light for an additional 20 feet. When you hit with an attack using this magic weapon, the target takes an extra 1d6 cold damage. You can speak its command word as a bonus action to cause the ice to melt and be replaced with flames, causing the bonus damage to become fire damage instead. You can speak the command word again to extinguish the flames and cause the ice to regrow from the spear, turning the bonus damage to cold damage once more. The ice or flames remain until you drop or stow the spear.
While the spear is covered in ice, you have resistance to fire damage. While it's covered in flames, you have resistance to cold damage.
In addition, while holding the spear, you can use an action to cast the fire shield spell from it. This version of the spell has a range of 30 feet, instead of self, and can target any creature you can see within range. Once this property of the spear has been used, it can't be used again until the next dawn.
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Frosty Top Hat
Wondrous item, uncommon | Jan. 22
A light dusting of snow covers the brim of this bent and beaten top hat. While wearing it, you can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection.
As an action, you can speak the hat's command word and throw it into an unoccupied space that you can see within 10 feet of you. When you do, a snowman magically appears from below the hat. Its body is made from three stacked spheres of snow, two arms made of forked branches, and pieces of coal in place of its eyes and mouth. The snowman uses the ice mephit's statistics with the following changes:
The snowman understands Common but can't speak.
The snowman is a Medium creature, instead of Small, and can't fly. It moves by rolling its bottom-most snow sphere like a wheel.
While the snowman remains motionless, it is indistinguishable from an ordinary snowman.
The snowman obeys your verbal commands (no action required by you) and takes its turn immediately after yours. If you don't issue any commands, it defends itself from hostile creatures, but otherwise takes no actions. The snowman remains for 1 hour, until it dies, or until you use an action to speak its command word again, at which point it crumbles to powdery snow. Once this property of the hat has been used, it can't be used again until the next dawn.
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Frozen Dagger
Weapon (dagger), uncommon (requires attunement) | Dec. 18
Attacks made with this dagger deal cold damage instead of piercing. If you roll a 20 on an attack roll made with this magic weapon, the target must succeed on a DC 12 Constitution saving throw or be paralyzed until the end of its next turn, frozen in place and unable to move. If it succeeds, its movement speed is halved until the end of its next turn instead.
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Frozen Prongs
Weapon (trident), very rare (requires attunement) | Oct. 24
While holding this magic trident, you have resistance to cold damage. This weapon deals an extra 3d4 cold damage to any target hit by it, and if you take any fire damage while the weapon is on your person, that damage is reduced by 3d4; the number of dice you roll for these effects is reduced by 1 each time you reduce fire damage in this way. This property of the trident returns to normal 1 hour after the last time you take fire damage. In addition, if you're in extreme cold, the d4s become d6s.
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Fūjin Reactor
Rod, legendary (requires attunement by a spellcaster) | Jun. 23
A glass orb rests at the top of this mechanical scepter, which can be used as a spellcasting focus. At its center is the essence of a powerful wind spirit that's been known by a myriad of names over the course of centuries. Fans hum within the rod, releasing a constant breeze from either of its ends. While holding the rod, you have a flying speed of 30 feet and can hover.
Magic causes the spirit within the rod to stir. Whenever you use an action to cast a spell of 1st level or higher while holding the rod, you can choose to activate one of the following effects from it, using your spell attack bonus and spell save DC; the spell must be cast using a spell slot of a level no lower than the one listed in each option. Once you activate an effect, it can't be activated again until the next dawn. If you stow or drop the rod during the duration of an effect, it immediately ends.
Arcane Fusion 1: Step of Gaoh (1st level or higher). You can immediately use a bonus action to move up to 10 feet for each slot level used to cast the initial spell, without provoking opportunity attacks. At the end of this movement, the rod releases a blast of wind that extends from you in a 10-foot radius: each creature of your choice within that area is pushed up to 10 feet away from you.
Arcane Fusion 2: Fist of Amun (3rd level or higher). Before the end of your turn, you can use a bonus action to make a single melee spell attack, using the hand holding the rod. When you do, a giant fist of compressed wind surrounds your hand. On a hit, the target takes 1d10 bludgeoning damage for each slot level used to cast the initial spell. It is also pushed a number of feet away from you equal to 10 times the spell slot's level.
Arcane Fusion 3: Javelins of Njord (5th level or higher). You can immediately use a bonus action to summon a number of javelins in the air above you, which float as if by an unseen wind. The javelins are made of magical force. You summon a number of javelins equal to the level of the spell slot used to cast the initial spell. Make a ranged spell attack for each javelin against the same or multiple targets of your choice within 120 feet of you. On a hit, a target takes 1d8 force damage.
Arcane Fusion 4: Gale of Anemoi (7th level or higher). You can immediately choose any number of different creatures that you can see within 60 feet of you, up to the slot level used to cast the initial spell. On its next turn, a friendly creature you choose can take the Dash action as a bonus action; when it does, its movement doesn't provoke opportunity attacks for the rest of the turn. A hostile creature you choose must make a Strength saving throw. On a failed save, the creature is pummeled into the ground by wind, taking 3d6 bludgeoning damage and being knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. A flying creature that fails its saving throw and has the ability to hover or is being held aloft by magic is immediately pushed 60 feet downward.
Arcane Fusion 5: Awoken Wind (9th level). The spirit within the rod immediately manifests in a space of your choice within 30 feet of you, using the statistics of a djinni. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 minute, or until it drops to 0 hit points. It then returns to the rod. Roll initiative for the spirit, which has its own turns. When you summon it and then again on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.
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Fulgurite Spear
Weapon (spear), rare | Mar. 25
This crude spear is made entirely of glass made from a bolt of lightning striking the earth. A part of the lightning still remains within the glass; the spear emits dim light out to a range of 10 feet while it's held. A target hit with the spear takes an extra 1d6 lightning damage from the attack.
Summon Lightning. If the sky is visible and unobstructed above the spear, you can use an action to point the spear at a point that you can see within 30 feet of you and speak its command word. When you do, a bolt of lightning then strikes down from the sky to hit the point. Each creature within 20 feet of the point, other than you, must then make a DC 15 Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. Furthermore, glass spikes erupt from the ground in that area and remain until the end of your next turn. For the duration, a creature takes 1d4 slashing damage for every 5 feet it walks within the area unless it chooses to spend 2 feet for every 1 foot it moves to avoid the spikes. Once a bolt of lightning has been called down in this way, this property of the spear can't be used again until the next dawn.
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Funeral Marchers
Wondrous item, uncommon | June 19
While wearing these black leather boots, you don't fall prone when you're reduced to 0 hit points. So long as you're unconscious and standing in this way, you can walk up to 10 feet on your turn after rolling a death saving throw.
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Furious Flail
Weapon (flail), very rare (requires attunement by a barbarian) | Dec. 19
This magic stone flail has the heavy property. If you're raging while holding the flail, its volcanic nature reacts to your fury. When it does, the basalt handle extends, giving the weapon both the reach and versatile (1d10) properties. In addition, while you're raging, the flail deals an extra 1d8 fire damage to any target it hits. You take 1d4 fire damage when the flail transforms in this way and again at the start of each of your turns if you're holding the flail. The flail returns to its normal form and cools if you are no longer holding it at the end of your turn or if your rage ends.
Volcanic Fury. You can use an action to smash the flail into the ground at a point within the weapon's reach. When you do, the ground erupts, spewing a mixture of earth and fire in a 20-foot cube centered on that point. Each creature other than you in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 2d12 bludgeoning damage and 2d12 fire damage, or half as much damage on a successful one. In addition, the ground in that area becomes difficult terrain until cleared. It takes 1 minute to clear an affected 5-foot-square space of the rubble by hand. Once this property of the flail has been used, it can't be used again until the next dawn.
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Fused Chimeric Hide
Armor (hide), rare (requires attunement by a barbarian or druid) | Apr. 20
This armor is made from the three unique hides of a fearsome chimera, creating an armor that's both imposing and practical. You have a +1 bonus to AC while wearing this armor.
In addition, when you enter a rage or use your Wild Shape to transform into a beast, you can take on a special aspect, choosing one of the options below.
Aspect of the Dragon. Your skin hardens into plate-like scales, granting you 20 temporary hit points and resistance to fire damage.
Aspect of the Goat. You grow a pair of ram's horns. If you already have horns, this aspect causes them to grow larger and more powerful. When you move at least 20 feet straight toward a target no more than one size larger than you and immediately make a melee weapon attack against it, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Aspect of the Lion. You grow a shimmering mane that wreathes your head and neck, and your teeth become fangs. You have advantage on melee attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Each aspect lasts for 1 minute. At the end of the duration, you revert to your normal form or beast shape. Once you take on the aspect of a creature in this way, you can't take on that aspect again until the next dawn.
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Fyre Shredder
Weapon (battleaxe), rare (requires attunement by a bard) | Jan. 23
You are proficient with this weapon while you're attuned to it. The sharpened head of this battleaxe doubles as a metal lyre, which can be used as a spellcasting focus for you. When played, its notes resound with an electric, tinny sound. Small licks of harmless fire spark from the weapon while it's played.
You gain a +2 bonus to attack and damage rolls made with this magic weapon, as well as any bard spell attack roll you make while holding it.
Fiery Entrance. While holding the axe, you can use a bonus action to cast the misty step spell from it. When you do, the mist is replaced with harmless flames. When you reappear in the new space, each creature of your choice within 10 feet of you takes fire damage equal to your Bardic Inspiration die. This property of the axe can't be used again until the next dawn.
Pyrotechnical Performance. You can use an action to play this lyre and expend a use of your Bardic Inspiration. When you do, you release an energizing wave of harmless fire from the axe. The fire clings to the weapons of any friendly creature within 15 feet of you until the end of your next turn. The first target that each affected creature hits with a weapon attack before the end of your next turn takes extra fire damage equal to your Bardic Inspiration die.
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Galea of the Soulfire Phoenix
Wondrous Item, artifact (requires attunement) | Oct. 19
This magical helmet once belonged to the Soulfire Phoenix Fara, a paragon to the citizens of the Elemental Plane of Fire who led her people to victory during the Savrayan Wars. While some believe that her ferocity and heroism were a result of phoenix blood running through her veins, others claim that a hero will always rise from the ashes when the time is right.
A spark of this heroism resides within the helmet, imparting its passion and phoenix-like properties to you. You have resistance to fire damage while wearing the helmet. While you're in combat, magical flames spew from the helmet while you wear it. The fire is harmless and casts bright light in a 20-foot radius and dim light for an additional 20 feet.
Fiery Spirit. While wearing the helmet, you and friendly creatures standing within its bright light have advantage on saving throws to resist becoming charmed or frightened. In addition, you and friendly creatures within the bright light regain consciousness on a roll of 19 or 20 on death saving throws.
Ignite. While wearing the helmet, you can use it to cast the fire shield spell to create a warm shield as a bonus action, requiring only verbal components. When you do, you also sprout a pair of flaming wings that last for the duration of the spell and give you a flying speed of 30 feet. Once this property has been used, it can't be used again until the next dawn.
Call of the Phoenix. This helm has 7 charges and regains 1d4 + 3 daily at dawn. While wearing the helmet, you can expend 1 or more charges from it to cast the following spells, requiring only verbal components to do so (save DC 18): death ward (3 charges), flame strike (4 charges), or healing word (2nd-level version, 1 charge; +5 spellcasting ability modifier).
From the Ashes. If you are reduced to 0 hit points and not killed outright, you can use your reaction to call upon the spark of heroism that resides within the helmet. You are instead reduced to 10 hit points, and each creature within 10 feet of you is forced to make a DC 18 Dexterity saving throw. On a failed save, a creature takes 4d10 fire damage, or half as much damage on a successful one. In addition, two flaming wings unfurl from your back and carry you to an unoccupied space up to 60 feet away from you without provoking opportunity attacks. Once this property of the helm has been used, it can't be used again until 2 days have passed. If you die while attuned to this helmet, it vanishes in a cloud of embers and smoke and reappears somewhere in the Elemental Plane of Fire.
Random Properties. The Galea of the Soulfire Phoenix has the following random properties:
1 major beneficial property.
2 minor detrimental properties.
1 major detrimental property.
Destroying the Helmet. The only way to destroy the helmet is to feed it to an ancient phoenix. The phoenix dies and is immediately reborn as a result of the intense magic stored within the artifact. When it's reborn, the phoenix has a pronounced crown of golden feathers upon its head. Regardless of how many times it's reborn, the phoenix retains this crown of feathers.
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Galepierce Weapons
Weapon (any piercing weapon with the thrown property), uncommon | Aug. 19
These magic weapons have been tempered to glide through the wind, doubling both their normal and long throwing ranges. Ranged attacks made with these weapons against targets that are protected by fog, high winds, and other air-based hindrances are made without the normal disadvantage that those obstructions would typically cause.
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Galvanic Steelsnare
Weapon (net), rare | Sep. 19
This magic net is made with fine steel chains and has the heavy property. Magic, leaden weights line the edge of the net and send shocking pulses throughout the metal. The net is resistant to slashing damage and has immunity to all other damage types. A creature restrained by the net can only make one attack on each of its turns, even if it can normally make multiple.
While a creature within 30 feet of you is restrained by the net, you can speak its command word as a bonus action to deal 1d6 lightning damage to the restrained creature. A restrained creature made of metal or wearing metal armor takes 2d6 lightning damage instead. When you use this property of the net, it can't be used again until the start of your next turn.
A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. A Small or smaller creature has disadvantage on this ability check. Dealing 15 slashing damage to the net (AC 12) also frees the creature without harming it, ending the effect and destroying the net. When destroyed, the net magically repairs itself after 1d6 + 1 days.
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Gambler's Bow
Weapon (any bow), rare | Aug. 24
A red gaming die sits at each end of this bow's string. When you make a ranged attack roll with the bow, you can use a bonus action to magically give yourself advantage on the roll. If you roll the same number on both d20s, the attack is a critical hit. If you roll a 1 on any of the dice or if the attack misses, the next attack you make before the end of your next turn is made with disadvantage.
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Game Changer's Eye
Wondrous item, rare (requires attunement by a creature missing an eye) | May 22
This rubbery prosthetic eye has a dark polyhedral die at its center, as if it were a pupil. When found, the die has 20 sides. The following properties of the eye can be used even if you aren't attuned to it:
If you're missing an eye, you can use an action to place the prosthetic in the empty socket. While it's in your eye socket, it can't be removed unless you're willing, and you can see through it as if it were a normal eye.
You can use an action to speak the eye's command word to change the number of sides on the die at its center. The eye must be in your socket or hand in order to use this property.
Whether it's in your socket or your hand, you can shake the prosthetic to cause the die at its center to roll around and reveal a random number, allowing it to be used as part of a gaming set. If you're attuned to the eye, you also have advantage on ability checks related to gaming sets that involve dice.
While you're attuned to the eye, the die at its center can be used to change elements of your fate, often to chaotic results. When you make an ability check, attack roll, or saving throw while the eye is in your socket, you can choose to reroll the d20. You must use the new result. You make this decision after seeing the result of the initial roll, but before the GM says whether the roll succeeds or fails. Each time you use this property, there is a cumulative 50 percent chance that you can't use it again until the next dawn.
The eye releases a burst of chaotic magic each time you use it to reroll a d20. When it does, roll a d10 and consult the table below to determine what additional effects occur. If an effect specifies a duration of a number of rounds, the effect ends at the start of your turn on the round that it would end.

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Gardener's Candle Holder
Wondrous item, common | Dec. 23
This candle holder magically changes the light of burning candles into light that's ideal for plants. While a mundane candle is burning within the holder, the radius of its bright and dim light is doubled, and it loses only 1 minute of burn time for every 8 minutes it's lit. Plants grow twice as quickly as those in normal sunlight while they're within the light of a candle burning in the holder.
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Gateway Ring
Ring, very rare | Mar. 21
Made from tiny, moss-covered stones, this ring is enchanted with ancient fey magic. You can use an action to speak the ring's command word, followed by the name or description of a precise location on any plane of existence, and toss it into an unoccupied space within 10 feet of you. The ring expands into a 5-foot circular stone portal that's 1 foot thick in the space where it lands, floating 1 foot off the ground, where it remains for up to 1 minute.
The portal duplicates the effect of the gate spell, creating another stone portal at the destination. This version of the spell can't target an individual creature, but can be used to target a precise location on the same plane of existence as you.
You can end the spell and close the portal early by speaking the ring's command word again as an action while touching it with your hand. When you do, the ring returns to its normal size and reappears on your hand. If the portal remains for the full duration, the ring returns to its normal size and falls to the ground on a random side of the portal. Once the ring has been used, it can't be used again until 10 days have passed.
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Gauntlets of Deliverance
Wondrous item, uncommon (requires attunement by a paladin) | Jan. 20
These silver gauntlets are inscribed with powerful sigils that absorbs malady and infection. When you magically cure a creature of blindness, deafness, disease, or poison while wearing these gauntlets, you can choose to have the sigils on the gauntlets contain the condition instead of destroying it outright. While the gauntlets contain a condition in this way, you can use a bonus action to touch a creature and force it to make a DC 13 Constitution saving throw. On a failed save, the target suffers the effects of the stored condition until the end of your next turn, as the condition is passed from the gauntlets into it. Whether the creature succeeds or fails the saving throw, the stored condition is then lost from the gauntlets.
The gauntlets can only hold one condition at a time. Any contained condition is lost if you contain another one in order to make room for the new condition.
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Gauntlets of Eldritch Ferocity
Wondrous item, rare (requires attunement by a warlock) | Jan. 21
These leather gloves are protected with ancient stone plates inscribed with indecipherable runes. When you hit a target with the eldritch blast spell while wearing these gauntlets and roll damage, you can treat any 1 on a damage die as a 2.
Additionally, while wearing these gauntlets, you can choose to create an additional beam of energy and make an extra attack whenever you cast eldritch blast. When you roll a 1 or 2 on an attack roll made with this extra beam, you take 3d12 necrotic damage, and until you finish a short or long rest, your hit point maximum is reduced by an amount equal to the necrotic damage you take. This necrotic damage ignores resistance and immunity, and if it reduces you to 0 hit points, you die.
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Gauntlets of the Divine Feud
Wondrous item, very rare (requires attunement by a cleric) | Nov. 22
These paired gauntlets are the last remnants of a conflict between ancient rivals, one a holy warrior and the other a grim zealot, and remain linked by their feud. You have a +1 bonus to AC and saving throws while wearing these gloves.
The gloves have a total of 2 charges and regain 1 expended charge daily at dawn. While wearing them, you can use an action to expend 1 of the gauntlets' charges to cast either the harm or heal spell from them, using your spell save DC. Once you cast a spell from the gauntlets, it can't be cast in this way again until the next dawn. Alternatively, you can expend 2 charges as an action to cast both spells from the gauntlets at the same time. When you do, the spells each have a range of touch.
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Gauntlets of the Midnight Leopard
Wondrous item, rare (requires attunement) | Apr. 24
These dark purple leather gloves are lined with a matching leopard's fur. While wearing them, your eyes shimmer in the dark, like a cat's, and you have a climbing speed of 30 feet.
Short, diamond claws are attached to the gauntlets' fingertips. While wearing them, you can use a bonus action to retract or extend the claws. While extended, the clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack and damage rolls and a damage die of 1d6 (unless the damage of your unarmed strikes is already higher).
Pounce. When you take the Attack action while wearing these gauntlets, you can replace any of your normal attacks with a special unarmed strike. When you do, you leap up to 15 feet away, provided you have the movement to do so, and any opportunity attack against you is made with disadvantage. At the end of the leap, you can immediately make an unarmed strike against a target within your reach. On a hit, the target must succeed on a DC 15 Strength saving throw or be knocked prone. The target automatically succeeds on the saving throw if it's more than one size larger than you, if you moved less than 15 feet when leaping, or if you've already hit the target with an unarmed strike on this turn.
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Gauntlets of the Storm Sailor
Wondrous item, rare (requires attunement) | Jan. 25
These gauntlets give off a faint glow while there's an active thunderstorm within 5 miles of you. While wearing the gauntlets, you have resistance to lightning damage.
Ride the Lightning. When a creature within 30 feet of you that you can see takes lightning damage, you can use your reaction to magically teleport to the nearest unoccupied space on the ground within 5 feet of that creature. When you do, you vanish and transform into a brief arc of lightning, landing and reappearing in the new space. Alternatively, if a lightning bolt lands or affects a space within 5 feet of you, you can use your reaction to instantly teleport up to 100 feet up or down the bolt's length, reappearing in another unoccupied space within 5 feet of the lightning. If doing so would cause you to fall 10 or more feet, you float gently to the ground.
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Gelatinous Whip
Weapon (whip), uncommon (requires attunement) | Jul. 20
This whip was pulled from the ooze of a gelatinous cube. When motionless, the whip appears to be a sword hilt with a blob of ooze at its end. When you attack with this magic weapon, the ooze extends elastically to form the length of the whip. This whip adds 10 feet to your reach when you attack with it, instead of 5. Targets hit by this weapon are marked with an acidic residue. At the start of each of your turns, any marked target takes 1d4 acid damage, and the acidic residue disappears.
While you are attuned to this weapon, its ooze is harmless to you.
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Gemini Mask
Wondrous item, rare (requires attunement) | Jun. 23
This half-mask remains securely on your face thanks to its full-width diadem, which extends from the mask around the rest of your brow. It functions as a hat of disguise. When you use an action to cast the disguise self spell from the mask, you can choose to appear identical to another creature that you can see within 60 feet of you. When you do, you can appear up to 3 feet shorter or taller to match the target's height.
Twin Sense. For the duration of this version of the spell, you gain the following benefits:
You always know the general direction and distance of the other creature from you.
When the other creature makes an attack against a target, you gain advantage on the first attack roll you make against the same target before the start of the other creature's next turn.
You can use an action to see through the creature's eyes and hear what it hears until the start of your next turn. If the creature is unwilling, it first makes an Intelligence saving throw against your spell save DC. On a success, it's magically made aware of this effect—though not of you or its source—and the spell and effect ends. If a creature is immune to divination magic or is under the effects of a spell or magical effect that prevents such magic, you see and hear nothing from the creature's senses, and it automatically succeeds on the saving throw.
The spell ends early if you're more than 1 mile away from the other creature.
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Gentleman's Saber
Weapon (a longsword or scimitar), rare (requires attunement) | Jun. 21
This elegant blade has a gently curved handle and a guard in the shape of a shield. Even if you aren't attuned to the sword, you gain a +1 bonus to attack and damage rolls made with this magic weapon, and if you make an opportunity attack with the weapon and hit, the target takes an extra 1d6 slashing damage from the attack.
If you're attuned to the weapon, the weapon's shield-like guard changes its design to match your family crest. In addition, the sword has 3 charges, which you can use only if you're attuned to it. When you're hit by a ranged attack while holding the sword, you can use your reaction to expend 1 of its charges to hold the blade in front of you. Roll a d6. A domed, spectral barrier appears from the blade's tip, granting you a bonus to AC against ranged attacks equal to the number rolled on the d6 until the start of your next turn, including against the triggering attack. The sword regains 1d3 expended charges daily at dawn.
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Geomancer's Slates
Wondrous item, very rare (requires attunement by a wizard) | Apr. 25
This leather-bound book of stone tablets weighs 25 pounds. Whenever you finish a long rest while attuned to it, you can prepare the following spells from it as if they were wizard spells in your spellbook, provided the spell is of a level for which you have spell slots: earthquake, flesh to stone, meld into stone, stone shape, and wall of stone. The tablets' markings and its spells are only legible while you're attuned to it.
The book has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the spellbook crumbles into dust and is destroyed.
Earth Casting. While the book is on your person, you can expend 1 or more of its charges when you cast one of the spells listed above. For each charge you expend, the level of spell slot needed for that casting of the spell is reduced by 1. If you reduce a spell's slot level to 0 in this way, you can cast the spell from the book even if you don't have it prepared.
Stone Armor. While the book is on your person, you can use an action to expend up to 3 of its charges. When you do, you coat yourself in a layer of stone, granting you 1d10 temporary hit points, plus an additional 10 temporary hit points per expended charge. While you have these hit points, you have resistance to bludgeoning, piercing, and slashing damage.
Stone Shield. While the book is on your person, you can expend 1 of the book's charges as a reaction when you take damage. When you do, the damage is reduced by 1d10 + 10. If the damage's type was bludgeoning, piercing, or slashing, the amount of damage reduced by this effect is doubled.
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Ghostbow Bracer
Wondrous item, very rare (requires attunement) | Dec. 22
This leather bracer has a blue gemstone embedded on its wrist, which glimmers with an ethereal light. While wearing it, you gain a +2 bonus to damage rolls on ranged attacks made with longbows and shortbows.
Summon Bow. You can use a bonus action to summon a spectral longbow or shortbow from the bracer's gemstone. The bow is weightless, allowing you to ignore the longbow's normal heavy property while holding it. The bow remains until you're holding another weapon, until you drop it, or until you dismiss it (no action required). While the weapon persists, it sheds dim light in a 20-foot radius. It creates its own arrows, which magically appear in a knocked position whenever you draw the bow. Hit or miss, an arrow disappears after the attack or if you release the bowstring without firing the arrow.
Regardless of what bow you summon, it deals force damage instead of piercing damage.
Charges. The bracer has 4 charges for the following properties. It regains all expended charges daily at dawn. The available properties are determined by the type of summoned bow.
Grim Shot (Longbow or Shortbow). When you hit a target with an arrow that was created by the summoned bow, you can expend 1 charge to deal an extra 2d8 force damage to the target. This damage is in addition to the attack's normal damage.
Piercing Blast (Longbow). When you take the Attack action using the summoned bow, you can replace one or more of your attacks with a special attack using the bow. You expend 2 charges per attack you replace in this way. When you do, you draw forth a cool beam of light from the weapon, instead of a spectral arrow. You fire this beam of light in a line from you that's 5 feet wide and 100 feet long. Each creature within the line must succeed on a DC 16 Dexterity saving throw or take 4d8 force damage.
Stepshot (Shortbow). You can expend 1 charge as a bonus action to make one ranged attack against a creature using the summoned bow. On a hit, you teleport to an unoccupied space that you can see that's within 15 feet of you. You can't teleport to a space that's closer to the target of the attack in this way.
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Ghostly Blade
Weapon (longsword), very rare (requires attunement) | Aug. 23
This fractured sword is inhabited by the spirit of its previous wielder. While grasping the hilt, you can use a bonus action to cause a blade of ghostly energy 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 ghostly blade.
You gain a +1 bonus to attack and damage rolls with this magic weapon, which deals force damage instead of slashing damage. While holding the sword, you can use a bonus action to see up to 30 feet into the Ethereal Plane until the start of your next turn. Further, your attacks with this weapon can hit any creature you see on that plane; if you're on the Ethereal Plane, you can use this weapon to attack targets you see on the plane you originated from, although the attack rolls are made with disadvantage.
Blink Step. You can use a bonus action to step into the Ethereal Plane, where you remain until the end of your next turn. At the end of the effect, you reappear in an unoccupied space of your choice within 10 feet of you on the plane you originated from. This property of the weapon can be used twice, and it regains all expended uses of it daily at dawn.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.
Possession Immunity. While you're attuned to this weapon, you can't be possessed by another creature. If you are already possessed by another creature, you can't attune to this item.
Sentience. While the weapon itself isn't sentient, it's haunted by the spirit of its last wielder. The spirit is neutral with an Intelligence of 15, a Wisdom of 12, and a Charisma of 17. It can hear and has darkvision out to a range of 120 feet. It can speak, read, and understand any languages it knew in life, and can communicate with its wielder telepathically. Its voice echoes in a loud whisper.
Personality. The spirit seeks to slay the creature who killed it in life. It patiently asks the sword's wielder to avenge its death. It shares stories with the wielder in order to feel a semblance of life even after death. If its requests are ignored for long enough, the spirit may prevent the wielder from using the sword's properties.
Curse. This weapon 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 sword, 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.
This portion of the curse is only revealed when you die. If a creature slays you while you're cursed, you must make a DC 16 Charisma saving throw. On a failed save, your spirit is shunted into the blade to replace the previous one, becoming the new sentience within the weapon. For the duration, you can't be returned to life by any means other than a wish spell, unless the sword is used to slay the creature that killed you. If you're returned to life by wish in this way, the weapon becomes a nonmagical sword handle.
When your spirit is shunted into the sword, the original spirit appears as a ghost within 5 feet of the weapon. The ghost can wield this sword and use its properties, although its disposition depends on how you treated it.
Once the sword has slain the creature that killed its inhabited spirit, the spirit leaves the blade (and can be returned to life), and the weapon transforms into a sun blade that has the Blinkstep property. Using this version of Blinkstep allows you to cast misty step from it, instead of its usual properties; when you do, you reappear in a flash of bright light.
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Giant Captain's Hook
Weapon (sickle), rare | Jun. 22
This sickle is made from a giant sea captain's pilfered, sharpened hook. Its wooden handle resembles a tiny barrel. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you don't suffer the negative effects of underwater combat when you make an attack with it. This weapon's damage die is a d6, it deals piercing damage instead of slashing damage on a hit, and it has the heavy property instead of light. It deals maximum damage to creatures underwater.
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Giantcraft Ambusher
Weapon (greataxe), rare | Jul. 20
This dark metal axe contains the brute force of a fire giant inside and requires a Strength of 15 or higher in order to wield it. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
While holding the weapon, you can speak its command word using a bonus action to magically enlarge it. When you do, the weapon grows to three times its normal size until the start of your next turn. While enlarged, this axe has the reach property and deals an extra 2d12 slashing damage to any target it hits. The axe's weight doesn't change. While the axe is enlarged, it doesn't impose disadvantage on your attack rolls due to its larger size. Once this property of the axe has been used, it can't be used again until the next dawn.
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Gibberbox
Wondrous item, rare | June 19
This magic box is made of enamel and bits of bone that stick together with the gummy, red remains of a gibbering mouther. The box weighs 7 pounds and is 1 foot long and 6 inches wide and tall. You can open the box's wooden lid as an action. When you do, the red paste inside the box swirls and forms a toothy mouth that starts incessantly babbling nonsense. Every creature that starts its turn within 20 feet of the box that can hear it must succeed on a DC 10 Wisdom saving throw. On a failure, a creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack. A creature takes 1d6 piercing damage if it touches the red paste and toothy mouth while the box is opened and blathering in this way.
This effect lasts for 1 minute or until the box's lid is closed again using an action. Once this property of the box has been used, it can't be used again for 24 hours. Opening the lid again while this property is inactive results in a droning, gurgling sound that turns silent after 1 minute of the box being open. The paste is extremely elastic and can't be removed or separated from the box.
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Gibbering Bell
Wondrous item, uncommon | Jun. 22
A piece of gibbering mouther has been latched onto this rusted handbell. When swung through the air, the bell produces a grotesque, fleshy sound instead of a bell's typical metallic clamor. The mouth of the bell also serves as the mouth of the attached monster, biting down on anything that comes too close. As a result, you can use this bell as a makeshift club that deals 1d6 piercing damage, instead of its normal damage die, as the mouther bites down on the target as opposed to bludgeoning it.
While holding the bell, you can use an action to speak its command word and vigorously ring it, agitating the gibbering mouther and causing it to emit its infamous babbling sound. Any creature within 20 feet of the bell that can hear it must succeed on a DC 10 Wisdom saving throw. On a failed save, a creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack. Once this property of the bell has been used, it can't be used again until 1d6 hours have passed.
If you fail the saving throw against the bell's gibbering effect, you treat a roll of 5 or 6 on the d8 as if it were a 1 to 4, and if you roll a 7 or 8, you ignore the effect and can immediately make a single weapon attack with the bell against a creature of your choice within your reach.
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Gibbering Candle
Wondrous item, uncommon | Jul. 24
This oozing, red wax candle provides the same light as a normal candle. Twisted faces contort ever worse as the candle melts. A creature within the candle's light hears a telepathic and incoherent babbling, which gets louder as you near the candle. When a creature that can see the candle enters the candle's light for the first time on a turn or starts its turn there, it must succeed on a DC 13 Wisdom saving throw or become incapacitated until the start of its next turn; a creature makes this saving throw with disadvantage if it's within the candle's bright light. A creature incapacitated in this way can only move toward the candle for the rest of the turn. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the candle or anything within its light until the start of its next turn, when it can avert its eyes again. If the creature looks at the candle or something within its light in the meantime, it must immediately make the save.
The candle's magic is activated when the candle is lit, which requires an action. After burning for 1 hour, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 10 minutes from the candle's total burn time.
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Gi of Shifting Seasons
Wondrous item, rare (requires attunement by a monk) | Apr. 21
When found, this gi is gray with a large tree design at its bottom hem. When you attune to the gi, its color and tree design changes to resemble the current season: Winter (blue, leafless), Spring (green, pink blossoms), Summer (red, green leaves), or Autumn (Yellow, red leaves along the bottom hem). While the gi resembles a season, it gains the following respective benefits:
Winter. You are immune to the effects of extreme cold, and whenever you hit a creature with one of the attacks granted by your Flurry of Blows, that creature's speed is reduced by 5 feet (to a minimum speed of 15 feet) until the start of your next turn.
Spring. When the gi changes to this season, you gain 1d4 + 4 temporary hit points. In addition, when you use your Step of the Wind, your jump distance is tripled, instead of doubled, and you ignore the effects of difficult terrain until the end of your turn.
Summer. You are immune to the effects of extreme heat, and whenever you hit a target with an unarmed strike, the target takes an additional 2 fire damage. If you are outside during the day, the target takes an additional 3 fire damage, instead.
Autumn. You have advantage on Constitution saving throws. When you use your Patient Defense, creatures provoke an opportunity attack from you when they move within 5 feet of you until the start of your next turn.
You can change the gi's season to another one of your choice by spending 1 minute in silent meditation. Alternatively, whenever you use an action, bonus action, or reaction to spend 1 or more ki points, you can choose to shift the gi's season by one, moving in chronological order. When you do, you choose whether to gain the season's benefits before or after the action. For example, if the gi is in Autumn and you spend 1 ki point to use Flurry of Blows, the gi can immediately change to represent Winter and grant the season's benefits to your Flurry of Blows.
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Gilded Ticket
Wondrous item, rare | Oct. 22
A gilded ticket is a small strip of paper that's outlined with gold leaf. You can use an action to write in a destination along a blank line on the bottom of the paper. Once a destination has been written into the space, it can't be removed.
Once a destination is written on the ticket, you can use an action to speak its command word (typically written somewhere on the paper) to cast the teleport spell from it. When you do, the target of the teleportation spell is the same as the destination written on the ticket. This version of the spell allows you to teleport as if you were very familiar with the destination, even if you aren't. The ticket then bursts into golden confetti and is destroyed.
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Give and Take
Weapon (scimitar), very rare (requires attunement) | Oct. 19
This magic pair of mythril (Give) and onyx (Take) scimitars are connected by a sturdy chain. When you engage in two-weapon fighting using both scimitars, you can add your ability modifier to the damage of the second attack.
The scimitars have a collective 10 charges and regain 1d6 + 4 charges each day at midday. While holding these weapons, you can expend 1 of their charges when you hit a hostile creature with a melee attack using one of the two blades. When you do, the area around the creature is suffused with an effect depending on the blade used to hit the creature:
Give. When you hit a target with Give and expend a charge from the blade, you and all other creatures within 5 feet of the target gain 2d6 temporary hit points that last for 1 minute.
Take. When you hit a target with Take and expend a charge from the blade, that target takes 2d6 necrotic damage, and you and all other creatures within 5 feet of the target take half as much necrotic damage.
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Gladius of the Everfighter
Weapon (shortsword), legendary (requires attunement by a fighter) | Dec. 20
This worn gladius has been used by numerous famed warriors over centuries. When swung, the sound of a valiant battlecry can be faintly heard. You gain a +3 bonus to attack and damage rolls made with this magic weapon. While holding this weapon, you gain an additional use of your Second Wind and Action Surge class features, but can use Action Surge only once on a turn.
As an action, you can speak the weapon's command word to transform it into a different simple or martial melee weapon of your choice. When you do, the weapon glimmers with a golden sheen and becomes mutable, allowing you to use a bonus action to mentally change the weapon's form again for the duration. The weapon remains mutable for 1 minute or until you use a bonus action to end the effect early. It reverts to its normal form when it's no longer mutable.
While the gladius is transformed into a weapon with the thrown property, it flies back to your hand immediately after you make a ranged attack with it.
Sentience. The gladius of the everfighter is a sentient weapon of lawful neutral alignment with an Intelligence of 12, a Wisdom of 15, 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 Common. It has a stern and commanding voice.
Personality. The gladius of the everfighter is sworn to do battle for eternity. It grows tired of diplomacy quickly and believes that disputes are best settled through combat, either lethal or otherwise. It only finds comradery with its wielder after overcoming a powerful adversary together. It strongly resists being parted from its wielder for any length of time, preferring instead to search out new tests of strength.
If the gladius enjoys a fight that would normally end in the death of the opposing creature, it can choose to knock the creature out instead of killing it.
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Glaive of the Forest Guardian
Weapon (glaive), rare (requires attunement) | Nov. 12
The blade of this weapon is made of clear green crystal, and has decorative vines and flora wrapping around its metallic haft. While the weapon is on your person, You have advantage on saving throws against being charmed, and magic can't put you to sleep. If you're a fey or have the Fey Ancestry trait, you can use an action to cast the plant growth spell from the weapon while you're holding it. Once the glaive has been used to cast this spell, it can't do so again until the next dawn.
In addition, while in a forest, you gain the following benefits while the glaive is on your person:
Moving through nonmagical difficult terrain costs you no extra movement.
You can't become lost except by magical means.
Whenever you make an Intelligence or Wisdom check related to the forest you're in, your proficiency bonus is doubled if it applies to the check.
If you're a ranger, your climbing, swimming, and walking speeds also increase by 5 feet.
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Glaive of the Revenant King
Weapon (glaive), legendary (requires attunement) | Dec. 19
This long-lost silver glaive once belonged to an elven king. Its impeccable elven make lets it be swung nimbly, despite its size. This weapon has the finesse property. In addition, you gain a +3 bonus to attack and damage rolls made with this magic weapon.
Sentience. The glaive is a sentient weapon of chaotic good alignment, with an Intelligence of 14, a Wisdom of 15, and a Charisma of 16. 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 Elvish and Sylvan.
Personality. The glaive is inhabited by the spirit of Kelren, the elven king of Imfe Mythse. His life's mission to rid his kingdom of demons, fiends, and other unwelcome ilk lives on inside the weapon. He seeks to rebalance the flow and seasons of nature, eager to destroy anything that threatens to change the natural ecosystems of the world.
Kelren is stern, but honest. He may share stories of his kingdom from time to time if an anecdote serves to further his ambitions. A character who he deems unworthy of wielding the blade, such as a weak or evil creature, may be denied the ability to attune to the weapon.
Elven Kinship. You are considered proficient with this weapon if you are an elf or half-elf. In addition, while attuned to this weapon, you have advantage on Charisma checks made to interact with fey creatures.
Energy Nullification. If you hit a target with this weapon that is either resistant or immune to cold or fire damage, that target loses that resistance or immunity until the end of your next turn.
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Glass Carver
Weapon (dagger), uncommon | Jan. 21
This magic dagger's edge is lined with a sharp, enchanted crystal that magically pierces through glass. While holding the dagger, you can use an action to cut a straight line up to 1 foot long into a piece of nonmagical glass no more than 1 inch thick. Each line emits a faint glow, allowing you to see any lines you've made. Making these lines requires you to focus, as if concentrating on a spell. Your concentration ends early if you are no longer holding the dagger or aren't within reach of the glass. When your concentration ends, any line you made with the dagger magically vanishes and repairs itself.
You can connect these lines to form a cutout shape in the glass. As part of the action to complete this shape, make a Dexterity (Sleight of Hand) check. The DC for this check is equal to 8 plus half the number of actions it took to form the shape. On a success, you silently remove the cutout glass shape. On a failure, the cutout glass shatters. Once the shape is removed in this way, either in one piece or as shattered glass, your concentration ends without repairing the glass.
If the original glass shape is returned to the hole, you can spend 1 minute retracing the cuts made to the glass with the dagger to seamlessly repair the damage done to it, as if by the mending spell.
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Gloom Shield
Armor (shield), rare (requires attunement) | Jul. 23
This tall shield is made from the sculpted lid of a coffin. A skeletal figure rests embossed on its surface, reminding would-be attackers of their own mortality.
The shield has 3 charges and regains all expended charges daily at dusk. While holding it, you can use an action to expend 1 of its charges to cast the fear spell from the shield (save DC 15). A creature that fails the saving throw also takes 4d6 psychic damage. Alternatively, when a creature within 5 feet of you hits you with an attack while you're holding the shield, you can use your reaction to expend 1 of the shield's charges to force that creature to make a DC 15 Wisdom saving throw. On a failed save, it immediately takes 4d6 psychic damage and is frightened of you for until the end of its next turn.
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Glove of the Aegis
Wondrous item, rare (requires attunement) | Dec. 18
This glove holds 5 charges and regains 1d3+2 expended charges each day at dawn. When a target that you can see hits you with an attack, you can use your reaction to expend any number of the glove’s charges. You add +2 to your AC for the attack for each charge expended in this way, potentially causing it to miss. You can use this ability after the attack has been made but before any damage has been calculated.
The glove’s power cannot be used if you are already wielding a shield.
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Glove of the Grim Fandango
Wondrous item, rare (requires attunement by a bard) | Jan. 19
You are proficient with all musical instruments while you wear this glove on your dominant hand. In addition, spectral musicians appear behind you to accompany your playing when you play an instrument for at least 1 minute. The musicians are obviously illusory and vanish after you stop playing for 1 minute. While accompanied by the spectral musicians, you have advantage on any Charisma (Performance) check you make.
In addition, your spell save DC for enchantment spells you cast while performing with the spectral musicians increases by 2 when the affected creature or creatures are listening to your performance.
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Gloves of Amphibios
Wondrous item, uncommon (requires attunement) | Feb. 20
These gloves come in many different colors and meld seamlessly into your hands when you don them. While wearing these gloves, climbing doesn't cost you extra movement, you gain a +1 bonus to Strength (Athletics) checks made to grapple a creature, and any creature grappled by you that is not wearing armor takes 1d4 poison damage at the end of each of your turns.
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Gloves of Healing
Wondrous item, rare | Jul. 20
These silken gloves enhance the rejuvenating power of healers and clerics. While wearing the gloves, whenever you cast a spell of 1st level or higher to restore hit points to one or more creatures, you can choose one target of the spell to regain additional hit points equal to your proficiency bonus.
Alternatively, a creature can regain these additional hit points if you use a healer's kit to stabilize or restore hit points to it. Once a creature regains extra hit points from a healer's kit in this way, it can't do so again until it finishes a short or long rest.
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Gloves of Mimicry
Wondrous item, very rare (requires attunement by a bard) | Feb. 21
These brightly colored gloves extend a peculiar psychic magic to your hands and fingers. While wearing the gloves, you can use an action to cast the mage hand spell from them. In addition, you can use an action to cast the arcane hand spell from the gloves (save DC 16, spell attack +8). Once the gloves have been used to cast this spell, they can't be used to cast it again until the next dawn.
The gloves have 5 charges for the following properties. They regain 1d4 + 1 expended charges daily at dawn.
Applaud. When a creature other than you that can see and hear you rolls a Bardic Inspiration die, you can use your reaction to expend 1 of the gloves' charges to clap your hands together and add your Charisma modifier to the total of the roll. You can choose to use this reaction after the creature rolls the die, but before the GM determines whether the roll succeeds or fails.
Barrier. When you're hit by an attack, you can use your reaction to expend 1 of the gloves' charges and hold your hands out in front of you, as if you were pressed against an invisible barrier. You gain a +5 bonus to AC for that attack, potentially causing the attack to miss you.
Pinch. By holding your thumb and forefinger less than an inch apart, you can use an action to expend 1 of the gloves' charges to visually pinch a creature within 60 feet of you that you can see. That creature must must make a DC 16 Intelligence saving throw. The creature takes 3d4 psychic damage and 3d4 force damage on a failed save, or half as much damage on a successful one. If the creature was concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
Taunt. You can use an action to remove one of the gloves and expend 1 of their charges to visually slap a creature that you can see within 30 feet of you with it—as if you were challenging it to a duel. That creature must make a DC 16 Wisdom saving throw. On a failed save, the creature takes 2d4 psychic damage and 2d4 force damage and has disadvantage on attack rolls against creatures other than you until the start of your next turn. On a successful save, the creature takes half as much damage and doesn't suffer disadvantage on its attack rolls. Immediately after the effect, you replace the glove on your hand.
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Gloves of the Great Badger
Wondrous item, uncommon (requires attunement) | Apr. 21
This pair of fingerless gloves is decorated with badger-like stripes and fitted with razor-sharp claws. While wearing the gloves, your unarmed strikes with them deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. In addition, you gain a burrowing speed of 5 feet.
While wearing the gloves, you can use a bonus action to invoke the might of a giant badger, granting the following benefits for 1 minute:
Your burrowing speed is doubled, and you can burrow through nonmagical, unworked stone.
You gain a +1 bonus to your attack and damage rolls whenever you make an unarmed strike with the gloves.
Your unarmed strikes score a critical hit on a roll of 19 or 20.
Once this property has been used, it can't be used again until the next dawn.
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Gnashing Key
Wondrous item, uncommon | Oct. 21
This curious brass key is animated by a weak enchantment. When placed in the keyhole of a lock, it magically begins to open and shut its mouth-like key bit, loudly destroying the inside of the lock over the course of 1 minute. At the end of the minute, the lock is destroyed and forced open. If the lock’s DC is greater than 15, the key has a percent chance to break before the end of the minute. The percent chance is equal to 5 times the difference between the lock’s DC and 15. If the key breaks, the lock is instead jammed shut and the key is destroyed, but can still be seen protruding from the keyhole.
While the key is destroying a lock, the sound of breaking tumblers and grating metal can be heard out to a range of 90 feet.
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Godsteel Barrier
Armor (shield), legendary (requires attunement) | May 22
This golden tower shield emits an almost impenetrable aura of protection from it. While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. In addition, if you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can choose to use your Strength modifier for it, instead of Dexterity. If you succeed on the saving throw using your Strength modifier in this way, you take no damage from the effect, as you interpose your shield between yourself and the source of the effect.
While holding the shield, you can use a bonus action to gain 25 temporary hit points and extend the shield's aura to protect your nearby allies. Choose up to four other creatures that you can see within 60 feet of you. The extended aura lasts for 10 minutes or until your concentration ends (as if concentrating on a spell); it ends early if the effect is targeted by a dispel magic spell of 5th level or higher, or if you're no longer holding the shield. For the duration, each of those creatures gains a +3 bonus to AC. A creature loses this bonus if it's ever more than 60 feet away from you. In addition, you can use a bonus action on each of your turns to change which creatures within the aura's range gain this bonus to AC. If you have any temporary hit points granted by this or another item with "godsteel" in the name, your concentration on this effect can't be broken as a result of taking damage. Once this property of the shield has been used, it can't be used again until the next dawn.
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Godsteel Wargauntlets
Wondrous item, legendary (requires attunement) | Feb. 22
These golden gauntlets carry a powerful force within them. The gauntlets have 10 charges. While wearing the gauntlets, you gain a +1 bonus to AC, and any target you hit with an unarmed strike or damage-dealing spell with a range of touch takes an extra 1d6 force damage. When you deal this bonus force damage, you can choose to expend up to 5 of the gauntlets' charges, dealing an extra 1d10 force damage to the target for each expended charge.
The gauntlets regain all expended charges daily at dawn. If you're attuned to one or more other magic items with "godsteel" in the name, you don't need to be attuned to these gauntlets in order to use them.
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Godsteel Warplate
Armor (plate), legendary (requires attunement) | Apr. 21
While wearing this shimmering armor, you gain a supernatural buffer to your vitality and resilience. The first time you don and attune to this armor, and whenever you finish a long rest while attuned to it, you gain 50 temporary hit points. You lose these temporary hit points if you remove the armor. While wearing this armor, you gain a +1 bonus to AC, and if you have temporary hit points, you also have resistance to nonmagical damage.
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Godsteel Worldcarver
Weapon (a greatsword or longsword), legendary (requires attunement) | May 21
This hefty blade becomes miraculously nimble in hand, as if a portion of its weight were displaced elsewhere. If the weapon is a greatsword, Small creatures don't make attack rolls with disadvantage using this weapon as a result of its heavy property. You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d8 radiant damage to any target it hits.
While holding the weapon, you can use a bonus action to magically store it in a special extradimensional space. While the weapon is stored in this space, you can use a bonus action to magically retrieve it again, causing the weapon to reappear in your hand. If the sword is ever more than 30 feet away from you, it magically vanishes into the space on its own.
When you roll a 20 on an attack roll made with this weapon, you can force the target to make a DC 17 Charisma saving throw. On a failed save, the target takes an extra 3d8 radiant damage, and if the target is a creature, it is incapacitated and banished to a special demiplane until the start of your next turn, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. On a successful save, the target takes half as much radiant damage and isn't incapacitated or transported. If you are a cleric or paladin, you and each creature of your choice within 30 feet of you regains a number of hit points equal to half the radiant damage dealt in this way.
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Golem Sapper
Wondrous item, rare | Aug. 21
This octagonal device is roughly fist sized and weighs 1/2 pound. As an action, you can place the device on a construct within your reach. When you do, the creature must make a DC 18 Constitution saving throw. On a failed save, the creature takes 2d10 necrotic damage and is stunned until the start of your next turn, at which point it can repeat the saving throw. Each time the creature makes this saving throw after the first, the DC is reduced by 2 (to a minimum DC of 10). On a successful save, the device falls from the creature and can't be used again for 1 hour.
The device's saving throw DC remains reduced after being used. The DC increases by 2 for every 24 hours it isn't in use, up to a maximum DC of 18.
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Gorget of the Holy Soldier
Wondrous item, legendary (requires attunement by a creature of good alignment) | Jul. 20
This magical gorget is imbued with the divine power of a planetar and has been passed down through multiple generations, manifesting a different power for each wearer. While wearing the gorget, you have resistance to radiant damage and gain the following benefits. If you have a feature that allows you to ignore class, race, or level requirements when you use a magic item, you can choose to gain the benefits of one of these properties. You make this choice the first time you attune to the item.
Investiture of the Planetar. If you have 10 or more levels in the barbarian class, your Strength score increases by 2, to a maximum of 26, and while you're raging, any creature you hit with a melee weapon attack takes an extra 1d6 radiant damage.
Litany of Heaven. If you have 10 or more levels in the bard class, you gain the ability to speak and understand all languages. In addition, whenever you give a creature a Bardic Inspiration die, that creature regains a number of hit points equal to twice your Charisma modifier.
Divine Judge & Jury. If you have 10 or more levels in the cleric class, you always have the commune, dispel evil and good, and raise dead spells prepared, and they don't count against the number of spells you can prepare each day. In addition, when you cast raise dead using a spell slot, you can choose to cast it as an action, instead of its normal casting time. When you do, the spell requires no material components and returns the target to life with half its maximum hit points. Once this property has been used, it can’t be used again until 7 days have passed.
Herald of Omens. If you have 10 or more levels in the druid class, the gorget becomes covered in vines and leaves. While wearing it, you always have the control weather and insect plague spells prepared, and they don't count against the number of spells you can prepare each day. In addition, you can use a bonus action to summon a pair of white-feathered wings from your back. While the wings exist, you have a flying speed of 60 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.
Unstoppable Legionnaire. If you have 10 or more levels in the fighter class, you can't be charmed or frightened, and you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Angelic Grace. If you have 10 or more levels in the monk class, your walking speed increases by 10 feet, and you have advantage on ability checks to resist being grappled. In addition, while you aren't wearing any armor, you gain a +2 bonus to your AC.
Caress of Life. If you have 10 or more levels in the paladin class, your Lay on Hands pool of healing power increases by 10 hit points. In addition, you can expend 10 hit points from your pool of healing to end the effects of blindness, deafness, or paralysis on a creature. Alternatively, you can expend 15 hit points from the pool to end a curse affecting a creature or object, as if by the remove curse spell.
Sight of the Celestial Warden. If you have 10 or more levels in the ranger class, you have advantage on Wisdom (Perception) checks and gain truesight out to 15 feet. In addition, you can see up to 1 mile away with no difficulty and are able to discern fine details as though looking at something from no more than 100 feet away.
Heavenly Messenger. If you have 10 or more levels in the rogue class, you can use a bonus action to cast the invisibility spell (no concentration required) from the gorget, targeting only yourself. Once the spell has been cast, it can't be cast again until you finish a short or long rest. In addition, you can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
Luminous Soul. If you have 10 or more levels in the sorcerer class, you learn the light and dancing lights cantrips as well as the guiding bolt spell, which don't count against your number of cantrips or sorcerer spells known. You can cast guiding bolt by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points and hit a target, it must succeed on a Constitution saving throw against your spell save DC or be blinded until the start of your next turn. In addition, when you cast a spell that deals damage, you can spend 1 sorcery point to change its damage type to radiant.
Pact of Veracious Awareness. If you have 10 or more levels in the warlock class, you know if you hear a lie. If you hear a creature tell a lie, you can attempt to force that creature to tell the truth. The creature must succeed on a Charisma saving throw against your spell save DC or be compelled to answer the next question you ask it truthfully. You can use this ability a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.
Celestial Wards. If you have 10 or more levels in the wizard class, your AC becomes 13 + your Dexterity or Intelligence modifier (your choice). In addition, you have advantage on saving throws against spells and other magical effects.
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Gorgon Potion
Potion, rare | May 23
This potion contains trace amounts of gorgon blood. When you drink this potion, you're immune to being petrified for 1d4 hours. If you're already petrified, another creature can apply the potion to you and suspend the effect for 1d4 hours instead. In either case, for the duration of the potion's effects, your skin hardens into flexible metal plates; your AC can't be lower than 18.
While under the effects of the potion, you can use an action to exhale a plume of green vapor from you in a 15-foot cone. When you do, the potion's effects on you end, and both you and any other creature within the area of the vapor must make a DC 13 Constitution saving throw. On a failed save, a creature begins to turn to stone and is restrained. The restrained creature must make another DC13 Constitution saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified for 1 minute.
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Gorgon War Pick
Weapon (war pick), rare (requires attunement) | Feb. 22
This war pick is made from the metal armor of a gorgon and designed in its visage. You gain a +2 bonus to attack and damage rolls made with this magic weapon. If you move at least 20 feet straight toward a target and then hit it with this weapon on the same turn, that target takes an extra 1d6 piercing damage from the attack. You can deal this extra damage only once per turn.
When you roll a 20 on an attack roll against a creature with this weapon, the war pick's metal emits a small plume of weakened gorgon breath. When it does, the target's body begins to stiffen, and it takes a cumulative –10 foot penalty to its speed until it finishes a short or long rest, or until it's targeted by the lesser restoration spell or similar magic. This penalty can't reduce a creature's speed lower than 5 feet.
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Gossiper's Ear Cuff
Wondrous item, rare | Apr. 22
While wearing this ear cuff, you can use an action to cast the message cantrip from it. In addition, you automatically hear the message of any spell that targets a creature within 120 feet of you, such as by a message or sending spell. Messages overheard in this way sound like whispers to you, regardless of the original message.
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Grasp of Gravity
Wondrous item, legendary (requires attunement by a creature missing an arm, forearm, or hand) | Jul. 25
This prosthesis is made from meteoric alloys and resembles a sophisticated arm guard, which actually functions as a brace. To attune to this item, you must attach it to the end of a missing arm or hand, at which point it magically attaches to you and forms a shadowy copy of the arm or hand it's replacing. The shadow is speckled with constellations and cosmic colors. The prosthesis is a fully capable part of your body and can't be removed against your will as long as you're attuned to it. While wearing this prosthesis, your reach with that arm or hand increases by 10 feet, as the shadowy limb extends beyond your normal limits. You don't gain this benefit of the prosthesis when attacking with a weapon you're holding with two hands.
The prosthesis has 5 charges for the following properties, and it regains all expended charges daily at dawn.
Cosmic Punch. You can use an action to expend 1 of the prosthesis's charges to cause its shadowy hand to swell. Make a melee spell attack with the hand, using a +9 spell attack bonus. On a hit, the target takes 6d10 force damage and makes any saving throw against the prosthesis's other effects with disadvantage until the end of your next turn.
Hurl. You can use an action to expend 1 of the prosthesis's charges to hurl a Large or smaller target that's within your reach up to 30 feet away from you. The target must weigh less than 2,000 pounds. If the target is unwilling, it must first make a DC 17 Strength or Dexterity saving throw (its choice); the target automatically fails the saving throw if you're already grappling it with the shadowy limb. A target is thrown on a failed save, or harmlessly pushed up to 5 feet away on a successful one. A thrown target takes 4d10 bludgeoning damage and stops moving if it collides with another creature or object in its path; if the thrown target collides with a creature, that creature must succeed on a DC 17 Strength or Dexterity saving throw (its choice) or take the same amount of bludgeoning damage. A creature that takes this bludgeoning damage is also knocked prone.
Gravity Well. You can use an action to expend 2 of the prosthesis's charges to create a gravity well at a point of your choice within your reach. Choose any number of targets within 30 feet of the point. Each target must succeed on a DC 17 Strength saving throw or be pulled towards the point, ending in the nearest unoccupied space that's closest to the point. The gravity well then collapses. A creature that fails the saving throw and is in a space within 5 feet of the point when the gravity well collapses is also knocked prone and takes 3d10 force damage.
Reverse Gravity. You can use an action to expend 3 of the prosthesis's charges to cast the reverse gravity spell from it (save DC 17), centered on a point within your reach. When you cast the spell, and once on each of your turns for the duration (no action required), you can choose to be immune to the spell's effects or not.
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Grasping Seedling Necklace
Wondrous item, common | Apr. 22
This necklace features a tiny teardrop glass bauble connected to a metal stopper. It hangs from a plain string or bit of leather cording. Inside the bauble is a single seed, which grows a little bit each day and into a small seedling. The seedling gains 1 charge daily at dawn, up to a maximum of 7 charges. The seedling has 1 leaf for each charge it has. When found, it has 1d6 + 1 charges.
If the seedling has 7 charges, you can use an action to detach the necklace's bauble from its metal stopper and speak the exposed seed's command word. You can throw the seedling into an unoccupied space that you can see within 30 feet of you as part of this action, where it immediately takes root and grows into a grasping mass of creeping vines. Each Medium or smaller creature within 5 feet of the seedling's space when it lands must succeed on a DC 10 Strength or Dexterity saving throw (its choice) or be grappled by the vines for 1 minute. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 10 slashing damage to the vines on a grappled creature (AC 10) also frees the creature without harming it, ending the effect on that creature.
The vines wither away and are destroyed after 1 minute. When they do, there is a 50 percent chance that they leave behind a new seed. You can place the seed in the necklace's empty glass bauble to begin growing it into a seedling once again.
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Grasping Staff
Staff, very rare (requires attunement by a warlock or wizard) | Jan. 20
This grotesquely carved stone staff is miraculously light but deathly cold and clammy to the touch. You have resistance to necrotic 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 and spell attack bonus: arcane hand (5 charges), bestow curse (3 charges), chill touch (no charges, or 1 charge to cast at 5th level), inflict wounds (1 charge per spell level, up to 5th), mage hand (no charges), or vampiric touch (3 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 ash and summons 2d6 hostile tiny undead crawling hands within 10 feet of you.
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Grass Carpet
Wondrous item, common | May 19
This simple, soft roll of turf is magically fertile. Its soil is 1 inch thick and allows plants of all kinds to grow well within it. Each roll of turf is 5 feet wide and 10 feet long. Its grass and soil are self-containing and will not grow beyond the size of the carpet. The carpet is so fertile that plants growing in its soil require only half of the normal amount of sunlight and water that they normally would.
Every 1 inch of carpet soil depth provides the same amount of nutrition as normal soil does at 1 foot deep, allowing plants whose roots are normally 1 foot long to grow with only 1 inch of soil. Folding over the carpet for added depth, or layering multiple carpets atop one another, increases the soil depth to allow for larger plants to grow on the carpet.
The carpet weighs 30 pounds and takes 1 minute to roll the carpet up or out. When rolled up, it has a 1 foot diameter. The carpet can be cut into smaller plots using a magical blade, with each plot being at least 1 foot on a side.
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Grass Whistle Blade
Weapon (dagger), very rare (requires attunement) | Aug. 19
This dagger's blade is actually a large, enchanted blade of grass. As wind passes over the blade, it creates a soft, sweet note that magically begins to lull creatures to sleep. You gain a +2 bonus to attack and damage rolls made with this magic weapon.
This blade has 4 charges and regains 1d4 expended charges each day at dawn. When you hit a creature with a melee attack using this dagger, you can choose to expend 1 charge and forgo the attack's damage to attempt to put the creature to sleep. When you do, you swing the blade in a pattern around the creature that creates a magical lullaby. Roll 10d8; the total is how many hit points of the creature this can affect. If the total number of hit points you roll is greater than the target's remaining hit points, that creature falls unconscious for 1 minute or until it takes damage or another creature uses an action to shake or slap that creature awake. If the target is not put to sleep, it takes 3d8 psychic damage instead.
Undead and creatures immune to being charmed can't be put to sleep by this effect.
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Grave Digger
Weapon (greataxe), rare (requires attunement) | Mar. 25
This axe doubles as a magical spade, allowing you to excavate twice as much with it as a normal shovel. You gain a +1 bonus to attack and damage rolls made with this magic weapon, or +2 if the target is undead. When you reduce a creature to 0 hit points with this weapon, it can't gain the benefit of any effect that would allow it to remain at 1 hit point or otherwise prevent it from dropping to 0 hit points.
Whenever you slay a humanoid with this axe, you can choose to cause its corpse to be immediately and magically buried beneath 5 feet of earth (provided it was on soil when slain). At the end of your next turn, that creature's corpse resurfaces from the earth as a zombie under your control, unless you already have two zombies under your control. Zombies created in this way take their turn as a group immediately after you. They obey your verbal commands (no action required). If you issue no commands, each zombie only defends itself against hostile creatures. Once given a command, the zombie continues to follow it until its task is complete or until you issue a new command.
Each time you create a zombie in this way, roll a d6. On a 1, the zombies no longer obey your commands and are hostile towards you and your companions; the zombies also become hostile if you're reduced to 0 hit points. Otherwise, a zombie remains for up to 8 hours, at which point it becomes a normal corpse again.
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Grave Lotus Seed
Wondrous item, uncommon or rare | Jul. 25
This leathery seed resembles a human eye, which eventually grows into a grave lotus. A grave lotus and its seeds can typically be found in regions tainted by necromancy or in the ruins of violent battles. When planted in soil and watered with at least 1 hit point's worth of blood every day over the course of 7 days, the seed grows into a mature grave lotus.
A typical grave lotus is a Medium plant. It blooms when it first matures; within the center of the flower is a random humanoid corpse. The corpse has never been inhabited by a soul, thereby preventing such spells as speak with dead from functioning. The corpse otherwise counts as a freshly deceased humanoid for the purpose of spells like animate dead and similar rituals. A bloom remains for up to 30 days or until the corpse is removed from the flower, at which point the flower withers. Each time the flower withers, there is a 50 percent chance that another one appears after 7 days have passed. If another flower doesn't grow, the withered plant instead leaves behind another grave lotus seed.
Rare versions of grave lotus seeds grow Large plants, which grow flowers that contain the corpses of Large beasts, monstrosities, or even smaller giants.
A grave lotus, regardless of its size, has a fleshy exterior. Inside the bloom is scarlet. The bloom drips with a blood-like ichor and smells foul.
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Grave Trodders
Wondrous item, rare (requires attunement) | Mar. 23
While wearing these boots, you have resistance to necrotic damage. In addition, the boots have 5 charges and regain 1d4 + 1 expended charges daily at dawn. You can use an action while touching a corpse with your foot or standing no more than 10 feet above its grave to cast the speak with dead spell on it. If more than one corpse is directly below you, the closest one is affected by the spell.
This version of the speak with dead spell has the following changes:
Instead of asking a corpse five questions, you instead expend 1 charge whenever you ask it a question. When the boots are reduced to 0 charges and the corpse has finished answering the last question it was asked, the spell ends. The spell ends early if you use the boots to ask a different corpse a question.
This version of the spell doesn't fail if the target has been affected by this spell within the last 10 days.
If you can't hear the corpse (such as if you're standing above its grave), you still know how the corpse responded to your question.
If the boots have 0 charges, they can't be used to cast the spell. If you cast the spell from the boots and don't ask the affected corpse any questions, it still expends 1 charge from the boots.
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Gravity Goblet
Wondrous item, common | June 19
This glass and silver goblet is enchanted with a harmless, strange magic. A liquid poured in the cup bends gravity in comical ways, often to the surprise and endrenchment of an unexpected drinker. When the cup is tilted, as if to drink, the liquid flows in the opposite direction of gravity—sliding up the cup instead of down it. Once the liquid reaches the edge of the cup, it immediately pours down as normal. Swirling the liquid causes it to flow in the opposite direction in which it's rotated. Anything solid other than ice that's floating in the liquid is not affected by the cup's magic.
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Greatbell Hammer
Weapon (maul or warhammer), very rare (requires attunement) | Oct. 24
This hammer emits a deep, resonant toll whenever you hit a target with it, which is audible out to a range of 30 feet. A target hit with this hammer takes an extra 1d12 thunder damage from the attack; on a 12, you can immediately cast the thunderwave spell from the hammer (save DC 16). This version of the spell creates a 15-foot cone, rather than a cube, which originates from the hammer and must be in the direction of the target of the attack. A creature that fails the saving throw against the spell is also deafened for 1 minute.
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Greatstone's Grasp
Weapon (greatclub), rare | Dec. 24
This stone greatclub is made from the arm and hand of a hulking earth elemental. Its titanic fist opens and closes. When you hit a creature with the club and roll an even number on the damage die, the fist closes on the target: the target of the attack must then succeed on a DC 15 Strength saving throw or be grappled by the fist. The fist can only grapple one creature at a time; a creature that is at least one size larger than you automatically succeeds on the saving throw against it. You can release a held creature at any time (no action required); letting go of the club releases any creature grappled by it. While holding the grappling club, your speed is halved (moving the held creature with you), and you can't attack with it. Instead, you can forgo making an attack with the club to push a grappled creature up to 10 feet away from you. A grappled creature can use an action on its turn to make the Strength saving throw again, escaping from the grapple on a success.
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Great Owl's Bow
Weapon (any bow), uncommon (requires attunement) | Sep. 22
Arrows fired from this magic bow between dusk and dawn are silent while in flight. The bow has 5 charges and regains all expended charges daily at dawn. Once on each of your turns when you hit a creature with a ranged weapon attack using the bow, you can expend 1 of its charges to cause the arrow to split into a spray of magical feathers. Each other creature within 5 feet of the target must succeed on a DC 13 Dexterity saving throw or take 1d4 + 3 force damage.
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Great Owl's Crown
Wondrous item, uncommon (requires attunement) | Sep. 22
You gain a +1 bonus to Wisdom checks and Wisdom saving throws while wearing this crown, and you can understand and speak to owls and owlbears.
The crown has 5 charges and regains all expended charges daily at dawn. While wearing the crown, you can use an action to expend 1 of its charges to detect if there are any owls or owlbears within 1000 feet of you. If you detect any owls or owlbears within the crown's range, you learn the direction and distance to the closest one. Alternatively, you can expend 1 of the crown's charges to cast the animal messenger spell from it, which must target a beast with a flying speed.
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Great Owl's Shroud
Wondrous item, uncommon (requires attunement) | Oct. 20
This draping shoulder cloak flutters softly while worn, even if there isn't a breeze. The cloak has 10 charges and regains all expended charges daily at dawn. When you take the Attack action while wearing this garment, you can replace one or more of your attacks with a special ranged spell attack using the cloak, expending 1 of its charges for each attack you replace. When you do, you flourish the cloak and release a barrage of magical feathers that fly toward the target. You have a +5 bonus to attack rolls made with the cloak, which have a normal range of 30 feet and a long range of 120 feet. On a hit, the target takes 2d4 + 3 force damage. After the attack, the feathers vanish.
In addition, you can use a reaction when you fall to cast the feather fall spell from the cloak, targeting only yourself. Once this property of the cloak has been used, it can't be used again until the next dawn.
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Great Owl's Staff
Staff, uncommon (requires attunement by a spellcaster) | Feb. 23
While holding this staff, you understand the literal meaning of any spoken language that you hear.
The staff has 5 charges. While holding the 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: darkvision (2 charges), enhance ability (2 charges; "owl's wisdom" only), or vicious mockery (no charges, or 1 charge to cast at 5th level).
The staff regains 1d4 + 1 expended charges daily at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff vanishes in a puff of downy feathers and is destroyed.
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Greaves of Dendallen
Wondrous item, rare (requires attunement) | May 19
While wearing these skeletal greaves, your walking speed increases by 5 feet and you gain a climbing speed equal to your walking speed. In addition, while wearing the greaves, you can stand on and move across any liquid surface as if it were solid ground.
Curse. When you don the greaves of Dendallen and begin to attune to them, you feel your legs begin to ache. Make a DC 17 Constitution saving throw. On a success, you're able to safely remove the greaves before you attune to the item, but are aware of the curse's effects. On a failure, once you attune to the item, you take 6d8 necrotic damage as the bones in your legs fracture. This damage ignores resistance and immunity. Your legs remain broken but do not impair your movement so long as you wear the greaves. Once you are attuned to the item, you can't remove the greaves until targeted by the remove curse spell or similar magic.
Once you are no longer attuned to this item, your walking speed becomes 0. While your speed is less than your normal walking speed, at the end of a long rest, you regain 10 feet of your normal walking speed. The regenerate spell can restore your walking speed to normal.
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Green Knight’s Vow
Wondrous item, very rare (requires attunement) | Jul. 20
These dark green adamantine and copper bracers are granted to devout warriors of the Infernal Court and are designed to match their army's signature tower shields. While wearing the bracers, you grow a sweeping pair of horns from your forehead if you are not a tiefling. If your attunement to the bracers ends, the horns crack and fall away after 24 hours.
The bracers have a total of 7 charges and regain all expended charges daily at dawn. While wearing them, you can expend 1 or more of their charges to use the following three properties:
"Brace Yourselves!" As a bonus action, you can expend 2 or more charges from the bracers to provide cover to a creature you can see within 30 feet of you. For 2 charges, you summon a large, spectral shield that follows the creature for the duration, providing it with half cover. You can summon one extra shield for each additional charge you expend, targeting a different creature with each one. The shields fade at the end of your next turn.
"Press the Assault!" When you make an opportunity attack, you can expend 1 or more of the bracers' charges to embolden your nearby allies. For each charge you spend, one creature of your choice within 60 feet of you can use its reaction to make one weapon attack. The chosen creatures must be able to see or hear you.
"You Will Burn!" You can expend 1 or more charges from the bracers to cast the hellish rebuke spell (save DC 15) from them. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The fire from this spell is a haunting emerald green.
Flaw. The Green Knight's vow makes its wearer tremendously loyal to royalty. While attuned to the bracers, you gain the following flaw: "I will stand by my sovereign leader, no matter what." You or your GM determine who your leader is. In addition, if you are attuned to the bracers for 24 consecutive hours, your commitment to duty drives you to the brink of zealotry. You can't attune to the Red Queen's burden or the Violet King's promise. If you are already attuned to either of them, your attunement to it immediately ends once this effect is extended to you. The first creature you meet who is attuned to either of these weapons becomes your sovereign leader, regardless of who you previously considered it to be. You become charmed by them and obey their commands to the best of your ability. If you find the Red Queen's burden or the Violet King's promise without an owner, you are compelled to protect it with your life until a rightful owner is found. These effects can be removed with a greater restoration spell, but not while you are attuned to the bracers.
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Greenthumb Whittler
Wondrous item, common | Oct. 22
This small whittling knife has a green blade and can be used in place of a set of woodcarver's tools. Its wooden handle is decorated with carvings of soft leaves and fitted with a verdant, opal-like gemstone ring.
Over the course of several hours, you can use the knife to carve a Tiny statue from fine wood, which can't be larger than 1 foot in any dimension. At the end of each hour you spend carving the statue, make a DC 10 Dexterity check, adding your proficiency bonus to the roll if you're proficient with woodcarver's tools. The statue is successfully completed if you succeed on four of these checks, or unfortunately mangled and destroyed if you fail two of them.
The statue can do minor feats of animation, which you decide upon completing it. If it moves, it can't leave its space on its own. For example, the statue can wave and turn its head back and forth robotically, or dance around in a circle within its space. You can start or stop the animation by tapping the statue twice in rapid succession (no action required).
Up to three statues can be animated at a time in this way. When a fourth statue is completed, the first one ceases to move and loses its magic. Destroying a statue ends the effect.
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Griffon Coinpouch
Wondrous item, common | Apr. 20
This stylized purse is sewn and stitched in the style of the griffon's saddlebag, a classic treasure and character from children's stories and legends. The purse is 6 inches across and holds up to 1,000 coins. Coins taken from the purse are miraculously clean and shiny, as if freshly minted. The bag always weighs 1 pound, regardless of the number of coins within it.
At the GM's discretion, a small slip of parchment can be found folded among the coins inside. The parchment can have anything on it, although it usually carries enigmatic warnings or peculiar words of guidance. You can write your own notes or roll a d8 and consult the table below to determine what the parchment says:

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Griffon Component Pack
Wondrous item, uncommon | Aug. 20
This special component pouch is stylized in the fashion of the legendary griffon's saddlebag, a classic motif in children's fiction. As an action, you can place an amount of coins equal to 5 gp plus the exact worth of a component you need for a spell you know in the bag and speak its command word, followed by the name of the needed component. When you do, the coins disappear from the bag and are replaced by the material component needed for the spell. Once this property of the bag has been used, it can't be used again until the next dawn.
At the GM's discretion, the bag may consume only the additional 5gp and leave a note that describes the nearest person or place that can help you find the named component.
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Grip of Dendallen
Wondrous item, very rare (requires attunement) | June 19
These black leather and human bone chain gloves spread sickness and decay to the things they touch. While wearing the gloves, your unarmed strikes deal necrotic damage and you can roll a d6 in place of the normal damage of your unarmed strikes. This damage is maximized if you hit a plant or plant creature with the attack.
In addition, you can use the gloves to cast the following spells using a save DC of 16 and attack bonus of +8: blight, contagion, or vampiric touch. Casting blight in this way uses a range of touch instead of its normal range. Once the gloves have been used to cast a spell, they can't be used to cast that spell again until the following dusk.
Curse. When you pull these gloves over your hands for the first time, make a DC 16 Wisdom saving throw. On a success, you are aware of the curse's effects and can immediately remove the gloves before it takes hold. On a failure, the gloves' bone chains pierce your skin and latch onto the bone in your arms. You take 4d6 piercing damage and can't remove the gloves unless you're targeted by the remove curse spell or similar magic. While you wear the gloves, the flesh on your hands slowly rots. The stench can't be contained or masked through magical or nonmagical means. While your hands rot in this way, you make Charisma checks with disadvantage and take 1d6 necrotic damage whenever you complete a long rest.
If you fail the saving throw when first donning the gloves and later remove them, it takes 1d4 days for the effects of the rotting flesh to fade.
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Griffon Key Loop
Wondrous item, common | Oct. 20
This leather key loop is stylized in the fashion of the legendary griffon's saddlebag, a classic motif in children's fiction. You can attach a key to the key loop by holding them together for 1 minute. When you do, the key is shunted into an extradimensional space. You can use an action to speak the key loop's command word, causing one or more of the attached keys to reappear on the loop (your choice). Speaking the command word again causes them to disappear once more. You can have up to 10 keys attached to the key loop in this way at a time, and can remove one by gently pulling on it for 1 minute.
While holding the key loop, you can touch it to a lock whose key has been attached to the loop. When you do, the lock becomes unlocked or locked (your choice), as if you had used its key. When you shake the key loop, you can faintly hear the sound of its keys jingling.
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Grimoire of the Green Arts
Wondrous item, very rare (requires attunement by a wizard) | Jan. 22
This green leather book has a gilded cover and painted imagery of sage and witch hazel. The following spells are written in the book using a strange form of Druidic that's only legible to the creature attuned to it: conjure animals, dominate beast, goodberry, pass without trace, speak with plants, transport via plants, and wall of thorns. While attuned to the book, you know the druidcraft cantrip, and you can prepare the book's spells as if they were wizard spells whenever you finish a long rest.
If you have the polymorph spell prepared while the book is on your person and cast it on yourself, you can choose to retain your Intelligence, Wisdom, and Charisma scores for the duration of the spell. Once this property has been used, it can't be used again until the next dawn.
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Grimweaver's Shawl
Wondrous item, rare (requires attunement) | Jan. 25
This ragged shawl is stitched to a threadbare hood and mantle using scraps of found clothing. A brass pin holds the shawl together. When found, 1d4 + 2 pieces of found clothing have been stitched together to make the shawl. You have resistance to necrotic damage and are proficient with weaver's tools while wearing it.
The shawl has a number of charges equal to the scraps of clothing stitched to it. When you hit a creature with an attack while wearing the shawl, you can expend 1 of its charges to deal an extra 1d10 necrotic damage from the attack; a scrap of clothing immediately turns to ash and falls from the shawl.
The shawl magically attaches any scraps of clothing you have on your person to it daily at dawn, up to a maximum total of 6 scraps; it also regains the same number of charges. For a scrap to be eligible, it must be from a different creature that's died within the last 24 hours, and it must be within one to two feet across in each dimension. When a scrap is attached in this way, its appearance magically transforms to match the hood and mantle.
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Gripping Perfume
Wondrous item, uncommon | Mar. 23
This 1-ounce bottle of perfume is decorated with a ceramic octopus at its top. Its head is actually a fabric balloon, which allows the holder to spray the perfume through one of the octopus's tentacles. The perfume looks like a dark ink when sprayed, but immediately absorbs into the skin and disappears. It does, however, stain clothing.
You can use an action to spray the perfume on a willing creature within 5 feet of you. For 1 hour, that creature can't be disarmed of any item against its will. For the duration, it also gains a +2 bonus to any ability check it makes to hold onto something, such as pulling an item out of another creature's hands, pickpocketing a key from a guard, or holding onto a stone ledge while climbing.
The bottle has enough perfume for 4 uses.
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Grower's Tape
Wondrous item, uncommon | Jul. 23
This roll of tape is 1 inch wide and 60 feet long. You can use an action to cut off a length of tape and apply it to a surface. The tape immediately decomposes and turns into fertile soil once it's stuck to a surface. Plants rapidly grow from the soil, becoming fully ripe after 1 hour.
Roll on the table below once for every 1 foot of tape used to determine what grows from that stretch of soil.

If you use one or more strips of tape to enclose an area, the tape recreates either version of the plant growth spell (your choice) for all plants within that area. For example, you can use 20 feet of tape to enclose a 5-foot square, or 30 feet of tape to enclose a 5-foot-radius circle.
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Guard of the Valkyrie
Wondrous item, rare (requires attunement) | Apr. 25
This bronze crossguard is designed in the likeness of a pair of wings. You can spend an hour attaching the crossguard to a melee weapon, which can be done over the course of a short rest.
While a weapon has the crossguard attached to it, it gains the following properties; it gains these properties even if you aren't attuned to the crossguard:
If the weapon was nonmagical, it's considered to be magical and gains a +1 bonus to attack and damage rolls made with it.
It has the thrown property, with a normal range of 20 feet and a long range of 60 feet; if the weapon has the two-handed property, these ranges are halved.
If the weapon already has the thrown property, making a ranged attack with it at long range doesn't impose disadvantage on the attack roll.
If you're attuned to the crossguard, the weapon gains the following additional property.
Flyback. Whenever you make a ranged attack with the weapon, you can choose to have it fly back to your hand immediately after the attack hits or misses the target. Alternatively, if the weapon is within its normal throwing range from you, you can use a bonus action to speak the crossguard's command word. When you do, the weapon flies to your hand in a straight line. Any obstacle that provides total cover stops the flying weapon. Each creature in the weapon's path must succeed on a DC 13 Dexterity saving throw or take damage of the weapon's type equal to its damage die (you don't add your ability modifier to this damage). If you don't have a free hand, the weapon lands at your feet instead.
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Guardian's Reliquary
Wondrous item, legendary (requires attunement by a creature missing an arm) | Sep. 21
This ornate prosthetic arm is a reliquary set with glass windows, revealing the suspended skeletal hand and arm of a saint devoted to protecting others. The prosthesis attaches to your arm at the elbow or the shoulder, and it can't be removed against your will as long as you're attuned to it. To attune to this item, you must hold it against your arm for the entire attunement period. While attuned to the prosthesis, you can use an action to remove or reattach it. The prosthetic is a fully capable part of your body.
While the prosthesis is attached, you gain a +3 bonus to saving throws. As a bonus action, you can touch a creature to transfer this bonus to it. When you do, the bonus remains on that creature, instead of you, for 1 minute, until it dies, or until you use a bonus action to return the bonus to yourself.
In addition, the prosthetic has 10 charges. You can use an action to expend 1 or more of its charges to cast one of the following spells from it: greater restoration (5 charges), lesser restoration (2 charges), protection from evil and good (1 charge), remove curse (3 charges), or warding bond (2 charges). The prosthetic regains all expended charges daily at dawn.
Final Sacrifice. As an action, you can use the prosthetic to cast either mass heal or true resurrection. When you do, the prosthetic releases a massive burst of divine light as the bones inside it are destroyed. The prosthetic then loses all its properties, but it can still be used as a magical prosthetic that functions as a fully capable part of your body and no longer requires attunement.
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Gusting Blowgun
Weapon (blowgun), uncommon (requires attunement) | Jun. 20
This magic, twisting blowgun channels the air around it to create powerful blasts of wind. When you hit with a ranged attack using this weapon, the target takes an extra 1d4 bludgeoning damage, and if the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be pushed 5 feet away from you. You suffer no disadvantage due to long range when you make a ranged attack roll with this weapon.
The blowgun has 3 charges and regains all expended charges daily at dawn. As an action, you can expend 1 of its charges to blow through the weapon to create a line of wind 30 feet long and 5 feet wide. Any Medium or smaller creature in the line must succeed on a DC 13 Strength saving throw or be pushed 10 feet away from you.
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Hadiya's Handy Quill
Weapon (dart), uncommon (requires attunement) | Feb. 21
This dart doubles as a magical quill and is fletched with three iridescent crow feathers. Immediately after you make a ranged attack with this magic weapon, it flies back to your hand. When you make a ranged attack with the dart, you can speak its first command word as part of the attack to cause the dart to release a splatter of ink. If the attack hits, the target is blind until the end of its next turn. A creature can use its action to clear away the ink on itself or another creature within its reach, allowing it to see again. This property can't be used again until the next dawn.
When used as a quill, the dart produces its own ink unless you provide it with a different one. You can choose what color ink the quill produces by speaking its second command word as a bonus action.
In addition, you can use a bonus action to speak the quill's third command word to cause it to vanish and reappear as a feather-like tattoo on your body. You choose the design and placement of the tattoo each time. You can use a bonus action to speak the command word again while you have the tattoo to cause it to vanish and reappear as a dart in a free hand or at your feet (your choice).
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Hag's Claw
Weapon (dagger), legendary (requires attunement) | Nov. 22
The metal of this wicked knife is said to be folded with the hair of a hag, giving it a dark, wave-like pattern that sizzles with corrupting magic. Its handle, curved like the blade, is made from long finger bones that ever-so-slightly curl to hold your hand.
You have a +2 bonus to attack and damage rolls made with this magic weapon. Once on each of your turns when you hit a creature with the dagger, it takes an extra 1d8 acid damage. If you had advantage on the attack roll, the target must also succeed on a DC 17 Constitution saving throw or take an additional 1d8 acid damage and be poisoned until the end of your next turn. While poisoned in this way, a creature makes Constitution saving throws with disadvantage. If you reduce a Small or larger hostile creature to 0 hit points with this weapon, you gain the benefits of the greater invisibility spell (no concentration required) until the end of your next turn.
Curse. This dagger 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 dagger, 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 you reduce a creature to 0 hit points using the dagger, there's a 10 percent chance that your appearance changes to more closely resemble the hag that was used to make the weapon. For example, your teeth show signs of decay, your laugh turns to a cackle, and your hair loses its color and grows stringy. Once this happens for a third time, you become possessed by the spirit of the hag: your alignment changes to neutral evil, and you regard your allies as manipulatable threats. You remain possessed by the hag until the curse ends.
A single remove curse spell (or similar magic) fails to end the dagger's curse if your appearance has begun to change as a result of it. For each time your appearance has changed in this way, an additional use of remove curse or similar spell must be cast within a 24-hour period in order to end the curse. Ending the curse returns your appearance to normal.
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Hagstone Amulets
Wondrous item, uncommon | May 23
A hagstone is a naturally occurring stone that's pockmarked with holes and crystalline veins. To be transformed into a magical hagstone amulet, it must be made by a hag. If a hag decides to give away one of these amulets, it always comes at a price.
On its own, a hagstone amulet does nothing. However, you can perform a 1-hour ritual to bind three or more amulets. If three or more bound hagstone amulets are worn by different creatures that are within 30 feet of one another, those creatures can use an action to cast either bestow curse or lightning bolt from their amulet (save DC 13). Alternatively, a creature can cast counterspell from the amulet as a reaction, using a spellcasting ability modifier of +3.
Once a spell has been cast from an amulet, that spell can't be cast again from it or any other hagstone amulet bound to it until the next dawn.
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Hailstorm Bow
Weapon (longbow), legendary (requires attunement) | Feb. 24
This bow is made of pure ice, which only becomes pliable in your hands once you attune to it. While the bow is on your person, your skin becomes covered in a thin layer of protective frost, granting you a +1 bonus to AC and immunity to cold damage.
An arrow that's fired from the bow becomes covered in ice, which deals an extra 1d6 cold damage to any target it hits. If you hit a target within 5 feet of you using the bow on your turn, the target also has disadvantage on any attack rolls it makes until the end of your current turn.
The bow has 7 charges and regains 1d6 + 1 expended charges daily at dawn. While holding the bow, you can use an action to expend 1 or more of its charges to use either of the following properties.
Hailstorm Volley. For each charge you expend, you fire a magical arrow of pure ice from the bow into the sky centered directly above a point that you can see within 120 feet of you. Sharp hail then falls from the sky in a 20-foot-radius, 40-foot-high cylinder centered on the point. Each creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage, plus 1d8 cold damage for each expended charge after the first. On a successful save, a creature takes half as much cold damage. The hailstones then turn the area into difficult terrain until the end of your next turn.
Ice Wall. For each charge you expend, you fire a magical arrow of pure ice from the bow at a different point on the ground that you can see within 120 feet of you. Each arrow then grows into a 10-foot-square panel that's 1 foot thick and perpendicular to the ground. Each panel has AC 12, 30 hit points, and is vulnerable to fire damage. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side) and must make a DC 17 Dexterity saving throw. A creature takes 3d8 cold damage on a failed save, or half as much damage on a successful one. Each panel remains for 1 minute or until it's reduced to 0 hit points.
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Halberd of the Peacock
Weapon (halberd), rare (requires attunement) | Dec. 18
You gain a +1 bonus to attack and damage rolls made with this magic weapon. This halberd has been polished to a mirror finish and is adorned with five ornate gemstones dangling beneath its blade that glow with arcane energy. This weapon contains 5 charges, each stored within one of the gems, and regains 1d4+1 expended charges each day at dawn. You can expend 1 charge to cast disguise self or 2 charges to cast either alter self, mirror image, or shatter (save DC 15). The hanging gems lose their glow once their charge has been spent in this way.
Curse. This halberd 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 halberd, 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 you reduce a creature to 0 hit points using this weapon, you must succeed on a DC 12 Wisdom saving throw or be compelled to admire yourself in the mirror until the start of your next turn: sacrificing any remaining movement, action, bonus action, or reactions you may have had. In addition, you automatically fail any Dexterity saving throw you make while admiring yourself in the mirror in this way.
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Half Plate of the Blind Martyr
Armor (half plate), legendary (requires attunement by a cleric) | Mar. 20
This dark, battle-scarred half plate armor honors the blind valkyrie, a twisted symbol of impartial war, justice, and repentance. You gain a +2 bonus to AC while wearing this armor.
Charges. This armor has 8 charges and regains 1d4 + 4 expended charges daily at midday. While wearing the armor, 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, spellcasting ability modifier, and spell attack bonus:
1 charge: cure wounds, inflict wounds
2 charges. blindness/deafness, lesser restoration
3 charges. bestow curse, remove curse
4 charges. banishment, death ward
5 charges. contagion, mass cure wounds
6 charges. harm, heal
Curse. This armor is cursed, and attuning to it extends that curse to you. This curse can only be removed by a wish spell or similar magic, removing the armor fails to end the curse. While you're cursed, you are blind, but have blindsight out to a range of 60 feet while wearing this armor. In addition, whenever you hit a creature with an attack or cast a spell that affects a creature other than yourself, you take 3 psychic damage. This damage ignores resistance and immunity.
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Halo Circlet
Wondrous item, very rare (requires attunement) | Sep. 23
This lustrous, gilded circlet hovers just above your head while worn. The inside of the circlet radiates with a golden glow, like a halo. While wearing it, you can speak, read, and write Celestial. In addition, you can use a bonus action to gain a flying speed of 30 feet until the end of your next turn. When you do, a pair of glimmering wings of golden light appear just behind your back for the duration.
While wearing the circlet, you can use your reaction to shroud yourself in celestial energy whenever you take fire damage, necrotic damage, or radiant damage from a hostile source. When you do, you have resistance to that damage type, including the triggering damage, until the start of your next turn. You also gain a secondary effect that depends on the type of damage dealt:
Fire damage. The triggering fire damage is quartered, instead of halved.
Necrotic damage. The first target you hit with an attack on your next turn takes an extra 2d10 necrotic damage from the attack.
Radiant damage. You can use a bonus action to restore 2d8 hit points to a creature you touch on your next turn.
Divine Opposition. If you're a tiefling and are wearing the circlet, you can choose to deal radiant damage, instead of fire damage, whenever you would deal fire damage to a target. In addition, you can use a bonus action to release a wave of beautiful, discordant energy from the circlet. The wave affects up to 8 creatures of your choice that you can see within 30 feet of you. You choose if an affected creature is either affected by the bless spell or is forced to make a DC 15 Charisma saving throw; on a failed save, it's affected by the bane spell instead. These spells end at the start of your next turn, and any creature affected by them adds or subtracts 2d4 from its rolls, respectively, instead of 1d4. Once this bonus action has been used, it can't be used again until the next dawn.
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Hammer of Nails
Weapon (light hammer), common | Apr. 25
You can use an action while holding this hammer to speak its command word and hit an object with it that isn't being worn or carried, as if you were hammering in a nail. To be eligible, the object can't be more than 1 foot thick or deep (with respect to where you hit it with the hammer). When you hit the object, it becomes magically stuck to whatever other inanimate surface it was touching on the opposite side of where it was struck. The two objects remain stuck together until either of them takes damage or if a creature succeeds on a DC 10 Strength check to pull the two apart; an object can become unstuck at the GM's discretion if enough force, strain, or weight is applied to it another way. This property can be active on up to three objects at a time. If you activate it on a fourth object, the first one becomes unstuck.
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Hammer of the Ram
Weapon (maul), rare (requires attunement) | Apr. 24
This all-silver hammer carries a mighty force behind it with every swing. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If the hammer hits an object that isn't being worn or carried, the hit is a critical hit.
The hammer has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a target with the hammer, you can expend 1 to 3 of its charges to force the target to make a DC 15 Strength saving throw. For each charge expended, the target takes an extra 1d10 force damage and is pushed 5 feet away from you on a failed save. On a successful save, the target takes half as much force damage and isn't pushed.
Ring of the Ram. If you're also attuned to the ring of the ram, your bonus to attack and damage rolls with the hammer increases to +2, and the hammer's every swing creates a projection of the spectral ram from the ring. The ram lurches forward from the head of the hammer, effectively increasing your reach with the weapon by an additional 5 feet. In addition, the hammer and ring share a pool of charges: any charge you have with the ring can be used for the hammer's properties, and vice versa.
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Hammer of Thorns
Weapon (warhammer), very rare (requires attunement) | Mar. 24
You gain a +2 bonus to attack and damage rolls made with this magic weapon. The hammer has 10 charges and regains 1d8 + 2 expended charges daily at dawn. If you're a druid, you are proficient with this weapon, and it always regains the maximum number of expended charges. Even though it's a warhammer, it can be targeted by the shillelagh spell.
Wall of Thorns. While holding the hammer, you can use an action to expend 1 or more of its charges to slam it down into the ground. When you do, a wall of thorns appears (save DC 16), as if by the spell, which originates in a space within 5 feet of you. The wall is up to 5 feet long for each charge you expend. This version of the spell doesn't require concentration and deals no damage to any creature that succeeds on the saving throw when it appears; such a creature is instead pushed to one side of the wall (your choice). The wall remains for the duration of the spell or until this property of the hammer is used again.
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Hammer of Whispers
Weapon (light hammer), uncommon (requires attunement) | Aug. 23
This dark silver hammer is miraculously light. It has the finesse property, and any target hit with it takes an extra 1d4 psychic damage. Hitting a target with the hammer produces no sound.
Curse. This weapon 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 hammer, 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.
When you reduce a creature to 0 hit points using this weapon, make a DC 10 Wisdom saving throw. On a failed save, your mind is plagued with mysterious whispers; you take 2d6 psychic damage and are incapacitated until the end of your next turn.
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Hammer of Willpower
Weapon (any hammer), very rare (requires attunement) | Sep. 22
The might of this hammer changes to reflect your nature, using your innermost morality to overpower those that would oppose you. A creature hit by the hammer takes an extra 1d8 damage for each half of your alignment, for a total of 2d8 extra damage. The extra damages' type or types are determined by their associated alignments, as shown on the table below.

You can choose to suppress one or both halves of your alignment each time you hit a target with the hammer (no action required). When you do, the creature doesn't take the suppressed alignment's associated damage.
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Hand Mirror of the Medusa
Wondrous item, very rare | Oct. 23
This hand mirror bears the bust of a medusa at its top. Its silver surface is split into thirds by a pair of metal fangs. While holding it, you have advantage on saving throws against becoming petrified, and any creature with the Petrifying Gaze trait that starts its turn within 30 feet of you must also succeed on a saving throw against its own Petrifying Gaze trait. A medusa has disadvantage on the saving throw.
Petrifying Cone. You can use an action to brandish the mirror in front of you and speak its command word. When you do, you expose it to each creature in a 30-foot cone that originates from you, provided that the creature can see you. Each creature in the area is immediately affected by the flesh to stone spell (save DC 16); you must concentrate on the spell as normal. Once this property has been used, it can't be used again until the mirror has been used to petrify a creature with its own Petrifying Gaze trait.
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Hand of the Master
Wondrous item, uncommon (requires attunement) | Feb. 19
This satin glove has no visible seams and can be easily flipped inside-out to wear on either a left or right hand. While attuned to the glove, you can fit it over a hand that is either missing fingers or missing entirely and have it function as a normal body part.
In addition, you can cast the mage hand cantrip at will using the glove. When you do, the spectral hand originates within the glove instead of at a point of your choosing. The glove covers the spectral hand as it carries out your commands, leaving your hand or limb uncovered while it does so. Casting mage hand using the glove doesn’t require any verbal components and doubles both the duration and carrying capacity of the hand.
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Harbinger's Flail
Weapon (flail), rare | Aug. 20
This whip-like chain flail's head is a sonorous bell from the Temple of Twin Fates, a holy site known for its grim foretellings. This weapon has the reach property and deals an extra 1d4 thunder damage to any target it hits. When it hits a target, the bell releases a deep sound that's audible out to 100 feet.
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Harp of Dragons
Wondrous item, rare (requires attunement by a bard) | May 24
This harp is strung with the vocal cords of a felled dragon. As a result, the instrument can create dragonlike effects when Draconic command words are spoken while playing it. The harp is 3 feet tall and weighs 6 pounds. While you're attuned to the harp, you are proficient with it.
While holding the harp, you can use an action to play it and speak one of the following command words in Draconic. Once a command word has been used, that word can't be used again until the next dawn. If an effect requires a creature to make a saving throw, it uses your bard spell save DC.
"Burn." The harp creates a magical breath of fire. Each creature in a 30-foot cone, originating from the harp, must make a Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. A creature that's frightened of you makes the saving throw with disadvantage.
"Fly." The harp makes you weightless, granting you a flying speed equal to your walking speed for as long as you continue to play it. Doing so requires your action on each of your turns, up to a maximum of 1 hour.
"Tailwind." The harp creates a gust of wind behind you, propelling you and up to four other creatures of your choice within 30 feet of you forward until the end of your next turn. When you use this command word, choose a direction. For the duration, moving in that direction costs you and other affected creatures half as much movement.
"Terrify." The harp creates an instantaneous wave of fear, which affects up to four creatures of your choice within 30 feet of you, provided that the creature can hear the instrument. Each affected creature must succeed on a Wisdom saving throw or be frightened of you for 1 minute. A frightened creature can make another Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.
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Harp of Valor
Weapon (shortbow), very rare (requires attunement by a bard) | Apr. 19, updated May 24
This bow has ten strings and doubles as a lyre or small harp; you're proficient with the instrument while you're attuned to it. You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, arrows fired from the bow deal thunder damage instead of piercing damage. Whenever you make a Charisma (Performance) check using the bow as an instrument, you make the check with advantage.
The bow has 10 charges and regains 1d6 + 4 expended charges daily at dawn. While holding the bow, you can use an action to expend up to 5 of its charges to cast either the thunderwave or magic missile spell from it, using your spell save DC. 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.
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Hasty Sugarbombs
Wondrous item, uncommon | Jan. 19
This enchanted sweet can be eaten using an action to increase your movement speed by 5 feet for 1 hour.
Upset stomach. You can only be under the effects of 1 sugarbomb that has this feature at a time. Eating a sugarbomb that has this feature while under the effects of another one causes the effects of the first sugarbomb to immediately end and be replaced by the new one’s. This rapid change is difficult to stomach, forcing you to make a DC 13 Constitution saving throw. On a failed save, you gain the effects of the new sugarbomb, but become poisoned for 1 minute. On a success, you gain the effects of the new sugarbomb and are not poisoned.
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Harvest
Weapon (sickle), uncommon | Jul. 20
This classic farmer's heirloom depicts wheat and field designs. When you hit a plant creature with an attack using this magic weapon, the target takes an extra 1d6 slashing damage. In addition, any nonmagical plant harvested with this sickle magically remains fresh for an extra 7 days.
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Hat of Osnomnosis
Wondrous item, common (requires attunement by a wizard) | Oct. 21
This colorful, frumpy hat contains the animated and sentient spirit of a wizard's old pet. While unworn and immobile, it is indistinguishable from a normal hat. When the hat is worn and spoken to or otherwise interacted with, it springs to life and pulls its seams apart to form a stitch-ridden mouth and toothless smile.
You can use the hat as an arcane focus for your wizard spells while you're wearing it. In addition, you can feed one piece of paper to the hat using an action, destroying the paper. The hat happily accepts any paper it's fed and wiggles about as the page is chewed and swallowed. If you're wearing the hat, you immediately know any information that was contained on the piece of paper as if you had read it. If the paper or its contents were magical, it's immediately spat back out by the hat. If the paper contained a spell, such as a spell scroll or page from another wizard's spellbook, you also take 1d6 psychic damage for each level of the spell that was transcribed on the paper when it's spat out.
Sentience. The hat of osnomnosis is a sentient chaotic good item with an Intelligence of 4, a Wisdom of 8, and a Charisma of 6. It has hearing and darkvision out to a range of 30 feet. It can't speak or read, but can communicate with you telepathically while you're wearing it. When the hat communicates with you in this way, it can only transmit simple emotions and images. While you are attuned to it, the hat understands every language you know.
Personality. The hat loves nothing more than being worn and eating bits of paper and is easily befriended by creatures who pet it. The hat's button eyes can't move, but it uses its cloth folds to change its expression at will
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Hat of the False Wizard
Wondrous item, uncommon (requires attunement) | Jul. 24
While wearing this hat, you can use an action to cast either the druidcraft, thaumaturgy, or prestidigitation spell from it.
Curse. This curse is only revealed and extended to you when you cast a spell that isn't a cantrip and are wearing the hat. As long as you're cursed, you can't remove the hat unless you are targeted by the remove curse spell or similar magic. While you're cursed, you must first succeed on a DC 13 Constitution saving throw whenever you cast a spell that isn't a cantrip. On a failed save, the spell fails, and the action is wasted.
Alternatively, once you have succeeded on at least 10 cumulative Intelligence checks or saving throws while wearing the hat, you can choose to forcibly end the curse on yourself after succeeding on an Intelligence check or save. The hat is then reduced to tatters and destroyed.
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Hat of the Nimbus Mage
Wondrous item, rare (requires attunement by a druid, sorcerer, warlock, or wizard) | May 24
This twin-peaked wizard hat has thin, wispy clouds circling its mountainous spires. You can mentally command the clouds to look like different weather using an action.
The hat has 7 charges and regains 1d6 + 1 expended charges daily at dawn. If you spend at least 1 hour in a naturally occurring fog bank, the hat regains all expended charges at the next dawn instead.
Spells. While wearing the hat, you can expend 1 or more of its charges to cast the following spells from it, using the typical casting time for each spell when you do: feather fall (1 charge), gaseous form (3 charges), or misty step (2 charges; you appear as a swiftly traveling patch of fog). Alternatively, you can use an action to expend 1 or more charges from the hat to cast the fog cloud 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.
Neutralize Weather. While wearing the hat, you can use an action to expend 2 of its charges to return any naturally occurring inclement weather within a 1-mile radius, centered on you, to a neutral state. The neutral weather can be clear or with light clouds, cool or warm, and with either a calm or moderate wind. After 8 hours, the weather returns to its previous state, unless the GM rules otherwise. You must be outside to use this property of the hat.
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Hat of the Vanishing Act
Wondrous item, uncommon | Oct. 24
While wearing this curled wizard hat, you can use an action to speak its command word to magically disappear into a special demiplane within it. You're incapacitated and can't speak while inside the hat in this way, although you can still see outside of it through the hole at the bottom, using your normal senses; a creature looking into the hat sees only a normal hat. While you're within the hat, its normally curly form becomes perfectly straight and rigid. You can remain in this special demiplane for up to 1 hour, at which point you magically reappear beneath the hat or in the nearest unoccupied space. Being incapacitated doesn't prevent you from using an action to end the effect early. Another creature can use an action to shake out the hat, ending the effect on you with a successful DC 13 Strength (Athletics) check; piercing or tearing the hat also ends the effect. Once this property of the hat has been used, it can't be used again until the next dawn.
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Hat of the Sanguine Coven
Wondrous item, uncommon (requires attunement by a sorcerer, warlock, or wizard) | Nov. 20
This red hat is worn by a coven of witches known for their familiarity with death's doorstep. While wearing this hat, you can cast the chill touch spell at will. Whenever you have 0 hit points while wearing this hat, you gain the following benefits:
You stabilize or die after your sixth successful or failed death saving throw, instead of your third, but only succeed on the saving throw on a roll of 15 or higher.
When you roll a death saving throw, you can immediately cause the hat to cast the chill touch spell (+5 to hit, no action required) against a creature within 30 feet of you that isn't behind total cover or heavily obscured. If it hits, you gain a +5 bonus to the saving throw.
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Hat Trick
Wondrous item, uncommon | Oct. 19
This gaudy purple hat allows the wearer to perform some minor magical feats. The hat has 3 charges and regains 1 expended charge daily at dawn. While holding the hat, you can expend 1 charge as an action to cast the find familiar spell from it, pulling the familiar from the hat. The summoned familiar must take the form of either a rabbit or dove, using the statistics for a weasel or owl, respectively. The familiar remains for up to 1 minute instead of its normal duration and cannot be used to deliver spells.
In addition, while wearing the hat, you can use an action to cast the prestidigitation spell from it. When cast in this way, the spell can only be used to create harmless, illusory effects.
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Hatred, the Wrathful Edge
Weapon (greataxe), artifact (requires attunement by a creature the axe deems worthy) | Aug. 21
This black iron axe was forged in the scorching fires of the Magmarath Caldera and has been the decisive end for countless mortal souls. Used as the mark of a Tribunal in the caldera's city, the weapon is an embodiment of anger and spite, and has been enchanted with blood magic that bubbles to the surface each time it's used to end a life. Glimmering veins of lava flicker from its dark metal surface, and roiling, volcanic sparks trail behind it in its wake when swung.
You gain a +3 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d6 fire or lightning damage (your choice) to any target it hits. When you reduce a living creature to 0 hit points using this weapon, you gain a number of temporary hit points equal to the fire or lightning damage dealt as part of the attack.
Explosive Rage. If you're a barbarian, the first time you enter a rage after finishing a short or long rest, up to 6 creatures of your choice within 10 feet of you take 4d6 fire or lightning damage (your choice). In addition, while raging, any creature that touches you or hits you with a melee attack while within 5 feet of you takes 1d6 fire or lightning damage (your choice).
Fiendish Mind. You can speak, read, and write Abyssal and Infernal while attuned to this weapon.
Random Properties. Hatred, the Wrathful Edge has the following random properties:
1 minor beneficial property
1 major beneficial property
1 minor detrimental property
1 major detrimental property
Volcanic Immunity. You are immune to fire damage while attuned to this weapon. In addition, you can stand on and walk across molten rock as if it were solid ground.
Sentience. Hatred, the Wrathful Edge is a sentient chaotic evil weapon with an Intelligence of 14, a Wisdom of 13, and a Charisma of 17. 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 Abyssal, Common and Infernal.
Personality. The weapon enjoys the sensation of anger. It sees all conflict eventually reaching the same violent conclusion, and encourages its wielder to seek out such hasty and bloody resolutions.
Destroying the Axe. The only way to destroy the axe is to dispel the malevolent spirit within it over time from the Upper Planes. Casting dispel evil and good on the weapon every day for 5 years while on an Upper Plane causes the wrathful spirit within it to eventually succumb and perish. When the spirit leaves the axe, it loses all of its properties except for its bonus to attack and damage rolls, but becomes no harder to destroy than a normal magic weapon.
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Hcor'uk the Colossal's Portable Handheld Weapon of Walloping
Weapon (flail), very rare (requires attunement) | Dec. 18
This flail has the two-handed, heavy, and reach properties. Attacks made with the flail deal an extra 1d8 bludgeoning damage, or 2d8 if the target is a structure. When you roll a 20 on an attack roll made with this magic weapon against a Huge or smaller creature, that creature must succeed on a DC 16 Strength saving throw or be knocked prone.
The rope and boulder that make this weapon are magically attached and can’t be separated. The boulder weighs 200 pounds but is effortless for you to lift once you attune to the weapon.
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Headband of the Sweatless
Wondrous item, common | Apr. 21
These vibrant silk headbands come in a variety of colors and patterns. While wearing the headband, you magically don’t get wet when you perspire, but are still naturally cooled as if you had. In addition, the first time you make a Constitution saving throw to resist the effects of extreme heat, add 1d4 to the total of the roll. This property can’t be used again until the next dawn.
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Headdress of the Serpent King
Wondrous item, uncommon (requires attunement) | Feb. 20
This gold and emerald green headdress channels old and twisting serpentine magic to your bidding. If you take poison damage while wearing this headdress, that damage is reduced by an amount equal to your Constitution modifier.
While wearing the headdress, ordinary snakes and snakes with a challenge rating of 1/4 or lower are indifferent toward you and will not attack you unless you threaten or harm them. In addition, you can use an action to cast the animal messenger spell from it, but can only target snakes with it.
Curse. This headdress is cursed, and becoming attuned to it extends that curse to you until you are targeted by the remove curse spell. Removing the headdress fails to end the curse on you. While cursed, your speech is slightly changed: you hiss when pronouncing "s" sounds.
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Headhunter's Bullseye Lantern
Wondrous item, uncommon | Jul. 21
This bullseye lantern magically creates its own light, which is always a brilliant red. It emits bright light in a 60-foot cone and dim light for an additional 60 feet. While holding the lantern, you can use a bonus action to speak its command word to release an intense burst of light from the lantern's lens. Each hostile creature within the lantern's bright light must succeed on a DC 13 Dexterity saving throw or be marked for 1 minute. For the duration, marked creatures shed dim light in a 10-foot radius. Marked creatures can't benefit from being invisible, and any attack roll made with disadvantage against a marked creature is made normally instead, provided that the attacker can see it. You choose the direction of the light when you use this property, which can't be used again until the next dawn.
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Healer's Voice
Wondrous item, rare | May 24
This silver and gold necklace hums with a healing energy when you speak certain arcane words. Whenever you cast the healing word or mass healing word spell, you can grant one target of the spell 4 temporary hit points for each d4 that rolled a 4. If you roll a 1 on a d4, you can reroll the die. You must use the new roll.
In addition, whenever you make an ability check to calm, heal, or otherwise soothe another creature, you can roll a d4 and add it to the total. Once this property of the necklace has been used, it can't be used again until you or another creature has cast healing word or mass healing word while wearing the necklace.
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Healing Arrow
Weapon (an arrow or bolt), uncommon | Sep. 19
This magic ammunition is made by the elder clerics of nature and hunting deities. An attack made with this ammunition deals no damage to any target hit by it. When you hit a creature other than yourself with this ammunition, that creature regains hit points equal to 2d4 + your Dexterity and Wisdom modifiers (minimum 1). If the target is a friendly creature, you have advantage on the attack. Once it hits a creature, this ammunition dissolves into pure healing magic before it's destroyed. This ammunition has no effect on undead or constructs.
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Hearthfire Mantle
Wondrous item, uncommon | Jan. 24
The inside of this heavy leather cloak is decorated with the image of a roaring fireplace. Brick-like patches of leather line the rim of the cloak, which always feel fire-warmed to the touch. While wearing the cloak, you can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. Laying the cloak on the ground or hanging it on a wall with its fiery inside exposed creates as much warmth as a small campfire.
You can use an action while wearing the cloak to speak one of its two command words and activate its properties.
"Kindle." You ignite a flammable object you're holding.
"Warm." Nonhostile creatures within 10 feet of you gain 2d6 temporary hit points. A creature with these hit points can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. Once this property of the cloak has been used, it can't be used again until the next dawn.
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Heart of Damned Intervention
Wondrous item, legendary (requires attunement by a cleric or paladin) | Mar. 20
This large infernal heart was torn from a powerful archdevil and is 1 foot tall and weighs 10 pounds. It still pulses, softly, and spews out small gouts of flame from an unquenchable fire within. The heart is hot to the touch and is wrapped by strange, writhing chains.
There is a glimmer of good in this heart that can be used to purify it. While attuned to the heart, you have resistance to fire damage, and you can cast hellish rebuke as a 2nd-level spell at will.
Curse. This heart can only be purified and destroyed by a powerful celestial or deity, and attuning to it overwhelms your heart with its evil desires. The heart is cursed, and attuning to it extends the curse to you. When you attune to the heart, the heart's flames turn pitch black as it painfully sears into your body, taking the place of your own heart, and taints your connection to the gods. You take 15d6 necrotic damage, leaving chain-shaped scars across your torso, and your alignment becomes evil if it wasn't already. While cursed, you and other creatures within 100 feet of you are unable to magically communicate with any god, and any radiant damage you deal becomes necrotic damage instead. In addition, you can understand and speak Infernal, and you have disadvantage on attack rolls against devils and on saving throws against their spells and special abilities.
If you die while cursed in this way, your soul is bound to the lower planes and can only be restored to life by a wish spell or divine intervention. Only a deity or a wish spell cast by a good-aligned creature can end this curse, destroying the heart of damned intervention and restoring your original heart and connection to the gods.
In addition, while you're cursed, you can use an action to speak a devil's true name to summon it, causing it to appear in an unoccupied space you can see within 60 feet of you. The devil must have a challenge rating of 6 or lower. Roll initiative for the devil, which has its own turns. When you summon it and on each of your turns thereafter, you can tell the devil what to do on its next turn (no action required). If you don't issue a command, the devil spends its turn attacking any creature within reach that's attacked it. The devil disappears and returns to its plane of origin after 1 hour or when it reaches 0 hit points. Once this property has been used, it can't be used again until the next dawn.
While cursed, you lose your Channel Divinity feature, and you gain the Channel Damnation ability below instead:
Channel Damnation. As an action, you point your finger at a creature you can see within 120 feet of you and speak a powerful, damning curse. That creature and all creatures within 10 feet of it must make a Charisma saving throw. On a failed save, a creature takes fire damage equal to 1d12 + your cleric or paladin level and is bound by searing, hellish chains. On a successful save, a creature takes half as much fire damage and isn't bound by the chains. A bound creature's speed is halved, and it takes 1d12 fire damage at the start of each of its turns for up to 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.
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Heart of the Sleeveless
Wondrous item, common | Nov. 18
This vest is made from a luxurious, silky material that seems to always make the wearer appear more fit. The clothing gently hugs the wearer, redistributing weight and muscle to flatter and accentuate their physique. It seems to deflate sadly once taken off.
While worn, the fabric’s color changes with the wearer’s mood or flash of emotion. Refer to the table below for the vest’s colors when under different emotions. While unworn, the fabric’s color becomes a muted blue.

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Heartless Cage Pendant
Wondrous item, very rare (requires attunement) | Feb. 20
This metal ribcage pendant has 12 pairs of ribs that contain a single, roughly hewn ruby that rattles around inside. The pendant has 1d4 + 8 charges when found. When a charge is expended, a pair of the pendant's ribs magically rust.
While wearing this pendant, you can use your reaction to expend 1 of the pendant's charges when a hostile creature that you can see within 30 feet of you is reduced to 0 hit points, causing the target to immediately die before any magical effects or traits can either restore it to life or prevent it from falling to 0 hit points. When you do, you gain 2d6 + 25 temporary hit points, and that creature can't be restored to life by any spell of 5th level or lower. A creature is immune to this effect if it has legendary actions.
When you expend the pendant's last charge, the ribcage shatters and releases the ruby inside. When it does, the ruby crackles with necrotic energy and summons 12 skeletons that appear in unoccupied spaces that you can see within 60 feet of you. The summoned skeletons are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the skeletons' statistics.
A skeleton disappears when it drops to 0 hit points or after 24 hours.
Once the ribcage shatters and the ruby summons the skeletons, the pendant and gemstone crumble into ashes and are destroyed.
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Heavenly Chalice
Wondrous item, rare | Dec. 20
This golden goblet is ornamented with 4 glimmering gems and stripes of jet and ivory. It weighs 2 pounds and can hold the contents of one potion. When a potion of healing (of any rarity) is poured into the cup, a cleric, paladin, or other creature with a magical connection to a celestial can spend 1 minute reciting a prayer over it. At the end of the prayer, the potion becomes sanctified and begins to glow with a calming blue light. When a potion of healing becomes sanctified, it creates a pool of hit points equal to the maximum number of potential regained hit points possible for that potion.
When a creature drinks from a sanctified potion of healing, that creature can restore a number of hit points of its choice, up to the maximum amount remaining in the pool. When the pool is reduced to 0 hit points, the potion is gone.
A potion remains sanctified for 24 hours or until it's spilled or poured into another vessel. Once this property of the goblet has been used, it can't be used again for 24 hours.
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Heavenly Hand Chain
Ring, uncommon (requires attunement by a cleric) | Apr. 21
This platinum ring is chained to a matching bracelet. While wearing the hand chain, you can use an action to cast the warding bond spell on another creature you touch. This version of the spell lasts for 1 minute, instead of 1 hour, or until the target is more than 60 feet away from you. For the duration of the spell, you can use a bonus action to pull the affected creature to the nearest unoccupied space within 5 feet of you (provided it's willing). Once a creature has been affected by the warding bond spell in this way, it can't be targeted by the spell using the hand chain again until the next dawn.
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Heaven's Edge
Weapon (dagger), legendary (requires attunement) | Apr. 21
This ornate dagger is made of multiple pieces that magically hover together, but move as if they were solidly connected. You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d4 radiant damage to any creature it hits. This extra damage increases to 4d4 radiant damage if the creature is a fiend or undead.
When you roll a 20 on an attack roll made with this weapon against a fiend, the target must make a DC 15 Charisma saving throw. On a failed save, the creature is banished, as if by the banishment spell. This version of the spell doesn't require concentration but ends early if you become incapacitated or die within the next minute. On a successful save, the creature is blinded until the start of your next turn and isn't banished.
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Heaven's Gavel
Weapon (maul), legendary (requires attunement by a creature of good alignment) | Nov. 19
This platinum weapon was a gift from a divine dragon to one of her loyal knights and has been passed down for generations. You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit an evil-aligned creature with the weapon, that creature takes an extra 1d6 radiant damage.
The maul has 10 charges and regains 1d6 + 4 expended charges daily at dawn. When you hit a creature no more than one size larger than you with the maul, you can expend up to 3 of its charges as part of the attack. When you do, the target must make a DC 17 Strength saving throw. On a failed save, a creature is launched 10 feet away from you for each expended charge, or half as far on a successful one. If the target hits a solid object by being launched in this way, it takes 1d6 bludgeoning damage for every 10 feet it had left to travel from the impact. If the solid object is a creature, that creature takes the same amount of bludgeoning damage from the impact as the target of the attack.
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Heavy Golem Armor
Armor (plate), rare (requires attunement by a Small humanoid) | Jun. 20
This heavy set of plate mail is 5½ feet tall, weighs 100 pounds, and is reconfigured from the pieces of an iron golem. Despite the armor's larger size, a series of clever harnesses inside its chest piece comfortably support you inside it. While wearing this armor, your Strength score is 19, unless it's already higher, and you are considered to be a Medium creature. Magic currents run through the inside of the armor and connect to you, allowing you to control the metal limbs as if they were your own. This magical connection causes you to still take any damage you receive while wearing the armor.
While wearing this armor, you can use a bonus action to speak its command word to force the armor to move more rapidly. When it does, you gain the effect of the haste spell (no concentration required), and the armor's joints creak and groan from the increased strain. At the end of each of your turns while you're under this effect, there is a cumulative 20 percent chance that the armor overheats. When it does, you take 1d10 fire damage from the armor, and the effect ends. Once this property of the armor has been used, it can't be used again until the next dawn.
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Hedgewitch's Gardening Cane
Staff, common | Jul. 21
This wooden walking stick has a silver flower at either end. The flower is blooming on the handle, but merely a bud towards the bottom. While holding the cane, you can use an action to tap it against the ground and mentally command the bottom portion to magically transform into a broom, a hoe, a rake, a shovel, or back into a normal cane
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Hedgewitch's Gardening Gloves
Wondrous item, uncommon (requires attunement) | Feb. 23
These leafy, long gardening gloves are adorned with enchanted vines that cinch its sides together. While wearing the gloves, you gain a +3 bonus to Intelligence (Nature) and Wisdom (Survival) checks made to interact with plants.
In addition, the gloves have 2 magical bunches of herbs, one on each glove, that regrow daily at dawn. When you cast a spell that requires concentration, you can speak the gloves' command word to consume 1 bunch of herbs. When you do, the herbs dry and crumble, duplicating the effect of the barkskin spell on yourself. This effect lasts for as long as you concentrate on the original spell, up to a maximum of 1 hour. It ends early if you remove either of the gloves.
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Hedonic Motivator
Weapon (whip), uncommon (requires attunement) | Sep. 20
This magic whip once belonged to an especially controlling succubus or incubus. The whip has 3 charges and regains 1d3 expended charges daily at dusk. While holding the whip, you can use a bonus action to expend 1 of its charges to lash out with it against a friendly creature within 10 feet of you. That creature gains one of the following benefits of your choice:
The creature gains 2d4 + 4 temporary hit points, which last for 1 minute.
The creature can add 1d4 + 2 to one ability check, attack roll, or saving throw it makes before the start of your next turn.
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Helios Spear
Weapon (spear), legendary (requires attunement) | Nov. 24
This spear radiates with warmth, as if it had been left in the sun. You gain a +1 bonus to attack and damage rolls made with this magic weapon, or +2 if you're in sunlight. On a hit, the weapon deals an extra 1d10 radiant damage. Whenever you roll radiant damage for the spear and roll a 10 on the die, the target of the attack must also make a DC 17 Constitution saving throw. On a failed save, the target is blinded until the start of your next turn. On a success, it's immune to this effect until the start of your next turn.
The spear glows with light while in flight. The first time on each of your turns that you hit a target hit with the thrown spear, that target takes an extra 3d10 radiant damage from the attack, instead of an extra 1d10 radiant damage. Making an attack at long range with the spear doesn't impose disadvantage on the attack roll. In addition, you can use a bonus action to magically teleport the spear to your empty hand, provided it's on the same plane of existence as you. When you do, it reappears in your hand in an instantaneous flash of light. When it emits light, the spear sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Sunbeam. You can use an action to throw the spear and speak its command word. When you do, you duplicate the effects of the sunbeam spell (save DC 17), and the spear immediately vanishes amidst the beam of light. This version of the spell is instantaneous and doesn't require concentration. The spear then reappears in your hand at the end of the spell. Once used, this property of the spear can't be used again until the next dawn.
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Hell Bells
Weapon (flail), rare | Oct. 24
Three horned bells hang from the head of this flail. On a hit, a target takes 3d4 bludgeoning damage, instead of the weapon's normal damage. Whenever you roll a 4 on one of the damage dice, you can choose to deal 4 fire damage with it instead of 4 bludgeoning damage.
Summon Hell Hound. You can use an action to summon a hell hound while holding the flail. When you do, the flail's bells emit a soft ringing, like a dinner bell. The hound appears in a random unoccupied space that you can see within 10 feet of you. The hound is friendly to you and your companions, although it ignores any command you give it. In battle, the hound takes its turn immediately after yours. On its turn, it moves and attacks the nearest hostile creature to it. If there aren't any hostile creatures, it instead takes the Dodge action. The hound ceases being friendly to you and your companions if any of you hurt or otherwise threaten it. The hound remains for 1 hour, moving to remain within 60 feet of you for the duration. Once this property of the flail has been used, it can't be used again until the next dawn.
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Hellfire Pitchfork
Weapon (trident), very rare (requires attunement) | July 19
This menacing, black iron trident is warm to the touch. This weapon has the heavy property and a normal throwing range of 15 feet and a long range of 45 feet. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Targets hit by the trident take an extra 1d6 fire damage. While the weapon is within 60 feet of you, you can speak its command word as a bonus action to cause the trident to disappear in a puff of smoke and materialize in one of your open hands. If you speak the trident's command word immediately after throwing it, it erupts in a brief pillar of flame 5 feet high instead of smoke before reappearing in your hand. Any creature within the same space as the trident when it erupts in this way must succeed on a DC 16 Dexterity saving throw or take 1d6 fire damage.
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Hellish Reaper
Weapon (glaive), rare (requires attunement) | Dec. 24
A target hit with this weapon takes an extra 1d4 fire damage from the attack. If your alignment is evil or if you're a tiefling, you're considered a hellish creature for the purposes of this weapon's properties, and the fire damage increases to 1d6.
The weapon has 4 charges, or 6 charges if you're hellish. It regains all expended charges daily at dawn. When a creature makes a melee attack against you and you're holding the scythe, you can use your reaction to expend 1 of its charges to cause the weapon to emit a hellish flare. When you do so, roll a d4, or a d6 if you're hellish. The triggering attack roll takes a penalty equal to the number rolled. If the attack hits, the damage dealt by it is reduced by twice the number rolled on the d4 or d6. If the attack misses, the attacker takes fire damage equal to twice the number rolled instead.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you unless you're hellish. While cursed, you gain the following flaw: "Fire makes me anxious."
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Hellion's Mask
Wondrous item, very rare (requires attunement) | Jan. 24
The features of this three eyed mask magically move along with yours while you wear it. While wearing the mask, you have resistance to fire damage, and you can speak and understand Infernal. In addition, you can use your reaction to cast the hellish rebuke spell from the mask (save DC 16) when you take damage from a creature that you can see within 60 feet of you. Once the spell has been cast from the mask, it can't do so again until the next dawn.
If you're a tiefling, you gain the following benefits while wearing the mask:
When you cast hellish rebuke from the mask or through your Infernal Legacy trait, it is cast as a 3rd-level spell. If you cast it as a result of taking fire damage, it is cast as a 4th-level spell instead.
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
You can cast the contact other plane spell from the mask, but only as a ritual. The first time each day that you contact a fiend in this way, you automatically succeed on the Intelligence saving throw against the spell's maddening effects.
Curse. This mask is cursed, and attuning to it extends the curse to you if you're not a tiefling. While cursed, you can’t remove the mask unless you're targeted by the remove curse spell or similar magic. While wearing the mask, you have disadvantage on attack rolls against fiends and on saving throws against their spells and special abilities.
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Helm of Heroes
Wondrous item, rare (requires attunement) | Feb. 19
While wearing this helmet, you gain a +1 bonus to AC if you are wearing no armor. You can still use a shield and gain this benefit. In addition, while wearing no other armor, the helm becomes suffused with glory and glimmers for one minute whenever you land a critical hit with a weapon attack. While under this effect, you gain temporary hit points at the start of each of your turns equal to half your character level, and friendly creatures within 10 feet of you can't be frightened.
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Helm of the Broken Dragon
Wondrous item, very rare (requires attunement by a non-lawful dragonborn) | Aug. 20
This helmet is made of harsh, angular shapes that come together into the shape of an aberrant dragon skull. Your scales twist into strange, fractal-like patterns tinged with otherworldly colors when you attune to this item. While wearing the helmet, you have resistance to psychic damage, and creatures have disadvantage on Wisdom (Insight) checks against you. In addition, your breath weapon changes to be a plume of unearthly psionic energy, dealing psychic damage instead of its normal damage type. A creature in the area must make a Wisdom saving throw, instead of your breath weapon's normal save. On a failed save, a creature is also affected as by the bane spell for 1 minute as maddening whispers fill its mind. The creature can make a Wisdom saving throw against your breath weapon DC at the end of each of its turns, ending the effect on itself on a success.
Curse. This helmet is cursed with gnawing insecurity and self-doubt. Attuning to the helmet curses you until you are targeted by the remove curse spell or similar magic. While cursed, you are unwilling to remove the helm, and you gain the following flaw: "Whatever course of action I take, there is a voice in my head that screams at me to do the opposite. The voice is never silent."
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Helm of The Chromatic Dragon
Wondrous Item, very rare (requires attunement by a dragonborn of evil alignment) | Apr. 20
This iridescent helmet has been blessed by a powerful, evil dragon. While wearing this helmet, your breath weapon deals an extra 1d6 damage of its type, and you can choose whether it deals acid, cold, fire, lightning or poison damage. You can also choose if your breath weapon affects a 15-foot cone or 5-by-30-foot line, and if creatures affected by it must make a Dexterity or Constitution saving throw.
In addition, when you use your breath weapon, roll a d6. On a 5 or 6, you gain an additional use of your breath weapon before you need to finish a short or long rest.
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Helm of the Dawn Guardian
Wondrous item, legendary (requires attunement) |
This golden helmet radiates a gentle warmth, like the light of the sun. While wearing the helmet, your eyes glow with a soft radiance, and you gain a +1 bonus to AC. If you're in sunlight, the bonus increases to +2.
The helmet's warmth extends out from you in a 10-foot radius while you wear it. If you have at least 17 levels in the paladin class, the radius increases to 30 feet. The weapon attacks of friendly creatures within that area deal an extra 1d4 radiant damage on a hit. This extra damage increases to 1d8 if the attack is made with a sun blade.
While wearing the helmet, you can use an action to cast the sunburst spell (save DC 17). This version of the spell affects a 60-foot cone that originates from you, instead of its normal area of effect. Once this spell has been cast from the helmet, it can't do so again until the next dawn.
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Helm of the Deep Sea Knight
Wondrous item, uncommon | Feb. 22
This patinaed knight's helm has subtle frog-like elements worked into its otherwise functional design. Its narrow visor rests at eye level and is covered by a curved pane of thick glass. The helm weighs 6 pounds and takes 1 minute to don or doff. While wearing this helmet, you can breathe underwater, and you can walk normally on the bottom of any lake, sea, or other body of water. In addition, your weapon attacks suffer none of the penalties of underwater combat.
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Helm of the Headless
Wondrous item, rare (requires attunement) | Aug. 25
This helmet is designed in the likeness of a skull. It has a thick metal collar at its base, which rests around your neck while you wear it. The helmet has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While wearing the helmet, you can use an action to expend 1 or more of its charges to use one of the properties below.
Burning Hands. You can expend 1 of the helmet's charges to cast the burning hands spell from either your hands or your mouth (save DC 15). When cast from your mouth, the spell only requires verbal components in order to cast it. The flames created by the spell are ghostly and green.
Call Phantom Steed. You can expend 3 of the helmet's charges to cast the phantom steed spell from the helmet. If the steed takes damage and disappears, each hostile creature within 10 feet of the steed immediately takes 3d6 fire damage, as tongues of green flame erupt from the steed's phantasmal form.
Separate Head. You can expend 1 of the helmet's charges to separate your head from your body. When you do, the metal collar remains on your neck to magically enclose the newly exposed flesh. For the duration, phantom flames sputter from your neck and separated head. While your head is separated, you can see, hear, and speak normally from it. Your head gains a flying speed of 20 feet and can hover, supported by the ghostly magic contained within the helm; your body and head share the same turn but you can control them independently of each other using your actions and movement. While separated, your body and head are considered different creatures for the purpose of being targeted by attacks and effects, but they continue to share the same hit points and statistics. If a single effect would simultaneously damage both your head and your body, you’re only subjected to the damage once (whichever part of you took more damage). Your head can remain separate for up to 10 minutes, until the helmet is removed from your head, or until you end the effect early using a bonus action. When the effect ends, your head magically vanishes and reappears attached to your neck, and any effect that your head (but not your body) is affected by magically ends on you. If an effect would sever your head from your body (such as by a vorpal sword), you can expend 1 of the helmet's charges (no action required) to harmlessly separate your head in this way instead.
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Helm of the Justicars
Wondrous item, legendary (requires attunement) | Jul. 21
This helm once belonged to Grand Mage-Arbiter Elodie Scolian, the preeminent leader of the surviving Justicar order. Designed to eliminate the threat that all mages pose to the nonmagical populace, the wearer of this helmet has an uncanny resilience against spells of all kinds. While wearing this helmet, you gain a +1 bonus to AC, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
In addition, the helm has 12 charges and regains 2d6 expended charges daily at dawn. Whenever you're affected by a spell while wearing this helmet, you can use your reaction to learn the level of the spell and expend any number of charges from the helm (minimum 1 charge). If the number of charges is equal to or greater than the level of the triggering spell, you are unaffected by it. A cantrip is considered to be a 1st-level spell for the purposes of this property.
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Helm of the Lichfiend
Wondrous item, very rare (requires attunement by a warlock or wizard) | Jan. 22
This helm is made of carved bone and gilded horns from a powerful demon. While wearing it, you have resistance to fire and necrotic damage. In addition, once on each of your turns when you slay a Medium or smaller fiend or humanoid, you can cause that creature to erupt in a pillar of hellfire. Each other creature of your choice within 10 feet of the slain target must make a DC 16 Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. When this happens, the slain creature's fleshy remains are incinerated, leaving only an animated skeleton behind with the following changes:
The skeleton is on fire, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. It has immunity to fire damage.
The skeleton deals an extra 1d6 fire damage to any target it hits.
A creature that touches the skeleton or hits it with a melee attack while within 5 feet of it takes 1d6 fire damage.
The skeleton remains until you finish a long rest or you use an action to dismiss it, or until it's reduced to 0 hit points. You can have up to three skeletons at a time in this way. If you already have three skeletons when you slay a fiend or humanoid, you can't use the helm to create a pillar of flame or skeleton. The skeleton obeys your verbal commands (no action required by you) and takes its turn immediately after yours. If you don't issue any commands, it defends itself from hostile creatures, but otherwise takes no actions. At the end of its duration, the skeleton's bones crumble away and collapse into a small pile of coal.
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Helm of the Platinum Dragon
Wondrous item, very rare (requires attunement by a dragonborn of good alignment) | Apr. 20
This magic platinum helmet has been blessed by a powerful, holy dragon. While wearing this helmet, you gain a +1 bonus to AC and saving throws, and when you use your breath weapon, you can choose to exhale a holy blue plume of healing energy instead. When you do, this breath weapon deals radiant damage, evil-aligned hostile creatures within the area have disadvantage on the saving throw, and any friendly creatures in the area regain a number of hit points equal to your breath weapon's damage dice instead. This property of the helm can't be used again until the next dawn.
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Helm of the Ruby Dragon
Wondrous Item, very rare (requires attunement by a dragonborn of neutral alignment) | Jun. 20
This magic gold and ruby helm has been blessed by a powerful, psychic dragon. While wearing this helmet, you have advantage on Intelligence (Investigation) checks, as well as Intelligence checks made to glean information from an observation or bit of lore. In addition, you can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
When you use your breath weapon while wearing this helmet, you can choose to exhale a blast of pure, concussive force. When you do, your breath weapon deals force damage, instead of its normal damage type, and any creature that fails the saving throw takes an extra 2d6 psychic damage and is stunned until the end of your next turn. This property of the helm can’t be used again until the next dawn.
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Helm of the Skeleton
Wondrous item, uncommon (requires attunement) | Apr. 24
While wearing this helmet, any skeleton or skeletal creature that has a challenge rating of 1 or lower is indifferent towards you unless commanded or until either you or your companions harm it. In addition, any damage you deal to an undead creature counts as magical and ignores its Undead Fortitude trait, if it has it; you also only require half as much food and drink as normal. An undead creature wearing this helmet gains a +1 bonus to AC, even if it's not attuned to it.
Curse. This helmet is cursed, and becoming attuned to it extends the curse to you. While cursed, your skin becomes leathery and gaunt against your frame. If you die while cursed and aren't returned to life (such as by the revivify spell), you're transformed into a zombie or skeleton (GM's discretion) after 24 hours. This transformation can be delayed by certain magic, such as the gentle repose spell, until that effect ends.
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Helmsman's Shelter
Armor (shield), rare (requires attunement) | May 19
This large, repurposed ship's wheel protects its wielder as well as offers some degree of control over the seas. You gain a +1 bonus to your AC while wielding this shield in addition to the shield's normal bonus to AC. While attuned to the shield, you gain proficiency with water vehicles.
This shield has 5 charges and regains all expended charges each day at dawn. While wielding the shield, you can expend 4 charges to cast control water using a spell save DC of 15. Alternatively, you can expend 1 charge as an action to attempt to gain control of a water vehicle you can see within 300 feet of you that has a rudder. When you do, if that water vehicle has a creature currently controlling its direction, you can make a Strength (Athletics) check contested by the other creature's Strength (Athletics) check. On a success, you wrestle control away from the creature and can alter the direction of the water vehicle by up to 90 degrees. A creature can use its action to regain control of the water vehicle by succeeding on a Strength (Athletics) check contested by your Strength (Athletics) check. If there is no creature currently controlling the direction of the water vehicle you chose, you automatically succeed on the ability check.
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Herbalist's Journal
Wondrous item, uncommon | Sep. 23
This old, leather-bound book is caked in dirt. Inside is an almost unreadable scrawl of words, written in Common, that go into remarkable depth about herbology.
If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, you gain proficiency with the herbalism kit. If you were already proficient with the herbalism kit, you instead gain the feature below. The manual then loses its magic, but regains it in 10 years if it's buried in soil for the duration.
Enhance Potion. You can spend 25 gp of materials—a collection of rare herbs and roots—to enhance a potion of healing. Doing so requires 1 hour of work using an herbalism kit, which can be done over the course of a short rest. At the end of the hour, the potion's color changes to a shimmering green. It remains this color for 7 days; for the duration, a creature that drinks the potion uses d6s, instead of d4s, when determining the number of hit points the potion restores.
This feature can also be used to enhance a potion of greater healing (50 gp of materials), a potion of superior healing (75 gp), or a potion of supreme healing (100 gp).
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Hero's Cookbook
Wondrous item, uncommon | Jul. 24
In the front of this well-worn book is a magical incantation. Reciting the incantation reveals that it's a song to cook to, and follows a catchy melody. The rest of the book is filled with various persons' handwritten recipes and scrawled notes, which all include some form of meat from a creature they'd slain. You can refer to the book's writings to gain a +3 bonus to any check made using cook's utensils.
Alternatively, you can recite the incantation while you cook a recipe from the book. The resulting dish must include meat from either an aberration, beast, dragon, or monstrosity. It takes 1 hour to cook a dish, which creates a number of rations equal to four times the number of pounds of meat you cooked (to a maximum of rations). If the cooked creature had a challenge rating of 1 or more, a creature that eats one of the rations in full gains a +1 bonus to attack and damage rolls made against creatures of the cooked one's type for 8 hours or until the next time it eats a ration. If a ration isn't eaten within 24 hours, it loses this effect. Once this property of the book has been used, it can't be used again until the next dawn.
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Hero's Goblet
Wondrous item, rare | Jul. 23
Whenever common wine is drunk from this gilded goblet, it tastes as if it were fine wine instead. While holding the goblet, you can use an action to speak its command word. The goblet then fills with a magical wine; drinking the full goblet of wine, using another action, grants you the following benefits for 1 hour:
You have advantage on Wisdom saving throws, as well as on saving throws against being poisoned.
You have resistance to poison damage.
You gain 5 temporary hit points at the start of each of your turns.
This property of the goblet can't be used again until the next dawn, at which point any of its remaining wine becomes nonmagical.
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Hexaxe
Weapon (handaxe), uncommon (requires attunement by a warlock) | Mar. 19
This unsettling magic handaxe amplifies curses bestowed on its enemies. The weapon has 3 charges and regains all expended charges each day at dusk. When you are forced to make a Constitution saving throw in order to maintain concentration on a warlock spell, you can expend a charge to add your Charisma modifier to the total of the roll.
In addition, you have a +1 bonus to attack and damage rolls made with this magic weapon against creatures under the effects of a warlock spell you cast that requires concentration.
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Hide of the Wild Guardian
Wondrous item, legendary (requires attunement by a druid) | Oct. 22
This well-worn gray bearskin cloak has been passed down from druid to druid for generations. While wearing it, you gain the following benefits:
You gain a +1 bonus to ability checks and saving throws.
You can use your Wild Shape feature up to three times between rests, instead of twice, unless you can already use it more.
The maximum challenge rating beast you can transform into with your Wild Shape increases by 1.
While transformed into a beast, you gain a +3 bonus to AC, as well as to attack and damage rolls with natural weapons, even if the cloak merges into your new form.
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Hideaway Vase
Wondrous item, uncommon | Sep. 20
This durable, ceramic vase is 3 feet tall and weighs 15 pounds. You can use an action to remove the vase's lid. When you do, you must succeed on a DC 13 Charisma saving throw or be shunted onto a harmless demiplane inside the vase. A Large or larger creature automatically succeeds on the saving throw, but a willing Medium or smaller creature can choose to fail it. If a creature is already on the demiplane when you remove the lid, that creature reappears in the nearest unoccupied space, and you automatically succeed on the saving throw. Immediately after opening the vase in this way, the lid flies back and reseals the vase.
While on this demiplane, you can't move and are blinded, but can hear everything outside of the vase as if you were standing in its space. You can leave this demiplane using an action to reappear in the nearest unoccupied space. When you attempt to leave the demiplane, a creature outside the vase can use its reaction to hold the vase's lid shut and make a DC 25 Strength check, preventing you from leaving on a success.
The vase has AC 12, 30 hit points, and is vulnerable to bludgeoning damage. The vase is destroyed if it drops to 0 hit points. If the vase is destroyed while a creature is on its demiplane, that creature is forced into the nearest unoccupied space. Once a creature leaves the demiplane, the vase's lid can't be removed again for 24 hours.
You can remain on the demiplane for up to 8 hours or until the vase is placed inside an extradimensional space created by a bag of holding, portable hole, or similar item, at which time you are forcefully shunted out of it. If the lid is successfully held in place when you would be forcefully shunted from the demiplane in this way, the vase shatters and is destroyed.
While holding the vase, you can use an action to change the style, color, and apparent quality of the vessel. The vase's weight doesn’t change. Regardless of its appearance, the vase can’t be anything but a vase.
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Hidey Horse
Wondrous item, rare | Jul. 24
This hollow metal horse is as large and heavy as a riding horse, although the space beneath its legs is covered by metal sheets. It has small windows and a door on its side, which can be opened using an action. The door is large enough for a Medium creature to squeeze through it. Inside the metal horse is enough space for two Medium or three Small creatures to stand; you can use an action to switch places with another creature within the horse. The bottom of the horse is covered in miniature wheels, and the floor is exposed below it. If you're at the front of the horse, it and any other creatures within it magically move with you while you walk beneath it.
While at least one living creature is inside the metal horse, it is covered in an illusion that makes it appear as a living horse from the outside. The illusion doesn't hold up to physical inspection, and a creature can discern the nature of the horse by succeeding on a DC 16 Intelligence (Investigation) check using an action.
Several buttons exist within the body of the horse. A creature at the front of the horse can use an action to press as many as two buttons. Pressing a button causes the horse (and corresponding illusion) to do one of the following things:
Button 1. It emits a metallic whinny. It sounds like a normal horse from outside.
Button 2. It emits a metallic snort. It sounds like a normal horse from outside.
Button 3. It extends its front legs by two feet, making the illusion perform a rearing maneuver. The creatures inside are magically obscured for the duration.
Button 4. It shakes its head.
Button 5. It nods its head.
Button 6. It flicks its tail.
While there isn't anything inside the metal horse, you can use an action to speak its command word to cause it to magically fold down and collapse into a metal box. The box is a 1-foot cube and weighs 10 pounds. Holding the box and speaking the command word again causes it to unfold and form the metal horse. It takes 1 minute for the horse or box to transform.
The horse is a magic object with 30 hit points and resistance to all damage. It's immune to poison and psychic damage, although the creatures inside the horse can still be affected by certain area effects, such as a stinking cloud, at the GM's discretion. If the horse is reduced to 0 hit points, it falls over, exposing everything within it and automatically begins to collapse into the box. When this happens, it can't be transformed into the horse again until 24 hours have passed, at which point it regains all of its hit points.
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Hoarder's Haul
Wondrous item, rarity varies | May 21
This magical cart is made from the large, hollow horn of a fallen dragon. While all hoarder's hauls are made from the horns of dragons, their true magic stems from the strength of the dragon's greed. Uncommon and rare carts have handles and a single wheel at their front and must be physically moved. Very rare versions have a flying speed of 10 feet, can hover up to 20 feet off the ground, and move according to your spoken directions, provided that you are within 30 feet of the cart.
The cart has two command words. The first command word can be spoken using an action and causes the cart to shrink or enlarge, becoming as small as 1 foot long and 7 inches across or as large as 5 feet long and 3 feet across. Regardless of its size, the cart always weighs 5 pounds without anything inside it. Anything contained by the cart does not resize to fit its new size, potentially spilling onto the ground if the cart becomes too small.
When you place a nonliving object in the cart, you can speak the cart's second command word as an action to cause the object to become locked in place. A locked object can't be removed or interacted with against your will, unless the cart becomes too small to contain it. A creature that attempts to remove an object locked in this way must succeed on a Wisdom saving throw or become frightened of the cart for 1 minute. A frightened creature is unwilling to move toward the cart or interact with it for the duration. If the cart is a rare or very rare version, the creature also takes psychic damage on a failed saving throw. A creature that succeeds on the saving throw is immune to this effect for 24 hours. You can speak the second command word as an action again to unlock any number of objects within the cart.
The cart's properties depend on the item's rarity, as shown in the table below:

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Hobbysteed
Wondrous item, uncommon or rare | Feb. 24
While holding this stuffed hobby horse, which weighs 2 pounds, you can mount or dismount it as if it were a normal steed. While mounted, you can use an action to speak its command word: a ghostly steed then appears beneath you, which is translucent and obviously magical. The steed uses the statistics for a riding horse, although its weight is always 2 pounds. You can ride it for up to 1 hour, all at once or in several shorter intervals, each one using a minimum of 1 minute from the duration. The hobbysteed regains 30 minutes of riding capability for every 4 hours it isn't in use. The effect ends early if you or the steed take any damage or if you're no longer holding or riding the hobby horse.
The toy horse head of every hobbysteed is unique in its appearance, and typically creates a horse that resembles it. A rare hobbysteed creates a pegasus and uses its statistics, instead of a riding horse, when you speak its command word.
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Holy Sunsaber
Weapon (scimitar), very rare (requires attunement by a paladin) | Nov. 24
This decorated saber glimmers even when nothing is shining on it. You gain a +2 bonus to attack and damage rolls made with this magic weapon. While you're attuned to it, you have resistance to radiant damage.
Sunslash. Once on each of your turns when you hit a creature with an attack using this weapon and either expend a spell slot to use your Divine Smite feature or deal damage to the target with a spell that has "smite" in the name, you can choose for the weapon to also emit a 30-foot cone of sweeping bright sunlight in the direction of the attacked target. Each hostile creature within that cone of light must then succeed on a DC 15 Constitution saving throw or take 3d6 radiant damage from the effect. Undead, fiends, and creatures with the Sunlight Sensitivity trait (or similar) make the saving throw with disadvantage.
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Homeroot
Wondrous item, rare | Jun. 21
This piece of gnarled root has several bulbous openings along its twisted length. Enchanted by powerful druids, this root has a tiny door and a small, chimney-like protrusion from its larger end. While holding it, a tiny plume of illusory smoke emanates from the chimney.
You can bury and plant this root in soil over the course of 1 minute. If the root remains buried for 1 hour, it then immediately grows underground to create a comfortable, wooden dwelling (provided that there's enough room to grow), and a stump appears from the ground where the root was buried. The stump has a simple round door carved into it that is large enough for a Medium or smaller creature to enter. The door appears and 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. The door opens to reveal a tunnel 15 feet deep and lined with ladder-like rungs made of twisting roots. At the bottom of the tunnel is a large, circular room that's 30 feet in diameter with 10-foot-high ceilings. The room is brightly lit by bioluminescent fungi that grow along its wooden walls and ceiling. You can magically control the light in the room by touching the luminous fungi, allowing you to fill the room with total darkness, dim light, or bright light.
A single hallway leads away from the room. Four doors line the hallway, which each lead to a room that's 10 feet in diameter with a 10-foot-high ceiling. Every room is decorated with various pieces of wooden furniture made from coiled roots and other magically occurring plant growth, such as tables, chairs, or a bed, depending on the needs of the creature who planted the root.
At the end of the hallway hangs a single red root. You can use a bonus action to pull the root to cause the hallway to extend upward into a tunnel, complete with a root-like ladder, and create a second, temporary entrance to the dwelling in an unoccupied space 60 feet away from the entrance stump. The temporary entrance is well-hidden, noticeable only with a successful DC 15 Wisdom (Perception) check, and remains until the start of your next turn.
A creature that casts the plant growth spell as an action can redesign the appearance and furniture in one of the dwelling's rooms. If the spell is cast over the course of 8 hours, the creature can redesign the appearance and furniture of the entire dwelling instead, except for the location of the entrance stump. A conscious druid or ranger inside the dwelling is aware of any Small or larger creature that comes within 60 feet of the dwelling's entrance, and magically knows only the creature's size and gait, such as the gallop of a horse or walk of a humanoid.
The entrance stump has 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a plant growth spell cast on the stump can repair it, with each casting restoring 10 hit points to it, or all its hit points if cast over the course of 8 hours. If the stump is destroyed, the dwelling collapses and magically shunts anything inside it (other than the furniture) to the nearest unoccupied space next to where the root was buried. When this happens, the earth magically returns to the way it was before the root was buried.
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Homeward Boots
Wondrous item, rare (requires attunement) | Oct. 21
These well-worn boots have an ever-changing arcane circle ingrained into their heels. While wearing the boots, you can use an action to speak their first command word to create an arcane circle, as per the teleportation circle spell, on the ground below you. The circle appears as a trail of dirt or similar muck from the bottom of the shoe, and is treated as a permanent one for the purposes of this spell. Speaking the first command word again destroys the first circle, magically cleaning the surface it was placed on, before creating a new one at your location.
You can speak the boots' second command word as an action while wearing them to cast the teleportation circle spell, except that this circle is only 5 feet in diameter. This circle's sigil sequence matches the one created by the first command word and links to its location. When it's created, the circle appears under your feet, centered on your location, and you immediately teleport through it. Only a circle created in this way can connect to the permanent one created by the boots' first command word. If the permanent circle is washed away or otherwise cleaned or destroyed before you speak the second command word, the spell fails and the circle isn't created.
Once you use the boots to teleport in this way, they can't do so again until 1d3 days have passed. In the meantime, you can still speak the boots' first command word.
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Honey Scepter
Rod, very rare (requires attunement by a spellcaster) | May 24
A quiet buzzing follows this golden scepter, and a honey magically drips from its numerous crevices.
The scepter has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn.
Spells. While holding the scepter, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell attack bonus and spell save DC: acid arrow (2 charges), giant insect (4 charges; bees or wasps only), insect plague (5 charges; the insects are bees), levitate (2 charges), web (2 charges; the webs are actually sticky honey), or speak with plants (3 charges).
Stinger. The scepter has a sharpened point on its end, allowing you to use it as an improvised dagger, except that it doesn't have the thrown property. The first time on each of your turns that you hit a creature in this way, that creature must succeed on a DC 12 Constitution saving throw or take 2d6 poison damage and be poisoned until the end of your next turn. A creature poisoned in this way is unable to speak. When you hit a creature with the scepter in this way, you can choose to expend up to 4 of its charges. For each expended charge, the poison damage increases by 1d6, and the save DC increases by 2.
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Horatio’s Impossible Ship in a Bottle
Wondrous item, rare | Sep. 21
This sea-tumbled glass bottle has a miniature sailing ship assembled inside it. The bottle weighs 1 pound and is magically sealed with red wax. Despite there being no wind in the bottle, the vessel's sails seemingly billow and turn on their own.
You can speak the bottle's command word to cause the wax to come apart and open the bottle. When the open bottle is submerged in a large enough body of water, the ship inside it magically slips out, destroying the bottle, and becomes a sailing ship 50 feet long and 15 feet wide. A crew of 10 unseen servants remain on the ship at all times and can be commanded by you or any creature that is friendly to you while on board to adjust the ship's sails and direction. The ship's reduced size halves the vessel's normal creature and cargo capacity, but is otherwise treated as if it were a normal sailing ship.
If you keep a similarly sized glass bottle aboard the vessel, the ship and its unseen crew magically reduce in size and appear inside the newly sealed bottle when the ship is run aground. The bottle must have been submerged in the ocean for at least 10 years, and anything onboard the ship when it is resealed falls to the water or ground below.
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Horn of Fog
Wondrous item, uncommon | Feb. 23
You can use an action to blow this horn, which is audible out to 300 feet. When you do, you can choose one of the following effects:
Create Fog. You cast the fog cloud spell (2nd-level version; no concentration required) from the horn, centered on your location. The fog remains for 1 minute.
Defog. Any fog, mist, or similar atmospheric effect within 300 feet of you is dispersed. If the fog extends beyond that range, only the space within that radius is cleared of it. The space remains magically clear of the fog for 1 minute, after which time the fog can re-enter the space.
Once either of the properties of the horn have been used, the horn can't be used again until the next dawn.
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Horn of the Wild Hunt
Wondrous item, very rare (requires attunement) | Dec. 20
This large, spiraling warhorn has 3 charges and regains 1d3 expended charges daily at dawn. You can use an action to expend 1 charge and blow the horn, summoning a war elk as if you had cast the find steed spell. A war elk uses the same statistics as a giant elk with the following changes: its size is Large, it has AC 14 (hide barding), and has 37 hit points. The steed disappears if your attunement to the horn ends.
Alternatively, you can use an action to expend 1 of the horn's charges to speak its command word and then blow the horn. When you do, a spectral stampede of elk trample the area in a line 60 feet long and 15 feet wide that extends from you in a direction you choose. Each creature in the line must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 4d10 force damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.
When you blow the horn, it emits a deep, rumbling tone that is audible 300 feet away.
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Horn of Verdance
Wondrous item, rare | Mar. 25
While holding this horn, you can use an action to blow it. The blown horn exhales a plume of pollen and makes a sound that's audible out to a range of 60 feet. The sound is deep and echoes in the chest of those that hear it.
The horn has 10 charges, which are used to play various notes on the horn. The horn regains 1d6 + 4 expended charges daily at dawn.
Note of Brambles (3 charges). When you play this note, the horn duplicates the effects of the spike growth spell, centered on a point you can see within the horn's audible range. Thick brambles grow within the spell's area, up to the horn's audible range. The effect lasts for 10 minutes or until this property is used again.
Note of Communication (1 charge). When you play this note, you can communicate a single word to any plant that hears it. The plants understand the word, although they gain no special ability to respond as a result of using the horn.
Note of Plant Command (5 charges). When you play this note, any plant creatures that can hear it must make a DC 15 Wisdom saving throw. On a failed save, a creature is charmed by you for 1 hour or until you or any of your allies harm or threaten it. You can issue a command as part of blowing the horn. Any plants charmed by the horn immediately obey the command, which they continue to follow until the task is complete, until you issue another command using this property or the Note of Communication, or until they're no longer charmed.
Note of Sun (1 charge). When you play this note, any fertile soil within the horn's audible range immediately begins to grow a thick layer of grass; flowers within that range turn to face the horn as if it were the sun.
When you expend the last charge from the horn, roll a d20. On a 1, the horn rapidly wilts, rots, and turns to soil in your hands, destroying it.
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Hour and Minute
Weapon (dagger and shortsword), very rare (requires attunement) | Jan. 20
These two magical weapons are bound by a powerful force. Despite there being two weapons, you only need to attune to one of them to use their properties. While holding one of the weapons, you can use an action to determine the distance and direction of the other paired weapon as long as you're on the same plane of existence.
If you attune to one of the weapons while another creature is attuned to the other, you are each aware of the other creature's attunement and must make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The creature that wins the contest remains attuned to the item, and for the next 24 hours, its attunement cannot be broken by another creature attempting to attune to the other weapon. The creature that loses the contest is no longer attuned to the weapon.
While holding both weapons in either hand, you gain several benefits:
You gain a +1 bonus to attack and damage rolls made with these magic weapons.
Your perception of time is slightly quickened: allowing you to dodge attacks that would have normally hit you. You gain a +1 bonus to AC.
When you roll a 20 on an attack roll using Hour (the dagger) against a creature, that creature is subjected to the effect of the slow spell until the end of your next turn.
When you roll a 20 on an attack roll using Minute (the shortsword), you gain the effect of the haste spell until the start of your next turn. When the effect ends, you don't suffer the normal effects of the spell ending.
In addition, you can use an action to lay the two weapons down on the ground. When you do, they magically point north before spinning around to align and tell the current time. When they do, 12:00 is always facing north.
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Hourglass of Slumber
Wondrous item, very rare | Jun. 21
This ebony and gold hourglass is filled with nebulous clouds of dreamy smoke instead of sand. The hourglass can act as a 1-minute timer, allowing the smoke to filter from one chamber to the next for the duration.
The hourglass has 3 charges and regains 1d3 expended charges daily at dusk. While holding it, you can expend 1 or more of the glass's charges to turn it over and cast the sleep spell from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. This version of the spell has the following changes:
The spell lasts until the hourglass’s timer ends or is stopped, or until the hourglass is flipped again.
Each time a sleeping creature takes damage, it must make a Constitution saving throw, waking up on a success. The DC is equal to 20 minus half the damage dealt (minimum DC 10). After 3 failed saves, a creature automatically wakes up.
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H'rethi Cloak of Shielding
Wondrous item, very rare (requires attunement) | Nov. 21
This asymmetrical cloak is typically worn by desert nomads in place of more durable armor. Its woven fibers have been enchanted to be like the shifting sand of the desert, shrugging off extraordinary heat and devastating blows. While wearing the cloak, you have resistance to fire damage, and any critical hit against you becomes a normal hit. The cloak also has 4 charges and regains 1d4 expended charges daily at dawn. When a creature within 5 feet of you hits you with an attack (but before it deals damage), you can use your reaction to expend 1 of the cloak's charges to force that creature to reroll the attack. It must use the new roll.
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H'rethi Desperation
Weapon (greatsword), legendary (requires attunement) | Mar. 24
The handle of this blade is all that remains of this old weapon. Its shattered metal blade is overgrown and replaced by sharpened desert glass, which magically radiates with a sweltering heat. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d8 fire damage to any target it hits. If you have one or more levels of exhaustion, the fire damage becomes 1d10, instead.
You have resistance to fire damage and ignore difficult terrain created by sand while the weapon is on your person. If you have one or more levels of exhaustion and take fire damage, the damage is reduced to 0, but you have a 20 percent chance to gain an additional level of exhaustion. Once you gain a level of exhaustion as a result of taking fire damage, you can't gain another in this way until the start of your next turn.
Arid Cleave. When you take the Attack action using this weapon, you can replace one of your attacks with a special sweep in front of you. When you do, a cleaving wave of sand cuts through the air in a 30-foot cone, originating from the blade. A creature within the cone must succeed on a DC 17 Dexterity saving throw or take 2d6 slashing damage and 2d8 fire damage, or 2d10 fire damage if you have one or more levels of exhaustion. Once this property has been used, it shouldn't be used again until the next dawn. Each time it's used again before then, you gain one level of exhaustion. You can use this property once on each of your turns.
Any levels of exhaustion you gain as a result of this weapon's properties are lost after 1 minute.
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H'rethi Soul Scepter
Rod, legendary (requires attunement by a spellcaster) | May 20
This golden scepter has an empty basin at its end that's always hot to the touch, as if it had been left out in the sun. While attuned to the rod, you can walk normally on difficult terrain caused by sand and can tolerate temperatures as hot as 200 degrees Fahrenheit.
The rod has 20 charges for the following properties. It regains 2d6 + 8 expended charges daily at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod disappears in a burst of sand.
Sandblast. While holding the rod, you can use an action to expend 1 charge and send out a cascade of pressurized sand at a target you can see within 60 feet of you. Make a ranged attack roll using the scepter with an attack bonus of +10. On a hit, the sand deals 4d6 bludgeoning damage and disappears after the attack.
Sandstorm. While holding the rod, you can use an action to expend 5 charges to cause a flurry of sand to whip up and swirl around you. The sand creates a blistering maelstrom that follows you in a 15-foot radius, 30-foot-high cylinder and makes the area heavily obscured for creatures other than you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour. Arrows, bolts, and other ordinary projectiles fly upward and automatically miss when they enter the area. Any creature that moves into the sandstorm for the first time on its turn or starts its turn there must make a DC 17 Constitution saving throw. A creature takes 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one. You are immune to this bludgeoning damage. The sand disappears once the storm subsides.
If you are standing on sandy ground while concentrating on a sandstorm, you can use a bonus action to teleport to another unoccupied space you can see within 60 feet of you that is also on sandy ground.
Sand Summon. While holding the rod, you can use an action to expend 3 charges to cause the ground in a 30-foot radius centered on a point you can see within 60 feet of you to turn to shifting sands for up to 1 minute. You can end the effect early as a bonus action. For the duration, a creature must spend 3 feet of movement for every 1 foot it moves through the area.
Soul of the H'rethi. While holding the rod, you can use an action to expend 3 charges to summon a sand elemental in an unoccupied space on the ground that you can see within 30 feet of you that's covered in sand. Use the statistics for an earth elemental for this elemental, with the following changes:
The sand elemental can only move through areas of sandy terrain.
The sand elemental has advantage on any ability check it makes to grapple a creature.
The elemental remains as long as you concentrate (as if concentrating on a spell), up to a maximum of 1 hour, and disappears early if it drops to 0 hit points. It is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.
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Hunter Shark Cutlass
Weapon (scimitar), very rare (requires attunement) | Mar. 23
The blade of this sword is carved from the tooth of a giant shark. You gain a +2 bonus to attack and damage rolls made with this magic weapon. If the target is a creature that's missing any of its hit points, it takes an extra 1d6 slashing damage from the attack. You have advantage on any Wisdom (Survival) check made to track a creature you've hit with the sword within the last hour.
In addition, while the sword is on your person, you gain a swimming speed equal to your walking speed and can breathe underwater. Further, sharks are indifferent toward you and will not attack you unless you threaten or harm them.
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Hunter's Cup
Wondrous item, rare | Dec. 23
This wooden goblet is covered in a soft layer of moss. Three twisted antlers encircle it. It holds 1 cup of liquid.
When the goblet is filled from a free-flowing stream or pond, it begins to glow with a soft energy. Drinking the full goblet of glowing water using an action grants you the following benefits until you finish a short or long rest (to a maximum of 24 hours):
You gain a +2 bonus to Dexterity (Stealth) checks and Wisdom checks.
You gain a +2 bonus to the damage rolls of your ranged weapon attacks.
Your walking speed increases by 5 feet.
Any bonus granted by the goblet is doubled while you're within a forest.
The water in the goblet ceases to glow after 24 hours or if it's moved more than 100 feet away from where it was filled. Once a creature has drunk from the goblet in this way, it can't be used again until 1d4 days have passed.
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Hurricane Lance
Weapon (lance), very rare (requires attunement) | Nov. 18
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
The lance has 4 charges and regains 1d4 expended charges each day at dawn. You can expend 1 charge as an action to surround yourself with a flurry of wind that lasts for 1 minute. While surrounded by this wind, you can take the Disengage action using a bonus action. You can expend a second charge of the weapon (no action required) while surrounded by the wind to extend the effect to any mount you’re currently riding. If you dismount or are forced off your mount, the effect fades from it. The effect ends early if you fall unconscious or are no longer wielding the lance.
In addition, you can use the lance to cast the thunderwave spell at 3rd level (save DC 16). Once this property of the lance has been used, it can’t be used again until the following dawn.
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Hushed Ring
Ring, uncommon (requires attunement) | Feb. 20
This ring creates an arcane field around you that prevents certain modes of communication. While wearing this ring, you can't be spoken to telepathically by creatures other than the ones you choose.
In addition, while wearing this ring, you can use an action to speak this ring’s command word to create an aura of silence around you. The aura affects creatures other than yourself within 10 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 minute. For the duration, when a creature within the aura attempts to speak or utter the verbal components of a spell, it must make a DC 13 Wisdom saving throw. On a failed save, the creature is unable to speak or produce the verbal components of a spell until the start of its next turn, and any action, bonus action, or reaction it used to do so is wasted. This property of the ring can’t be used again until the next dusk.
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Hydra Charm
Wondrous item, very rare (requires attunement) | May 20
This golden talisman is made of five twisting hydra heads and hung from a simple gold chain. While wearing this talisman, you gain the following benefits:
When you use your reaction to make an opportunity attack, you can make a second attack against that same target as part of that reaction.
You can make an opportunity attack, even if you've already used your reaction.
When you are forced to make a saving throw against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious, you can use your reaction to make the saving throw with advantage.
When you take more than 25 damage from a single attack or effect, you can use your reaction to regain 10 hit points. If this damage would reduce you to 0 hit points but not kill you outright, you drop to 1 hit point instead and do not regain 10 hit points.
When your head would be cut off by an effect, such as by a vorpal sword, you can use your reaction to negate the effect.
Once a benefit of the talisman has been used, that benefit can't be used again until you finish a long rest.
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Hydra Flail
Weapon (flail), rare | Mar. 20
This flail's spiked head is held in the jaws of a metal hydra figurehead. Whenever you score a critical hit with this weapon against a hostile creature, the weapon magically grows another spiked head. You gain a +2 bonus to damage rolls made with this magic weapon for each head the flail has (to a maximum of +6). After 1 hour, any head the flail grows in this way falls off and disappears.
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Distant Kaleidoscope
Wondrous item, uncommon | Jan. 25
This short brass scope weighs 1 pound. Looking through the scope causes everything to appear extremely colorful. Rotating the barrel of the scope causes a series of twisting visual effects to simultaneously occur and overlap, creating a brilliant display of randomized colors and patterns over top of the viewed scene.
When you peer through the lens at a creature that you can see within 60 feet of you, you can speak the kaleidoscope's command word using an action to force that creature to succeed on a DC 13 Wisdom saving throw. On a failed save, the creature is affected by the hypnotic pattern spell. This version of the spell doesn't require concentration, but it ends early if you can no longer see or if you stop looking at the creature through the scope. Once this property of the scope has been used, it can't be used again until the next dawn.
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Ice Sickle
Weapon (sickle), uncommon | Nov. 19
This magic sickle from the Everglacier is perpetually covered in tiny, needle-like icicles along its edge that reform almost as soon as they're gone. The first target hit by this weapon on each of your turns takes an extra 1d6 cold damage from the attack.
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Illusionist's Bookmark
Wondrous item, very rare (requires attunement by a wizard) | Dec. 21
This well-worn bookmark is cut from an old illusionist's scroll. While you're attuned to the bookmark, you can leave it wedged between the pages of your spellbook to cause its own magic to empower your illusions. When you use a spell slot to cast an illusion spell that you have prepared in your spellbook, other creatures take a –5 penalty to ability checks made to examine it or determine the nature of the effect. If the illusion spell is capable of dealing damage, you can also reroll any 1 or 2 on the damage dice. When you do, you must use the new roll. If you remove the bookmark from your spellbook, you no longer gain this benefit.
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Illusionist's Gambit
Wondrous item, uncommon | Dec. 22
This eye-shaped brass coin depicts an open iris on one side (heads) and a blackened, scratched-out one on the other (tails). While holding it, you can use an action to speak the coin's command word. Then, flip the coin. If it's tails, you vanish and become invisible until the start of your next turn. If it's heads, nothing happens. Continue to flip the coin again at the start of each of your turns for 1 minute (no action required). The effect ends early if you make an attack or cast a spell while you're invisible. It also ends early if you're incapacitated or are otherwise unable to flip the coin at the start of your turn.
The coin can't be used again until the next dawn.
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Immovable Button
Wondrous item, common | Dec. 18
As a bonus action, you can press this iron shirt button against a piece of fabric and speak its command word, “hold”. When you do, the button magically attaches to the cloth, fixing itself in place even if it is defying gravity. The button must be attached to a piece of fabric that is either unworn or worn by a willing creature. It can hold up to 500 pounds of weight and magically prevents the cloth from tearing due to tension. More weight causes the button to deactivate and fall.
A creature can use an action to make a DC 20 Strength check, moving the fixed button up to 10 feet on a success. A creature can make a DC 14 Intelligence (Investigation) check to determine that this button is magical, and if already activated, knows that the fabric around the button can be cut away. The button remains fixed in place for 1 minute before falling. The button’s magic is lost once it’s been used in this way.
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Immovable Cat
Wondrous item, rare | Mar. 23
This life-sized marble statue of a cat weighs only 1 pound when carried. You can use an action to speak one of its two command words while holding it, causing the statue to spring to life.
The first command word causes the cat to immediately lie down and seemingly go to sleep. A creature within reach of the cat can use an action to make a DC 30 Strength check, moving the cat up to 5 feet on a success.
The second command word causes the cat to run toward and pounce on a target that you can see within 30 feet of you. The target must then succeed on a DC 15 Strength saving throw or be knocked prone and restrained by the cat. The cat then lies down on the target and seemingly goes to sleep. A creature within reach of the cat can use an action to make a DC 30 Strength check, moving the cat to the nearest unoccupied space on a success.
The cat returns to its normal weight, sits up, and ceases to be animated when you speak its command word again using an action, even if you aren't holding it. Only the creature that first spoke the cat's command word to animate it can end the effect by speaking the command word again; even if another creature speaks the word, the cat does not respond to it.
While animated, the cat has AC 15, 20 hit points, and resistance to all damage. If the mending spell is cast on the cat while it has at least 1 hit point, it regains 2d6 hit points. If the cat drops to 0 hit points, it reverts to its normal weight and can’t be used again for 24 hours, at which point it regains all its hit points.
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Impact Plate
Armor (plate), very rare (requires attunement) | Dec. 20
This resilient plate mail was made by dwarves but magically resizes to fit the wearer's stature. While wearing it, you have resistance to bludgeoning damage, and you don't take any falling damage when you fall no farther than 100 feet.
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Incendiary Caltrops
Wondrous item, uncommon | May 23
These caltrops contain a magical heat source at their center. A set of incendiary caltrops comes with 1d6 + 6 magic caltrops when found. You can use an action to throw any number of these caltrops in an unoccupied 5-foot square on the ground that you can see within 15 feet of you. When you do, roll a number of d4s equal to the number of caltrops thrown and record the total. When a creature steps into that space, it must immediately make a DC 13 Dexterity saving throw. The caltrops then explode, and that creature takes an amount of fire damage equal to the total rolled on the d4s on a failed save, or half as much fire damage on a successful one. Once a caltrop has dealt this fire damage, it becomes a nonmagical caltrop.
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Incredible Mending Tape
Wondrous item, uncommon | Jan. 22
This roll of waxy parchment has a thin layer of adhesive on its underside. The top of the parchment has a repeating series of sigils on it, similar to a spell scroll, which duplicates the effect of the mending spell. The roll has 30 feet of 1-inch-wide tape. You can use an action to apply the tape over any break or tear of an object within your reach, connecting the length of tape to either side of the broken area across its largest dimension. At the end of the action, the object is repaired and the tape falls off as its magic is expended. Each application of the tape requires you to use at least 1 foot of the roll's total remaining length.
Applying the tape in this way can allow you to repair longer breaks and tears, such as a long tear on a sail or a running split on a wooden plank, provided that it's larger than 1 foot in only a single dimension. When you use an action to apply the tape to such an object, you must also use any required movement in order to cover the length of the area to be repaired, attaching one end of the tape to either side of it.
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Indigo Stray's Conviction
Wondrous item, legendary (requires attunement) | Sep. 21
This set of midnight-colored gloves effervesce with slow wisps of smoke, and were famously worn by a royal assassin who had been freed of their bindings. At the hems are old, well-worn manacles that have been fastened to the gloves and magically clasp onto your forearms when worn. If you're missing any arms, hands, or fingers when you attune to the gloves, dark, smoky copies of the missing appendages magically rematerialize. The limbs are fully capable parts of your body and remain as long as you're attuned to the gloves.
While attuned to the gloves, you have darkvision out to a range of 60 feet. You can see normally in magical and nonmagical darkness within this range. If you already have darkvision, wearing the gloves increases its range by 60 feet, although you can only see within magical darkness within the first 60 feet of its range.
The gloves have 7 charges which are used for the following properties while wearing them. They regain all expended charges daily at dawn.
"Allow Me!" When an attacker that you can see within 15 feet of you deals damage to a friendly creature, you can use your reaction to expend 1 of the gloves' charges to immediately move up to 15 feet, and make one weapon attack against the attacker. On a hit, you have advantage on attack rolls against that target until the end of your next turn.
"By His Will!" You can use a bonus action to expend 3 of the gloves' charges to surround yourself with a dark, smoking aura of retribution. The aura extends from you in a 15-foot radius, creating an area of magical darkness. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. When a hostile creature enters this darkness for the first time on a turn or starts its turn there, it takes 2d8 necrotic damage. If you roll an 8 on both of the damage dice for this effect, the creature becomes magically grappled by the aura's smoky tendrils. The creature remains grappled until it's no longer within the aura, or until it uses an action to make a DC 17 Strength (Athletics) or Dexterity (Acrobatics) check (its choice), escaping the grapple on a success. The aura remains for 1 minute or until you die, are incapacitated, or end the effect early using a bonus action.
"The Price of Freedom!" When a creature that you can see within 30 feet of you takes damage, you can use your reaction to expend 2 of the gloves' charge to magically take that damage, instead of the creature taking it. Alternatively, if a creature that you can see within this range becomes blinded, deafened, paralyzed, petrified, or poisoned, you can use this reaction to suffer the effects of that condition instead of the target creature.
Flaw. The Indigo Stray's conviction compels its wearer to take swift, decisive action to prove themselves. While attuned to the gloves, you gain the following flaw: "I will do what I must to demonstrate my ability, and I won't stop until a job is done." In addition, if you are attuned to the bracers for 24 consecutive hours, your commitment to prove yourself drives you to obsession, and even minor acts of kindness compel you to feel heavily indebted. You can't attune to the Red Queen's burden or the Violet King's promise. If you are already attuned to either of them, your attunement to it immediately ends once this effect is extended to you. The first creature you meet who is attuned to the Violet King's promise becomes your sovereign leader, regardless of who you previously considered it to be. You become charmed by them and obey their commands to the best of your ability. If you find the Red Queen's burden or the Violet King's promise without an owner, you are compelled to protect it with your life until a rightful owner is found. These effects can be removed with a greater restoration spell, but not while you are attuned to the gloves.
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Infernal Aegis
Armor (shield), very rare (requires attunement) | June 19
You can speak this dark iron shield's command word using a bonus action while you hold it to cause it to become wreathed in harmless magical flames. The flames cast bright light in a 20-foot radius and dim light for another 20 feet. The flames last until you speak the command word again or until you drop or doff the shield.
While holding the shield, you have a +1 bonus to AC as well as resistance to fire damage. This bonus is in addition to the shield's normal bonus to AC. In addition, the shield has 4 charges and regains 1d4 expended charges each day at dawn. While the shield is ablaze, you can expend 1 or more of its charges to cast the fire shield (2 charges) or hellish rebuke (1 charge) spell using the shield. When casting one of these spells from the shield, fire shield can only be used to create a warm shield, and hellish rebuke has a save DC of 16.
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Inferno Engine
Weapon (greatsword), very rare (requires attunement) | Nov. 23
The edges of this hulking greatsword are virtually blunt; on a hit, it deals bludgeoning damage, instead of slashing.
A gap splits the blade in two, where a fiery contraption emits a constant blaze. The flame sheds bright light in a 40-foot radius and dim light for an additional 40 feet. While holding the sword, you can use a bonus action to magically extinguish the flame or cause it to reignite. While the flame is alight, the sword deals an extra 1d10 fire damage to any target it hits. When it does, the sword also gains a number of charges equal to the number rolled on the d10. Any charge gained by the sword is lost after 1 minute.
You can use an action to level the sword in front of you and expend any number of its charges. The flame at the center of the sword then releases a roaring gout of flames in a 5-foot-wide line. The line is 10 feet long if you expend 10 or fewer charges, 20 feet long if you expend 11–20 charges, and 30 feet long if you expend 21–30 charges. Each creature within the line must make a DC 16 Dexterity saving throw. On a failed save, a creature takes fire damage equal to the number of expended charges, or half as much damage on a successful one.
You can use a bonus action while holding the sword to vent the flames harmlessly, expending any number of charges each time you do. If the sword reaches more than 30 charges, it immediately erupts in a fiery blast and loses all its charges. Each creature within 30 feet of you must make a DC 16 Dexterity saving throw. A creature takes 2d10 fire damage on a failed save, or half as much damage on a successful one. You automatically fail the saving throw. Any flammable objects within the area that aren't being worn or carried are also ignited.
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Inferno Rope
Wondrous item, uncommon | Apr. 19
This 10-foot long rope smells of sulfur and crackles with embers when moved. As an action, you can lay the rope down in a line on solid ground and set it ablaze using its command word. When you do, the rope becomes a 15-foot tall wall of vertical fire along its length. The flames are visible, but not opaque, and are 1 inch thick. Creatures within 5 feet of the flames when first ignited must succeed on a DC 13 Dexterity saving throw or take 2d4 fire damage. A creature setting the rope ablaze automatically succeed on the saving throw. The flames last for 1 minute and cast bright light in a 15-foot radius and dim light for another 15 feet. A creature must succeed on a DC 13 Dexterity saving throw when it crosses the line of fire for the first time on its turn or ends its turn there or take 2d4 fire damage.
The rope rematerializes at the base of the flames after 1 minute. Once the rope has been lit, it can't be used again in this way until the next dawn. The rope can only be cut by magical means and becomes a nonmagical length of rope when cut in this way.
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Influential Tunic
Wondrous item, common
This shimmering silk tunic creates an air of importance about it. When you make a Charisma check while wearing the tunic, you can roll a d4 and add the number rolled to the check; you must decide to do so before the GM determines the outcome. To use this property, you can't be wearing any armor, and you must have led a wealthy or aristocratic lifestyle the previous day, as determined by the Lifestyle Expenses table in the Basic Rules. Once this property of the tunic has been used, it can't be used again until the next dawn.
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Inker's Armband
Wondrous item, common | Dec. 19
This brushed metal bracelet is lined with a magical black ink. The ink only stains skin and slides harmlessly off of clothing. While wearing the bracelet, you can use a bonus action to cause magical tattoos to appear on the arm that's wearing it. The tattoos remain until you remove the bracelet or use a bonus action to end the effect or change their appearance. These tattoos can either be still or magically animated in a slow loop that repeats every 6 seconds. Regardless of the tattoo, the armband only produces black ink.
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Inking Seahorn
Wondrous item, uncommon (requires attunement) | Nov. 23
This horn is made from a seashell. A dark metal lip and sculpted octopus hang to the open mouth of the horn. You can breathe underwater while holding the horn so long as you inhale through it.
The horn has 3 charges and regains 1d3 expended charges daily at dawn. You can use an action to expend 1 of the horn's charges to blow it, releasing a cloud of ink from it in a 15-foot cone: the nature of the ink changes depending on whether it's above or below the water.
Above Water: Each creature in the cone of ink must succeed on a DC 13 Dexterity saving throw or be blinded by the ink until the start of your next turn.
Below Water: The ink remains suspended in the cone's area until the end of your next turn or until it's dispersed by a significant current. For the duration, any creature that moves into the ink for the first time on its turn or starts its turn there must make a DC 13 Dexterity saving throw. On a failed save, the creature is blinded until the start of its next turn. Regardless, the area is considered heavily obscured.
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Infernal Chain
Weapon (flail), very rare (requires attunement) | May 21
This length of heavy chain has a weight at its end and is always warm to the touch. The chain is 10 feet long and weighs 10 pounds. When you attune to the chain, it magically coils up one of your arms (your choice) and secures itself in place. When you swing it, the chain magically extends from you before returning to coil around your arm once again. You must use a hand in order to swing and use the chain.
When swung, the chain releases flames and billowing smoke. This magic weapon has the reach and heavy properties, and any target hit with it takes an extra 1d8 fire damage.
You can choose to use this chain instead of your normal reach when you grapple a target on your turn. While a target is grappled by the chain, you can't use the chain to make a weapon attack, but you can use a bonus action to pull the target 5 feet toward you. At the start of each of its turns, a creature grappled by the chain takes 2d8 fire damage. A creature grappled by the chain doesn't have its speed reduced as a result of the grapple, but it can't move farther than 10 feet away from you until the grapple ends.
Curse. This chain is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unable to remove the chain from your arm, and at the start of each of your turns while a celestial is within 30 feet of you (that you are aware of), you must succeed on a DC 16 Wisdom saving throw or be compelled to use your action to attack the nearest celestial. In addition, while cursed, you gain the following flaw: "I delight in exploiting my enemy's flaws and fears to make them suffer."
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Infiltrator's Lantern
Wondrous item, uncommon | Dec. 24
This dark, hooded lantern burns for 1 hour on 1 pint of oil. While holding it, you can use an action to expand or reduce its radius of dim light, to a maximum of 30 feet or a minimum of 5 feet. While lit in this way, the lantern sheds a strange, dim light out to a range of 30 feet, which is visible only to creatures within that radius. Unless the area is already in bright light or magical darkness, affected creatures can see normally within that radius, but only in shades of gray.
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Insatiable Tome
Wondrous item, rare | Jan. 20
This large, ragged tome weighs 12 pounds and has up to one thousand blank vellum pages inside it. The tome is magical and devours any smaller nonmagical book or document placed next to it with rows of hidden teeth over the course of 1 minute. After the tome has eaten a book, you can use an action to speak the tome's command word, followed by the name of a book or document it's eaten, to cause the previously destroyed contents to appear on the blank pages of the book. The contents are magically printed on the tome's pages in the same language or cipher they were originally written in and remain until you speak the tome’s command word again to erase them or replace them with another document's contents.
The tome dislikes the taste of magic. Any swallowed pages containing spells, magical sigils, or arcane scrolls are harmlessly spat back out by the tome. However, any notes, spells, or magical sigils that are written in the tome (instead of having been eaten by it) can be recalled if they're either dated, labeled, or titled. Written commentary, notes, and other such addenda to documents within the tome are saved by it and appear whenever the document is recalled again.
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Inspector's Silverware
Wondrous item, common | Nov. 20
This array of polished magic silverware typically comes in sets of three pieces of cutlery: a knife, a spoon, and a fork. Each piece of cutlery has 1 charge. When a piece of cutlery that has a charge comes into contact with a food or drink that's poisonous (either naturally or magically), it loses its charge and immediately begins to tarnish and corrode. A piece of tarnished cutlery regains its expended charge and becomes polished again when a creature holding it is targeted by a lesser restoration spell or similar magic. If a creature is holding multiple pieces of this cutlery when targeted by the spell, only one of them regains an expended charge.
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Instigator's Rod
Rod, common | Apr. 22
This rod looks like a normal torch with a brazier made of four metal prongs. While holding the rod, you can use an action to speak either of its two command words.
The first command word causes the torch's brazier to sputter and ignite, creating a small magical flame at its center. The lit torch sheds as much light as a normal torch. Using an action to speak the command word again extinguishes the light.
The second command word causes the rod to transform into a pitchfork, which functions as a magic trident. Using an action to speak the command word again returns the rod to its normal torch form. If the torch was lit when you first spoke this command word, it's extinguished as part of the transformation.
When you make an ability check to intimidate or coerce a creature while holding the rod, you gain a bonus to the roll equal to the number of other creatures within 15 feet of you who are also holding an instigator's rod, up to a maximum bonus of +5. Once you benefit from this bonus, neither you nor any other creature that was involved in determining the bonus of that check can benefit from an instigator's rod again in this way for 24 hours.
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Instrument of Roses and Thorns
Wondrous item, very rare (requires attunement by a bard) | Oct. 21
This string instrument is ornamented with rose and thorn designs. Whenever you use this instrument to give a Bardic Inspiration die to a creature, you can also choose to force another creature within 60 feet of you that can hear you to make a Charisma saving throw against your spell save DC. On a failed save, the creature gains an Enervation die, which remains for 1 minute or until it's rolled. When a creature with one or more Enervation dice that you can see makes an ability check or attack roll, you can use your reaction to roll any number of its Enervation dice, which are the same as your Bardic Inspiration dice, and subtract the result from the total of the roll. The Enervation dice are then lost. You can wait to use this reaction until after the creature rolls the d20, but must decide before the GM says whether the roll succeeds or fails. If the total of the roll is reduced to 0 or lower as a result of the Enervation die, the creature also takes 6d6 necrotic damage.
A creature that attempts to play the instrument without being attuned to it must succeed on a DC 16 Constitution saving throw or take 2d6 necrotic damage.
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Insult Slinger
Weapon (sling), uncommon (requires attunement) | Nov. 24
You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding it, you can use an action to speak an insult into the sling's pocket, instead of loading it with a sling bullet. You then make a ranged attack with the sling. On a hit, the target takes psychic damage, instead of bludgeoning damage, and is affected by the vicious mockery spell (save DC 13; 1st-level version).
You don't need to attune to this weapon to use its properties if you already know the vicious mockery spell; a target hit by the sling in this way is affected by the spell as if you cast it, using your spell save DC and level.
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Intrepid Knife
Weapon (dagger), common (requires attunement) | Jun. 24
This short, run-of-the-mill dagger can make the timid feel brave, and is a common prop for storytellers. Whenever you make an attack with this weapon, you can create a small, harmless effect in its wake, such as a trail of sparkles or satisfying "whoosh" sound. The effect ends immediately after the attack. In addition, if you're holding the dagger, you gain a +1 bonus to any saving throw you make against being frightened.
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Invisibility Powder
Wondrous item, uncommon | Aug. 25
This minuscule bag of glimmering powder is entirely clear. The powder inside is silvery and slightly translucent, giving it a sparkling appearance as light is refracted through it. When found, the bag has 1d6 + 4 pinches of powder inside it.
You can use an action to remove 1 pinch of the powder and sprinkle it on a Tiny inanimate object, or 2 pinches of the powder for a Small inanimate object. The object then becomes invisible. It remains invisible for 10 minutes or until it takes any damage or is used to deal damage to another creature.
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Ionbreaker, the Tempest's Reach
Weapon (longbow), artifact (requires attunement) | Oct. 19
This bow was crafted by a powerful djinni in the Stormheart: a perpetual maelstrom of wind and electricity in the Elemental Plane of Air. Lost to time, it has remained in the storm for untold centuries absorbing the volatile magic that runs rampant within the Stormheart. You gain a +3 bonus to attack and damage rolls made with this magic weapon.
A Storm is Coming. While the bow is on your person, you add a d10 to your initiative at the start of every combat.
Fast as Lightning. When you take the Attack action, you can make a single attack with the bow as a bonus action.
Discharge. A target and any creature within 5 feet of it takes 1d8 lightning damage the first time that target is hit by a ranged attack from the bow on your turn. A creature can only take lighting damage from this property once each round.
Chained Conduits. When you hit a target with a ranged attack from the bow, that target becomes a conduit for electricity for 1 minute. You can speak the bow's command word as a bonus action to cause all conduits within 60 feet of you to electrify. When you do, 5-foot wide lines of electricity arc between all affected conduits that are within 30 feet of each other. Each conduit takes 2d8 lightning damage, and all other creatures within the lines of electricity are forced to make a DC 18 Dexterity saving throw. On a failed save, a creature takes 2d8 lightning damage, and half as much damage on a successful one. Once a conduit has been electrified in this way, it is no longer a conduit. A creature or object can only take lightning damage from this property once each round.
Maelstrom Marksman. When you miss a target with a ranged attack from the bow, you can reroll the attack against a different target you can see within 30 feet of the first one. You have disadvantage on this attack. You can use this property of the bow once on each of your turns.
Zephyr Step. While holding the bow, you gain a hover speed equal to your walking speed and can hover up to 20 feet off the ground.
Embrace the Storm. While you're attuned to the bow, you're subjected to the chaotic magic of the Stormheart whenever you take lightning damage. When you do, roll a d8 and use the table below to determine the resulting effect.

Random Properties. Ionbreaker, the Tempest's Reach has the following random properties:
1 minor beneficial property
1 major beneficial property
1 minor detrimental property
1 major detrimental property
Destroying the Bow. The bow can be destroyed if it's struck by lightning in the Stormheart at the same time as it's hit by a hammer of pure adamantium against a similarly adamantium anvil by a creature attuned to the weapon. Once destroyed, all creatures within 60 feet of the bow take 10d10 lightning and 10d10 force damage. If a creature is reduced to 0 hit points by this damage, they're immediately turned to ash and can only be revived by a wish spell.
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Ioun Blade
Weapon (any sword), very rare (requires attunement) | Jun. 23
An Ioun blade is named after Ioun, a god of knowledge and prophecy revered on some worlds. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The blade and crossguard are each inset with a gemstone. While you're attuned to the weapon, you also gain a +1 bonus to Intelligence, Wisdom, and Charisma checks and saving throws.
If you're also attuned to an Ioun stone, you don't need to attune to this weapon to use its properties. Furthermore, you can choose to have that stone magically replace one of the gemstones in the sword, instead of having it orbit your head. For each replaced stone, the sword's bonuses increase by 1.
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Iron Rose
Weapon (morningstar), rare (requires attunement) | Dec. 24
The head of this morningstar is in the shape of a rose. You gain a +2 bonus to attack and damage rolls made with this magic weapon. The weapon has two forms: bloom form (if the weapon is in bright light) or bud form (if the weapon is in dim light or darkness). Iron petals unfurl from the weapon's spiked head while in bloom form, and enclose it while in bud form. While in bud form, the weapon deals bludgeoning damage, instead of piercing.
While holding the weapon, you can use an action to cast one of the following spells from it (spell save DC 15): entangle (bud form only), protection from poison (any form), or spike growth (bloom form only). Once a spell has been cast from the weapon, it can't be cast from it again until the next dawn.
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Iron Maiden Plate
Armor (breastplate, half plate, or plate), very rare (requires attunement) | Jul. 25
This armor has sharp spikes inside it. You gain a +1 bonus to AC while wearing this armor, and you gain 10 temporary hit points at the start of each of your turns. Unless you're a cleric or paladin, your maximum hit points are reduced by an amount equal to twice your level while wearing this armor. If you are a cleric or paladin, your hit point maximum can't be reduced in any way while wearing it.
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Ironleaf Impaler
Weapon (a javelin or spear), rare (requires attunement) | Mar. 21
This wooden weapon is sprouted from a roughly fist-sized seed that's still attached to its base. A large, red thorn creates the weapon's pointed tip. Dense, thorny vines coil around the top and bottom of the haft, with small, glowing splits appearing in the wood beneath them. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
In addition, this weapon has 5 charges and regains all expended charges daily at dawn. When you make a ranged attack with the weapon, you can choose to expend 1 of its charges. Hit or miss, the weapon explodes into thorny shrapnel after it reaches the target. The target and each creature within 10 feet of it must make a DC 15 Dexterity saving throw. A creatures takes 1d8 piercing damage on a failed save, or half as much damage on a successful one. If the target was hit by the attack, it automatically fails the saving throw. Immediately after the weapon explodes, the seed reappears at your location and regrows the weapon into your hand.
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Ironleaf Maul of Entanglement
Weapon (maul), rare (requires attunement) | Dec. 18
Despite the head of this maul being made from vines, it seems impossibly solid and carries with it a formidable heft. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The maul has 4 charges and regains 1d4 expended charges each day at dawn. When you hit a Medium or smaller target with the maul, you can expend a charge to force it to make a Strength saving throw. On a failure, it takes 1d6 piercing damage and is restrained by thorny vines until the end of its next turn. The DC for this property is equal to 8 + your proficiency bonus + your Strength modifier.
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Ironleaf Oaken Shield
Armor (shield), uncommon (requires attunement by a druid) | June 18
This reinforced wooden shield is covered with ironleaf vines that grant you extra protection. You gain a +1 bonus to your AC while wielding this shield in addition to the shield's normal bonus to AC. In addition, the wooden shield reforms itself to fit you whenever you use your wild shape class feature to transform into a beast. When you do, the ironleaf vines and wooden shield latch onto your bestial form, granting you a +1 bonus to your AC while transformed in this way.
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Ironleaf Plate
Armor (plate), very rare (requires attunement) | Mar. 19
This set of plate armor is lined and overgrown with magical vines and gives you a +1 bonus to your AC. While wearing the armor, its vines seem to move the armor's metal plates when you move, allowing you to ignore the plate armor's normally imposed disadvantage on Dexterity (Stealth) checks. In addition, the vines are able to absorb some of the impact from blunt attacks, granting you resistance to bludgeoning damage.
When you take fire damage, the leaves wither and lose some of their protection until the start of your next turn. While the leaves are withered in this way, you are not resistant to bludgeoning damage.
Mantle of the Wild. While wearing this armor, you can cast pass without trace once without expending a spell slot. Once you've cast this spell in this way, you can't do so again until the following dawn.
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Ironshod Trotters
Wondrous item, uncommon (requires attunement) | Feb. 19
These boots have iron horseshoes embedded in their soles. When you take the Dash action, you can move an additional 10 feet.
As an action, you can click the boots together to cast polymorph on yourself and transform into a riding horse. The horse has a carrying capacity of 480 pounds and a walking speed of 60 feet. Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. Your gear melds into the new form. You can't activate, use, wield, or otherwise benefit from any of your equipment while transformed. Any bags you were carrying do not meld into your new form, and are magically draped over your torso as saddlebags.
Taking any damage while transformed causes you to revert to your normal form and take the damage as normal. You can remain in this form for up to 8 hours, or until you end it as action. Once you use this feature, you can't use it again until the following dawn.
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-J-
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Jar of Lightningflies
Wondrous item, rare | Jul. 24
This blue glass jar was made with sand that was struck by lightning, fusing it into a glass that was then remolded into the vessel. When found, there are 2d4 miniscule, fluttering sparks inside the jar, called lightningflies. While at least 1 lightningfly is within the jar, it sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
You can use an action to unstopper the jar and allow any number of lightningflies to leave it; each one immediately vanishes with an electrical pop. For each lightningfly that leaves, a tremendous pillar of lightning crashes down on a different creature of your choice that you can see within 60 feet of you. A chosen creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 4d10 lightning damage and emits a luminous glow until the end of your next turn, shedding dim light in a 10-foot radius for the duration. On a successful save, it takes half as much damage and doesn't emit the glow. Any attack roll made against a glowing creature is made with advantage.
The jar ceases to be magical while there aren't any lightningflies in it. However, if the jar is struck by naturally occurring lightning, there is a 10 percent chance that another 2d4 lightningflies reappear inside it, making it magical once more.
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Jinxing Yarn
Weapon (whip), rare (requires attunement) | Dec. 24
This braided whip looks like frayed yarn. A cat's skull remains knotted and fixed to the tattered end of the whip. A creature that's hit by the whip is cursed by it until the end of your next turn or until you hit a different creature with it. While cursed, a creature is haunted by eight ethereal cats and suffers from the following effects:
The creature's speed is reduced by 5 feet
The creature has disadvantage on any ability check or saving throw it makes to avoid being knocked prone.
When you hit the creature with an attack using the whip, it takes an extra 1d8 necrotic damage, as the ghostly cats claw and gnash at the creature. If you roll an 8 on the necrotic damage die, the creature must also succeed on a DC 15 Dexterity saving throw or be knocked prone.
Undead creatures are immune to the curse's effects.
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Jo'Catian Denier
Weapon (a scimitar, shortsword, or longsword), uncommon (requires attunement by a creature of neutral alignment) | Dec. 19
This magic weapon comes from a clan of sentient wurms that debilitate their foes with strange magic. This sword has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with the sword, you can expend 1 of its charges as part of the attack to force that creature to make a DC 13 saving throw of your choice. On a failed save, a creature is subjected to an effect based on the kind of saving throw it made:
Strength. The creature gains a –2 penalty to attack rolls until the end of its next turn.
Dexterity. The creature's movement speed is halved until the end of its next turn.
Constitution. If the creature is Large or smaller, it loses its balance and is pushed 15 feet away from you.
Intelligence. The creature has disadvantage on the next spell attack it makes within 1 minute.
Wisdom. The creature becomes slightly sluggish and can't take reactions until the end of its next turn.
Charisma. The creature has disadvantage on attacks against creatures other than you until the end of its next turn.
Wiggling Charges. While you're attuned to this weapon as well as the Jo'Catian rebuker, you can use charges from either item to fuel this weapon's properties.
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Jo'Catian Rebuker
Armor (shield), uncommon (requires attunement by a creature of neutral alignment) | Dec. 19
This magic shield is forged by a mysterious group of sentient wurms whose work is prized for its craftiness. This shield has 3 charges and regains 1d3 expended charges daily at dawn. When you take damage from a creature you can see within 30 feet of you and are holding the shield, you can expend 1 of its charges as a reaction to reduce the damage you take by 1d6. When you do, you can also choose an ability. Until the end of its next turn, that creature magically has disadvantage on the next saving throw it makes of the chosen ability.
Once a creature has been affected by this property, it can't be affected by it again for 1 minute.
Wiggling Charges. While you're attuned to this shield as well as the Jo'Catian denier, you can use charges from either item to fuel this shield's properties.
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Jotun Frostcleaver
Weapon (greataxe), rare (requires attunement) | Jan. 23
When you hit with an attack using this magic greataxe, the target takes an extra 1d6 cold damage. While holding it, you can speak its command word using a bonus action to cast the enlarge/reduce spell (Enlarge only) on yourself. For the duration, the weapon's cold damage die is a d8, and whenever you make a Constitution saving throw to maintain concentration on the spell, you can roll a d8 and add the number rolled to the saving throw. In addition, when you roll a 7 or 8 on the weapon's cold damage die, the target's speed is reduced by 10 feet until the start of your next turn. Once the axe has been used to cast this spell, it can't do so again until the next dawn.
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Jotun's Jodhpurs
Wondrous item, rare | Oct. 19
While wearing these pants, you count as one size smaller when riding a nonhumanoid creature if you aren't wearing heavy armor.
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Journal of Dreams
Wondrous item, common | Aug. 24
While this journal is on your person, it magically records the contents of any dream you have. The dream is labeled with your name, date, and dream duration. The dream itself is recorded in long-form prose, as if it were a short story.
If you cast or are targeted by the dream spell while the journal is on your person, you can choose to transform the dream into one from the journal. To do so, the messenger and the target of the spell must both be willing, and either of them can end the dream (and spell) at any time.
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-K-
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Kegger's Helm
Wondrous item, uncommon (requires attunement) | Dec. 24
While wearing this helmet, you can immediately recover from the effects of alcohol (no action required), and you have advantage on any Constitution saving throw you make against poison or disease. A small nozzle sits on the side of the helmet, which you can open or shut as an action even if you're not attuned to it. Turning the nozzle open allows you to dispense beer from it, up to 1 gallon per minute. The helmet can dispense up to a total of 4 gallons of beer in this way; if it runs low, you may need to tilt your head to get the last of it. If you're attuned to the helmet and are wearing it, you can mentally change the type of beer each time the nozzle is opened. Regardless of the choice, it can't be anything other than beer. Once the maximum amount of beer has been reached, it can't dispense any more until the next dawn.
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Kestra's Bent Spoon
Wondrous item, uncommon | Nov. 19
This silver spoon once belonged to a mystic with an unending appetite. It has three runes etched into the metal that perform various magical functions.
Ulm, in the bowl of the spoon, enhances the flavor of any soup or similarly spoonable dish by drawing out the more nuanced flavors that are often overlooked.
Tox, on the back of the spoon's head, causes the spoon to tarnish and dim when touched by a poison. The spoon remains this way until the next dawn, when its normal luster magically reappears.
Seera, on the handle, strengthens the power of certain psychic effects. While the spoon is on your person and you roll psychic damage, you can focus your attention on the spoon (no action required) to deal maximum damage on one of the damage dice. Once this rune has been used, it can't be used again until the next dawn.
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Kestra's Task List
Wondrous item, uncommon | Jul. 23
When found, this small pad of paper has 2d10 sheets remaining. Each sheet has three checkboxes next to lines on which to write.
Within 1 hour of finishing a long rest, you can choose to write three different and specific objectives on a sheet, which you then tear off the pad. Roll a d6 for each objective you wrote and record the result of each one. Whenever you make an ability check to either accomplish or help accomplish an objective you wrote on that sheet, you can choose one of the d6 results to add to the total. The d6 is then lost.
An objective is magically crossed off the sheet when you complete it. If you complete all of the objectives written on the sheet within 24 hours, there is a 50 percent chance that a new sheet magically appears on the pad of paper when the last objective is crossed off. In either case, after 24 hours, the sheet loses its magic, and any remaining d6 results are lost. It also loses its magic if you tear off a second sheet from the pad.
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Keycoin
Wondrous item, uncommon | Nov. 22
This brass coin is 1 inch in diameter and has a keyhole-shaped hole at its center. You can use an action to insert the coin into a keyhole within your reach, causing the door to magically unlock. The coin disappears once it enters the keyhole, even if the door was already unlocked. The coin magically shrinks to fit a smaller keyhole.
If the door or lock is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the door or lock can be opened and shut normally.
A keycoin's magic isn't lost after it's been used. Instead, it magically reappears in a random location 1d100 miles away from you.
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Ki Blade
Weapon (shortsword), very rare (requires attunement by a monk) | Jul. 21
This gently curved blade resonates with the force of your ki. You gain a +2 bonus to attack and damage rolls made with this magic weapon, and while you're attuned to it, your ki point maximum increases by 2.
When you use your Deflect Missiles feature and are holding the ki blade, you can choose to use the weapon to attack the missile instead of capturing it. If you do, the damage you take from the ranged attack is reduced by an extra 1d10. If you reduce the damage to 0, the missile is destroyed unless it was magical, in which case it clatters to the ground at your feet. Once you use this property, you can spend 1 ki point to use your Deflect Missiles feature again on the same turn, potentially destroying multiple missiles from the same attacker.
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Killskull Longbow of Dread
Weapon (longbow), rare (requires attunement) | June 19
This magic longbow is adorned with a bear skull and claws. The bow holds up to 4 charges and gains 1 charge whenever you reduce a Small or larger creature to 0 hit points with it. For each charge the bow has, a small, etched line appears on the bear skull adorning the weapon. The etched line vanishes from the skull when its charge is expended.
When you hit a creature with an arrow fired from this bow, you can expend 1 charge to cause that creature to take an extra 1d8 psychic damage and make a DC 15 Wisdom saving throw. On a failure, the creature is frightened of you for 1 minute. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on itself on a success.
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Kindle Egg Sugarbombs
Wondrous item, uncommon | Jan. 19
When you eat this spicy chocolate sweet as an action, you gain resistance to fire damage and can tolerate cold temperatures as low as 0 degrees Fahrenheit without any additional protection for 1 hour.
Upset stomach. You can only be under the effects of 1 sugarbomb that has this feature at a time. Eating a sugarbomb that has this feature while under the effects of another one causes the effects of the first sugarbomb to immediately end and be replaced by the new one’s. This rapid change is difficult to stomach, forcing you to make a DC 13 Constitution saving throw. On a failed save, you gain the effects of the new sugarbomb, but become poisoned for 1 minute. On a success, you gain the effects of the new sugarbomb and are not poisoned.
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Kinetic Bowstring
Wondrous item, rare | Jul. 21
This magic bowstring can be used to string a nonmagical bow or crossbow, turning any attack made with it into a magical one. A kinetic bowstring magically amplifies some of the stored kinetic force that it releases when it fires an arrow or bolt. The first ranged attack you make on each of your turns using a weapon strung with this item has twice its normal range, and on a hit, the attack deals one extra die of its damage.
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Kinetic Gi
Wondrous item, very rare (requires attunement) | Jun. 25
This flashy gi generates and stores kinetic energy when you move. While wearing the gi and not wearing any armor, you gain the following benefits:
Your speed increases by 10 feet.
Opportunity attacks against you are made with disadvantage. If you've moved at least 15 feet in a straight line immediately before leaving a hostile creature's reach, you don't provoke an opportunity attack from that creature.
If you move at least 15 feet in a straight line immediately before making a Dexterity (Acrobatics) check, you can roll a d6 and add it to the check. If your unarmed strike's damage die is a d8 or higher, you can use that die instead of the d6 for this benefit.
Whenever you hit a creature with a melee attack, the target takes an extra 1d6 force damage for every 15 feet you moved in a straight line immediately before the attack. You can deal a maximum of 3d6 extra force damage in this way on a turn, either all at once or in multiple parts.
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Kinetic Quarterstaff
Weapon (quarterstaff), very rare (requires attunement by a monk) | Jul. 25
This staff allows you to store kinetic energy and release it using your ki. You gain a +2 bonus to attack and damage rolls made with this magic weapon. It has 4 charges for the following properties, which use a save DC of 2 + your ki save DC. The weapon gains 1 charge whenever you hit a creature with it, up to a maximum of 4 charges. If a charge isn't expended within 1 minute, it's automatically lost.
Energy Pulse. Whenever you expend a ki point to use your Flurry of Blows or Step of the Wind feature and are holding the quarterstaff, you can simultaneously expend all of the weapon's charges to release a swirling pulse of energy from it (no action required). When you do, each other creature within 5 feet of you must succeed on Strength saving throw or take 1d6 force damage for each charge expended.
Ki Blast. When you take the Attack action and are holding the quarterstaff, you can choose to forgo one of your attacks to instead expend 1 ki point and all of the weapon's charges to fire a blast of stored energy from the end of the staff. Choose a creature that you can see within 60 feet of you. That creature must succeed on a Dexterity saving throw or take 1d10 force damage for each charge expended; if you expended 4 of the weapon's charges, the target is also stunned until the end of your next turn.
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King Crab Claymore
Weapon (greatsword), rare (requires attunement) | Nov. 22
You have a +1 bonus to attack and damage rolls made with this magic weapon. While you're attuned to the weapon, crabs and giant crabs are indifferent toward you and will not attack you unless you threaten or harm them. In addition, crabs and giant crabs understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on ability checks you make to influence or interact with crabs.
The sword emits a brief, fiery glow when you roll initiative. Until the end of your first turn of combat, attacks with the sword score a critical hit on a roll of 18, 19, or 20. When you score a critical hit with the sword for the first time on a turn, the target of the attack is also assaulted with crab-like claws made of fire. That target must make a DC 15 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. On a failed saving throw, the target is magically grappled (escape DC 15) by the flaming pincers for 1 minute or until it successfully escapes using an action. Until the grapple ends, that target takes 1d6 fire damage at the end of each of its turns.
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Kobold Diviner's Amulet
Wondrous item, uncommon | Aug. 23
This necklace bears numerous rings and charms from its leather strap. The largest charm is a crystal ball, which is grasped by a draconic claw. While wearing the amulet, you can use an action to peer into its crystal ball and predict a number between 1 and 20. Then, roll a d20. If the result of the roll has a difference of no more than 2 from the predicted number, you magically foretell a sliver of future possibility. You then ask the GM one question about the events that will or can occur within the next 30 minutes, which must be able to be answered with either "yes," "no," or "uncertain." At the GM's discretion, the crystal ball may alternatively show you a visual answer. Once this property of the amulet has been used, it can't be used again until the next dawn. You must be able to speak Draconic in order to use this property.
For example, you use the amulet and predict the number 14. You then roll a 16 on the d20, allowing you to ask the GM a question, such as "Will the prison guards be attentive for the next half hour?" The GM may then describe a vision in the crystal of a guard sleeping beside their post, or simply say "no."
For the purposes of predicting a number on the d20, 19 and 20 are considered to have a difference of two from 1 and 2, respectively. Similarly, 20 and 1 are considered to have a difference of one.
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Kobold Diviner's Hand
Wondrous item, uncommon | May 23
This severed hand of a kobold diviner still twitches on occasion. You can use an action while holding it to speak its command word followed by the name or description of an object, said in Draconic. If one or more of those objects is within 1,000 feet of you, the hand points towards the nearest one with one, two, three, or all four of its fingers. For each finger pointing, the object is within a cumulative 250 feet in the pointed direction. The hand then goes slack and ceases to point.
Once this property of the hand has been used, it can't be used again until the next dawn.
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Koi Regalia
Wondrous item, rare (requires attunement) | Aug. 25
This robe is covered in countless shimmering scales. While wearing it, you gain a swimming speed of 40 feet and can breathe normally underwater. In addition, you can swim up waterfalls, provided they're large enough to do so, or climb up them as if they were unmoving, solid walls. When you do, treat the water as difficult terrain if you're swimming, or as if anywhere you place your hand is an adequate handhold while climbing.
In addition, you can use a bonus action to flip a golden coin you are holding. If it's heads, you gain inspiration, which remains until the end of your next turn. If it's tails, nothing happens, and the coin immediately corrodes and is destroyed. If the gold coin you flip is worth less than 1 gp, it automatically lands on tails. Once you've gained inspiration in this way, this property can't be used again until the next dawn.
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Knight's Standard of Valor
Weapon (halberd), rare (requires attunement) | Apr. 19
You gain a +1 bonus to attack and damage rolls made with this magic weapon. While wielding this emblazoned halberd, you give off a 10-foot radius aura of fervor and valor that affects you and other friendly creatures within it. Allied creatures within the aura are considered proficient in saving throws made to resist becoming frightened, and if they begin their turn within the aura, gain a +5-foot bonus to their movement speed until the end of their turn.
You can concentrate on the halberd's flag over the course of a short rest to change the colors and design of the weapon's adornments.
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Knight's Standard of Vigor
Weapon (pike), rare (requires attunement) | May 19
You gain a +1 bonus to attack and damage rolls made with this magic weapon. While wielding this brass pike, you radiate health and vitality. You and other friendly creatures within 10 feet of you are considered proficient in saving throws made to resist becoming poisoned. In addition, when an affected creature other than you regains hit points while in combat from a spell or potion, you can use your reaction to heal that ally for an additional 1d6+2 hit points.
You can concentrate on the weapon's flag over the course of a short rest to change its design and color.
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Knight's Standard of Virtue
Weapon (glaive), rare (requires attunement) | Apr. 19
You gain a +1 bonus to attack and damage rolls made with this magic weapon. While wielding this decorated glaive, you give off an aura of righteousness. The aura affects you and other friendly creatures within 10 feet of you. Affected creatures within the aura are considered proficient in saving throws made to resist becoming charmed. In addition, an affected creature within the aura can use their reaction to reduce the damage they take from an evil-aligned creature's melee weapon attack by 1d6+2.
You can concentrate on the weapon's flag over the course of a short rest to change its design and color.
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Knocking Boots
Wondrous item, uncommon | Feb. 19
These steel-toed boots of dwarven make are adorned with an embossed key on the toe. As an action, you can kick an object that contains a mundane or magical means of preventing access to cast the knock spell on it using the boots. Once this property of the boots has been used, they can’t be used again in this way until the following dawn.
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Kraken Band
Wondrous item, very rare (requires attunement) | Aug. 21
This metal sculpture of a tentacle coils around your arm as part of attuning to it. While you're attuned to the band, it can't be removed against your will, and you can magically transform the arm wearing it into a lashing tentacle as part of your attacks. When you take the Attack action, you can use your bonus action to make an unarmed strike using this tentacle, which has a reach of 15 feet. On a hit, the tentacle deals an extra 1d6 acid damage. When you attempt to grapple a creature on your turn as part of the Attack action, you can use the tentacle to target a creature within 15 feet of you that you can see, instead of within your normal reach. On a successful grapple, the creature takes 1d6 acid damage and is pulled up to 10 feet in a straight line toward you.
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Kraken's Whip
Weapon (whip), uncommon | Nov. 18
This whip is made using the shrunken tentacle of a great sea creature. It still writhes slightly on its own.
As an action, you can force a creature you can see within 10 feet of you to make a DC 14 Strength or Dexterity saving throw (their choice). On a failure, the creature is grappled by the whip’s tentacle and takes 1d4+2 bludgeoning damage. The affected target or another creature can use an action to reattempt the saving throw, escaping the grapple upon a success. While grappled, the creature takes 1d4+2 bludgeoning damage at the end of each of its subsequent turns.
You can’t use the whip to attack while grappling a creature with it in this way. While holding the whip, you can end the grapple at any time (no action required), and your movement speed is halved when you move more than 10 feet away from the grappled creature as you drag it along behind you.
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Lady Phantasma's Material Anchor
Wondrous item, very rare | Jun. 21
This small and rusted anchor charm is bound to a famous, lost ship: the Lady Phantasma. This ship and its crew was lost to the Ethereal Plane centuries ago, cursed to remain there for all eternity as punishment for stealing a powerful sea hag's treasured relic. However, this small charm can act as the ship's sole remaining tether to the Material Plane.
As an action, you can call out to the ship while holding the charm aloft. If you're within 30 feet of a body of water on the Material Plane, a full-sized anchor appears on the ground in an unoccupied space within 5 feet of the water. A wispy, green chain appears on the anchor that extends into nothingness for 1 minute. At the end of the minute, the Lady Phantasma emerges from the Ethereal Plane, pulled by the anchor's chain, and comes to rest in the water nearby. The ship is a longship 70 feet long and 20 feet wide. It's piloted by thirty-four crewmembers and five officers, all of whom are long-dead, ghostly remains of their former selves. They are formless and harmless, but are nevertheless visible and friendly to you and your companions. They can interact with the rigging, sails, and other equipment on the ship, but nothing else while they remain on the Material Plane. While the ship remains, you are considered the captain of the vessel while the charm is on your person.
At dawn, the ship's crew is shunted back to the Ethereal Plane, leaving the ship behind, until the following dusk when they reappear on the vessel once more. The ship's anchor is immovable while the crew is on the Ethereal Plane, holding the ship in place until they return each night. While the ship can move, it moves at a speed of 10 miles per hour, even when there isn't any wind.
If the charm is removed from the Lady Phantasma for 24 hours, the ship and its crew vanish and return to the Ethereal Plane until they're summoned again. You can speak the charm's command phrase "Until the tides call once more," to cause the ship and crew to return to the Ethereal Plane early. Any objects on the ship other than what was there when it came from the Ethereal Plane are dropped into the water below the ship when it disappears. If the ship is destroyed while on the Material Plane, the charm is destroyed and turns to flecks of nonmagical rust.
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Lamian Facestealer
Weapon (dagger), rare (requires attunement) | Jun. 20
This dagger once belonged to an infamous lamian assassin and features a sculpted metal face at the base of the blade. When you attune to this weapon, the metal face magically changes to match your appearance. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
The dagger has 3 charges and regains 1d3 expended charges daily at dusk. When you hit a humanoid with this weapon, you can expend 1 of its charges to immediately recreate the effect of the disguise self spell (save DC 15), taking on the appearance of the target. When you do, the dagger's metal face changes to match the appearance. This version of the spell allows you to seem up to 3 feet shorter or taller when taking on the target's appearance.
When you take on a creature's appearance in this way, that creature must make a DC 15 Wisdom saving throw. On a failed save, that creature has disadvantage on Wisdom saving throws and all ability checks as long as it can see you while you share its appearance in this way.
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Lance of the Hungering Dead
Weapon (lance), very rare (requires attunement) | Feb. 19
This magical, gruesome lance can drain the life force from another creature. The first time on your turn when you hit a hostile living creature with a melee weapon attack using the lance, you deal an extra 1d12 necrotic damage. You gain temporary hit points equal to half the necrotic damage dealt, rounded up. Temporary hit points gained from this attack fade after one hour.
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Lance of the Statuemaker
Weapon (lance), very rare | Jan. 22
This lance is made of a stalactite mounted to a brass handle. Its razor-fine point is made of pitch-dark jet. Despite its material, the weapon magically weighs the same as a normal lance. You gain a +2 bonus to attack and damage rolls made with this magic weapon.
When you reduce a creature to 0 hit points using the lance and choose to knock the creature out instead of killing it, you can leave the lance embedded within the creature as part of the attack. When you do, the target is petrified until another creature uses an action to make a DC 30 Strength (Athletics) check to pull out the lance or frees it with a greater restoration spell or similar magic, at which point the lance falls to the ground and can be used to make attacks again. Once a creature has been petrified in this way, it can't be petrified by the lance again until 7 days have passed.
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Lance of the White Dragon
Weapon (lance), very rare (requires attunement) | Nov. 23
This magic lance is covered in spines and white dragon fragments. The air around it is always frigid.
Charges. This weapon has 5 charges for the following properties; it regains 1d4 +1 expended charges daily at dawn. If the lance has at least 1 charge, it deals an extra 1d10 cold damage to any target it hits.
You can use one of the following properties on each of your turns while holding the lance.
Biting Cold. When you hit a creature with the lance, you can expend 2 of its charges to force that creature to make a DC 16 Constitution saving throw. On a failed save, the creature is restrained by ice. The ice remains until the start of your next turn or until the creature takes bludgeoning or fire damage. If it takes bludgeoning damage in this way, that damage is increased by 2d8.
Frigid Wrath. When you roll cold damage, you can expend 2 of the lance's charges to deal maximum damage, instead of rolling. If the cold damage is from the lance, it costs 1 charge to use this property instead.
Icy Launch. While on the ground, you can expend 1 of the lance's charges using a bonus action to create a spire of ice beneath you. The spire launches you up to 30 feet in a direction of your choice, without provoking opportunity attacks. The ice crumbles and disappears immediately after. When the spire appears, each creature within 5 feet of it must make a DC 16 Dexterity saving throw. On a failed save, a creature is pushed up to 5 feet away from the spire.
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Lantern Flail
Weapon (flail), rare (requires attunement) | Apr. 24
A fiery lantern hangs at the end of the chain of this flail. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding it, you can use an action to magically light or extinguish the lantern's flame. While it's alight, any target hit with the weapon takes an extra 1d4 fire damage from the attack. If the fire damage die rolls a 4, the target continues to burn; it takes another 1d4 fire damage at the start of your next turn unless it or another creature within reach uses an action to put out the fire. It continues to burn in this way if the fire damage die rolls another 4.
While the lantern is alight, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
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Lantern of the Frost Watch
Wondrous item, rare | Sep. 22
This dark steel lantern is always cold to the touch, and its cold blue flame releases fine snow instead of smoke. Its magical flame appears over a spike at the lantern's center, which is perpetually covered in ice. While touching the lantern, you can use an action to speak one of the following five command words.
Aduro. The lantern's flame is ignited or extinguished. The lit lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
Calidum. The lantern's flame glows orange for up to 10 minutes. For the duration, each creature within the lantern's bright light has resistance to cold damage. Once this command word has been used, it can't be used again until the next dawn.
Micare. The lantern's flame glows impossibly bright. Each creature that isn't shielding its eyes within the lantern's bright light must make a DC 15 Constitution saving throw. A creature takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. You can shield your eyes as part of the action to use this property. Once this command word has been used, it can't be used again until the next dawn.
Revelare. The lantern's flame glows green for up to 10 minutes. Magical objects and effects within the lantern's bright light are outlined with a faint green glow for the duration. Magical darkness and fog within this range is suppressed for the duration. Once this command word has been used, it can't be used again until the next dawn.
Vide. The lantern's flame glows magenta for up to 10 minutes. Invisible creatures and creatures on the Ethereal Plane become visible within the lantern's bright light for the duration. Ethereal creatures and objects appear ghostly and translucent. Once this command word has been used, it can't be used again until the next dawn.
If you speak one of the lantern's command words in this way while its flame is extinguished, it magically lights itself as part of speaking the command word. If you extinguish the lantern's flame while one or more of its effects are active, those effects immediately end.
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Lash of the Spelldrinker
Weapon (whip), rare (requires attunement by a spellcaster) | Apr. 21
You gain a +1 bonus to attack and damage rolls made with this magic weapon. While attuned to this whip, you are considered proficient with it and can use it as a spellcasting focus. In addition, you can use your spellcasting ability modifier for any attack or damage roll made with it, instead of Strength or Dexterity.
When a hostile creature within the whip's reach casts a spell, you can use your reaction to make a weapon attack against that creature with the whip. On a hit, the target must make a saving throw using its spellcasting ability against your spell save DC. On a failed save, you learn the level of the creature's highest remaining spell slot, and the creature takes extra force damage equal to that number.
When a creature takes force damage from the whip in this way, you can choose to recover an expended spell slot of a level equal to or less than the force damage dealt, up to 3rd level. Once the whip has been used to recover a spell slot in this way, it can't do so again until the next dusk.
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Last Rites
Weapon (pistol), uncommon | Jun. 25
When you make a ranged attack roll against an undead creature using this weapon, you score a critical hit on a roll of 19 or 20. Critical hits with this weapon deal radiant damage, instead of piercing damage. Furthermore, damage from this weapon ignores the effects of a creature's Undead Fortitude trait.
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Lazar's Magic Eye
Wondrous item, rare (requires attunement by a creature missing an eye) | Jan. 25
You can use this magic item as a replacement for a missing eye, even if you're not attuned to it. While it's in your eye socket, it can’t be removed by anyone other than you, and you can see through the item as though it were a normal eye. While it's in your eye socket and you're attuned to it, you can use an action to activate one of its two properties. Once a property has been used, that property can't be used again until the next dawn.
Lazar's Beam. You glare at a target that you can see within 120 feet of you. When you do, the eye charges up and releases a beam of concentrated flame at the target. The target must make a DC 15 Dexterity saving throw. A creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. For every 6 rolled on the damage dice, the resulting explosion deals 6 fire damage to other creatures within a cumulative 5 feet of the target, up to a maximum of 30 fire damage. For example, if you rolled three 6s on the fire damage dice, each other creature within 15 feet of the target would also take 18 damage.
Lazar's Sight. You gain truesight out to a range of 120 feet for 10 minutes. For the duration, you can also tell the radiant temperature of targets you use an action to inspect.
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Leatherbeard
Wondrous item, common | Dec. 20
This leather mask sits over your mouth and chin and can be worn or removed using an action. While wearing the mask, you grow an illusory beard. You choose the color and style of the beard each time you wear the mask. The beard can be up to 2 feet long. A DC 10 Intelligence (Investigation) check reveals the beard is an illusion.
For every 7 consecutive days that pass in which you do not remove the mask, there is a cumulative 25 percent chance that the beard becomes real. When it does, the mask is destroyed. The real beard doesn't continue to grow unless you can already naturally grow a beard
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Ledger Scroll
Scroll, uncommon | Aug. 22
This scroll is wound around a wooden dowel with owl faces on either end. When you use an action to read this scroll, choose a trigger for the scroll, centered on a point you can see within 30 feet of you, as well as up to five pieces of information to be recorded when that circumstance occurs. An invisible sensor appears at that point.
The trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the point. For example, the trigger could be when a person that's at least five feet tall walks past the point in a northward direction, or if a creature says the word "Hello" nearby it.
Whenever that circumstance occurs, the scroll unfurls slightly and magically scribes the specified pieces of information onto one line. For example, the scroll can record a triggering creature's color, apparent age, if it's visibly armed, its travel speed, and so on. Alternatively, it can track how many purchases are made in a shop, or the amount of coin that changes hands at a tavern. Or, if the trigger for the scroll is an audible one, the scroll can record what language the triggering creature is speaking. The scroll can't determine information not immediately apparent, such as a creature's name.
The scroll has 60 inches of parchment, and each added line takes up 1 inch of it. When the last of parchment has been used in this way, the effect ends and the scroll loses its magic, although any information recorded on the parchment remains.
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a watchful owl. The sensor is considered to have a passive Wisdom (Perception) score of 15 for the purposes of detecting a triggering creature or effect.
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Legion of Brass Katars
Weapon (dagger), uncommon | Sep. 22
This pair of matching brass katars seems to exhale heat in the throes of battle. Katars are daggers primarily used for quick, puncturing strikes, and are wielded in clenched fists. As a result, these daggers lack the thrown property. When you hit a target twice on the same turn using the katars, that target takes an extra 2d4 fire damage provided that you're holding the two katars in either hand.
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Leeching Lash
Weapon (whip), rare (requires attunement) | Jun. 22
The head of this whip is split into two leech-like heads, each complete with a set of barbed teeth. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a creature with an attack using this whip, the target takes an extra 1d4 necrotic damage. If you took damage from a hostile source since the start of your last turn and hit a creature with the whip, you regain a number of hit points equal to the necrotic damage dealt, up to the damage you took. You can't regain hit points in this way more than once per turn. If the creature is a construct, ooze, or undead, you don't regain any hit points in this way.
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Leeching Quarterstaff
Weapon (quarterstaff), rare (requires attunement) | Apr. 19
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The staff has 6 charges and regains 1d6 expended charges daily at dawn. When you hit a target with the staff, you can expend one of its charges to siphon away some of the target's life force to deal an extra 1d6 necrotic damage with the attack. You regain health equal the amount of necrotic damage dealt in this way. This property has no effect on undead or constructs.
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Liar's Lyre
Wondrous item, uncommon (requires attunement by a bard) | May 19
This magical instrument's strings reverberate at the sound of a lie you tell, allowing you to weave tall tales and convince others of your lies more easily. You have advantage on any Charisma (Deception) check you make when you spend at least 1 minute attempting to convince a creature of a lie. In addition, when you cast the vicious mockery cantrip and are holding the lyre, the spell save DC is increased by 1. You are proficient with this lyre while you are attuned to the instrument.
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Lifeburst
Weapon (mace), rare (requires attunement by a cleric or paladin) | Sep. 22
You gain a +1 bonus to attack and damage rolls made with this magic weapon. This mace can be used to channel your holy magic. When you hit a creature with this mace, you can expend one spell slot to restore hit points to up to four creatures of your choice within 5 feet of the target of the attack. The amount of hit points restored is equal to 1d6 per spell level you expend, up to 3rd. Once you expend a spell slot in this way, you can't expend another spell slot of the same level using the mace again until the next dawn.
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Life's Edge
Weapon (greatsword), legendary (requires attunement by a paladin) | Mar. 24
At the center of this brilliant, silver sword is a deep groove which leads down to an open gap in its hilt. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Whenever you harness the healing power of your Lay on Hands while holding the weapon, a glimmering sphere of holy light radiates from the center of the blade.
While holding this weapon, whenever you spend hit points from your Lay on Hands pool to heal another creature, you also regain 1d6 hit points for every 10 hit points you restore to the other creature. When you slay a creature with a challenge rating of 5 or higher using this sword, your Lay on Hands pool regains a number of hit points equal to twice the creature's challenge rating.
You can also use the hit points from your Lay on Hands pool in the following ways while holding the blade.
Rebuke Healing. When another creature that you can see within your aura magically regains hit points, you can use your reaction to spend any number of hit points from your Lay on Hands pool. The amount of hit points restored to the creature is reduced by that amount.
Summon Preserver. You can use an action to spend 40 hit points from your Lay on Hands pool to cast the guardian of faith spell, which has the following changes. Whenever a friendly creature enters a space within 10 feet of the guardian or starts its turn there, it can choose to gain up to 20 temporary hit points. If you have 17 or more levels in the paladin class, the radius of this effect increases to 30 feet. When the combined number of hit points granted as temporary hit points or dealt as radiant damage reaches 60, the guardian vanishes.
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Life Tether Ankh
Wondrous item, uncommon | Nov. 19
While wearing this necklace, you can choose to succeed on a death saving throw you would have otherwise failed (no action required). Once the ankh has been used to succeed on a death saving throw, it shatters and is destroyed.
If you use the ankh when you would normally suffer two failed death saving throws, you instead gain one success and one failure. If this would cause you to have 3 successful death saving throws as well as 3 failed ones, roll a final death saving throw. On a success, you stabilize. On a failure, you die.
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Life Turner
Wondrous item, legendary | Nov. 20
This tiny, spinning hourglass has six seconds' worth of sand inside it and can be easily held or worn as a pendant. When a creature that you can see within 120 feet of you dies, you can use your reaction to speak the hourglass's command word and spin it, allowing you to immediately take an extra turn, interrupting the current turn. At the end of your turn, the dead creature returns to life with a number of hit points equal to your current hit point total (up to its hit point maximum), and you die. If the dead creature was prone, it can immediately stand up (no action required). Once this property has been used, it can't be used again until 1 year has passed.
When you die as a result of using the hourglass, your body is enchanted by protective magic for 3 hours. During this time, if a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you. In addition, while you're protected by this magic, you are also under the effect of the gentle repose spell.
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Life's Flower Restorative
Wondrous item, rare (requires attunement by a creature missing a hand, arm, or leg) | Dec. 20
This vital branch pulses with life and resembles a crude limb. To attune to this item, you must attach it to the end of your missing arm or leg, at which point the branch magically forms an elegant copy of the appendage it’s replacing. This prosthetic is a fully capable part of your body and can't be removed against your will as long as you're attuned to it.
The prosthetic branch has 10 flowers and regrows 1d6 + 4 missing flowers daily at dawn. While attached, the branch provides these benefits:
When you regain hit points as part of a spell or magical effect, you can choose to expend any number of flowers to regain an extra 5 hit points for each flower spent. This property can restore you to no more than half of your hit point maximum.
If you start your turn with 0 hit points while the prosthetic has 3 or more remaining flowers, you can choose to expend 3 flowers to regain 5 hit points. This property can't be used again until the next dawn.
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Lightning Caltrops
Wondrous item, uncommon | Jun 23
These magic caltrops function like normal caltrops when scattered. When a creature takes lightning damage while standing on a space covered in these caltrops, that creature takes an extra 2d8 lightning damage. Once a creature in that space takes lightning damage in this way, or if the caltrops themselves are targeted by an effect that deals lightning damage, the caltrops become charged with electrical power. The caltrops remain charged for 1 minute or until a creature takes damage by stepping on them. Any creature that takes damage from stepping on the charged caltrops also takes an extra 2d8 lightning damage and can't take reactions until the start of its next turn. If a creature wearing metal armor steps on the charged caltrops and succeeds on the Dexterity saving throw, it still takes 1d8 lightning damage from the caltrops but does not end their charge.
If a set of lightning caltrops is scattered on the ground within 15 feet of another one, charging either set of caltrops also charges the other.
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Lightning-Catcher Pauldron
Wondrous item, rare (requires attunement) | Jan. 24
You have resistance to lightning damage while wearing this metal pauldron. Whenever you take a cumulative 10 points of lightning damage while wearing the pauldron, you gain a special die, called a Dash Die, which is a d8. You can only have one Dash Die at a time. On your turn, you can use a bonus action to roll the Dash Die and immediately move a number of feet equal to 5 times the number rolled. The die is then lost.
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Lightning-Catching Bottle
Wondrous item, rare | May 22
This bottle is stoppered with a pronged metal contraption that magically attracts bolts of electricity to it. When you take lightning damage from a hostile source while the bottle is on your person and not completely covered (such as by a bag or cloak), you can use your reaction to speak the bottle's command word to redirect and contain that lightning within the bottle. When you do, roll 3d10, reducing the lightning damage you take in this way by an amount equal to the total (to a minimum of 0) and harmlessly containing that lightning within the bottle. The bottle can contain up to 30 points of lightning damage in this way.
While holding the bottle, you can use an action to unstopper it and release the trapped lightning inside, duplicating the effect of the lightning bolt spell (save DC 15) with the following changes:
The spell deals lightning damage equal to the amount contained in the bottle on a failed save, or half as much damage on a successful one.
The line is 60 feet long, instead of 100.
You can restopper the bottle immediately after releasing the lightning in this way as part of the same action.
Once the bottle contains its maximum amount of lightning damage, any additional damage that's redirected to it isn't contained or reduced. Instead, when the bottle redirects lightning damage that would cause it to exceed the maximum amount it can hold, there is a 50 percent chance that the bottle and stopper shatter and are destroyed. When they're destroyed, each creature within 30 feet of the bottle must make a DC 15 Dexterity saving throw. A creature takes 30 lightning damage on a failed save, or 15 lightning damage on a successful one.
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Lightning Khopesh
Weapon (scimitar), rare | Jan. 21
This bolt-like blade crackles with electric energy. When you hit with an attack using this magic weapon, the target takes an extra 1d6 lightning damage. In addition, the first time you have advantage on an attack roll and miss using this weapon on each of your turns, the target takes 1d6 lightning damage as stray sparks leap from the blade to shock the target.
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Lightning Pylons
Rod, rare | July 19
These 3-foot long rods are made using a blend of magic and science and normally come in sets of 3. The pylons are tipped with a fragment of a blue dragon's horn. Each pylon channels the latent electrical energy within these horn fragments and can extend that energy to neighboring pylons to create an electrical barrier between them. Each pylon has an electrical charge. Once that charge has been lost, It takes 12 hours for it to recharge.
You can set up a pylon in an unoccupied space adjacent to you as an action. While touching a set up pylon that has an electrical charge, you can speak its command word as a bonus action to electrify it. A pylon remains electrified for 1 minute and loses its electrical charge at the end of that minute. If there is at least 1 other pylon with a charge set up within 20 feet of an already electrified one, electricity jumps and arcs between them. A pylon becomes electrified once it receives electricity from a neighboring one in this way. You can have up to 6 pylons connected like this at once. Electrified pylons are magically bound to the ground until they lose their charge.
The electricity between the pylons forms a wall 10 feet high and 1 foot thick. The wall is opaque and casts bright light out to 10 feet and dim light for another 10 feet. When the wall appears, each creature within its area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 5d8 lightning damage and has its speed reduced to 0 until the start of its next turn. On a success, it takes half as much damage and has its speed halved instead. Creatures who are made of metal or are wearing metal armor have disadvantage on this saving throw. A creature that ends its turn within the wall or enters it for the first time on its turn must also make the saving throw. Setting up a pylon does not force you to make this saving throw.
Each pylon has AC 15 and 20 hit points. A creature that touches an electrified pylon or hits it with a melee attack using a metal weapon takes 1d8 lightning damage for each pylon connected to it, including itself. Once a pylon is reduced to 0 hit points, it loses its electrical charge and ends the connection it may have to other neighboring pylons.
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Lightning Rod Ammunition
Weapon (any ammunition), uncommon | Jun. 25
A target that's hit with this ammunition becomes an electrical conduit for 1 minute. During that time, the conduit makes Dexterity saving throws to avoid taking lightning damage with disadvantage. The first time each turn that another target within 20 feet of the conduit takes lightning damage, the conduit must make a DC 13 Dexterity saving throw. On a failed save, the conduit takes lightning damage equal to half the amount dealt to the nearest affected target. The conduit can't take lightning damage multiple times from a single effect as the result of this property.
Once the ammunition hits a target, its magic can’t affect another target, and it loses its magic after 1 minute.
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Lightscreen Hover Boots
Wondrous item, rare (requires attunement) | Jul. 21
These hefty boots are miraculously light to walk in. As a bonus action, you can click your heels together while wearing the boots to hover 1 foot off the floor. You can move as normal while hovering in this way using your walking speed, skating above the ground on a plume of blue light. The light sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
As an action, you can speak the boots' command word to cause their light to shine brighter, emitting bright light in a 40-foot radius and dim light for another 40 feet until the end of your turn. As part of this action, you can immediately move up to your walking speed across any horizontal or vertical surface, including walls or upside down along ceilings. This movement doesn't provoke opportunity attacks and leaves a trail of blue light behind you. At the end of this movement, the trail of light solidifies, becoming a radiant blue wall that extends perpendicularly from the surface on which you moved, excluding your current space. The wall is translucent, 1/4 inch thick, and up to 10 feet tall. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however.
The wall lasts until the start of your next turn. Once you use this property, it can't be used again for 1d4 hours.
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Lightseer's Gaze
Wondrous item, legendary (requires attunement by a monk) | Apr. 21
This flourished mask obscures your eyes and magically stays in place while worn. It once belonged to a wise spiritual leader whose name has been lost to time, but was said to have eschewed personal belongings. While wearing the mask and attuned to it, you gain the following benefits:
You have blindsight out to a range of 120 feet, and truesight out to a range of 60 feet. You are blind beyond this radius. Despite being blind, you can still see the moon, stars, and sun when they're in the sky above you.
Your Wisdom score changes to 21. This property has no effect on you if your Wisdom is already 21 or higher without the mask. .
You have advantage on Wisdom (Insight) checks.
You can spend 3 ki points as an action to cast the spirit guardians spell (save DC 16).
You can use an action to spend 2 ki points to cast the calm emotions spell (save DC 16). Alternatively, if you speak to a hostile creature for 1 minute, it must succeed on a DC 20 Charisma saving throw or become indifferent about creatures of your choice that it is hostile toward, as if affected by the calm emotions spell (no concentration required). If a creature succeeds on the saving throw in this way, it's immune to the effects of this property for 24 hours.
Curse. This item is cursed, and attuning to it extends that curse to you. You can't remove the mask while cursed in this way. You remain cursed until it's ended by a wish spell or similar magic. When you become cursed, your name remains known to only you but becomes lost to the rest of the universe, at the GM's discretion. You must choose a new name. This new name replaces every instance of your lost name throughout history, and becomes the only known name for you among all creatures who once knew your lost name. While cursed, you take 5d10 psychic damage whenever you attempt to speak, write, or otherwise share or communicate your lost name. Regardless of how you attempt to share the lost name, it always comes across as your new one.
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Light Sling
Weapon (sling), common | Dec. 20
As an action, you can speak this magic sling's command word and hurl a tiny ball of light at a point or target you can see within 30 feet of you. The ball of light sheds bright light in a 20-foot radius and dim light for an additional 20 feet. On a hit, the ball deals no damage and sticks to the target for up to 1 minute, until the sling is used to hurl another ball of light, or until a creature within reach of the light uses its action to snuff it out (as if snuffing out a candle). If the target is an unwilling creature or an object being worn or carried by one, the creature must also make a DC 10 Dexterity saving throw. On a failed save, the ball sticks to the target for the duration. On a successful save, the ball of light winks out.
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Lion Door Guardian
Wondrous item, uncommon | Aug. 24
This brass door knocker is fashioned after a lion's head. You can attach the knocker to an unlocked door by firmly pressing it against the door for 1 minute. The door then becomes locked, as if by the arcane lock spell. You choose the door's password when attaching the knocker to it. Speaking the correct password to enter the door causes the knocker to emit a rumbling purr. If the door doesn't have a handle, a brass handle in the design of a lion's paw appears where one would normally go. The handle also has a physical lock, although there isn't a key made to fit it.
If a creature attempts to pick the door's lock or break the door down, the knocker transforms into a Large lion, including any handle it may have created. The lion appears in the nearest unoccupied space before the door and attacks the creature and its allies. Unless the creatures know the nature of the door knocker, they are almost always surprised. The transformed lion is made of brass: it uses the lion's statblock, except that it's a construct instead of a beast, it has immunity to poison damage and the poisoned condition, and it has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
The lion returns to its normal form and reappears on the door after 1 minute. If the lion is reduced to 0 hit points, it returns to its normal form on the ground at the foot of the door. Regardless, the lion regains all its hit points when it returns to its normal form.
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Lionguard Chain
Armor (chain shirt or chain mail), rare (requires attunement) | Apr. 23
This armor was once the standard equipment of elite guards for a now-fallen empire. You gain a +1 bonus to AC while you wear this armor. In addition, you have advantage on saving throws against being frightened, and you can add your proficiency bonus to any Charisma check with which you aren't already proficient when interacting with common guards or soldiers.
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Lionheart Armor
Armor (medium or heavy), uncommon (requires attunement) | Jul. 24
A lion-faced helm adorns this armor. While wearing the armor, you can use a bonus action to speak the armor's command word to summon a lion to an unoccupied space that you can see within 10 feet of you. The lion is under your control, and it takes its turn immediately after yours. On your turn, you can mentally command the lion if it's within 100 feet of you and you aren't incapacitated (no action required). You decide what action the lion 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.
The lion remains until you speak the armor's command word again, at which point the lion disappears, and it can't be summoned again for 1d4 hours. If the lion is reduced to 0 hit points, it vanishes, and this property of the armor can't be used again until the next dawn. The lion regains any lost hit points whenever it's summoned.
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Living Wig
Wondrous item, common or rare | Mar. 24
A typical living wig, a common item, resembles a nondescript head covering of hair when found. While wearing it, you can mentally cause its hairstyle and color to change over the course of 1 minute: you must be wearing the wig for the duration. The wig can be used to grow facial hair in this way, although it must be connected to the rest of the hair. The wig produces real hair as short as a quarter inch and as long as 3 feet. Any hair that's cut immediately turns to ash and releases a smell of burnt hair. Wearing or removing the wig requires an action. It reverts to its normal form when removed.
The following living wig is a rare variant with additional properties. It also looks better.
Sentience. Living wigs are sometimes made using the hair of celebrities or renowned persons. While the market for such wigs is always eager, getting them can be a challenge. As a result, some of these wigs are made by questionable means, with or without the hair owner's knowledge. After a time, such a living wig can become inhabited by the departed spirit of its hair's original owner. A sentient wig's alignment and personality are the same as the original owner's were in life, as well as its Intelligence, Wisdom, and Charisma scores. The wig has hearing and darkvision out to a range of 60 feet.
The wig communicates telepathically with the creature wearing it and can speak, read, and understand the languages it knew in life.
Bonus Proficiencies. If you've been wearing the wig for more than 24 consecutive hours, you gain proficiency with two random skills, tools, or languages based on the background of the wig hair's original owner. At the GM's discretion, you may be able to gain the benefits of that background's feature.
Destroying the Wig. If the wig is targeted by a dispel evil and good spell, it becomes a common living wig with no additional properties.
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Locket of the Stolen Heart
Wondrous item, uncommon (requires attunement) | Jan. 21
The portrait inside this tiny golden locket transforms to depict the creature you love most (living or dead) once you attune to it. The love can be familial, romantic, or otherwise devotional. If your feelings change and you fall in love with a different creature while wearing the locket, the portrait transforms again to reflect your current feelings. While wearing the locket, you're immune to being charmed.
Curse. This locket is cursed, and if the creature you love most is dead while you're attuned to it, the curse is extended to you. Even if the attunement ends or the target of your love changes, the curse remains. While cursed, your dreams are riddled with forlorn whispers and memories from your lost love. If you die while cursed in this way, you must also make a DC 13 Wisdom saving throw whenever you're targeted by a spell or other effect that returns you to life. On a failed save, your soul is lost forever as it joins the soul of your lost love.
You remain cursed until you're targeted by the greater restoration or remove curse spell, if the creature you love is restored to life, or if a creature casts the dream spell and enters your dreams to dissolve the locket's illusions.
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Locking Key
Wondrous item, uncommon | Dec. 24
You can use an action to lock an unlocked door with this key, provided the door has a keyhole. If the door has a functioning mundane lock, the door is then locked using its normal statistics and DC to pick it. If the door doesn't have a functioning lock, it's then magically locked (DC 15); it remains locked in this way for 24 hours or until the door is opened by magical or mundane means. A door that's magically locked using this key can also be opened by it.
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Locklinks
Wondrous item, uncommon | Mar. 23
This pair of brass cufflinks look like miniature locks. While wearing them, you can use a bonus action to use one of the following properties:
Secret Knock. You cast the knock spell from the cufflinks with the following changes: the spell has a range of touch, its knock is only audible out to a range of 30 feet, and it has no effect if the target is held shut with arcane lock. The cufflinks lose this property once it's been used for a second time.
Sleeve's Tools. You flick your wrist to cause a matching set of thieves' tools to appear in that hand. The tools disappear again if you are no longer holding them.
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Locksmith's Bane
Wondrous item, uncommon | June 19
This silver lock pick twists and reorients itself to more easily open locks. You gain a +3 bonus on ability checks you make with this tool in order to pick open a lock. If you roll a 1 on an ability check in this way, the pick casts the knock spell on the lock before it disintegrates into a silver dust.
If you roll a 1 in this way and use an ability to reroll the die or otherwise change the result, the item becomes a nonmagical, mundane lock pick but does not cast the spell or disintegrate.
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Lodestone Bolts
Weapon (bolt), uncommon | Jun. 24
These metallic bolts are magnetically charged by magic. When found, there are 1d3 + 1 bolts in a set. When you make a ranged attack with one of the bolts and hit a target that's made of metal or is wearing metal armor, you can choose to either pull or push the target up to 5 feet towards or away from you. Alternatively, you can use this property of the bolts even if the target isn't made of metal or wearing metal armor if you hit it with another lodestone bolt within the last 1 minute. A target that is Huge or larger can't be moved by this property.
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Love's Embrace
Weapon (greatsword), legendary (requires attunement) | Nov. 18
You gain a +1 bonus to attack and damage rolls made with this magic weapon. This weapon can be attuned to by two friendly creatures together over the course of a long rest. If the weapon is attuned to by two creatures in this way, the weapon’s attack and damage bonus becomes +2 instead.
This greatsword is made of two long scimitars that are held together by a powerful, unidentifiable magic. You can speak the weapon’s command word using a bonus action to separate it into a pair of scimitars or recombine them into the greatsword. If you are not already holding it when you speak the weapon’s command word and are on the same plane of existence as it, you can choose to summon either one or both scimitars to your hand as individual blades or as the combined greatsword.
The scimitars have the thrown property with a normal range of 20 feet and a long range of 60 feet when separated. The scimitars deal piercing damage when thrown.
Each scimitar also has its own elemental effect — either fire or cold — that inflicts an extra 1d6 fire or 1d6 cold damage with each strike, depending on which sword you hit with. When you hit with an attack using the greatsword, the target takes both fire and cold bonus damage from the attack.
Each attuned creature can cast the fire shield spell once at 4th level without expending a spell slot. You do not need material or somatic components when casting it in this way. Once you cast this spell, you cannot cast it again until the following dawn.
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Luckleaf
Wondrous item, uncommon | Jul. 21
This plant is commonly thought to be a special kind of clover. However, a luckleaf is a separate, magical species that grows in random locations across the Material Plane and has 5 leaves. While a luckleaf is on your person, you can choose to expend any number of its leaves (no action required). When you do so, you gain a +1 bonus or take a –1 penalty to any roll you make for each expended leaf. This bonus or penalty can’t change the total result beyond the highest or lowest number possible for the die you rolled. You can wait to use this property until after seeing the total of the roll, but before the GM determines the outcome of it. An expended leaf withers and turns to dust. When the last leaf is expended, the plant becomes a nonmagical stem.
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Lucky Bell
Wondrous item, uncommon | Jan. 22
This miniscule brass bell is in the shape of an upturned four-leaf clover whose clapper is actually a delicate flower. When rung normally, the flower silently patters side-to-side of the bell. However, when you use an action to speak the bell's command word and ring it, it emits a sound like an invigorating jig that's audible out to a range of 60 feet. Up to four friendly creatures of your choice that can hear the bell gain a mote of luck. Once within the next 10 minutes, when a creature with a mote of luck rolls a 1 on the d20 for an attack roll, ability check, or saving throw, it can reroll the die and must use the new roll. The mote is then lost. This property of the bell can't be used again until the next dawn.
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Lucky Bowl
Wondrous item, uncommon | Jun. 24
This bowl is embossed with various laughing monks. A ring is attached to its lip for easy carrying on a belt. When you make an ability check to use the bowl to beg or busk, you gain a +5 bonus to the roll. A creature that drops one or more coins in the bowl magically hears a soft and bell-like laugh from it.
When you finish a short or long rest while holding the bowl, you can make a DC 13 Intelligence (Religion) check. On a successful check, the bowl is magically filled with a meal's worth of warm and fluffy rice, and this property of the bowl can't be used again until the next dawn.
Alternatively, if you place an object inside the bowl and use an action to offer it as a gift to another humanoid, that humanoid must succeed on a DC 13 Wisdom saving throw or be charmed by you for 1 hour. The save DC increases to 14 if the given object was worth 1–10 gp, and 15 if it was worth more than 10 gp. The effect ends early if you or your companions do anything harmful to it. For the duration, the charmed creature regards you as a friendly acquaintance. When the effect ends, the creature knows it was charmed by you. Once this property of the bowl has been used, it can't be used again until the next dawn
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Lucky Golden Tooth
Wondrous item, uncommon (requires attunement) | Mar. 23
This golden tooth fits snuggly in your mouth, making space for itself as if it had grown there naturally. If you're missing a tooth, it takes its place and changes shape to match the original one's. Even if you're not attuned to the tooth, you can use its following properties.
While the tooth is in your mouth, you can speak its command word and close your mouth, as if you were eating something. When you do, any nonliving object in your mouth is shunted into an extradimensional space within the tooth, provided that there's space for it. The space can hold up to 30 pounds of material, not exceeding a volume of 3 cubic feet. You magically know how much room is remaining within the tooth's space.
You can remove the tooth from your mouth or place it there again using an action. While holding the tooth in your hand, you can open its miniature latch to reveal a hidden compartment within the tooth. When you do, anything stored within the extradimensional space spills out into the nearest available space.
If you're attuned to the tooth, you gain a +1 bonus to Wisdom saving throws, and you don't need to remove the tooth in order to retrieve an item from it. Instead, you can use an action to spit out one item of your choice from the extradimensional space.
If the tooth isn't in your mouth, placing the tooth inside an extradimensional space created by a bag of holding, 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.
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Lucky Horseshoes
Wondrous item, rare | Sep. 23
Lucky horseshoes normally come in a set of four: one for each of a horse's hooves. Each one shines with a brilliant, brassy luster and has a single four-leaf clover at its center. While all four shoes are affixed to the hooves of a horse or similar creature, the creature gains a +1 bonus to any ability check or saving throw it makes.
Luck. Each horseshoe has this property. When a creature wearing the shoes either misses with an attack roll or fails an ability check or saving throw, it can use its reaction to automatically hit or succeed on the roll instead. When this happens, one of the horseshoes immediately tarnishes and loses this property.
This effect can't allow the creature to do the impossible. For example, even with the aid of a lucky horseshoe, a horse can't succeed on an ability check in such a way that allows it to magically fly—doing that would require a set of horseshoes of a zephyr instead.
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Luna Moth Cape
Wondrous item, uncommon (requires attunement) | Feb. 20
This beautiful elven cape is fashioned after the wings of a luna moth. While wearing the cape, you can move an extra 10 feet when you take the Dash action.
In addition, while wearing this cape, you can speak its command word as a bonus action when you jump to cause it to unfurl and flap downwards, sending you 10 feet into the air when you reach the height of your jump. This property can't be used again until you land on solid ground.
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Lunar Compass
Wondrous item, rare | Jul. 23
This compass has a glass eye on its lid, allowing you to see it even while it's closed. At its center is a shallow moon sculpture, which is always magically shaded to match the current phase of the moon it represents. During the day, the item functions exactly like a normal compass.
While holding the compass between dusk and dawn, it emits dim light in a 5-foot radius. During this time, you can use an action to speak its command word, followed by the name of a specific fixed location on the same plane of existence as you. If you are outside and can see at least one moon, the needle then points in the direction of the shortest and most direct route (but not necessarily the safest one) to that location. This effect is suspended if you can no longer see the moon (such as if you enter a cave or dense forest), and it ends at dawn or when you're no longer holding the compass. Once you use this property of the compass, it can't be used again until the next dusk.
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Lunar Rapier
Weapon (rapier), rare | Mar. 23
The dark silver blade of this rapier resonates with a quiet ripple, like the moon's pull on the tide. You gain a +1 bonus to attack and damage rolls made with this magic weapon, or a +2 bonus if it's between dusk and dawn.
While holding the weapon, you can use an action to teleport up to 60 feet to an unoccupied space that you can see. If another creature is within 5 feet of that space, you can immediately make a single attack against it using the rapier. If it's between dusk and dawn, you also become invisible immediately after you teleport in this way, and you remain invisible until the end of your next turn or until you make an attack or cast a spell. Once this property of the rapier has been used, it can't be used again until the next dusk.
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Lunchbox of Plenty
Wondrous item, uncommon | Aug. 25
This wooden box is decorated with flower petal detailing. When found, the box is empty. If the box is on your person and closed at noon, a warm meal magically appears in the box, provided there's nothing else inside it. The meal remains warm for 8 hours. A creature that consumes the entire warm meal over the course of at least 1 minute gains 5 temporary hit points, and the meal provides enough nourishment to sustain the creature for one day. The box weighs 1 pound, even if the meal is inside it.
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Lupine Mask
Wondrous item, uncommon | Jan. 20
While wearing this dark ceramic mask, you have advantage on Wisdom (Perception) checks relying on hearing and smell, as well as on Wisdom (Animal Handling) checks made to interact with dogs and dog-like beasts, such as foxes, jackals, and wolves.
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Mace of the Fish Tyrant
Weapon (mace), very rare (requires attunement) | Dec. 22
The glass head of this mace is a hollow orb filled with water. Inside the orb is a brilliantly colored fish. Despite the movement of the water sloshing about inside the weapon, the fish remains perfectly still inside it. The fish is immortal while it remains within the mace and can't be affected by magic.
When found, the mace is a very rare magic item with the following properties:
You have resistance to psychic damage.
You gain a +1 bonus to attack and damage rolls made with it.
Targets hit with the mace take an extra 1d4 psychic damage.
If you make an attack with the mace while not attuned to it, you take 1d4 psychic damage as the fish magically exerts its frustration upon you.
Sentience. While the weapon itself is not sentient, the fish within it is lawful evil with an Intelligence of 18, a Wisdom of 15, and a Charisma of 18. It has hearing and darkvision out to a range of 60 feet.
The fish can speak, read, and understand Deep Speech, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to the mace, the fish also understands every language you know.
Personality. While the fish doesn't need to eat, it hungers to be near the minds of intelligent creatures. The more creatures that are near it, the happier it becomes. It speaks with grim certainty of all things and expects to be obeyed. While you are attuned to the mace, the fish knows your greatest desires.
Curse. This mace 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 mace, keeping it within reach at all times.
You remain cursed until targeted by the remove curse spell or until a banishment spell of 5th level or higher is cast on the mace. When banished in this way, the mace remains, but the fish is returned to its home plane. You can feel a great sense of relief from the fish as it leaves the mace. When this happens, the weapon becomes a regular +1 mace. However, you are granted a permanent boon by the fish as it departs: you gain resistance to psychic damage.
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Mace of the Iron Crown
Weapon (mace), very rare (requires attunement) | Apr. 24
This dark iron mace is topped with a ring of menacing spikes. You gain a +2 bonus to attack and damage rolls made with this magic weapon.
Whenever you hit a humanoid with this weapon for the first time, an illusory circlet appears atop its head. The circlet has a single spike at its forefront when it appears. Each time you hit that creature with the mace, another spike appears on the circlet. Once the third spike appears, that creature must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes confused. On a successful save, the creature isn't confused, but must make the saving throw again the first time each turn that another spike appears on the crown. A creature automatically succeeds if it is immune to being charmed.
At the start of each of its turns, a confused creature has a 50 percent chance to be overcome with temporary madness. A creature overcome by this madness considers its allies to be enemies until the start of its next turn; it's friendly to you and your companions for the duration or until you harm it.
The crown vanishes and the effect ends after 1 minute or after the third time the creature has either succeeded on the saving throw or hasn't become maddened at the start of its turn; the creature is then immune to this effect for the next 24 hours.
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Mace of the Priest
Weapon (mace), rare (requires attunement by a cleric) | Jul. 20
This magic mace is carried by priests and is a symbol of their devotion to ridding the world of evil. While holding it, you can use a bonus action to adjust its telescoping haft, changing it from a mace to a quarterstaff, and vice versa. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
The weapon has 4 charges and regains 1d4 expended charges daily at dawn. While holding it, you can use an action to expend 1 of its charges to cast either cure wounds (3rd-level version) or dispel magic from it, using your spellcasting ability modifier.
Alternatively, you can use an action to speak the weapon's command word to cast the heal spell from it. When you do, the weapon releases a flash of light and is destroyed.
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Mace of the Pumpkin King
Weapon (mace), uncommon | Oct. 21
This magic mace is actually an enchanted pumpkin whose stem is used as a handle. Its orange exterior is carved into a frightening visage with a toothy maw and unforgiving eyes. Between dusk and dawn, the pumpkin is lit from within with a magical flame that sheds bright light in a 20-foot radius and dim light for an additional 20 feet. While the flame is lit, targets hit by the mace take an extra 1d4 fire damage, and when you roll a 20 on an attack roll with the flaming weapon, the target must succeed on a DC 13 Wisdom saving throw or be frightened of you until the start of your next turn.
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Mace of Vampire Slaying
Weapon (mace), rare | May 23
This weapon is made from a vampire's skull and impaled with various wooden stakes. 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 vampire.
When you roll a 20 on an attack roll made with the weapon, the target takes an extra 10 necrotic damage as the skull bites down on the target. You then gain 10 temporary hit points, which remain for 1 minute. Alternatively, if the target is a vampire, it instead takes an extra 10 piercing damage from the attack and is frightened of you until the end of your next turn. You don't gain temporary hit points in this way if the target is a vampire.
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Mage Arrow
Weapon (arrow), uncommon | Aug. 24
When you fire this arrow from a bow at a target within its normal range, you don't make an attack roll for the attack. Instead, the arrow immediately splinters apart into 1d4 + 4 darts of magical force, as if by the magic missile spell. The darts all strike the target of the attack. The arrow is then destroyed, before it reaches a target.
Other types of magic ammunition of this kind exist, such as mage bolts meant for a crossbow, though arrows are most common.
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Mage Eater Scythe
Weapon (glaive), legendary (requires attunement) | Sep. 20
This dark metal scythe bears a fiendish grin along its blade. You gain a +2 bonus to attack and damage rolls made with this magic weapon. While holding the scythe, you have advantage on saving throws against spells and other magical effects.
When you hit a creature with an attack using this scythe, you can spend 2 or more Hit Dice (maximum 4) to deal extra necrotic damage, in addition to the weapon’s damage. The extra damage is 1d6 for each Hit Die you spend. If the creature has cast a spell since the end of your last turn, the extra damage dice become d10s, instead of d6s, and that creature loses a total number of spell slot levels equal to the number of Hit Dice you spend. Starting with the highest spell slot level that creature has (up to 4th), subtract each slot level from the total, if possible, before moving on to the next remaining spell slot level.
Alternatively, while holding the scythe, you can use an action to spend 5 Hit Dice to create a magical barrier around yourself. While the barrier exists, you can’t be affected or detected by spells of 5th level or lower unless you choose to be, and friendly creatures within 10 feet of you have advantage of saving throws against spells and other magical effects. The barrier remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 minute, or until you drop or stow the scythe.
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Magebane Mask
Wondrous item, very rare | Jul. 22
This dark iron mask was used in the mage realm during the Upheaval, when arcanists were persecuted for their gifts. While holding the mask, you can use an action to place it on the head of a humanoid (or similarly shaped) creature, whereupon it magically resizes and clasps down. If the creature is unwilling, you must make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, the mask is successfully placed on the creature's head. The mask can only be removed by a creature that uses an action to speak its command word or to make a successful DC 30 Strength check. A creature that removes the mask by force with a successful Strength check also destroys the mask.
The mask prevents a creature wearing it from casting most spells and being affected by most beneficial magic. A creature wearing the mask can't speak or cast any spell of 5th level or lower. It also can't speak or be spoken to telepathically, nor can it benefit from any magical effects. While wearing the mask, a creature doesn't need to eat or drink.
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Magebane Poison
Potion, very rare | Aug. 20
This dark, bubbling poison is made from a rakshasa's magic-immune blood and tastes sweet and syrupy, despite its gruesome appearance. Each bottle contains one dose of the poison. A creature that ingests this poison must make a DC 19 Constitution saving throw. On a failed save, a creature takes 4d6 poison damage and is poisoned for 1 hour. If the poisoned creature is a spellcaster, it takes an additional 4d6 psychic damage and can't cast cantrips until this poison ends. In addition, a poisoned spellcaster can only cast spells of 1st level or higher by using a spell slot at least 4 levels higher than the desired slot level, without the added benefits of using the higher spell slot level. For example, a poisoned spellcaster can cast the 2nd-level version of magic missile using a 6th-level spell slot. On a successful save, a creature takes half as much poison and psychic damage and isn't poisoned.
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Mage-Catcher Explosives
Wondrous item, rare | Jan. 24
These eight-sided explosives come in a red linen bag. When found, there are 1d3 + 1 explosives in the bag.
You can use an action to throw up to 4 bombs at a point that you can see within 30 feet of you. For each bomb you throw, roll a d8; on a 1, the bomb does nothing. On any other result, the bomb explodes upon impact. If at least 1 bomb explodes, it creates a 10-foot-radius field of magical instability that's centered on the point. Any spell of 3rd level or lower within that area immediately ends.
If multiple bombs explode, the field remains for a number of rounds equal to the amount of bombs that exploded after the first; the field then vanishes at the end of your turn on that round. During that time, any spell of 3rd level or lower that enters the field's area automatically ends.
A creature with the Antimagic Susceptibility trait that's in the field when it appears, starts its turn there, or enters the area for the first time on its turn must succeed on a DC 15 Constitution saving throw or fall unconscious for 1 minute.
Each bomb that explodes is destroyed, unless you roll an 8 on its d8. If you do, the bomb explodes but isn't destroyed, allowing it to be used again at another time.
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Magentan Sun-Saw
Weapon (scimitar), uncommon or very rare (requires attunement)
The typical magentan sun-saw, an uncommon item, is a falchion with a curved metal guard that protects your hand. The sword has 7 charges and regains 1d6 + 1 expended charges daily at dawn.
When you hit a target with this magic sword, you can expend 1 of its charges as part of the attack to reach your fingers around the weapon's curved guard and pull it like a trigger. When you do, a line of whirring blades of light springs from the weapon's edge and rips around the length of the sword, rending and tearing into the target to deal an extra 1d6 radiant damage to it. The light is a vibrant magenta.
The following magentan sun-saw is a very rare variant with more powerful properties. You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, when you expend 1 of the weapon's charges when you hit with an attack, the light is sunlight (albeit still magenta in color) and deals an extra 2d6 radiant damage to the target, instead of 1d6. If the target has the Sunlight Sensitivity or Sunlight Hypersensitivity trait, such as a drow or vampire, it's considered to be in sunlight until the end of its next turn.
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Mageplate Cap
Wondrous item, rare (requires attunement by a wizard or sorcerer) | May 19
This pointed hat is fitted with chain and metal that have been enchanted with empowering abjuration magic. The cap has 4 charges and regains 1d4 expended charges each day at dawn. While wearing the cap, you can expend a charge to cast the shield spell. In addition, whenever you are the target of the mage armor spell, your base AC becomes 14 + your Dexterity modifier instead of the spell's normal change to your AC.
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Mageplate Ring
Ring, rare (requires attunement) | Jul. 21
This thin iron ring has a helm-like visor at its top. The ring has 3 charges and regains all expended charges daily at dawn. While wearing this ring, you can use a bonus action to expend 1 or more charges from it to become magically protected by an illusory set of spectral armor. For 1 charge, your base AC becomes 16 (your Dexterity modifier doesn't affect this number). You can increase this base AC by 1 for each additional charge you expend. The illusory armor lasts for 1 minute and sheds bright light in a 20-foot radius and dim light for another 20 feet for the duration.
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Magic Pocket
Wondrous item, uncommon | Jul. 22
This pocket can be tied onto a belt or similarly worn as extra storage. On its own, the pocket can hold up to 6 cubic inches of total volume. However, if the pocket is left in an extradimensional space such as a bag of holding or handy haversack for at least one hour, it forms a magical connection to that space. You can reach into a magic pocket with such a connection using an action to access the extradimensional space, provided that the source of that space is within 60 feet of you.
The hole to the pocket is 4 inches wide, preventing larger objects from being withdrawn from or deposited into the extradimensional space. Destroying the magic pocket has no impact on the extradimensional space it's connected to, or vice versa, nor can anything living within the space exit through the pocket without first being accessed by it.
Placing the pocket in an extradimensional space while it's already connected to another one immediately severs the connection. After an hour in the new space, the pocket forms a new connection to the space as normal.
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Magmaflow Lamp
Wondrous item, very rare | Sep. 24
This lamp is filled with bubbling magma. It radiates with heat and emits a steady red glow, which sheds bright light in a 20-foot radius and dim light for an additional 20 feet. A creature that touches the lamp's glass takes 5 fire damage.
The lamp has a latched cap at its top. You can use an action to open the cap and pour hot lava from the lamp. You then close the cap again. The lava covers the ground in a 5-foot square within 5 feet of you. A creature on the ground within that space must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 10d10 fire damage. On a success, a creature takes no damage and moves to the nearest unoccupied space of its choice, without provoking opportunity attacks; a creature unable to move takes no damage from the effect but doesn't move. The lava cools after 1 minute. While the lava remains hot, a creature that enters a space covered in the lava for the first time on its turn or that ends its turn there takes 3d10 fire damage.
There's enough magma within the lamp to use this property 4 times. It regains any used magma daily at dawn. If the lamp has no magma left, it emits no light, and touching the glass deals no fire damage.
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Magmarath Molten Blaster
Weapon (crossbow, light or heavy), very rare (requires attunement) | Apr. 23
Molten veins glimmer from beneath this magic weapon's volcanic body. The crossbow magically creates and loads its own ammunition whenever the drawstring is pulled back, forming a bolt of condensed lava each time. On a hit, it deals 2d8 fire damage, instead of the weapon's normal damage. You still add your Dexterity modifier to this damage roll. The ammunition crumbles and turns to ash immediately after it hits or misses a target or if it's removed from the crossbow.
The crossbow has 5 charges and regains all expended charges daily at dawn. While holding the crossbow, you can expend 1 of its charges using an action. When you do, the crossbow magically projects an explosive mote of fire, which vaguely resembles a fiery mephit. If the last target you hit with one of the crossbow's lava bolts is still within the weapon's normal range, the mote magically strikes that target and explodes. Roll 4d6. The target takes fire damage equal to the total, and each creature within 10 feet of the explosion (not including the target) must succeed on a DC 16 Dexterity saving throw or take fire damage equal to half the total.
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Magma War Pick
Weapon (war pick), rare (requires attunement) | Nov. 18
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The war pick deals an extra 1d4 fire damage to any target it hits.
This weapon has 3 charges and regains 1d3 expended charges each day at dawn. When you hit a target that is either made of metal or wearing metal armor, you can expend 1 charge to inflict an extra 2d8 fire damage to the target.
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Mini Magmin Mortar
Wondrous item, uncommon | Aug. 25
This fist-sized bomb is made of molten rock. You can use an action to throw the bomb at a point that you can see within 30 feet of you. The bomb explodes on impact and is destroyed, at which point it summons 1d4 magmins to the nearest unoccupied spaces within 10 feet of the point; each creature within 10 feet of the point must also make a DC 13 Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much on a successful one. The blast ignites flammable objects in the area that aren't being worn or carried.
The magmins are under no one's control and act as a group. Roll initiative for the magmins when they appear. Each summoned magmin remains for 1 minute or until it's reduced to 0 hit points. When the last magmin disappears, there is a 25 percent chance that another mini magmin mortar appears in its space.
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Magnificent Pocket Vanity
Wondrous item, common | Aug. 21
This palm-sized brass device contains enough magical makeup for 3 uses. A creature holding the vanity can use an action to expend 1 of its uses to apply the makeup to themselves or another willing creature within reach, at which point the creature's appearance magically changes to one of the following forms, as if by the disguise self spell (save DC 13). This version of the spell can visually alter a creature's height by up to 5 feet, although the creature's size does not change, and you roll on the table below to determine which random appearance the creature assumes:

When the last use of the makeup has been used, the vanity and its makeup become nonmagical.
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Majordomo Staff
Staff, uncommon | Feb. 25
The head of this staff is in the likeness of a butler standing at attention. While holding it, you can use a bonus action to transform it into a walking cane, or back into a staff. The staff has 3 charges and regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into its walking cane form and is no longer magical.
While holding the staff, you can expend 1 or more of its charges as an action to cast the unseen servant spell from it. You create one servant as part of the spell for each expended charge.
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Mammoth Boots
Wondrous item, uncommon | Mar. 19
These magical boots are akin to the feet of a mighty mammoth. Your weight is considered to be 50 pounds heavier while wearing these boots, and whenever you're pushed against your will, the distance you're moved is reduced by 5 feet. In addition, while wearing these boots, you ignore difficult terrain caused by snow or ice.
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Mandible Bident
Weapon (trident), uncommon (requires attunement) | Oct. 21
This chitinous, two-pronged weapon still shudders with predatory instinct, magically biting down on creatures it hits. Once on each of your turns when you hit a Medium or smaller creature with this magic bident with a melee attack, you can force that creature to make a DC 13 Strength or Dexterity saving throw (its choice). On a failed save, the creature is grappled by you and is held in place by the weapon. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach from this grapple on a success. You can't use the weapon to attack another target while it's grappling a creature in this way, but you can choose to deal 1d8 bludgeoning damage to the grappled creature automatically in place of any attack you'd make with it as part of the Attack action, as the weapon's pincers clamp down tightly around the target.
You can release a creature from the bident's grapple on your turn (no action required). The weapon releases a creature from its grasp early if you let go of the weapon or are incapacitated.
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Mantis Mitts
Wondrous item, rare (requires attunement) | Sep. 23
These bulky mitts magically increase the swiftness of your punches to supersonic speeds; punching with them creates a momentary vacuum behind each strike. The mitts are coated with a rainbow iridescence that shifts between a full spectrum of colors.
While wearing the mitts, you gain a +1 bonus to the attack and damage rolls of your unarmed strikes using your fists, which use a d6 in place of the normal damage of your unarmed strikes (unless it's already higher). A target hit with them takes thunder damage, instead of bludgeoning damage. If you're underwater, the damage die is a d8 and deals fire damage, which isn't reduced as a result of being underwater. In addition, the reach of your unarmed strikes is increased by 5 feet (provided you're using your fists), or 10 feet if you're underwater. You don't suffer the negative effects of underwater combat when you make an attack using the mitts.
When you roll a 20 on an attack roll for an unarmed strike using your fists while wearing the mitts, the target must also succeed on a DC 15 Wisdom saving throw or become affected by the hypnotic pattern spell.
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Mantle of Adaptivity
Wondrous item, rare (requires attunement by a human) | Mar. 23
This cloak brings out the tenacity and adaptivity of any human who wears it. Choose one of the following options daily at dawn. You gain the benefits of that property while wearing the mantle.
Desert Folk. You gain resistance to fire damage and ignore difficult terrain created by sand or fire (such as lava or a similar hot surface). The cloak's pattern becomes a series of thin white lines dotted across an otherwise plain tan backdrop.
Forest Folk. You can hide when only lightly obscured by branches, grasses, or similar forest foliage. You also have advantage on Wisdom (Survival) checks to track creatures in these areas. The cloak's pattern becomes filled with amorphous brown and green shapes.
Mountain Folk. You gain a climbing speed equal to your walking speed, and you have advantage on Strength and Dexterity saving throws made against effects that would knock you prone. The cloak's pattern becomes a series of gray and brown triangles.
Prairie Folk. Your walking speed increases by 5 feet. In addition, you have advantage on any Wisdom (Animal Handling) check made to interact with mounts, and when you mount or dismount such a creature, it only costs you 5 feet of movement, instead of half your speed. The cloak's pattern becomes checkered and orange.
Sea Folk. You gain a swimming speed equal to your walking speed and can hold your breath for twice as long. The cloak's pattern becomes a shifting gradient of light to dark blue.
Tundra Folk. You gain resistance to cold damage and ignore difficult terrain created by ice or snow. The cloak's pattern becomes an icy blue with scattered silver dots.
When found, the mantle's property and appearance are from a random property.
Art and Cards
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Mantle of Security
Wondrous item, rare (requires attunement) | Apr. 20
This soft cloak was once a child's beloved blanket and has been miraculously enchanted by their hopes and dreams. While worn as a cloak, you can't be frightened, and magic can’t put you to sleep. When unclasped, it can still be used as a warm blanket. When used as a blanket while sleeping or over the course of a short or long rest, you can't be unwillingly targeted by the dream spell, you gain a +3 bonus to your passive Wisdom (Perception) score, and you can't be surprised as a result of being unconscious. Regardless of how the cloak is used, you can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection.
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Mantle of Shrunken Stature
Wondrous item, uncommon | Jan. 25
While wearing this hooded mantle, you can speak its command word using an action. If you're an elf or gnome, you gain the "reduce" effect of the enlarge/reduce spell (no concentration required). If you're not an elf or gnome, this property has no effect. Once this property has been used, it can't be used again until the next dawn.
Art and Cards
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Mark of the Everglacier Monarch
Wondrous item, legendary (requires attunement by a spellcaster) | Jan. 22
This wide necklace is adorned with forever-cold icicles that hang from it. While wearing the necklace, your skin develops a resilient layer of frost, granting you immunity to cold damage and resistance to slashing damage.
When you cast a spell that deals either acid, fire, lightning, poison, or thunder damage, you can choose to change the spell's damage type to cold instead. When you deal 35 or more cold damage to a creature with a single spell, that creature must also make a DC 15 Constitution saving throw. On a failed save, the creature is restrained by ice and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to ice and subjected to the petrified condition for 1 hour. If a restrained or petrified creature takes 10 or more fire damage (ignoring resistance and immunity), the effect ends early.
Curse. This necklace is cursed, and attuning to it extends that curse to you until you're targeted by a greater restoration spell or similar magic. Removing the necklace fails to end the curse. While cursed, your icy skin can splinter painfully when hit in certain ways: you are vulnerable to bludgeoning damage. If you die while cursed in this way, your body shatters into icy shrapnel. Each creature within 30 feet of you must make a DC 15 Dexterity saving throw. A creature takes 8d6 cold damage on a failed save, or half as much damage on a successful one. Your body leaves behind only a shimmering pile of snow-like dust, and you can only be brought back to life with a resurrection, true resurrection, or wish spell.
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Mantle of the Mammoth
Wondrous item, rare (requires attunement) | Mar. 25
This thick, warm cloak is covered in insulating fur. A pair of tusks adorn the edges of the hood. While wearing it, you have resistance to cold damage, and your melee weapon attacks against prone creatures score a critical hit on a roll of 19 or 20. In addition, you count as one size larger for the purposes of being grappled, shoved, or otherwise moved, and if a creature within 5 feet of you attempts to physically knock you prone, that creature is instead knocked prone if you succeed on the check or saving throw against it by 5 or more.
Art and Cards
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Mantle of the Pack Lord
Wondrous item, rare | Dec. 18
While you wear this enchanted pelt cloak, if a creature would gain advantage on an attack against you due to having its ally within 5 feet of you, it makes the attack without advantage.
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Marksman's Cloak
Wondrous item, rare (requires attunement by a ranger) | Nov. 24
While wearing this cloak, you can concentrate on a second ranger spell you cast while also concentrating on hunter's mark. If you are forced to make a Constitution saving throw to maintain your concentration, you make only one save for both spells: if you fail the save, your concentration ends on both spells. If you're only concentrating on hunter's mark, your concentration on it can't be broken as a result of taking damage.
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Marlin Lunger
Weapon (rapier), uncommon (requires attunement) | Feb. 20
This rapier allows you to sail through the water to pierce your foes. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you do not suffer the negative effects of underwater fighting when you make an attack with it. Once on each of your turns when you attack with this rapier while underwater, you can glide up to 15 feet through the water, as part of that action, immediately before or after the attack.
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Marlinspike Flail
Weapon (flail), uncommon | Dec. 23
The head of this flail is a heavy iron ball, and is held onto a bosun's marlinspike with a series of clever, sturdy knots. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you're proficient with water vehicles, you have advantage on any ability check you make to untie a knot using the marlinspike, and whenever you hit an object or structure with it, you can roll the weapon's damage die twice, instead of once; you choose which result to use for the weapon's damage.
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Marshwarden Bow
Weapon (any bow), rare (requires attunement) | Aug. 24
This bow is made of twisted cypress roots and covered in long, stringy moss. The bowstring is always slick with water. Nonmagical arrows fired from this bow deal an extra 1d6 acid or poison damage on a hit (your choice each time). When you're in a forest or swamp and are hidden from a creature, missing with an attack against it doesn't reveal your position.
Wretched Burst. When you hit a target with an arrow fired from this bow, you can cause it to erupt in a putrid cloud centered on the target, duplicating the effect of the stinking cloud spell (save DC 15). This version of the spell doesn't require concentration. Once this property of the bow has been used, it can't be used again until the next dawn or until it's spent at least 1 hour submerged in naturally occurring swamp water.
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Marshwarden's Cloak
Wondrous item, rare | Jun. 25
This jumble of ever-verdant vines, leaves, and grasses is actually a protective cloak. While wearing it, you can take the Hide action and remain hidden, even while in plain sight, provided you're in a forest, jungle, swamp, or similar type of terrain. If you end your turn in such terrain and haven't used any of your movement on that turn, you can immediately take the Hide action (no action required). Lastly, while you remain motionless, you are indistinguishable from a heap of normal foliage.
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Marvelous Marionette
Wondrous item, very rare | Apr. 25
A humanoid puppet hangs from the wooden handle of this marionette. It has 10 charges and regains 1d6 + 4 expended charges daily at dawn. While holding the handle and controlling the puppet, you can use an action to expend 1 of its charges to choose a humanoid that you can see within 60 feet of you. That creature must make a DC 15 Charisma saving throw or become charmed by you, as if by the dominate person spell. This version of the spell doesn't require you to mentally give the creature a command. Instead, you must immediately puppet the marionette (as part of expending the charge) in such a way that it resembles the command's intent. The effect ends at the end of your next turn unless you use an action to use this property again, in which case the target has disadvantage on the saving throw; the effect ends early if the marionette is used to charm a different creature.
Each time the marionette charms a creature, the puppet's appearance changes to match it.
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Mask of Dendallen
Wondrous item, very rare (requires attunement) | June 19
This skull mask covers the face of the wearer and offers several benefits while worn. The mask has 5 charges and regains all expended charges each day at dusk. As an action, you can expend 1 charge to cast either the bestow curse, fear, speak with dead, or tongues spell using a save DC of 16. You have advantage on Constitution saving throws you make in order to maintain concentration on a spell you cast in this way. In addition, you can read all writing.
Curse. When you place this mask over your face, make a DC 16 Intelligence saving throw. On a success, you are aware of the curse's effects and can immediately remove the mask before it takes hold. On a failure, it magically latches on to your face and can't be removed unless targeted by the remove curse spell. You take 5d10 psychic damage when the curse takes hold, and the skin surrounding the mask is riddled with blacked veins and sickly gray skin. While you wear the mask, you cannot smell or taste anything and automatically fail any check relying on smell or taste. Your voice also changes. Use the table below to determine the new voice. In addition, whenever you roll a 1 on an ability check, saving throw, or attack roll, you take 1d10 psychic damage.

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Mask of the Mimic
Wondrous item, uncommon (requires attunement) | Mar. 22
This mask is designed in the likeness of a mimic: the bane (and untimely end) of many adventurers. The mask effortlessly sticks to your face when you put it on. While wearing this mask, mimics are indifferent toward you and will not attack you unless you threaten or harm them. Touching or otherwise interacting with a mimic harmlessly reveals its nature to you. In addition, you can use an action to cast the disguise self spell from the mask at will. The spell ends if the mask is removed.
Curse. Once you place this mask on your face, you can't remove it unless you are targeted by the remove curse spell or similar magic. While wearing the mask, you gain the following flaw: "If I see something of value that I think I can steal, it only makes sense to try."
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Mask of the Pact Bearer
Wondrous item, uncommon (requires attunement by a warlock) | Aug. 19
This mask appears like a normal wooden mask before you attune to it. When you attune to this mask, your otherworldly patron's presence over you magically reshapes it to represent the visage of your patron. While you wear this mask, you can cast one spell from your patron's expanded spell list without expending a spell slot. The spell must be of a level equal to or less than your warlock spell slot level. A spell cast in this way is always cast at its lowest level, regardless of your normal warlock spell slot level. Once the mask has been used in this way, it can't be used again until the following dawn.
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Mask of the Planeseeker
Wondrous item, legendary (requires attunement) | May 23
This elaborate mask was first worn by an interplanar diplomat. While wearing it, you understand any spoken language you hear, and when you speak, any creature that can hear you and knows at least one language can understand what you say. The mask also functions as an amulet of the planes. You can't be teleported against your will or unwillingly transported to another plane of existence by another creature or hostile effect while wearing this mask.
Depending on the plane of existence it's on, the mask's appearance and effect changes. Its appearance is stylized and ornate, regardless of the form it takes. Refer to the table below to determine its effects on various planes.

A gemstone sits at the center of the mask's forehead, which draws power from the associated plane of existence. You gain resistance to the damage type associated with the gemstone.
The mask has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the mask, you can expend 1 of its charges as a bonus action to change the plane of existence the mask is associated with. After 1 hour, the mask reverts to its normal form.
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Mask of the Plumed Pugilist
Wondrous item, very rare (requires attunement) | Jan. 25
This colorful mask stretches to fit your face. While wearing this mask, you have advantage on any Strength (Athletics) or Charisma (Performance) check you make. In addition, your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit, and other creatures take a −2 penalty to ability checks and saving throws made to escape or resist being grappled by you.
Dramatic Leap. While wearing the mask, you can jump up to 20 feet, either vertically or horizontally, without a running start (up to your remaining movement).
Plumed Press. If you jump and land in a space that's within 5 feet of another creature and immediately take the Attack action to make an unarmed strike or Strength (Athletics) check against that creature, you also roll up to 4 fewer d6s when calculating the damage you take from the jump's fall. If the unarmed strike hits, the creature takes an extra 1d6 bludgeoning damage for each d6 the falling damage was reduced by. You can attempt to grapple the creature as part of this attack; that creature makes the contested ability check or saving throw with disadvantage. You can use this property of the mask once per turn.
Rivalry. When you hit a creature with an unarmed strike, it automatically becomes focused on you. For the next minute, the target makes attack rolls against other creatures with disadvantage. This effect ends early if another creature that's friendly to you deals damage to the target. Once the effect ends on a creature, it's immune to the effect for the next 24 hours.
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Masks of the Sacred Beasts
Wondrous item, rarity varies (requires attunement) | Aug. 20
These dark ceramic and gold masks are fashioned after animals that are sacred in certain cultures. Each mask's appearance and properties are based on the sacred beast it represents. While attuned to a mask, you can end your attunement to it and attune to a different one over the course of 1 minute, instead of over the course of one or more short rests.
Crocodile (Common). While wearing a crocodile mask, you gain a swimming speed of 30 feet and can hold your breath for up to 10 minutes at a time.
Lion (Uncommon). While wearing a lion mask, you have advantage on Wisdom (Perception) checks that rely on smell. In addition, your nails extend into claws, turning your unarmed strikes with your hands into magic weapons that deal slashing damage with a damage die of 1d6.
Hawk (Rare). While wearing a hawk mask, you have advantage on Wisdom (Perception) checks that rely on sight, and attacking at long range doesn't impose disadvantage on your ranged attack rolls. In addition, you can cast the feather fall spell at will, targeting only yourself.
Mule (Very Rare). While wearing a mule mask, your Strength score increases by 2, to a maximum of 20, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, and you have advantage on Strength and Dexterity ability checks and saving throws against being knocked prone. In addition, when you hit a Large or smaller creature with a melee weapon attack, you can use a bonus action to force that creature to make a DC 16 Strength or Dexterity saving throw (its choice). On a failed save, the creature is knocked prone.
Jackal (Legendary). While wearing a jackal mask, you have advantage on Wisdom (Perception) checks and immunity to necrotic damage.
In addition, you can use an action to fire a beam of deathly green magic from your forehead at a creature you can see within 60 feet of you. The creature must make a DC 17 Constitution saving throw, taking 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. Once this property of the mask has been used, it can't be used again until the next dusk.
A humanoid killed by this necrotic damage rises at the start of your next turn as a mummy under your control. The mummy acts on its own initiative count. On your turn, you can mentally command the mummy if it is within 120 feet of you and you aren't incapacitated (no action required). You decide what action the mummy 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.
The mummy remains until you dismiss it as a bonus action, until it's reduced to 0 hit points, or until you are no longer attuned to any mask of the sacred beast, causing it to turn to dust. You can only create and control one mummy at a time in this way.
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Master Machinist's Marvelous Mallet
Weapon (light hammer), rare (requires attunement) | July 19
This immaculate silver hammer is polished to a mirror finish. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The weapon has 7 charges and regains 1d6+1 expended charges each day at dawn. As an action, you can touch an object with the hammer and expend 1 charge to cast the mending cantrip on it using the hammer. Casting the cantrip in this way ignores its normal 1 minute casting time and affects an area up to 5 feet on a side instead of 1 foot. Alternatively, you can expend 3 charges while touching a creature's armor with the hammer as a bonus action to enchant it. The enchantment lasts for 1 minute and grants the armor's wearer a +1 bonus to its AC in addition to the armor's normal bonus to AC, if any. A creature can only be affected by one of these enchantments at any time.
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Mastery Gem
Wondrous item, legendary | May 19
This cut red gemstone seems to glint with some sort of liquid inside. The gem is impervious to attacks and damaging effects. The gem contains magic absorbed from countless other sources that it uses to overpower the requirements of certain item attunements. While holding the gem against another item that requires attunement by a class or race other than you, you can attune to the new item nonetheless. The new item can be neither legendary nor an artifact. The gem fuses to the surface of the new item and encases the area around it in a crystalline shell.
You can unattune to the new item as normal, even if the item is cursed. Unattuning to cursed items in this way breaks the curse's effects on you. When you unattune to the new item, the gem detaches from the item, allowing you to use it on another item. The crystalline shell remains on the unattuned item. The crystal absorbs any of the item's magic when it's removed in this way, causing the item to become mundane and nonmagical once you unattune to it.
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Matron's Mug
Wondrous item, very rare | Oct. 20
This rustic stoneware mug is warm to the touch and exudes a feeling of comfort while held. You can speak its command word as an action to cause it to fill with a rich, creamy drink that tastes like chocolate. When you drink this beverage, it fills you with a rejuvenating and magical vigor that builds over the course of 1 minute. At the end of this minute, you can choose to recover one expended spell slot by spending a number of Hit Dice equal to the spell slot's level, up to a maximum of 5. Once the mug has created this beverage, it can't create it again until the next dawn.
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Maul of the Geomancer
Weapon (maul), uncommon (requires attunement) | Jun. 25
This stone maul magically reacts to different environments. Once on each of your turns, you can drag the head of the maul across a nearby surface as part of making an attack with it to infuse it with environmental energy. The next time you hit a target with the maul before the start of your next turn, that target takes an extra 1d6 bludgeoning damage. Alternatively, the extra damage can be of a type related to the environment. Use the table below to determine the alternate type for the extra damage, if any (GM's discretion).

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Maul of the Guiding Star
Weapon (maul), rare (requires attunement) | Apr. 22
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The maul has 4 charges and regains 1d3 + 1 expended charges daily at dawn. Once on each of your turns when you hit a target with this weapon, you can choose to expend 1 of the weapon's charges. When you do, the target becomes dusted in glimmering starlight, which lasts until the end of your next turn. While glimmering in this way, the next attack roll against that target is made with advantage. Hit or miss, the starlight condenses around the target and then erupts in a flare of astral energy. The target takes 4d6 radiant damage if the attack hits, or half as much damage if it misses. Either way, the starlight then ends, and the target is no longer glimmering. This radiant damage is separate from the triggering attack's damage.
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Medallion of Hypnosis
Wondrous item, rare (requires attunement) | Jan. 25
This swirling brass medallion hangs from a long golden chain. You have resistance to psychic damage while wearing the amulet.
The amulet has 5 charges and regains all expended charges daily at dawn. While wearing the amulet, you can use an action to expend 1 of its charges to hold it in front of you while facing a creature that you can see within 20 feet of you. If the creature can also see you, it must succeed on a DC 15 Wisdom saving throw or become charmed by you until the start of your next turn. A creature charmed in this way is also affected by the command spell; you issue the one-word command mentally as part of the action to charm it. If you use this action on consecutive turns against the same creature, the saving throw is made with disadvantage.
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Mediator's Amulet
Wondrous item, very rare (requires attunement by a cleric or paladin) | May 24
A small, shattered sword hangs from this gilded chain, and its clasp is made of two shaking hands. While wearing this necklace, you can't be charmed or frightened. It has 5 charges for the following properties, and it regains 1d3 + 2 expended charges daily at dawn.
Deescalate. You can expend 1 of the necklace's charges as an action to speak a calming string of words and choose a point you can see within 60 feet of you. When you do, each creature of your choice within 20 feet of that point must succeed on a DC 16 Charisma saving throw or be charmed by you for 1 hour. The effect ends early if you or your companions do anything to threaten or harm any of the charmed creatures. When you charm a creature in this way, you can choose to make it indifferent about creatures of your choice that it's hostile toward. When the effect ends, the creature becomes hostile again, unless the GM rules otherwise.
Of One Blood. When you restore hit points to a creature, you can choose to expend 1 of the necklace's charges to take an amount of necrotic damage up to the amount restored, which can't be reduced or negated in any way. When you do, the healed creature gains a number of temporary hit points equal to the amount of necrotic damage you took in this way.
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Medium's Rod
Rod, uncommon (requires attunement by a spellcaster) | Oct. 24
While holding this rod, ghosts and similar incorporeal creatures have disadvantage on attack rolls against you, and you can't become possessed. The rod has 3 charges and regains all expended charges daily at dusk.
Cursing Flames. You can use an action while holding the rod to expend 1 or more of its charges to hurl ghostly flames at a target within 60 feet of you. Make a ranged spell attack for each expended charge, using your spell attack bonus; each attack can be against the same target or different ones. On a hit, the target takes 2d4 fire damage and is cursed for 1 minute. While cursed, the target can't benefit from being invisible, and you can use an action to automatically deal 1d4 fire damage to it for each flame it's cursed by. The curse ends early if the target is ever more than 60 feet away from you. If the target is reduced to 0 hit points while it's cursed, the curse ends, and you regain 1 charge for each flame it was cursed by. The fire damage dice become d6s and deal radiant damage if the target is undead.
See Invisibility. While holding the rod, you can use an action to expend 1 of its charges to cast the see invisibility spell from it. For the duration of the spell, you have advantage on Charisma checks made to interact with undead.
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Medusan Lavalier
Wondrous item, rare | Apr. 21
This pair of metallic snakes forms a twisting necklace that hangs around your neck. It coils and moves almost imperceptibly, keeping latched together at the nape of your neck where the snakes' tails intertwine. You can wear or remove the necklace using an action. While wearing this necklace, you can't become petrified or otherwise turned to stone against your will. If you are already petrified or turning to stone when you wear the necklace, the effect is suppressed until you remove it, provided that its duration has not expired in the meantime.
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Medusan Signet
Ring, uncommon (requires attunement) | Jun. 21
When you are reduced to 0 hit points but not killed outright while wearing this ring, you don't fall prone but are immediately turned to stone and are petrified. You remain petrified until you die or are targeted by the greater restoration spell, or until you regain any number of hit points, regaining consciousness and returning to your normal form when you do. While petrified in this way, you don't make death saving throws at the start of each of your turns, although you still suffer failures if you take damage. In addition, critical hits against you while petrified become normal hits, as your stone form offers some protection. When you regain consciousness, you also gain 2d6 + 3 temporary hit points that last for 1 minute as the stone form's lingering protection slowly fades. Once this property has been used 3 times, the ring turns to dust and is destroyed.
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Medzo's Blade
Weapon (rapier), rare | Jun. 22
The red and black hilt of this weapon is decorated with four card suits, and its blade has seven hash marks carved into its side. This magic weapon deals 2d6 piercing damage on a hit, instead of 1d8. When you hit with an attack using this weapon and roll a 7 on the damage dice, the next attack roll you make with it before the end of your next turn is made with advantage.
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Medzo's Crossbow
Weapon (crossbow, hand), rare | Mar. 21
This crossbow once belonged to a savage gambler. Scoring a critical hit with this magic weapon doesn't double the weapon's damage dice, and when you roll a 1 on an attack roll made with it, the weapon jams and can't be used again until the end of your next turn.
A target hit with a ranged attack from this crossbow takes 3d4 piercing damage, instead of its normal damage. When you hit with an attack using this weapon and roll three of the same number on its damage dice, use the matching number to determine what effect occurs using the table below. When this happens, the target takes an extra 1d6 piercing damage.

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Megalodon's Fury
Weapon (greataxe), very rare (requires attunement by a barbarian) | May 25
The head of this axe is the sharpened and serrated edge of a massive shark's tooth. You gain +2 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 if the target of the attack doesn't have all its hit points.
While the axe is on your person, you gain a swimming speed equal to your walking speed. If you're also underwater, your skin becomes sharp like a shark's: any creature within 5 feet of you that hits you with a melee attack also takes slashing damage equal to your Rage Damage bonus.
The weapon has a number of charges equal to the maximum number of times you can rage before finishing a long rest (a maximum of 6). It regains all expended charges whenever you finish a long rest while the axe is within your reach. You must be raging to expend charges from the axe.
Riptide. When a creature that you can see within 5 feet of you attacks a target other than you, you can use your reaction to expend 1 of the axe's charges to force the attacker to target you instead. Hit or miss, you can then make a melee attack using the axe against the attacker as part of that reaction.
Undertow. When you make an opportunity attack against a creature as a result of it leaving your reach, you can choose to expend 1 of the axe's charges. When you do, you can then follow that creature's movement, up to half your speed, without provoking any opportunity attacks. If the triggering creature continues to move after you stop, you can make another opportunity attack (no action required) against that creature as it leaves your reach for a second time.
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Memento of the Shapeless
Weapon (any melee weapon without the reach or heavy property), legendary (requires attunement) | Dec. 18
This weapon was forged using the preserved remains of an ancient mimic. You gain a +2 bonus to attack and damage rolls made with this magic weapon.
As a bonus action, you can speak the weapon’s command word to reshape it into ( * ) any melee weapon with which you’re proficient that does not have the reach or heavy property.
When you hit a creature with this weapon, you can also attempt to grapple it (save DC 13) by channeling the weapon’s natural pseudopod form. While grappling a creature in this way, you can’t attack or grapple another. Releasing the weapon frees the creature.
Pseuperpod. As an action, choose a creature within 30 feet and make a melee attack against it using the weapon. The weapon stretches towards your target as a pseudopod, ignoring half and three-quarters cover, and deals 6d8 bludgeoning damage if it hits. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC increases to 15 for this attack. If the creature fails, it is dragged up to 15 feet closer to you before being released from the weapon’s grasp. If it failed the saving throw by 5 or more, it is dragged up to 30 feet closer to you and remains grappled. Once you’ve used this feature, you can’t use it again until 12 hours have passed.
Limb replacement. If you’re missing an arm or forearm, you can graft the weapon to you in its place. If you do, the weapon changes and reforms to match the missing limb. You can add your proficiency bonus to any Strength (Athletics) checks you make using the limb, or double the bonus if you’re already proficient. You can alter the arm’s form to turn it into a weapon as needed.
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Mercenary's Pauldron
Wondrous item, uncommon (requires attunement) | Oct. 22
This magic pauldron has 3 charges and regains all expended charges daily at dawn. You can use a bonus action while wearing the pauldron to expend 1 of its charges to divine its tactical insights, magically granting you advantage on the next weapon attack roll you make before the end of your next turn. On a hit, the attack deals an extra 1d6 damage of the weapon's type, and you gain that same amount of temporary hit points, which last until the end of your next turn.
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Mermaid Trousers
Wondrous item, uncommon | Jul. 24
These trousers glimmer with reflective scales. The bottom of each leg widens into a fin-like, colorful lace. While you're wearing the trousers and are completely submerged in water, you can use a bonus action to tap your feet together to transform your legs into a fish's tail, as if you were a merfolk. While transformed, you can breathe underwater, you gain a swimming speed of 40 feet, and you can understand Aquan. You remain in this form until you use a bonus action to end the effect or until you're no longer completely submerged in water. Any gear you're wearing on your legs that wouldn't fit on the transformed tail melds into the new form: you can continue to activate and benefit from the equipment while you're transformed.
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Merry Berry
Wondrous Item, common | Nov. 18
This small fruit is highly sought after by cooks and sweet-lovers everywhere, both for its flavor as well as its unique sensory-enhancing properties. Eating a berry raw yields a taste and texture like that of a rich shortbread: the perfect way to end a day of adventure or travel.
Cooking the berry, whether it be in a cuisine or simply roasted over a campfire, brings out more uncommon effects. When properly cooked, a creature that eats the fruit gains advantage on all Wisdom and Intelligence checks based on smell or taste for the next 24 hours, as well as advantage on ability checks using cook’s utensils.
Overcooking the fruit not only cooks out the berry’s benefits, but also results in a soggy and overall bland dish.
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Metallurgist's Grip
Wondrous item, very rare (requires attunement) | Nov. 23
This plated metal gauntlet extends up your arm. The armored plates are extensively corroded. If you're missing a hand or arm, the item can function as a prosthesis for it. While you're attuned to the gauntlet, it can't be removed from you against your will, and you have resistance to acid damage.
While wearing the gauntlet or using it as a prosthesis, you gain the following properties.
Absorb Acid. You can use your reaction whenever you take acid damage to reduce the acid damage you take by 2d6 + 3. When you do, the next melee weapon attack you make before the end of your next turn deals extra acid damage equal to the acid damage it reduced.
Caustic Overdrive. You can use a bonus action to cast the haste spell on yourself from the gauntlet. When you do, the spell doesn't require concentration, and you must roll a d6 at the end of each of your turns. You take acid damage equal to the result of the d6, which can't be prevented or reduced in any way. On a 1, the spell ends. Once this property has been used, it can't be used again until the next dawn.
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Meta Mantle
Wondrous item, legendary (requires attunement by a sorcerer) | Aug. 20
This short scarlet robe's interior and sleeves hold hundreds of arcane runes that have been embroidered with platinum thread. While wearing the robes, you can change your known Metamagic options whenever you finish a long rest. In addition, you gain the following three Metamagic options to choose from.
Delayed Spell. When you take the Ready action to ready a spell that targets a point within its range, you can spend 3 sorcery points to choose a point you can see within that spell's range. Readying this spell doesn't require concentration, can be released as a reaction within 1 minute, and when the spell is released, it targets the chosen point (even if you can no longer see it) and is cast as though you were in the same space as when you took the Ready action. A spell readied in this way fades and has no effect if it's not released within 1 minute. You can only have one spell readied at a time in this way.
Emergency Spell. When a creature hits you with an attack or you take damage, you can use your reaction and spend 6 sorcery points to cast a spell that has a casting time of 1 action or bonus action.
Expanded Spell. When you cast a spell that affects an area such as a line, cone, or sphere, you can spend 2 sorcery points to increase its area of affect. A line's length increases by 15 feet, a cone's size increases by 5 feet, a cube's size increases by 5 feet on a side, a sphere's radius increases by 5 feet, and a cylinder's diameter or height increases by 5 feet or 10 feet, respectively (your choice).
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Meta Medallion
Wondrous item, rare (require attunement by a sorcerer) | Jan 20
This small medallion is 1 inch tall and made of a strange metal that contains a mote of pure magic. While wearing the medallion, your understanding of Metamagic expands, granting you one additional Metamagic option of your choice. As long as you continue to wear the medallion, you can change this option when you finish a long rest.
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Meteoric Javelin
Weapon (javelin), rare | Feb. 22
You gain a +1 bonus to attack and damage rolls made with this magic weapon. It has three command words, which activate the following properties. Once a property has been used, that property can't be used again until the next dawn.
Orbital Maneuver. When you make a ranged attack with the javelin and miss, you can speak the javelin's first command word (no action required) to repeat the attack against a different target that you can see. You make this attack as if you were standing in the original target's space.
Recall. While the javelin is within 120 feet of you and not being held by another creature, you can use a bonus action to speak the javelin's second command word to cause it to fly to your open hand or fall to the ground at your feet (your choice).
Satellite Crash. While holding the javelin, you can use an action to speak the javelin's third command word and throw it 120 feet into the air, where it follows and hovers above you. You can use a bonus action on a subsequent turn to speak this command word again to cause it to plummet down in a fiery blast onto a target that you can see within 120 feet of you. Make a ranged weapon attack against the target. The javelin then flies toward the target from its location above you, ignoring the disadvantage imposed on long range attacks and potentially the effects of certain types of cover. On a hit, the target takes damage from the javelin plus an extra 2d6 piercing damage. Hit or miss, the javelin creates a flaming impact on the ground. The target and each creature within 15 feet of it must make a DC 15 Dexterity saving throw. A creature takes 6d6 fire damage on a failed save, or half as much damage on a successful one. If there isn't 120 feet of space above you, or if you don't speak the command word again within 1 minute of using this property, the javelin falls harmlessly back to the ground in a random location within 120 feet of you.
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Midnight Dragon’s Ichor Candle
Wondrous item, very rare | Sep. 23
This candle magically invigorates those who smell it. It comes in a special cup, which features a draconic handle breathing fire. You can use an action to light the candle while holding the cup. Doing so doesn't require any means of lighting a fire: instead, the candle glows from within, as if harboring a hidden flame, before it sputters alight. The candle has 1 hour of burn time, and can't be extinguished once lit. As the wax runs down the candle and onto the rim of the cup, it bubbles and hisses like boiling water.
A creature holding the cup can spend the 1 hour of the candle's burn time meditating, which can be done over the course of a short rest. The candle smells warm and sweet, and it can be smelled by any creature within 30 feet of you. At the end of the hour, the candle is gone, leaving only a bubbling drink in the cup. Drinking it as part of the meditation (no action required) grants you the following temporary benefits:
You can immediately use any Hit Dice you have to regain hit points. If you just finished a short rest, you can do so using up to your maximum number of Hit Dice, even if you've already spent them.
You regain up to half of your expended spell slots for each slot level, up to 4th.
Your speed increases by 10 feet.
You and any creature that smelled the candle for its entire burn time loses one level of exhaustion. If you consume the drink the candle leaves behind, you lose two levels of exhaustion in this way instead.
These benefits last for 12 hours. At the end of that time, you and any other affected creature immediately suffers one level of exhaustion, plus any other levels lost as a result of the candle. You also lose any remaining spell slots you have, up to 4th level. You suffer none of these effects if you're taking a long rest at the end of the duration, provided you finish the long rest. If the drink is left in the cup without being consumed, it reforms into the candle after 5 days have passed.
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Midnight Oil
Wondrous item, uncommon
This iridescent pitcher carries 8 ounces of magic oil, which looks like a starry night sky. You can use an action to pour out 1 or more ounces of the oil on the ground at your feet. Choose a point on the ground within 5 feet of you. The oil creates a sphere of darkness centered on that point. This darkness duplicates the effect of the darkness spell (no concentration required). The effect remains for a number of rounds equal to the number of ounces poured from the pitcher, ending at the end of your turn on the round that it would end. It ends early if any target within the darkness takes fire damage. In addition, the magical darkness is serenely focusing: creatures within the darkness have advantage on Constitution saving throws made to maintain concentration.
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Midnight Smoke
Weapon (dagger), rare (requires attunement) | Nov. 22
This thin stiletto is sheathed within the barrel of a star-filled medwakh pipe. The dagger itself has a hollow handle and mouthpiece that connects to the rest of the pipe, allowing you to smoke the pipe using the dagger while it's sheathed. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
A small, dark ember ignites at the center of the dagger's blade daily at dusk. You can use an action to sheathe the dagger (if it isn't already) and breathe deeply from the pipe. When you do, a thick black smoke emanates from the pipe, which you can exhale in front of you in a 10-foot cone. Each creature within the cone must succeed on a DC 15 Constitution saving throw or be blinded until the end of your next turn. The ember is then extinguished, and the smoke vanishes. If you slay a Small or larger hostile creature with the dagger, the dagger's dark ember is relit and this property can be used again.
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Mighty Falconer's Mitt
Wondrous item, uncommon (requires attunement) | Jan. 25
This oversized glove can be worn over an existing gauntlet or similar hand covering. It has 3 charges and regains all expended charges daily at dawn. While wearing it, you can use an action to expend 1 of the glove's charges to summon a spectral falcon to your outstretched, gloved hand. When you do, choose one of the following two options:
Scout. The falcon immediately flies up to 60 feet and becomes invisible (like a scrying sensor). Until the end of your turn, you can choose to see through the falcon's eyes, instead of your own, using its senses. The effect then ends.
Strike. The falcon streaks from your hand in an ethereal blur, extending from you in a 60-foot line that's 5 feet wide. Each creature within that line must make a DC 13 Dexterity saving throw, taking 4d4 force damage on a failed save, or half as much damage on a successful one. A hostile creature that's in the line and within 5 feet of at least one of your allies makes the saving throw with disadvantage.
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Mimicloak
Wondrous item, uncommon | Jun. 20
This strange cloak is made using the enchanted remains of a young mimic. While wearing it, you can use a bonus action to speak its command word to change the style, color, and apparent quality of the cloak. The garment's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak with these properties.
While wearing this cloak, you have advantage on ability checks made to escape from a grapple. Whenever you make an ability check to escape a grapple or free yourself of restraints, the creature or object holding you takes 1d10 piercing damage as the cloak's fabric magically splits into a toothed maw to bite it.
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Mimic's Smilemaker
Wondrous item, common | Apr. 23
This bone-handled brush can clean your teeth exceptionally well, resulting in magically fresh breath with every use. You can clean your teeth using the brush over the course of 1 minute. Parts of a mimic's tongue are used to make a comfortable grip and scrubber. The brush creates its own frothing cleaning solution when it's used.
Your teeth are magically transformed into fangs whenever you finish cleaning your teeth with the brush, and they remain transformed in this way until you finish a long rest. In addition, your tongue becomes stained blue and purple for the duration.
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Mindmaster's Monocle
Wondrous item, very rare (requires attunement by a wizard) | Dec. 19
This ancient golden monocle's lens is a roughly hewn ruby. While you wear this monocle, it magically floats in front of your eye, instead of resting on your face, and you can see clearly through its ruby lens. While peering through the lens, you always know if a creature you can see is concentrating on a spell. You perceive a concentrating creature's head as being shrouded in an indigo mist.
This monocle has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn.
Spells. While wearing the monocle, 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: arcane eye (4 charges), detect thoughts (2 charges), or telepathic bond (5 charges).
Mental Assault. While wearing the monocle, you can use a bonus action to expend 3 of its charges to attempt to break a creature's concentration on a spell. The target must be within 60 feet of you, and you must be able to see it. When you do, make an Intelligence check contested by the target's spellcasting ability check. If you win the contest, the target's concentration on the spell ends.
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Miniature Mage's Magic Hand
Wondrous item, uncommon | Feb. 25
This minute finger puppet holding a wand can be worn or removed using an action. While wearing the puppet, you can use an action to cast the mage hand spell from it. When you do, roll a d20. On a 20, you instead cast the arcane hand spell from the puppet, using a spell save DC of 13, a spell attack bonus of +5, and a spellcasting ability modifier of +3. This version of the spell doesn't require concentration, but ends at the end of your next turn. Once the puppet casts arcane hand in this way, its wand turns to ash, and the puppet loses its magic.
A spell cast from the puppet ends early if the puppet is removed from your finger.
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Miraculous Bread Box
Wondrous item, common | Feb. 25
This bread box weighs 3 pounds and always smells like fresh bread. If no bread is in the breadbox, a fresh loaf magically appears in it daily at dawn. The type of bread is random: use the table below whenever a new loaf appears to determine the type of bread.

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Mirage Leathers
Armor (leather), uncommon (requires attunement) | Oct. 24
This stark white armor tricks the eye in strong light, like a mirage. While wearing this armor, other creatures take a −5 penalty to any Wisdom (Perception) checks they make to see you, provided you're in bright light or sunlight. In addition, you can use an action to cast the mirror image spell. This version of the spell ends early if you start your turn without being in bright light or sunlight. For the duration of the spell, you can take the Hide action as a bonus action, and remain hidden, even if you're in plain sight. Once the armor has been used to cast this spell, it can't do so again until the next dawn.
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Mirrored Ball of Brag'inir
Wondrous item, legendary | Apr. 24
This mirrored ball is 3 inches in diameter and weighs 1 pound. Its reflective shards seem held together by a disembodied force of will. 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, its mirrored shards drift apart to open the ball.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the ball's shards briefly encircle the target, which is then affected by the maze spell (no concentration required) and shunted to a special demiplane within the ball. Missing with the attack causes the shards to contract and become a sphere once more.
This version of the maze spell creates a labyrinth of mirrored walls. When the spell ends, the target reappears in the ball's space or, if there isn't room for it, in the nearest unoccupied space. The ball then vanishes, but reappears in a random location on a different plane of existence. When the target reappears, it takes 10d10 psychic damage from the ordeal, or half as much damage if the target escaped the labyrinth and ended the spell early. If the target escapes the labyrinth, it suffers a random short-term madness effect, which lasts for 1 minute. If the target spends the full duration in the labyrinth, it instead suffers a random long-term madness effect that lasts for 7 days.
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Mirrorlight Carver
Weapon (dagger), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals slashing damage instead of piercing damage. The blade of the dagger has a crystalline edge, which reflects light in mysterious ways. While holding it, you can use a bonus action to magically summon an illusory duplicate of yourself in an unoccupied space that you can see within 30 feet of you. The next time you make an attack with the dagger before the end of your next turn, the duplicate also makes an attack against a target you choose within 5 feet of it using the same attack roll as you. If the duplicate's attack hits, that target takes 2d10 force damage. The duplicate disappears after you make an attack with the dagger or at the end of your next turn (whichever comes first), and you then gain the benefits of the mirror image spell for 1 minute. Once the dagger has been used to make a duplicate, it can't do so again until the next dawn.
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Mirrorlight Edge
Weapon (scimitar), rare (requires attunement) | May 19
This roughly hewn crystalline sword bends light in unexpected and dangerous ways. As an action, you can command the scimitar to emit up to 2 ghostly projections of itself. The sword can have up to 2 of these projections at any time, which last until dismissed (no action required). When you make a melee attack with this weapon, the projections become razor-sharp. Targets hit by the sword take an extra 1d4 slashing damage for each projection the sword has.
When swung, the distorted light and projections make the sword difficult to see. When you miss with a melee attack using the sword while it has at least 1 projection, you can choose to reroll the attack by expending 1 of the projections. You must use the new roll. After the attack, 1 projection fades.
The sword emits dim light in a 5-foot radius while it has 1 projection and 10 feet while it has 2. Sheathing the scimitar contains the projections' light without dismissing them.
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Mirrorlight Harbinger
Staff, uncommon (requires attunement by a spellcaster) | Nov. 21
This staff has a fist-sized mirrorlight crystal at its end and can also be used as a magic quarterstaff. While holding the staff, you can use an action to cause the staff's crystal to emit bright light in a 20-foot radius and dim light for an additional 20 feet. The light remains for 1 hour or until you use an action to end it early.
The 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, the staff shatters like glass and is destroyed.
Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast either color spray (2 charges) or silent image (1 charge), using your spell save DC.
Illusory Attacker. While holding the staff, you can use an action to expend 1 of its charges to create an illusory duplicate of yourself in an unoccupied space that you can see up to 60 feet away from you. The duplicate immediately makes two melee spell attacks with its illusory staff against a target within 5 feet of it, using your spell attack bonus. On a hit, the target takes force damage equal to 1d8 plus your spellcasting ability modifier. The duplicate then vanishes.
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Mirrorlight Piercer
Weapon (spear), very rare (requires attunement) | July 19
This crystalline spear bends the light it generates in such a way that it becomes corporeal. While you hold the spear in one hand and have another hand free, you can speak the spear's command word as an action to cause it to create a ghostly projection of itself in your free hand. Both the spear and its projection have the light property. When you use an action to create a projection in this way, you can make a single weapon attack as part of that action. The projection lasts for 1 minute or until you dismiss it using a bonus action or another creature attempts to hold it. If you drop or stow the crystalline spear, the projection disappears until you hold the spear again.
If you throw the projection as a ranged attack, the projection disappears after it hits or misses its target. If you're still holding the crystalline spear when this happens, it magically recreates the projection in your open hand again (no action required).
You gain a +2 bonus to attack and damage rolls made with this magic weapon and any of its projections. The spear can only have 1 projection active at a time. While it has a projection, the spear and projection each cast bright light out to 5 feet and dim light for another 5 feet. If you don't have an open hand when the spear attempts to create a projection, the projection is dismissed.
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Mirrorlight Stinger
Weapon (any bow), rare | Nov. 21
This bow is decorated with mirrorlight crystals, allowing it to recreate illusions of the arrows fired from it. When you take the Attack action using the bow, you can use a bonus action to make a special ranged weapon attack with it. This attack fires an illusory arrow from the bow, and on a hit, it deals force damage instead of piercing damage. You don't add your ability modifier to the damage of this special attack, unless that modifier is negative. The illusory arrow vanishes immediately after the attack.
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Mister Bottle
Wondrous item, legendary | Mar. 24
The sound of sloshing liquid can be heard from this flask whenever you swish it around, even if the flask is empty. You can use an action while holding the empty flask to speak the name of one of the following liquids: beer, honey, mayonnaise, oil, vinegar, water (fresh or salt), or wine. When you do, 8 ounces of that liquid appears within the flask. Afterward, you can use an action to open the flask and either pour the liquid out or drink it.
Create Potion. Alternatively, you can use an action to name one of the magical potions below while holding the empty flask. When you do, roll a d100; if the result is equal to or less than that potion's success threshold, the flask then fills with 1 ounce of the named potion (enough for one use). Otherwise, the flask fills with 1 ounce of water.

Once you've named a potion, it can't be named again until the next dawn. A potion with varying effects, such as a potion of healing or potion of greater healing, count as a single named potion for the purposes of this property. Any liquid or potion remaining in the flask is lost daily at dawn. A potion that's poured into another vessel for later use immediately loses its magic and turns to water.
Sentience. Mister Bottle is a sentient chaotic neutral item with an Intelligence of 19, a Wisdom of 14, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. It can speak, read, and understand Common. Its voice sounds tinny and hollow when it speaks, during which time the flask's mouth opens and shuts cartoonishly.
Personality. Mister Bottle used to be a renowned alchemist whose experiments (and misadventures) eventually got the better of him. After centuries of being trapped within an iron flask, he managed to transform it into its current form from inside. He has since forgotten his given name. Regardless, his passion for alchemy and potions remains unchanged.
If you use an action to pour a magical potion into Mister Bottle's mouth, the potion disappears, but it can be made again using the bottle's Create Potion property. The GM decides the potion's success threshold.
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Mistwalkers
Wondrous item, very rare (requires attunement) | May 24
Your walking speed is increased by 10 feet while wearing these boots. While in fog, you have a flying speed equal to your walking speed; you move through the air as if you're walking.
Once on each of your turns when you walk 30 or more feet on the ground in a straight line, you can immediately cast the misty step spell from the boots (no action required). When you do, you teleport to an unoccupied space you can see within 30 feet of you that's along the same straight line and in the same direction in which you were moving. This property of the boots can be used four times. The boots regain one use of this property for every hour they aren't used to teleport.
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Mistwalker Armor
Armor (leather), rare (requires attunement) | Oct. 20
This dark leather armor releases thin wisps of fog from its seams. While wearing this armor, you can use an action to cast the fog cloud spell (2nd-level version) from it. Once this property of the armor has been used, it can't be used again until the next dawn.
In addition, fog doesn't obscure your vision, and while you're in opaque fog, you can use your movement to teleport to an unoccupied space that you can see in the fog. Doing so costs an amount of movement equal to the distance you teleport.
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Mithral Beast Charms
Wondrous item, uncommon | Sep.23
These mithral charms resemble a type of woodland beast and can be easily worn on jewelry or carried by hand. You can use an action to touch a charm and speak its command word—typically the creature's name in Sylvan—to cause one or more of that creature to appear in an unoccupied space that you can see within 30 feet of you. Such a creature is considered to be fey, instead of beast, and is friendly to you and your companions. It understands your languages and obeys your spoken commands to the best of its ability (no action required by you), and takes its turn immediately after yours. A summoned creature remains for up to 10 minutes, but disappears early if you use an action to end the effect or if it's reduced to 0 hit points.
Once the charm has been used, it loses its magic and can't be used again. When found, the GM chooses the kind of charm it is or determines it randomly from the table below. When you summon a creature using the charm, you choose which beast it takes the form of, summoning the corresponding number of them.

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Mobius Scroll
Scroll, rare (requires attunement by a spellcaster) | Nov. 22
Unlike most scrolls having a dowel at its center or some means of a carrying case, a mobius scroll is a half-twisted length of paper that's been magically connected to itself to form an infinite, continuous sheet.
The scroll is blank when found. A spell appears on it when you first attune to the scroll and then again daily at dawn; roll a d8 each time and use the table below to determine what spell is written on the scroll. On a 1 or 8, an extra spell appears on the scroll (as determined by the table). While you're attuned to the scroll, you can use a bonus action to shunt it to a special demiplane or summon it to your free hand. You can read from the scroll to cast a spell from it using an action.

You can cast a spell from the scroll as normal while you're attuned to it, even if that spell isn't on your spell list, using your spellcasting ability modifier, spell save DC, and spell attack bonus. Once a spell has been cast from the scroll, the ink in which it was written vanishes from the paper, and that spell can't be cast again until the next time it appears on the scroll. Any spell remaining on the scroll is replaced by the new spell or spells daily at dawn.
A spell that's copied from the scroll into a spellbook is permanently removed from the scroll. If that spell is rolled on the table above after it's been copied in this way, nothing happens, and the scroll remains blank until the next dawn.
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Mockingblade
Weapon (shortsword), uncommon (requires attunement by a bard) | Sep. 19
This magic sword helps you more effectively add insult to injury. When you hit a creature with this sword, you can immediately use the weapon to cast the vicious mockery cantrip as a bonus action against that same creature using your spell save DC. When you do, any words you use to insult the creature appear written along the blade for 1 minute or until replaced by a new insult.
When a creature rolls a 20 on its saving throw to resist the vicious mockery cantrip when cast in this way, the face on the sword's hilt screams insults at you until the end of your turn. The screams are audible out to 30 feet and are filled with insults directed at your deepest insecurities and regrets. Any creature that hears these insults is made aware of your weaknesses, granting it advantage on the next attack roll it makes against you until the start of your next turn. Once the sword screams at you in this way, it can't be used to cast the vicious mockery cantrip again until 1d4 days have passed.
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Molten Hammer
Weapon (maul), very rare (requires attunement) | Jul. 23
This hammer is pulled like glass from molten rock and glows with residual heat from within. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d8 fire damage to any target it hits.
Overheat. Once on each of your turns when you hit a target with this hammer, you can cause the hammer to magically overheat. When you do, the attack deals an extra 2d8 fire damage. You then take fire damage equal to half this amount, which can't be reduced or prevented in any way.
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Monarch Mantle
Wondrous item, rare (requires attunement) | Jul. 21
While wearing this silky, scalloped cloak, you can use a bonus action to gain a flying speed of 30 feet until the end of your turn. The cloak flaps behind you like butterfly wings while flying in this way.
In addition, the cloak has 3 charges and regains 1d3 expended charges daily at dawn. When a creature that you can see hits you with an attack while you're wearing this cloak, you can use your reaction to expend 1 of its charges to take half as much damage from the attack and teleport up to 15 feet to an unoccupied space that you can see. When you do, you reappear in a flourish of butterflies that remain in that space until the end of the current turn, imposing disadvantage on any attack roll against you while you remain in that space for the duration.
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Monocle of Clarity Wondrous item, rare | Apr. 19
This single lens has three filters that you can peer through. You can change the monocle's filter by rotating the lens' outer ring. A small arrow along the edge of the frame indicates the monocle's selected filter. The monocle has 4 charges and regains 1d3+1 each day at dawn. As an action, you can expend a charge to look through and activate one of the filters to gain one of several benefits:
Filter of Comprehend Languages. When you peer through this filter, you can read and comprehend any written language as per the written language portion of the comprehend languages spell.
Filter of Darkvision. While looking through this filter, you have darkvision out to a range of 60 feet.
Filter of See Invisibility. When gazing through this filter, you see invisible creatures and objects as if they were visible.
You gain the benefits of the activated filter while you wear the monocle for 1 hour or until you change the filter.
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Monstrous Mask
Wondrous item, rare | Oct. 24
This painted wood mask weighs 3 pounds and resembles a mish-mash of various roaring monsters. While wearing it, you can use an action to cast the polymorph spell on yourself from the mask. You transform into a random monstrosity, instead of a beast. When you do, you retain your Intelligence, Wisdom, and Charisma scores. Roll a d6 and consult the table below to determine which monstrosity you transform into:

For the duration of the spell, you can't be frightened, and you have advantage on Constitution saving throws made to maintain concentration on the spell. Once this property of the mask has been used, it can't be used again until the next dusk.
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Moonfallen Bow
Weapon (any bow), legendary (requires attunement) | Jun. 25
This bow doesn't need to be strung. A twinkling glimmer of starlight appears between the bow's ends when you reach for it: grasping the light and pulling it back, as if it were a bowstring, causes a string of light to materialize and draw the bow. An illusory image of the moon's face appears in the space between the bow and its drawn string.
When you draw the bow in this way, an arrow of pure light springs into existence and is nocked into the bow. You gain a +2 bonus to attack and damage rolls made with this magic weapon when firing an arrow of light, which deals radiant damage instead of piercing damage. The drawn bow and its arrows of light each shed bright light in a 10-foot radius and dim light for an additional 10 feet. Hit or miss, an arrow of light disappears immediately after the attack.
A target that's hit by an arrow of light is marked by a point of starlight, which moves with the target and sheds dim light in a 10-foot radius. Each mark remains until the end of your next turn. Whenever you move in a straight line toward a marked target, opportunity attacks against you are made with disadvantage.
Guiding Arrow. While holding the bow, you can use an action to cast the guiding bolt spell from it, drawing the bow back as normal before firing the spell's bolt of light from it. Use your weapon attack bonus with the bow for the spell attack, including its +2 bonus to attack rolls. You still add your Dexterity modifier, plus the bow's +2 bonus, to the damage from this version of the spell. If the target is marked by a point of starlight, you also have advantage on the attack roll.
Moonfall. As an action, you can fire an arrow of light into the air above you. When you do, pick a point that you can see within 60 feet of you. The arrow immediately winks out, and a cascade of withering, bright light descends from the sky 60 feet above the point. The light fills the area of a 20-foot-radius cylinder that's 60 feet high, centered on the point. Each hostile creature within the light when it appears must make a DC 17 Constitution saving throw; shapechangers and creatures marked by a point of starlight make the saving throw with disadvantage. A creature takes 4d10 radiant damage on a failed save, or half as much damage on a successful one. The light remains until the end of your next turn. For the duration, hostile creatures treat the area as if it were difficult terrain, and you treat the entire area as if it were marked by points of starlight. In addition, illusions are temporarily suppressed while in the area of light, and any shapechanger within the light automatically reverts to its original form and can’t assume a different form until it leaves the area. This property can be used three times, and it regains all expended uses of it daily at dawn.
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Moonfallen Maul
Weapon (maul), rare | Dec. 22
This maul's stone head is carved from fallen moon rock. A howling wolf and pockmarked moon are carved into the weapon. You gain a +1 bonus to attack and damage rolls made with this magic weapon, or a +2 bonus if it's between dusk and dawn. When you roll a 20 on an attack roll made with this weapon, the target of the attack must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of your next turn. The target has disadvantage on the saving throw if it can see the moon or if it's cursed with lycanthropy. A frightened creature immediately falls prone as it recoils.
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Moonlighter's Masquerade
Wondrous item, uncommon (requires attunement) | May 22
This midnight blue mask has been delicately gilded with swirling designs. While wearing it, you can use an action to don an illusory outfit of finery. You choose the appearance of the outfit each time, and you can change the colors of the mask as part of this illusion. The outfit magically hides any armor or clothes you're already wearing, provided that the armor doesn't normally impose disadvantage on Dexterity (Stealth) checks. The illusion remains until you dismiss it (no action required) or until you're no longer wearing the mask.
If you're wearing the mask between dusk and dawn, you can also use an action to cast the charm person spell (save DC 13) from it. The spell ends early if you successfully charm another creature with it in this way or if the mask is removed. When the spell ends on a creature or if it succeeds on the saving throw, that creature is immune to this effect for the next 24 hours.
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Moonlit Veil Candles
Wondrous item, rare | Apr. 25
These candles are made of clear wax and come in sets of two. While lit, they smell like warm vanilla and cinnamon. The candle's magic is activated when the candle is lit, which requires an action. After burning for 8 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 20-foot radius. Creatures within that light can't be perceived by divination magic or communicated with telepathically against their will, and they are immune to the dream spell. When a creature finishes a short or long rest spent entirely within the light, it gains a number of temporary hit points equal to 5 times the number of hours it rested, up to a maximum of 20 temporary hit points.
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Moonwick Candle
Wondrous item, uncommon | Feb. 23
This candle is made from a gritty wax that, when burnt, creates a cool blue flame. Its hollow silver base is shaped in a crescent with star-shaped holes punched in its sides. While the candle burns, the holes in its base softly glow, and small twinkles of starlight burst from the flickering flame.
The candle's magic is activated when the candle is lit, which requires an action. While lit, the candle sheds dim light in a 15-foot radius. Each creature within the candle's light gains darkvision out to a range of 60 feet.
After burning for 1 hour, 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.
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Morath, Scepter of the Soul Vortex
Rod, artifact (requires attunement by a sorcerer, warlock, or wizard) | May 21
This torch-like scepter almost hums with necrotic energy and appeared when the first soul was returned to the Material Plane after its death. Since then, it has been lost and found throughout its gruesome, storied history.
While attuned to the rod, you have resistance to necrotic damage, and you know the chill touch cantrip as if it were from your class's spell list. If you are a warlock, you also gain a +3 bonus to your spell attack rolls and saving throw DCs of your warlock spells while holding the rod.
An eerie, green flame erupts from the head of this rod when you hold it, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. While holding the rod, you can use a bonus action to mentally snuff out or relight the flames. While the flames are lit, you can use an action to make a ranged spell attack with it, using your spell attack bonus and spell save DC, out to a range of 30 feet. When you do, the flaming rod emits a phantasmal skull that flies out to attack the target. On a hit, the target takes 3d8 necrotic damage, and if the target is a creature, you regain hit points equal to half the amount of necrotic damage dealt. The skull disappears immediately after the attack.
Random Properties. Morath, Scepter of the Soul Vortex has the following random properties:
1 minor beneficial property
1 minor detrimental property
1 major detrimental property
Spells. The rod has 8 charges and regains 1d3 + 1 expended charges daily at dawn. When you reduce a humanoid to 0 hit points, the rod regains 1 expended charge. While holding the rod, 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 attack bonus and spell save DC: bestow curse (1 charge), circle of death (4 charges), confusion (2 charges), insect plague (3 charges), ray of enfeeblement (1 charge), or speak with dead (1 charge).
Bestow Greater Curse. When you cast the bestow curse spell while holding the rod using either the rod or a spell slot, you can choose to force the creature to make the saving throw with disadvantage. On a failed save, the target is simultaneously cursed by all four of the spell's listed options. Once this property has been used, it can't be used again until the next dawn.
Death Grip. While holding the rod, you can use an action to cast the finger of death spell from it, using your spell save DC. Once the rod has been used to cast this spell, it can't do so again until the next dawn.
Sentience. Morath, Scepter of the Soul Vortex is a sentient chaotic evil rod with an Intelligence of 17, a Wisdom of 13, and Charisma of 14. It has hearing and darkvision out to a range of 120 feet. The rod communicates telepathically with its wielder and can speak, read, and understand Common. While you are attuned to it, it also understands every language you know. It can choose to communicate with other creatures by manifesting the phantasmal skull above the rod and using it to speak.
Personality. The rod is possessed by Morath, the first human to ever die, and is an independent spirit from within the Thousand Voices, the largest collection of discordant lost souls found within the multiverse. Morath's time on the Material Plane was short, but filled with pain and confusion. As a result, Morath seeks to experience humankind's most base desires vicariously through the actions of the rod's wielder, often attempting to compel the wielder to give in to such urges in moments of weakness.
Curse. The rod bears a curse that affects any non-human that becomes attuned to it. Even if the attunement ends, the curse remains. When you die while cursed in this way, you must make a Charisma saving throw against your own spell save DC. On a failed save, or if the rod is more than 100 feet away from you when you die, your soul is immediately siphoned into and becomes a part of the Thousand Voices, leaving your body a vacant husk and unable to return to life by any means short of a wish spell. On a successful save, your soul leaves your body and enters the rod, as if you had cast the magic jar spell, using the rod as a container. You can only return to your body if it's holding the rod, but can otherwise gain the benefits of the spell as normal. If your soul returns to your body, you return to life with 1 hit point. While your soul is detached from your body in this way, your attunement to the rod is carried over to any other creature you possess for the duration.
Destroying the Scepter. The only way to destroy the rod is to destroy Morath while your soul is contained within the rod. When you do, use your original body's statistics and abilities for your soul, with the exception that your hit point maximum is halved. Use the archmage stat block for Morath's soul. From outside the rod, this combat resolves instantaneously, regardless of how much time passed within the rod during the battle. If you die while within the rod in this way, your soul is lost to the Thousand Voices. If Morath dies, the rod is destroyed and you return to your body with 1 hit point, regardless of where your body is at the time.
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Mosshide Troll Belt
Wondrous item, rare (requires attunement) | Aug. 20
Magical, flowering vines have been fashioned around the remains of a troll's hide, preserving a fragment of its renowned regeneration ability. While wearing this belt, your Constitution score increases by 2, to a maximum of 20.
In addition, the belt's restorative magic activates when it senses danger. While in combat, you regain 1d4 + 1 hit points at the start of your turn if you have less than half your hit points left. This property ceases to function for 1 hour if you take acid or fire damage, or until the next dawn if you drop to 0 hit points.
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Mourningsteel Barricade
Armor (shield), rare (requires attunement) | May 22
This kite shield was once part of a shield wall that fell while allowing the evacuation of innocent townsfolk. The agony and blood of that battle seeped into the metal, allowing it to be reforged years later into a reimagined bulwark.
When you successfully shove a creature, using the shield to push it, that creature also takes 1d6 necrotic damage.
In addition, while holding the shield, you can use an action to shout its command phrase, "My conviction is greater than your might." When you do, each hostile creature within 30 feet of you that can hear you must make a DC 15 Wisdom saving throw. Creatures that can't be charmed automatically succeed on the saving throw. On a failed save, a creature is compelled to use its action to attack you on its next turn. If the creature can make multiple attacks on its turn, it makes all of them against you. A creature that fails the saving throw also takes a –2 penalty to its AC until the end of your next turn; for each creature that takes this penalty, you gain a +1 bonus to your AC for the same duration (up to a maximum bonus of +5). Once this property of the shield has been used, it can't be used again until the next dusk or until you take 15 or more necrotic damage from a single attack or effect from a hostile creature.
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Mourningsteel Demi-Gauntlets
Wondrous item, very rare (requires attunement) | Sep. 21
This pair of dark, open-fingered gauntlets are made from mourningsteel, a metal whose ore has been steeped in the blood of countless fallen creatures. While wearing the gauntlets, you have resistance to necrotic damage.
The gauntlets have 12 charges and regain 1d6 + 6 expended charges daily at dawn. While wearing the gauntlets, you can use an action to cast one of the following spells from them using a spell attack bonus of +8: chill touch (no charges, or 1 to cast at 5th level), inflict wounds (1 charge per spell level, up to 5th), or vampiric touch (3 charges). Damage dealt by these spells ignores resistance to necrotic damage.
In addition, if you spend a charge to cast chill touch from the gauntlets and hit a creature, you can immediately choose to expend additional charges to cast either the inflict wounds or vampiric touch spell from them as part of the action to cast the cantrip. When you do, the cantrip's skeletal hand delivers the spell to the target, instead of requiring you to touch it. If you were already concentrating on the vampiric touch spell when you hit a creature with chill touch in this way (after spending a charge to cast it), you don't need to expend any additional charges to deliver your vampiric touch spell to the target. Necrotic damage dealt by chill touch doesn't count toward the amount dealt by vampiric touch for the purpose of calculating the number of hit points you regain from the spell.
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Mourningsteel Eclipse
Weapon (morningstar), rare
This dreadful spiked weapon is designed to represent the sting of the moon-covered sun. Forged from mourningsteel, the metal that makes this weapon has been steeped in the blood and misery of fallen warriors of brutal conflicts. When you hit with an attack using this magic weapon, the target takes an extra 1d6 necrotic damage.
While holding this morningstar, you can use an action to speak its command word to cast the darkness spell from it with the following changes:
The darkness extends from you in a 10-foot-radius sphere and moves with you
While holding the morningstar, you can see through this magical darkness as if it were dim light.
When you hit a creature within the darkness using the morningstar, its bonus necrotic damage increases to 1d8.
The spell ends early if you drop or stow the morningstar. Once used, this property of the weapon can't be used again until the next dusk.
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Mourningsteel Ghost Candle
Wondrous item, uncommon (requires attunement) | Oct. 21
This candle holder and its candle never run out of wax while it burns, even if you aren't attuned to it. Although wax runs down the sides of the candle, it never drips off it onto the holder, nor does it ever seem to be diminished or consumed. The candle can't be removed from the holder. While the candle burns, ghostly hands reach out from the holder as if to warm their hands by the tiny fire.
If you're holding the lit candle and its holder while attuned to it, will-o'-wisps are indifferent toward you and will not attack you unless you threaten or harm them. In addition, you can use an action to cast the blink spell from it. For the duration of the spell, whenever you vanish from your current plane of existence, a will-o'-wisp appears in your space there instead. The will-o'-wisp's turn is immediately after your own, and it obeys your mental commands (no action required by you). The will-o'-wisp vanishes when you return from the Ethereal Plane or when it's reduced to 0 hit points, at which point you return early to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from.
Once the candle and holder have been used to cast this spell, it can't do so again until the next dusk.
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Mourningsteel Half Plate
Armor (half plate), legendary (requires attunement) | Aug. 21
This dark armor has been made from mourningsteel, a metal refined from ore found beneath the battlefields of particularly vicious wars. Steeped in the blood from relentless battles, this metal carries with it a magical aversion to all things holy. While wearing this armor, you gain a +1 bonus to AC and have resistance to radiant damage. While you wear it, you gain the following benefits:
Death Transference. Whenever you are subjected to necrotic damage, you can use your reaction to take no damage and instead gain a number of temporary hit points equal to half the necrotic damage dealt. This property of the armor can't be used again until the next dusk.
Spells. You can use an action to cast one of the following spells (save DC 17) from the armor: bestow curse, divine word, or nondetection. Once the armor has been used to cast a spell, it can't be used to cast that spell again until the next dusk.
The Battlefield Remembers. You can use an action to touch a weapon, piece of armor, or similar object that's seen blood and battle to recreate the effect of the legend lore spell, using the touched object as the subject of the effect. Once this property of the armor has been used, it can't be used again until 7 days have passed.
Unholy Aura. As a bonus action, you can speak the armor's command word to surround yourself with an aura of grim blasphemy. The aura remains for 1 minute or until you are incapacitated or die. For the duration, celestials have disadvantage on attack rolls against you, and the first time that a celestial moves within 5 feet of you on its turn or starts its turn there, that creature takes 1d10 necrotic damage. This damage ignores resistance and immunity. In addition, once before the aura ends, if you fail a saving throw against an effect from a celestial (such as a solar's Slaying Longbow), you can choose to succeed instead. Once the aura ends, it can't be used again until the next dusk.
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Mourningsteel Obol
Wondrous item, rare | Sep. 22
This coin is made from mourningsteel, a metal found below battlefields that have been steeped in blood. A hole at the top allows it to be worn as a soldier's pendant.
When the coin is placed in the mouth of a dead creature, that creature gains the benefits of the gentle repose spell, provided that the creature hasn't been dead for longer than 1 day. Once placed, the coin can't be removed from the creature's mouth until the effects of the spell end. For the duration of the spell, if the creature is attacked or its body is in some way desecrated, a spiritual weapon is summoned from the coin, which remains for 1 minute. The ghostly weapon takes the form of a weapon wielded by the dead creature in life or some other form that represents the values that creature held. This version of the spell is cast at 4th level and has a +7 spell attack bonus and +4 spellcasting ability modifier. The weapon acts on initiative count 20 and is controlled by the GM. On its turn, it can move up to 60 feet, instead of 20, although it can't move farther than 60 feet away from the coin. Once summoned in this way, the spiritual weapon can't reappear for 1d4 hours.
If the dead creature is returned to life while the coin is in its mouth, the coin is magically transformed into a lustrous metal called solacesteel and then loses its magic. Otherwise, the coin simply loses its magic and remains as mourningsteel after 10 days when the gentle repose spell ends.
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Mourningsteel Saber
Weapon (rapier), rare (requires attunement) | Nov. 21
This once-rusted cavalry saber was reforged with mourningsteel scavenged from the same battlefield where it was separated from its long-dead owner. Attacks with this weapon deal slashing damage instead of piercing damage, and when you hit with it, the target takes an extra 1d6 necrotic damage. If you're mounted, the extra necrotic damage increases to 1d8.
In addition, you can use a bonus action while holding the weapon to inspire your allies into a rallying charge. Choose up to six creatures that can see and hear you. Until the start of your next turn, those creatures' speeds increase by 10 feet, and the first target that each of them hit before the start of your turn takes an extra 1d6 necrotic damage. If a chosen creature is frightened, the effects of that condition are suppressed until the start of your next turn. Once this property of the weapon has been used, it can't be used again until the next dusk.
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Mourningsteel Stiletto
Weapon (dagger), rare (requires attunement) | Jun. 22
This narrow, finely serrated blade is made of mourningsteel, a metal that's been tinged with the blood of countless fallen warriors. The first creature you hit with this weapon on each of your turns takes an extra 1d4 necrotic damage from the attack, and it takes a penalty to the first saving throw that it makes before the start of your next turn. The penalty is equal to the necrotic damage dealt in this way. A creature is immune to this effect if it is a construct, undead, or has legendary actions.
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Mourningsteel War Banner
Wondrous item, rare (requires attunement) | Sep. 21
This war standard is adorned with a tattered, bloodied banner of an army long lost to time. The standard is 6 feet tall and weighs 7 pounds, but can be collapsed down to 3 feet tall or extended up to its full length by using a bonus action. While the banner is on your person, you have advantage on saving throws against being frightened.
The standard has 3 charges and regains 1d3 expended charges daily at dawn. While holding the extended standard, you can use an action to speak its command word and plant it on the ground in an unoccupied space within your reach. While the standard is within your reach, you can use an action to remove it. Alternatively, another creature that can reach the standard can use an action to make a DC 25 Strength (Athletics) check, removing it on a success. While the standard remains there, the space becomes difficult terrain.
As part of the action to plant the standard, you can expend any number of its charges to magically summon one animated armor for each expended charge. When you do, the armors each appear in an unoccupied space that you can see within 20 feet of the standard. A summoned armor remains for 1 hour, until it drops to 0 hit points, or until the standard is removed. The armor vanishes when the effect ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the animated armors' statistics.
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Monsterbane Lasher
Weapon (whip), very rare | Feb. 19
This mythril whip was once used by a powerful monster hunter. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, targets hit by the whip take an extra 1d4 slashing damage from its attacks.
The whip has 7 runes on its handle that correspond to different damage types: acid, cold, fire, lightning, poison, radiant, or thunder. When you hit a creature with a melee attack using this weapon, you can channel 1 or more of the runes to deal an extra 2d4 damage of the type or types that correspond to the channeled runes. For example, you can channel 2 runes to add 2d4 acid and 2d4 fire damage to an attack against a troll, or 1 rune to add 2d4 thunder damage to an attack against a clay golem. Once you add a damage type to an attack in this way, you can’t add that type again until the following dawn.
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Monster Tamer's Shield
Armor (shield), rare (requires attunement) | Nov. 19
This shield punishes certain creatures for their hostility and comes from a culture whose dominion is in direct competition with powerful beasts. While holding this shield, whenever you take damage from a melee attack made by a beast or monstrosity, that creature takes 1d4 psychic damage. In addition, you have advantage on Wisdom (Animal Handling) checks.
Tamer’s Protection. If you are also attuned to the monster tamer’s sword and are holding this shield, any creature captured by the sword gains a +1 bonus to its AC and can't be charmed.
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Monster Tamer's Sword
Weapon (any sword), rare (requires attunement) | Nov. 19
This magic weapon exerts dominance over certain creatures and was crafted by a culture known for its hunting and battling of monsters.
This sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. As a reaction when you reduce a Large or smaller beast or monstrosity of challenge rating 3 or lower to 0 hit points with this weapon, you can expend 1 of its charges to try and capture it instead. The creature must make a DC 15 Charisma saving throw. On a failed save, it disappears and is contained within the sword with 1 hit point. On a success, it resists the effect and falls to 0 hit points. Shapechangers automatically succeed on the saving throw. Only one creature can be captured by the sword at any time.
As an action while holding the sword, you can speak its command phrase to release the stored creature. It reappears in an unoccupied space that you can see within 10 feet of you. The creature is friendly to you and your companions. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions. The GM has the creature's statistics. The creature returns to the sword after 1 minute if you're within 100 feet of it, or earlier if you touch the creature with the sword as an action. The creature ceases to be friendly to you and your companions if it's unable to return to the sword, or if you release control of it using a bonus action, or if it takes damage from you or an ally.
While you're holding the sword and the creature is stored within it or within 30 feet of you, you can use a bonus action to speak the weapon's command word and expend 1 or more of its charges to restore 10 hit points to that creature for each charge spent. A captured creature can only regain hit points in this way.
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Moonstone Bracers
Wondrous item, rare (requires attunement) | Oct. 20
These leather bracers are adorned with moonstones and unique wolfen buckles made of silver. While wearing these bracers, you have immunity to damage from the moonbeam spell, and have resistance to nonmagical bludgeoning, piercing, and slashing damage from silvered weapons.
While wearing the bracers in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a wolf. While you are in the form of the wolf, you retain your Intelligence, Wisdom, and Charisma scores. The bracers can't be used this way again until the next dusk.
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Moonswaddled Armor
Armor (any light armor), rare | Dec. 18
This comfortable set of armor grants additional protection and respite when worn at night. You gain a +1 bonus to AC while wearing this armor between dusk and dawn, and when you would normally roll 1 or more Hit Dice to restore hit points when taking a short rest after dusk, you instead use the highest number possible for each Hit Die spent.
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Mousetrap Explosive
Wondrous item, uncommon | Jul. 23
This fist-sized ball is made from two conjoined hemispheres. The hemispheres are lined with spinning treads, which are used in tandem to drive the ball forward or change directions.
You can use an action to wind the ball up by turning a mouse-shaped key on its side. You can turn the key up to 6 times using this action. You can then immediately place the ball on the ground at your feet and speak its command word. When you do, the ball's fuse-like tail sputters alight, and its treads begin to spin. The ball immediately moves 30 feet for each time you turned its key, up to 180 feet. When you wind up the ball, you choose the direction it takes for each 30-foot line it moves. It can change direction every 30 feet; if the ball hits an object, it spins in place against that object until it can change direction next.
At the end of the ball's movement, it explodes, destroying the ball and sending alchemical glue flying outward. The glue covers a 20-foot radius around it when it detonates, which doesn't travel around corners. A creature that enters a space that's covered in glue for the first time on its turn or that starts its turn there must make a DC 13 Strength saving throw. On a failed save, the creature is stuck to the glue, and its speed is reduced to 0 until the start of its next turn, at which point it can repeat the saving throw. On a success, it breaks free from the glue, but must spend 1 extra foot of movement for every foot it moves within the glued area.
If you wind the ball up but don't speak the command word, it must be wound up again before the next time you use it. The glue dissolves and vanishes after 1 minute.
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Mummy Lord Staff
Staff, very rare (requires attunement by a bard, cleric, sorcerer, warlock, or wizard) | Jun. 22
This staff is wrapped in old mummy wrappings salvaged from an unknown burial ground. Its sinewy haft is made from a flesh-colored wood. It can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it.
Charges. The staff has 10 charges. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed and turns to dust.
Spells. While holding the staff, you can use an action to expend some of its charges to cast either blight (4 charges) or ray of enfeeblement (2 charges) from it, using your spell attack bonus and spell save DC. Alternatively, you can expend 3 or more of the staff's charges to cast the bestow curse spell from it, using your spell save DC. For 3 charges, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend, up to 7th level.
Rotting Touch. Once per turn when you hit a creature with the staff, you can expend 1 charge to deal an extra 3d6 necrotic damage to the target. Until it finishes a long rest, that target's hit point maximum is reduced by the amount of necrotic damage dealt by this property. If the target's hit point maximum is reduced to 0 in this way, it dies, and its body is turned to dust.
Curse. This staff is cursed, and attuning to it extends the curse to you. You remain cursed until you're targeted by the remove curse spell or similar magic. While cursed, your hit point maximum is reduced by 3d6 each time you drop to 0 hit points. If your hit point maximum is reduced to 0 in this way, you die, and your body is turned to dust. Your hit point maximum remains reduced in this way until you're targeted by the greater restoration spell, even if the curse on you ends.
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Muralist's Mark
Wondrous item, very rare (requires attunement) | Mar. 23
This painter's apron is covered with smears of paint, which never entirely dry. While wearing the apron, you can use it and the paints on it as if it were a painter's palette, mixing and manipulating the colors on it indefinitely. The apron magically produces paints in whatever colors you need.
While wearing the apron, you gain a +5 bonus to any ability check made using a set of painter's supplies. Using the apron's paints and your hands, the muralist's mark can be used on its own as a set of painter's supplies.
Impression. While touching a flat surface and wearing the apron, you can use an action to meld yourself and all the equipment you carry with the surface. The surface must be large enough to fully contain your body. For the duration, you remain visible on the melded surface, but only as a painted rendering of your appearance.
This rendering moves with you along the surface. You are indistinguishable from a normal painting while you remain motionless in this form. You retain your normal movement while melded with the surface, obeying gravity as if you were in your normal form. If the surface you're melded with is rotated or turned upside down, you move in such a way according to gravity's pull. While in this form, you can only interact with objects that are flush against the surface (such as a table, frame, or painted line), treating each one as if it were a ledge, wall, or similar surface. For example, you could use a series of hanging picture frames to climb up a tall gallery wall, or slide back down along a painted line.
You can use a bonus action to change your rendering's artistic style and size, down to a minimum height of 1 foot or up to your normal height, proportionally. You can only move along the flat surface if it can fit your painted form. By doing so, you can follow a surface around corners or climb onto ceilings or floors, provided that the two surfaces are contiguous.
While merged with the surface, you can see and hear what occurs outside it using your normal senses. You remain aware of the passage of time and can cast spells on yourself while merged in the surface.
Minor physical damage to the surface doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The surface's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in the unoccupied space closest to where you were on the surface.
You can remain in this form for up to 1 hour, all at once or in several shorter bursts, each one using a minimum of 5 minutes from the duration. You can end the effect early using a bonus action. When the effect ends, you reappear in the nearest unoccupied space to your location on the surface. The apron regains 5 minutes of melding capability for every 1 hour it's not in use.
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Murderous Arrow
Weapon (arrow), rare | Aug. 22
When this magic arrow hits a creature, it immediately explodes into a plume of crow feathers and is destroyed, instead of dealing its normal damage. A flock of ten crows then appears at the target's location. Each crow makes one melee attack against the target, using a +7 attack bonus. On a hit, a crow deals 5 slashing damage as it rakes the target with its sharp talons and beak. The crows fly away and vanish after making the attacks.
Other types of magic ammunition of this kind exist, such as murderous bolts meant for a crossbow, though arrows are most common.
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Murk Blowgun
Weapon (blowgun), uncommon | Jan. 21
A hefty blowgun used by the inhabitants of the Murk: a series of deadly swamps whose waters are polluted with an uncanny poison. When you hit a creature with a ranged attack using this magic blowgun, that creature takes an extra 1d4 poison damage. When you roll a 20 on a ranged attack roll made with the blowgun, the target must also succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn. It is incapacitated while poisoned in this way.
In addition, this blowgun can be wielded as a magic club.
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Mycelial Staff
Staff, uncommon | Oct. 24
This staff is made of a cluster of bioluminscent mushrooms atop a mycelial column. While holding it, it emits dim light in a 10-foot radius. You can use an action while holding the staff to plant it in the ground at your feet, sending out a magical network of branching, mycelial roots in a 60-foot-radius circle, centered on the staff and spreading around corners. The roots remain for 1 minute or until you move or are no longer holding the staff. For the duration, you and any other creature touching the staff gains tremorsense within the roots' area, out to a range of 60 feet. A creature that has this tremorsense has advantage on any Wisdom (Perception) check it makes to detect a creature within the area, and can make the check as if it were in any space within the roots' area. Once this property of the staff has been used, it can't be used again until the next dawn.
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Myceliaweave Armor
Armor (leather, studded leather, or hide), rare (requires attunement) | Oct. 20
This naturally-sourced armor is interwoven with fibers and caps from a resilient strain of violet fungus that grows when exposed to rejuvenating magic. While wearing this armor, your Constitution score increases by 2, to a maximum of 20, and whenever a spell or magical effect causes you to regain hit points, you also gain a number of temporary hit points equal to half the number of hit points you recover, up to a maximum of 15 temporary hit points. While you have temporary hit points in this way, you also have resistance to necrotic damage.
Curse. Once you don and attune to this magic armor, you can't doff it unless you die or are targeted by the remove curse spell: a side effect of the violet fungus' magical and parasitic effects. When your attunement to the armor ends, your Constitution score is reduced by 2 (to a minimum score of 1) until 2d6 + 6 days have passed or until you attune to the armor again
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Myceliaweave Circlet
Wondrous item, legendary (requires attunement) | Sep. 22
This fungus-covered wooden circlet is riddled with a tangled web of mycelia. While wearing it, you are always under the effects of the speak with plants spell. This version of the spell only allows you to understand and speak to fungi, instead of all plants. In addition, your Constitution score increases by 2, to a maximum of 22, and you are immune to poison damage. Whenever you would take poison damage, you can instead spend one Hit Die to magically regain hit points (no action required). When you do, roll the Hit Die, add your Constitution modifier, and regain a number of hit points equal to the total.
The circlet can also be used to cause new fungal growth to spring forth under your command. While wearing it, you can cause a patch of mushrooms and other fungi to grow from a 5-foot square of soil that you touch over the course of 1 minute. Alternatively, you can use this property to grow this fungus on a Large or smaller corpse. When you do, you can choose to reanimate that creature. This creature uses the statistics for a shambling mound, regardless of its previous form or abilities, with the exception that it has immunity to poison damage and regains hit points when subjected to poison damage, instead of lightning damage. It remains for 8 hours or until it's reduced to 0 hit points, at which point it collapses and can't be used as a target for this property again.
The reanimated creature is considered a fungus for the purposes of being able to communicate with it and is friendly to you and your companions. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. In combat, it shares your initiative count, but takes its turn immediately after yours. Once the circlet has been used to reanimate a creature in this way, it can't do so again until the next dawn.
Curse. Once you attune to this magic circlet and wear it, you can't remove it unless you die or are targeted by the remove curse spell, as the fungal growth and mycelium network latch onto your body. When your attunement to the circlet ends, your Constitution score is reduced by 2 (to a minimum score of 1) until 2d6 + 6 days have passed or until you attune to the circlet again. Further, a creature reanimated by the circlet becomes hostile to you and your companions and no longer obeys your commands if your attunement to the circlet ends.
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Naga's Caduceus of Rebirth
Rod, rare | Mar. 22
This scepter has a skull at its top with a diamond fitted into each of its two eye sockets. When found, the rod has 1d2 diamonds remaining. While holding the scepter, you can use an action to cast the revivify spell from it, without consuming any costly components. When you do, one of the diamonds in the scepter's skull shatters. Once the second diamond shatters, it can't be used to cast the spell again. The scepter can also be used as a magic mace, which has a +1 bonus to attack and damage rolls made with it.
The Naga Within. The following properties are only discovered 24 hours after the second diamond has been shattered, or by a legend lore spell. An identify spell fails to reveal them.
A spirit naga is held captive within this rod. 24 hours after the second diamond shatters, the rod turns black and ashen as the naga is released, appearing in the nearest unoccupied space within 30 feet of the rod. The naga is hostile, and is determined to end the lives of any creature that was revived using the rod's magic. The naga always knows the general direction to the nearest creature revived in this way.
The only way to prevent the naga from returning to life after 1d6 days (short of a wish spell), is to slay it with the rod. When you do, both the rod and naga are destroyed.
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Nail of Mundanity
Weapon (dagger), rare | Feb. 24
This leather-wrapped spike has been hammered into a sharpened edge. Eldritch runes run along the back of its blade, and a crude, eye-like rune has been gouged into its side. A creature hit with this weapon takes an extra 1d8 force damage from the attack. An aberration always takes the maximum amount of force damage from the dagger.
When you reduce an aberration to 0 hit points using the dagger, you can choose to speak the dagger's command phrase (no action required). When you do, the creature is transformed into a humanoid commoner (as if by the true polymorph spell) with 1 hit point and the dagger magically buried within its chest, with only the head of the nail showing. The commoner's race is random, although it is typically related to the surrounding terrain. Roll a d4 to determine its general age: child (1), adolescent (2), adult (3), or elderly (4). A creature is immune to this effect if it has the Legendary Resistance trait.
For the next 7 days, you have advantage on Charisma checks you make to interact with the commoner.
The dagger remains in the creature's chest until the effect is dispelled, the creature dies, or until you use an action to speak the command word again (provided that you're both on the same plane of existence). If the dagger is removed, the creature is immediately slain. The dagger then falls from its chest, and this property can't be used again until 7 days have passed.
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Nana's Wooden Spoon
Rod, rare (requires attunement) | May 25
This spoon once belonged to an elderly archmage, and it doubles as both a magic rod and club. Before you and up to nine other creatures eat a meal together, you can bless the food with the spoon. When you do, each of those creatures that eat the food within the next 1 hour gain 1d10 temporary hit points.
Whenever you cast a spell while holding the spoon, the air around you smells of freshly baked bread, cinnamon, and spice. A creature that's hit by the spoon takes an extra 1d4 psychic damage from the attack: if you roll a 4 on the d4 for this psychic damage, the target is also subjected to the spoon's Time Out property (no action required). A creature that can't be charmed is immune to this psychic damage.
Time Out. While holding the spoon, you can use an action to touch a creature with it. When you do, that creature must succeed on a DC 15 Wisdom saving throw or be charmed by you until the end of its next turn. A charmed creature's speed is reduced to 0, and it sits down if it's standing; a sitting creature is effectively prone for the duration. If the charmed creature takes damage before the end of the duration, the effect ends, and the creature can immediately stand back up (without spending any movement). If the creature takes no damage before the end of the duration, it must then repeat the saving throw, extending the effect until the end of its next turn again on another failed save. Once a creature succeeds on the saving throw against this effect or takes damage while affected by it, that creature is immune to this property for the next 24 hours.
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Narwhal Stiletto
Weapon (dagger), rare (requires attunement) | Feb. 25
You gain +2 bonus to attack and damage rolls made with this magic weapon. In addition, you gain a swimming speed of 30 feet and can hold your breath for up to 1 hour. While you're underwater, the weapon grants you a variety of benefits if you're holding it:
The dagger's blade extends, increasing your reach with this weapon by 5 feet.
You gain blindsight out to a range of 60 feet. You can't use this sense if you're deafened or to detect anything that isn't underwater.
You can understand whales, though you have no special ability to communicate with them in return.
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Navis Anima
Wondrous item, legendary | Jun. 23
A navis anima, or simply an anima, is a sentient gemstone that rests upon a magic pedestal. The gemstone can't be separated from the pedestal, despite the fact that the stone seems only loosely placed atop it. While the anima is on a vehicle, you can perform a ritual to name the gemstone and vehicle, magically binding the two together. The ritual takes 1 hour to complete and requires a bottle of fine wine worth at least 100 gp. Once complete, the pedestal anchors itself to the vehicle and alters its appearance to match the vehicle's design. The chosen name then magically appears on the vehicle in a place of your choice, replacing any name that was already on it. A named anima cannot be renamed.
While an anima is bound to a vehicle, the vehicle is capable of travel at slow pace even if its usual source of movement isn't present. For example, a carriage bound to an anima could travel at a slow pace even without horses, as its wheels would magically rotate under the anima's control. The anima can make ability checks for the vehicle, using its vehicle's statistics, and it can grant any creature of its choice advantage on ability checks made to steer or otherwise control the vehicle, provided that the anima and chosen creature share at least one language. Conversely, any creature that attempts to control the vehicle against the anima's will has disadvantage on any ability check made to do so.
An anima can only be separated from its vehicle by the destruction of that vehicle. When this happens, the anima becomes dormant. It can be bound to a new vehicle by performing the naming ritual again, although it fails if you attempt to assign the gemstone a new name. The gemstone's name then appears on the new vehicle.
Sentience. A navis anima is a sentient magic item of any alignment. When the anima is first named, it begins with an Intelligence, Wisdom, and Charisma score of 10. Then, roll three d6s and add each result to a different one of those scores, recording each total as its new score for that attribute. The anima has darkvision out to a range of 60 feet. It can see, hear, and feel anything as if it were in any space occupied by the bound vehicle.
The anima can speak and read Common and can communicate telepathically with creatures in physical contact with its vehicle. It can learn up to three additional languages; each new language requires it to travel for 30 days with a crew that primarily communicates using that language.
Personality. A navis anima is initially blank. Once it has been part of a naming ritual, however, it quickly forms a personality based on its given name, its bound vehicle, and its early interactions with other creatures. For example, a general's warship named the Lord's Blade may have an aggressive, militaristic personality, while a merchant's cart named the Timetable may be meticulous and punctual. However, all animas are protective of those they consider their crew and will prioritize their crew's interests over the interests of others.
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Necrolace
Wondrous item, rare (requires attunement by a spellcaster) | Jan. 19
This necklace allows you to absorb the life energy of creatures you slay. When you reduce a Small or larger creature who is hostile toward you to 0 hit points, the necklace emits a faint glow and gains 1 charge. The necklace can hold up to 3 charges and contains 1d3 charges when found. You can expend 1 or more charges as a bonus action to turn death into life. You take 1d8 necrotic damage for each expended charge and heal another creature you can see within 30 feet of you for twice the amount of necrotic damage you took. This damage ignores resistance and immunity.
If this damage reduces you to 0 hit points, you’re stable but unconscious. When this happens, the creature is healed for twice the amount of hit points you had remaining before you fell unconscious.
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Necromancer's Cuff
Wondrous item, uncommon (requires attunement) | Nov. 23
The fingers of this dark silver ear cuff move to gently hold onto your ear. While wearing it, undead creatures can always understand the literal meaning of any language that you speak. In addition, you gain 3 temporary hit points whenever a living creature within 30 feet of you is slain. You can gain these temporary hit points even when you have 0 hit points: when you do, you're immediately stabilized, but are still unconscious.
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Necromancer's Lantern
Wondrous item, rare (requires attunement by a warlock or wizard) | Jun. 24
While holding this grisly lantern, you can use a bonus action to speak its first command word. The lantern then springs alight, shedding bright light in a 30-foot radius and dim light for an additional 30 feet; the light is a sickly green. Speaking the command word again using a bonus action extinguishes the lantern.
Whenever a Small or larger living creature dies within the lantern's light, it gains 1 charge, up to a maximum of 4 charges. While holding the lantern, you can speak its second command word using an action to expend 1 or more of its charges. For each expended charge, a skeleton appears in an unoccupied space of your choice within the lantern's bright light. The summoned skeletons are friendly to you and your companions. Roll initiative for the summoned skeletons as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. A skeleton remains for 1 hour or until it drops to 0 hit points, at which point it turns to dust. While a skeleton is friendly to you, it has advantage on saving throws against any effect that turns undead. If a skeleton is ever not within the lantern's light, it becomes hostile for the remainder of the duration, even if it later enters the lantern's light again.
The lantern can control up to four skeletons at a time in this way. It can summon up to a total of eight skeletons each day between dusks.
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Neutralizing Spray
Wondrous item, common | Feb. 22
This small bottle contains a mysterious clear liquid. It has an inflated cushion on its stopper that can be squeezed to spray the liquid from a small nozzle. You can use an action to spray the bottle into a space within 5 feet of you, dousing the area in a 5-foot cube. Any creature or object within the area becomes magically cleaned, as if by the prestidigitation spell, and if it would still have an odor even after being cleaned, the smell is suppressed for 10 minutes.
The bottle contains enough liquid for 4 uses and regains any used liquid daily at dawn. If you use the last of the liquid, roll a d4. On a 1, the liquid no longer magically replenishes.
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Nevermore's Vigil
Rod, rare (requires attunement by a warlock) | Jun. 25
This walking cane is topped with a decorative raven's skull, both of which shimmer with a dark iridescence. While holding the cane, your spell save DC and spell attack bonus each increase by 1. While attuned to the cane, you have resistance to psychic damage and can't be communicated with telepathically against your will.
You can use the cane's following properties while holding it.
Mimicry. You can use an action to recreate a simple sound of your choice from the cane; its volume can range from a whisper to a scream. A successful Intelligence (Investigation) check against your spell save DC reveals that the sound is illusory.
Spells. You can use an action to cast either of the following cantrips from the cane: mage hand (the hand appears as a spectral raven) or message (a spectral raven delivers your message to the target). In addition, you can use an action to cast the phantasmal force or phantasmal killer spell from the cane, using your spell save DC. Once the cane has been used to cast one of these spells, it can't be used to cast that spell again until the next dawn. You can also cast either spell using a warlock spell slot, provided the spell slot is of a high enough level to cast the spell. Whenever you cast these spells while attuned to the cane, the illusion always features a raven.
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Nexus Mirror
Armor (shield), rare (requires attunement) | Jun. 22
This silver shield is polished to a mirror finish. Its front is made from a pair of metal doors with lion-headed fixtures. Reflections seen in the shield's surface appear distorted, as if they're seen through a strange fog. While attuned to the shield, you suffer none of the appearance or frailty of old age, although you can still die from it.
The shield has 4 charges and regains all expended charges daily at dawn. While holding the shield, you can cast either dimension door (4 charges) from it as an action, or misty step (2 charges) as a bonus action. When used to cast a spell in this way, the shield's doors open up to reveal a swirling portal through which you, the shield itself, and any other teleported creature or object are pulled as part of the spell. The doors close again when you reappear in the new location.
In addition, while you're attuned to the shield, a creature can use it as a tuning fork required for the plane shift spell, although the shield itself can't be used to cast the spell. You must be a willing creature that's also targeted by the spell in order for it to be used in this way. The shield can be magically attuned to any plane of existence you choose as part of the spell, which you determine at the time the spell is cast.
Curse. This item is cursed, and attuning to it extends that curse to you. This curse doesn't prevent you from ending your attunement to the shield, but you remain cursed by it until you're targeted by a greater restoration spell or similar magic. While cursed, you age 1d10 years each time the shield is used as a tuning fork as part of the plane shift spell. You are only made aware of this curse when you are magically aged by it for the first time.
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Nightmare Flask
Wondrous item, rare | Feb. 21
This glass orb has a special funnel at its top that traps bad dreams. When you finish a long rest in which you sleep while the orb is on your person, there is a 25 percent chance that the orb is filled with a small amount of dark, swirling smoke: a visual representation of a collected nightmare. The orb can collect 1 nightmare every 24 hours and can hold up to 10 nightmares in this way.
You can use an action to throw the flask at a point you can see within 30 feet of you, shattering and destroying it upon impact. When the flask shatters, each creature within 20 feet of the point must succeed on a DC 13 Wisdom saving throw or be magically put to sleep. If a creature has less than half its hit points left, it makes the saving throw with disadvantage. Each creature that falls asleep is unconscious for up to 1 minute or until it takes any damage other than psychic damage or someone uses an action to shake or slap the sleeper awake. A creature that's asleep in this way takes 1d10 psychic damage at the start of each of its turns, up to a number of turns equal to the number of nightmares collected by the orb. This psychic damage can't reduce a creature's hit points below 1.
Alternatively, the orb can be used as a preventative measure against the dream spell. When you're targeted by the dream spell, the caster of the spell must make a DC 17 Wisdom saving throw. On a failed save, the caster takes 1d10 psychic damage for each collected nightmare in the flask. The flask then cracks and is destroyed, and the spell fails. On a successful save, the spell takes effect, and the orb isn't destroyed.
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Nightstalker's Armor of the Northeastern Wind
Armor (plate), rare (requires attunement) | Jul. 20
This unusual armor is composed of blue metal plates with a horned helm, and was tempered by the frigid breath of an oni.
Retributive Cold. When you take damage from a creature that is within 5 feet of you while wearing this armor, you can use your reaction to deal 1d6 cold damage to that creature.
Freezing Fog. While wearing this armor, you can use a bonus action to speak its command word to cast the gaseous form spell from it, targeting only yourself, with the following changes:
You take the form of a frigid cloud of fog, creating illusory frost on objects you touch.
You can take the Attack action while in this form. When you do, your attacks are unarmed strikes that deal 1d6 cold damage, instead of their normal damage.
You can use the armor's Retributive Cold property.
The spell has a duration of 1 minute.
Once this property has been used, it can't be used again until the next dusk.
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Nightstalker's Kanabo
Weapon (greatclub), very rare (requires attunement) | Sep. 19
This studded greatclub once belonged to a hungering oni and excels at subterfuge. You gain a +1 bonus to attack and damage rolls made with this magic weapon. This weapon has the heavy property. When you hit a sleeping creature with this weapon, that creature takes an extra 2d8 psychic damage from the attack. In addition, when you roll a 20 on an attack roll with this weapon, the target of the attack must succeed on a DC 16 Constitution saving throw or magically fall asleep until either the end of your next turn, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. While the target is asleep, it is unconscious. Undead and creatures immune to being charmed automatically succeed on this saving throw.
The weapon has 3 charges and regains 1d3 expended charges each day at dusk. While holding the weapon, you can expend 1 charge as a bonus action to cast either the invisibility (targeting only yourself) or sleep (3rd-level version) spell using the kanabo.
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Nightstalker's Mask
Wondrous item, rare (requires attunement) | Jul. 20
This demon-faced mask has 3 charges and regains 1d3 expended charges daily at dusk. While wearing the mask, you can expend 1 of its charges when you take the Hide action to become invisible until the end of your next turn. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell. If you make an attack against a creature while invisible in this way and hit, the target takes an extra 1d10 psychic damage.
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Night Owl's Half-Moon Spectacles
Wondrous item, uncommon (requires attunement) | Oct. 21
While attuned to these darkened, horned spectacles, you gain the following benefits:
You can use an action while wearing the glasses to cast the comprehend languages spell from them. The spell ends early if you remove them.
At the start of a long rest, you can place the glasses next to a book or stack of parchment, such as on a desk, to create a spectral copy of yourself. The copy appears after 10 minutes, sheds dim light in a 5-foot radius, and remains for the duration of the rest or until the glasses are moved or you move more than 30 feet away from them. It can perform light activity within the glasses' space, such as reading, writing, or copying spells into your spellbook, provided it has all the materials necessary to do so. You decide what the copy does at the start of the long rest. The copy can't speak, hear, or see anything outside of its space. When you finish the long rest, you learn any information the copy read or wrote about over the course of the rest.
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Night Hawk Slayer
Weapon (pistol or shortsword), rare (requires attunement) | Aug. 25
This magic weapon can be used as either a shortsword or pistol. Regardless of how it's used, you gain a +1 bonus to attack and damage rolls made with it. When you make an attack with the sword or pistol, you can immediately make an extra attack as a bonus action using the weapon's other option. If both attacks are against the same target, you have advantage on the second attack roll.
Swooping Strike. The weapon has 3 charges and regains all expended charges daily at dusk. Immediately after you fire the pistol, you can expend 1 of the weapon's charges to teleport to an unoccupied space that you can see within 5 feet of the target you shot at, provided the new space is within 30 feet of you.
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Nimblewrap Roll
Wondrous item, uncommon | Sep. 22
A nimblewrap roll is a roll of gauze, leather, or fabric detailed with flowing patterns. The roll can be wound around the handle of a weapon over the course of 1 minute to magically grant it the finesse property, as the weapon's movements become smooth and fluid, provided that the weapon doesn't have the two handed, heavy, or special property. The roll can be applied in this way to a mundane weapon or a common magic weapon without any risk of failure. However, magic weapons of higher rarities may not accept the roll's enchantment, removing the roll's magic properties on a failure: uncommon (20 percent failure chance), rare (60 percent), very rare (80 percent), or legendary (90 percent). The roll automatically fails when applied to artifacts.
You can remove the roll from a weapon over the course of 1 minute.
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Nimbus, First Staff of the Thunderbirds
Staff, artifact (requires attunement) | Jan. 21
This ancient staff was created when a piece of driftwood was struck by lightning, fusing it to a twisted length of glass made from the sand on which it laid. Revered by the Rocborne nomads and other worldly travelers, this one-of-a-kind crook carries with it the power of storms, tempests, and the wind spirits that control them. When it appears, it falls from the sky in the eye of a storm or a flash of lightning.
This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. In addition, when you attack with the staff, you can choose to make a special ranged attack with it instead. This attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Wisdom modifier to its attack and damage rolls. On a hit, it deals 1d6 bludgeoning damage as a gust of magical wind batters the target.
Variant Properties. Some properties of this artifact are locked behind layers of dormant magic. As you grow stronger and reach certain milestones, these properties may become available to you. This staff can have up to 3 of the following properties active at a time. When you attune to Nimbus, you can choose to activate up to 3 of its variant properties whose prerequisites you meet. Whenever you finish a long rest, you can replace any of the activated properties with another one.
○ The staff can be used as a broom of flying.
○ (Prerequisite: 5th level) While holding the staff, you can use a bonus action to cast the shillelagh spell with it.
○ (Prerequisite: 5th level druid or ranger) The staff gains 8 charges and regains 1d6 + 2 expended charges daily at dawn. 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: create or destroy water (1 charge), fog cloud (1 charge), misty step (2 charges), sleet storm (3 charges), or thunderwave (2nd-level version, 2 charges). If you activate another property that causes the staff to gain charges, the total number of charges and regained charges are cumulative.
○ (Prerequisite: 9th level) Your bonus to attack and damage rolls with this weapon increases to +2, and the special ranged attack's damage die becomes a d8. When you reach 17th level, the bonus increases to +3, and the ranged attack's damage die becomes a d10.
○ (Prerequisite: 9th level) The first target hit by the staff on each of your turns takes an extra 1d6 cold, lightning, or thunder damage (your choice).
○ (Prerequisite: 13th level druid or ranger) The staff gains 8 charges and regains 1d6 + 2 expended charges daily at dawn. 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: lightning bolt (3 charges), shatter (2 charges), spirit guardians (3 charges), or wind wall (3 charges). If you activate another property that causes the staff to gain charges, the total number of charges and regained charges are cumulative.
○ (Prerequisite: 13th level) While holding the staff, you have resistance to cold, lightning, or thunder damage (your choice). When you finish a long rest, you can change this resistance to a different one.
○ (Prerequisite: 17th level) While holding the staff, you can take the Dash action as a bonus action on your turn, as wind spirits help usher you forward.
○ (Prerequisite: 17th level druid or ranger) The staff gains 8 charges and regains 1d6 + 2 expended charges daily at dawn. 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: chain lightning (6 charges), cloudkill (5 charges), cone of cold (5 charges), control weather (8 charges), or fly (3 charges, or 6 charges to cast at 6th level). If you activate another property that causes the staff to gain charges, the total number of charges and regained charges are cumulative.
○ (Prerequisite: 20th level druid or ranger) You gain the benefits of all of this staff's variant properties. In addition, if you are a ranger, you can summon a roc to your location by spending 8 hours performing an ancient Rocborne ritual. The roc is friendly toward you and your companions, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Once this property of the staff has been used, it can't be used again until you dismiss the roc using an action or until the roc dies. If the roc dies, this property can't be used again for 30 days.
Destroying Nimbus. The only way to destroy Nimbus, First Staff of the Thunderbirds is to keep it in a vacuum for 10 years, depriving it of any air, at which point the staff cracks open to release the swirling storm inside it. If the force of the released storm causes the vacuum to end, the storm escapes and continues to rage above that location for 1 year.
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No-Stones
Wondrous item, uncommon | Jan. 20
This engraved geode has been split apart into two equal halves. A labyrinth is carved into the rock's rough exterior and glows with a faint light.
While holding one of the halves, you can use an action to speak the geode's command word, "unturned," and turn it over so the flat, gem-encrusted side is pressed against a solid stone, natural metal (such as iron or silver), or earthen surface such as a floor or wall. When you do, the geode becomes magically fixed in place against the surface and projects a 3-foot-spherical map above it, showing the area within 120 feet of it. The map shows all walls, floors, and other surfaces made of either stone, natural metal, or earth within range as translucent outlines and shapes. The map is entirely monochromatic, but shows the general location of any trap or gemstone within its range with a shapeless red glow.
The geode remains fixed in place until you speak its command word again using a bonus action, its surface moves, or it's forced to hold more than 100 pounds. A creature can use an action to make a DC 15 Strength check, moving the geode and causing the map to vanish.
Once a half has been used in this way, that half can't be used again until the next dawn.
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Novanite Armor
Armor (medium or heavy, but not hide), very rare (requires attunement) | May 20
Novanite is a strong metal smelt from ore mined in the Astral Plane. Armor made from this metal absorbs more light than normal and gives off a strange, otherworldly aura. Glimmering cosmos can be seen in the armor's reflections at night. You have a +1 bonus to AC while wearing this armor.
Astral Leap. While wearing this armor, you can speak its command word as an action to choose a space you can see within 30 feet of you. When you do, you vanish into a planar tear and reappear at the chosen spot at the start of your next turn, remaining in the Astral Plane until you do. If you would arrive in a place already occupied by an object or a creature, you take 3d6 force damage and appear in the nearest unoccupied space. This property of the armor can't be used again until 12 hours have passed.
Disappearing and reappearing in this way creates vacuums and waves as space is pushed and pulled around you. Other creatures within 10 feet of you when you vanish or reappear must make a DC 15 Strength saving throw. On a failed save, a creature takes 3d6 force damage and is pulled up to 10 feet toward the space you left from, or pushed 10 feet away from the space you reappear in. On a successful save, a creature takes half as much force damage and is not pulled or pushed.
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Null Chalk
Wondrous item, very rare | June 19
This drab pouch contains 1d4+1 sticks of dull gray chalk. The chalk feels slightly tingly to the touch.
As an action, you can touch 1 of the sticks of chalk to the ground, wall, or ceiling to magically create a line up to 50 feet long and 1 foot thick. The line extends from your location in the direction and shape of your choice. You can shape the line in any way you choose so long as it makes one continuous path along the surface or similar adjacent surfaces. Once a stick of chalk has been used in this way, it disintegrates into a pile of fine, nonmagical powder.
Magical effects can't cross this line. The line's effect extends 20 feet perpendicularly from the surface on which the line is drawn. Targets on the other side of the line are considered to have full cover for the purpose of targeting magical effects. Magical items that cross the line become mundane and nonmagical for 1 round.
The first time a celestial, elemental, fey, fiend, or undead creature would cross the line on its turn, that creature must make a DC 17 Charisma saving throw. On a failed save, the creature's movement speed becomes 0 until the start of its next turn, is forced backward up to 10 feet away from the line, and takes 2d8 force damage. On a successful save, the creature's speed is unaffected as it passes through the line and the damage is halved. If the line cuts through a creature's space when it appears, the creature is pushed to one side of the line (your choice).
This effect lasts for 8 hours or until a break of at least one foot is made in the line, which causes it to instantly lose all magical properties. A creature can spend 1 minute to smudge, smear, erase, or otherwise remove the line enough to disable its effects. The line uses a DC 16 ability check DC when targeted by a dispel magic spell. On a success, the line's effects are disabled for 1 minute.
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Oaken Candle
Wondrous item, common | Dec. 20
This magic, bark-like candle emits a green flame when burned, which sheds bright light in a 5-foot radius and dim light for an additional 5 feet. You can light the candle as an action. After burning for 1d8 + 4 hours, the candle is destroyed and an oak tree no more than 30 feet tall grows in its place over the course of 10 minutes. If there isn't enough room for a tree to grow or the candle isn't placed on solid ground, the candle is destroyed without creating a tree.
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Oathkeeper's Resolve
Armor (shield), very rare (requires attunement by a paladin) | Dec. 19
This star-shaped mithral buckler weighs 2 pounds and bolsters your sense of holy purpose. While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
The center of the shield is ornamented with a durable, glassy lens that can project your holy radiance. You can use a bonus action while holding this shield to cause it to emit bright light from the lens in a 15-foot radius and dim light for an additional 15 feet. The light lasts until you use a bonus action to extinguish it or until you drop to 0 hit points.
Radiant Aura. When you doff this shield or by using an action, you can speak the shield's command word and choose to throw it to a friendly creature (if it has a free hand) or unoccupied space within 30 feet of you that you can see, causing the shield to radiate with your holy resolve and light. The shield's light becomes suffused with divine intention, casting bright light in a 30-foot radius and dim light for an additional 30 feet instead of its normal radius. This holy light lasts for 1 minute, and any friendly creature within the bright light gains the effects of your paladin auras. Completely covering the affected shield with an opaque object blocks the light. Once the holy light fades, this property can't be used again for 8 hours.
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Obsidian Star
Weapon (dagger), rare (requires attunement) | Jun. 23
A favorite amongst mage hunters, this midnight-dark obsidian dagger sparkles like starlight. While in darkness, you can clearly see the cosmos in its blade. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which has 3 charges and regains 1d3 expended charges daily at dawn. If left outdoors under starlight for 8 hours, it automatically regains all expended charges at dawn instead.
When you hit a creature with the dagger, you can expend 1 of its charges to force the target to make a DC 15 Wisdom saving throw. The creature takes an extra 2d8 force damage on a failed save, or half as much on a successful one. If the creature is a spellcaster and fails the saving throw, it also can't cast spells of 1st, 2nd, or 3rd level for 1 minute. It can make another DC 15 Wisdom saving throw at the end of each of its turns for the duration, ending the effect on itself on a success.
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Octavius' Saber
Weapon (rapier), legendary (requires attunement by a rogue) | Feb. 21
The swirling guard of this powerful blade is a mesh of floral and serpentine sculpture. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you deal Sneak Attack damage with an attack using this weapon, you treat any 1 on a Sneak Attack damage die as an 8.
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Ogramau's Candle
Wondrous item, very rare | Jun. 22
This blood red candle is made from a sickly combination of necrotic organs, but smells like heady herbs while lit. After burning for 1 hour, 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 undead that enters the candle's dim light for the first time on a turn or starts its turn there must make a DC 15 Constitution saving throw. On a failed save, the creature is turned for 1 minute or until it takes any damage. On a successful save, 1 minute is deducted from the candle's total burn time and the creature must immediately repeat the saving throw. If it succeeds for a second time in this way, it ignores the candle's effects until the start of its next turn. A creature that's turned ignores this property of the candle.
A turned creature must spend its turns trying to move as far away from the candle as it can, and it can’t willingly move to a space within the candle's dim light. 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 there’s nowhere to move, the creature can use the Dodge action.
Alternatively, you can use an action to plant the candle on the skull or head of a corpse, allowing its wax to affix itself to the new base. While it's affixed to the head, you can speak the candle's command word to deduct 5 minutes from its total burn time to ask the corpse up to five questions, as described by the speak with dead spell.
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Ogramau's Glass Eye
Wondrous item, uncommon (requires attunement) | Mar. 22
This glass eye has an oozy sheen and seems to be filled with a smoky, viscous liquid inside. Spinning the eye causes the dark liquid to billow within it. It functions like a normal eye while it's in your socket, even if you aren't attuned to it. While using the glass eye in this way, any tears that come from that socket are magically turned black.
If you're attuned to the eye and are either holding it or using it to replace a missing one, you always know if there's an undead within 30 feet of you, as well as where it's located. Such a creature isn't detected if it's behind 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
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Ogramau's Graveyard
Wondrous item, very rare (requires attunement by a cleric or wizard) | Mar. 21
This glass orb has a miniature graveyard inside and has a base made from a hollowed humanoid skull. It's roughly fist-sized and weighs 1 pound. While the orb is on your person, undead creatures have disadvantage on attack rolls against you. If you're holding the orb, you can use an action to speak one of its two command words.
The first command word shunts a Medium or Small humanoid corpse that you can see within 5 feet of you into a special demiplane contained within the orb. A corpse within this demiplane doesn't age, effectively extending the time limit on raising it from the dead. If you shunt a second corpse into the demiplane while another one is there, the first corpse reappears in the space left behind by the new one.
The second command word duplicates the effect of the animate dead spell, using a corpse stored within the orb's demiplane as the target of the spell. A skeleton or zombie created in this way appears in an unoccupied space that you can see within 15 feet of you and turns to dust and is destroyed after either 24 hours have passed or it drops to 0 hit points. If you speak this command word again to create a second skeleton or zombie while the first one remains, the first skeleton or zombie turns to dust and is destroyed when the new one appears.
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Oil of Reanimation
Potion, uncommon | Jun. 25
You can rub this oil onto a dead humanoid over the course of 1 minute. When you do, the corpse magically reanimates as a skeleton or zombie (GM's discretion). The undead follows your verbal instructions to the best of its ability (no action required by you); you decide what action it will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you've given it.
A living creature that drinks the oil immediately retches and must make a DC 13 Constitution saving throw. On a failed save, if the creature dies at any point within the next 30 days, it automatically reanimates as a zombie under no one's control after 1 hour of being dead.
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Oil of Superior Mending
Potion, uncommon | May 25
This canister of oil is capped with a resealable six-sided top. The oil inside is represented by a pool of 10 d6s, which you can use to restore hit points to damaged constructs and objects. You can use an action to pour some of the oil onto a damaged construct or object, expending 1 or more d6s from the pool (up to the remaining amount). Roll the expended d6s: the target regains a number of hit points equal to the total, as the oil magically repairs the relevant damage. A damaged area appears as having been filled or coated by black resin, which disappears after 1 hour to reveal the repaired materials. The canister is empty once the last d6 has been expended from the pool. This effect can physically repair a magic item, but it can't restore magic to such an object.
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Ol' Stumpy
Weapon (maul), uncommon | Sep. 21
This lashed-together stump and stick carry an age-old enchantment from an unknown source. Over time, the strength of the magic has faded, but this heirloom of a weapon has remained in caring hands all the while. Creatures hit with this magic weapon take an extra 1d4 poison damage. If the creature is fey, you deal maximum poison damage instead of rolling.
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Omenbringer's Mantle
Wondrous item, very rare (requires attunement) | Sep. 19
This raven-feathered mantle is almost iridescent. While wearing this mantle, you have resistance to necrotic damage and descend 60 feet per round when you fall, taking no damage from falling.
In addition, while wearing the mantle, you can use it to cast the find familiar spell as an action instead of its normal casting time. When you do, the familiar takes the form of a raven. If the familiar falls to 0 hit points, it can’t be summoned again until the following dusk. Otherwise, the familiar remains so long as you are attuned to the mantle.
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Ooze Cube Ring
Ring, rare (requires attunement) | Nov. 23
This cubic, platinum ring has a sliver of a gelatinous cube inset at its top instead of a gemstone. While wearing it, you gain the following benefits:
Unaligned oozes are indifferent toward you and will not attack you unless you threaten or harm them.
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. However, the ring doesn't allow you to move this way on a slippery surface, such as one covered by ice or oil.
You can use an action to make an unarmed strike with the hand wearing the ring. Your hand turns gelatinous and tendril-like for the duration of the attack. On a hit, the target takes acid damage equal to 3d6 + your Strength modifier, instead of the normal damage for an unarmed strike. Your hand then returns to normal.
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Oozing Mace
Weapon (mace), very rare | Oct. 24
This mace is coated in a swirling mass of black ooze. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 acid damage to any target it hits.
Corroding Slime. If you roll a 5 or 6 on the acid's damage die, the ooze latches onto the target, dealing an extra 1d6 acid damage to it and reducing its AC by 2. This penalty lasts until the start of your next turn, during which time the mace doesn't deal its extra acid damage to targets hit by it. The ooze magically returns to the mace at the start of your next turn.
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Oozo
Potion, uncommon or very rare | Jan. 24
The typical oozo, an uncommon potion, is a specialty alcoholic beverage that causes you to become slightly gelatinous and translucent. For 1 hour after drinking this potion, creatures that make a Wisdom (Perception) check to search for you while you're hiding must roll a d4 and subtract the number rolled from the check. If you haven't moved since the start of your last turn, they must roll a d6 instead. The drink is gelatinous and is more accurately slurped than drunk. Despite its questionable texture, it tastes light and refreshing, with a hint of licorice and orange. Due to its magical nature, the alcohol within this potion affects a creature twice as much as the alcohol within a nonmagical beverage.
The following oozo is a very rare variant with additional properties. It also tastes better.
For 1 hour after drinking this potion, whenever you remain perfectly still for 1 minute, you and anything you wear or carry becomes invisible until you move. In addition, if a creature within 5 feet of you hits you with a melee attack, it immediately takes 1d4 acid damage.
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Orange Cicatrizer’s Debt
Wondrous item, legendary (requires attunement by a creature with a Wisdom score of 17 or higher) | Jul. 22
This wide-collared necklace is made with beads, precious metals, and amber. While you have at least half your Hit Dice remaining, you can use an action to spend 1 of them and regain a number of hit points equal to your Constitution modifier plus the maximum number possible on the die.
The necklace has 7 charges and regains all expended charges daily at dawn. While wearing it, ritualistic burn scars appear on your chest and upper arms: the mark of the fireweaver. The scars are painless, but remain until you're no longer attuned to the necklace and are targeted by the greater restoration spell or similar magic.
While wearing the necklace, you can expend 1 or more of its charges to call upon the fireweaver's talents using the following commands:
"Burn the Affliction!" When a creature that you can see within 60 feet of you makes a saving throw against being blinded, deafened, diseased, paralyzed, petrified, or poisoned, you can expend 1 of the necklace's charges as a reaction to grant that creature a bonus to the save equal to 1d10. Regardless of whether the saving throw succeeds or fails, the creature also gains a number of temporary hit points equal to the roll's bonus.
"Let the Flame Protect You!" As a bonus action, you can expend 2 of the necklace's charges to ward a creature that you can see within 60 feet of you against harm. A warded creature has resistance to all damage. Each time it takes damage, you take the same amount of damage. If the damage was dealt by an attacker within 5 feet of the warded creature, the attacker also takes 2d10 fire damage. The ward lasts for 1 hour or until you end it using another bonus action. You can only have one ward active at a time. When another creature that you can see within 60 feet of you takes damage, you can use your reaction to transfer the ward to that creature instead. You make this decision before the damage is dealt. Alternatively, you can transfer the ward as a bonus action to another creature within range.
"Ravage and Weave!" If you've taken damage from a hostile creature since the end of your last turn, you can use an action to expend 3 of the necklace's charges to call upon a magical fire. Roll 6d8 and record the total. You can assign any of that roll to either "ravage" or "weave," up to the total amount, which are described below.
Ravage. Each hostile creature within 30 feet of you must make a DC 17 Dexterity saving throw. A creature takes fire damage equal to the "ravage" number on a failed save, or half as much damage on a successful one. This damage ignores resistance and immunity. A creature that has total cover from you is not affected.
Weave. Each friendly creature within 30 feet of you regains a number of hit points equal to the "weave" number. If a creature is suffering from a condition or effect, such as blindness or a charm, that creature can immediately make a saving throw with advantage against it. On a success, the condition or effect ends.
Flaw. The Orange Cicatrizer’s debt compels its wearer to treat and tend to those who are injured the best way they know how. While attuned to the necklace, you gain the following flaw: “I will mend the flesh together by any means necessary.” In addition, if you are attuned to the necklace for 24 consecutive hours, your commitment to duty drives you to hyperfocus your craft onto one person. You or your GM determine who your “eternal patient” is and you put their healing needs before all. You can't attune to the Red Queen's burden or the Violet King's promise. If you are already attuned to either of them, your attunement to it immediately ends once this effect is extended to you. The first creature you meet who is attuned to the Red Queen’s burden becomes your sovereign leader, regardless of who you previously considered it to be. You become charmed by them and obey their commands to the best of your ability. If you find the Red Queen's burden or the Violet King's promise without an owner, you are compelled to protect it with your life until a rightful owner is found. These effects can be removed with a greater restoration spell, but not while you are attuned to the necklace.
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Orator's Quill
Wondrous item, common | Aug. 19
This red feather quill generates its own mundane ink and acts on its own as you speak to it. While holding the quill, you can speak its command word as a bonus action to activate it. While activated, it magically floats upright and writes the words you speak to it on whatever stationary, nonliving surface it's been placed on. When it reaches the edge of that surface, it begins a new line below before continuing. If the quill reaches the end of the surface, such as a piece of parchment, it taps against the surface expectantly until a new one is provided. You must be within 15 feet of the quill in order to speak to it. If the quill is behind total cover, it cannot understand you. If you speak the quill's command word again, even if you're not holding it, the quill deactivates and falls down. If the quill doesn't write anything for 1 minute, it deactivates on its own.
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Orelia's Tome of Beast Familiars
Wondrous item, rare (requires attunement by a wizard) | Jul. 20
While attuned to this book, you always have the find familiar spell prepared. This spell doesn't count against the number of spells you have prepared.
When you cast this spell using a spell slot of 2nd level or higher, your familiar can take on the form of stronger animals. The spell slot level determines what beasts your familiar can take the form of, as shown in the table below.

In addition, when you cast this spell using a spell slot of 2nd level or higher, it requires an extra 10 gp worth of material components for each slot level above 1st. If your attunement to the book ends, any familiar you have disappears, leaving behind no physical form.
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Orb of Remembrance
Wondrous item, common | Apr. 20
This glassy orb is 3 inches in diameter, weighs 1/2 pound, and is wrapped in a golden wire cage. Strange, wispy smoke drifts around inside the orb, creating cloud-like shapes that are almost recognizable as real-life objects.
While holding the orb, you can use an action to speak its command word, priming the orb and causing the smoke inside to restlessly billow and swirl. You can gently squeeze the primed orb (no action required) to cause it to record that moment in time around you. When you do, the glassy sphere becomes perfectly clear over the course of 1 minute and reveals an exact duplicate of the area around you in up to a 30-foot radius as a miniature, illusory diorama inside it. While holding the orb, the scene inside soundlessly replays the next 6 seconds following the diorama's capture.
An orb remains primed for 1 minute or until used to capture a diorama. Touching a primed orb of remembrance to one that already has a diorama creates a duplicate of the diorama in the primed orb. Speaking the command word again while shaking the orb causes the diorama inside to disappear into smoke, allowing it to be primed once more.
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Orcam's Razor
Weapon (handaxe), uncommon | Feb. 24
This rough-hewn axe is used as a decider of arguments in certain orcish societies. A creature hit with the axe takes an extra 1d4 psychic damage from the attack unless it has an Intelligence score of 4 or lower.
When you make a check that's contested by another creature's check while holding the axe, you can choose to force both you and the other creature to make the roll without adding any modifiers to the result. Once this property of the axe has been used, it can't be used again until the next dawn.
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Orner's Venomous Crossbow
Weapon (crossbow, hand), uncommon (requires attunement) | Jan. 20
This magic crossbow carries a small system of curious tubes and vessels. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The crossbow has 4 charges and regains 1d3 + 1 expended charges daily at dawn. You can expend 1 of the weapon's charges when you make an attack with it to coat the fired bolt with a unique, self-generating venom. If the attack hits, the target takes an extra 1d6 poison damage and must make a DC 13 Constitution saving throw. On a failed save, the target is poisoned until the end of its next turn.
If you expend the crossbow's last charge, roll a d20. On a 1, the vessels attached to the crossbow shatter and spray poison in a 20-foot-radius sphere centered on your location. Creatures within the sphere take 1d12 poison damage and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. When this happens, the crossbow ceases to be magical and loses all of its additional properties.
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Orostead Iced Tea
Potion, common or very rare | Apr. 21
The typical Orostead iced tea, a common potion, is a specialty alcoholic beverage that creates harmless sensory effects with each sip. When made, a tea has enough for 6 + 1d4 sips before it's used up, instead of a single use. You can take a sip as an action. When you drink this potion, roll on the table below to determine which one of the following effects occur:

The drink is incredibly refreshing with notes of lemon, tea, and cherry, and has virtually no alcoholic bite to it. Regardless, due to its magical nature, the alcohol within this potion affects a creature twice as much as the alcohol within a nonmagical beverage.
The following Orostead iced tea is a very rare variant with additional properties. It also tastes better.
When you take a sip of this potion, roll a d8 and consult the table below instead to determine which one of the following benefits you gain. Once you've gained a benefit from the table, you can't gain that same benefit again until you finish a long rest.

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Otyugh Cloak
Wondrous item, uncommon (requires attunement) | Apr. 19
This gruesome, leathery pelt of a slain otyugh is enchanted to retain some of its natural abilities. A single tendril bearing three eyes hangs from the back of the cloak's hood. While attuned to the cloak, you can use an action to telepathically communicate with a creature you can see within 60 feet of you that can understand a language, sending either simple messages or images when you do. The receiving creature cannot respond to these messages.
The tendril hanging from the hood is 2 feet long and offers some limited articulation. While wearing the cloak, you can use an action to mentally control the tendril enough to manipulate a simple object, such as open an unlocked door, stow or retrieve an item from an open container, or pour the contents out of a vial. The tendril can't attack, activate magic items, or carry more than 10 pounds.
In addition, you can pull up the cloak's hood using an action. While the hood is lifted, you can close your eyes to see through the fallen otyugh's eyes on the tendril that hangs from the hood of the cloak. You can control the sickly tendril's position and gaze while looking through the eyes in this way. When you do, you have darkvision out to a range of 60 feet. If you already have darkvision, the hood increases its range by 60 feet. You return to your normal senses when you reopen your eyes or you lower the hood. You can lower the hood on your turn using an action.
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Ouroboros Rapier
Weapon (rapier), very rare (requires attunement) | Mar. 19
You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Whenever you roll an 8 on the damage die for an attack with this weapon, you can immediately roll another 1d8 and add it to the total. In addition, when you land a critical hit with the rapier against a creature, it must make a DC 14 Constitution saving throw. On a failure, the creature is poisoned for 1 minute and takes 3d6 poison damage. On a success, the creature is not poisoned, and the poison damage is halved.
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Ouroboros Ring
Ring, rare | Jul. 22
A silver serpent twists around itself three times to form the shape of this ring. Its tail is bitten by its jeweled head. While wearing the ring, when a creature that you can see (including yourself) rolls a d20, you can use your reaction to speak the ring's command word and roll a d8. You make this decision after knowing the result of the roll, but before the GM declares the outcome.
When you do, you alter the number rolled on the d20, before any modifiers are added to it. You can choose to either add or subtract the number you rolled on the d8 to or from the d20. The d20 is treated as if it had originally rolled the altered number. If the d8 would cause the number rolled on the d20 to be greater than 20 or less than 1, continue to count up or down as though the next number after 20 were 1, or the number below 1 were 20. For example, a creature rolls a 19 on its d20 for an attack roll against you, before any modifiers are added to the roll. You use your reaction to roll a 4 on the d8 and add it to the 19, causing the d20 to be treated as if it had rolled a 3.
Once this property of the ring has been used, it can't be used again until the next dawn.
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Ouroboros Wand
Wand, rare | Jun. 23
This wand has 3 charges and regains all expended charges daily at dawn. While holding the wand, you can expend 1 of its charges to cast the acid arrow spell from it, using a spell attack bonus of +7. The arrow created by the spell appears as a snake, rather than an arrow. When you expend the last charge from the wand, roll a d20. On a 1, the wand loses its magic and is transformed into a giant constrictor snake that's hostile toward all creatures (including you). On any other result, the wand immediately regains 1d3 charges. Each time this happens, the minimum number you have to roll on the d20 to transform it into a snake increases by 1, to a maximum of 5; this number returns to 1 daily at dawn.
This version of the giant constrictor snake has twice as many hit points. In addition, any creature that it bites must make a DC 16 Constitution saving throw. On a failed save, a creature takes 4d4 poison damage and becomes poisoned for 1 hour. On a success, a creature takes half as much poison damage and isn't poisoned.
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Overseer's Spade
Wondrous item, uncommon | Apr. 20
This golden shovel is miraculously resistant to impacts and scrapes. As an action, you can touch the tip of the shovel to a patch of loose earth within 5 feet of you and speak its command word. When you do, you can magically excavate up to a total of eight contiguous 5-foot cubes of loose, nonmagical earth, starting from where you touched the shovel. It takes 1 minute for these changes to complete. Any dirt or stone removed in this way is destroyed, leaving behind any loose metals or gemstones within the excavated area. The shovel can only remove up to eight 5-foot cubes of earth in this way each day.
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Overshield
Armor (shield), uncommon (requires attunement) | Mar. 19
While holding this large shield, you gain a +1 bonus to your AC. This bonus is in addition to the shield's normal bonus to AC. The bonus becomes +2 while you have at least 1 temporary hit point. While you have temporary hit points, the shield emits a slight blue glow.
In addition, you can channel the heroic resolve within the shield using an action to gain 1d6+8 temporary hit points. Once you've used this ability, you can't use it again until the following dawn.
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Owl Helm
Wondrous item, common | Oct. 23
This helm is designed in the likeness of an owl. While wearing it, you can magically turn your head completely around to face behind you. If the helm is removed, your head returns to a normal position.
When you make an ability check to interact with an owl or related creature, such as a giant owl or owlbear, and are wearing this helm, you can roll a d4 and add the number rolled to the check. Once you do, this property of the helm can't be used again until the next dawn.
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Owlbear-Fletched Arrow
Weapon (arrow), uncommon | Nov. 22
This magic arrow is fletched with the feathers of an owlbear. When you use this arrow as part of making a ranged weapon attack against a creature that's behind half or three-quarters cover, that creature gains no benefit from that cover. If the attack hits, the target takes extra piercing damage equal to the bonus to AC that the target would have normally received from being behind cover. Once the arrow deals its extra damage to a creature, it becomes a nonmagical arrow.
Other types of magic ammunition of this kind exist, such as owlbear-fletched bolts meant for a crossbow, though arrows are most common.
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Owlbear Leather Armor
Armor (leather), uncommon (requires attunement) | oct. 21
This set of leather armor was made from the remains of a hardy and ferocious owlbear. While wearing this armor, if you fail a Constitution saving throw against an effect from a hostile source, you can choose to succeed instead. Once this property of the armor has been used, it can't be used again until the next dawn.
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Pack Leader Helm
Wondrous item, rare (requires attunement) | Nov. 23
This dark silver helm looks like a snarling wolf. While wearing it, dogs and wolves understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them. In addition, lycanthropes have disadvantage on attack rolls against you.
You can use a bonus action while wearing the helmet to emit a supernatural howl, which is audible out to a range of 300 feet. Until the start of your next turn, you and up to four other creatures of your choice that you can see and can hear the howl have advantage on attack rolls made against any target that's also within 5 feet of one of their allies, provided that the ally isn't incapacitated. For the duration, each creature's speed is also increased by 10 feet. Once this property of the helm has been used, it can't be used again until the next dawn.
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Pack of Levibubble Sugarbombs
Wondrous item, uncommon | Jan. 19
This delicious gum comes in packs of 5 and can be blown into large, levitating bubbles 1 foot on a side. You need to chew a piece of this gum for 1 minute before its magic can be used. Once it’s been chewed for at least 1 minute, you can use an action while the gum is in your mouth to blow a single bubble with it. Once you do, you’re considered to be under the effects of the levitate spell as if you’d cast it so long as the bubble stays in your mouth. While the effect doesn’t require you to concentrate on a spell, it does end early and cause you to fall if the bubble takes any damage. The effect ends on its own after 10 minutes, allowing you and the bubble to float gently down to the ground if you’re still afloat. The gum becomes nonmagical, albeit still delicious, once this bubble’s effect ends.
You can blow this bubble and remove it from your mouth as an action and place it on another creature or object within 5 feet of you. When you do, that creature or object rises 20 feet, vertically, as if under the effects of the levitate spell. An unwilling creature must succeed on a Dexterity (Acrobatics) or Strength (Athletics) check contested by your Dexterity (Acrobatics) or Strength (Athletics) check to resist having the bubble stuck to them. Creatures and objects floating in this way can’t change their altititude without popping the bubble.
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Pack of Revisibility Bombs
Wondrous item, rare | Oct. 21
A pack of revisibility bombs typically includes 1d3 + 3 fist-sized bombs when found. You can use an action to throw a bomb at a point that you can see within 60 feet of you. The bomb explodes at the point where it impacts, destroying the bomb and releasing a dispelling vapor in a cloud around it. When the bomb explodes, each creature within 30 feet of it must make a DC 20 Dexterity saving throw. On a failed save, the creature becomes visible if it isn't already, and can't become invisible for 1 minute. Objects within the area that aren't being worn or carried automatically become visible if they're invisible and can't become invisible for 1 minute.
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Pactbound Armor
Armor (any light), uncommon (requires attunement by a warlock) | Jul. 25
This scarred armor is a testament to ritualistic flagellation. Whenever you would expend a warlock spell slot to cast a warlock spell you know while wearing this armor, you can cast the spell at its lowest possible level by expending warlock Hit Dice instead. When you do, you expend a number of Hit Dice equal to the spell's level. This property can be used twice, regaining any expended uses of it daily at dawn.
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Pact Card
Wondrous item, rarity varies | Nov. 22
Pact cards are used to temporarily bind the souls of aberrations and demons to your will. When you reduce an aberration or demon to 0 hit points, you can use your reaction to hold out a pact card on your person. That creature must succeed on a Charisma saving throw or instantly disappear, regaining all its hit points and becoming trapped inside the card. A creature with legendary actions automatically succeeds on this saving throw. The card's save DC and the maximum challenge rating creature the card can contain depend on its rarity, as shown on the table below:

You can use an action to hold out a pact card with a creature trapped inside it. When you do, the trapped aberration or demon appears in an unoccupied space of your choice that you can see within 30 feet of you. It disappears when it drops to 0 hit points or after 1 hour. The creature is friendly to you and your companions. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the aberration or demon, it defends itself from hostile creatures but otherwise takes no actions.
The GM has the creature's statistics. Once the creature is summoned, the card burns away in a harmless blue flame and is destroyed.
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Painsplitting Bow
Weapon (any bow), very rare (requires attunement) | Mar. 25
This silvery bow has a fine chain tied into its bowstring. You can use an action to speak the bow's command word and make a ranged attack with it using a nonmagical arrow. When you do, the fired arrow splits into three smaller ones, using the same attack roll for each one. The attacks are simultaneous and can be against the same or different targets, provided each other target is within 15 feet of the original one. Treat each split arrow as if it were a dart, except you only add your ability modifier to the damage once per affected target. Then roll a d10: each target hit by one or more split arrows also takes force damage equal to the number rolled.
If you're a rogue and hit multiple targets in this way that are eligible for your Sneak Attack damage, you can divide that Sneak Attack damage between the eligible targets however you like. When you do, any of your Sneak Attack's additional effects are ignored.
The split arrows disappear after hitting or missing a target, destroying the original arrow in the process. Any other effect or benefit that would apply to your weapon attacks, such as extra damage from a spell, only affects the original target, provided that the attack hits it. Such an effect can only trigger once, even if the target is hit by multiple split arrows.
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Pair of Tiny Violin Rings
Ring, common | Dec. 18
This pair of golden rings play a sad, sad melody when you rub the two fingers wearing them together. Creatures that know the vicious mockery cantrip can use this set of rings as a somatic component instead of the normal verbal component required by the spell.
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Parader's Scepter
Rod, rare (requires attunement by a bard) | Dec. 24
This gaudy rod is decorated with tassels and gemstones. It has 5 charges for the following properties and regains all expended charges daily at dawn. If you're a bard, you can use the rod as a spellcasting focus for your bard spells.
"Follow Me!" When you take the Dash action while holding the scepter, you can expend 2 of its charges (no action required) to magically inspire your allies to follow. Each friendly creature within 30 feet of you that can see you can use its reaction to move up to its speed in the same general direction as you. Opportunity attacks against creatures that move in this way are made with disadvantage.
"Go That Way!" While holding the scepter, you can use an action to expend 3 of its charges to cast the compulsion spell from it, using your spell save DC.
"Keep Marching!" While holding the scepter, you can expend 1 of its charges (no action required) to allow an ally within 30 feet of you that you can see to reroll a save it makes against suffering a level of exhaustion. You can continue using this property, even after rerolling the initial save, expending 1 charge from the scepter each time.
"Your Attention, Please!" Whenever you expend 1 use of your Bardic Inspiration while holding the scepter, you can choose to expend 2 of the scepter's charges instead.
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Patch of the Open Eye
Wondrous item, common | Jun. 23
This canvas patch can be magically attached to a piece of clothing by pressing it against the clothing for 1 minute. The patch remains on the clothing until it falls off or you use an action to remove it. While it's attached to a piece of clothing, the eye's pupil will occasionally dart off to the side before returning back to the center.
While the patch is attached to a piece of clothing you're wearing, you can't be surprised at the start of combat. Once the patch prevents you from being surprised in this way, it falls off. Alternatively, you can choose to peel off the patch as part of making a Wisdom (Perception) check. You make this decision after you roll the d20, but before knowing the result of the check. When you do, roll a d4 and add it to the total.
Once the patch has been removed from a piece of clothing it's attached to, the patch loses its magic and becomes a mundane patch. If the magic patch is removed from a robe of useful items, the patch has a 50 percent chance to keep its magical properties and can be reattached to a piece of clothing again.
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Patch of the Pail
Wondrous item, common | Nov. 22
This canvas patch can be magically attached to a piece of clothing by pressing it against the clothing for 1 minute. The patch remains on the clothing until you remove it. While it's attached to a piece of clothing, the patch's water design magically reshapes itself to always remain level.
You can remove this patch as an action. When you do, choose one of the following effects:
Bail. You magically move up to 30 gallons of water that you can see within 30 feet of you. The water must come from open containers. The affected water vanishes from its container and reappears 10 feet above a space that you can see within 30 feet of you, as if poured from an invisible bucket.
Douse. You extinguish all exposed, nonmagical flames of your choice that you can see within 30 feet of you.
Once a patch has been removed from a piece of clothing it's attached to, the patch loses its magic and becomes a mundane patch. If the magic patch is removed from a robe of useful items, the patch has a 50 percent chance to keep its magical properties and can be reattached to a piece of clothing again.
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Patch of the Mallard
Wondrous item, common | Aug. 22
This canvas patch can be magically attached to a piece of clothing by pressing it against the clothing for 1 minute. The patch remains on the clothing until you remove it.
You can remove this patch as a reaction when you fall. When you do, your rate of descent slows to 60 feet per round for 1 hour or until you land. If you land before the effect ends, you take no falling damage and can land on your feet. If you land in water, you remain buoyant for the rest of the duration. Alternatively, you can remove this patch using an action to become magically buoyant in water for 1 hour, floating on the water’s surface for the duration. If you start your turn underwater during this effect, you rise up to 30 feet toward the water’s surface. If you are carrying more than twice your weight, you lose this buoyancy.
Once a patch has been removed from a piece of clothing it's attached to, the patch loses its magic and becomes a mundane patch. If the magic patch is removed from a robe of useful items, the patch has a 50 percent chance to keep its magical properties and can be reattached to a piece of clothing again.
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Patch of the Tome
Wondrous item, common | Apr. 23
This canvas patch can be magically attached to a piece of clothing by pressing it against the clothing for 1 minute. The patch remains on the clothing until you remove it. While it's attached to a piece of clothing, the patch's pages occasionally turn to reveal an identical one behind it.
You can remove the patch using an action to magically enhance your reading comprehension and writing skill. You read and write twice as fast for 1 hour. Further, you gain a 1d4 bonus to the first Intelligence check you make for the duration.
Once the patch has been removed from a piece of clothing it's attached to, the patch loses its magic and becomes a mundane patch. If the magic patch is removed from a robe of useful items, the patch has a 50 percent chance to keep its magical properties and can be reattached to a piece of clothing again.
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Pauldron of the Lost Legion
Wondrous item, legendary (requires attunement) | Apr. 24
This pauldron is made of mourningsteel, a metal sometimes found below ancient battlegrounds. A tattered capelet bearing a crest hangs from it.
You gain a +1 bonus to AC while wearing this pauldron. In addition, whenever you roll initiative and aren't surprised, you can immediately move up to 30 feet without provoking opportunity attacks, provided your speed isn't 0. While moving in this way, you can move through another creature's space, regardless of its size, and such a creature's space isn't considered difficult terrain for you. Your appearance becomes slightly ghost-like for the duration of this movement; you can force one creature you move through in this way to make a DC 17 Constitution saving throw, taking 3d6 force damage on a failed save. While wearing the pauldron, you also have advantage on saving throws against effects from undead.
The pauldron has the spirits of 10 long-lost souls trapped within its metal. While wearing it, you can use the pauldron's following properties by calling upon the trapped souls; these properties use a spell attack bonus of +9 and spell save DC of 17. The pauldron regains the use of 1d8 + 2 spirits daily at dawn.
Spells. You can use an action to cast either the guardian of faith (4 spirits) or spirit guardians (3 spirits) spell from the pauldron. The spells appear as a ghostly formation of stalwart soldiers or a swirling whirlwind of weaponry, respectively.
Retaliate. When you take damage from another creature you can see within 5 feet of you, you can use your reaction to use 1 of the pauldron's spirits to make a melee spell attack against the triggering creature. On a hit, the target takes 1d6 + 4 force damage, and you gain 10 temporary hit points.
Spirit Swarm. As an action, you can use 3 or more spirits from the pauldron to create a formation of ghostly soldiers. The soldiers appear in an unoccupied space that you can see within 10 feet of you. Treat the soldiers as a Large undead swarm: they can occupy another creature's space and vice versa, and they can move through any opening as small as 1-inch across. The swarm has 10 hit points for every spirit used to create it, and it can't regain hit points or gain temporary hit points. It has immunity to all damage and effects, but loses 10 hit points at the end of each of your subsequent turns. On your turn, you can use a bonus action to move the swarm up to 30 feet and make a melee spell attack against a creature in its space. On a hit, the target takes 3d6 + 4 force damage, or half as much damage if the swarm has fewer than half its hit points remaining. The swarm vanishes once it reaches 0 hit points. It vanishes early if you dismiss it (no action required) or if it's targeted by the dispel evil and good spell or similar magic.
Sentience. The pauldron of the lost legion is a sentient lawful good item with an Intelligence of 12, a Wisdom of 15, and a Charisma of 17. It has hearing and darkvision out to a range of 120 feet.
The pauldron communicates telepathatically with its wearer and can speak, read, and understand Common. The pauldron's voice is cacophonous and echoing in your mind.
Personality. The pauldron of the lost legion's sentience is divided between the 10 spirits trapped inside, which were all a part of the same battalion long ago. Even once a spirit is used as part of one of the pauldron's properties, it returns to the item and can still be heard among their voices. The dominant personality of the pauldron is that of the battalion's leader, a gruff and tired man named Elrik Viccar. He is followed for eternity by his fellow soldiers, despite his wishes for them to pass on. Elrik is plagued with guilt and is certain that his actions led to his comrades' undeserved deaths.
Purifying the Pauldron. Unburdening Elrik of his guilt (which can be done at the GM's discretion) causes the pauldron to become purified, transforming it into a gold-hued metal called solacesteel when it happens. The solacesteel version of this item isn't sentient, but the spirits' spell attacks use a d8 damage die, instead of a d6.
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Peacock's Vanity
Wondrous item, rare | Oct. 24
This standing mirror is decorated with peacock motifs. It stands 7 feet tall and weighs 10 pounds. A command word is inscribed along the bottom of the mirror.
While standing in front of the mirror, you can speak the command word using an action to gain the effects of the disguise self spell (save DC 13). This version of the spell lasts for 8 hours, until you use an action to speak the command word again, or until another creature uses an action to make a successful Intelligence (Investigation) check to discern that you are disguised.
Curse. A small few of these mirrors are cursed. When found, the GM rolls a d6 in secret. On a 1, the mirror is cursed. A cursed mirror makes creatures under the effects of its disguise self spell hideous to other creatures. For the duration of the spell, such a creature takes a −10 penalty to any Charisma check it makes.
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Pearl of Wisdom Quiver
Wondrous item, rare (requires attunement) | Feb. 19
This magical quiver is made from the shell of an enormous oyster. Arrows that you pull from this quiver are considered magical, and are coated with a pearlescent, hydrophobic coating that allows you to fire easily through the water. Ranged weapon attacks made with these arrows ignore the normal penalties of underwater fighting. The magic fades from the arrows when held by a creature other than you or after it hits or misses its target. In addition, you can reach into the quiver and speak its command word to magically produce a single pearl. You can hold onto this pearl or give it to another creature. When a creature who has the pearl makes an ability check that uses Wisdom or attempts a Wisdom saving throw, they can choose to use the pearl to gain advantage on the roll, causing the pearl to lose its luster and disintegrate. The pearl is visibly magical and disintegrates on its own after 24 hours if left unused. Once the quiver produces a pearl, it cannot produce another one until the following dawn.
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Pearler's Blade
Weapon (dagger), uncommon | May 22
This peculiar blade is made with a clamped-together pair of sharpened oyster shells. Its handle has been patinaed from use near the water over time and has a pearlized, wave-like design just above its wooden grip. A single pearl is implanted within the blade and always has a watery sheen.
You gain a +1 bonus to attack and damage rolls made with this magic weapon. If the dagger is left to rest in water for 8 consecutive hours, there is a chance that the blade opens up at the end of that time to reveal a single white pearl worth 100 gp. The percent chance to open is equal to 10 times the highest challenge rating of any creature slain with the dagger since it was last left to rest in the water, up to a maximum of 50 percent. The blade closes again once the pearl is removed.
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Pegasus Quill
Wondrous item, uncommon | Nov. 19
The feather adorning this quill was a gift from a mighty pegasus and has a beautiful, pearlescent shimmer. When you write with this magic quill, the time it takes for you to write something, such as copying a spell into a spellbook or creating a spell scroll, is halved.
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Pendant of the Tempered Fury
Wondrous item, very rare (requires attunement) | Mar. 19
This magical silvered pendant glows with a barely contained flame of rage trapped inside of its clenched fist. Small sparks occasionally shoot out from between the pendant's metal fingers. The simmering anger from the pendant tightens your focus and allows you to shrug off some of the damage you take. If you are wearing no armor and using no shield while you wear this pendant, all bludgeoning, piercing, and slashing, you take is reduced by 3.
In addition, the pendant holds 4 charges and regains 1d4 expended charges each day at dawn. You can expend 1 charge as a bonus action to cause your hands to erupt into flame. When lit, your arms and hands cast bright light in a 10 foot radius and dim light for another 10 feet, and your unarmed attacks deal an additional 1d6 fire damage to any target they hit. Your hands remain lit for 1 minute or until you use a bonus action to quench them again.
Any flame created by the pendant, whether it be on your hands or on the pendant itself, is harmless to you. While your hands are ignited, your unarmed strikes are also considered magical.
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Pendant of Thieves' Sight
Wondrous item, uncommon | Mar. 19
While wearing this pendant, you can read and understand thieves' cant. In addition, you can more easily recognize the patterns used in written and spoken codes, granting you a +5 bonus to any Intelligence check made to understand a written or spoken cipher.
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Pennypuncher Slingshot
Weapon (sling), rare | Jun. 21
This slingshot requires two hands to attack and is adorned with coin-like designs. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, when you make a ranged attack with this weapon and use a coin as its ammunition, it deals extra damage on a hit based on the value of the coin you use:

Recovering coins fired in this way follows the normal rules for recovering ammunition. Depending on the nature of the battlefield, you may recover more or fewer coins than normal as determined by the GM.
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Peppermince Sugarbombs
Wondrous item, uncommon | Mar. 19
This hard, minty sugarbomb slowly dissolves in the eater's mouth over the course of one hour. At any point, the creature eating the sugarbomb can use a bonus action to crunch down on the candy to activate its magic and break it into tiny, painful shards. The creature immediately takes 1d6 points of piercing damage from the candy splinters, but any melee attack it makes with a piercing or slashing weapon gains a +2 bonus to its damage rolls for a number of rounds equal to the amount of piercing damage it took from the sugarbomb's painful splinters.
Upset stomach. You can only be under the effects of one sugarbomb that has this property at a time. Eating a sugarbomb while already under the effects of another one ends the first one's effect early and forces you to make a DC 13 Constitution saving throw. On a failed save, you become poisoned for 1 minute.
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Peregrine Spear
Weapon (spear), rare | Jul. 21
You gain a +1 bonus to attack and damage rolls made with this magic spear. When you make a ranged attack with this spear, you can speak its command word to cause the weapon to soar through the air straight toward the target and magically build momentum. Hit or miss, the spear flies back to your hand immediately after the attack. On a hit, the target takes an extra 1d4 piercing damage for every 5 feet the spear flew before hitting it, up to a maximum of 12d4 extra damage. This property can’t be used again until the next dawn.
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Performer's Puppet
Wondrous item, common | Nov. 19
This simple puppet is a favorite among street performers and traveling thespians. While wearing the puppet on your hand, you can use a bonus action to change the style, color, and shape of the puppet's clothing and face. The material is always made of a colored canvas, but its eyes, stitching, and other descriptive details can change when using this property. In addition, while wearing the puppet on your hand and holding it aloft, your voice originates from the puppet instead of you.
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Periapt of Reflection
Wondrous Item, rare (requires attunement) | Sep. 19
This perfectly reflective charm magically helps you meditate and focus your mind. While wearing the necklace, you can use your reaction to reroll any failed Charisma, Intelligence, or Wisdom saving throw using the necklace's magic. You must use the new result.
Curse. This curse is revealed and is extended to you when you use the necklace to reroll a saving throw and roll a 1 on the new roll. While you're cursed, the mirrored surface of the necklace dulls into an ugly, flat gray when you wear it. The curse persists even if you are no longer wearing the necklace, and you remain cursed until targeted by the remove cursespell or similar magic.
While you're cursed, your reflection in any mirrored surface within 10 feet of you turns into an ugly, horrifying visage of your deepest insecurities. In addition, whenever you fail a Charisma, Intelligence, or Wisdom saving throw (including the roll that reveals this curse), you take 1d8 psychic damage.
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Periscope Rod
Rod, common | Apr. 20
This silver rod is 1 foot long and is polished to a mirror finish. Its two ends are bent in different directions and are emblazoned with the symbol of an eye. While holding the rod, you can speak its command word as either an action or as part of making a Wisdom (Perception) check, placing your eye against one of the rod's ends. When you do, you can magically see through the rod and outside the far end as if the rod were a spyglass. While looking through the rod in this way, you can use a bonus action to mentally control the angle of the rod's ends, as well as its length. The rod can grow up to 5 feet long in this way, and returns to its normal size when your remove your eye from it.
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Permanent Parchment
Wondrous item, common | July 19
This violet piece of parchment is smooth and pleasant to write on. You can speak the parchment's command words "lock" or "unlock" as a bonus action to lock or unlock the parchment, respectively. While locked, the sheet cannot be destroyed or damaged by nonmagical means, and any ink already on the page can't be removed, smeared, or otherwise changed without the use of magic. New ink added to a locked sheet of the parchment runs off the page like water. While unlocked, the parchment behaves like a nonmagical sheet of paper.
While unlocked, you can speak the command word "clear" to cause any ink on the sheet of paper to magically evaporate without leaving any marks behind.
The language the parchment's command words must be spoken in is determined by the creator of the parchment.
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Petal Dancer Ward
Wondrous item, uncommon (requires attunement) | Apr. 19
This cape is made of colorful, aromatic petals. As you walk, a dusting of petals drift behind you, disappearing before they touch the ground. You can change the color of the petals using a bonus action. While you wear this cape, you can cast the druidcraft cantrip at will, and creatures with a sense of smell make attacks of opportunity against you with disadvantage.
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Phantom Fire Staff
Staff, very rare (requires attunement by a sorcerer, warlock, or wizard) | Dec. 21
This wooden staff is made from the gnarled branch of a tree. While holding it, a swirling blue flame appears at the center of its burnt, claw-shaped head. The flame sheds bright light in a 20-foot radius and dim light for an additional 20 feet. While the fire burns, will-o'-wisps are indifferent toward any creature within the flame's bright light and will not attack you unless you threaten or harm them. You can use a bonus action while holding the staff to snuff out the light or rekindle it.
The staff has 10 charges. While holding the staff, you can use an action to expend 1 or more of its charges to cast the invisibility or scorching ray spell from it, using your spell attack bonus. For 1 charge, you cast the 2nd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
Once on each of your turns when you hit the same creature with three or more rays from the same scorching ray spell from the staff, you can choose to force that creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature becomes affected by the phantasmal killer spell as if you cast it, requiring you to concentrate on the effect as normal. This version of the spell creates a nightmare of hellish, all-consuming flames that are only visible to the affected creature. If a creature is reduced to 0 hit points due to this damage from phantasmal killer, you regain 10 hit points.
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 plume of blue fire, destroying it, and emits a ghostly, disembodied laugh.
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Phantom Lance
Weapon (lance), very rare (requires attunement) | Dec. 23
This lance becomes shrouded in ghostly energy whenever it's thrust. You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals force damage instead of piercing damage. While the lance is on your person, you can cast the phantom steed spell from it, but only as a ritual.
Ghostly Charge. When you walk 20 or more feet in a straight line on your turn, you can immediately use an action to summon a ghostly steed from beneath you. The steed then charges up to 80 more feet in that same line, which is 5 feet wide, with you mounted atop it. This movement doesn't provoke opportunity attacks. Make an attack roll with the lance against a target within 10 feet of the end of the line. You have advantage on the attack roll.
In addition, any creature in the steed's line must succeed on a DC 15 Strength saving throw or take 3d12 force damage and be knocked prone. If you hit the target at the end of the line with the lance, that target must also make the saving throw: it does so with disadvantage.
The steed vanishes immediately after the attack. If you roll a 12 on any of the d12s for the damage of this attack or effect, this property can be used again. Otherwise, this property can't be used again until the next dusk.
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Phantom Walkers
Wondrous item, uncommon | Sep. 20
While wearing these boots, the DC of any ability checks made to track your movements using your footprints increases by 5.
In addition, you can use a bonus action to cause the boots to leave behind no footprints for 1 minute. When you do, another set of similar footprints appear on the ground that lead in random directions. These footprints last for 8 hours and travel up to 300 feet. A successful DC 13 Intelligence (Arcana) check reveals that the footprints are magical. Once this property of the boots has been used, it can't be used again until the next dawn.
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Phase Axe
Weapon (battleaxe), rare (requires attunement) | Jan. 19
This crystalline battleaxe seems to be almost transparent when looking at the bladed head from different angles. You gain a +1 bonus to attack and damage rolls made with this magic weapon. This weapon has the thrown property with a normal range of 20 feet and a long range of 60 feet. The first time on your turn when you hit a target with a ranged attack using the axe, you can force another creature within 10 feet of the target to make a DC 15 Dexterity saving throw. On a failed save, that creature takes 1d8 force damage.
If you can see the axe and are within 60 feet of it, you can use a bonus action to return the axe back to your outstretched hand. When you do, the weapon phases through any obstacle in its path that is no more than 5 feet thick or made of lead.
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Phasing Bow
Weapon (any bow), very rare (requires attunement) | Jun. 20
This flexible bow is made from the chitinous legs of a phase spider and retains some of its ethereal properties. When you hit with a ranged attack using this magic bow, the target takes an extra 1d4 force damage. The bow has 5 charges and regains all expended charges daily at dawn. When you make a ranged attack roll with this magic bow, you can expend 1 of its charges to cause the arrow to slip partially into the Ethereal Plane. When you do, the target of the attack gains no benefit from cover, including total cover, as long as the cover isn't made of lead or more than 1 foot thick. If you hit, the target takes an extra 3d4 force damage. Any effect that blocks travel through the Ethereal Plane also blocks the arrow.
Alternatively, you can speak the bow's command word as a bonus action to expend 3 of its charges and fire an arrow at a point you can see within the weapon's normal range. When the arrow hits a solid surface, you vanish from your location and reappear in an unoccupied space nearest to that point.
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Phoenix Arrow
Weapon (a bolt or arrow), rare | Dec. 18
This bolt or arrow is fletched with phoenix feathers and is magically bound to a small quiver. You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once fired, the ammunition bursts into flames upon impact and deals fire damage instead of piercing. At the start of your next turn, the arrow leaves behind a small pile of ash and reappears in its quiver.
You can speak the ammunition’s command word as a bonus action before firing it to set it ablaze. If you fire it on that same turn, the arrow or bolt deals an extra 1d6 fire damage to any target it hits, but turns to ash before reaching its target if fired at a target more than 30 feet away. The arrow reappears in its quiver immediately after making this attack.
You can store up to 10 other arrows in the quiver but can only have 1 Phoenix Arrow bound to it at a time. If the arrow is ever destroyed, it reappears in the quiver after 24 hours. Firing the arrow or bolt into an antimagic field renders it nonmagical while within the field, allowing the ammunition to be permanently destroyed.
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Phoenix Breastplate
Armor (breastplate), very rare (requires attunement) | Sept. 21
This golden breastplate has the shape of a phoenix worked into its design. While wearing this armor, you gain a +1 bonus to AC and resistance to fire damage.
When you're reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. When you do, a fiery explosion surrounds you. Hostile creatures within 30 feet of you must make a DC 16 Dexterity saving throw, taking 3d10 fire damage on a failed save, or half as much damage on a successful one. You and other friendly creatures within the area regain a number of hit points equal to the same amount, instead of taking fire damage. Once this property of the armor has been used, it can’t be used again until 1d6 + 1 days have passed.
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Phoenix Fan
Wondrous item, rare | Nov. 21
This vibrant paper fan bears a gilded phoenix design and fire opals along its wooden clasp. The fan has 4 charges and regains 1d4 expended charges daily at dawn. While holding the fan, you can use an action to expend 1 or more of its charges to cast one of the following spells from it (save DC 15, spell attack bonus +7): fire shield (4 charges), fog cloud (1 charge; the cloud is made of smoke), scorching ray (2 charges), or wall of fire (4 charges). Alternatively, you can use a reaction when you or a creature within 60 feet of you falls to expend 1 of the fan's charges to cast the feather fall spell on up to five falling creatures within range.
You can cast these spells from the fan even if it doesn't have enough charges. When you do, there is a cumulative 20% chance that the fan is destroyed for each spent charge beyond the number of remaining charges in the fan. If the fan is destroyed in this way, the spell fails and the action to cast it is wasted, and the fan is consumed by flame as it turns to ash and is destroyed.
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Phoenix Rocket Sword
Weapon (greatsword), very rare (requires attunement) | Jun. 20
This heavy, steel greatsword creates a powerful fan of flames from curious, whirring chambers mounted to the blade. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The sword has 10 charges and regains 1d6 + 4 expended charges daily at dawn.
As an action, you can hold the sword out in front of you and speak its command word to expend up to 5 of its charges, causing a jet of flame to erupt from it. When you do, the sword emits a roar that's audible out to 100 feet, and you must succeed on a Strength saving throw or be pushed back 20 feet for each charge you expend. You can choose to fail this saving throw, whose DC equals 10 + the number of charges you expend. This movement doesn't provoke opportunity attacks. Pointing the blade down and expending charges in this way launches you upward instead. If you do and you are not launched, the sword's flames spread out in a 15-foot-radius circle, centered on you.
The jet of flame spreads out in a 15-foot cone and moves with you if you're pushed. Any creature in the area when the flame first appears or when it moves into the creature’s space must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage, or half as much fire damage on a success. The fire damage increases by 1d6 for each additional charge you expend beyond the first.
If you strike an object because of this forced movement, such as a wall or floor, you take 1d6 bludgeoning damage for every charge you expend and are knocked prone. If you strike a creature, you and that creature take the same bludgeoning damage and must each succeed on a Strength saving throw (DC 10 + the number of charges you expend) or be knocked prone.
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Pick and Pocket
Weapon (dagger), rare | Sep. 21
This brass and steel dagger can also be used as part of a set of thieves' tools when picking locks. You gain a +1 bonus to attack and damage rolls made with this magic weapon, as well as on any ability check you make using thieves' tools to pick open a lock, provided you use the dagger as part of the set of tools.
While holding the dagger in one hand and a small enough object in another, you can use an action to speak the dagger’s command word and twist it in the air as if it were a key. When you do, the object is shunted into a special demiplane, where it remains until you either twist the dagger in the opposite direction on your turn (no action required) or until you’re no longer holding the weapon. If you have a free hand, the stored object reappears in it when the object leaves the demiplane. Otherwise, it reappears at your feet. The demiplane can only store one object at a time, which must be no more than 1 foot on a side and weigh no more than 10 pounds.
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Picker's Pockets
Ring, uncommon | Nov. 24
These four gemmed rings are held close together with fine chain. Each ring creates a special demiplane inside of it. While wearing the rings, you can use an action to tap one of them against an object that isn't being worn or carried by another creature and that's no larger than 1 foot in any dimension. When you do, the object is stored within the ring's demiplane, followed by a loud "pop," which is audible out to a range of 30 feet. A demiplane can hold only one object at a time. You can withdraw an item from a demiplane using another action to remove the corresponding ring, at which point the item magically reappears on the ground at your feet. If one or more of the rings are removed against your will, the associated items are also emptied from their demiplanes.
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Pickpocket's Pouch
Wondrous item, uncommon | Jul. 24
This black leather bag sits on your hip to provide easy access when depositing handheld items. It opens and closes silently, and it can stretch to fit about 1 cubic foot of space. You gain a +1 bonus to Dexterity (Sleight of Hand) checks made while wearing this bag. Objects in the bag can't be detected or seen by divination magic, such as by the scrying spell or locate object.
The bag has a latch that can be opened in one of two ways. Opening it the first way reveals the inside of the bag as normal. Opening it the second way causes an illusion to appear over the objects in the bag; the illusion is of five loose copper pieces, a quill and ink, and a waterskin. To discern that the contents are an illusion, a creature can use its action to inspect the pouch and must succeed on a DC 13 Intelligence (Investigation) check. The illusion also fails to hold up to physical inspection.
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Pipe of Delicious Smells
Wondrous item, common | Sep. 22
Smoke from this pipe is normally odorless. While smoking it, you can use an action to exhale a puff of smoke that magically smells like delicious food. You choose what food it smells like, such as a freshly baked pie, stew, or tea. The smell dissipates after a few seconds.
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Pipe of the Mermaid
Wondrous item, uncommon | Aug. 23
This pipe is carved in the shape of a wooden mermaid holding a silver pitcher. You can smoke the pipe as normal using pipe tobacco. When you do, smoke pours from the pitcher before eventually rising. When the pitcher is filled with water, such as when it's submerged, it produces bubbles with each puff; you can breathe underwater through the pipe for as long as you smoke it in this way.
Art and Cards
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Pisces Shield
Armor (shield), uncommon | Mar. 21
This round iron shield is emblazoned with two spiraling golden koi. If the shield is submerged in water for at least 1 minute, the koi begin to animate and swim across the surface of the shield for up to 24 hours. While the koi are swimming in this way, the next time you roll a 1 on the d20 for an attack roll, ability check, or saving throw while holding the shield, you can treat the roll as if it were a 20 instead. When you do, the koi stop swimming, and they can't swim again until 24 hours have passed
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Pike of the Forgotten Legion
Weapon (pike), legendary (requires attunement) | June 19
You gain a +2 bonus to attack and damage rolls made with this magic weapon. This weapon has 6 charges and regains 1d4+2 expended charges each day at dusk. While holding the pike, you can expend 1 or more of its charges to cast one of the following spells from it (save DC 16): mirror image (1 charge), phantom steed (1 charge), speak with dead (1 charge), or spirit guardians (2 charges).
Spectral warrior. Once on your turn when you hit a creature with an attack using the pike, you can choose to summon a spectral warrior from the weapon. Until the start of your next turn, that creature is haunted by the warrior. That creature has disadvantage on any weapon attack it makes against you until the start of your next turn. This property has no effect against undead creatures.
Haunting phalanx. You can use an action while holding the pike to expend 3 charges and point it forward commandingly. 5 spectral, pike-wielding warriors appear before you and march in a 25 by 50-foot line in a direction you choose. Any creature within that line's area must make a DC 16 Intelligence saving throw. On a failure, a creature takes 3d10 necrotic and 3d10 psychic damage and are under the effects of the weapon's spectral warriors property. On a success, the creature takes half damage and isn't affected by the spectral warriors. Undead creatures automatically succeed on the saving throw. Once this feature of the pike has been used, it can't be used again until you finish a short or long rest.
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Pistol of Paint
Weapon (pistol), uncommon (requires attunement) | May 25
A creature hit with a ranged attack from this pistol appears marked with paint, as if splashed by a brush. You choose the paint color each time. Instead of attacking with the weapon, you can use an action while holding it to fire it at a point you can see on a solid surface (such as the ground or a wall) within 30 feet of you. The bullet explodes harmlessly upon impact and sprays wet paint, which covers the area in a 10-foot square centered on the point.
The paint remains wet until the start of your next turn. While the paint is wet, any creature that enters that area for the first time on a turn or starts its turn there must succeed on a DC 13 Dexterity saving throw or fall prone. Regardless of whether the creature succeeds or fails, it then treads the colored paint behind itself for the next minute, potentially preventing it from hiding or otherwise escaping detection.
The paint remains for 1 hour, at which point it flakes away and turns to dust.
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Pitcher of Wisdom
Wondrous Item, rare | Nov. 23
This small clay pot has a comfortable handle and resembles a stylized owl. When you drink a magic potion from this pitcher using an action, such as a potion of healing or potion of giant strength, you also have advantage on any Wisdom saving throws you make for the duration of the potion's effects, with a minimum duration of until the end of your next turn and a maximum duration of 1 hour.
You can pour the potion into the clay pot as part of the action to drink the potion, provided you're not holding anything else in either hand.
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Plaguebane Mask
Wondrous item, rare | Mar. 19
This bird-like mask's blend of magic and science is as unique as it is helpful to its wearer. It can be easily lifted over the wearer's face to eat or speak more clearly. The mask's beak is lined with magical flowers that react and purify airborne toxins before they pass through the mask's filter. While wearing the mask, you have advantage against being poisoned or diseased from airborne sources, as well as resistance to the poison damage that they might cause.
In addition, the flowers hold 3 charges and regain 1d3 expended charges each day at dawn as new flowers bloom. You can hold the beak's nostrils closed with a free hand and expend 1 charge using an action to exhale a 15 foot cone of thick pollen in front of you. Affected creatures caught in the pollen must make a DC 14 Constitution saving throw. On a failure, creatures take 1d10 poison damage and have their speed halved until the end of their next turn. On a success, the damage is halved and their speed is unchanged.
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Platform Boots
Wondrous item, common | Sep. 24
While wearing these boots, you can use a bonus action to increase or decrease the height of the soles, up to a maximum of 5 feet (provided there's enough room) and a minimum of 1 inch.
Art and Cards
https://www.patreon.com/posts/112682667
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Planar Rapier
Weapon (rapier), very rare (requires attunement) | Jan. 19
This thin blade seems to toe the line between planes of existence, occasionally allowing it to bend them to extend beyond its normal reach. You gain a +2 bonus to attack and damage rolls made with this magic weapon.
The rapier has 5 charges and regains 1d4+1 expended charges each day at dawn. You can expend 1 charge to extend the reach of a melee attack you make with the rapier to 10 feet instead of 5. You can expend this charge either before or after you make the attack. If you expend the charge after making a melee attack with the rapier against a target within 5 feet of you, you can extend the rapier to immediately pierce through the original target and make a bonus melee attack against a different target 5 feet behind the original one, provided that the second target is still within 10 feet of you. This bonus attack is considered to be part of the initial attack. The second target does not benefit from using the original one as cover. Whenever you expend a charge with this weapon, the planes around the blade begin to tear, causing any target hit by an attack with the extended blade to take an extra 2d8 force damage.
After the attack, the blade returns to its normal size.
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Pocket Poppet
Wondrous item, uncommon | Dec. 21
This little stuffed doll is featureless and has a small pocket sewn onto its belly. The pocket is large enough for a single coin, ring, or similarly-sized object. You can link the poppet to a creature by attaching one or more defining objects to it using pins, wax, and so on. For each defining object, such as a clump of hair, an illustration of the creature's face, or shred of worn clothing, the connection to the creature becomes stronger.
While holding the poppet, you can use an action to place an object inside its pocket and speak the command word. If the creature linked to the poppet is on the same plane of existence as you, it must make a DC 15 Charisma saving throw, which is modified by the sort of physical connections the poppet has to it. Even if multiple connections of the same type are attached to the poppet, each save modifier can only be applied once. If a target knows you're using this property, it can fail the saving throw voluntarily.
On a failed save, the object magically vanishes from the poppet's pocket and reappears in the bag or pocket (your choice) of the creature linked to the poppet. If the creature has neither a bag or pocket on it, the object clatters to the ground at their feet instead. On a successful save, or if the creature isn't on the same plane of existence as you, the object remains in the poppet's pocket. This property can't be used again until the next dawn.

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Pointed Arrow
Weapon (arrow), rare | Oct. 22
A creature you hit with this magic arrow must make a DC 16 Wisdom saving throw. On a failed save, the creature takes 3d6 psychic damage and must use as much of its movement as possible to move directly away from you on its next turn, using both its movement and Dash action in order to do so. A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction. On a successful save, the creature takes half as much psychic damage and isn't compelled to move, as its mind is wracked in order to rid it of this compulsion. Once the arrow has hit a creature, it becomes a nonmagical arrow.
Other types of magic ammunition of this kind exist, such as pointed bolts meant for a crossbow, though arrows are most common.
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Poison Armor of Amphibios
Armor (any light armor), rare (requires attunement) | Mar. 21
This armor is enriched by poisonous frog toxins. While wearing this armor, you have advantage on saving throws against poison, and you have resistance to poison damage. In addition, the armor has 3 charges and regains all expended charges daily at dawn. When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to expend 1 of the armor's charges to release a spray of poison from the armor at the attacker. The attacker must make a DC 15 Constitution saving throw. On a failed save, the target takes 2d6 poison damage and is poisoned until the end of its next turn. On a successful save, the target takes half as much poison damage and isn't poisoned.
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Polaris Magistrate Codex
Wondrous item, rare or legendary (requires attunement by a lawful creature) | Nov. 21
This gilded book of law is filled with detailed ordinances regarding Polaris, a city held aloft by astral magic. Through the city's dedicated magistrate, this book has been given the following magical properties.
The book can be used as an improvised light hammer, which you are proficient with while attuned to it. On a hit, the target takes an extra 1d6 psychic damage, or half as much psychic damage if it's lawful.
While holding the book, you can use an action to read from it aloud and wrack nearby creatures with guilt for their wrongdoing. When you do, each creature within 15 feet of you must succeed on a DC 15 Wisdom saving throw or take 2d6 psychic damage. On a success, the creature is immune to this effect for 24 hours. If a creature is lawful, it has a +5 bonus to the saving throw.
Original copies of a Polaris Magistrate codex are almost unheard of, but the ones that exist have spent centuries steeped in their own powerful scripture—intensifying their magic. The following codex variant is a legendary item with additional properties:
Amendments. The book deals an extra 2d6 psychic damage on a hit, instead of 1d6, and returns to your hand immediately after making a ranged attack with it. In addition, the saving throw DC for when you read from the book increases to 17, and deals 4d6 psychic damage instead of 2d6.
Bound by Law. You can use an action while holding the book to cast the hold person spell (save DC 17). On a success, the creature is immune to this effect for 24 hours. If a creature is lawful, it has a +5 bonus to the saving throw.
Objection. While holding the book, you can use your reaction to cast counterspell (5th-level version) from it. If the triggering spell was cast at 6th level or higher, the counterspell automatically fails. Once the book has been used to cast this spell, it can't do so again until the next dawn.
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Polaris Magistrate Gavel
Weapon (light hammer), rare (requires attunement by a lawful creature) | Nov. 21
This wooden gavel is from Polaris, a floating city suspended by astral magic. You gain a +2 bonus to attack and damage rolls made with this magic weapon, which you are proficient with while you're attuned to it.
The gavel has 3 charges and regains all expended charges daily at dawn. As an action while holding the gavel, you can expend 1 of its charges to cast the command spell from it, or 2 charges to cast the zone of truth spell, using a spell save DC of 15. Alternatively, you can expend 2 charges to cast the command spell from the gavel at 2nd level.
Creatures you hit with this weapon have disadvantage on saving throws against spells you cast from the gavel until the end of your next turn.
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Polaris Magistrate Robe
Wondrous item, rare (requires attunement by a lawful creature) | Nov. 21
These robes are worn by the elected officials of Polaris, a floating city held aloft by astral magic. While wearing the robe, you can't be charmed, and you have advantage on Wisdom (Insight) checks made to determine if a creature is lying. In addition, you can choose to intensify your voice at will, causing it to boom up to three times as loud as normal each time you speak.
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Pollinator Carapace
Armor (leather, studded leather, or hide), uncommon (requires attunement by a druid or ranger) | Jun. 21
This black and yellow armor has a billowing plume of soft fur around its neck and chest. Draped over its shoulders is a scalloped cape that's split into two translucent, wing-like ends.
The armor has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the armor, you can expend 1 of its charges (no action required) to activate the cape, transforming it into a pair of insect-like wings for 1 hour. For the duration of the wings, you gain a flying speed of 30 feet and can hover.
Beekeeper's Commitment. While you are attuned to three magic items that have this named property, the armor regains all expended charges daily at dawn, instead of 1d3, and gains the following benefit:
Pollinator. While the armor's cape is transformed, it releases a sparkling mist of enchanting pollen. For the duration, any insect or plant creature that targets you with an attack or harmful spell must first make a DC 15 Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell.
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Pollinator Pants
Wondrous item, uncommon (requires attunement by a druid or ranger) | May 21
While wearing this pair of black-and-yellow striped pants, any flower you move within 5 feet of magically blossoms, as if by the druidcraft spell.
The pants have 3 charges and regain 1d3 expended charges daily at dawn. While wearing the pants, you can use an action to expend 1 of their charges to cast the speak with plants spell from them. This version of the spell only affects plants within the spell's range that have at least one flower on them. When you speak with a plant in this way, you do so by making a combination of somatic gestures and dance-like steps, rather than using your voice. These movements come naturally to you for the duration of the spell and magically convey your message.
Beekeeper's Commitment. While you are attuned to three magic items that have this named property, the pants regain all expended charges daily at dawn, instead of 1d3, and gain the following benefit:
Sting. When you take the Attack action on each of your turns, you can use a bonus action to make a special unarmed strike against a creature within 5 feet of you. On a hit, the target takes an extra 1d4 piercing damage from the attack. When you roll a 20 on an attack roll made with this unarmed strike, the target takes an extra 10 poison damage from the attack and must succeed on a DC 15 Constitution saving throw or be poisoned until the end of your next turn.
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Pollinator Visor
Wondrous item, uncommon (requires attunement by a druid or ranger) | Jun 21
This chitinous mask rests over your ears and can be raised or lowered using an action to sit on top of your head or in front of your eyes. The mask has two large, eye-like lenses that improve your vision and allow you to visualize scents. While wearing the mask over your eyes, you gain advantage on Wisdom (Perception) checks that rely on sight and smell.
The mask has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the mask over your eyes, you can expend 1 of its charges as an action to cast the animal messenger spell from it, targeting a Tiny insect or similar creature within range, such as a centipede, spider, wasp, or scorpion. When cast in this way, the insect covers about 25 miles per 24 hours for a flying messenger, or 12 miles for other insects.
Beekeeper's Commitment. While you are attuned to three magic items that have this named property, the mask regains all expended charges daily at dawn, instead of 1d3, and gains the following benefit:
Bug. When you use the mask to cast the animal messenger spell, you can direct the insect to surreptitiously follow the spell's recipient for the duration instead. When you do, you must also provide the insect with a trigger word or phrase. When the recipient speaks the trigger word or phrase, the insect magically begins to record the following words spoken by the recipient and any other creature it's speaking to. The insect can record up to 25 total words in this way, or up to 6 second's worth of other sounds. Once it has a recording, you hear it in your mind as the insect magically communicates it to you across any distance, provided that you're on the same plane of existence. The message replicates the sound of any recorded creature's voice. The spell then ends, and the insect makes its way back to where you cast the spell.
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Pollen Pipe
Wondrous item, common | Nov. 22
This wooden pipe's bowl is carved in the shape of a flower blossom and dipped in a perfumed wax. Smoking the pipe while there isn't anything packed into the bowl creates an aromatic plume of pollen, which lazily drifts from the pipe's bowl. Any flower that's within 10 feet of the pipe blooms and turns toward it while the pipe is being smoked in this way.
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Poltergeist Candle Holder
Wondrous item, common | Sep. 20
This pewter candle holder makes your hand feel slightly numb while holding it. While holding it, you can use a bonus action to speak its command word to cause the candle holder to magically hover just above your shoulder. The holder floats back to the ground if anything other than a candle is placed on it. In addition, any candle in the holder releases a thin wisp of smoke while lit. The smoke hangs motionless in the air, regardless of wind, and dissipates after 6 seconds.
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Pomade of Ten Thousand Styles
Wondrous item, common | Dec. 18
This canister of waxy pomade has magical properties, allowing you to change your hair’s color, style, thickness, and length (up to 1 foot longer or shorter per use). The canister steadily replenishes its pomade over time. It can hold up to 4 uses at a time and regains 1d4 expended uses each day at dawn. Using 1 use of the pomade takes 1 minute.
Once you’ve used this product in your hair, it returns to its normal appearance after you finish a long rest. Hair produced by the pomade that’s been cut off turns to dust after 24 hours. If you use the pomade every day for 7 days to make the same changes, the changes become permanent.
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Pop-Up Business Card
Wondrous item, common | May 23
This two-by-three-inch paper card somehow weighs 1 pound and feels like it's made of wood and metal. It looks like a wooden shop sign with a painted lantern on either side.
You can use an action to toss the card to a point on the ground within 10 feet of you and speak its command word. The card then magically unfolds to instantly reveal a wooden market stall. A lawful neutral goblin merchant stands behind the stall, who has at least one piece of each type of adventuring gear for sale, as listed in the Basic Rules. The goblin also has 1d4 − 1 potions of healing, and is unwilling to barter, haggle, or buy anything offered to it.
When the goblin senses that there's no more business to be done, it snaps its fingers and disappears in a puff of smoke, along with the stall. If the goblin is harmed, both it and the stall immediately disappear. In either case, the card is then destroyed.
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Potentate's Chess Set
Wondrous item, very rare (requires attunement) | Jul. 24
When found, this chess set is missing half its pieces. The set is contained within a case, which often doubles as the board when opened up. The case itself isn't magical, but the pieces within it are. While the set is on your person and within its case, you can use an action to invoke one of its magical pieces. When you do, a spectral, Medium replica of that piece appears at your location before beginning to move.
A spectral piece can move appropriately to how a normal piece would in a game of chess, in increments of 5 feet and up to a maximum range of 60 feet. For instance, a pawn could move up to 5 feet, but a bishop could move up to 60 feet in a straight line—albeit diagonally. If you're not using a square grid, a piece can move anywhere within its range at the GM's discretion.
When you invoke a piece and move it in this way, it expends that piece's use until the next dawn. The number of each piece you have when found is listed in its description. Use a spell attack bonus of +7 and save DC of 15 for each piece, or +8 and 16 if you have a complete set.
Pawn (8): The pawn moves up to 5 feet, or 10 feet if it's the first round of combat, and attacks a target within the space. On a hit, the target takes 2d8 force damage and must succeed on a Strength saving throw or be knocked prone. Alternatively, you can invoke the pawn as a reaction when a hostile creature's movement provokes an opportunity attack from you.
Bishop (2): The bishop moves in a line that's 5 feet wide and up to 60 feet long. Each friendly creature within the line regains 3d8 hit points.
Knight (2): The knight moves 10 feet in a straight line and then turns left or right (your choice) before moving another 5 feet. At the end of the movement, it attacks the target within its space. If the target is Medium or smaller, the attack is made with advantage. On a hit, the target takes 5d8 force damage. If you roll an 8 on any of the damage dice, the knight's use isn't expended.
Rook (2): The rook moves in a line that's 5 feet wide and up to 60 feet long. Each hostile creature within the line must make a Dexterity saving throw. On a failed save, a creature takes 5d8 force damage, or half as much damage on a successful one.
Queen (1): The queen moves up to 60 feet in a straight line. At the end of the movement, the queen can make up to five attacks divided as you choose between any targets that you can see within 5 feet of it. On a hit, a target takes 2d8 force damage. If you roll a 20 on the attack roll for any of the attacks, the queen's use isn't expended.
King (1): When you invoke the king, you cast antilife shell from it. If you haven't expended the use of all your rooks, you can also expend one of their uses as part of the same action to teleport to an unoccupied space that you can see within 30 feet of you.
A spectral piece disappears immediately after it's used. A piece's movement is blocked by total cover. A complete set has 16 pawns, 4 bishops, 4 knights, 4 rooks, 2 queens, and 2 kings. You add your proficiency bonus to any check you make to play a game with the chess set.
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Potion of Dragon's Breath
Potion, uncommon (3d6), rare (4d6), or very rare (5d6) | Jan. 19
This potion is crafted using the harvested stomach and gizzard of a fallen dragon. Drinking the potion as an action allows you to use an action on your subsequent turns to spew dragon-like projectiles. These projectiles are the same as a dragonborn’s breath weapon, whose element and areas of effect are determined by the dragon it was sourced from. The effect lasts for 1 minute. Materials gathered from young dragons produce uncommon potions (dealing 3d6 damage with the breath weapon, save DC 14), whereas adult and ancient dragons produce rare (4d6, DC 16) and very rare (5d6, DC 18) results, respectively.
It takes 7 days and proficiency with alchemist’s supplies to create the potion, requiring 2 hours of work each day in order to prepare it. Failing to tend to the potion causes it to reset, requiring another 7 days to craft. When the potion resets in this way, roll a d20. On a 1, the potion spoils and is lost.
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Potion of Nature's Growth
Potion, uncommon | Jul. 22
The muddy slurry at the bottom of this green potion bottle is filled with plant-growing magic. The bottle itself is in the shape of an upside-down tree, with its canopy creating the rounded base of the vessel. You can use an action to either drink the potion or upend it, pouring it onto soil.
If you drink the potion, you gain the benefits of the barkskin spell for 1 hour (no concentration required). In addition, sunlight gives you nutrients for the next 1d4 + 3 days: for the duration, you don't need to eat, provided that you spend at least 1 hour in sunlight each day. If you pour the potion on the ground and plant the bottle there, all plants in a 300-foot radius centered on the potion become enriched for 30 days. The plants yield twice the normal amount of food when harvested.
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Potion of Puddle Scrying
Potion, rare | Jan. 23
This potion is filled with a silvery solution. When you use an action to drink this potion, your eyes become as clear as water for 10 minutes. For the duration, whenever you open your eyes underwater, you can see and hear any recent event that's occurred from the water's perspective, up to 24 hours ago, reviewing the entirety of those events over the course of 1 minute. When you do, you relive these events as if you were just below the water's surface in the same space your head is in. You can only review events that occurred since the pool of water first appeared. You are deaf and blind to your surroundings while reviewing the events in this way.
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Potion of Spell Recovery
Potion, rare | Sep. 19
You regain 1d3 + 3 expended spell slot levels. You can recover a total number of combined spell slot levels equal to or less than the number you roll when you drink this potion. None of the slots can be 6th level or higher.
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Pouch of Mephit Marbles
Wondrous item, uncommon | Jul. 23
This square pouch contains 2d4 + 2 marbles inside it. There are four types of marbles. Roll on the table below for each marble within the pouch to determine how many of each type you have.

You can use an action to throw a marble into an unoccupied space that you can see within 30 feet of you. On impact, the marble is destroyed, and a mephit appears in the space. The type of mephit depends on the marble you threw. The summoned mephit is friendly to you and your companions. It shares your initiative and takes its turn immediately after yours. It obeys any verbal commands that you issue it (no action required by you). If you don't issue any commands, it defends itself from hostile creatures, but otherwise take no actions.
The mephit remains for 10 minutes or until it's reduced to 0 hit points. If you throw another marble while a summoned mephit remains, there is a 50 percent chance that the new mephit is hostile to you and doesn't obey your commands.
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Powergem Pommel
Wondrous item, rarity varies (requires attunement) | Nov. 21
A powergem pommel is a magical attachment for a weapon's handle. While you're attuned to it, you can fasten the pommel onto a melee weapon over the course of 1 hour, which can be done during a short rest or while attuning to the item. A pommel can have 1 (uncommon), 2 (rare), or 3 (very rare) slots around it designed for holding precious gemstones. You can use an action to place or remove a gemstone worth at least 1,000 gp in a slot, which magically resizes to fit the stone. When you hit a target with a melee weapon with the pommel attached, it deals an extra 2 damage for each gemstone you place in it. The damage types for this extra damage depend on the placed gemstones' dominant colors (at the GM's discretion), as shown in the table below.

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Power Collar
Wondrous item, rare | May 21
This spiked leather collar is adjustable in size and has a buckle on its side in the shape of a bear's head. You can place the collar on a willing Medium or smaller creature using an action. If the creature is a friendly beast companion or a familiar (such as one summoned by the find familiar spell), you can speak the collar's command word as part of this action to create a magical bond between you and the creature. The bond remains until the collar is removed. While the bonded creature is wearing the collar, its hit point maximum increases by an amount equal to your character level.
In addition, you can use a bonus action to speak the collar's command word while you can see the bonded creature within 30 feet of you. When you do, the creature gains the effect of the enlarge option from the enlarge/reduce spell (no concentration required). Alternatively, if you drop to 0 hit points while the bonded creature is within 30 feet of you, it can use its reaction to gain the spell's effect instead. Once this property of the collar has been used, it can't be used again until 2 days have passed.
If the beast or familiar wearing the collar is a transformed humanoid or other creature, such as by the polymorph spell or similar magic, the bond fails when you speak the command word and the collar has no effect. If the bonded creature is a familiar summoned by the find familiar spell, the collar and familiar disappear into a pocket dimension together whenever you temporarily dismiss it. If the bonded familiar is dismissed forever or drops to 0 hit points, it leaves the collar behind. A creature can only gain the benefits of one magical collar at a time.
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Precipit, the Formless
Staff, artifact (requires attunement) | Oct. 19
This magic coral staff was first found within the Great Reef of the Elemental Plane of Water. Its origins beyond that are entirely unknown, with some suggesting it was made by the plane itself rather than forged or crafted by a mere creature's hands. Attuning to the staff bestows some of its planar powers to you, allowing you to breathe underwater and ignore any of the drawbacks caused by a deep, underwater environment. In addition, while holding the staff, you have resistance to cold damage.
This staff has 15 charges which are used to power its various properties. The staff regains 1d8 + 7 expended charges daily at dawn.
State Change. The staff has a powerful control over the various states of water. As a bonus action, you can mentally command the staff's ever-present bounty of water to change its state into a gas, liquid, or solid. The properties of each state are listed below. Alternatively, you can expend 1 charge as a reaction when you are the target of an attack or spell to force the staff to change its state more rapidly. When you do, the staff's change is immediate: potentially affecting the outcome of the incoming attack or spell. You take this reaction when you know you are the target of the attack or spell, but before knowing the result of the roll.
Gas. When the staff enters its gaseous state, the water surrounding the staff becomes a fine mist. While holding the staff in this state, you gain the following properties:
You are resistant to bludgeoning and piercing damage.
Your movement speed is increased by 10 feet.
You gain a flying speed equal to your walking speed.
You can pass through a hostile creature's space without reducing your movement speed. • Attacks of opportunity against you are made with disadvantage.
Gas Spells. While holding the staff in its gas state, you can expend 1 or more of the staff's charges on your turn to cast the following spells from it (save DC 18): cloudkill (5 charges), fog cloud (1 charge), gaseous form (3 charges), misty step (2 charges), or wind walk (6 charges).
Tailwind. While holding the staff in its gas state, you can expend 2 charges and speak the staff's command word as an action to grant additional powers to you and nearby allies. Until the end of your next turn, you and friendly creatures of your choice that you can see within 30 feet of you can take the Dash action as a bonus action and don't provoke opportunity attacks by moving.
Liquid. When the staff enters its liquid state, the water surrounding the staff becomes a swirling torrent. While holding the staff in this state, you gain the following properties:
You are resistant to bludgeoning and slashing damage.
Your movement speed is increased by 10 feet.
You gain a swimming speed equal to your walking speed.
You can stand on and move across any liquid surface as if it were solid ground.
When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
Liquid Spells. While holding the staff in its liquid state, you can expend 1 or more of the staff's charges on your turn to cast the following spells from it: blur (2 charges), control water (4 charges), create or destroy water (1 charge), mirror image (2 charges), or water breathing (3 charges).
Tide Turner. While holding the staff in its liquid state, you can expend 3 charges and speak the staff's command word as an action to send out a wave of ethereal magic water to buffet and push your enemies. Hostile creatures of your choice that you can see within 30 feet of you are forced to make a DC 18 Strength saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is pushed either 20 feet toward you or away from you (your choice). On a successful save, the creature takes half as much bludgeoning damage and is not pushed.
Solid. When the staff enters its solid state, the water surrounding the staff becomes a frozen shell. While holding the staff in this state, you gain the following properties:
You are resistant to piercing and slashing damage.
Your movement speed is reduced to 5 feet.
You gain a +3 bonus to AC.
If you're pushed against your will, the distance you are pushed is halved.
You gain 10 temporary hit points at the start of each of your turns that last until the staff changes state.
Solid Spells. While holding the staff in its solid state, you can expend some of the staff's charges on your turn to cast the following spells from it (save DC 18): cone of cold (5 charges), ice storm (4 charges), ray of frost (no charges, or 1 charge to cast at 5th level; +10 to hit with ranged spell attack), wall of ice (6 charges).
Deep Freeze. While holding the staff in its solid state, you can expend 4 charges and speak the staff's command word as an action to send out a chilling blast to freeze your enemies. Hostile creatures of your choice that you can see within 30 feet of you are forced to make a DC 18 Constitution saving throw. On a failed save, a creature takes 4d8 cold damage and its speed is reduced to 0 until the end of its next turn. On a successful save, the creature takes half as much cold damage and its speed is halved instead.
Random Properties. Precipit, the Formless has the following random properties:
2 minor beneficial properties.
2 minor detrimental properties.
Destroying the Staff. The only way to destroy the staff is to keep it untouched by water for one hundred years while on the Elemental Plane of Water, at which point it crumbles to dust. Any amount, such as a puff of misty air, a drip of water, or the touch of ice during that time reinvigorates the staff's bounty of water.
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Primordial Earth Heart
Wondrous item, legendary (requires attunement) | Apr. 23
This crystal-pierced rock is shaped like a heart. It gently pulses while held and is always slightly warmer than body temperature. It is said that the first earth elemental was once a human that joined with such a heart.
As part of attuning to the heart, you must also hold it to your chest. Once you've attuned to it, the heart magically sinks into your chest, with its crystals just barely visible above the surface. While attuned to the heart, your skin becomes hard like stone, granting you the effects of the stoneskin spell. In addition, while you are not wearing any armor, your Armor Class equals 14 + your Dexterity modifier. You can use a shield and still gain this benefit.
Spells. While attuned to the heart, you can use an action to cast one of the following spells from it (save DC 17): entangle, spike growth, or wall of stone. Each spell manifests as a series of jagged crystals. When a creature other than you enters the area of one of these spells (or within 5 feet of a wall of stone) for the first time on a turn or starts its turn there, that creature immediately takes 1d4 piercing damage from the jagged crystals. You are immune to the effects of the entangle and spike growth spells when cast in this way. Once the heart has been used to cast a spell, it can’t be used to cast that spell again until the next dawn.
Curse. This heart is cursed, and attuning to it extends that curse to you. While cursed, the stone and crystals spread across your body, gradually replacing your flesh with pure rock and crystal over the course of 30 days. After 30 days, you no longer need to breathe, you gain a burrowing speed equal to half your walking speed, and you have tremorsense out to a range of 10 feet. Your weight is also tripled; your swimming speed is reduced to 0 if you have one, and you sink to the bottom of any liquid at a rate of 60 feet per round, at which point you can walk as normal. Only a wish spell can end your attunement to the heart and remove the curse, at which point it erupts from your body, landing in a space within 5 feet of you and returning your flesh to normal.
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Prism Lantern
Wondrous item, rare | Jan. 23
This lantern has a triangular hatch and lens for its light to shine through. A small, clear prism floats at its center. While holding the lantern, you can use a bonus action to cause the prism to glow, shedding bright light in a 30-foot cone and dim light for an additional 30 feet from the lantern. You choose the light's color, using the table below. It remains lit for 1 hour or until you use a bonus action to end the effect. You can change the light's color using a bonus action.
If the lantern is shedding this cone of light, you can use an action while holding the lantern to point it in a single direction and speak its command word. Until the start of your next turn or until the lantern is moved (whichever comes first), whenever a creature that's within the lantern's bright light takes damage of a type associated with the light's color, that damage is reduced by 4d6, or half as much if the creature is in the lantern's dim light. Once the lantern has prevented 50 damage in this way, starting with the creature closest to the lantern each time, it can't be used again until the next dawn.

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Prismatic Javelin
Weapon (javelin), uncommon (requires attunement) | July 19
This dark crystal javelin has a prismatic head that can refract light into beautiful displays of color. Immediately after you throw this javelin and it hits a target within 120 feet of you, the javelin disappears in a small burst of light before reappearing in your open hand.
As an action, you can throw the javelin at a point within 120 feet and speak its command word. When the javelin lands, it erupts in a dazzling display of color and light, casting painful bright light in a 20-foot radius and dim light for another 20 feet. Creatures of your choice within the bright light must make a DC 13 Dexterity saving throw. For each creature hit by the light, roll a d6 to determine the color of light that hits it and type of damage that it takes using the table below. A creature that fails the saving throw takes 2d10 damage for each beam of light that hits it of the type determined by the table. Once this property of the javelin has been used, it can't be used again until the following dawn.

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Prismatic Mirror
Armor (shield), rare (requires attunement) | Mar. 25
This shield is a hand-carved wooden frame with a perfect, silver mirror set inside it. Despite being flat, the mirror refracts light as if it were curved, like a heater shield. While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
Reflect Light. Whenever you take radiant damage while holding the shield, you can use your reaction to halve the radiant damage you take. When you do, choose a target that you can see within 60 feet of you that can see you. That target must make a DC 15 Constitution saving throw or take damage equal to the amount of radiant damage you reduced. Roll a d4 and use the table below to determine the type of damage dealt and its additional effects; each result corresponds to a color of light that's reflected at the target.

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Prism Glasses
Wondrous item, common | Jan. 20
This pair of magical glasses fits snugly against your face without needing to rest over your ears. The lenses are made using miniscule prisms that amplify color in dim conditions. If you have darkvision while wearing these glasses, you perceive color for the first 15 feet you see in darkness, instead of shades of gray. In addition, a color-blind creature wearing these glasses can perceive color normally.
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Prisoner's Flail
Weapon (flail), uncommon | Aug. 24
This flail is rudimentary in construction, having been made from a sharpened branch and an iron ball and chain. The anguish of untold prisoners has imbued the ball and chain with a miserable semblance of magic. When you hit a humanoid with this weapon, that creature's speed is reduced by 10 feet, or 20 feet if the attack scored a critical hit. The reduction lasts until the start of your next turn, during which time this property of the weapon can't be used again. For the duration of the effect, a spectral ball and chain trails behind the affected creature.
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Prized Pet Protector
Wondrous item, uncommon or rare | Feb. 23
A typical prized pet protector, an uncommon item, is a colorful bandana featuring swirling paisleys and various pet-themed designs. You can tie this bandana around the neck of a willing beast with a challenge rating of 1 or lower using an action. The bandana changes size to comfortably fit around the creature's neck and can't be removed against its will. When the beast is reduced to 0 hit points while wearing the bandana, but not killed outright, the creature is harmlessly shunted to a special demiplane. The creature reappears after 8 hours in an empty space within 10 feet of you with all its hit points. The bandana's magic then ceases to function until 2 days have passed.
The following prized pet protector is a rare variant with additional properties. It's made of fine silk, and its designs are embroidered with golden thread. A beast that wears it also gains a +2 bonus to saving throws.
If the beast wearing the bandana is a transformed humanoid or other creature, such as by the polymorph spell or similar magic, the bandana has no effect on it. The bandana can be worn over a collar.
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Problem Solver
Weapon (firearm bullet), rare | Jun. 25
A target hit with a ranged weapon attack using this bullet takes an extra 1d6 force damage from the attack and must make a DC 15 Charisma saving throw. On a failed save, the target is shunted to a harmless demiplane for 1 minute, and the bullet is destroyed. For the duration, the target is incapacitated. When the effect ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. On a successful save or a miss, the bullet reappears at your feet after 1 minute and can be used again.
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Profane Mask
Wondrous item, common | Nov. 19
This cloth mask converts the words that pass through it into vile obscenities. While wearing this mask over your mouth, your words are heard as angry insults and swears instead of the ones you intend. You do not hear these words. A creature can make a DC 10 Intelligence (Investigation) or Wisdom (Insight) check to determine that the words it hears are not your own. Verbal spell components, command words, and actual obscenities you say are unaffected by the mask's magic and are heard normally by creatures within earshot.
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Protector's Ward
Armor (shield), uncommon | Nov. 22
This shield depicts a pair of knights reflected across its center. While holding this shield, you can use your reaction when a friendly creature that you can see within 15 feet of you is hit by an attack from a hostile creature. You then teleport to the friendly creature's space, pushing it 5 feet away from you to an unoccupied space of your choice when you do. You take the damage from the attack, even if the total of the attack roll doesn't meet or exceed your AC. Once this property of the shield has been used, it can't be used again until the next dawn.
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Prototype Thunderberd
Weapon (halberd), rare (requires attunement) | May 20
This halberd is a long-lost prototype from a now-dissolved military research facility. Electricity magically courses through the weapon along specially channeled grooves in its hollow haft. When you hit with an attack using this halberd, the target takes an extra 1d6 lightning damage
This halberd has 10 charges and regains 1d6 + 4 expended charges daily at dawn. While the weapon has at least 1 charge, you can use an action to load a crossbow bolt into its haft toward the bottom of the weapon. Powerful magnetic forces inside the hollow weapon stabilize the bolt and charge it with electricity. When you take the Attack action while holding this loaded weapon, you can expend 1 or more of its charges to make a special ranged attack with it by leveling and firing the halberd as if it were a crossbow. When you do, you don’t make an attack roll for the attack, and the bolt is magically launched forward from the weapon in a 1-foot-wide line that’s 10 feet long, plus an extra 10 feet for each charge you expend. Each creature in the line must succeed on a DC 15 Dexterity saving throw or take 1d6 piercing damage, plus 1d6 lightning damage for each charge you expend. On a successful save, a creature takes half as much piercing and lightning damage. After the attack, the bolt is destroyed.
If you expend the halberd’s last charge, roll a d20. On a 1, the weapon becomes overcharged and splinters into an explosion of shrapnel, destroying the halberd. Each creature within 10 feet of the weapon must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 10d6 piercing damage, or half as much damage on a successful one.
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Prying Mace
Weapon (mace), uncommon | Dec. 20
This mace was used by ruthless inquisitors during the Upheaval, a century-long war against magical secrets. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, when you roll a 20 on an attack roll made with this weapon against a living creature with an Intelligence of 6 or higher that speaks at least one language, you immediately learn what the last lie was that it told. You don't learn the truth behind the lie, only the phrase or phrases that were used when telling it. If the phrase is in a language you don't understand, you still learn the phrase, but not its meaning.
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Psychic Quiver
Wondrous item, rare (requires attunement by a creature with an Intelligence of 13 or higher) | Aug. 24
When you pull a nonmagical arrow from this quiver and immediately make an attack with it, the target takes an extra 1d6 psychic damage on a hit. If you roll a 6 on the die, you can choose to target that creature with the detect thoughts spell (no concentration required). When you do, you can choose to force the creature to make a DC 13 Intelligence saving throw. On a failed save, you probe deeper into its thoughts. Regardless, this effect lasts until the start of your next turn or until you force another creature to make the saving throw. Hit or miss the arrow becomes nonmagical again immediately after the attack.
Other types of ammunition containers of this kind exist, such as a psychic bolt case meant for crossbow bolts, though quivers are most common.
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Purging Dagger
Weapon (dagger), very rare (requires attunement) | Apr. 19
This chiseled wooden dagger is a relic crafted from the bough of an ancient, holy tree, and is always miraculously sharp. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The dagger deals an extra 1d4 radiant damage to any target it hits. The extra damage increases to 2d4 when you use the dagger to attack an undead creature, causing blue tongues of holy flame flash along the weapon's edge.
When you roll a 20 on an Attack roll made with this weapon against an undead creature, you can choose to plunge the blade in the creature's body and leave it there. When you do, the dagger emits bright light in a 15-foot radius and dim light for another 15 feet. The light is sunlight. While the blade is lodged within the creature in this way, the creature takes 3d4 radiant damage at the start of each of its turns, and the dagger continues to emit sunlight. The affected target or any creature that can reach it can use an action to attempt a DC 16 Strength check to remove the blade and end this effect. When the effect ends, the blade vanishes and reappears on the ground at your feet or into your hand if you have one free. You can end the effect early using a bonus action on your turn.
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Purity Spear
Weapon (spear), legendary (requires attunement by a good-aligned creature) | May 19
This beautiful spear has a long shaft carved of ivory, and the tip of the spear ends in the spiraling horn of a unicorn. You gain a +2 bonus to attack and damage rolls made with this magic weapon.
While attuned to the spear, you are immune to the poisoned condition and have immunity to poison damage. In addition, you have advantage on Constitution and Wisdom saving throws against spells and other magical effects.
The spear has 10 charges and regains 1d6+4 expended charges each day at dawn. You can expend 1 or more charges to cast the following spells from it using a spell DC of 17: calm emotions (2 charges), detect evil and good (1 charge), dispel evil and good (5 charges), greater restoration (5 charges), misty step (2 charge), and purify food and drink (1 charge). In addition, you can expend 1 charge to touch a creature with the spear as an action. That creature regains 2d8+2 hit points and is cured of any poison or disease afflicting it.
Charge. If you move at least 20 feet straight toward a target and hit it with the spear on the same turn, the target takes an extra 2d8 piercing damage.
Curse breaker. While attuned to the spear, you are immune to being cursed by spells and other abilities. For the purposes of this property, a curse refers to any spell or ability that has "curse" in its name or description. If you are already afflicted with a curse when you attune to the spear or are attuned to a cursed item, you suppress the effects of the curse for as long as you remain attuned to the spear. If you break your attunement with the spear, the curse is no longer suppressed.
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Purse Piglet
Wondrous item, rare | Jan. 19
This ceramic piglet figurine is glazed with a friendly pink coating that’s soft to the touch and has a hole in the top that’s stoppered with a cork. When you drop a coin in the piglet and stopper it, the figurine springs to life. When it does, it imprints on you and considers you its owner. The owner can hold and gently shake the piglet, causing it to oink happily, and magically know how much money is inside of it.
Once alive, the piglet happily eats any coin handed to it: storing it inside. The piglet will spit out exact change when you or an ally asks for it, even converting them into larger or smaller denominations. The figurine can only hold coins and will spit or sneeze out anything else you place inside of it. The piglet squeals with glee and prances about excitedly when you deposit or feed it coins. The pig can eat up to 1000 coins of any denomination every hour it spends eating them. It will eat electrum pieces with less enthusiasm. It remains the same size regardless of how many coins are inside of it.
The piglet is exceptionally loyal and will listen to commands given by its owner and other allied creatures of the owner’s choosing. It walks beside you or its nearest ally as best it can, but vanishes into a pocket dimension if it is ever more than 30 feet away from one of you. The figurine can be summoned to you or another allied creature’s location as a bonus by saying the command phrase “Come home, little piggy”. You can tell the figurine to return to its pocket dimension using another bonus action to say the command phrase “Go to market, little piggy.”
When asking for 10% or more of its total stockpile, the piglet looks disappointed before carrying out the request. The piglet can eject its own stopper and roll over on its back to empty itself of coins when it’s asked for a large amount, but will always retain at least one copper coin unless you physically remove it. The figurine returns to its inanimate form when there are no more coins inside of it.
The piglet has 5 hit points, an AC of 10, and a walking speed of 30 feet. It does not need air to breathe. If the piglet is reduced to 0 hit points, it cries out and shatters into hundreds of ceramic pieces. While your coins are not lost, it takes the piglet 1d4 days to rematerialize again before you.
If the pig’s owner dies, the distraught pig empties itself of all its coins: returning to its inanimate ceramic form atop of whatever coins were inside of it.
Placing the piglet 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. When this happens, the piglet is permanently destroyed, and its contents are lost. 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 and cannot be reopened again.
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Puzzle Ring of Vitality, Life, and Power
Ring, legendary (requires attunement by a paladin) | Mar. 19
The Inner Ring. This powerful ring is made of an enchanted gold blessed by a god of life and healing. While you are attuned to the ring and are wearing it, you can use your Lay on Hands ability on an ally within 10 feet of you instead of needing to touch them.
The Outer Ring. The inner, golden ring has a second silver puzzle ring encircling it. The silver puzzle ring is made of three powerfully enchanted bands that, when fit together in an elaborate and ever-changing puzzle, cause you to emanate a 30-foot aura that heals and supports your allies. As an action, you can make an Intelligence check to try and solve one of the three puzzles in a fixed order.
The first band slides into place following a successful DC 5 Intelligence check. Once solved, you begin to emit the ring's aura. The aura lasts for 1 minute and is always centered on you. While you emit this aura, you can use a bonus action on your turn to cause a creature within the aura (including you) to regain 2d6 hit points.
The second band is solved following a successful DC 10 Intelligence check. When it slides into place, the aura's strength increases. Nonhostile, living creatures in the aura that start their turn with 0 hit points immediately regain 1 hit point. In addition, creatures within the radius have resistance against necrotic damage, and their hit point maximum can't be reduced.
The third and final band is solved following a successful DC 15 Intelligence check. When the band fits into place to complete the puzzle, the aura's power is maximized. Allied creatures within the aura have advantage on saving throws against spells and magical effects, and if succeeding on a saving throw in this way would normally cause the allied creature to take half damage, they take no damage instead.
The aura ends early if you take off the ring or fall unconscious. Once the effects end, you cannot activate the outer ring again until 1 day has passed for each band that you solved. If you solve all 3 bands to complete the puzzle ring, you can reduce the number of days you need to wait by 1d3. On a 3, you can dismantle and begin to reassemble the puzzle ring immediately after the aura fades.
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Pyromancer’s Grimoire
Wondrous item, very rare (requires attunement by a wizard) | Jul. 25
This scorch-marked tome reeks of ash and brimstone. Though warm to the touch, it never burns the hand that opens it. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: fireball, fire shield, fire storm, hellish rebuke, scorching ray, and wall of fire. It functions as a spellbook for you, and you can use it as a spellcasting focus for your wizard spells. While attuned to the book, you know the produce flame cantrip, which is considered to be a wizard cantrip for you.
The grimoire has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the book crumbles into hot ash and smoke.
Blazing Transmutation. While the grimoire is on your person, you can expend 1 charge to change the damage type of a spell you cast to fire. A flammable object hit by a transmuted spell ignites if it isn’t being worn or carried. The spell’s visual and sensory effects are transformed accordingly, taking on the form of embers, flame, or searing heat.
Flame Casting. While the book is on your person, you can expend 1 or more of its charges when you cast one of the spells listed above. For each charge you expend, the level of spell slot needed for that casting of the spell is reduced by 1. If you reduce a spell's slot level to 0 in this way, you can cast the spell from the book even if you don't have it prepared.
Ignite. When you deal fire damage to a creature, you can expend up to 2 charges to attempt to set the creature ablaze. The creature must succeed on a Dexterity saving throw against your spell save DC or catch fire. While burning, the creature takes 1d10 fire damage per charge spent at the start of each of its turns. A creature can extinguish the flames by using its action to smother them. The fire also goes out if it is doused, submerged, or suffocated.
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-Q-
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Quagmire Maul
Weapon (maul), very rare (requires attunement) | Aug. 19
This old, withered hammer seemingly belongs in a swamp. Regardless of the conditions the hammer is kept in, it is always damp and smells of bog water. You gain a +2 bonus to attack and damage rolls made with this magic weapon.
This hammer has 10 charges and regains 1d6 + 4 expended charges each day at dawn. As an action, you can expend 1 or more of the hammer's charges to slam it into the ground and transform the area around you into sickly, swamp-like terrain that remains for 1 minute. When you do, choose a space within 5 feet of you. You create a swamp that fills that space and adjacent spaces in a 5-foot radius with a thick muck up to 1 foot deep. For each additional expended charge after the first, the radius of the swamp increased by 5 feet. This area is considered difficult terrain. While you're holding the hammer, you can traverse the magical swamp as if it were normal terrain.
If you expend the last charge from the hammer, roll a d20. On a 1, the hammer turns to a viscous muck in your hands and is destroyed.
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Quake Hammer
Weapon (light hammer), rare (requires attunement) | Dec. 18
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
As an action, you can smash this hammer into the ground to send out intense tremors. Other creatures within 10 feet of the point of impact must succeed on a Dexterity saving throw or suffer 2d6 bludgeoning damage and fall prone. Creatures who succeed on the throw take half as much damage and do not fall prone. You can cause this effect while you hold the hammer or when you throw it, creating the tremors at the point on the ground that the hammer lands.
The save DC for this effect is equal to 8 + your proficiency bonus + your Strength modifier. Once this property has been used, it can’t be used again until the following dawn.
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Quantumfly Saber
Weapon (rapier), very rare (requires attunement) | Sep. 24
Stained glass butterflies flutter at the crossguard of this magic rapier. When drawn, it looks slightly blurry before coming into focus. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d4 psychic damage to any creature it hits.
The blade allows you to pull versions of itself from parallel realities when attacking. The rapier has 8 charges and regains 1d4 + 4 expended charges daily at dawn. Once on each of your turns when you make an attack with the weapon as part of the Attack action, you can choose to expend up to 4 of its charges. When you do, make another attack roll with the rapier for each charge spent; the attacks are instantaneous and ghostly in appearance, as the target is lashed at by different versions of yourself from across realities. At the end of your turn, roll a d4: if the result is equal to or less than the number of charges you spent that turn, you take 1d8 psychic damage for each spent charge. This damage ignores resistance and immunity.
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Quarterstaff of the Elk
Weapon (quarterstaff), rare (requires attunement) | Aug. 23
This wooden staff is carved from an ancestral branch in the likeness of a pair of stag horns. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which has the finesse property. Once on each of your turns when you make an attack using this weapon, you can choose to move up to 10 feet, provided that your speed isn't 0. You can move in this way all at once or two 5-foot increments, either immediately before or after the attack. This movement doesn't provoke opportunity attacks.
Lock Horns. While holding the quarterstaff, any creature you physically shove also takes 1d6 piercing damage from the weapon. If another creature within your reach attempts to physically grapple or shove you and fails, that creature immediately takes 1d6 piercing damage from the quarterstaff and falls prone.
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Quick Change Ring
Ring, rare | Sep. 20
This ring grows and shrinks to fit its wearer, but always seems slightly large for the finger it’s on. The ring has an extradimensional space inside it dedicated to carrying armor. You can magically bind one set of unworn light, medium, or heavy armor to this extradimensional space over the course of 1 hour by resting the ring on top of the armor. Only one suit of armor can be bound to the ring’s extradimensional space. Binding a second suit breaks the bond with the first one, causing it to be forced from the extradimensional space and appear in an unoccupied space within 5 feet of the ring. While wearing the ring, you’re considered to be within 100 feet of any armor stored inside its extradimensional space.
While wearing this ring, you can use an action to speak its command word and touch a suit of bound armor, even if you’re wearing it, to shunt it into the ring’s extradimensional space. Speaking the command word again while the armor is in this extradimensional space causes you to magically don the armor, adjusting to fit you as needed, or causes it to appear at your feet (your choice). If you’re already wearing a suit of armor when you don one in this way, the bound armor appears at your feet instead. If the armor would magically prevent you from doffing it, this property of the ring has no effect.
You can create an instantaneous, harmless sensory effect when you don or doff a suit of armor with the ring in this way, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
When found, the ring has a 50 percent chance to have a set of bound armor in its extradimensional space. The GM can choose a suit of bound armor from the following table or roll a d12 to determine it randomly.

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Quickdraw
Weapon (crossbow, hand), rare | Dec. 18
This curious contraption is in fact a small, surreptitious hand crossbow that can be worn on a wrist or forearm without requiring a free hand to use it. On the first turn of combat, you can immediately use your reaction to fire the weapon at a creature you can see within range. If you don’t fire the crossbow in this way, you can use a bonus action on a subsequent turn to make a single ranged attack with it instead.
In order to use this crossbow, you must also wear two rings on adjacent fingers. One ring carries a thin but flexible string that connects to the firing mechanism of the crossbow. The second ring is equipped with a very small but functional blade that’s used to sever the first’s string. When the string is severed, the crossbow fires. It takes 1 minute to reset the crossbow and rings.
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Quicksilver Clay
Wondrous item, common | Aug. 19
This small orb of silver, watery liquid is strangely dry to the touch. While holding the 1-inch diameter metallic sphere in the palm of your hand, you can mentally control the form that it takes as an action. The form stretches and turns into imagined shape no larger than the palm of your hand and remains centered there. The form returns to its natural orb state when you end your focus on the quicksilver clay (no action required) or it leaves your hand. Regardless of the form it takes, it is still a liquid.
Eating or drinking the liquid is harmless, but takes 1d4 days to exit the body.
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Quicksilver Sword
Weapon (longsword or shortsword), very rare (requires attunement) | Jun. 22
You gain a +2 bonus to attack and damage rolls made with this magic weapon, which has the finesse property. As the blade moves, its reflective surface shimmers like water on a mirror.
The longsword deals an extra 1d6 poison damage to any creature hit by it. It transforms into a shortsword that doesn't deal extra poison damage as part of using either of the named properties below. Once a property has been used, it can't be used again until the next dawn.
Silver Sickness. When you hit a creature with the longsword, you can choose to transform the weapon into its shortsword form and leave some of its metal inside the wounded target. The creature must make a DC 16 Constitution saving throw. On a failed save, it takes 3d6 poison damage and is poisoned for 1 minute. On a success, the creature takes half as much poison damage and isn't poisoned. While poisoned, a creature takes 1d6 poison damage at the start of each of its turns. At the end of each of its turns, the creature can repeat the saving throw, ending the effect and expelling the leftover metal on a success.
Toxic Armor. You can use a bonus action to allow yourself to be poisoned by the blade instead, transforming the weapon into its shortsword form in the process. You remain poisoned for 1 minute or until you end the effect early (no action required). While poisoned, you have resistance to bludgeoning, piercing, and slashing damage, as the metal within your body helps defend it against attacks.
When a creature is no longer poisoned by one of these properties, the weapon's metal is expelled from the creature and returns to the blade, transforming it back into its longsword form.
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Quillgun
Weapon (blowgun), uncommon | Nov. 23
This magic blowgun is made from a rough spruce branch. At its end is a collection of sharp porcupine quills. The blowgun has 30 quills and regains all expended quills daily at dawn.
When you make a ranged attack with the blowgun, it shoots 6 of its quills simultaneously at the target instead of a single needle. On a hit, roll a d6 to determine how many of the quills hit the target; you then roll a number of d4s equal to the result, and the target takes piercing damage equal to the total of the d4s. You still add your Dexterity modifier to the total of the attack's damage. The blowgun magically reloads itself with 6 new quills after each attack. It ignores the loading property while it has any quills remaining, unless it was loaded with a blowgun needle instead of quills.
The blowgun can also be wielded as a magic club. While it has at least 6 quills remaining, it deals an extra 1d4 piercing damage to any target it hits.
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Quiver of Elemental Chaos
Wondrous item, legendary (requires attunement) | May 20
This quiver has a lid with 5 holes in it and has depictions of the Elemental Planes on its side. It has 4 buttons along its top that correspond to each of the four elements: Air, Earth, Fire, and Water.
Elemental Ammunition. The quiver can have up to 5 arrows or bolts on display at a time, which appear through the holes in its lid. You can press one of the quiver's buttons using a bonus action to cause it to create and display 1 elemental arrow or bolt. The type of arrow or bolt depends on the button you press. The quiver can produce up to 5 of each type of ammunition in this way each day.
Any arrow or bolt created by this quiver is magical and has the following properties based on its element. The ammunition is only magical for you, and any arrow or bolt removed from the quiver loses its magic at the end of the turn.
Air Ammunition. This ammunition is weightless and whistles softly as it moves. This piece of ammunition can be fired at its long range without disadvantage and deals an extra 1d6 thunder damage to any target it hits. In addition, any magical atmospheric effect that the arrow passes through cast at 3rd level or lower, such as a fog cloud or stinking cloud, is dispelled.
Earth Ammunition. This ammunition carries an uncanny force behind it and turns to stone at its end. When you hit with a ranged attack using this ammunition, the target takes an extra 2d6 bludgeoning damage and must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from you.
Fire Ammunition. This ammunition has tongues of fire licking up its side and spews embers at the slightest movement. When shot, it erupts into a plume of white-hot flame. This piece of ammunition deals an extra 1d6 fire damage to any target it hits. Hit or miss, the ammunition explodes. The target and each creature within 5 feet of it must succeed on a DC 15 Dexterity saving throw or take 1d6 fire damage.
Water Ammunition. This ammunition has a silky texture and glitters with watery reflections. A ranged attack made with this ammunition ignores the normal penalties of underwater fighting and deals an extra 2d6 piercing damage to any target it hits, or 3d6 piercing damage if the target is made of fire. In addition, any nonmagical flames within 10 feet of this ammunition's point of impact are extinguished when it hits.
Paraelemental Ammunition. You can press two compatible elemental buttons at the same time as a bonus action to create a paraelemental arrow or bolt: a hybrid piece of ammunition. Water and Air create Ice, Fire and Earth create Magma, Earth and Water create Ooze, and Air and Fire create Smoke. This ammunition appears from a special compartment in the quiver's lid. The quiver can create 1 of each type of paraelemental ammunition each day. A non-compatible combination, such as Fire and Water or Air and Earth, has no effect.
Ice Ammunition. This special piece of frosted ammunition is cold to the touch and casts off snowflakes when it moves. When you hit with a ranged attack using this ammunition, the target takes an extra 3d6 cold damage and must make a DC 15 Constitution saving throw. On a failed save, the target is paralyzed for 1 minute. On a success, the target's speed is halved until the end of its next turn. A creature with resistance or immunity to cold damage automatically succeeds on the saving throw. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on a success. The effect ends early if the paralyzed target takes fire damage.
Magma Ammunition. This special piece of glimmering ammunition is warm to the touch and flakes off in sooty pieces. When you hit with a ranged attack using this ammunition, the target takes an extra 3d6 fire damage. Hit or miss, the area in a 10-foot-radius sphere centered on the point of impact becomes unbearably hot until the end of the turn. Each creature within the area must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion from the sudden flash of heat. A creature with resistance or immunity to fire damage automatically succeeds on the saving throw.
Ooze Ammunition. This special piece of sticky ammunition gives off a faint, alchemical odor. This ammunition creates a unique grease spell (save DC 15) at the point of impact. This version of the spell covers a 20-foot-square area, and any creature that starts its turn prone in the area takes 1d6 acid damage.
Smoke Ammunition. This special piece of black ammunition feels smooth like coal to the touch and releases a faint wisp of smoke. This ammunition duplicates the effect of the fog cloud spell (2nd-level version) at the point of impact, with the exception that this fog is pitch black.
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Quiver of Lightning
Wondrous item, rare (requires attunement) | May 24
This jagged quiver zigs and zags in a lightninglike fashion. Ammunition you draw from the quiver is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you make an attack with the ammunition, the target takes an extra 1d4 lightning damage on a hit.
Alternatively, once on each of your turns, you can reach into the quiver and pull out a special arrow or bolt made of lightning, as part of making a ranged attack with a bow or crossbow, respectively. This special ammunition deals 2d8 lightning damage on a hit (adding your Dexterity modifier to the damage roll as normal), instead of the weapon's normal damage and without the extra 1d4 lightning damage. If the target is made of metal or wearing metal armor, the attack is made with advantage.
In addition, if you make a ranged attack with a javelin of lightning, the javelin vanishes after 1 minute (unless you retrieve it) and emerges from the quiver, falling to the floor at your feet when it does.
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Quiver of Seasons
Wondrous item, rare (requires attunement) | Dec. 22
This slender quiver is decorated with a forest of silhouetted trees. You can use a bonus action on each of your turns to speak the quiver's command word to change its season, which also changes its color and design: Spring (green, trees with silver leaves), Summer (yellow, rays of silver sunlight), Autumn (orange, silver leaves falling), or Winter (blue, silver veins on trees).
The quiver has 8 charges and regains 1d6 + 2 expended charges daily at dawn. When you make a ranged attack using a weapon to fire ammunition drawn from this quiver, you can expend 1 of the quiver's charges to infuse that ammunition with the quiver's seasonal magic. That ammunition gains the following benefits depending on the quiver's associated season:
Spring. The ammunition is wrapped by verdant brambles. On a hit, the brambles wrap around the target and deal an extra 1d10 piercing damage. The target must succeed on a DC 15 Strength saving throw or be restrained by the brambles until the end of your next turn. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach from the brambles on a success.
Summer. The ammunition is scorched by wildfire. On a hit, flames erupt from it that deal an extra 1d10 fire damage to the target. The target must succeed on a DC 15 Dexterity saving throw or take an extra 1d10 fire damage at the start of its next turn.
Autumn. The ammunition is touched by decaying fungus. On a hit, a cloud of sickening spores bursts from it that deals an extra 1d10 necrotic damage to the target. The target must succeed on a DC 15 Constitution saving throw or be poisoned until the end of your next turn. This has no effect on undead or constructs.
Winter. The ammunition is covered in biting frost. On a hit, ice splinters outward from it that deals an extra 1d10 cold damage. The target must make a DC 15 Constitution saving throw. On a failed save, the target's speed is halved until the end of your next turn. For the duration of this effect, it can't use reactions, and on its turn, it can use either an action or a bonus action, but not both. Regardless of the target's abilities, it can't make more than one attack during its turn for the duration.
The ammunition returns to normal after the attack.
Other types of magic ammunition containers of this kind exist, such as a bolt case of seasons meant for crossbows, though quivers are most common.
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Radiant Defender
Weapon (maul), rare (requires attunement) | Mar. 19
This maul has a narrow shield covering its handle that can be rotated to protect the wielder's grip. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While wielding this guarded maul, taking the Dodge action also gives you a +2 bonus to your AC until the start of your next turn. In addition, when you take the Dodge action and a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack with the maul against that creature. If you hit, the attack deals an extra 1d8 radiant damage. Once you use your reaction to make an attack in this way, you lose the +2 bonus to your AC.
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Radiant Quiver
Wondrous item, rarity varies (requires attunement) | Feb. 22
A radiant quiver produces special ammunition for your ranged weapon attacks. The ammunition is made of pure light, and appears in your hand when you reach into it without picking a different piece of ammunition. If the quiver is kept in direct sunlight for at least 1 hour, it magically produces up to 20 pieces of the special ammunition at the end of the hour.
The quiver can hold up to 20 pieces of this ammunition at a time, which remain until used and don't count toward the total amount you can normally store in a quiver. A piece of this ammunition is lost if another creature attempts to use it or if it's removed from the quiver and not fired before the start of your next turn. On a hit, the ammunition deals radiant damage, instead of its normal damage type, and it deals extra damage based on the quiver's rarity, as shown in the table below. The ammunition is then lost. This bonus damage is doubled if the target is a fiend or undead.
Once fired, the ammunition sheds bright light in a 10-foot radius and dim light for an additional 10 feet while flying through the air. Very rare versions of the quiver produce ammunition made of sunlight. A creature hit by ammunition made of sunlight in this way is considered to be in sunlight until the end of your next turn.
Light Cannon. While holding the quiver, you can use an action to point it at a target and speak its command word. When you do, it releases all the remaining special ammunition in a single blast, expending them. The blast creates a line of light that is 5 feet wide, and each creature in the line must make a Constitution saving throw. The length of the line and the DC for the saving throw are based on the quiver's rarity, as shown in the table below. On a failed save, a creature takes radiant damage equal to the ammunition's bonus damage for each of the remaining pieces left in the quiver, which is doubled if the creature is a fiend or undead, up to a maximum of 50 radiant damage. On a successful save, a creature takes half as much radiant damage. If the quiver is a very rare version, a creature that fails the saving throw is also considered to be in sunlight until the end of your next turn. Once this property of the quiver has been used, it can't be used again until the next dawn.

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Radiant Teapot
Wondrous item, common | Mar. 22
This small, ceramic teapot can hold up to two cups of liquid. When left in direct sunlight for 1 minute, any water or similar liquid inside it begins to boil. While the teapot has water boiling inside, you can use an action to speak its command word to cause the water to become a rich tea. Each radiant teapot creates a different kind of tea, which can typically be deduced by smelling the inside. Choose or roll on the table below to determine what kind of tea the pot makes.

While a tea weird rests inside the teapot, it's immune to all damage and can change the temperature of the water inside the pot at will.
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Radiant War Pick
Weapon (war pick), very rare (requires attunement by a cleric or paladin) | Nov. 20
This silver and golden weapon is wrapped in fragments of holy vestments and glimmers spectacularly in sun and moonlight. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this war pick, the target takes an extra 1d8 radiant damage. If the target is a shapechanger or undead, this radiant damage is maximized.
In addition, while holding the war pick, you can use an action to expend a use of your Channel Divinity to cast the moonbeam (6th-level version) or sunbeam spell from it (save DC 16). Once this property of the weapon has been used, it can't be used again until the next dawn.
You can use an action to speak the war pick's command word to cause it to shed bright light in a 20-foot radius and dim light for an additional 20 feet. Speaking the command word again puts out the light.
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Ramp-Up Ring
Ring, very rare | May 23
The swirls that cover this golden ring seem to slowly writhe. The ring can hold up to 3 charges, and it gains 1 charge at the start of each of your turns in combat. If you score a critical hit while in combat, it immediately gains 3 charges, up to its maximum.
While the ring has 3 charges, you gain a +3 bonus to damage rolls from weapon attacks, and the minimum number you have to roll on a d20 to score a critical hit with a weapon attack is reduced by 1.
The ring loses all charges when combat ends or when you remove the ring. If you're wearing the ring when it loses these charges, you then gain 4 temporary hit points for each charge lost. These temporary hit points end early if you remove the ring.
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Rapier of the Black Tentacle
Weapon (rapier), rare | Dec. 23
This dark silver rapier sounds weighty as it whips through the air. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When underwater, the weapon gains the reach property (elongating elastically when swung), and you don't have disadvantage on attack rolls with it as a result of underwater combat.
While holding the rapier, you can use an action to cast the black tentacles spell from it (save DC 15). This version of the spell doesn't require concentration; it fills a 20-foot cone, originating from you, instead of its normal area and range, and ends at the end of your next turn. Once this property of the rapier has been used, it can't be used again until the next dawn.
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Rat King Crown
Wondrous item, uncommon (requires attunement) | Mar. 22
This dark silver circlet is embossed with the heads and tails of many rats. While wearing it, ordinary rats, giant rats, and swarms of rats are indifferent toward you and will not attack you unless you threaten or harm them.
In addition, you can comprehend and verbally communicate with rats, as if by the speak with animals spell.
Mark of the Rat King. While you're attuned to one or more other items with "rat king" in its name, the crown gains the following additional property.
Whenever you roll initiative, roll a d6. On a 5 or 6, a swarm of rats gathers at your location, provided that enough rats are within a half mile of you (as determined by the GM). The swarm is friendly to you and your companions. It remains with you until the combat ends or you die. If the swarm is reduced to half its hit point maximum or less, it scatters and leaves early.
The friendly swarm shares your initiative but takes its turn immediately after yours. On its turn, it attacks the nearest hostile creature within 30 feet of you. If there isn't a creature to attack, it shares your space and takes the Dodge action.
The swarm becomes hostile if you remove the crown or if you or your companions harm it.
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Rat King Rapier
Weapon (rapier), uncommon (requires attunement) | Mar. 22
This dark silver rapier is detailed with rat illustrations along its handle. Bands of metal forged in the likeness of rat tails form its twisted guard. While the rapier is on your person, ordinary rats, giant rats, and swarms of rats are indifferent toward you and will not attack you unless you threaten or harm them.
In addition, when you attack a creature with this magic rapier and have advantage on the attack roll, the target takes an extra 1d6 piercing damage on a hit. You can deal this extra damage only once on each of your turns.
Mark of the Rat King. While you're attuned to one or more other items with "rat king" in its name, the rapier gains the following additional property.
When you roll a 1 or 2 on the bonus piercing damage die, you can reroll the die. You must use the new roll, even if it is a 1 or a 2.
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Rat King Sphere
Wondrous item, uncommon (requires attunement) | Mar. 22
This hollow metal sphere is covered with illustrations of rats, one of which is gilded and wears a small crown. The sphere is 6 inches in diameter and weighs 3 pounds. Holes of various sizes dot its surface, allowing you to peer inside. The sphere is completely empty while a creature isn't attuned to it.
While you're attuned to the sphere and it's on your person, ordinary rats, giant rats, and swarms of rats are indifferent toward you and will not attack you unless you threaten or harm them.
The sphere contains a special demiplane made for rats. If a creature is attuned to the sphere at dawn, or the first time a creature attunes to the sphere each day, it magically summons a swarm of rats to the demiplane within. The rats can peer through the demiplane and see outside of the sphere through its various holes.
You can use an action while holding the sphere to speak one of its three command words as described below. To do so, the sphere must have a swarm of rats inside it.
Summon Giant Rat. When you speak the first command word, the swarm of rats coalesces into a giant rat, which magically appears in an unoccupied space that you can see within 10 feet of you. This giant rat has 24 hit points and is friendly to you and your companions. It shares your initiative but takes its turn immediately after yours. On your turn, you can mentally command the rat (no action required) if it is within 60 feet of you and you aren't incapacitated. You decide what action the rat 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. By using a bonus action to speak the command word again, you return the rat to the sphere's demiplane, at which point it becomes a swarm again. It then regains all its hit points. If the rat is reduced to 0 hit points, it and the swarm that created it disappear.
Swarm Tether. When you speak the second command word, you also throw the sphere at a creature you can see within 30 feet of you. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the swarm of rats exits the sphere and clings to the creature, forcing that creature to make a DC 13 Strength saving throw. On a failed save, it takes 2d6 piercing damage, and if the creature is Large or smaller, it's also grappled until the start of its next turn. The creature repeats this saving throw at the start of each of its turns for 1 minute or until it succeeds three times, at which point the swarm scatters and disappears. If the sphere misses the creature when you throw it, the action is wasted, but the swarm remains inside the sphere.
Visage of the Wererat. When you speak the third command word, the swarm inside the sphere disappears, but you gain the following benefits for 1 hour:
You have advantage on Wisdom (Perception) checks that rely on smell.
You have darkvision out to a range of 30 feet. If you already have darkvision, its range increases by 30 feet instead.
You can use an action to transform into a giant rat (as if by the polymorph spell) or revert back to your normal form. You retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores while in giant rat form. If you're reduced to 0 hit points while in giant rat form, you revert to your normal form and can't transform again in this way for the remainder of the effect.
Mark of the Rat King. While you're attuned to one or more other items with "rat king" in its name, the sphere gains the following additional property.
You can summon a swarm of rats to the empty sphere using a special ritual, which takes 1 hour to perform and can be done during a short rest. Once this property has been used, it can't be used again until the next dawn.
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Ravenheart's Origami Ravens
Wondrous item, uncommon | Dec. 22
This slim wooden carrying case holds three dark paper birds. While holding a paper bird, you can use an action to speak its command phrase, "By fold and feather, fly." When you do, the paper springs to life and transforms into a raven for 1 hour. For the duration, the raven is treated as if it were your familiar summoned by the find familiar spell. Its animal form can't be changed. The raven reverts to its paper form at the end of the hour, if it's reduced to 0 hit points, or if you dismiss it. When it does, it immediately tears itself to tiny paper shreds and is destroyed.
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Raven's Feather
Weapon, rare (requires attunement) | Jun. 24
This dark scythe is lightly iridescent, like a raven. Its blade looks like a large feather. If you're proficient with martial weapons, you are proficient with the raven's feather. The weapon has the two-handed and heavy properties and uses a damage die of 2d6; it deals slashing damage on a hit. When you hit a creature with this weapon, a raven feather appears and floats to the ground below it. The feather is illusory, and it remains in the space for up to 1 minute.
You can use a bonus action to magically summon a swarm of ravens while holding the scythe. The swarm has a number of hit points equal to 4 times the number of feathers dropped from the scythe within 60 feet of you. The feathers then disappear. The swarm remains for 1 minute or until it's reduced to 0 hit points; it regains 4 hit points whenever another feather appears. The swarm can't have more than 24 hit points. If the swarm hits a target, the damage is magical.
You can only have one swarm of ravens at a time. The summoned swarm is friendly to you and your companions. It shares your initiative and takes its turn immediately after yours. It obeys any mental commands that you issue it (no action required by you). If you don't issue any commands, it defends itself from hostile creatures, but otherwise takes no actions.
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Raven's Mask
Wondrous item, uncommon | Aug. 25
This leathery mask rests magically over your nose and mouth. The mask creates a raven-like beak over top of your mouth, which can remain closed or move with you while you speak (your choice each time). The mask weighs 1 pound, but feels weightless on your face. You can don or doff the mask using an action.
While wearing the mask, you have advantage on saving throws made against harmful gases and vapors (such as cloudkill, inhaled poisons, and the breath weapons of some dragons). You can't become diseased by these effects, and you automatically succeed on saving throws to resist the stinking cloud spell. In addition, while wearing the mask, ravens and similar birds (such as crows and magpies) can understand the meaning of your words, though you have no special ability to understand them in return.
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Ravenous Ring
Ring, uncommon | Nov. 22
While wearing this ring, you can use an action to transform your hand into a kraken-like maw and touch a creature within 5 feet of you. When you do, the creature must make a DC 13 Dexterity saving throw, taking 3d6 necrotic damage on a failed save, or half as much damage on a successful one. Your hand then returns to normal. If the creature fails the saving throw, you also gain a number of temporary hit points equal to half the necrotic damage dealt. These temporary hit points remain for 1 minute. Once this property of the ring has been used, it can't be used again until the next dawn.
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Realmswarden Greataxe
Weapon (greataxe), legendary (requires attunement) | Apr. 20
This ancient stone axe hilt is intricately carved. At its center is a gap that houses a single, perfect diamond that's magically suspended in place and glows with an uncanny energy. While grasping the hilt, you can use a bonus action to cause a wide blade of pure prismatic light to radiate from the axe's head, or make the blade disappear. The axe's blade emits bright light in a 15-foot radius and dim light for an additional 15 feet.
You gain a +3 bonus to attack and damage rolls made with this magic weapon, which deals force damage instead of slashing damage. When you hit an aberration or undead with it, that target takes an extra 1d12 radiant damage.
While the blade persists, you can use a bonus 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.
The light that comes from the diamond at the axe's center and forms the blade can be wrought to create powerful, destructive glyphs. Over the course of 1 minute, you can trace a glyph onto the surface of the axe, starting with the gem at its center, to recreate the effects of the symbol spell (save DC 17) with the following changes:
The glyph you create as part of the spell exists on the axe and moves with it.
The glyph can only be triggered when you hit a creature with the axe.
The spell only affects the target that triggered the glyph. Once that creature makes a saving throw against the glyph’s effect, the spell ends.
Aberrations and undead have disadvantage on the saving throw to resist the spell's effects.
Once this property of the axe has been used, it can't be used again until 12 hours have passed. You can only have one glyph on the axe in this way at a time.
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Reap and Sew
Weapon (light crossbow), rare (requires attunement) | Nov. 18
You gain a +2 bonus to attack and damage rolls made with this magic weapon. While attuned to the weapon, you can cast the mending cantrip at will. A special, needle-like bolt is magically bound to the crossbow. When fired, the bolt leaves a faint thread of arcane energy behind it and deals force damage instead of piercing. The bolt returns to the crossbow and loads itself after each attack, ignoring the crossbow’s normal loading property.
The crossbow has 4 charges and regains 1d4 expended charges each day at dawn. When you fire the special bolt from this crossbow and hit a Large or smaller creature, you can expend 1 charge to tether that creature to a point on the ground adjacent to it. If the creature attempts to move more than 10 feet away from that point before the end of its next turn, it must succeed on a DC 15 Strength saving throw or have its movement speed reduced to 0 until the start of its next turn.
If the special bolt is somehow destroyed or lost, the bolt reappears loaded in the crossbow after 24 hours. The weapon is considered to be a mundane, nonmagical crossbow while separated from the bolt for longer than 1 minute.
Curse. Once attuned to this weapon, you must make a DC 12 Wisdom saving throw whenever you attempt to take a short or long rest. On a failure, you are overcome with the urge to craft and are forced to sew, knit, crochet, or cross-stitch feverishly for at least 1 hour before being able to rest. The curse remains even if the attunement ends, but can be undone by any effect that removes a curse such as a greater restoration or remove curse spell.
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Red Claw's Regalia
Wondrous item, legendary (requires attunement) | Sep. 19
This tough dragon scale robe is miraculously insulated and comfortable. While wearing the robe, you gain the following benefits:
You can withstand temperatures as low as -50 degrees Fahrenheit without any additional protection.
Your Constitution score increases by 2, to a maximum of 22.
You have advantage on Constitution saving throws.
You have resistance to fire damage.
You can walk on lava as if it were solid ground, without taking fire damage from it. Ending your turn on lava causes you to sink into it and take fire damage as normal.
The hem of this robe glimmers with slowly shifting embers. While wearing this robe, your steps leave behind small motes of magical fire and scorched earth. The flames and marks left behind are harmless and disappear 1 second after they appear.
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Redeemer's Regards
Weapon (longbow), rare (requires attunement by a paladin) | Jan. 21
A bow designed for holy warriors who prefer to keep evil at a distance. Any ranged attack you make with this weapon is considered to be a melee weapon attack for the purposes of using your Divine Smite feature and meeting the requirements of any paladin spell you cast with "smite" in its name.
In addition, when you expend a 1st-level spell slot to use your Divine Smite feature on an attack made with this bow, you can choose to not expend the spell slot instead. This property can't be used again until the next dawn
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Red Queen's Burden
Weapon (glaive), legendary (requires attunement) | May 20
This brass, battle-scarred glaive was famously wielded by a tyrannical queen. You must have a Strength score of 17 or higher to wield this weapon. The queen's intensity still burns inside this weapon, making its handle always warm to the touch. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 1d6 fire damage to any target it hits.
The glaive has 7 charges and regains 1d6 + 1 expended charges daily at dawn. While holding it, a magical, illusory crown appears on your head. The crown is brass and has a number of horns equal to the number of charges the weapon has remaining. When you expend 1 or more charges from the glaive, the horns adorning the illusory crown burn away in a shower of embers.
While holding the glaive, you can expend 1 or more of its charges to impose your will on the creatures around you, using the following commands:
"Cower." When you hit a target with the glaive, you can expend 2 charges to exude an imposing aura of dominance. All hostile creatures within 15 feet of you must succeed on a DC 17 Wisdom saving throw or be frightened of you until the end of your next turn. The target of the attack has disadvantage on this saving throw.
"Execute." Immediately after you make an attack with the glaive as part of the Attack action, you can expend 1 charge to command a willing creature to use its reaction to make one weapon attack. The creature must be able to see and hear you. If the attack hits, it deals an extra 2d6 fire damage.
"Survive." As a bonus action, you can expend 1 or more charges to grant a creature other than you a number of temporary hit points equal to 5 times the number of charges you expend, plus your Strength modifier. The creature must be able to see and hear you.
Alternatively, while holding the glaive, you can expend 2 of its charges at the start of your turn (no action required) to become an unyielding pillar of defense. When you do, your movement speed becomes 0 and you gain the following benefits until the start of your next turn:
You gain a +2 bonus to AC.
You can use your reaction up to three times, instead of once, before the start of your next turn. You can use no more than one reaction per turn.
When a creature within 10 feet of you makes an attack against you or another target, you can use your reaction to make a melee attack with the glaive against the attacking creature.
When you hit a creature with an attack using the glaive, that creature must make a DC 15 Wisdom saving throw. On a failed save, its speed becomes 0 until the start of its next turn.
Flaw. The Red Queen's burden makes its wielder angry and untrusting. While attuned to the weapon, you gain the following flaw: "I can only trust one person. Everyone else is either a subject, a threat, or both." You or your GM determine who you can trust. In addition, if you are attuned to the weapon for 24 consecutive hours, your hotheadedness leaves your mind open to weakness and distraction. You are vulnerable to psychic damage and have disadvantage on Intelligence (Investigation) checks. These effects can be removed with a greater restoration spell, but not while you are attuned to the weapon.
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Red Rider's Blade
Weapon (greatsword), legendary (requires attunement) | Dec. 24
This red blade harkens to an ancient, celestial harbinger of strife and ruin. You gain a +2 bonus to attack and damage rolls made with this magic weapon. A target hit with the weapon takes an extra 1d6 psychic damage from the attack. The weapon has 10 charges for use with the following properties. It regains 1d6 + 4 expended charges daily at dawn.
Spells. While holding the sword, you can use an action to expend some of its charges to cast one of the following spells from it, using a spell save DC of 17: fear (3 charges), flame strike (5 charges), or phantom steed (3 charges). This version of phantom steed disappears if it takes any damage but doesn't end the spell early. Instead, for the duration of the spell, you can use an action to summon the steed back to an unoccupied space within the spell's range.
Incite Strife. When you hit a creature with an attack using the sword, you can expend 3 of its charges to force that creature to make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by you until the end of your next turn. While charmed, the creature regards you and your allies as its friends, and its allies as enemies instead. If the target takes damage while charmed, it can repeat the saving throw against the effect, ending it early on a success. If you or your allies damage the target, it automatically succeeds on the saving throw. When a creature succeeds on a saving throw against this effect, it also takes 2d6 psychic damage.
Flaw. While you're attuned to this weapon, you gain the following flaw: "I take joy in turning people against one another."
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Redsmith Carrying Pack
Wondrous item, common | Apr. 22
This rough leather backpack has red binding straps and anvil emblem on its front. Even if it's empty, it sounds like various clattering tools can be found inside it. The bag has a limited demiplane inside of it that's used for carrying impractically heavy artisan's tools from place to place. You can use an action to reach into the bag and magically remove one or more tools from either a glassblower's, smith's, or tinker's tool set from the demiplane. Alternatively, you can choose to remove a miniature anvil from it that's 1 foot long and weighs 20 pounds. A tool or anvil removed from the bag in this way magically disappears and returns to the bag if it's ever more than 60 feet away from the bag or if it goes untouched for 10 minutes. While a tool is within the bag's demiplane, its weight is reduced to 0.
If you have a different magic item with "Redsmith" in the name, you can perform a special ritual while holding the item to store it within the bag's limited demiplanar space. You perform the ritual over the course of 1 hour, which can be done during a short rest, and the bag must be within your reach throughout the ritual. Afterwards, the item can be magically withdrawn and returned to the bag as with any other. Performing the ritual with the same item again severs the connection between the bag and item. Only one of each Redsmith item can be added to the bag in this way.
The bag can also be used as a normal backpack.
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Redsmith Crucible Set
Wondrous item, common | Jul. 21
This set of magic smith's tools from the dwarven Redsmith family includes a stone crucible that's been enchanted with minor transmutation magic. If you are proficient with smith's tools or are a dwarf, you can use an action to speak the tools' command word and lower a nonmagical weapon made of metal into the crucible and hold it there for 10 minutes. At the end of that time, make a DC 10 Strength check using the smith's tools. On a success, the weapon is magically reforged. A reforged weapon counts as magical, and when you pull the reforged weapon from the crucible, you can change it into another type of weapon that shares the same properties as the original one. For example, a light hammer could become a handaxe, or a longsword could become a warhammer. These benefits last for 24 hours, at which point the weapon becomes nonmagical once more and returns to its original form.
Once this property of the tools has been used, it can't be used again for 24 hours. In the meantime, the tools can still be used as magic smith's tools.
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Redsmith Hammer
Weapon (light hammer), common
This dwarven smithing hammer has runes running from end to end. When beaten against an anvil, the runes around the hammer glow a bright red and emanate heat, allowing a blacksmith to use the hammer to mold weapons and armor using only the hammer and anvil.
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Regraftable Construct Arm
Wondrous item, very rare (requires attunement by a creature missing an arm) | Apr. 23
This sickly flesh golem arm has been repurposed by a powerful necromancer, allowing it to be used as a prosthesis by any creature missing an arm. The prosthesis attaches to your arm at the shoulder, and it can't be removed as long as you're attuned to it. To attune to this item, you must hold it against your shoulder for the entire attunement period, at which point it magically sews itself into place. The arm detaches from you when your attunement to it ends.
Unarmed strikes made with the arm are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. While attuned it, your Strength score becomes 19 (unless it's already higher), and you have advantage on saving throws against any spell or effect that would alter your form.
Golem Spark. You can use a bonus action to allow the arm's necromantic magic to flood into you, granting you the following benefits for 1 minute. This property can't be ended early by any means. This property can't be used again until you finish a long rest.
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with adamantine weapons.
Your unarmed strikes with the arm use a d8 damage die. A creature hit by an unarmed strike takes an extra 1d6 necrotic damage.
You have advantage on saving throws against spells and other magical effects.
Any lightning damage dealt to you is reduced to 0. When this happens, this property's duration is extended by 1 minute. The maximum remaining duration can't exceed 10 minutes at any time.
Curse. This arm is cursed, and attuning to it extends the curse to you. While you remain cursed, you must make a DC 15 Wisdom saving throw whenever you take fire damage. On a failed save, you spend your action on your next turn reeling and panicked. This saving throw can't be made with advantage. If you're under the effects of the Golem Spark property, you make this saving throw whenever you take any damage while you have less than half your hit points remaining. If you die while under the effects of Golem Spark, you immediately return to life with 40 hit points as a flesh golem. For the purpose of the golem's Berserk trait, your creator is the same as the arm's. Only a wish spell can return you to your original form.
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Rejuvenating Bandage
Wondrous item, uncommon | Dec. 24
You can wrap this bandage around a willing creature's wounds over the course of 1 minute. The next time a creature finishes a short rest while wrapped with the bandage, it regains 3d8 + 3 hit points. If you have a severed body part and bandage it to the matching creature's stump, the bandage also causes the limb to magically knit to the stump at the end of the rest. Either way, the bandage then loses its magic and falls from the wound.
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Rejuvenating Draft
Potion, rarity varies | Feb. 20
When you drink this potion, you regain 1d3 + 1 (uncommon), 1d4 + 3 (rare), 1d6 + 4 (very rare), or all (legendary) spent Hit Dice. When you drink the legendary variant of a rejuvenating draft, you age is reduced by 1d4 years (to a minimum of 1 year old).
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Relentless Bulwark
Armor (shield), uncommon (requires attunement by a cleric or paladin) | Apr. 19
This hefty metal shield is virtually impenetrable. The shield has 6 charges and regains 1d4+2 expended charges each day at dawn. While holding the shield, you can use a bonus action to expend 1 charge to cast shield of faith. When you would fail a Constitution saving throw to maintain concentration on a shield of faith spell cast using the shield, you can use your reaction to expend another charge to succeed on the saving throw instead. You can only use this reaction in this way while holding the shield.
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Relentless Stinger
Weapon (rapier), rare | Jul. 23
You gain a +1 bonus to attack and damage rolls made with this magic rapier. When you reduce a creature to 0 hit points using this weapon, the next target you hit with it before the end of your next turn takes an extra 10 piercing damage from the attack.
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Reliquary of Holy Memories
Rod, rarity varies (requires attunement by a cleric or paladin) | Jan. 20
This scepter holds the bones of a powerful martyred saint and are said to contain the echoes of their memories. The rod can also be used as a magic mace.
While attuned to this rod, you can prepare one additional spell for each bone held within the rod, up to a maximum of 5. The rarity of the reliquary is determined by the number of bones inside. Use the table below to determine the number of extra spells you can prepare while attuned to a reliquary of holy memories.

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Remorhaz Cloak
Wondrous item, very rare (requires attunement) | Oct. 23
This cloak is made using a strip of a remorhaz's winglike fins and is lightly reinforced with plates of its spined carapace. The first time you attune to this item, and then again each day at dawn, you can choose either cold or fire damage: you gain resistance to that damage type until you make the choice again.
Fiery Carapace. While wearing the cloak, you can use an action to immediately gain 20 temporary hit points, which last for 1 hour. While you have these temporary hit points, any creature within 5 feet of you that hits you with a weapon attack automatically takes 2d6 fire damage, as flames erupt from your wounds. If a creature reduces these temporary hit points to 0, a wave of fire explodes from the cloak. Each creature within 10 feet of you, other than you, takes 2d6 fire damage from the explosion. Once this property has been used, it can't be used again until the next dawn.
Boiling Blood. If you're a barbarian and are wearing this cloak, your blood boils whenever you rage. While you don't have the temporary hit points from the cloak's Fiery Carapace property, any creature within 5 feet of you automatically takes 1d4 fire damage whenever it hits you with a weapon attack while you're raging.
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Remorhaz Javelin
Weapon (javelin), uncommon | Jul. 22
This javelin is decorated with the frill spines and teeth of a slain remorhaz. Targets hit by this magic weapon take an extra 1d4 damage. The type of bonus damage is cold if the total of the attack roll is even, or fire damage if the total is odd.
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Retaliating Bloom Shield
Armor (shield), rare | June 19
This steel shield hides a slim chamber in its center where magical flora grow and release their toxic pollen. The chamber is covered using an intricate, interlocking series of metal plates and flaps that, once released, resembles a flower.
When a Large or smaller creature within 5 feet of you misses you with a melee attack, you can use your reaction to release the chamber's mechanism: exposing and releasing the flowers' pollen in the face of the attacking creature. That creature must succeed on a DC 15 Constitution saving throw or take 3d10 poison damage and be poisoned for 1 minute. On a success, the creature takes half the damage and isn't poisoned. Once the pollen has been released in this way, this property of the shield can't be used again until the following dusk when the flowers release another wave of pollen.
Curious, whirring mechanisms inside the shield automatically retract the chamber's unfurled metallic plates at dusk. Alternatively, you can manually collapse the chamber's coverings over the course of 1 minute.
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Retaliating Shield of Ink
Armor (shield), uncommon | Dec. 18
This shield has a hidden compartment inside that can spray thick squid ink at attacking creatures. When a Large or smaller creature within 5 feet of you misses you with a melee attack, you can use your reaction to press a button on the shield’s handle. When you do, ink sprays from the front of the shield at the face of the attacking creature. That creature must succeed on a DC 13 Dexterity saving throw or be blinded until the beginning of its next turn.
The shield can hold up to 3 uses of the ink before needing to be refilled. It takes 1 minute to refill the shield using a vial of squid ink worth at least 20gp. Alternatively, you can use a vial of thinner writing ink worth 5gp. If you do. the save DC becomes 10 instead.
This is a mechanical item whose purpose and functionality can be understood following a successful Intelligence check (DC 12). On a success, you can interpret what the shield does, how to use it, and how to take care of it. You also understand that filling the shield with other volatile or sticky liquids such as acid, poison, grog, oil, or any other solid material such as sand, will damage the machinery inside and take 8 hours of work to repair.
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Revenant Standard
Staff, very rare (requires attunement by a creature that has died) | Jun. 24
This staff looks like a war standard that's topped with a metal brazier. While holding it, an ethereal flag tumbles down from the staff's cross, as if it's hung there. You choose the flag's design, which is obviously illusory. You can mentally change the design using an action while holding the staff. This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it.
While holding the staff, hostile creatures within 30 feet of you take an extra 1d6 necrotic damage whenever they take necrotic damage for the first time on a turn. In addition, friendly creatures within that range make death saving throws with advantage; on a 20, a creature gains 20 temporary hit points as part of returning to consciousness.
The staff has 10 charges for the following properties. It regains 1d8 + 2 expended charges daily at dawn. While the staff is on your person, it regains 1 expended charge whenever a humanoid dies within 30 feet of you. To be eligible, the humanoid can’t have been behind total cover from the staff when it died, and it must have had a challenge rating of 1/2 or more.
While holding the staff, you can expend 1 or more of its charges to cast one of the following spells from it (save DC 16), using the spell's normal casting time: bane (1 charge), hellish rebuke (1 charge), speak with dead (3 charges), see invisibility (2 charges), or spirit guardians (3 charges; the spirits are of the dead humanoids). If a spell cast from the staff deals damage, the damage's type is necrotic.
Alternatively, when you hit a creature with the staff, you can expend 1 of its charges to deal an extra 1d6 necrotic damage to that creature.
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Riff's Dimensional Ripper
Weapon (dagger), uncommon (requires attunement) | Feb. 20
This roughly-forged dagger of goblin make has somehow been enchanted with weak, planar magic. This magic dagger has 4 charges and regains 1d4 expended charges daily at dawn. While holding the dagger within 5 feet of a creature at least one size larger than you, you can use an action to expend 1 of the dagger's charges to create and slip through a brief, planar tear, reappearing in an unoccupied space within 5 feet of the creature on the opposite side of it. When you do, you can immediately make one weapon attack with this dagger against that creature. If the attack hits, that creature takes an extra 1d6 force damage and can't take reactions until the end of your turn.
If using the dagger in this way would cause you to move more than 20 feet, you are shunted out of the planar tear and reappear in your original space instead. When this happens, you take 4d6 force damage, and the action is wasted.
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Rifle of Gusts
Weapon (musket), rare (requires attunement) | May 25
Wind magically carries bullets fired from this weapon farther than normal: attacking at long range doesn't impose disadvantage on your ranged attack rolls with this musket. In addition, you gain a +2 bonus to attack and damage rolls made with this magic weapon.
When you take the Attack action while holding this weapon, you can replace one of your attacks with a special one. Make a ranged attack roll using the musket as normal. A target hit by this attack takes no damage. Instead, the target is pushed up to 10 feet away from you, provided it is Large or smaller and weighs no more than 500 pounds. If the target is flying, it must also succeed on a DC 15 Strength saving throw or have its flying speed reduced to 0 until the start of its next turn. This special attack doesn't consume any ammunition. If you can make multiple attacks when you take the Attack action, you can use this special attack either before or after you make a normal attack with the weapon (despite its loading property).
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Rift Sheath
Weapon (quarterstaff or shortsword), rare (requires attunement) | May 21
This dark, wooden staff is actually a two-sided sheath for a pair of equally dark shortswords. While holding the staff with two hands, you can use a bonus action to twist the staff to sheath or unsheath the two swords from it. When unsheathing the swords, the wooden sheath is shunted into a special extradimensional space until you decide to sheath the swords again, at which point it magically reappears between the swords.
The weapon has the following properties depending on whether the swords are sheathed as a quarterstaff or unsheathed as a pair of shortswords.
Quarterstaff. While wielded as a quarterstaff, you gain a +1 bonus to attack and damage rolls made with this magic weapon, which has the finesse property. While holding it, you can use a bonus action to speak the staff's command word to create a spatial rift around you that lasts as long as you concentrate (as if concentrating on a spell), up to 1 minute. For the duration of the rift, other creatures within 15 feet of you must spend 2 feet of movement for every 1 foot they move. Once this property has been used, it can't be used again until the next dawn.
Shortswords. These shortswords have the thrown property with a normal range of 15 feet and a long range of 30 feet. Hit or miss, the shortsword vanishes in a mirage-like distortion and immediately reappears in your hand after the attack. When you hit with a ranged attack using one of the swords, you can use your reaction to teleport to an unoccupied space that you can see within 5 feet of the target. When you do, you have advantage on the next attack roll you make against that target before the end of your next turn. Once this property has been used, it can't be used again until 1 hour has passed.
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Rime of the Justicar
Weapon (glaive), rare (requires attunement) | Feb. 23
The icy blade of this glaive has been formed atop a ruined spear haft. A tattered emblem hangs at its side.
The weapon has 3 charges and regains all expended charges daily at dawn. When you take cold or fire damage while holding this magic weapon, you can use your reaction to expend 1 of its charges and gain resistance to that damage type until the end of your next turn, including against the triggering damage. For the duration, the first target you hit with the glaive takes an extra 1d8 cold damage from the attack.
Hateful Storm. While holding the glaive, you can use a bonus action to cast the sleet storm spell (save DC 15) with the following changes:
The spell remains centered on you and swirls around you in a sphere. It affects all other creatures within 10 feet of you, instead of its normal area.
You are immune to the spell's effects.
A creature only makes the saving throw against the storm's effects on its turn, even if the storm enters its space on your turn.
For the duration, the first time you hit a creature on each of your turns with the glaive, that creature takes an extra 1d8 cold damage.
The spell ends early if you are no longer holding the glaive. When you take damage while concentrating on the spell, you can use your reaction to expend 1 of the weapon's charges and roll a d8, adding the number rolled to the Constitution saving throw you make to maintain concentration on the spell.
This property of the weapon can't be used again until the next dawn.
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Rimewhisp Bandolier
Wondrous item, rare | Apr. 25
Five icicles hang from the front of this bandolier. While wearing it, you can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. In addition, you can break off one of the icicles (no action required) and use it as a makeshift dagger. When you hit a target with an icicle, it deals cold damage (instead of piercing damage) and is destroyed in a cloud of icy fog. The fog lightly obscures the area surrounding the point of impact in a 5-foot cube and remains there until the start of your next turn. Rime clings to anything in the fog, dealing 2d4 cold damage to any creature that starts its turn in the fog; the creature's speed is reduced by 10 feet for each 4 you roll on the d4s until the end of its turn.
The bandolier magically regrows one icicle every round on initiative count 20, up to a maximum of five.
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Ring of Anchoring
Ring, rare (requires attunement) | Dec. 18
While attuned to this ring, you can breathe normally underwater, and whenever you’re pushed against your will, the distance you’re moved is reduced by 10 feet.
Curse. Once you attune to and wear this hammered lead ring, the arm that’s wearing it becomes unbearably heavy when it’s submerged underwater. When underwater, make a DC 20 Strength (Athletics) check. On a failure, you’re dragged downward 30 feet at the start of each of your turns, and your movement speed becomes 0. You can reattempt this saving throw every minute. On a success, you can move your arm, albeit sluggishly, for 1 minute. While you can move your arm, your movement speed is halved, any attack roll you make with the arm is made with disadvantage, and any Strength or Dexterity check you make is made with disadvantage. If you’re still underwater at the end of this minute, you’re forced to reattempt the saving throw. You can’t remove this ring once you’re cursed by it, and you remain cursed until you’re targeted by the remove curse spell or similar magic. You can remove the ring and the curse without magic by physically removing the finger that’s wearing it. Once removed from the water, your arm’s weight and your movement speed return to normal.
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Ring of Dagger Ice
Ring, very rare (requires attunement) | Oct. 23
This dark silver ring is always cold to the touch. The gemstone set in it is made of dagger ice: a magical ice fragment from the Everglacier. While wearing the ring, you have resistance to cold damage.
Rays of Frost. While wearing the ring, you can use an action to cast the ray of frost spell from it, using a spell attack bonus of +8. This version of the spell creates four rays, instead of one. Each ray can target the same or different targets. Make a ranged spell attack for each ray; on a hit, the target suffers the effects of the ray of frost spell as normal. If two rays hit the same target, the target's speed is reduced by half, instead of 10 feet (whichever is greater). If all four rays hit the same target, its speed is reduced to 0 until the start of your next turn.
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Ring of Eight Eyes
Ring, uncommon | Dec. 21
This ring has a silver web design running along it with eight smooth gems placed throughout its pattern. The ring has 8 charges and regains 1d8 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of the ring's charges to summon a Tiny spider in an unoccupied space within 5 feet of you.
The spider has a +7 bonus to its Dexterity (Stealth) checks, instead of its normal bonus, and it disappears after 10 minutes or when it drops to 0 hit points. It disappears early if you dismiss it (no action required), if the spider is ever more than 120 feet away from you, or if the ring is used to summon another spider. The spider is friendly to you and your companions. In combat, the spider shares your initiative count, but it takes its turn immediately after yours and can't attack or take any action other than the Dash or Dodge action. For the duration, the spider obeys your mental commands (no action required by you). You can use an action to see through the spider's eyes as if you were in its space.
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Ring of Eldritch Ire
Ring, rare (requires attunement by a warlock) | Oct. 19
This cold, warped ring has three yellow gemstones adorning its surface that swivel and move like strange eyes. This ring has 3 charges and regains all expended charges each day at dusk. While wearing this ring, you can expend 1 charge as a bonus action to mark an unmarked creature that you can see within 60 feet of you for 1 hour. The mark is lost if you fall unconscious or end it early using a bonus action. A marked creature appears to be shrouded in a strange, sharpening mist that magically helps you focus on it with attacks and spells. You gain a +1 bonus to your attack and damage rolls when you attack a marked creature, and a marked creature has a -1 penalty to its saving throws against spells you cast.
You know a marked creature's general distance and direction from you at all times while it's on the same plane of existence as you. In addition, you perceive a marked creature within 60 feet of you as though you had truesight, and can see through any illusion that stands between you and the marked creature.
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Ring of Fanged Familiars
Ring, uncommon | Oct. 24
While wearing this fanged ring, you can use an action to cast the find familiar spell from it. When you do, the familiar takes the form of either a bat or rat (your choice each time), and it appears with 6 temporary hit points. The familiar is undead, instead of its normal type, and can take the Attack action on each of its turns. Whenever the familiar takes the Bite action, it has advantage on the attack roll, and on a hit, it deals an extra 1d6 necrotic damage to the target. You and the familiar then gain a number of temporary hit points equal to the necrotic damage dealt.
The familiar and temporary hit points disappear after 1 hour, or early if the familiar is reduced to 0 hit points or if you remove the ring. Once the ring has been used to cast the spell, it can't do so again until the next dusk.
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Ring of the Candle Collector
Ring, common | Jan. 24
While wearing this ring, you can use an action to snap your fingers on the hand that's wearing it. When you do, choose one nonmagical light of your choice that you can see within 30 feet of you; if the light is no larger than 1 foot in any dimension, it winks out. A miniscule, harmless flame then magically appears above the ring. The flame emits candlelight. You can use a free hand as a bonus action to either snuff out the flame, reducing its light to that of a glimmering ember, or cradle it to return it to candlelight. While the ring has a flame, you can use another action to magically light an unlit object, such as a torch, lamp, or candle, that you can see within 30 feet of you. When you do, the ring's flame vanishes. The ring can only have one flame above it at a time.
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Ring of the Distant Digit
Ring, common (requires attunement) | Jul. 24
This brass ring looks like a curled finger. An eye emblem with a hole through it rests on top. As an action while wearing the ring, you can cause the finger it's on to become ghostly and translucent, conjuring a magical finger to poke, press, or tap something that you can see up to 30 feet away from you. The magical finger then vanishes, and your finger returns to normal.
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Ring of the Five Lights
Ring, uncommon (requires attunement) | Nov. 22
While wearing this ring, you can use an action to cast the dancing lights spell from it. When you do, the spell creates five orbs of light, instead of four. You can combine four of the lights to form the glowing humanoid form, as described by the spell, or combine all five lights to form one of the following options.
Greater Humanoid. The lights combine to form the same Medium humanoid form as described in the spell, but the fifth light appears as a gleaming eye in the center of its head. For the duration of the form, you can use an action to see through its eyes and hear what it hears until the start of your next turn, using your normal senses as if you were in the form's space. During this time, you are deaf and blind with regard to your own senses. This version of the humanoid form emits bright light in a 20-foot radius and dim light for an additional 20 feet. This property of the ring can't be used again until the next dawn.
Hand. The lights combine to form a glowing, five-fingered hand, which duplicates the effects of the mage hand spell with the following changes: the spell's range is 120 feet, instead of 30, and the hand emits bright light in a 20-foot radius and dim light for an additional 20 feet. This property of the ring can't be used again until the next dawn.
Alternatively, if you use the ring to cast the dancing lights spell, you can use a bonus action on each of your turns for the duration of the spell to send one of its glowing lights out toward a target that you can see within 120 feet of you. When you do, each light you send is a single magic missile dart, which deals radiant damage instead of force damage. Doing so reduces the total number of glowing lights from that dancing lights spell by one. The ring can send up to 5 magic missile darts in this way, and it regains all expended uses daily at dawn.
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Ring of the Golden Directorate
Ring, legendary (requires attunement) | Aug. 25
This shimmering gold ring has been blessed by a solar and is articulated, like the finger of a gauntlet. At its base is a large embossment of a solar's face. While wearing the ring, you are always under the effects of the tongues spell, and you can use an action to cast detect evil and good from it.
The ring has 7 charges for the following properties. It regains all expended charges daily at dawn.
Blinding Judgment. You can use an action to expend up to 3 of the ring's charges to summon a greatbow of golden light to your hand. The bow is nocked with a number of arrows equal to the charges spent. You then make a spell attack for each arrow as part of the action to summon the bow, using a +13 spell attack bonus. Each target must be within 150 feet of you. On a hit, a target takes 3d10 radiant damage. Hit or miss, the arrow then explodes. The target and each creature within 5 feet of it must make a Constitution saving throw. On a failed save, a target takes 1d10 radiant damage and is blinded until the start of your next turn. On a successful save, a target takes half as much damage and isn't blinded. If the spell attack hit the original target, that target makes the saving throw with disadvantage. A creature can't be subjected to this saving throw more than once per turn.
Golden Barricade. You can use an action to expend 2 of the ring's charges to summon a wall of spinning, golden blades, starting at a point that you can see up to 60 feet away from you. The wall can be up to 30 feet long, 10 feet tall, and 5 feet thick. It remains for 1 minute, until you dismiss it early using a bonus action, or until you use this property again. The wall provides half cover to creatures behind it, and its space is difficult terrain. When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a DC 17 Dexterity saving throw, taking 4d8 radiant damage on a failed save, or half as much damage on a successful one.
Holy Sword. You can use a bonus action to expend 1 of the ring's charges to cast the arcane sword spell from it (+9 spell attack bonus). This version of the spell deals radiant damage, instead of force damage.
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Ring of the Koi
Ring, rare | Apr. 24
While wearing this ring, you can breathe underwater, and you have a swimming speed equal to your walking speed. In addition, you can swim up waterfalls; doing so costs 2 feet of movement for every 1 foot you move.
Hallowed Water. You can perform a special ritual over the course of 10 minutes; doing so requires the ring of the koi and a golden basin worth no less than 100 gp, which must be filled with water. At the end of the ceremony, you drop the ring in the basin. The ring is then destroyed, but duplicates the effects of the hallow spell, centered on the basin of water. This version of the spell uses the Courage option for its extra effect. When a creature finishes a long rest within the spell's area, it gains the benefit of the ring of the koi's other effects for the next 24 hours.
Art and Cards
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Ring of the Phantom Carriage
Ring, uncommon | Apr. 25
This spinning ring has a fixed metal carriage at its top, beneath which the spinning outer ring runs. The outer ring is dotted with tiny imperfections to make it look like a dirt road. While wearing the ring, you can use an action to clap your hands and speak its command word. When you do, a Large, quasi-real carriage appears in an unoccupied space that you can see within 30 feet of you. The carriage is 12 feet long, 7 feet wide, and 7 feet tall (without including the height of its wheels). The carriage is see-through and can comfortably fit up to four Medium creatures (or six if they squeeze). The carriage doesn't provide any protection.
A pair of phantom steeds also appear before the carriage, taking up the necessary space as needed: the steeds are tethered to the carriage with a set of reins shared between them. A steed disappears early if it takes any damage or if it's removed from the carriage; the carriage also disappears early if neither steed is present. With both steeds present, the carriage has a speed of 100 feet and can travel 10 miles in an hour, or 15 miles at a fast pace; the speed is halved with only one steed.
The carriage and steeds remain for up to 4 hours. When the effect ends, they gradually fade, giving the riders 1 minute to dismount. While wearing the ring, you can use an action to clap your hands together and speak the command word again, ending the effect early. If there isn't enough space for the carriage and at least one steed to appear when the ring is used, the action is wasted, but the property can be used again. Once the ring has been used to summon the carriage, it can't be used again until the next dawn.
While the carriage persists, a pair of minuscule, illusory phantom steeds race along the outer ring, causing the road-like ring to spin beneath the carriage and appear as though it were moving.
Art and Cards
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Ring of Healer's Heroism
Ring, uncommon (requires attunement by a spellcaster) | Apr. 20
When you use an action to restore hit points to a creature other than yourself while wearing this winged ring, you become infused with heroism. You gain temporary hit points equal to your spellcasting modifier, and until the end of your next turn, you are immune to being frightened.
Art | Cards
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Ring of Honor
Ring, rare | Mar. 22
This golden ring is shaped like a crown. It can hold up to 5 charges and gains 1 charge each time you slay a Small or larger hostile creature while wearing it. The ring loses all charges if you're reduced to 0 hit points or remove it.
When the ring gains its 5th charge, you can use a bonus action once within the next 24 hours to expend all 5 charges. When you do, a spectral, golden crown appears on your head for 1 minute. For the duration, you gain the following benefits:
You gain a +1 bonus to AC.
You gain a +1 bonus to attack and damage rolls.
You gain 5 temporary hit points at the start of each of your turns.
You're immune to the frightened condition.
The effect ends early if you're reduced to 0 hit points. If you don't use this property within 24 hours of the ring gaining its 5th charge, the ring loses all charges.
Art | Cards
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Ring of Perching
Ring, common | Jan. 23
This copper ring is twisted to look like a wooden branch and oxidized in places to color its leaves green. While wearing the ring, you can use an action to hold the finger wearing it aloft and whistle the ring's command melody. When you do, the nearest harmless Tiny bird within 60 feet of you flies to your outstretched finger and perches there. The bird is not magically bound to your finger and can fly away again at its discretion. However, you gain a +1d4 bonus to any Wisdom (Animal Handling) check you make to interact with a bird perched on your finger in this way.
Art and Cards
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Ring of Salt
Ring, rare | May 24
This clear ring is made of crystalline salt. Donning or removing the ring requires an action. While wearing this ring, ghosts can neither move through nor possess you. If a ghost is already in your space or possessing you when you put on the ring of salt, it's forcibly ejected from you to the nearest unoccupied space and takes 1d10 force damage. Furthermore, the first time on each of your turns when you move through a ghost's space, that ghost must succeed on a DC 15 Dexterity saving throw or be pushed to the nearest unoccupied space and take 1d10 force damage. Each time a ghost is forcibly ejected or pushed by the ring, the ring has a 10 percent chance of being destroyed and crumbling into a negligible pile of salt.
Art and Cards
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Ring of the Arcane Berserker
Ring, rare (requires attunement by a barbarian) | Aug. 20
This dark silver ring is decorated by a metallic skull with an amethyst gemstone embedded in its forehead. While wearing the ring, you can use an action to cast the chill touch spell (+5 to hit with ranged spell attack) from it.
This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing it, you can cast a spell even if you're raging by expending 1 of the ring's charges as part of casting the spell. If you do, your rage does not end at the end of your turn as a result of not attacking a hostile creature. In addition, you can concentrate on spells while raging, but have disadvantage on Constitution saving throws to maintain your concentration on them when you take damage.
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Ring of the Assassin Lord
Ring, legendary (requires attunement by a rogue) | Nov. 19
This dagger-shaped ring has been worn by famous assassins throughout history. While wearing this ring, you can deal your extra Sneak Attack damage twice, instead of once, on each of your turns. The two attacks must be made against different targets, and the Sneak Attack damage for the second attack is halved.
The inside of the ring is blank when you first attune to the ring. A small tick mark appears on the band's interior whenever you reduce a creature of challenge rating 1 or higher to 0 hit points with an attack in which you dealt Sneak Attack damage. Once the ring has 50 marks, your Dexterity ability score increases by 2, as does your maximum for that score, and the ring stops adding more marks. If another creature attunes to the ring and gains this bonus, your Dexterity ability score and maximum for that score return to normal.
Art | Cards
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Ring of Changing Shapes
Ring, rare (requires attunement by a sorcerer) | Dec. 20
This magic ring is made of solid mercury that bubbles and flows freely around your finger whenever you cast a spell. While wearing the ring, you gain the following benefits:
Shift Spell. When a spell you are casting fails because of a counterspell cast by another creature, you can spend 3 sorcery points as a reaction to immediately cast a different spell of the same level or lower without expending another spell slot. This property can't be used again until the next dawn.
To be eligible, the new spell must have the same casting time as the first one and can't consume any material components.
Spell Surge. As a bonus action, you can spend 5 sorcery points to cast a spell no higher than 5th level that has a casting time of 1 action, even if you've already used your action to cast a spell on this turn. When you do, you can't move or take actions until after your next turn, as a wave of lethargy sweeps over you. This property can't be used again until the next dawn.
Art | Cards
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Ring of the Fowl Sentinel
Ring, common | Feb. 19
This little bronze ring is embossed with a rooster's head at its center. Tapping the ring to a non-hostile chicken or rooster's beak causes it to stay within 5 feet of that location and remain quiet for up to 8 hours. The chicken or rooster lets out a cry after 8 hours have passed or if it sees another beast or humanoid it hasn't seen before. If the creature is forced to move, it will remain in the new location for the rest of the effect's duration. The chicken or rooster has a magically enhanced passive perception of 13 and a +3 bonus to Wisdom (perception) checks made while under the ring's effect. It has 1 hit point and can be heard out to 150 feet when it lets out a cry. Only one creature can be under the effects of this magical ring at any time. Tapping the ring to the chicken or rooster's beak again before the duration is over ends the effect early.
Art | Cards
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Ring of the Ring
Ring, rare (requires attunement) | Sep. 24
This ring has a bell at its top, like a signet. While wearing it, you gain a +2 bonus to attack and damage rolls made with unarmed strikes, and on a hit, the ring emits a faraway "ding" sound.
Square Up. While wearing the ring, you can use an action to touch your two fists together, emitting a louder "ding, ding" when you do. When this happens choose a 20-foot square on the ground that you can see; you must be within the square. A series of magical walls that are 5 feet tall and 1 inch thick spring up from the ground around the square. A creature in the way of a wall must make a DC 15 Dexterity saving throw; a Gargantuan creature automatically succeeds on this saving throw. On a failed save, the creature is moved entirely within the square and knocked prone. On a successful save, the creature is moved just outside of the square. You can use a bonus action to make a single unarmed strike after using this property.
A creature can use half of its movement to climb into or out of the square. If the creature is Large or smaller, it must also make a DC 15 Dexterity (Acrobatics) check when it attempts to do so. On a failure, the creature falls prone just inside the square.
While within the square, your unarmed strike attack rolls score a critical hit on a roll of 19 or 20.
The square remains for 1 minute, until you fall unconscious or die, or until you end the effect using a bonus action. For the duration, creatures within the square have disadvantage on attack rolls made against targets outside the square, and creatures outside the square have disadvantage on attack rolls against creatures within it.
Once this property of the ring has been used, it can't be used again until the next dawn.
Art and Cards
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Ring of Gestures
Ring, common | Dec. 18
This gaudy ring has a delicately carved pink gem in the shape of a hand at its center. While wearing this ring, you can cast the minor illusion cantrip at will to enlarge, reduce, and change the color of the hand wearing the ring or any of its fingers. In addition, whenever you make a gesture with the hand wearing this ring, the pink gemstone moves to mimic the gesture and remains that way until you make a new one.
Art | Cards
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Ring of Jailbreaking
Ring, uncommon | Feb. 22
This ring is made of a simple metal ball and chain. The chain is looped around and attached to either side of the ball, allowing it to be worn on your finger. While wearing the ring, you can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled. When you do, the ring's chain breaks and becomes nonmagical.
Art | Cards
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Ring of Lunar Might
Ring, very rare (requires attunement) | Jul. 21
This intricate ring has various flowing designs that are both entropic and patterned in nature. While wearing the ring, you can use an action to create an area of gravitational force that extends from you in a 20-foot-radius, 40-foot-high cylinder. The area moves with you and remains as long as you concentrate (as if concentrating on a spell), to a maximum of 10 minutes. You have a semblance of control of the gravity within this cylinder. A friendly creature other than you spends 1 foot of movement for every 2 feet it moves within the area, while hostile creatures must spend 2 feet of movement for every 1 foot moved instead.
For the duration, you can use a bonus action on each of your turns to try and overwhelm a creature that you can see within the cylinder with a wave of intense gravity. Such a creature must succeed on a DC 16 Strength saving throw or take 2d10 bludgeoning damage and be knocked prone. In addition, you can use a bonus action on your turn to pull or push any water within the area up to 20 feet toward you or away from you, up to the outside of the cylinder. This effect lasts for the duration of the cylinder or until you use a bonus action to change the water's direction or end the effect.
Once the ring has been used to create an area of gravitational force, it can't do so again until the next dusk.
Alternatively, you can use an action to speak the ring's command word to cast the reverse gravity spell (spell DC 16) from it. Once the ring has been used in this way, it loses this property.
Art | Cards
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Ring of Misdirection
Ring, rare | Jul. 21
This dark silver ring is covered in chiseled, dune-like swirls that seem to shift and change throughout the day. When found, this ring has 1d3 + 3 charges. While wearing the ring, you can use your reaction whenever you're hit by an opportunity attack to expend 1 of the ring's charges to cast the mislead spell. When you do, your illusory double is hit by the attack, instead of you, and you and the double can immediately move up to your remaining speed without provoking opportunity attacks. This version of the spell doesn't require concentration, but lasts until the end of your next turn, instead of 1 hour. The ring becomes nonmagical when you use the last charge.
Art | Cards
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Ring of the Mute Mage
Ring, uncommon (requires attunement by a spellcaster) | May 21
This dark silver ring looks like a tongue wrapped around your finger with an amethyst pressed into it. The Undercommon word for “silent” is inscribed into the ring’s tongue. While wearing the ring, the same word becomes harmlessly written on your own tongue, and when you cast a spell of 3rd level or lower that requires only verbal components, you can choose to cast the spell using somatic ones instead. Any spell that requires a target to hear its verbal component gains no benefit from this property. Once this property of the ring has been used, it can’t be used again until the next dawn.
Art | Cards
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Ring of Names
Ring, common | Dec. 22
A thin strip of parchment lines the inside of this brass signet ring. When you shake hands with a humanoid, you can make a Wisdom (Insight) check contested by the target's Charisma (Deception) check. On a success, the target's name becomes written on the ring's parchment, which you magically learn. If the creature has multiple names or is secretive about its true identity, the written name is the one that it would be willing to share with a casual acquaintance. Regardless, a creature is unaware of this effect.
Once a name has been written on the parchment, this property of the ring can’t be used again until the next dawn, at which time the name disappears from the ring's parchment.
Art and Cards
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Ring of Perpetual Momentum
Ring, rare | May 24
This ring is a hollow glass tube through which a single metal bearing rolls. The bearing never stops, regardless of your movement or gravity. Only a time stop spell causes the bearing to briefly pause.
While wearing this ring, the first time you're paralyzed, stunned, or affected by lethargy from the haste spell, you ignore the effect. Instead, you suffer the effects of the slow spell until the end of your next turn. Once this property of the ring has been used, it shouldn't be used again until the next dawn. Each time it's used again before then, there is a cumulative 20 percent chance that the effect fails, causing the ring to shatter into useless, nonmagical dust.
Art and Cards
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Ring of the Printless
Ring, common | Nov. 21
This patinaed copper ring has a waving pattern etched inside it that resembles a traditional fingerprint. While wearing the ring, your hands leave no fingerprints or natural oil behind on objects you touch.
Art | Cards
https://www.patreon.com/posts/59089713 | https://www.patreon.com/posts/59089714
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Ring of Retribution
Ring, rare (requires attunement by a cleric or paladin) | Jul. 24
This tarnished iron ring bears a dark pearl at its center. One side of the ring depicts a hellish knight, while the other an angelic priest. While wearing the ring, any armor you wear glimmers with a slight pearlescence. You gain a +1 bonus to AC while wearing this ring, and whenever you would deal fire or radiant damage, you can change the damage type to radiant or fire, respectively. In addition, you gain the following option for your Channel Divinity feature:
Wrathful Ward. As a bonus action, you can use your Channel Divinity to present the ring of retribution and cast the protection from evil and good spell from it, targeting yourself only. For the duration, when a creature affected by the spell hits you with an attack, it automatically takes 1d8 radiant damage.
Art and Cards
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Ring of Rituals
Ring, uncommon | Jun. 20
While wearing this ring, you can speak its command word to cause a small, illusory flame to appear above it. The flame emits light like a normal candle but doesn't require oxygen or give off heat. Speaking the command word again snuffs out the light.
In addition, when you cast the ritual version of a spell, you can use the ring as a material component of the spell in addition to its normal requirements. When you do, the ritual version of the spell's total casting time is reduced by 5 minutes. Once this property of the ring has been used, it can't be used again until the next dawn.
Art | Cards
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Ring of Roses
Ring, common | Mar. 19
As an action, you can cause a single rose to grow and appear in your hand. The stem is a foot long and has small, dull thorns. The rose blossoms in a color of your choice as it finishes growing, but withers and disintegrates after 24 hours.
Art | Cards
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Ring of the Sandskimmer
Ring, uncommon | June 19
This ring is made entirely of sand that ebbs and flows around your finger. The sand is magically held together by a single, perfectly smooth tiger's eye stone that spins in place as the sand brushes past it. While you wear this ring, you leave no footprints behind when you walk in sand and treat all nonmagical difficult terrain in sand as if it were normal terrain.
Art | Cards
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Ring of Silverware
Ring, common | Dec. 24
While wearing this ring, you can use a bonus action to mentally command the ring to transform into a fork, spoon, or other harmless element of a set of cook's utensils (such as a ladle or spatula). The transformed ring returns to its normal form on your finger if you mentally end the effect (no action required) or are no longer holding it.
Art and Cards
https://www.patreon.com/posts/118614662
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Ring of the Soul Harvest
Ring, uncommon (requires attunement) | Jan. 21
This ring has a design of a sickle and wheat at the top. Reversing the ring shows a design of longboats sailing toward a sunset, representing the afterlife. While wearing the ring, you regain 1 hit point whenever a Small or larger hostile creature is slain within 30 feet of you, provided that you're not unconscious and the creature isn't a construct or undead. You can't regain more than 1 hit point per turn in this way.
Art | Cards
https://www.patreon.com/posts/61577667 | https://www.patreon.com/posts/61577668
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Ring of the Split Mind
Ring, very rare (requires attunement by a spellcaster) | Apr. 21
This crimson ring is split into two half-circles that magically hover a hair's breadth apart. While wearing the ring and concentrating on only one spell, you have advantage on Constitution saving throws that you make to maintain your concentration on that spell when you take damage.
If you're concentrating on a spell of 3rd level or lower and wearing the ring, you can choose to cast another spell of 3rd level or lower that also requires concentration without losing concentration on the first one. While concentrating on two spells in this way, make a Constitution saving throw for each spell as normal whenever you take damage to maintain your concentration. When you do, roll the d20 for each spell's saving throw in the order in which you cast them. You are vulnerable to psychic damage while concentrating on two spells in this way. Once this property of the ring has been used, it can't be used again until the next dawn.
Art | Cards
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Ring of Seething
Ring, uncommon (requires attunement) | May 19
This black band is cool to the touch and has several cracks throughout its otherwise smooth body. When you attune to the ring, choose a creature type: aberration, celestial, dragon, elemental, fey, fiend, or undead. While wearing the ring, its normally cool band begins to grow hot when a creature of the selected type is within 60 feet of you. In addition, you have advantage on any saving throws you make to resist being charmed or frightened by a creature of that selected type. While seemingly radiating heat, it feels only warm against your skin. Small flecks of the metal hover just above the surface of the ring when glowing in this way.
Curse. Once you attune to the ring and place it on your finger, you can’t remove it unless targeted by a remove cursespell. While cursed, you have disadvantage on any Charisma or Wisdom (Insight) checks you make that involve a creature of the selected type. In addition, while within 60 feet of one or more creatures of that type, you have disadvantage on any attack roll you make that targets a creature of a different type.
Art | Cards
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Ring of Solar's Sight
Ring, rare (requires attunement) | Sep. 21
This gilded ring has 4 charges and regains 1d3 + 1 expended charges daily at dawn. While wearing the ring, you can use a bonus action to expend 1 of its charges to cast the hunter's mark spell from it, which lasts for 1 minute. You gain a +2 bonus to weapon attack rolls made against any target you mark with the spell in this way, and on a hit, the attack deals radiant damage instead of the weapon's normal damage type.
Art | Cards
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Ring of Stolen Alacrity
Ring, uncommon | Jan. 21
This ring has a loose outer layer that's covered with illustrations of a person caught in various stages of running. If you spin the outer layer, the person appears to animate and run.
If you aren't surprised while wearing this ring, you can use your reaction when you roll for initiative to spin the ring and speak its command word. You use this reaction after you know the initiative order, if the GM shares it with you, but before any creature takes its turn. Choose a creature that you can see within 30 feet of you that also rolled for initiative. That creature must succeed on a DC 13 Charisma saving throw or swap the total of its initiative roll with yours. A willing creature can choose to fail this saving throw. Once this property of the ring has been used, it can't be used again until the next dawn.
If the GM doesn't share the initiative order with you, you can choose up to three creatures that you can see within 30 feet of you as part of this reaction. You immediately learn whether each of those creatures acts before or after you in the initiative order. Afterward, choose one of those creatures to make the saving throw as normal.
Art | Cards
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Ring of Twisted Blooms
Ring, rare (requires attunement) | Jun. 25
This silver ring is dotted with ten tiny rubies. The ring can have a maximum of 10 charges; the ring loses any of its charges when you attune to it. For each charge the ring has, one of its rubies emits a faint glow. You can use an action to expend a Hit Die (without regaining any hit points) and cause the ring to gain a charge; if you have multiple sizes of Hit Dice, record how many charges the ring has of each Hit Die size.
As a bonus action, you can expend 2 or more of the ring's charges to immediately roll half as many Hit Dice (rounded up). You then regain a number of hit points equal to the total plus your Constitution modifier, without expending any Hit Dice. Alternatively, you can expend 6 of the ring's charges to cast the wall of thorns spell (save DC 15) from it.
Art and Cards
https://www.patreon.com/posts/132353179
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Ring of Vitality
Ring, rare (requires attunement) | May 24
While wearing this ring, your hit point maximum increases by 10, and your hit point maximum can't be reduced by any means short of a wish spell.
Art and Cards
https://www.patreon.com/posts/103742791
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Ring of Volleys
Ring, uncommon | Aug. 20
While wearing this ring, you can choose to summon a nocked arrow or bolt whenever you draw a bow or crossbow. The ammunition is magical. An arrow or bolt vanishes if you don’t fire it right away and disappears right after it hits or misses.
Art | Cards
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Ringmaster's Cape
Wondrous item, uncommon (requires attunement) | Oct. 23
This cape flows dramatically behind you when you move. While wearing it, you gain a +1 bonus to any Charisma check you make, and you have advantage on Dexterity (Acrobatics) checks.
While wearing the cape, you can use your reaction while falling mid-air (such as after a jump or when falling from a great height) to immediately jump again, as if you had made a standing jump. When you do, your initial fall is harmlessly stopped as part of the new leap. Once you've used this property of the cape, it can't be used again until the next dawn.
Art and Cards
https://www.patreon.com/posts/90649392
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Ringmaster's Signet
Ring, uncommon (requires attunement) | Oct. 23
This golden ring resembles a stylized lion holding a marble in its fanged mouth. While wearing the ring, you have advantage on ability checks made to interact with beasts. In addition, you can use an action to cast the animal messenger spell from the ring; you can't do so again until the next dawn.
If you are attuned to this ring and two other items with "ringmaster's" in their names, this ring gains the following benefit: whenever you use a figurine of wondrous power while wearing the ring, the number of days that have to pass before it can be used again is halved (rounded up).
Art and Cards
https://www.patreon.com/posts/90717772
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Ringmaster's Top Hat
Wondrous item, uncommon (requires attunement) | Oct. 23
This colorful top hat carries a perpetual air of revelry and frivolity with it. While wearing the hat, you can use an action to cast the thaumaturgy spell from it, and you have proficiency with whips.
While wearing the hat, you can use an action to turn invisible, disappearing into a cloud of smoke when you do. The cloud heavily obscures the space you vanished from, and it remains there until the start of your next turn or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When you vanish in this way, you magically teleport to another space that you can see within 30 feet of you. You remain invisible until the start of your next turn or until you make an attack or cast a spell. Once this property of the hat has been used, it can't be used again until the next dawn.
Art and Cards
https://www.patreon.com/posts/90252462
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Rings of Fire, Ice, Stone, and Wind
Ring, rarity varies | Mar. 19
These rings are made of various elements — either magical fire (rare), ice (very rare), stone (rare), or wind (uncommon). While wearing one of these rings, you can use it to cast an elemental wall spell associated its material: wall of fire, wall of ice, wall of stone, or wind wall. When the ring is used in this way, it can't be used again until the following dawn.
When cast from the ring, the wall must be in a circle centered on you. The height and thickness of the walls vary by type: wall of fire is 20 feet tall and 1 foot thick, wall of ice is 10 feet tall and 1 foot thick, wall of stone is 10 feet high and 6 inches thick, and wind wall is 15 feet high and 1 foot thick.
The walls have a spell save DC of 14 (uncommon), 15 (rare), or 16 (very rare).
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Rings of Spell Sharing
Ring, legendary (requires attunement by a spellcaster) | Feb. 22
This pair of purple rings are linked by a magical force. Each ring displays an outstretched hand. One ring's hand looks to be casting a spell from a gemstone, while the other ring's hand levitates a larger gem above it; the former is a Siphoning ring, and the latter is a Channeling ring. Only the Channeling ring can be attuned to.
The ring has 4 charges and regains 1d3 + 1 expended charges daily at dawn. If you're wearing the Channeling ring while the other ring is being worn by another willing spellcaster on the same plane of existence as you, you can use an action to expend 1 of the ring's charges to cast a spell from the other creature's known or prepared spells, using your own spell slot, spell save DC, spell attack bonus, and spellcasting ability to do so. The spell must have a casting time of one action or bonus action, and you must provide any material components required by the spell. If the creature wearing the Siphoning ring is willing, you are magically aware of its known or prepared spells while wearing the Channeling ring.
If the rings have been more than 1 mile away from one another for 24 hours, the Siphoning ring magically appears next to the Channeling ring again.
Art | Cards
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Rings of the Secret Scribe
Ring, common | Sep. 23
This pair of rings only function when worn on adjacent fingers: typically on a thumb and forefinger. While pinching the two fingers together, such as when pantomiming writing with a quill, you can magically write on any surface within one inch of your fingers. The writing itself appears in nonmagical ink in a color of your choice.
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Rings of the True Companions
Ring, rare (requires attunement) | Feb. 21
These rings typically come in pairs but have been known to come in sets of up to four. Each ring is magically connected and can be attuned to by a different creature. While wearing one of the rings, you can use the following property even if you aren't attuned to it:
When another creature that you can see who is also wearing one of the rings drops to 0 hit points, you can use your reaction to cause that creature to drop to 1 hit point instead. Once this property of the rings has been used, it can't be used again until the next dawn.
If you find an additional ring of the true companions, you can add it to an existing set by holding all of the rings together for 1 minute. A ring can only be a part of one set at a time, and is removed from a set if it's more than 1 mile away from the other rings for 24 consecutive hours.
If you are the only creature attuned to one of the rings, it gains 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action expend 1 of its charges to cast the cure wounds spell (spellcasting modifier +3). If the target of the spell is another creature wearing one of the rings, the spell's range increases to 30 feet.
If additional creatures are attuned to rings from the set, the rings' collective strength grows and they share a pool of charges instead. For each attuned creature after the first, the rings gain an extra 2 charges and regain another 2 expended charges daily at dawn. The rings can share a maximum of 9 charges in this way (1d3 + 6).
The following properties are shared among all attuned creatures who are also wearing one of the rings from the set. The effects are cumulative and are determined by the number of attuned wearers:
2 attuned wearers: When you use the rings to cast cure wounds on another wearer, you can choose to cast it using a bonus action instead, but can only cast it once on the same turn.
3 attuned wearers: When you use the rings to cast cure wounds on another wearer, its range increases to 60 feet, and you can increase the spell slot level by one for each additional charge you expend, up to 4th level.
4 or more attuned wearers: When you use the rings to cast cure wounds on another wearer, you also gain 1d4 + 1 temporary hit points for each charge you spend.
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Riptide Crossbow
Weapon (crossbow, heavy), rare (requires attunement) | Jun. 21
This magic crossbow has 3 charges and regains 1d3 expended charges daily at dawn. As an action, you can expend 1 of the crossbow's charges to speak its command word and fire a bolt at a point on the ground you can see within the weapon's normal range. The bolt creates a magical vacuum in a 20-foot-radius circle centered on that point, causing strange, spectral tides to pull creatures toward it. Each creature in the area must make a DC 15 Strength saving throw. A creature is pulled up to 15 feet toward the point on a failed save, or only 5 feet on a successful one. Until the start of your next turn, the area becomes difficult terrain.
At the start of your next turn, the point erupts, sending out a powerful wave of water in a 20-foot radius that extinguishes all nonmagical flames within the area. The water then vanishes. Any creature in the area when the point erupts must make a DC 15 Strength saving throw. On a failure, a creature takes 3d10 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.
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Riptide Katana
Weapon (longsword), uncommon (requires attunement) | Aug. 22
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of silently churning water to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. Despite the nature of this watery blade, it cuts through material like any other sword. A fire elemental or similar creature made of fire that's hit with the weapon takes an extra 5 cold damage from the attack.
While the weapon is on your person, you have a swimming speed of 30 feet. If you make an attack with the weapon while underwater, you're considered to have a reach of 15 feet with the attack. In addition, the first time on each of your turns when you hit an underwater creature with this weapon, you can choose to move it 5 feet in any direction.
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Roaring Whip
Weapon (whip), uncommon | Apr. 21
This magic whip releases a thunderous burst of sound from it when snapped that can damage faraway targets with its ferocity.
When you take the Attack action while holding this whip, you can use it to attack a target that's up to 5 feet outside your normal reach with the weapon. On a hit, the weapon's damage die changes to a d6 and deals thunder damage instead of slashing damage. Hit or miss, it emits the sound of a roaring lion audible out to 100 feet.
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Robe of Cunning
Wondrous item, rare (requires attunement) | Jul. 23
This silken robe is designed in the likeness of a fox. While wearing it, you have advantage on any Dexterity (Stealth) check you make.
The robe has 3 charges and regains 1d3 expended charges daily at dawn; a number of ribbon-like fox tails hang from the back, which represent the number of charges the robe has remaining. While wearing the robe, you can use a bonus action to expend 1 of its charges to cast the mislead spell from it. This version of the spell has a duration of 1 minute, and when the spell ends, you can also change your appearance as if you were affected by disguise self (spell save DC 16). The illusory appearance ends after 10 minutes, if you use a bonus action to end the effect early, or if you're reduced to 0 hit points.
Alternatively, when you're reduced to 0 hit points, you can use your reaction to expend all of the robe's charges to drop to 1 hit point instead, provided that the robe has at least 1 charge. When you do, you simultaneously cast the mislead spell, leaving an unconscious illusory body in your place.
When you expend the last charge from the robe, roll a d20. On a 1, the maximum number of charges the robe has is permanently reduced by 1
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Robe of the Altruist
Wondrous item, uncommon (requires attunement) | Dec. 21
This journeyman's robe is lined with comforting wool. As an action while wearing the robe, you can expend 1 Hit Die to reach out and touch a willing creature other than yourself, causing it to regain 1d8 + 2 hit points. When you do, that creature also gains advantage on the next ability check or attack roll it makes before the start of your next turn. Once this property of the cloak has been used on a target, it can't be used on that target again until the next dawn.
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Robe of the Sunless
Wondrous item, rare (requires attunement) | Sep. 22
The folds of this robe are virtually undetectable, as any light that touches it is mysteriously absorbed. Whenever you take radiant damage while wearing this cloak, you can use your reaction to reduce that damage by 1d10 + 10. If you have the Sunlight Sensitivity trait, you are unaffected by that trait while wearing the robe.
In addition, you can use an action to cast either the pass without trace or unseen servant spell from the robe while wearing it. The unseen servant created by the robe appears as a shadowy figure in dim and bright light, but is invisible in darkness. The servant remains for the duration of the spell or until it's reduced to 0 hit points. If the servant is destroyed, the robe can't be used to cast the spell again until the next dusk. Once the robe is used to cast pass without trace, it can't do so again until the next dusk. Any spell cast from the robe ends early if you remove the robe.
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Rocborne Hand Ballista
Weapon (crossbow, heavy), very rare (requires attunement) | Oct. 19
This massive, beast-hunting crossbow is carried with its two handles from above instead of by being held from beneath. You gain a +1 bonus to attack and damage rolls made with this magic weapon. This crossbow uses twice the normal amount of ammunition each time you fire it and deals an extra 1d10 piercing damage to any target it hits. The weapon emits a roc-like screech that's audible out to 100 feet each time it's fired.
This crossbow is blessed with the spirits of great ancestral hunters. The weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. When you attack a Huge or smaller creature with with this weapon, you can expend 1 charge as part of the attack. If the attack hits, the creature's speed is reduced to 0 and it can't take reactions until the start of its next turn.
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Rocborne Robe
Wondrous item, uncommon (requires attunement) | Oct. 19
This warm canvas robe is lined with roc down. While wearing it, you can withstand temperatures up to -50 degrees Fahrenheit. In addition, the cloak has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While wearing the cloak, you can use an action to expend 1 charge and unfurl the robe. The robe opens into two large stylized wings before flapping back down, buffeting the area in front of you and refolding into the robe. The wings create a line of wind 15 feet wide and 10 feet long in front of you, forcing any affected Medium or smaller creature within the area to make a DC 13 Strength saving throw. A creature that fails the saving throw is pushed back 10 feet from the powerful wind. At the same time, you are flung away, flying 10 feet backwards without provoking opportunity attacks.
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Rocborne Rod
Rod, rare (requires attunement) | Oct. 19
This wooden rod is carved in the representation of five ancient rocs. Motes of their spirit flow through it and allow you to channel some of their lingering power.
This rod has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While holding the rod, you can use a reaction while falling or an action otherwise to expend 1 of its charge to cause two handles extend from both ends. While holding the handles, a pair of magical wings appear above the rod that reduce your falling speed to 10 feet per round, or 20 feet if you weigh more than 200 pounds. While falling in this way, you gain a flying speed of 40 feet but cannot fly upwards without a significant updraft. If you land on the ground while falling in this way, you take no damage from falling.
In addition, you can use the rod to summon a buffeting gust of wind around you. While holding the rod aloft, you can use an action to expend 1 of its charges. When you do, powerful winds whip around you and blow everything within 20 feet of you skyward in a column of wind 60 feet high. Large and smaller creatures within range must succeed on a DC 15 Strength saving throw or be launched 30 feet upward before crashing back to the ground. Affected objects weighing less than 200 pounds are also launched by the wind. You automatically succeed on the saving throw unless you decide to fail it. If you choose to fail the saving throw and use your reaction to summon the magical wings (if they weren't already summoned), you're carried upward 60 feet instead.
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Rod of Endless Light
Rod, common | Aug. 21
While holding this rod, you can use an action to speak its command word. When you do, the rod sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light remains for 1 hour or until you use an action speak the rod's command word again while holding it. For the duration, you can use a bonus action to mentally change the color of the light while holding the rod.
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Rod of Instant Pillars
Rod, uncommon | Dec. 21
This rod looks like a miniature stone pillar. You can use an action to set it down in an unoccupied space on solid ground within 5 feet of you and speak its command word. The rod then expands upward, creating a vertical pillar made of stone in that space. The pillar is a 5-foot-diameter cylinder and grows upward to fill the available space, up to 20 feet tall. Regardless of its size, it always weighs 500 pounds while in its pillar form. A creature can use an action to make a DC 20 Strength check, moving the pillar on a success. If the pillar is moved in any way, it magically returns to its normal rod form.
The pillar remains until it's moved. When you speak the rod's command word, you can choose the style, color, and apparent quality of the pillar it creates.
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Rod of Refstophobia
Rod, rare | Jan. 21
This heavy stake can magically repel liquids in contact with it and always feels uncomfortably dry. While holding the rod, you can use an action to speak its command word to cause any freestanding, nonliving liquids within 10 feet of the rod to be pushed away. You can use the rod in this way for up to 1 hour, all at once or in several shorter increments, each one using a minimum of 1 minute from the duration. The rod regains 15 minutes of use for every 12 hours it remains inactive.
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Rod of Reverberation
Rod, rare (requires attunement) | May 21
This rod bears the embossed likeness of an ox at its top, where it splits into two horn-like prongs. When struck, the prongs reverberate with a magical force and electricity.
The rod has 3 charges and regains all expended charges daily at dawn. While holding the rod, you can use your reaction when another creature hits you with a melee attack to expend 1 of the rod's charges to increase your AC by 1d6 for that attack, potentially causing the attack to miss you. If the attack misses you as a result of using this property, the attacker must also make a DC 15 Constitution saving throw. On a failed save, the creature takes 1d10 lightning damage and 1d10 thunder damage and has disadvantage on the next attack roll it makes before the end of its next turn. On a successful save, the creature takes half as much damage and makes its next attack as normal.
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Rod of Storms
Rod, rare (requires attunement by a spellcaster) | Jun. 20
This silver rod crackles with energy and can redirect or release powerful electric surges. While holding it, if a creature you can see within 30 feet of you takes lightning damage, you can use your reaction to halve that lightning damage and choose another target you can see within 30 feet of you. When you do, that target must succeed on a DC 15 Dexterity saving throw or take lightning damage equal to the lightning damage taken by the creature.
Spells. The rod has 3 charges and regains all expended charges daily at dawn. While holding the rod, you can use an action to expend 1 of its charges to cast the lightning bolt spell (save DC 15) from it.
In addition, you can use an action to expend 1 of the rod's charges to cast the call lightning spell (save DC 15) from it if the spell is on your spell list. If you take lightning damage from a bolt of lightning you call down in this way, the rod regains 1 expended charge.
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Rod of the Magicycle
Rod, rare | Oct. 20
This sturdy antler rod is capped on either end with a plush leather handle. You can twist the two handles in opposite directions as an action, releasing an unearthly roar audible out to 100 feet and causing the rod to magically split apart and form a powerful, two-wheeled vehicle made of wood, with the rod's handles at its front. You can twist the handles again as an action to return the vehicle to its rod form. The vehicle can appear underneath you, with you standing astride it, or in an empty space within 5 feet of you (your choice). The vehicle is a Medium magical object, called a magicycle, and has the following properties:
The vehicle has AC 14, 40 hit points, and a speed of 60 feet. While moving, its AC becomes 17. When underwater, it ceases to function and immediately reverts to its rod form.
The vehicle weighs 200 pounds. If it falls prone, it can't right itself until a creature within reach pulls it upright as an action.
One Small or Medium creature drives and steers the vehicle. It can carry up to 300 pounds and comfortably fits either one Medium creature or two smaller ones.
If the vehicle moves in a straight line for 600 feet, its speed increases to 100 feet until the next time it makes a significant turn or until it slows down or comes to a stop.
For every uninterrupted period of 8 hours that the vehicle is in its rod form or goes unmoved, it regains 1d8 hit points. If it drops to 0 hit points, it reverts to its rod form and can't be used again until 5 days have passed.
When you make a Dexterity saving throw while riding the vehicle, you can use your reaction to gain advantage on the roll. On a successful save, you can drive the vehicle up to 20 feet as part of the reaction. If moving in this way causes you to no longer be in the triggering effect's area, such as an ancient red dragon's fiery breath or an ice storm spell, you instead take no damage, instead of half damage, from the effect. On a failed save, you and the vehicle fall prone.
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Rod of the Scarecrow
Rod, uncommon | Nov. 21
This wooden rod has a small stuffed scarecrow head on its end. You can use an action while holding the rod to speak its first command word. When you do, the rod's head transforms into a full scarecrow and leaps from your hand, landing in an unoccupied space that you can see within 5 feet of you and balancing on the rod. The summoned scarecrow uses the zombie's statistics with the following changes:
The scarecrow is a construct, instead of undead, and can't understand any languages.
The scarecrow holds a farmer's sickle. It can use its action to make two attacks with its sickle (+3 to hit). On a hit, it deals 1d4 + 1 slashing damage.
Small and Tiny beasts have disadvantage on attack rolls against the scarecrow.
The scarecrow obeys your mental commands (no action required by you) and takes its turn immediately after yours. If you don't issue any commands, it defends itself from hostile creatures, but otherwise takes no actions. The scarecrow remains for 1 hour or until it dies or you use an action to speak its first command word again. The scarecrow reverts to the rod form at the end of the duration.
You can use a bonus action to speak the rod's second command word. If you're holding the rod, each creature within a 15-foot cone must succeed on a DC 13 Wisdom saving throw or be frightened of you for 1 minute or until it takes damage. Small and Tiny beasts have disadvantage on the saving throw. If the scarecrow is summoned when you speak the command word, each creature within 15 feet of it must make the saving throw instead.
Once a command word has been used, it can't be used again until the next dawn.
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Rod of Thought Projection
Rod, uncommon | Apr. 21
While holding this rod, you can use an action to create a mental connection with a willing humanoid creature that you can see within 120 feet of you. The connection lasts as long as you concentrate (as if concentrating on a spell), or until the other creature chooses to close it or moves farther than 120 feet away from you. For the duration, you can communicate with it telepathically. In addition, as part of the action to open this connection or as an action on a subsequent turn while it remains open, you can choose to see through the creature's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the creature has. During this time, you are deaf and blind with regard to your own senses.
If the creature is unwilling, it must succeed on a DC 13 Wisdom saving throw or have the mental connection be established anyway. The creature is aware of the effect when it makes the saving throw. At the end of each of the creature's turns, it can make another Wisdom saving throw. On a success, the connection is severed, and the effect ends. Once the rod has been used on an unwilling creature in this way, it can't do so again until the next dawn.
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Rod of Water Absorption
Rod, rare | Jun. 20
This hollow rod has a hole at its end and four sections that each magically hold up to 10 gallons of water. Each hollow section is capped with a ring of glass, allowing you to see inside the rod and know how much water is stored within it. The rod weighs 3 pounds, regardless of how much water is stored inside.
While holding the open end of the rod underwater, you can speak its first command word as an action to cause it to begin absorbing water for the next minute. The rod can only absorb water. If the rod is submerged in this way for the full duration, it absorbs 10 gallons of water. The rod can hold up to 40 gallons at any time in this way, and can absorb up to 100 each day.
While holding the rod, you can use an action to speak its second or third command words. When you speak the second command word, you cast the create or destroy water spell (Create Water only) from the rod. You can cast the spell at up to 4th level in this way. Each gallon of water you create as part of the spell is drawn from the pool of water within the rod. If you cast this spell from the rod and cause the water to fall as rain, the spell consumes 10 gallons of water for each of the spell's slot levels.
Speaking the third command word causes 10 or more gallons of water to erupt from the rod in a torrent of water, up to the maximum amount remaining within the rod. This water is drawn from the pool of water within the rod. The water is shot in a line 30 feet long and 1 foot wide. Any creature in the line must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage for every 10 gallons of water used from the rod and is pushed 10 feet away from you. On a successful save, a creature takes half as much bludgeoning damage and isn't pushed.
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Rooting Arrows
Weapon (arrow), uncommon | Dec. 21
Rooting arrows are a type of arrow created by militant druid circles and ranger conclaves. There are multiple types of these arrows, which are described below. After a rooting arrow's been fired from a bow as part of a weapon attack, it continues to grow until its effect occurs at the start of your next turn. Once the effect ends, the arrow withers away and is destroyed. If an arrow hits a target, it remains centered on the target until a creature within reach uses an action to remove it. If an arrow misses a target, it lands in a space at the GM's discretion.
Floral. This arrow grows into a beautiful, enchanting flower. When its effect occurs, each humanoid within 10 feet of the arrow must make a DC 13 Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. On a failed save, the humanoid is charmed by the creature who fired it for 1 minute or until the creature takes any damage.
Ivy. This arrow grows into a writhing mass of vines. When its effect occurs, each creature within 5 feet of the arrow must make a DC 13 Strength saving throw. On a failed save, a creature is grappled by the vine for 1 minute. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the vine (AC 10) also frees the creature without harming it, ending the effect and destroying the vine. On a successful save, a creature's speed is halved until the end of its next turn as it struggles against the vines.
Spruce. This arrow grows painful tree needles that burst from it when it finishes growing. When the effect occurs, each creature within 10 feet of the arrow must make a DC 13 Dexterity saving throw. A creature takes 2d8 piercing damage on a failed save, or half as much damage on a successful one.
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Rope Caster
Weapon (crossbow, hand), common | Dec. 19
This magic weapon is a favorite among infiltrators. Its firing mechanism has no string, unlike other crossbows. Instead, this weapon can only be loaded with rope. As a bonus action, you can load a length of rope into the crossbow. When you do, individual strands from the rope magically latch onto the weapon's limbs and pull the mechanism taut. You can make a ranged attack with the crossbow to fire the rope at a willing creature or an object within range that isn't being worn or carried. If it hits, the target takes no damage from the attack but is bound by the rope. If the rope is long enough, it magically wraps around the target in a single loop and securely ties itself, leaving the remaining rope to hang from the knot. If the target is a willing creature, the rope ties itself around the creature's chest or waist as a harness but does not restrain them. If the attack hits an unwilling creature, the rope falls harmlessly to the ground without being tied.
A creature can use its action to make a DC 10 Strength or Dexterity check, releasing a bound object within its reach on a success.
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Rope Cobra
Wondrous item, common | Jun. 23
You can use an action while holding this 30-foot length of hempen rope to speak its command word. The rope then magically animates and transforms (slightly) into a cobra made of rope. As part of this action, and then again as an action on each of your turns for the duration, you can issue the snake a verbal command, such as "tie yourself around that pillar." The snake only obeys the commands of the creature that animated it. The rope returns to normal and ceases to be animated after 1 minute, after it moves more than 120 feet, or when you use an action to speak its command word again; it can't be animated again until the next dawn.
The snake has 2 hit points, like normal rope, although it has resistance to all damage. It has AC 11 and a speed of 30 feet; it can climb walls and objects that aren't smooth at half its normal speed. The snake also has blindsight out to a range of 30 feet, is blind beyond that radius, can't attack, and has an escape DC of 10. If the rope is destroyed, whether it's animated or not, it becomes a normal length of nonmagical rope.
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Rose of the Queen Valkyrie
Weapon (spear), legendary (requires attunement) | May 24
A sharp and coiled rose blossom rests at the top of this gilded spear. A pair of silver, winglike leaves stretch outward from either side of it. You gain a +3 bonus to attack and damage rolls made with this magic weapon, which has the finesse property. When a creature is slain with this weapon, a red rose grows from the corpse after 7 days.
Blooming Strike. Whenever you hit a target with the spear, it takes an extra 1d6 piercing damage from the attack. Once on each of your turns when you deal this extra damage, you can cause up to two other creatures that you can see within 5 feet of the target to also take 1d6 piercing damage, as a spray of thorns fly outward from the spear.
Flurry of Thorns. You can use an action to spin the spear above you, sending a cascade of magical thorns out from you in a 20-foot radius. Each other creature within that area must succeed on a DC 17 Dexterity saving throw or take 4d6 piercing damage. Any creature within 5 feet of you has disadvantage on the saving throw and takes an additional 1d8 slashing damage from the effect on a failed save.
Returning. When you make a ranged attack with this spear, it returns to your open hand immediately after the attack.
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Rose Quartz Koi
Wondrous item, common | Sep. 20
This Tiny crystalline sculpture of a fish weighs 2 pounds and looks miraculously lifelike. When you place or release the sculpture at a point underwater, it comes to life and swims around in a 5-foot-cube centered on that point. If placed in a container of salt water that's no larger than 5 feet on a side, the water inside becomes fresh after 10 minutes. You can use an Action to recapture the swimming sculpture.
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Royal Blade of Amphibios
Weapon (rapier), very rare (requires attunement) | Sep. 21
This expertly crafted blade is ornamented with rose gold designs of frogs and lily pads. While holding the rapier, you can stand on and move across any liquid surface as if it were solid ground, you can hold your breath for up to 30 minutes at a time, and you gain a swimming speed of 30 feet. In addition, any creature with the Amphibious trait can understand the meaning of your words when you speak, though you gain no special ability to understand them in return.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, the blade has 3 charges and regains all expended charges daily at dawn. When you take the Attack action while holding the weapon, you can choose to expend 1 of its charges to transform the blade into a lashing, silver pseudopod that loosely resembles a frog's tongue. Until the end of your turn, the weapon adds 10 feet to your reach when you attack with it, it deals slashing damage, instead of piercing, and on a hit, the target must succeed on a DC 16 Strength saving throw or be pulled up to 10 feet straight toward you.
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Royal Engineer's Greatcoat
Wondrous item, rare | Sep. 22
This stained maroon greatcoat is well worn and decorated with gilded linework and screw-like buttons. You can use an action to put on or remove the coat. While wearing it, you can use an action to reach into one of its oversized sleeves and pull out one of the following sets of tools: carpenter's tools, leatherworker's tools, mason's tools, potter's tools, smith's tools, tinker's tools, or woodcarver's tools. The tools remain until you pull another set from the coat's sleeves, until they're more than 15 feet away from you, or until you remove the coat. You gain a +1 bonus to any ability check you make using a set of tools pulled from the coat.
In addition, if you cast a spell that normally restores hit points to one or more creatures, you can choose to target a damaged construct or object with the spell. If you target a construct, it regains hit points as if it were a living creature. If you target an object, it regains half the number of hit points from the spell and magically repairs itself.
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Royal Incinerator
Staff, legendary (requires attunement by a druid, sorcerer, warlock, or wizard) | Oct. 21
This crimson and gold staff exudes authority and is always warm to the touch. While held, a mote of harmless fire sparks into life and floats above its crown-like head.
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. On a hit, the target takes an extra 1d8 fire damage. You have resistance to fire damage while you hold this staff.
The staff has 15 charges for the following properties. The staff regains 2d6 + 3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff erupts into a pillar of flame and is destroyed. The flames erupt in a 20-foot-radius cylinder that's 80 feet tall. Each creature in the area must make a DC 17 Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much damage on a successful one.
Protective Flame. When a creature that you can see hits you with an attack while you're holding the staff, you can use your reaction to expend any number of charges from the staff to reduce the attack's damage against you by an amount equal to 5 times the number of charges you expend. If the attacker is within 5 feet of you, it also takes fire damage equal to the amount of damage that was reduced in this way.
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: fire shield (4 charges, warm shield only), fireball (3 or more charges), or scorching ray (2 or more charges). When you cast fireball or scorching ray from the staff in this way, you can increase the spell slot level by one for each additional charge you expend.
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Rune-Marked Bracers
Wondrous item, very rare (requires attunement) | Apr. 22
These bracers were made by giant stone carvers and enchanters. Five elemental runes are carved into the sides of this pair of stone bracers, which magically loosen or tighten around your forearms to fit. Each bracer weighs 10 pounds, but they miraculously become weightless once you attune to them. While wearing the bracers, you gain a +1 bonus to AC.
If you're wearing the bracers, you can use your reaction when a creature hits you with a melee attack to activate one of the runes on the bracers. Once a rune has been activated, that rune can't be used again until the next dawn.
Cloud. The attacker must succeed on a DC 15 Strength saving throw or be pushed up to 30 feet away from you.
Fire. The attacker must succeed on a DC 15 Dexterity saving throw or take 2d8 fire damage. The creature repeats the saving throw at the start of each of its turns for 1 minute, taking another 1d8 fire damage on a failed save, or ending the effect on a successful one. Alternatively, a creature within reach of the original attacker can use an action to extinguish the flames and end the effect.
Frost. The attacker must succeed on a DC 15 Constitution saving throw or take 3d8 cold damage and have its speed halved until the end of your next turn.
Stone. The attacker must succeed on a DC 15 Constitution saving throw or become sluggish and stone-like, causing the creature to be restrained until the end of your next turn.
Storm. The attacker must succeed on a DC 15 Dexterity saving throw or take 3d8 lightning damage and it can't take reactions until the end of your next turn.
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Runic Ammunition
Weapon (a bolt, arrow, or piece of sling ammunition), rare | Aug. 19
Runic ammunition resembles normal bolts, arrows, or stones that are etched with runes and are magically discordant to spellcasters. Creatures concentrating on a spell when they're hit by a piece of runic ammunition make the resulting Constitution saving throw to maintain concentration with disadvantage.
You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
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Rust Arrows
Weapon (arrow), uncommon | Aug. 20
Rust arrows are typically made in sets of 5 using the remains of a rust monster's antennae and chitinous hide. When found, a quiver of rust arrows contains 1d3 + 2 of the magic ammunition. Once it hits a target, an arrow flakes away into dust and is destroyed.
When you make a ranged attack with a rust arrow and hit a target that is either wearing nonmagical metal armor or holding a nonmagical metal shield or weapon, that armor or weapon takes a permanent and cumulative –1 penalty to its AC or damage rolls, respectively. You choose what object takes the penalty. If an armor's penalty reduces its AC to 10 or its bonus to AC to +0, or if a weapon's penalty drops to –5, the object is destroyed.
If the target is a nonmagical ferrous metal object that isn't being worn or carried, the arrow destroys a 1-foot cube of it.
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Sagittarian Vestments
Armor (any), uncommon (requires attunement by a cleric or paladin) | Jan. 21
This armor is covered by a tabard that bears a cross-like symbol with an arrow at its top. While attuned to the armor, its symbol changes to represent the mark of your deity. You can benefit from the armor, as described below, even if you aren't attuned to it.
While wearing this armor, you have advantage on Wisdom (Medicine) checks, and you can use a bonus action to speak the armor's command word and touch a dying creature to magically stabilize them.
While attuned to this armor and wearing it, you can use a bonus action to cast the spiritual weapon spell from it, using a spell attack bonus of +5 and spellcasting ability modifier of +2. This version of the spell causes the summoned weapon to take the form of a bow that shares your space and moves with you, as opposed to moving independently. The bow makes ranged spell attacks, instead of melee ones, with spectral arrows that have a range of 30 feet. Once the armor has been used to cast this spell, it can't cast it again until the next dawn. Additionally, when you stabilize a creature using this armor's command word, roll a d20. On a 20, the creature regains 1 hit point.
Curse. This armor is cursed, and becoming attuned to it extends the curse to you until you are targeted by the remove curse spell. While cursed, your legs magically change shape to become hooved and equine, unless they already are, and you take a –5 penalty to Dexterity (Stealth) checks. In addition, while cursed, the distance you can jump without a running start is halved.
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Sahuagin Sabatons
Wondrous item, uncommon | May 23
These armored sabatons fit neatly over any boot or shoe you're already wearing. While wearing them, you have a swimming speed of 30 feet. If you already have a swimming speed, wearing the sabatons increases that speed by 15 feet.
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Salamander Flame Gauntlets
Wondrous item, rare (requires attunement) | Aug. 20
These dark metal gauntlets were forged using fire from the heart of a salamander. While wearing them, your unarmed strikes with your hands deal an extra 1d4 fire damage to any target they hit. In addition, you can use a bonus action to cast the flame blade spell (4th-level version, no concentration required) from the gauntlets, using either your spellcasting ability or your choice of Strength or Dexterity for the spellcasting ability of the spell when you do.
While holding the fiery blade, you can use an action to make a ranged spell attack with it instead. When you do, the blade becomes a fiery spear with a range of 30 feet. On a hit, the spear deals 4d6 fire damage. Immediately after the attack, the fiery blade reforms in your hand.
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Sandstorm Dancer
Wondrous item, rare (requires attunement) | July 19
This golden cloak billows illusory sand around you when you walk or cast a spell. The cloak has 8 charges and regains 1d6 + 2 expended charges each day at dawn. While wearing the cloak, you can expend a 1 or more charges to cast the following spells using the cloak (save DC 15): blur (2 charges), call lightning (3 charges), create or destroy water (1 charge), or hallucinatory terrain (4 charges).
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Sash of Sorcerous Synergy
Wondrous item, rare (requires attunement by a sorcerer) | Feb. 20
This miraculous one-shouldered robe is made from fine fabrics that have been steeped in powerful magic and fastened with an ornate buckle. The sash has 5 charges and regains 1d4 + 1 expended charges daily at dawn. When an ally that you can see within 60 feet of you casts a spell while you're wearing this robe, you can use your reaction to expend 1 or more of the sash's charges to twist the spell with one of your known Metamagic options, without spending any sorcery points. The number of charges you expend is equal to the number of sorcery points the Metamagic option would normally cost. If using the sash would cause the spell to target a second creature, you choose the new target.
In addition, when you use a Metamagic option on a spell while wearing this sash, you can change the style, color, and material of the garment and buckle. The sash's weight doesn’t change. Regardless of its appearance, the sash can’t be anything but a one-shouldered robe.
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Satchel of Beast Chow
Wondrous item, uncommon | Aug. 21
This hefty satchel is 1 foot tall, weighs 2 pounds, and has 2d4 + 2 servings of magical, nondescript food inside it when found. The morsels of food come in small, half-inch cubes and smell as if they could have been made of either savory meats, enriched plants, or both. If a beast or monstrosity with a challenge rating of 2 or lower and an Intelligence of 3 or lower eats a serving of this food from your hand or similar outstretched vessel, it must succeed on a DC 15 Wisdom saving throw or be charmed by you for 1 hour. While charmed, the creature regards you and your companions as friends, and you have advantage on Wisdom (Animal Handling) and Charisma checks made to interact with the creature. If the creature takes any damage from you or your companions for the duration, the charm ends early. If the charm lasts for the full duration, the creature remains nonhostile toward you until you threaten it.
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Scarab Mask
Wondrous item, uncommon | Sep. 22
This mask is made of iridescent brass and is designed in the likeness of a scarab beetle. Its two green gemstone eyes glow dimly while the mask is worn.
While wearing this mask, Medium and smaller insects and insect swarms (such as centipedes, spiders, wasps, scorpions, or similar creatures) are indifferent toward you and will not attack you unless you threaten or harm them. In addition, you're immune to any insect-borne disease. If you're already suffering from such a disease, its effects are suppressed while you wear the mask.
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Scarf of Snow's Sanctum
Wondrous item, rare (requires attunement) | Jan. 23
This scarf is incredibly warm and pinned together with a silvered snowflake brooch. While wearing this scarf, you have resistance to cold damage. In addition, you can use an action to cast the wall of ice spell from it (save DC 15). When you do, the ice wall creates a hemispherical dome around you in a 15-foot diameter, centered on your location. The wall remains for up to 1 hour, instead of 10 minutes, and any cold damage it deals is halved. When you create the dome, you can choose for the hemisphere to have a small entryway leading into it that a Medium creature can squeeze through. Once this property of the scarf has been used, it can't be used again until the next dawn.
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Scarlet Scourge
Weapon (whip), rare (requires attunement) | Nov. 19
This whip is made from the severed vertebrae of a slain vampire's victims. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
The whip siphons blood from creatures that it hits. Whenever you hit a Small or larger living creature with the whip that is not a construct, ooze, plant, or undead, the bone blade at its end absorbs some of its blood and gains 1 charge. The whip can hold up to 10 charges and loses its charges whenever you finish a short or long rest. While holding the whip, you can use a bonus action to speak its command word to convert these charges into healing energy. When you do, the whip loses all its charges and you regain 2 hit points for each charge lost.
For every 5 charges the whip has, the muscle fibers that hold it together loosen and add 5 feet to the weapon's reach.
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Scarecrow Armor
Armor (padded), very rare (requires attunement) | Jun. 22
Stray bits of old straw poke out from the seams and edges of this armor. While wearing it, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. This armor doesn't impose disadvantage on your Dexterity (Stealth) checks while you're attuned to it.
While wearing the armor, you can spend one Hit Die when the mending spell is cast on it to regain hit points. When you do, use the maximum number possible on the Hit Die, add your Constitution modifier, and regain a number of hit points equal to the total. In addition, when you regain hit points from spent Hit Dice while wearing the armor, you can magically reattach a limb you've lost by holding it to the place that it was severed from.
Curse. This armor is cursed, and attuning to it extends that curse to you. You remain cursed until targeted by the greater restoration spell or similar magic. Removing the armor fails to end the curse. While cursed, you are vulnerable to fire damage and your insides are turned to straw. Your physical appearance remains unchanged and you no longer need food or water, but you have a 50 percent chance to lose a limb (at the GM's option) as part of suffering a critical hit or as the result of dropping to 0 hit points.
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Scarring Axe
Weapon (any axe), common | Dec. 24
This grim, serrated axe is often favored by wicked dungeon-dwellers and executioners. Whenever the axe deals damage to a creature, it leaves behind a prominent, gnarled scar. The scar fades if the creature receives magical healing.
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Scepter of Faith
Rod, very rare (requires attunement by a cleric) | Jul. 20
This rod is imbued with the last remaining magic from a pious saint. While holding the rod, you can use a bonus action to cast the shield of faith spell from it on a creature other than you within range. When an attacker within 60 feet of you deals damage to a creature under the effect of this spell, you can use your reaction to cause a spectral shield to appear before it and push the attacker 5 feet away from the creature.
In addition, while holding the rod, you can use an action to cast either the guardian of faith or find the path spell. When cast in this way, find the path can only be used to find the route to a temple or other holy site. Once the rod has cast either of these spells in this way, it can't be used to cast that spell again until the next dawn.
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Scepter of Judgement
Rod, very rare (requires attunement by a lawful creature) | Sep. 24
A pair of scales rests on either side of this lustrous scepter. While holding it, any critical hit against you becomes a normal hit, and the first time each turn that a hostile creature hits you with an attack, roll 2d4. The scepter glows with a righteous light, and the attacker takes radiant damage equal to the total, provided it's within 60 feet of you. If you roll the same number on both of these d4s, the scepter gains 1 charge, and you gain a bonus to your AC equal to the total of the roll. This bonus to AC remains until the end of the turn, potentially causing the triggering attack to miss. The scepter can hold up to 4 charges. When found, it has 2 charges; it regains 2 expended charges daily at dawn.
Scale Tip. While holding the scepter, you can use a reaction to expend 1 of its charges whenever a creature that you can see within 60 feet of you makes an ability check, attack roll, or saving throw. When you do, the target makes the roll with advantage or disadvantage (your choice).
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Scepter of the Tyrant's Gaze
Rod, very rare (requires attunement) | Jul. 23
This gilded rod features a sculpted eye bound within a mass of entangled tentacles. At the center of the eye is a dark gemstone. While holding the rod, you have advantage on saving throws against spells.
The scepter has 10 charges and regains 1d6 + 4 expended charges daily at dawn. While holding the scepter, you can use an action to expend up to 3 of its charges, firing a beam of colored light for each expended charge. Each beam can target a creature that you can see within 60 feet of you; make a ranged spell attack for each one, using an attack bonus of +7. On a hit, the target takes 4d6 force damage and suffers an additional effect (save DC 15). Roll a d10 and use the table below to determine each beam's color and additional effect.

Alternatively, you can expend 3 or more charges from the scepter to cast counterspell from it, using your reaction. The spell's level increases by 1 for each charge you spend after the third.
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Schematic Scroll
Scroll, uncommon | Sep. 22
This scroll comes in a leather tube, and its rich blue surface is covered with thin gridlines. Any mark you make on the surface becomes magically white.
You can tap the scroll twice to cause it to project an illusory three-dimensional projection of whatever's drawn on the scroll. The illusion appears a foot above the scroll's surface and shows any of the illustration's separate components as glowing outlines. The projection can be enlarged or reduced to be as large as 3 feet across in any dimension or as small as 4 inches using a series of intuitive gestures with the illusion. You can also take apart any of the illusion's components to mold or reshape them using these gestures. Similarly, you can interact with the components of the projection as if they were physical objects, and they behave in a reasonable facsimile of reality. You can speak the scroll's command word to record any changes made to the projection in this way, causing them to be reflected in what's drawn on the scroll. The projection remains until you tap the scroll twice again or until it's folded, rolled up, or otherwise put away.
You can make the illustration or schematic drawn on the scroll permanent and unalterable as an action by stamping it anywhere with a signed wax seal. An illustration sealed in this way can't be updated by magic or mundane means, although its illusory components can still be interacted with while the projection persists. A creature using the scroll as a reference has advantage on any ability check made to repair or build an object patterned after an illustration on this scroll.
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Scholar's Cap
Wondrous item, rarity varies (requires attunement) | July 19
This hat carries with it the cleverness and knowledge of many a previous scholar. While wearing the hat, you gain either a +1 (uncommon), +2 (rare), or +3 (very rare) bonus to Intelligence checks and saving throws.
In addition, when it would normally take you at least 1 week in order to research a subject, you instead finish that research 1 (uncommon), 2 (rare), or 3 (very rare) days faster for each week you would have spent.
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Scorching Cleaver
Weapon (battleaxe), very rare (requires attunement) | Mar. 19
You gain a +2 bonus to attack rolls made with this magic weapon. The battleaxe holds up to 8 charges and regains 1d8 expended charges each day at dawn. As long as there is at least 1 charge remaining, attacks made with it deal an extra 1d8 fire damage to any target it hits, and the battleaxe regains 3 expended charges each time you roll a 20 on an attack roll with it.
Erupting Slash. As an action, you can expend 3 or more of the weapon's charges to slash the air in front you. When you do, a line of flame 5 feet wide and 30 feet long erupts from the blade. Each creature in the line must succeed on a Dexterity saving throw or take fire damage equal to 1d6 per charge spent. If you expend all of the weapon's remaining charges in this way, the inferno deals an extra 3d6 fire damage and creatures take half damage on a successful save instead of none at all. The DC for this saving throw is equal to 8 + your proficiency bonus + the number of charges spent. Any flammable object caught in the blaze that isn't being worn or carried is ignited.
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Scorned Heart Breastplate
Armor (breastplate), rare (requires attunement) | Feb. 20
This brass breastplate is torn apart in its center by a crimson gemstone. You gain a +1 bonus to AC for every two allies within 10 feet of you (up to a maximum of +2) while you wear this armor. In addition, while wearing this armor, you can cast hellish rebuke (save DC 15) as a 3rd-level spell from it, using your reaction. Once the armor has been used to cast this spell, it can't do so again until the next dawn.
Curse. This armor is cursed. 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 disadvantage on saving throws to resist becoming charmed, and you have disadvantage on Charisma checks to interact with any creature you find attractive.
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Scorpio Armor
Armor (half plate or plate), uncommon (requires attunement) | Oct. 21
This armor is made from the treated carapace of a giant scorpion. You can benefit from the armor, as described below, even if you aren't attuned to it.
While wearing this armor, it doesn’t impose disadvantage on your Dexterity (Stealth) checks while you’re in dim light or darkness.. However, your speed is reduced by 5 feet while you're in sunlight, as the armored husk recoils and constricts from it.
While attuned to this armor and wearing it , you have advantage on saving throws against poison. In addition, you can use a bonus action to close your eyes and speak the armor's command word. When you do, you create an instantaneous pulse of awareness around you, immediately alerting you to the presence and location of any creature within 30 feet of you that's on the ground as if you had tremorsense out to a range of 30 feet. Once the armor's command word has been used, it can't be used again until the next dusk.
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Scorpion Glaive
Weapon (glaive), uncommon | Jul. 24
This glaive is gently curved. It magically straightens when you thrust it forward. On a hit, the weapon deals either piercing or slashing damage (your choice each time). When you roll a 20 on an attack roll made with this weapon against a creature, that creature must also succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. A poisoned creature takes 1d6 poison damage at the start of each of its turns; it can repeat the Constitution saving throw at the end of each of its turns for the duration, ending the effect on a success.
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Scorpion Lasher
Weapon (whip), uncommon (requires attunement) | Jan. 20
This whip was constructed using salvaged pieces of a giant scorpion and drips with a sickly venom. Once on each of your turns when you hit a creature with this weapon, you can cause the whip to deal an extra 1d6 poison damage. When you do, if the creature is Medium or smaller, it must also succeed on a DC 13 Strength saving throw or be pulled 5 feet closer to you.
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Screaming Longbow
Weapon (longbow), rare (requires attunement) | Nov. 18
Arrows fired from this sickly longbow let out a screeching howl audible up to 100 feet away as they fly by. Creatures struck by these arrows take an extra 2d4 thunder damage. When you roll a 20 on an attack roll made with this weapon, all creatures within 5 feet of the target must succeed on a DC 15 Constitution saving throw or be deafened for 1 minute.
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Scroll of Comedic Endings
Scroll, rare | Jun. 22
This scroll has been carelessly flattened, folded, and scrawled on with childlike scribbles. In doing so, some of its original scripts and diagrams have been covered or replaced, and a large anvil has been proudly drawn at its center. A creature investigating the scroll can make a DC 15 Intelligence (Arcana) check. On a success, it determines that, while the scroll's original spell is no longer usable, its magic has merely been changed.
Using an action to read the scroll summons a massive anvil 20 to 60 feet in the air centered above a point that you can see within 120 feet of you. The anvil is roughly a 10-foot cube and requires enough space in the air to accommodate it when it appears. If there isn't enough space, the effect fails, and both the scroll and the action to read it are wasted. Once used, the scroll bursts into a small plume of colorful confetti.
Once the anvil appears, it hovers briefly in the air before falling to the ground below. The anvil weighs 500 pounds and has similarly scrawled designs on it to match the contents of the scroll. Each creature below the anvil in a 10-foot square centered on the point must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 5d10 bludgeoning damage and is knocked prone and restrained by the anvil. On a success, a creature takes half as much bludgeoning damage, is not knocked prone or restrained, and is pushed to the nearest unoccupied space away from the anvil. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success and moving it to the nearest unoccupied space.
The anvil remains on the ground for 1 minute, at which point it vanishes with a comedic pop.
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Scroll of the Eclipse
Scroll, legendary | Dec. 21
When you use an action to read this scroll, any sun or moonlight within a 3-mile radius of you (whether natural or created by a magical effect) is magically suppressed. For the duration, everything in the area is in darkness unless illuminated by another source, such as a torch or the light spell. The effect lasts for 8 hours and can only be ended early by a wish spell. You must be outdoors when you use the scroll, or nothing happens and the scroll is wasted. Looking at the sky during this time shows no sign of the sun or moon, and if you can normally see the stars, they're nowhere to be seen for the duration.
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Scroll of Film
Scroll, common | Dec. 21
Unlike normal scrolls, a scroll of film has multiple uses. Each use requires you to pull out a perforated length of the scroll from its leather case. When found the scroll has 1d6 + 4 lengths.
The scroll is partially transparent at its center with gilded edges. While holding a length of the scroll taut out in front of you, you can use an action to speak its command word to cause the transparent portion of the scroll to become opaque. When it does, it records the two-dimensional image of what was seen at that time through the scroll's center on your side of the now opaque paper. The recorded image can be in black and white or color (your choice).
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Scroll of Fleeting Attunement
Scroll, very rare | May 23
You can use an action to read this gilded scroll. To do so, you must also be holding a magic item that requires attunement but with which you're not attuned. When you do, make an Intelligence (Arcana) check. The DC of this check depends on the rarity of the held magic item: 10 (common), 13 (uncommon), 15 (rare), or 16 (very rare). On a success, you forge a brief attunement to the magic item, which remains for 1 hour or until you're reduced to 0 hit points. You can attune to an item in this way even if you normally wouldn't meet its attunement requirements, and becoming attuned to it doesn't end any other creature's attunement to it. Your attunement to this item does not count toward the total number of items you can normally be attuned to. The scroll then self-immolates in a sparkle of blue flames and is destroyed. If you fail the check to attune to an item in this way, there is a cumulative 25 percent chance that the scroll self-immolates. Otherwise, you can attempt to use the scroll to attune to the item using another action.
The check automatically fails if you attempt to attune to a legendary magic item, a cursed one, or an artifact using the scroll.
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Scroll of Instant Cookies
Scroll, common | Feb. 22
This 5-foot scroll of parchment is wrapped around a rolling pin. You can use an action to unroll 1 or more feet of the parchment, pressing it against a solid surface while you do. The pressed parchment immediately transforms into a pastry dough that's been freshly baked and cut into rows of delicious cookies. You choose the shape and flavor of the cookies each time you use the scroll. Every foot of scroll creates 18 cookies when pressed.
When the last of the scroll has been used, it leaves behind the rolling pin, which can be used as a magical club.
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Scroll of Mapping
Scroll, uncommon or very rare | Feb. 21
By using an action to read the scroll, you cause the arcane script on the page to vanish and become an inked map of the surrounding area. The map shows the area in a 1-mile radius centered on the point where you read the scroll and indicates both structures and topography. By touching the map, a small light appears at your location to indicate where you are. Using a series of natural gestures when touching the page, you can cause the map to change its scale or displayed portion of the area. The scroll isn't destroyed when you read it, but can't be used again to create a different map.
The following scroll of mapping is a very rare variant with additional properties.
This map is in color and displays the names of large and small locations, depending on the map's scale, such as the name of the region, street, or nearby shop. In addition, you can use an action to touch the map and ask it where a familiar person or place is that you can name or clearly describe. If the person or place is somewhere that can be shown on the map, an X appears on it at the target's location. If there are multiple targets with the same name or description within the area, multiple marks appear. If the target is a creature that's in a different form, such as being under the effects of a polymorph spell, or can't be detected by divination magic or scrying sensors, the map doesn't display its location. If the target is moving, the X follows its movements for the duration. The marked target remains shown on the map for 10 minutes, after which time the X vanishes. Once this property of the map has been used, it can't be used again until 12 hours have passed.
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Scroll of Mass Sending
Scroll, rare | Oct. 24
This scroll has a line of instructions written along the top, but is otherwise left blank. The scroll has enough room for up to 250 words to be written on it. Reading from the scroll using an action duplicates the effects of the sending spell with the following changes: you can read up to 25 words aloud from the scroll on each of your turns. You can continue to read from the scroll on each of your consecutive turns, using an action each time. The spell is continued for as long as you continue to read from the scroll. When the spell ends, choose up to 25 creatures to deliver the message to, instead of 1. A bird then flies out from the scroll into the air for each target, which then disappears. The birds are illusory. Each bird then immediately reappears before a different target to reiterate the message. You determine whether the birds use your voice or an altered one to repeat the message. If you use your voice, a creature recognizes you as the sender if it knows you. Otherwise, you remain anonymous as the sender. After repeating the message, the birds vanish.
When the spell ends, the scroll's magic is lost.
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Scroll of Miraculous Mail
Scroll, common | Apr. 22
This scroll of parchment is completely blank except for a small eye-shaped stamp in its corner. When held up to the light, instructions for using the scroll can be read hidden within the paper, which also include its unique command word. You can use an action to speak the scroll's command word, followed by the name of a person or place with which you're familiar on the same plane of existence as you. The scroll then folds itself into a perfect, self-containing envelope with a red wax seal, complete with the eye's shape pressed into it. Anything other than the scroll falls out of the envelope when it folds itself, and any magical effects on it (other than the scroll's normal ones) are also lost.
The scroll then vanishes, magically reappearing at the location of the person or place whose name you spoke as part of the command word. The scroll then loses its magic.
When the scroll vanishes, there's a 10 percent chance that it reappears in a random location on the same plane of existence, instead of its intended destination.
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Scroll of Momentary Omniscience
Scroll, rare | Nov. 21
When you use an action to read this scroll, everything becomes perfectly clear in a moment of fascinating realization. Despite the arcane phrase's manageable length, the scroll itself is outrageously long and filled with nonsensical grids, lists, smudged diagrams, and other strange musings. Choose one of the following benefits:
Answer. When you finish reading the scroll, you must also ask a question to a creature that can hear you. The question needn't be answerable with a yes or no, but can only include one question. The target must make a DC 20 Charisma saving throw. You know whether the creature succeeds or fails on its saving throw. On a failure, you mentally learn the truthful answer to the question from the creature's perspective (if any). The knowledge and awareness of a creature is limited by its intelligence, but at minimum, a creature can give you information about nearby locations and monsters, including whatever it can perceive or has perceived within the past day. You learn the answer to this question even if the creature is unable to speak. If the question has multiple parts, or if the creature can't hear or doesn't understand the language in which you asked the question, the scroll fails and the effect is wasted.
Direction. You immediately learn the most direct physical route to a creature, location, or object on your plane of existence at the time of reading the scroll. You must have at least secondhand knowledge of the target. You retain this information for 7 days, after which time the knowledge is lost. If the target moves during the duration, the route remains unchanged from when you first learned it.
Solution. You immediately learn the solution to a cypher, puzzle, riddle, or similar quandary. If you decode a cypher in this way, such as a secret message or series of ancient glyphs, you also know how to speak, read, and write it for the next 7 days, after which time the knowledge is lost.
The scroll magically unrolls and tears itself in half once it's used, destroying the scroll
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Scroll of Moving Performances
Scroll, uncommon | May. 22
By using an action to read the mysterious lyrics on this scroll aloud, your words transform into a magical, enchanting song. You can continue to sing from the scroll as an action on each of your following turns for up to 5 minutes. If you sing for at least 1 minute, you gain a +5 bonus to any Charisma (Performance) check you make to sing using the scroll, or a +10 bonus if you sing for the scroll's full duration.
When you sing for at least 1 minute using the scroll in this way, you can lace the song with some of your intention. Choose up to three creatures that you can see within 60 feet of you that can hear your performance. Those creatures must make a DC 13 Wisdom saving throw or be charmed by you for 1 hour. This effect ends early on a target if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its saving throw, the target has no hint that you tried to charm it.
When you stop singing, the words on the scroll fade, and its magic is lost.
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Scroll of Necrosis
Scroll, rare | Dec. 23
The parchment of this scroll feels meat-like and is wrapped around a set of bones. You can use an action to read this grisly scroll aloud, causing nearby creatures to become plagued by necrotic magic. Each creature that can hear you within 60 feet of you must succeed on a DC 15 Constitution saving throw or become cursed. A creature cursed in this way has disadvantage on weapon attack rolls using Strength, and makes Strength checks and Strength saving throws with disadvantage; the creature can repeat the saving throw at the end of each of its turns, taking 4d6 necrotic damage and ending the curse on itself on a success.
Undead creatures that hear the curse make the saving throw with disadvantage. If an undead creature fails the saving throw and has a challenge rating of 1/2 or lower, it falls apart into a heap of rotting carnage and is destroyed.
When the last word of the scroll is read aloud, the parchment sloughs off the bones and is destroyed, leaving only an unidentifiable mush behind.
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Scroll of Nightmares
Scroll, rare | Oct. 21
Using an action to read this dark scroll causes horrifying memories, fears, and regrets to violently invade the minds of up to 10 creatures of your choice that you can see within 60 feet of you. Each creature must make a DC 15 Wisdom saving throw. On a failed save, a creature takes 5d10 psychic damage and becomes frightened of you for 1 minute or until it takes damage. On a successful save, a creature takes half as much psychic damage and isn't frightened. At the GM's discretion, non-sentient creatures, such as some constructs, oozes, plants, and undead, are immune to this effect.
Reading the scroll causes its script to flash and burn away as each word is spoken. Once the scroll has been used, it turns to ash and is destroyed, releasing a final wail as its magic is consumed.
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Scroll of Paywall
Scroll, rare | May 25
By using an action to read from this gilded scroll, you cast the passwall spell from it. This version of the spell has the following additional effects. The passage created by this version of the spell is lined with gold. Each time a creature moves entirely through the passage, that creature must make a DC 16 Charisma saving throw; the creature is unaware of this effect. On a failed save, the creature loses a portion of any money it has on its person. The amount lost is determined by the result of the creature's saving throw: 15–14 (10 percent), 13–12 (20 percent), 11–10 (30 percent), 9–8 (40 percent), and 7 or lower (50 percent). The money appears at your feet as a loose pile of coins when the spell ends. You and other creatures without money automatically succeed on the saving throw. After casting the spell from the scroll, it turns to dust and is destroyed.
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Scroll of Proclamation
Scroll, common | Feb. 23
This long magic scroll is empty when found. You can hold the scroll in front of you and read anything written on it aloud using an action. When you do, each spoken word is magically projected outward and is clearly audible out to a range of 300 feet. Up to 250 words can be spoken aloud from the scroll in this way, reading up to 25 words from it on each of your turns. You can continue to read aloud from the scroll on each of your consecutive turns, using an action each time. When you stop, deduct the number of spoken words from the scroll's total, rounding up to the nearest 25.
Once the 250th word has been projected from the scroll, its magic is lost.
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Scroll of Rugs
Scroll, uncommon | Jun. 23
You can use an action to unfurl this illustrated scroll and speak its command word, which is typically written along the edge of the scroll. When you do, the scroll transforms into a special plush carpet of flying, which is commanded using the same command word as the scroll. This carpet is 2 feet wide and 6 feet long, has a carrying capacity of 100 pounds, and has a flying speed of 60 feet. It can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity. After 1 hour, the carpet loses its magic.
When you use this scroll, roll a d20. On a 1, the scroll transforms into a hostile rug of smothering in the nearest unoccupied space within 5 feet of you. This property of the scroll is only revealed when you first speak the scroll's command word. An identify spell fails to reveal it.
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Scroll of Scripts
Scroll, uncommon | Jul. 24
Within this scroll case is a pale scroll with nothing written on it. The scroll is 10 feet long and 1 foot wide. As an action, you can press a portion of the scroll that has writing on it against a willing creature or solid surface; you then peel the scroll off, leaving behind any writing on the creature or surface. The peeled-off writing duplicates the effect of the illusory script spell on the surface: you designate what creatures can see the writing, as well as the writing's alternative appearance, when you peel off the scroll. The text can be as large or as complicated as you like, as long as it fits on the scroll. Each time you peel off the scroll, that portion of the scroll ceases to be magical (in 1-foot increments) and is destroyed.
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Scroll of the Jester
Scroll, rare | Dec. 20
Using an action to read this scroll, your appearance magically changes to become a jester. At the same time, 8 perfect illusions of jesters that are identical to you appear in random unoccupied spaces within 30 feet of you. When the jesters appear, each creature of your choice within 60 feet of you must succeed on a DC 15 Wisdom saving throw or be charmed by you as if you had cast the enthrall spell (no concentration required).
Each jester is indistinguishable from you and shares your AC, initiative, speed, and bonuses to saving throws. On your turn, you can mentally command each jester where to move (no action required). You can choose to see through a jester's eyes, hear what it hears, or speak through it in your own voice. A creature with truesight can determine which jester is you.
The jesters remain as long as you concentrate (as if concentrating on a spell), to a maximum of 1 minute. A jester disappears early in a plume of confetti if it takes any damage, if it's more than 120 feet away from you, or if you choose to expend it in order to create one of the following effects:
As an action, you can expend 1 or more jesters to cast one of the following spells (save DC 15, no concentration required): charm person (1 jester), color spray (1 jester), confusion (4 jesters), greater invisibility (4 jesters), hideous laughter (1 jester), hypnotic pattern (3 jesters), levitate (2 jesters), or major image (3 jesters). When you cast a spell in this way, you can cause the spell to originate from you or from a jester that you can see.
As a bonus action or as a reaction when you take damage, you can expend 1 jester to immediately and imperceptibly teleport, swapping places with it. The jester disappears after it arrives in your original space.
When the last jester disappears, any effects or spells created by the scroll or its jesters end.
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Scroll of the New Dawn
Scroll, very rare | Jun. 22
This narrow parchment always feels sun-warmed to the touch and gives off a faint glow. Reading the scroll aloud takes 1 minute, at which point the words on the scroll fade and it bursts into an instantaneous flash of sunlight. The scroll is then destroyed. If the reading is interrupted, the scroll is not destroyed.
When the scroll bursts into sunlight, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Any magic item within the bright light that would normally regain a number of expended charges at dawn instantly regains all expended charges. When this happens, a creature that's attuned to an item in the light that regains 1 or more charges takes 1d4 radiant damage for each charge regained by the item in this way, even if the creature isn't in the bright light. This damage ignores resistance and immunity. Legendary items and artifacts are unaffected by the light.
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Scroll of the Skyfallen
Scroll, rare | Jul. 22
This sky-blue scroll flutters in a magical breeze and is written in Elvish. Faraway clouds can be seen floating in the background of its parchment and magically sputter into existence upon reaching the edge. Miniscule birds soar through the clouds, both on the paper and off.
By using an action to read this scroll, your words ring out to magically rip the wind out from beneath the wings of creatures around you. Any hovering, levitating, or otherwise flying creature within 120 feet of you must make a DC 16 Dexterity saving throw. A flying creature falls to the ground on a failed save, and its flying speed is reduced to 0 for 1 minute. On a successful save, any flying speed it has (or similar means of flight) is halved for 1 minute instead. If the creature was levitating or can hover, the creature safely descends at a rate of 60 feet per round until it reaches the ground instead. A creature with legendary actions is unaffected by the scroll. The scroll then vanishes in a plume of vapor, and is destroyed.
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Scroll of True Self
Scroll, very rare | Aug. 24
This long scroll is covered in writing. It takes 1 minute to read it aloud in its entirety. At the end of the minute, you're affected by the true polymorph spell. This version of the spell can only transform you into a humanoid, and if you concentrate on the spell for the full duration, it can't be dispelled against your will. Your game statistics and worn equipment remain the same, although your racial traits are replaced by the ones of your new form.
This scroll is only destroyed if the spell is concentrated on for the full duration and becomes permanent. The spell ends early if another creature reads from the scroll before then and gains its effects.
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Scuttling Spine
Wondrous item, uncommon (requires attunement) | Feb. 25
This chitinous back brace is in multiple segments and faintly wiggles on its own. When you attune to this item, you must hold it to your exposed back for the entire duration, at which point its bug-like limbs cling to your back and hold it tight to your spine. While you're attuned to the brace, it can't be removed from your back against your will, and while you're wearing it, you become lithe and fully mobile, even if your spine had previously been damaged.
While wearing the brace, you gain a +1 bonus to any Dexterity check or Dexterity saving throw you make. In addition, when you move while climbing or crawling, each foot of movement doesn't cost you 1 extra foot.
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Scythe of the Grim Shepherd
Weapon (quarterstaff), very rare (requires attunement) | Jul. 22
The sharpened horns and skull of a great ram rest atop this gnarled staff to form a twin-bladed scythe. On a hit, this weapon deals either bludgeoning or slashing damage (your choice), plus an extra 1d8 necrotic damage. It gains 1 charge whenever a creature with a challenge rating of 1 or higher within 60 feet of you is slain, up to a maximum of 10 charges. The staff loses all charges whenever you finish a long rest of if your attunement to it ends. While holding the staff, you can expend 1 or more of its charges for the following properties:
Circle of Death. You can use an action to expend 6 of the weapon's charges to cast the circle of death spell from it (save DC 16).
Consume Soul. You can use a bonus action to expend up to 3 of the weapon's charges to regain 1d6 + 2 hit points for each expended charge. If the grim ram is summoned, it also regains any lost hit points.
Lead the Damned. You can use an action to expend 1 of the weapon's charges to attempt to bring an undead creature that you can see under your control. The target must succeed on a DC 16 Wisdom saving throw or become charmed by you for 1 hour or until it takes any damage. A creature with immunity to the charmed condition still makes this saving throw, becoming charmed as normal on a failure, but makes the roll with advantage. An undead charmed in this way is indifferent toward you and your companions and automatically fails any saving throw against an effect that would turn it, such as by a cleric's Channel Divinity.
Summon Grim Ram. You can use an action to expend 2 of the weapon's charges to summon a grim ram: an all-black goat with four horns. The goat appears in an unoccupied space that you can see within 30 feet of you, and remains until it's reduced to 0 hit points or until you use this property of the weapon again. The goat is friendly to you and your companions. It uses the statistics for a giant goat, but has immunity to necrotic damage and deals an extra 1d6 necrotic damage to any creature it hits with a melee attack. The goat obeys any verbal commands that you issue to it. In combat, the goat shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action.
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Seadevil's Fang
Weapon (greatsword), rare | Jan. 23
This watery blue blade feels like a rumbling tide while held. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding it, you can use a bonus action to cause its blade to become inky and black until the start of your next turn. For the duration, creatures hit by the blade are marked with the black ink for 1 minute.
If a creature becomes invisible while marked or is already invisible, it instead becomes pitch dark and is outlined by a mystical purple aura for the duration of the invisibility. That creature gains no benefit from being invisible, and magical, inky tentacles reach up from the ground to grapple it for 1 minute (escape DC 15). Once a creature has been grappled in this way, it can't be grappled by the tentacles again for 24 hours.
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Seafarer's Jacket
Wondrous item, uncommon (requires attunement) | Feb. 19
This long captain's jacket carries with it an air of authority. Water slides off of it with ease, and magically enhances your comfort in the ocean. You gain a swimming speed equal to your walking speed while wearing the jacket, as well as proficiency with water vehicles and navigator's tools. If you already have proficiency with water vehicles and navigator's tools, your proficiency bonus is doubled when using them. In addition, the jacket allows you to cast fog cloud at second level. Once you cast this spell, you cannot do so again until the following dawn.
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Seafarer's Whistle
Wondrous item, uncommon | Aug. 24
You can use an action to blow this whistle. When you do, you and up to four willing creatures of your choice within 30 feet of you that can hear the whistle are affected by your choice of either the water breathing or water walk spell. If you're underwater, the range of the whistle increases to 60 feet, and it sounds like a merfolk's song. Once this property of the whistle has been used, it can't be used again until the next dawn.
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Seat Belt
Wondrous item, common | Apr. 19
While standing on a solid surface, you can begin to sit down in an open space as if there were a chair beneath you. When you would normally crouch or fall to the ground when doing this, you can mentally command the belt to summon an invisible, incorporeal chair as a bonus action instead. The chair can be of any style you choose, such as a stool, recliner, throne, or rocking chair, and can support up to 500 pounds. While it is comfortable, it is nevertheless invisible, and cannot be interacted with beyond simply sitting in. The chair disappears if it is no longer on a solid surface, you stand up, or if you're pushed or moved while sitting on it.
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Sea Serpent Hairpin
Wondrous item, uncommon | June 19
This golden, twisting hair pin wraps around a tiny silver sword and gives your fingers and skin a slight grip while underwater. While wearing this pin and either submerged or swimming in water, you have advantage on Strength (Athletics) checks you make in order to grapple another creature.
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Second Fiddle
Wondrous item, uncommon | Feb. 21
A hand-me-down fiddle that's been enchanted over time by the sheer number of bards to have played it. You have a +3 bonus to Charisma (Performance) checks made with this fiddle. In addition, if you're a bard and are holding the fiddle when a creature other than you who can see and hear you rolls a Bardic Inspiration die, you can use your reaction to play a magical note on the fiddle. When you do, the creature can roll the Bardic Inspiration die again and choose either result. You can use this reaction before or after the creature rolls the Bardic Inspiration die, but before the GM says whether the roll succeeds or fails. Once this property has been used, it can't be used again until the next dawn.
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Sending Slates
Wondrous item, rare | Aug. 23
Sending slates come in pairs, with each chalkboard slate marked on the back with the same insignia as its twin so the pairing is easily recognized. Each slate has a stick of chalk attached. While holding a slate, you can use an action to write up to 10 words using the attached chalk. The words then appear on the paired slate, provided that both slates are on the same plane of existence. Either slate can be erased or written on using an action in this way, reflecting each change immediately on the paired slate.
The slates can be written on in this way up to 10 times. Alternatively, you can expend 5 uses of the slates to draw something more complex on it over the course of 1 minute. Erasing something from the slates does not expend a use from them. The slates regain all expended uses daily at dawn.
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Seed of Rebirth
Wondrous item, legendary (requires attunement) | June 19
This fist-sized, magical seed can be attuned to by up to 4 creatures over the course of a long rest. Each creature attuned to the seed must participate in gently planting it in fertile soil. The seed immediately begins to flourish, growing into a majestic, flowering tree over the course of 7 days. The tree is 60 feet tall and 5 feet in diameter at its base, and its canopy extends out in a 30-foot radius from the center of the tree. The tree has a number of large limbs equal to the number of creatures attuned to the seed. Once planted in this way, no other creatures can attune to the seed. Your attunement to the seed is broken early if you commit a malicious affront to nature.
When a creature attuned to the seed dies and remains dead for 1 minute, its soul returns to the tree and its body crumbles into a rich soil that recreates the plant growth spell, centered on the body. The soul returns to the tree regardless of circumstance, distance, or plane of existence of the creature's death. The returned soul is stored in a shelled nut that the tree grows at the time of the creature's death. After 1d6+1 days, the nut falls from the tree and breaks apart, revealing the reborn creature inside. The creature is reborn as if by the reincarnate spell. Once a creature is reborn in this way, its attunement to the seed is broken.
When a creature's attunement to the seed is broken, the branch associated with that creature withers and dies. The tree is magical and can't be destroyed by nonmagical means. If the tree is destroyed, all creatures attuned to the seed are no longer attuned to it. Any creature attuned to the seed is magically alerted if the tree is being attacked or destroyed, or if one of the branches begins to wither. Once all of the tree's branches wither in this way or are destroyed, the tree splits apart and disintegrates, releasing another seed of rebirth to the astral winds that carry it to a new location on a different plane of existence.
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Seeker's Compass
Wondrous item, uncommon | Mar. 20
This brass compass has two needles: one large, and one small. The large needle always indicates magnetic north and is unaffected by magical effects that would otherwise mislead it. The small needle remains motionless until activated.
While holding this compass, you can speak its command word as an action to cast the locate object spell from it and activate the smaller needle. This version of the spell has a duration of 1 hour, doesn't require concentration, and causes the smaller needle to indicate the direction of the object located by the spell. If the small needle can't detect the object specified by the spell, it spins wildly for a moment and then becomes motionless again. Once used, this property of the compass can't be used again until the next dawn.
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Seer's Starlight Cloak
Wondrous item, uncommon (requires attunement by a cleric, druid, or wizard) | Mar. 10
This deep purple cloak is hemmed with a silver lining that radiates into starburst patterns around the head and arms. When in darkness, tiny stars can be seen from within the cloak's fabric. A constellation of stars in the shape of an eye can always be seen on the front of the cloak's dramatic hood. While wearing the cloak, you can use an action to cast the guidance spell.
While you can see the night sky and are wearing the cloak, you can use an action to cast the augury spell. When you do, the omens are represented by the number of shooting stars that appear in the sky:
Three or more shooting stars, for good results
One shooting star, for bad results
Two shooting stars, for both good and bad results
Nothing, for results that aren't especially good or bad
Once this property of the cloak has been used, it can't be used again until the next dusk.
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Sentry Candle
Wondrous item, common | May 22
This dark candle has a crenelated rim that remains even as the candle melts. While lit, small windows seemingly glow from within the candle's dark wax. The candle's magic is activated when the candle is lit, which requires an action. After burning for 8 hours, the candle is destroyed. You can snuff it out early for use at a later time. Moving the lit candle immediately snuffs it. 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 15-foot radius. Any creature within that light is mentally alerted whenever another Tiny or larger creature enters the area within 60 feet of the candle.
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Septum Ring of the Great Minotaur
Wondrous item, very rare (requires attunement) | Sep. 19
This septum barbell, forged of tempered gold and studded with rubies, magically bestows the might of a minotaur when worn through the nose. Across the gap of the ring is a polished fragment of horn from an ancient and powerful minotaur. The ring changes in size to fit the creature who attunes to it. While wearing the ring, your Strength score increase by 2, to a maximum of 22, and you have advantage on Strength checks. In addition, your carrying capacity doubles, and you can perfectly recall any path you've traveled within the past 24 hours.
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Seraphim's Stiletto
Weapon (dagger), rare (requires attunement by a creature of good alignment) | Apr. 20
This magic dagger is made from elven gold and a fine sliver of unicorn horn. The dagger has a pool of 20 hit points that replenishes daily at dawn. As an action, you can touch this dagger to a creature you can see within 5 feet of you and speak its command word. When you do, you can restore a number of hit points to that creature from the pool, up to the maximum amount remaining in the pool.
When you hit an undead creature with a melee attack using this dagger, you can expend a number of hit points from the pool, up to the maximum amount remaining, as part of the attack. When you do, you deal extra radiant damage to that creature equal to twice the number of hit points you expend in this way.
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Serpent Dart
Weapon (dart), uncommon | Dec. 18
You can use an action to cause thick, emerald green poison to coat this magic dart. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 14 Constitution saving throw or take an extra 2d8 poison damage from the attack and become poisoned for 1 minute. Once this property has been used, it can’t be used again until the next dawn.
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Serpent Rifle
Weapon (musket), rare | May 25
A coiled, silver serpent is wrapped around the barrel of this musket. When shot, a line of green, twisting smoke billows behind the fired bullet. This weapon uses 2d6 for its damage dice, instead of 1d12; it also deals an extra 1d6 poison damage to any creature it hits. When you deal damage to a creature using this weapon and roll at least two 1s on the dice, the target is poisoned until the end of its next turn. A creature that becomes poisoned in this way takes 2d6 poison damage at the start of its next turn, unless it ceases to be poisoned before then.
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Serpentine Bolas
Weapon, rare | Dec. 23
You can make a ranged weapon attack with these bolas against a Large or smaller target, treating them as if they were a sling. When you do, you throw the bolas at the target; on a hit, the target takes the sling's weapon damage, and it must succeed on a DC 13 Strength saving throw or be knocked prone and entangled by the bolas. While entangled in this way, the target's speed becomes 0, and it can't benefit from any bonus to its speed. The target remains entangled until it's freed. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within reach on a success.
If the original target fails its save, other creatures within 5 feet of it must also succeed on the saving throw or be knocked prone and entangled, as the bolas grow additional lengths of chain to wrap around the creature's legs. Such a creature remains entangled until the end of its next turn or until it's freed, at which point the extra lengths of chain vanish. If the original target of the attack is freed, any other creature entangled by the bolas are released.
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Serpentine Horn
Wondrous item, uncommon | Feb. 23
This metal warhorn is coiled in a tight spiral and sculpted in the shape of a lunging serpent. You can use an action to blow the horn, which is audible out to a range of 150 feet. Each creature within 30 feet of you that can hear the horn must make a DC 13 Wisdom saving throw. On a failed save, a creature can't move in a straight line, and must zigzag, moving back and forth diagonally, toward its destination whenever it moves until the end of your next turn.
When measuring range or moving diagonally on a grid in this way, the first diagonal square counts as 5 feet, but the second diagonal square counts as 10 feet. This pattern of 5 feet and then 10 feet continues whenever you’re counting diagonally, even if you move horizontally or vertically between different bits of diagonal movement.
Each use of the horn's magic has a 10 percent chance of causing the horn to transform into a giant constrictor snake in the nearest unoccupied space, destroying the horn. The snake is hostile to you. It shares your initiative count but takes its turn immediately after yours.
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Serpent's Cuff
Wondrous item, uncommon | Mar. 24
While wearing this brass ear cuff, you can understand the literal meaning of what snakes say to you, as if by the speak with animals spell, although you have no special ability to speak to them in return. In addition, a tiny, bell-like rattle sits at the end of the snake's tail; it chimes softly in your ear to alert you whenever there's a snake or similar serpentine creatures within 60 feet of you.
If you're poisoned while wearing the cuff, you can use an action to clamp its snake mouth down on your ear using a free hand. You take 1 piercing damage from the snake bite, and the poison is neutralized. If you're afflicted by more than one poison, you neutralize one poison that you know is present, or you neutralize one at random. Once this property has been used, it can't be used again until the next dawn.
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Servitude Choker
Wondrous item, uncommon (requires attunement) | Jan. 19
This necklace can animate small nonliving objects and have them fulfill simple tasks for you. As an action, you can drape or wrap the necklace around a Small or smaller nonmagical object that weighs less than 50 pounds and isn’t attached to or carried by anything else. The adorned object springs to life, sprouting little arms and legs, and becomes a mindless creature under your control until you remove the necklace or it takes damage. The servant has an AC of 10 and a movement speed of 20 feet.
As a bonus action, you can mentally command the servant if it’s within 60 feet of you. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. The servant can’t attack, activate magic items, or carry more than 10 pounds. Once you give it a command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would put it in danger or move it more than 60 feet away from you, the servant does nothing.
The necklace can animate an object for up to 8 hours or until it takes damage. When the effect ends, the necklace can’t be used again for another 1d8 hours.
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Set of Numat's Trick Tubes
Wondrous item, uncommon | Dec. 18
This drab pair of empty ceramic cylinders are magically linked. Each vessel is 3 inches in diameter and 1 foot tall. Placing an item inside one of the vessels and closing the lid will magically teleport it to the second tube, making a quiet whoosh sound when it does. A similarly quiet thud can be heard when receiving an item. A tube can’t send more than 2 pounds of material at a time and can’t be used to send a creature. Both vessels must be on the same plane of existence and have their lids closed in order for an item to be teleported between them.
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Set of Secret Scribe Candles
Wondrous item, rare | Dec. 18
This pair of candles are magically linked and never seems to run out of wick.
You can light one of the candles to cause it to burn with a blue flame. By holding parchment over the flame, any ink on the page is burnt off, leaving the paper unmarked. When you finish using the candle in this way, you can extinguish the flame as you normally would. Once you do, the linked candle suddenly comes alight with a normal, orange fire, that cannot be extinguished by nonmagical means. The newly lit candle gives off a faint lavender scent. By holding a plain piece of parchment over the orange flame, the ink from the first piece of parchment is magically burnt onto the new one as the candle heats it. Once all the ink has been transcribed onto new parchment in this way, the orange flame winks out.
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Shade and Shine
Weapon (handaxe), legendary (requires attunement) | Mar. 23
These two axes are magically bound and count as a single magic item with regard to the number of magic items you can attune to. You gain a +2 bonus to attack and damage rolls made with these magic weapons, which return to your open hand after you make a ranged attack with them. If the two axes are separated and you are holding one of them, you can use a bonus action to cause the other one to teleport and reappear in your open hand or at your feet (your choice each time).
When you make an opportunity attack using the axes, you can make two attacks against the provoking creature instead of one, once with each axe.
Shade. The first axe, named Shade, is made from an inky black metal. Thin plumes of smoke emanate from several small holes found across it. While holding Shade, you can use a bonus action to exude a dark aura, which lasts for 10 minutes or until you use the weapons' Shine property. For the duration, any creature within 10 feet of you that attacks you immediately takes 2d6 necrotic damage, as smoke-like blades lash out and strike it in return. In addition, your attacks with Shade and Shine deal an extra 1d6 necrotic damage to any target you hit with them. Once this property has been used, it can't be used again until the next dawn.
Shine. The second axe, named Shine, is made from a pale silver metal. Thin rays of light glimmer from a series of small holes found across it. While holding Shine, you can use a bonus action to exude a brilliant aura, which lasts for 10 minutes or until you use the weapons' Shade property. For the duration, any creature within 10 feet of you that attacks you immediately takes 2d6 radiant damage, as blades of pure radiance appear in a flash of light and strike it. In addition, your attacks with Shade and Shine deal an extra 1d6 radiant damage to any target you hit with them. Once this property has been used, it can't be used again until the next dawn.
Special Reaction. While holding at least one of the axes, you can use a special reaction when a creature that you can see within 30 feet of you is hit with a melee attack. When you do, you immediately teleport to an unoccupied space that you can see within 5 feet of the target, and the attacking creature takes a −10 penalty to the triggering attack roll, potentially causing it to miss. If you're surrounded by the aura from Shade, the attacker also takes 2d6 necrotic damage, or 2d6 radiant damage if you're surrounded by the aura from Shine. This special reaction doesn't count towards the normal number of reactions you can take. This property can be used twice, and Shade and Shine regain all expended uses of it daily at dawn.
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Shadow Drinker
Weapon (dagger), very rare (requires attunement) | Dec. 18
This wicked dagger can absorb the shadows cast by your enemies. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a Small or larger hostile creature with a melee attack using this dagger, you can choose to absorb that creature’s shadow as part of the attack. When you do, that creature no longer casts and shadow, and the dagger becomes shrouded in a dark haze that extends to you while you hold the dagger. While this haze is also surrounding you, you are invisible in areas of dim light and darkness.
The dark haze surrounds the dagger for 10 minutes or until you end it as a bonus action. The haze ends early after you attack or cast a spell. If a creature is hit by the dagger while it’s shrouded in this haze, the creature takes an extra 1d6 psychic damage from the attack. This bonus damage increases to 2d6 if the creature hit by the dagger is missing its shadow. Once the haze ends, the shadow immediately returns to the creature from whom it was taken.
You can only have 1 shadow absorbed in this way at a time. Once you steal a creature’s shadow, you can’t steal that same creature’s shadow again until the following dusk.
Curse. You have vulnerability to radiant damage while you’re attuned to this weapon.
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Shadow Ink
Wondrous item, uncommon | Sep. 19
Once penned, this special ink can only be seen and read in total darkness. When in darkness, any written or tattooed words, illustrations, or other marks made with this ink glow with a soft colored light. One bottle of shadow ink has enough ink to fill 10 pages with writing, illustrations, or other such markings.
A detect magic spell reveals only that there is something faintly magic about the area where ink has been used, but does not reveal the kind of magic nor how to interact with it.
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Shadow Tag
Wondrous item, rare | May 21
This silver coin is embossed with the visage of a hooded, near-faceless figure with eyes that are always dark. While holding the coin, you can use an action to whisper its command word and toss it into a creature's shadow that you can see within 10 feet of you. When you do, the coin magically dissolves and tags the creature's shadow, causing a smoky, pitch-dark copy of the coin to appear in your hand instead.
While you're within 1000 feet of the tagged creature's shadow, small points of light appear within the dark coin's eyes that look in the shadow's direction. If the dark coin's eyes are looking toward the shadow, you can grasp the coin and use an action to speak its command word again, destroying the coin and immediately teleporting you to an unoccupied space within 5 feet of the tagged creature. Alternatively, when you destroy the coin, you can force the tagged creature to make a DC 15 Charisma saving throw. On a failed save, the creature teleports to an unoccupied space on solid ground that you can see within 15 feet of you. A creature can choose to fail the saving throw.
If the tagged creature doesn't have a shadow, such as if it becomes invisible, the dark coin's eyes disappear until the creature's shadow reappears. The dark coin remains for 24 hours or until you destroy it. If the dark coin lasts for its full duration, there is a 50 percent chance that the normal coin reappears and replaces it. If the coin doesn't reappear at the end of the duration, it's destroyed.
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Shadow Ward
Wondrous item, very rare (requires attunement) | Feb. 19
This eerily still cloak seems to absorb some of the light that touches it. While you are attuned to the cloak and wearing it, its shadowfell magic grants you advantage on any Dexterity (stealth) check you make. In addition, the cloak has 3 charges and regains 1d3 expended charges daily at dusk. When an attacker that you can see hits you with an attack, you can use your reaction to expend a charge and halve the attack's damage against you. When you do, you can choose to immediately disappear in a cloud of shadow and teleport up to 30 feet away to an unoccupied space that is not in bright light.
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Shadow-Fletched Arrow
Weapon (arrow), rare | Apr. 23
This arrow is barbed with unforgiving spikes and releases a plume of magical shadow when shot. When a creature is hit by the arrow, it must make a DC 15 Constitution saving throw. A creature's Strength score is reduced by 2d4 for 1 hour on a failed save, or by half as much on a successful one. This effect can't reduce a creature's Strength score below 6. The arrow then becomes nonmagical.
Other types of magic ammunition of this kind exist, such as shadow-fletched bolts meant for a crossbow, though arrows are most common.
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Shadowcutter
Weapon (greatsword), very rare (requires attunement) | Jun. 24
This long, curved sword is made from a dark metal and has a rippled edge. When you swing it, tufts of raw shadowstuff split and tear along its edge, as if you were slicing through smoke. You gain a +2 bonus to attack and damage rolls made with this magic weapon, which has the finesse property. If you're proficient with longswords, you are proficient with the shadowcutter.
Dark Draw. When you draw this weapon and make an attack with it as part of the Attack action on the same turn, you can replace the first attack you make with it with a special strike. When you do, the sword swings out in a devastating arc, which extends from you in a 15-foot cone of wicked shadow. Make a melee attack with the sword against each creature within the area, with a separate attack roll for each target: on a hit, a target takes an extra 1d6 necrotic damage from the attack. If any of the sword's d6 damage dice roll a 6, the target must also succeed on a DC 16 Constitution saving throw or be blinded until the start of your next turn. Once this property of the sword has been used, it can't be used again until 1 minute has passed.
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Shadowshawl
Wondrous item, rare | June 19
This light gray shawl is made of opaque fabric that looks like the woven web of a spider. While you wear this shawl with its hood up, your face is hidden within a small pocket of magical darkness. You can see through this magical darkness from beneath the hood as if it were nonmagical darkness. If you have the Sunlight Sensitivity trait, you are unaffected by the trait. Pulling the hood up or down requires an action.
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Shadowscale Shroud
Armor (scale mail), legendary (requires attunement) | Jan. 21
Enchanted by powerful drow, this dark and shadowy dragon scale armor protects you from both damage and light. While wearing this armor, you have a +2 bonus to AC and resistance to necrotic damage, and if you have the Sunlight Sensitivity trait, you are unaffected by it.
In addition, this armor doesn't impose disadvantage on your Dexterity (Stealth) checks, and when you attempt to hide in areas of dim light or darkness while wearing it, you gain a +5 bonus to the roll.
Shadow Shift. While in an area of dim light or darkness, you can use an action to turn invisible. You remain invisible for up to 10 minutes or until you use a bonus action to become visible again. You become visible early if you enter an area of bright light or if you attack or cast a spell. While you're invisible in this way, you have resistance to all damage except force and radiant, and you can use a bonus action to teleport up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. In addition, while you're invisible in this way, you can't be targeted by any divination magic or perceived through magical scrying sensors against your will.
Once this property of the armor has been used, it shouldn't be used again until the next dusk. Each time it is used again before then, you must expend either 6 Hit Dice, rolling each one and taking force damage equal to the total rolled, or suffer one level of exhaustion (your choice). Force damage taken in this way ignores resistance and immunity.
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Shadowsmoke Dragon Pipe
Wondrous item, rare | Apr. 19
This magical wooden pipe leaves behind odorless smoke that dissipates rapidly. The head of the pipe detaches, allowing you to refill it easily. The pipe has 4 charges and regains 1d3+1 expended charges each day at dusk. As an action, you can expend a charge to blow a small, condensed smoke ring at a friendly creature (including yourself) that you can see within 30 feet of you.
A creature affected by the smoke ring in this way can choose to immediately turn invisible or wear the smoke as if it were a physical ring. The ring lasts for 1 minute or until the creature uses a bonus action on one of its turns to turn invisible. A creature turned invisible by the smoke ring reappears at the start of its next turn or when they attack or cast a spell. A creature can only have 1 smoke ring at any time.
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Shadow Weaver's Guise
Wondrous item, uncommon (requires attunement by a spellcaster)
This patchwork gray cloak has three bone clasps at its neck. Whenever you cast an evocation spell that deals damage while wearing this cloak, you can choose to change its damage type to necrotic for that casting of the spell.
Curse. Once you don this cursed cloak, you are unwilling to remove it unless you are targeted by the remove curse spell or similar magic. While wearing the cloak, you are considered to be undead whenever you are in dim light or darkness. In addition, if you can normally cast the light or dancing lights cantrips, you are unable to cast them while wearing the cloak.
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Shaedenstaff
Staff, very rare (requires attunement by a sorcerer, warlock, or wizard) | July 19
This staff is made from the reclaimed horn of a huge undead creature. While you're attuned to the staff, you have advantage on saving throws to retain your sanity against the environment effects of being in a fallen plane of shadowy existence. The staff can also be used as a magic quarterstaff.
The staff has 15 charges for the following properties and regains 2d6 + 3 expended charges each day at dusk. If you expend the last charge, roll a d20. On a 1, the staff disintegrates in a plume of pitch black smoke and emits a terrifying scream audible out to 300 feet.
Annihilating Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d10 necrotic damage to the target.
Spells. While holding the 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: calm emotions (1 charge), darkness (2 charges), dispel evil and good (5 charges), inflict wounds (3rd-level version, 3 charges), or circle of death (6 charges).
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Shamisen of the Changing Winds
Wondrous item, rare (requires attunement by a bard) | Jul. 22
This shamisen has a tiny cherry tree growing along its base. When played, the tree's leaves rustle in a magical breeze. You must be proficient with a string instrument to use this shamisen.
You can use an action to play the instrument and release a flurry of cutting wind from it. When you do, you can choose to make a ranged spell attack against a target you can see within 60 feet of you, using your spell attack bonus, as part of that action. On a hit, the target takes slashing damage equal to 1d6 + your Charisma modifier.
When you score a critical hit with a ranged attack using the shamisen, make a Charisma (Performance) check using the instrument. If the total of the roll exceeds the target's AC, the target is incapacitated until the end of your next turn, as it's transfixed by the music. A deafened creature or creature that can't hear is immune to this effect.
Whenever you expend a use of your Bardic Inspiration, you can magically change the instrument's tuning. Whenever you use an action to play the instrument, you also gain a benefit associated with its tuning, which lasts until the end of your next turn. Alternatively, you can spend 1 minute to retune the instrument. When found, the instrument is set to a random tuning.
Honchoshi. While set to this tuning, the summoned wind swirls around you in a protective breeze, granting you a +2 bonus to AC against ranged attacks.
Ni Agari. While set to this tuning, your walking speed increases by 10 feet.
San Sagari. While set to this tuning, your spell attacks with the shamisen score a critical hit on a roll of 19 or 20.
Alternatively, you can spend at least 1 minute playing the instrument. When you do, the air around you in a 40-foot radius grows still. The atmosphere within that area becomes comfortable and dry (regardless of the weather), and any creature that isn't deafened and can hear the instrument that starts its turn within the area must succeed on a Wisdom saving throw against your bard spell save DC. On a failed save, a creature is indifferent about targets of your choice that it is hostile toward. This indifference ends if the creature is attacked or harmed by a spell or if it witnesses any of its friends being harmed. The effect lasts until you move, stop playing, or lose concentration (as if concentrating on a spell). When the effect ends, the creature becomes hostile again, unless the GM rules otherwise. A creature is immune to this effect if it can't be charmed. Once this property has been used, it can't be used again until the next dawn.
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Shapeshifter's Circlet
Wondrous item, common | June 19
This ivory circlet allows you to recreate some of the natural features of other creatures. While wearing the circlet, you can spend 1 minute to gently massage your ears, forehead, or temples. When you do, you can choose to create one of the following features or effects:
• You can cover or replace your own ears with the form of another creature's.
• You can summon one or more horns or antlers atop your head.
• You can change the appearance of your eyes, including their color and pupil shape.
You can only have 1 of these effects active at a time. The effects lasts until you dismiss it as a bonus action, remove the circlet, or fall unconscious. You don't gain any of the senses or abilities of another creature by recreating its physical features in this way.
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Shared Burden
Wondrous item, rare (requires attunement by a warlock) | Mar. 19
This set of chained rings and bracers is a sign of the pact you forged with your patron. When you attune to the item, the small spikes that line the inside of the bands become harmless and feel like a warm, gentle caress against your skin. Once attuned, you can also use it as a spellcasting focus.
Whenever you would deal damage to a creature with a warlock spell or cantrip, you can choose to add your Charisma modifier (minimum 1) to the spell's damage. When you do, you take psychic damage equal to half your Charisma modifier (minimum 1), rounded up. This psychic damage ignores resistances and immunities.
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Sharkbite Cleaver
Weapon (handaxe), uncommon (requires attunement) | Oct. 24
The head of this handaxe is sharpened to resemble a shark and its tooth. Sharkskin leather is wrapped around the base of the blade. While attuned to the axe, you gain a swimming speed of 30 feet and can breathe underwater. When you make a ranged weapon attack with this axe against a target that's missing any of its hit points, the attack roll is made with advantage. On a hit, it deals an extra 1d4 slashing damage. Your weapon attacks with the axe suffer none of the penalties of underwater combat, and if you miss with a ranged attack with it, the weapon returns to you immediately after the attack.
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Sharkrazor Mantle
Wondrous item, rare (requires attunement) | June 19
You have a swimming speed of 60 feet and can breathe underwater while you wear this shark-skinned cloak. If a creature successfully grapples or restrains you by touching you, that creature takes 1d4 piercing damage upon that success and again at the end of each of its subsequent turns while it continues to physically hold you.
In addition, the cloak magically sharpens your teeth. If you make a melee attack while underwater against a creature on your turn, you can use a bonus action to make a bite attack against that same creature if it's below its hit point maximum. This attack uses a damage die of 1d4, deals piercing damage, and uses your Strength modifier when rolling for attack and damage. The target can't be a construct, plant, or undead creature.
Curse. This cloak amplifies and sweetens the scent of blood to the point of distraction. Attuning to the cloak curses you until you're targeted by the remove curse spell or similar magic: removing the cloak fails to end the curse. While cursed, if you're within 60 feet of another creature that's below its hit point maximum, any attack you make against a creature who has all of its hit points, as well as any Wisdom (Perception) check you make, is made with disadvantage. This effect only applies if the creature below its hit point maximum is neither a construct, plant, or undead creature.
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Sheer Cold
Weapon (battleaxe), rare | June 19
The blade of this battleaxe is made from a shard of the Everglacier and never melts. Attacks with the axe deal cold damage instead of slashing, and you gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you roll a 20 on an attack roll with this weapon, the ground in the direction of the target in either a 15-foot cone or line 30 feet long and 5 feet wide (your choice) is covered in a layer of slick ice for 1 minute, making it difficult terrain. When a creature enters this area for the first time on a turn or starts its turn there, it must succeed on a DC 10 Dexterity saving throw or fall prone. In addition, the target of the weapon attack must succeed on a DC 15 Dexterity saving throw or be restrained by ice until the start of your next turn. The restrained target can use its action to make a DC 15 Strength check. On a success, the target is freed.
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Shellback Carriage
Wondrous item, rare | Jul. 25
You can use an action to place this 4-inch wooden turtle carving on the ground and speak its command word. The carving rapidly grows into a Huge wooden carriage that remains until you use an action to touch it and speak the command word that returns it to its carving form, which works only if the carriage is empty.
The carriage is a circular, domed vehicle made of wood in the shape of a turtle, which comes with four walking legs instead of wheels. The interior is 15 feet across and 10 feet high, with windows set around it. Five Medium creatures can fit comfortably inside the carriage, or eight if they squeeze. When activated, the carriage 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. The carriage won't move while you're not within it, and its magic prevents it from being tipped over.
You can command the carriage to move using a bonus action. It has a walking speed of 20 feet and a swimming speed of 30 feet. While swimming, its wooden feet transform into oarlike flippers, it is airtight and watertight, and its interior holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. It has AC 20, 50 hit points, immunity to poison and psychic damage, and resistance to all other damage. If the carriage is reduced to 0 hit points, it's destroyed and reverts to its carving form, shunting everything inside of it to the nearest available space. The carving then shatters and is destroyed. If the carriage reverts to its carving form before losing all its hit points, it regains all of them.
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Shellguard Armor
Armor (breastplate), rare (requires attunement) | Jul. 24
The front of this armor is adorned with a large shell design, which covers your chest. The metal has a pearlescent shimmer. You gain a +1 bonus to AC while wearing this armor. In addition, you can breathe underwater and gain a swimming speed equal to your walking speed.
The armor has 4 charges and regains 1d4 expended charges daily at dawn. If you're within 100 feet of a natural body of sea water at that time, it regains all expended charges instead. While wearing the armor, you can use your reaction when you take fire damage to expend 1 of the armor's charges to halve the fire damage you take from the triggering effect.
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Shield of the Eldritch Maw
Armor (shield), very rare | Apr. 24
The face of this shield is seemingly made of teeth, with a clear, fanglike line through its center. While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
Whenever a creature makes a melee attack roll against you while you're holding the shield, you can use your reaction to make a special melee attack with the shield against that target, with an attack bonus of +8. When you do, the shield splits apart to form a toothy maw, which opens wide and bites down on the target. On a hit, the target takes 1d4 piercing damage plus 1d6 psychic damage. If you roll a 20 on the attack roll, the target is magically shunted to a special demiplane within the shield. The creature remains in the demiplane until you end the effect (no action required) or until you doff the shield, to a maximum of 1 minute, during which time it takes 1d4 acid damage plus 3d6 psychic damage at the end of each of its turns. A creature reduced to 0 hit points in the demiplane is devoured. At the start of each of its turns, the shunted creature can make a DC 16 Charisma saving throw. On a successful save, it escapes the demiplane and reappears in the nearest unoccupied space to the shield. Only one creature can be in the demiplane at a time.
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Shield of the Everfighter
Armor (shield), very rare (requires attunement) | Mar. 22
This heater shield's center is made of plated sheets of armor. While holding it, you can use a bonus action to speak the shield's command word to cause it to magically collapse and reshape itself into a metal-plated bracer on your arm. While in bracer form, the shield provides no benefit to your AC but leaves your hand free. Speaking the command word again as a bonus action or removing the bracer causes it to become a shield again.
Alternatively, you can return the bracer to its shield form as a reaction when you're hit by an attack, dropping anything held in that hand and applying the shield's bonus to your AC as normal, potentially causing the triggering attack to miss you. At the start of your next turn after using this reaction, you can choose to have the shield become a bracer again (no action required).
In addition, if you're a fighter, you gain 1d10 temporary hit points when you use either your Action Surge or Second Wind class feature. If you are also holding the gladius of the everfighter, you can transform the shield as part of the same action or bonus action used to transform the weapon.
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Shield of the Great Badger
Armor (shield), uncommon (requires attunement) | Apr. 22
This dark silver shield is stylized in the striped likeness of a badger's face. While holding this shield, you can't be moved more than 5 feet against your will at a time.
The shield has 3 charges and regains 1d3 expended charges daily at dawn. When a creature within 5 feet of you hits you with an attack, you can use your reaction to expend 1 of the shield's charges to cause a spectral badger to emerge from the shield and lash back out at the attacker. The attacking creature must succeed on a DC 13 Dexterity saving throw or take 2d4 + 3 slashing damage.
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Shield of the Justicars
Armor (shield), rare | Apr. 21
One of the original arms from the Upheaval, this shield can be used to release a magically discordant pulse. While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
In addition, the shield has 4 charges and regains 1d4 expended charges daily at dawn. While holding it, when a creature that you can see within 30 feet of you casts a spell, you can use your reaction to expend 1 of the shield's charges and speak its command word. When you do, the target must make a DC 15 Constitution saving throw. On a failed save, the target takes a –2 penalty to its spell attack bonus and saving throw DC until the end of the turn, including against the triggering spell.
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Shield of the Unmarked Grave
Armor (shield), legendary (requires attunement) | Jul. 24
An ancient tombstone has been transformed into this shield. Despite being made of stone, it only weighs as much as a normal shield. The top of the shield features a carved ribbon, intended for a name, which remains blank. Creatures that strike the shield hear the psychic whispers of the dead ringing in their ears. While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
This shield has 5 charges for the following properties. It regains all expended charges daily at dusk.
Gravestone Guardian. As an action while holding the shield, you can expend 1 of its charges to doff the shield and plant it in an unoccupied space on the ground within 5 feet of you, provided the ground is soil or sand. When you do, you create a guardian of faith (as if by the spell; save DC 17) at the location. The guardian is a Large, ghostly knight. You can use an action to remove the shield from the ground and don it again. A creature other than you must succeed on a DC 20 Strength (Athletics) check to remove the shield. The guardian remains for the duration of the spell or until the shield is removed from the ground. As long as you remain within 60 feet of the guardian, you keep the shield's +2 bonus to AC.
Memento Mori. While holding the shield, you can use a bonus action to expend 1 of the shield's charges and target a living creature that you can see within 60 feet of you. That creature must make a DC 17 Wisdom saving throw. On a failed save, the creature is overcome with dread of their mortality, and can see their own name etched into the shield's stone ribbon. The effect lasts for 1 minute or until you're incapacitated, you die, or you're no longer holding the shield. For the duration, that creature makes attack rolls against you with disadvantage.
Spectral Ward. When you take damage while holding the shield, you can use a reaction to expend 1 of its charges to conjure an ethereal mist around you. When you do, the damage you take from the triggering effect is halved; the mist then vanishes. If the damage was from a creature within 5 feet of you, that creature must also succeed on a DC 17 Wisdom saving throw or become frightened of you until the end of its next turn.
Curse. This shield is cursed, and attuning to it extends the curse to you. You remain cursed until you're targeted by the remove curse spell or similar magic. Alternatively, casting banishment or dispel evil and good on the shield puts the spirit residing within it to rest, transforming the shield into a normal +2 shield with no other properties, although it still only weighs as much as a normal shield.
As long as you remain cursed, the spirits within the shield can reach you through your dreams. Whenever you finish a long rest, roll a d100 and refer to the table below.

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Shield of Yggdrasil
Armor (shield), very rare (requires attunement) | Jan. 19
You must have a Strength of 17 or higher in order to wield this massive, magical tower shield. The shield is of dwarven make and functions as a small battlement, granting you an additional +1 bonus to your AC while you wield it. This bonus is in addition to the shield’s normal bonus to AC.
Shield plant. As a bonus action, you can plant this shield on the ground to barricade yourself behind it, granting you half cover against ranged attacks from the direction you’re facing. While you wield the planted shield, bludgeoning, piercing, and slashing damage you take from nonmagical weapons is reduced by 3, but your movement speed becomes 5 feet. You can uproot the shield to end this effect as an action.
You can doff the shield when planting it by using an action to do so instead of a bonus action. The shield magically remains upright and in place and can be used as half cover to any creature standing immediately behind it in the space it was left in. The shield falls down when you fall unconscious or when knocked over following a successful DC 20 Strength (Athletics) check. You can move the shield while it’s planted by donning the shield again.
This shield has 3 charges and regains all expended charges each day at dawn. You can expend 1 charge when you plant this shield or later on a subsequent turn as a bonus action to send out metal roots along the ground in a 10-foot radius, centered on the shield. Enemy creatures treat this area as difficult terrain. Moving the shield also moves the roots. The roots remain until you uproot the shield or it falls over.
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Shielding Turtle Sugarbombs
Wondrous item, uncommon | Apr. 19
These sticky chocolate candies are filled with an enchanted molasses and caramel center and come in packs of 2. When you eat this sugarbomb as an action, your movement speeds are reduced by 10 feet for one minute. If you are proficient with shields and are wearing one on your back, you gain the benefits of that shield as if you were wielding it while your speed is reduced in this way. You cannot wield a shield and gain the benefits of a worn one at the same time.
Upset stomach. You can only be under the effects of one sugarbomb that has this property at a time. Eating a sugarbomb while already under the effects of another one ends the first one's effect early and forces you to make a DC 13 Constitution saving throw. On a failed save, you become poisoned for 1 minute.
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Shifter's Shine
Potion, common or uncommon | Jan. 20
The typical shifter's shine, a common potion, is a specialty alcoholic beverage that causes your face to appear more glamorous. For 1 hour after drinking this potion, your skin's complexion clears, appears healthier, and grows more taut. Your face, while largely unchanged, is distinctly more attractive and exudes a weak aura of enchantment magic. When you make a Charisma check while under the effects of this potion, you can choose to forgo rolling the d20 to get a 10 on the die. Once you use this property, you can't use it again for the remainder of the potion's duration. The potion is a rich honey color and swirls lazily around, regardless of how it's handled. It can be found in any sort of vessel, though it is usually found in glass jars. The eye of a shapeshifter drifts along the potion's bottom, making it a daunting beverage for the average taverngoer to order. It has an extremely strong alcoholic taste with a hint of caramel. Due to its magical nature, the alcohol within this potion affects a creature twice as much as the alcohol within a nonmagical beverage.
The following shifter's shine is an uncommon variant with additional properties. It also tastes better.
When you drink this potion, you gain the effects of the alter self spell for 1 hour (no concentration required) or until you end the effect as a bonus action.
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Shimmering Spectacles
Wondrous item, common | Apr. 20
While wearing these glasses, you can use a bonus action to cause them to briefly shine. When you do, the glasses cast bright light in a 5-foot radius and obscure your eyes until the end of your turn.
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Shipwrecker
Weapon (war pick), rare (requires attunement) | Jun. 23
Barnacles and frost cover this magic war pick, which has the heavy property. Targets hit with this weapon take an extra 1d6 cold damage, and if the target is an object or structure, it takes the maximum piercing damage from the weapon, instead of rolling its weapon damage die. If the target is also a vehicle, its maximum speed is reduced by a cumulative 10 feet each time it's hit by the weapon. This penalty to speed remains for 1 minute.
Drop Anchor. When a creature or effect would move you against your will while you're holding the war pick, you can use your reaction to immediately drop the weapon. When you do, a magical chain tethers you to the weapon, and neither you nor the weapon can be moved against your will until the end of the turn.
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Shipwright's Watch
Wondrous item, common | May 21
This glimmering spyglass is actually coated in a fine layer of fool's gold. While peering through the spyglass, you can rotate a ring at the front of the telescope to toggle between looking directly ahead of you or directly behind you, as if you were turned around.
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Shooting Star
Weapon (longbow), very rare (requires attunement) | Mar. 21
Tiny specks of starlight gleam from the dark surface of this magic longbow at night. The bow is strung with an invisible string that appears only when it's drawn. When pulled, the string emits a soft yellow glow as motes of starlight appear and float around the bow's frame. Drawing the bow without first nocking an arrow creates a magic arrow of pure starlight in its place and intensifies the bow's glow. The starlit arrow shines bright light in a 20-foot radius and dim light for an additional 20 feet. You gain a +2 bonus to attack and damage rolls made with this weapon when you use a starlit arrow, which deals radiant damage instead of piercing damage. Hit or miss, the starlit arrow disappears immediately after the attack.
Falling Stars. As an action, you can speak the bow's command word and fire a starlit arrow into the air above you, choosing a point that you can see within 60 feet of you. The arrow immediately vanishes and creates a shower of tiny, magical stars that fall and land in a 30-foot-radius circle on the ground centered on the point you chose. Each creature of your choice within the area must make a DC 16 Dexterity saving throw. A target takes 3d6 radiant damage and 3d6 force damage on a failed save, or half as much damage on a successful one, as a shower of magical stars slam into the ground around them. This property can't be used again until the next dusk.
In addition, when you use a starlit arrow and roll a 20 on an attack roll made with this weapon, a tiny magical star appears and strikes the target. The target must make a DC 16 Dexterity saving throw, taking 1d6 radiant damage and 1d6 force damage on a failed save, or half as much damage on a successful one.
Immediately after a falling star hits the ground or a target, it disappears.
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Shrieking Chalk
Wondrous item, rare | Aug. 22
This piece of chalk doesn't make any marks when used to write with. Instead, it only releases an ear-splitting shriek, which is audible out to a range of 300 feet. You can use an action to scrape the chalk against a solid surface within your reach. When you do, any creature that can hear the chalk within 30 feet of it must make a DC 13 Constitution saving throw. On a failed save, a creature takes 2d10 psychic damage and is incapacitated until the start of your next turn, as it's overwhelmed by the horrific sound. On a success, a creature takes half as much psychic damage and isn't incapacitated. If a creature is holding anything when it fails the saving throw, it immediately drops what it's holding and cover its ears (provided that it has them). Creatures that have a trait which grants them advantage on Wisdom (Perception) checks that rely on hearing have disadvantage on this saving throw.
There's enough chalk for three uses. It grows smaller with each use. Once the chalk is used a third time, any remaining fragments are turned to dust and destroyed.
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Shroud of the Unburied
Wondrous item, rare | Apr. 23
This canvas burial shroud is permanently stained red and is worn like a cloak. When you're reduced to 0 hit points while wearing the shroud but not killed outright, it magically wraps around you to protect your unconscious body. You immediately gain 25 temporary hit points, which remain for 10 minutes or until you regain any hit points, at which point the shroud unwraps from you. While you have these temporary hit points, you can neither gain nor suffer any death saving throw successes or failures, and whenever a creature within 10 feet of you deals damage to you, it immediately takes 2d12 necrotic damage.
Once the shroud has granted temporary hit points in this way, it can't do so again until 3 days have passed. In the meantime, you must make a DC 5 Constitution saving throw whenever you finish a long rest. On a failed save, you gain only the benefits of a short rest, as you're plagued by horrific visions of long-dead spirits.
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Sickle of Cunning
Weapon (sickle), rare | Jan. 22
This crescent sickle has a brass fox figurine embedded in its ivory handle. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which has the finesse property. Whenever you make an attack with this weapon using a bonus action, you have advantage on the attack roll.
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Sickle of the Golden Ibis
Weapon (sickle), rare (requires attunement) | Dec. 24
The head of this sickle is designed in the likeness of a proud ibis. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sickle is on your person, you also gain a +1 bonus to any ability check or saving throw you make that uses Intelligence, Wisdom, or Charisma. If you're a cleric, you can use the sickle as a holy symbol, and when you make an attack with it, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls.
Mind Slice. The first creature you hit with the sickle on each of your turns takes an extra 1d6 psychic damage from the attack. If you roll a 6 on the psychic damage die, the creature reels from the psychic attack, and the next attack roll or ability check that creature makes before the start of your next turn is made with disadvantage. A creature is immune to this effect if it has immunity to psychic damage.
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Sickle of the Sphinx
Weapon (sickle), rare (requires attunement by a creature with an Intelligence score of 13 or higher) | Sep. 23
The blade of this sickle is made of an azure crystal. Peering through the translucent blade conjures a flurry of existential questions to your mind. You gain a +1 bonus to any Intelligence check or Intelligence saving throw you make while attuned to the sickle. You're proficient with the sickle of the sphinx while you're attuned to it, and it deals an extra 1d4 psychic damage to any creature it hits.
While holding the sickle, you can use a bonus action to pose a mind-altering question (such as a riddle or philosophical prompt) to another creature within 30 feet of you that can hear you and understands at least one language. That creature must succeed on a DC 15 Intelligence saving throw or take 1d4 psychic damage. This psychic damage increases by 1d4 each time you use this property against the same creature on a consecutive turn, to a maximum of 3d4 psychic damage.
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Siege Key
Wondrous item, uncommon | Apr. 25
This short key doesn't unlock any doors or latches—it breaks them instead. The head of the key resembles an icon of a clenched fist. When you use an action to insert and turn this key in a lock, make a Strength check for the key, using a +10 bonus instead of your normal bonus. If the result is enough to break the door or lock (as if you had smashed it), the door or lock loudly flies open, creating a sound that can be heard up to 100 feet away.
Each time you use the key, roll a d4. On a 1, the key is destroyed.
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Siege Staff
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) | Nov. 20
This stony staff has been carved into the shape of a castle tower. The staff has 10 charges for the following properties, which use your spell save DC and spell attack bonus, and regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a the staff crumbles into rubble and is destroyed.
Battering Strike. This staff can be wielded as a magic quarterstaff. When you hit with a melee attack using this staff, you can expend 1 of its charges to cause the target to take an extra 1d6 bludgeoning damage. If the target is a creature, it's also pushed 5 feet away from you. In addition, when you attack an object with the staff and hit, maximize your weapon damage dice against the target.
Fire Pot. While holding the staff, you can use an action and expend 1 or more charges to cast the grease spell from it. You can increase the size of the square covered by the spell by 5 feet for each additional charge you expend in this way (up to a 20-foot square). When you expend 2 or more charges to cast the spell in this way, creatures also take 2d6 fire damage on a failed save, or half as much damage on a successful one.
Trebuchet. While holding the staff, you can use an action and expend 3 charges to magically create and fling a boulder at a point you can see within 60 feet of you. Any target within 5 feet of the point must make a Dexterity saving throw. On a failed save, a target takes 4d8 bludgeoning damage, and if it's Medium or smaller, it is also pushed 10 feet away from the point. On a successful save, a target takes half as much bludgeoning damage and isn't pushed. Maximize the bludgeoning damage dice against any object or structure hit by the boulder. After it lands, the boulder disappears.
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Silver Lycan Chime
Wondrous Item, uncommon | Nov. 19
This small silver bell exudes divination magic, especially while under a full moon. When hung, the bell rings a unique, magical melody if a shapechanger passes no more than 15 feet underneath it. Different kinds of shapechangers cause the bell to emit a different sound. The melody is quiet but is nevertheless audible out to 100 feet.
Under a full moon, the range of the bell's magic changes. During a full moon, any shapechanger within 60 feet of the bell causes it to play its melody.
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Signet Rings of Blindness, Deafness, and Silence
Ring, rare | May 19
Each of these three signets is decorated with the carving of a skull and a pair of skeletal hands that cover either its eyes (blindness), ears (deafness), or mouth (in an area of silence). Each ring has 1 charge, which it regains each day at dawn. If you are wearing the corresponding signet when you are blinded, deafened, or in an area of magical silence, you can expend 1 charge from the ring (no action required) to be cured of the condition or to speak a word or sentence (such as a verbal arcane components) that can be heard through the magical silence. Wearing the rings together as a set combines their collective charges: potentially allowing you to use one of the ring's properties multiple times.
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Signet Rings of the Fey Court
Ring, very rare (requires attunement by an elf, half-elf, or other fey creature) | Aug. 19
This set of wooden rings once belonged to a powerful fey creature who ruled over a domain on their native plane of existence. You must be wearing all four rings in order to attune to and use their magic. While wearing the rings, you know the druidcraft cantrip. In addition, you gain the elf's Trance racial feature if you don't already have it.
Season's Resistance. Each of the four rings has a corresponding season: autumn, spring, summer, or winter. Each ring contains 2 charges and regains all expended charges each day at dawn. You can expend 1 of a particular ring's charges as a reaction when you take damage of a type corresponding to that ring in order to gain resistance to that type until the start of your next turn, including against the triggering attack: autumn (necrotic damage resistance), spring (radiant damage resistance), summer (fire damage resistance), or winter (cold damage resistance).
Magic Resistance. Alternatively, you can expend any 2 charges from the rings as a reaction when you're affected by a hostile spell or other magical effect in order to gain advantage on saving throws against spells and magical effects until the start of your next turn instead.
Once a ring has no remaining charges, the small landscape adorning the top of it withers until it regains charges the following dawn.
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Silken Socks of Slickening
Wondrous item, uncommon | Mar. 19
This pair of magical, smooth socks are iridescent and feel cool to the touch. While wearing both socks on your feet, you can use them to cast the grease spell as an action (spell save DC 13). When you do, the spell targets a 10-foot square area adjacent to you. The magical oil runs off the socks to the ground at your feet, causing the ground to become slick. This property of the socks can't be used again until the next dawn.
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Silver Coin of Duvra
Wondrous item, common (requires attunement) | Aug. 20
This silver coin is embossed with the trickster dragon Duvra on one side (heads), and a sailing ship on the other (tails). Whenever you or another creature you can see flips this coin, you can control whether it lands heads, tails, or on its side.
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Silver Eagle Acolyte Robe
Wondrous item, uncommon (requires attunement)
This robe is worn by religious and administrative members of the Silver Eagle Forge Coalition. You gain a +1 bonus to saving throws you make while wearing this robe. In addition, whenever you make an attack roll, ability check, or saving throw with advantage or disadvantage and roll the same number on both d20s, you can combine the two rolls and use their sum as the result. If a combined result would equal 20 or higher, it is instead treated as a 20, but is not treated as a critical hit or critical success.
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Silver Eagle Studded Cuirass
Armor (studded leather), uncommon (requires attunement) | Jan. 19
This studded leather armor is worn by an elite guard of a longstanding alliance between elves and humans. While you're wearing it, any critical hit against you becomes a normal hit.
In addition, when a creature you can see hits you with a melee attack while you're wearing this armor, you can use your reaction to speak its command word. When you do, a pair of ghostly eagle wings appear from the back of the armor. The wings beat the air around you and push you back up to 10 feet away from the attacking creature, without provoking opportunity attacks. In addition, the sudden movement takes you out of harms way, reducing the damage you take from the triggering attack by 2d6. Once this property of the armor has been used, it can't be used again until the next dawn.
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Silver Eagle Weapons
Weapon (greataxe, greatsword, lance, or maul), uncommon | Feb. 19
You gain a +1 bonus to attack and damage rolls made with these silvered, magic weapons of elven make. These weapons deal 2d6 damage instead of their normal damage dice, and landing a critical hit with the weapon doesn’t double the weapon’s damage dice. Whenever you land an attack with the weapon and roll the same number on both of the weapon’s damage dice, you can immediately roll another d6 and add it to the weapon’s damage dice. You can continue rolling extra damage dice until you roll a number that does not match the previous rolls.
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Silver Lily
Weapon (longsword), rare (requires attunement) | Apr. 25
This weapon is grown by elven horticulturists and honed by their silversmiths. You gain a +2 bonus to attack and damage rolls made with this magic weapon, which has the finesse property. If you're a druid, you are also proficient with the silver lily, and if you're a druid or a ranger, you can use your Wisdom modifier, instead of Strength or Dexterity, for your attack and damage rolls made with this weapon.
Whenever you reduce a creature to 0 hit points using this weapon, lilies magically grow and blossom around the creature after 1 hour.
The weapon has 3 charges. It regains 1d3 expended charges daily at dawn. The number of charges the weapon has and regains at dawn increases by 1 for each of the following qualifications you have: you have the fey ancestry trait, you have at least one level in the druid class, you have at least one level in the ranger class.
Floral Overgrowth. When you hit a creature with this weapon, you can expend 1 of the weapon's charges to force that creature to make a DC 15 Strength saving throw. On a failed save, the creature is grappled by flowering vines for 1 minute. The grappled creature or one that can touch the creature can use its action to make a DC 15 Strength check. On a success, the creature is freed.
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Silver Star Cane
Weapon (rapier), common | Sep. 20
This magic rapier is indistinguishable from a cane while stowed in its leather-wrapped wooden sheath. You can press a button on top of the cane to extend its handle upward (no action required), revealing a more comfortable grip with which to wield it. The rapier is adorned with eight pearls in the form of a heavenly constellation. When you draw the weapon, the pearls shed bright light in a line 5 feet long and 1 inch wide until the end of your turn. The line always points north.
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Silver Tongue
Weapon (dagger), rare (requires attunement) | Apr. 24
This solid silver dagger is embossed with a smiling face on its hilt. You gain a +2 bonus to attack and damage rolls made with this magic weapon. If the dagger is on your person, you also gain a +2 bonus to any Charisma check you make that involves speaking. If you're a bard, whenever a creature rolls one of your Bardic Inspiration dice, it gains a +2 bonus to the roll.
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Silvercloud Bomb
Wondrous item, rare | Sep. 24
This egg-shaped silver bomb is covered with dragon scales and encircled with a draconic sculpture. A thin wisp of mist streams from the top. You can use an action to throw the bomb at a point that you can see within 30 feet of you. The bomb erupts on impact, releasing a cloud of silvery mist in a 60-foot-radius sphere centered on that point. When this happens, choose 1d6 + 10 10-foot cubes of unoccupied mist within the area, which must be contiguous. Each cube of mist congeals into a solid object with 15 AC and 50 hit points. A misty cube remains for 24 hours, until it's reduced to 0 hit points, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. The cubes remain fixed in place for the duration and are slightly pliable, allowing them to be easily climbed.
If a creature would be surrounded on all sides by the cubes (or the cubes and another solid surface), that creature can make a DC 15 Dexterity saving throw. On a success, the creature can use its reaction to move up to its speed so that it's no longer enclosed.
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Silverwind, The Cleansing Breeze
Weapon (longsword), artifact (requires attunement) | Sep. 20
This mighty longsword once belonged to Syre, the fey lord of the now fallen Syre Wood. This ancient blade was used to lead the charge against a legion of invading fiends, and still holds a power over such creatures. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which has the finesse property. When you hit a fiend with an attack using this sword, that creature takes an extra 1d6 radiant damage.
Instant Attunement. If you pull Silverwind, the Cleansing Breeze from the body of Malfuriel the Betrayer, you are immediately attuned to it. When this happens, you can choose to immediately end your attunement to one of your other magical items, even if it’s cursed (as if by the remove curse spell or similar magic). If you are already attuned to your maximum number of magic items, you must end your attunement to one of them in this way.
Variant Properties. Some properties of this artifact are locked behind layers of dormant magic. As you grow stronger and reach certain milestones, these properties may become available to you. This weapon can have up to 3 of the following properties active at a time. When you attune to Silverwind, up to the first 3 properties available to you are activated. Whenever you finish a long rest, you can replace any of the activated properties with another one.
While holding this sword, you can use an action to cast the dancing lights, druidcraft, or minor illusion spell (save DC 13) from the weapon. In addition, when you reach 5th level, you can use a bonus action to cast the true strike spell from it.
Prerequisite: Fey Ancestry trait or the fey creature type. You are immune to disease.
Prerequisite: 8th level. Your bonus to attack and damage rolls with this weapon becomes +2, and any fiend hit by it takes an extra 2d6 radiant damage, instead of 1d6. When you reach 14th level, the bonus increases to +3, and any fiend hit by it takes an extra 3d6 radiant damage instead.
Prerequisite: 8th level, Fey Ancestry trait or the fey creature type. You can use an action to touch a creature and magically know its current emotional state. If the target fails a DC 16 Charisma saving throw, you also know its alignment. Celestials, fiends, and undead automatically fail the saving throw.
Prerequisite: 14th level. While holding this sword, you can use a bonus action to create an illusory copy of yourself in an unoccupied space you can see within 30 feet of you. You choose what direction your copy is facing. The copy mimics your movements and attacks with this sword until the end of your turn, moving forward, turning, and attacking to match your actions relative to its position. The copy can't walk through walls or other solid surfaces. The copy uses your attack and damage rolls for any attack you make with this sword, dealing force damage instead of slashing on a hit. The copy vanishes at the end of your turn. If the copy is in an unoccupied space when it vanishes, you can choose to teleport to its space. Once this property of the sword has been used, it can’t be used again until the next dawn.
Prerequisite: 14th level, Fey Ancestry trait or the fey creature type. While this sword is on your person, you can use an action to cast the disguise self spell (save DC 16). If you drop the sword, the spell ends.
Prerequisite: Slay or help slay Malfuriel the Betrayer or similarly powerful fiend. When you attack a creature with this weapon and roll a 20 on the attack roll, that target must succeed on a DC 16 Constitution saving throw or be magically restrained until the end of your next turn. If the target is a fiend, it's petrified until the end of your next turn instead.
Prerequisite: 20th level. You gain the benefits of all of this sword’s variant properties, including those whose prerequisites you don’t meet.
Destroying Silverwind. The only way to destroy Silverwind, the Cleansing Breeze is to melt it in the fires of the Magmarath Caldera, a raging volcano in the Lower Planes overrun with fiends. It must remain submerged in the magma for 10 years before it succumbs to the fire and is destroyed. When it does, the volcano erupts.
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Singing Stein
Wondrous item, common | Nov. 18
While this pewter stein holds at least a sip’s worth of potable alcohol, the face adorning it comes alive to sing songs based on the kind of drink. The stein is not sentient, but does have a pleasant singing voice. If there are multiple steins in the same room, they can sing together in harmony if they have the same drinks within them.
The stein sings songs slightly out of key if the drink inside is poisoned, which can be heard following a successful Wisdom (Perception) check as determined by the DM. If there are multiple kinds of alcohol within it, the stein either alternates between song types or does its best to combine their various lyrics.

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Sir Varion's Helm
Wondrous item, uncommon | Nov. 20
This helm was worn by the iconic hero Sir Varion, whose feats of fearlessness preceded him wherever he traveled. While wearing the helm, you can hold your breath for up to three times the normal duration.
In addition, when you make a saving throw against being frightened, you can roll a d6 and add the number rolled to the save. This property can't be used again until the next dawn.
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Sir Varion's Lance
Weapon (lance), uncommon (requires attunement) | Jul. 20
This weighty lance was originally designed for Sir Varion, a brave knight with a famous disregard for horses. You gain a +1 bonus to attack and damage rolls made with this magic weapon. This weapon has the heavy property, but is uniquely balanced to function well in close-quarters combat. Attacking a target within 5 feet of you with this weapon doesn't impose disadvantage on the attack roll.
If you are attuned to Sir Varion's shield, you can wield this weapon with one hand, instead of two, while also holding the shield.
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Sir Varion's Mantle
Wondrous item, uncommon (requires attunement) | Nov. 20
This sturdy, waterproof riding cape once belonged to Sir Varion, a famed knight known for his charm and eccentricity. While wearing this cape, you can spend 10 minutes to cast the find steed spell from it. When you do, the summoned steed is in the form of a giant toad. The steed remains for the duration or until your attunement to the mantle ends. When the steed drops to 0 hit points, this property can't be used again until 2 days have passed.
In addition, while you're mounted, you have advantage on Charisma (Persuasion) checks.
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Sir Varion's Shield
Armor (shield), uncommon (requires attunement) | Jul. 20
This large shield once belonged to Sir Varion, a noble knight who strode bravely through battles on ice, sand, or swamp. While holding this shield, you ignore nonmagical difficult terrain and have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
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Sirensong Silencer
Wondrous item, uncommon | Mar. 19
You can don and doff this golden ear cuff on a willing Medium or smaller creature using an action. While wearing the cuff, the creature has advantage on any saving throws against being charmed. In addition, tapping the ear cuff twice deafens you, although you can still faintly hear the sound of the ocean (no action required). Tapping the cuff twice again allows you to hear normally once more.
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Skelekey
Wondrous item, rare | Mar. 24
This weathered metal key rattles in your hand, as if it's not entirely solid. At its center is a stylized skull with a pair of small, glimmering gems in its eye sockets.
This key can be used to open any lock that has a lockpicking DC of 25 or lower. If a lock is under the effects of arcane lock, it ignores the benefits of that spell on the lock. If a lock or locked object is trapped, opening it with this key also prevents the trap from being triggered.
Each time the key is used to open a lock, one of its gems becomes dull and cracked. Once both gems are cracked, the key loses its magic.
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Skirmisher's Bow
Weapon (any bow), rare | Jun. 22
This dark bow has a series of smooth red gemstones running down its length. A magic bowstring of pure energy forms between the top- and bottom-most gems while held, allowing the otherwise unstrung weapon to be used as a magic bow. Even while unstrung, the weapon remains slightly curved.
Before or after making an attack with the weapon, you can speak its command word to cause the bowstring to fade and create a blade of energy that extends from the front of the bow. While the blade persists, the bow is considered to be a two-handed melee weapon with the finesse property. If you are proficient with shortswords or longswords, you are proficient with this weapon. Its damage die is a d8, and it deals radiant damage on a hit. The blade persists until you speak the weapon's command word again to reform the bowstring, allowing it to be used as a ranged weapon once more, or until you’re no longer holding the weapon.
A target hit by this weapon, regardless of its form, takes an extra 1d6 radiant damage from the attack.
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Skulldugger's Spade
Wondrous item, rare | Mar. 24
While holding this spade, you can use an action to touch it to the ground in an unoccupied space and speak its command word. When you do, you immediately remove and destroy up to ten contiguous 5-foot cubes of unworked dirt or stone, starting from the space you touched with the spade; each cube must have at least one face adjacent to the face of another cube. If doing so creates a hole, its openings are immediately obscured by an illusion of the original dirt or stone, as if by the hallucinatory terrain spell (save DC 15), which remains for 8 hours.
Once you remove ten cubes of dirt or stone in this way, this property of the spade can't be used again for 8 hours.
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Sky Anchor
Weapon (spear), rare | Nov. 20
This barbed spear was designed to hunt and trap flying creatures. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which has a normal throwing range of 40 feet. When you hit with a ranged attack using this weapon, you can speak its command word to create a magical chain that extends from the spear to a point on the ground within 5 feet of you. When you do, the spear remains lodged in the target for up to 1 minute. While the spear is lodged in a target, that target can't move farther away from the point, and at the end of each of its turns, the target is pulled up to 10 feet closer to the point. An object that weighs more than 4,000 pounds can't be pulled in this way. A creature can use its action to make a DC 15 Strength check, dislodging the spear from itself or another target within its reach on a success. When the spear is dislodged, it deals 2d8 piercing damage to the target as it's freed and is immediately pulled back to the point. The magical chain then disappears. You can dislodge the spear on your turn by speaking its command word again as a bonus action. Once this property has been used, it can't be used again until the next dawn.
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Skyglider Shield Armor (shield), rare (requires attunement) | Jun. 21
This rust-colored shield is made from the scales and leathery hide of a wyvern. While holding the shield, you have resistance to poison damage. In addition, the shield has 3 charges and regains all expended charges daily at dawn. When you fall while holding the shield, you can use your reaction to expend 1 of the shield's charges to cause a pair of wyvern wings to magically outstretch from the shield. While the wings remain outstretched, you fall at a rate of 10 feet per round and gain a flying speed of 30 feet, which you can use to glide horizontally as you descend so long as you hold onto the shield. If you land on the ground while falling in this way, you take no damage from falling. You can't Dash or fly farther than 30 feet on your turn while using the shield to fly. You can use the shield to gain altitude when flying in this way, but must spend 3 feet of movement for every 1 foot you fly upward. The wings refold immediately if you land or at the end of your turn if you didn't fly at least 15 feet on that turn.
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Skylit Greaves
Wondrous item, legendary (requires attunement) | May 20
These mithral greaves feel weightless, despite being made from metal. While wearing the boots, small jets of storming vapor pour from their sides when you move. While wearing the greaves, you are always under the effect of the jump spell, your movement speed increases by 10 feet, and you have resistance to lightning and thunder damage.
The greaves have 5 charges and regain 1d4 + 1 expended charges daily at dawn. While wearing the greaves, you can stomp the ground or tap your heels together as an action and expend 1 of their charges to create one of the following effects, or 2 charges to create both at the same time.
You summon a torrent of wind beneath your feet, propelling you upward. You gain a flying speed equal to your walking speed and can hover for 10 minutes.
You summon a battering whirlwind around you. Any creature within 5 feet of you must make a DC 17 Strength saving throw. On a failed save, a creature takes 3d8 bludgeoning damage and is flung up to 20 feet away from you and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 17 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the creature takes half the bludgeoning damage and isn't flung away or knocked prone.
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Slaying Longbow
Weapon (longbow), legendary (requires attunement by a good-aligned creature) | Aug. 20
This powerful longbow originally served a solar, one of the mighty celestials that guard the heavens from evil. Normally unwieldy in the hands of mortals, this bow was bestowed upon a heroic human centuries ago and has been carefully passed down ever since. When you hit a creature with a ranged attack using this magic weapon, it takes an extra 2d8 radiant damage.
In addition, when you roll a 20 on a ranged attack roll made with this bow against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or die. A creature is immune to this effect if it is good-aligned or has legendary actions. Such a creature instead takes an extra 6d8 radiant damage from the hit.
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Sleepytime Sheep Stuffy
Wondrous item, common | Oct. 21
This small, soft stuffed sheep toy is 6 inches from head to tail and smells like lavender. A willing creature holding the stuffy can use an action to speak its command word to immediately fall asleep. This property can't be used again for 8 hours.
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Slippers of the Rat
Wondrous item, uncommon | Nov. 24
While wearing these slippers, ordinary rats (including giant rats and swarms of rats) are indifferent toward you and will not attack you unless you threaten or harm them. Furthermore, you can use a bonus action to speak the slippers' command word to transform into a rat (as if by the polymorph spell) until the end of your next turn; your alignment, Intelligence, Wisdom, and Charisma scores are unchanged for the duration of the spell. You return to your normal form early if you drop to 0 hit points or if you choose to end the effect (no action required). If there isn't enough space for you to return to your normal form, you immediately take 1d10 force damage and are magically returned to the nearest unoccupied space from which you came. This property of the slippers can be used twice, and they regain any expended uses daily at dawn.
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Sling of the Tiny Giant
Weapon (sling), rare | Apr. 19
This wicked sling is devastating against foes larger than yourself. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and when you hit a creature with a ranged weapon attack using this sling, the creature takes an extra 1d4 force damage for each size larger than you it is (up to 3d4 extra damage).
In addition, when you roll a 20 on an attack roll made with this weapon, the target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from you and knocked prone. If the affected creature is Large or larger, it has disadvantage on the saving throw.
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Staff of the Slumberkeeper
Staff, very rare (requires attunement by a spellcaster) | Sep. 24
This slender staff is topped with a crescent moon and swirling hourglass. Strange, blue sand endlessly falls through the glass. While the staff is on your person, you have resistance to psychic damage, and you can't be surprised as a result of being asleep while you're attuned to the staff.
Spells. The staff has 10 charges and regains 1d6 + 4 expended charges daily at dusk. While holding it, you can cast one of the following spells from it, using your spell save DC and the spell's normal casting time: dream (5 charges), fear (3 charges), modify memory (5 charges), phantasmal killer (4 charges), sleep (1 charge per spell level), or suggestion (2 charges). If you expend the last charge from the staff, roll a d20. On a 1, the staff is destroyed, vanishing in a plume of dreamlike smoke.
Dream Guardian. Friendly creatures within 60 feet of the staff can't be harmed by the dream spell, or be unwillingly put to sleep by magic.
Eternal Slumber. When a friendly creature that you can see within 60 feet of you drops to 0 hit points or fails a death saving throw, you can use your reaction to magically shunt its body into a special demiplane contained within the staff. The creature is shunted immediately after dropping to 0 hit points or failing the death save, suffering no further effects; it is unconscious but stable while within the demiplane. Time stands still within the demiplane. While the creature remains there, the staff can be targeted by the greater restoration spell; casting the spell on the staff returns the creature within it to consciousness with 1 hit point in the nearest unoccupied space to the staff. The effect lasts for 10 days; it ends early if this property is used again or if the staff is destroyed. When the effect ends, the first creature reappears in the nearest unoccupied space. Once this property of the staff has been used, it can't be used again until the next dusk.
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Smash Potatoes
Wondrous item, common | Nov. 18
This hearty root vegetable is grown by the clerics and champions of a god of war and combat, whose strength is said to make its way onto the Material Plane through their gardens. Eating one of these vaguely fist- shaped potatoes will cause your hands to itch for the thrill of combat. Eating a potato increases your unarmed damage to 1d4 for 1 hour. Each additional eaten potato increases the duration by 1 hour. You can eat up to 3 potatoes before needing to finish a long rest to benefit from them again. If you already have an unarmed combat die that is 1d4 or higher, this vegetable has no effect but is nevertheless delicious.
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Snake Charmer's Flute
Wondrous item, uncommon (requires attunement) | Jun. 21
You must be proficient with wind instruments to use this flute. While you are attuned to the flute, ordinary snakes are indifferent toward you and will not attack you unless you threaten or harm them. For the purposes of this item, this includes flying snakes, poisonous snakes, and constrictor snakes, although swarms and giant versions of such creatures have a 50 percent chance of being indifferent to you instead.
You can use an action to play the flute. While you continue to play the flute each round as an action, any snake that comes within 30 feet of you and isn't under another creature's control must make a Wisdom check contested by your Charisma check. If you lose the contest, the snake behaves as it normally would and can't be swayed by the flute's music for the next 24 hours. If you win the contest, the snake is swayed by the flute's music and becomes friendly to you and your companions for as long as you continue to play the instrument. A friendly snake obeys your mental commands. If you issue no commands to a friendly snake, it defends itself but otherwise takes no actions. If a friendly snake starts its turn and can't hear the flute's music, your control over that snake ends, and the snake behaves as it normally would and can't be swayed by the flute's music for the next 24 hours. Your control over a snake ends early if you or your companions do anything harmful to it.
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Snake Oil
Potion, rarity varies | Aug. 22
Snake oil is an unreliable concoction of alchemy, druidic knowledge, and luck. When found, the potion's rarity is random: Common (90 percent) or Rare (10 percent). Only an identify spell or similar magic can determine the rarity of the potion.
When you use an action to drink the potion, roll a d6 to determine its effects based on the rarity of the potion. Unless it says otherwise, an effect remains for 1 hour. If the potion is a rare variant, it gains both the Common and Rare effects of the potion.

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Snaketongue Suckers
Wondrous item, rare | Apr. 25
These honey-yellow candies come in a long, snakelike pouch. The pouch has 1d6 + 4 candies in it when found. You can use a bonus action to put one or more candies from the pouch into your mouth, which don't dissolve by normal means. Instead, they magically dissolve when you use an action to attempt to vocally compel another creature to do something, provided that the candies are in your mouth. When this happens, the candies melt and coat your tongue in a sweet and spicy syrup, honeying your words with magic and casting the suggestion spell. The save DC for the spell is based on the number of candies dissolved: one candy (DC 13), two candies (DC 15), or three or more candies (DC 17).
After the suggestion is made, as part of the spell, the syrup is ingested. When this happens, you take 2d4 poison damage for each candy that dissolved after the first. This damage doesn't force you to make a Constitution saving throw to maintain your concentration on the spell, and it can't be reduced or prevented in any way. If you take 10 or more poison damage in this way, you also become poisoned for 1 minute.
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Snow Silver
Wondrous item, uncommon | Dec. 24
This silver coin is ornamented with snowflake designs. It's always cold to the touch, and it can magically cool up to 1 pint of liquid it's placed in over the course of 6 seconds.
If the coin is on your person when you take cold damage, the damage is halved, and the coin frosts over. This property of the coin then ceases to function until the next dawn, at which point the coin defrosts.
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Snowball Mittens
Wondrous item, common | Jan. 22
These cozy, knitted mittens have been enchanted to always bring a touch of winter with them. As an action while wearing the mittens, you can clamp your hands together, as if you were forming a snowball. When you open your hands again, a perfectly formed snowball appears in them. Any snow created in this way vanishes after 1 minute.
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Snowstar Scarf
Wondrous item, rare (requires attunement) | Nov. 24
This scarf is decorated with countless snowflake designs and decorative icy gems. It sparkles like new-fallen snow in the light. While wearing this scarf, you have resistance to cold damage. In addition, whenever you take the Attack action, you can replace any number of those attacks with special ones: for each replaced attack, you run your hand across the scarf to magically collect a snowflake from it. You then immediately make an attack with the snowflake, treating it as if it were a magic dart. On a hit, the target takes cold damage, instead of piercing damage, and its speed is reduced by a cumulative 10 feet until the start of your next turn; this effect can't reduce a creature's speed below 10 feet. The snowflakes melt and magically reappear on the scarf at the end of the turn.
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Snowstorm Blowgun
Weapon (blowgun), rare | Jan. 21
This cold, metal blowgun is 3 feet long and has a vented chamber at its end that billows with a frigid mist. You can use an action to make a special ranged weapon attack using this magic blowgun, targeting one creature or object within the weapon's range. When you do so, you fire three icicle darts from it, with a separate attack roll for each dart. On a hit, a dart deals cold damage equal to 1d4 + your Dexterity modifier, instead of the weapon's normal damage.
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Snow Rider's Sleigh
Wondrous item, common | Apr. 20
This magic sled moves effortlessly over land as if it were covered in fresh snow and sends small flurries of illusory snowflakes behind it as it travels.
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Snuff
Weapon (sickle), very rare (requires attunement) | Aug. 19
This dark metal sickle was forged with an unusually harsh angle and has a unique power over light and shadow. You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can speak the sickle's command word as an action to dispel magical lights and extinguish nonmagical flames within 60 feet of you. Magical lights dispelled in this way are affected as if they were targeted by the dispel magic spell. Once this property of the sickle has been used, it can't be used again until the following dusk.
As an action, you can draw your hand over the sickle's handle to magically extend it downward: turning the sickle into the form of a scythe wreathed in shadow. While in this form, the sickle has the two-handed and reach properties. You can return the sickle to its one-handed form as a bonus action.
This weapon is particularly lethal to creatures. Creatures hit by this weapon take an extra 1d6 psychic damage. This bonus increases to 2d6 if the weapon is transformed into the scythe.
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Snugglebeast
Wondrous item, common (1d6), uncommon (2d6), rare (3d6), very rare (4d6) | May 19
When a creature regains hit points at the end of a short rest by spending one or more of its Hit Dice, that creature can regain extra hit points if it spends that short rest snuggling with one of these enchanted, stuffed toys. The kind of snugglebeast and the hit points it restores are determined by its rarity: 1d6 hit points (owlbear, common), 2d6 (unicorn, uncommon), 3d6 (dragon, rare), or 4d6 (tarrasque, very rare). Once this property of the snugglebeast has been used by a creature, that creature can't benefit from the snugglebeast again in this way until it finishes a long rest.
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Socks of the Well-Rested
Wondrous item, uncommon | Jan. 19
Wearing these comfortable enchanted socks allows you to recover an additional Hit Die (up to your maximum) upon finishing a long rest. You must be wearing both socks on your feet in order to gain this benefit. You can only benefit from wearing one pair of these socks at a time
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Solacesteel Mitigator
Weapon (any sword), rare (requires attunement) | Dec. 21
This weapon is made of sanctified mourningsteel. When you hit with an attack using this magic sword, the target takes an extra 1d8 radiant damage. If the target is undead, the extra radiant damage increases to 2d8. In addition, while the blade is sheathed on your person, you have advantage on Charisma (Persuasion) checks made to deescalate or avoid initiating combat.
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Solacesteel Plate
Armor (plate), very rare (requires attunement) | Aug. 23
This gilded armor is made of purified mourningsteel and repels undead aggression. While wearing this armor, you gain a +1 bonus to AC, and you have advantage on any saving throw against a hostile effect from an undead creature. In addition, you can use a bonus action to touch a creature with 0 hit points. When you do, the creature is stabilized.
If you're a cleric or paladin and are wearing this armor, immediately after an undead creature deals damage to you with a melee attack, it is automatically destroyed if its challenge rating is 1 or lower.
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Solacesteel Requiem
Weapon (pike), rare (requires attunement) | Aug. 23
This weapon is made of sanctified mourningsteel. Whenever you hit a target with this weapon, roll an additional damage die and ignore the lowest result. If the target is undead, the weapon deals radiant damage, instead of piercing damage, and uses the total of all rolled damage dice.
In addition, while holding the pike, you can use a bonus action to speak its command word to release an empowering wave of energy. Each creature of your choice within 10 feet of you (including yourself) immediately gains 1d10 + 10 temporary hit points. These hit points remain until the end of your next turn, during which time each affected creature has advantage on any attack roll or Wisdom saving throw it makes. If you have 17 or more levels in the paladin class, the radius of this wave increases to 30 feet. Once you use this property, it can't be used again until the next dawn.
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Solacesteel Stiletto
Weapon (dagger), very rare (requires attunement) | May 25
This weapon is made by purifying a mourningsteel stiletto, the spirits within now laid to rest. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Immediately after making a ranged attack with this weapon, it flies back to your hand.
During combat, a special mote of holy energy encircles the blade at the start of each of your turns, up to a maximum of four motes. If any hostile fiends or undead are within 60 feet of you, the blade gains two motes at the start of your turn instead. When you hit a creature with the weapon, you can choose to expend 1 or more of its motes as part of the attack: when you do, the target takes an extra 2d4 radiant damage from the attack for each expended mote, and each friendly creature within 10 feet of the target gains a number of temporary hit points equal to that amount of radiant damage. These motes and temporary hit points remain for 1 minute.
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Solar Staff
Staff, very rare (requires attunement by a cleric, druid, sorcerer, or wizard) | Feb. 22
This staff ends in an open semi-circle at its head. While holding it, you can use a bonus action to cause a floating orb of pure radiance to spring into existence at the center of the half-circle, or to make the orb disappear. The orb sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight.
You can use a bonus action while holding the staff to cause the orb to fly up to 20 feet. If you drop or stow the staff, or if the orb is ever farther than 150 feet away from you, the orb flickers out and disappears.
This staff has 10 charges for the following properties:
Spells. While holding the staff, you can use an action to expend some of its charges to cast either the daylight (2 charges) or sunbeam spell (4 charges) from it, using your spell save DC. Each spell can originate from either you or the orb of light when cast in this way.
Purifying Light. While holding the staff, you can use an action to expend 1 of its charges to cause the orb to glow with a purifying brilliance. Until the start of your next turn, any hostile creature that enters the orb's bright light for the first time on a turn or starts its turn there must succeed on a Constitution saving throw against your spell save DC or take 3d6 radiant damage. Undead creatures have disadvantage on the saving throw.
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge from the staff, roll a d20. On a 1, the staff glows brilliant white before it turns to dust and is destroyed.
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Solar Torch
Rod, very rare (requires attunement) | Apr. 23
While holding this rod, you can use a bonus action to cause a Tiny sun to float above it. The sun sheds bright light out to 30 feet, and dim light for an additional 30 feet. The light is sunlight. If any of the bright light overlaps with an area of magical darkness, it suppresses that effect in the area (but does not dispel it), allowing creatures to see as normal within the bright light's radius.
Sunburst. While holding the rod, you can use an action to cast the sunburst spell from it (save DC 16), centered on you. You take no damage from the spell when cast in this way, but are still blinded if you fail the saving throw. Each time the rod is used to cast this spell, there is a 50 percent chance that the rod loses this property. When that happens, the rod no longer requires you to be attuned to it in order to use its properties.
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Solaris Orchid
Wondrous item, rare | Aug. 25
These magic flowers are extraordinarily hard to find and are said to only grow naturally wherever a solar has recently meditated. When found, a solaris orchid plant has 1d6 + 1 delicate flowers. A harvested flower can be boiled, prepared, and drunk over the course of a 10 minute ritual. Each flower produces two servings of tea. A creature that drinks a serving of the tea during the ritual has advantage on Wisdom (Insight) and Charisma (Persuasion) checks for the next 24 hours but has disadvantage on Charisma (Deception) checks for the duration. Alternatively, you can use an action to pour a serving of the tea out on the ground at a point within your reach to duplicate the effects of the zone of truth spell (save DC 15), centered on the point as if you'd cast it.
A harvested flower loses its magic and withers after 1d4 days have passed; the same is true if the plant is uprooted from where it originally grew. Once a flower has been harvested, it doesn't grow back. The plant withers and dies when the last flower is harvested.
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Sonar Arrow
Weapon (arrow), rare | Aug. 23
This long, dark arrow looks as though it's been pierced through a bat. A target hit by this arrow takes an extra 2d10 thunder damage. Hit or miss, when the arrow first impacts with a creature, object, or other solid surface, it emits a brief, magical frequency, which is audible out to a range of 120 feet. Every creature that isn't deafened within the sound's range magically knows the location of every other physical creature and any obvious, uncovered object within the frequency's area at that moment. The arrow then loses its magic and becomes a normal arrow.
A creature that has the Keen Hearing trait gains a +5 bonus to any Wisdom (Perception) check it makes until the end of its next turn after hearing the frequency. If the arrow hits a creature with this trait, it takes an extra 3d10 thunder damage from the attack, instead of 2d10.
Other types of magic ammunition of this kind exist, such as sonar bolts meant for a crossbow, though arrows are most common.
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Soothstriker
Weapon (rapier), very rare (requires attunement) | Jun. 24
This rapier can magically attack through temporal ripples, allowing you to save an attack for another time. You gain a +3 bonus to attack and damage rolls made with this magic weapon.
While holding the rapier, you can use an action to strike the air in front of you with it; roll a d20 and record the result. You can do this up to 4 times each day, losing any recorded rolls and regaining all expended uses daily at dawn. Whenever you attack a target with the rapier, you can choose to make up to two extra attacks against it as part of the same action, provided you have that number of recorded d20s. Use a different recorded d20 for the attack roll of each of these extra attacks, instead of making a new attack roll (adding your Strength or Dexterity modifier, including the weapon's +3 bonus, to the weapon's attack and damage rolls as normal). The attacks are made simultaneously against the target, piercing through the fabric of spacetime with each attack. Each used d20 is then lost.
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Sorcery Marble
Wondrous item, uncommon (requires attunement by a spellcaster) | Nov. 21
This hollow blue marble has 3 grooves that run along its shell and contains a faint glimmer of sorcerous spirit at its center. The marble can store up to 3 sorcery points and regains 1d3 spent sorcery points daily at dawn. Any creature that has sorcery points can use an action to store one or more of them in the marble, up to the maximum amount. If a creature other than you stores sorcery points in the marble, it can't do so again for 24 hours. You can spend sorcery points from the marble as normal while it's on your person.
A mote of magical energy swirls around inside of the marble for each sorcery point stored inside it. When a mote appears, it causes the marble to split apart along one of its grooves, keeping any separated portions ever-so-slightly apart from the rest, but nevertheless connected.
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Soul Pendant
Wondrous item, rare (requires attunement) | Dec. 20
This mithral pendant holds a cleanly cut diamond at its center and hangs from a string of polished prayer beads. The pendant has 3 charges and regains 1d3 expended charges daily at dawn. When a creature that you can see within 60 feet of you dies while you're wearing this necklace, you can use your reaction to expend 1 of the pendant's charges and speak its command word. When you do, that creature's soul becomes trapped in the pendant for 24 hours or until you use this property of the pendant again as a reaction or you choose to release it as a bonus action on your turn. A nonliving creature or creature without a soul, such as a construct or undead, is immune to this effect. While a soul is trapped in the pendant, you gain a +2 bonus to Wisdom ability checks and Wisdom saving throws while you're wearing it.
In addition, you can use an action to telepathically ask the soul a question, as if by the speak with dead spell, regardless of what the form of its physical body was. Once a soul has been asked 3 questions in this way, it's released from the pendant.
While a creature's soul is trapped in the pendant, its body is under the effect of the gentle repose spell. If the creature is returned to life while you have its spirit trapped in this way, the spirit is released from the pendant and returned to its body.
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Soul-Searing Scythe
Weapon (halberd), legendary (requires attunement) | Feb. 20
This brass weapon was forged in the heart of the Elemental Plane of Fire. You gain a +2 bonus to attack and damage rolls made with this magic weapon. While holding the scythe, you can use a bonus action to speak its command word, causing soul-rending flames to erupt from the holes in the blade. These flames are harmless to you and shed bright light in a 40-foot radius and dim light for an additional 40 feet. The flames last until you use a bonus action to speak the command word again or until you drop or stow the scythe.
While the scythe is ablaze, it deals an extra 3d4 fire damage to any target it hits. This damage ignores fire resistance and immunity, and it becomes necrotic damage when it hits a creature with the Fire Absorption trait.
In addition, when you score a critical hit with this weapon against a creature that is not a construct or undead, the target must make a DC 17 Constitution saving throw. On a failed save, the creature takes 3d4 necrotic damage and is stunned until the start of your next turn. On a successful save, a creature takes half as much necrotic damage and isn't stunned.
When you reduce a creature to 0 hit points with this weapon, its body and soul are immolated and destroyed unless it is a construct or undead. A creature whose body and soul have been destroyed by the soul-searing scythe can be restored to life only by a wish spell or divine intervention.
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Soul Sword
Weapon (longsword), very rare (requires attunement) | Oct. 23
This battered and rusted sword looks like junk. However, it feels like a kindred spirit while you hold it. Even if you're not attuned to the sword, its damage die is a d4, or a d6 if you hold it with both hands.
While you're attuned to the sword, you gain a +1 bonus to attack and damage rolls made with it. It also emits bright light in a 20-foot radius while you hold it, and dim light for an additional 20 feet. In its illuminated, rusted surface is an illusory weapon that reflects the nature of your soul. Use the table below to determine the nature of the reflected weapon based on your alignment.

A target hit by the illuminated sword takes an extra 1d12 damage of the type associated with your alignment.
Soul Surge. While holding the sword, you can use a bonus action to spend 2 or more Hit Dice to pour your energy into the blade. When you do, the weapon's bonus to attack and damage rolls is increased by 1 for every 2 Hit Dice you spend, up to a maximum total bonus of +3. The dim and bright light emitted by the weapon also increases by 20 feet for each additional +1 bonus it gains in this way. This bonus lasts for 1 hour.
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Sovereignseed Duffel
Wondrous item, legendary | Jan. 22
This messenger bag is linked to an extraplanar garden. You can use an action to pull a seed from the bag and place or throw it at a target or point that you can see within 30 feet of you. Alternatively, you can pull a seed from the bag when you make a ranged attack with a sling, using the seed as a sling bullet once on each of your turns. You choose which seed to draw from the bag each time; each one has an effect that triggers upon impact. A seed's effect is centered at the point of impact or at a point of your choice within 5 feet of the target it hits, unless otherwise specified. A seed's effect fails if there isn't a point on the ground within 5 feet of the point of impact or target. At the end of a seed's duration, it turns to a small pile of fertile soil.
The following seeds can be pulled from the duffel. Up to 5 seeds can be pulled from the duffel in this way each day, regaining all expended seeds daily at dawn.
Bamboo Colonnade. A dense copse of bamboo erupts from the ground in a 5-foot-radius cylinder that's up to 60 feet tall. Its area is heavily obscured, and it provides total cover. Any creature in the area when it appears is pushed to an adjacent unoccupied space and must succeed on a DC 17 Dexterity saving throw or take 3d10 piercing damage. The bamboo has AC 17, 60 hit points, and is vulnerable to fire damage. It lasts for 1 hour or until it's reduced to 0 hit points.
Haze Bloom. When the seed impacts, you dissolve into mist and reappear in an unoccupied space within 5 feet of the point.
Mossglove. The seed grows into an animal woven from reeds and covered in soft moss. It takes the form of a beast of challenge rating 1 or lower and appears in an unoccupied space within 5 feet of the point of impact. You choose the form in which it takes. If the beast normally has a flying speed, this one doesn't. It's considered a plant, is vulnerable to fire damage, and is friendly to you and your companions. The animal obeys your verbal commands (no action required by you) and takes its turn immediately after yours. If you don't issue any commands, it defends itself from hostile creatures, but otherwise takes no actions. The animal remains for 1 hour, until it's reduced to 0 hit points, or until this seed is used again.
Seismycelium. Mycelium weaves through the ground in a 20-foot cube. When a creature other than you enters this area or moves inside it, the mycelium bursts: destroying itself and blasting debris outward. Each creature within 10 feet of the cube must make a DC 17 Dexterity saving throw, taking 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. The mycelium lasts for 1 hour if it isn't triggered.
Twisting Thistle. This seed replicates the effects of the entangle spell (save DC 17), centered on the seed, with the following change: a creature restrained by the weeds and vines takes 2d6 piercing damage from the plants' thorns at the start of each of its turns.
Sovereign Synergy. If you have a sovereignseed satchel, you can use an action to transplant one of its seeds to the duffel. If you spend at least 1 hour per day for the next 7 days tending to the seed, it takes root and is added to the sovereignseed duffel's seed options. If the transplanted seed has a saving throw, its DC is increased to 17. Only one transplanted seed can grow in the duffel at a time, which can be removed with 8 hours of work.
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Sovereignseed Satchel
Wondrous item, rare | Oct. 21
This unassuming leather satchel is embroidered with a floral pattern and is connected to a strange garden on a special demiplane. The garden produces 4 magical seeds daily at dawn, which automatically appear at the bottom of the bag each day. When you open the bag to retrieve the seeds for the first time each day, roll 4d6 and consult the table below to determine the nature of each seed. Any unused seeds turn to dust and are destroyed daily at dawn when the bag produces a new batch of seeds.

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Spatha of Martial Mastery
Weapon (shortsword), rare (requires attunement by a barbarian, fighter, monk, or rogue) | Jun. 23
A long white ribbon trails behind this shimmering sword, whose blade is forged with swirls of gold. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, you gain the following benefits.
Cunning Strike. If you have 5 or more levels in the rogue class, you can use your Cunning Action feature to make a single attack with this weapon as a bonus action if you do not use an action to make a weapon attack or cast a spell on the same turn, as you master the balance of offense and improvisation.
Freed Hand. If you have 5 or more levels in the barbarian class, any target you hit with this weapon while raging takes an extra 1d6 piercing damage from it, as you master both brutal blows and the free exercise of your strength. You don't gain this benefit if you're holding a weapon or shield in your other hand.
Ki Channeling. If you have 5 or more levels in the monk class, you can use this weapon in place of any unarmed strike you make, as you master the grace and flow of your swordplay. Any feature that relies on or benefits your unarmed strikes, such as your Flurry of Blows or Martial Arts features, also applies to this weapon. In addition, whenever you use your Step of the Wind feature as a bonus action, you can immediately make one melee attack with the sword as part of that action.
Manipulating Attack. If you have 5 or more levels in the fighter class, you can take the Use an Object action or shove a target within your reach once per turn immediately after making an attack with this sword as part of the Attack action, as you master versatile tactics to shift the flow of battle. You can only push a target up to 5 feet away from you when you shove it in this way, but can choose to make the contested check using Dexterity (Acrobatics) instead of a Strength (Athletics) when you do.
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Spectral Shroud
Wondrous item, very rare (requires attunement) | May 25
This semitransparent robe fades to wispy tatters along its hem. Its folds shimmer with prismatic colors, which are muted by the robe's translucence. While wearing it, you have advantage on Dexterity (Stealth) checks you make in dim light or darkness and on any saving throw you make against being frightened.
The robe has a veiled hood that looks like a lace skull. Pulling the hood up or down requires an action. The first time you pull the hood up each day after dawn, each hostile creature that can see you within 30 feet of you must also succeed on a DC 16 Wisdom saving throw or become frightened of you until the end of your next turn.
Leaving the hood up for more than a moment instills in you an eerie feeling of being watched. While wearing the robe with its hood up, you gain the following benefits.
Ethereal Sight. You can see 30 feet into the Ethereal Plane when you are on the Material Plane, and vice versa.
Ghostly Flight. You have a flying speed of 30 feet and can hover.
Incorporeal Movement. You can move through other creatures as if they were difficult terrain. You take 1d10 force damage if you end your turn inside another creature's space.
Limited Damage Resistance. The first time you take nonmagical bludgeoning, piercing, or slashing damage since the end of your last turn, that damage is halved.
Sentience. The spectral shroud is a sentient chaotic neutral item with an Intelligence of 10, a Wisdom of 16, and a Charisma of 17. It has hearing and darkvision out to a range of 60 feet. The item can speak, read, and understand Common, and can communicate with its wearer telepathically. Its voice is wispy and hollow. While you are attuned to it, the shroud also understands every language you know.
Personality. The shroud's sentience is thanks to a ghost that's been bound to it. It was once a friendly spirit, but time has long since eroded its patience for social niceties. The shroud believes it needs to be buried in hallowed ground for its soul to be released and put to rest, and it will attempt to persuade anyone attuned to it to do so. At the GM's discretion, the shroud may cease to function for a creature that repeatedly fails to honor its wishes.
Only a legend lore spell or similar magic reveals the following information; the shroud will not know or share this on its own. At the end of every cumulative minute that you spend wearing the robe with its hood up, make a DC 13 Charisma saving throw; you must make this save even if the time spent wearing the hood isn't consecutive. On a failed save, you become possessed by the spectral shroud (as if by the ghost's Possession). A protection from evil and good spell fails to prevent you from being possessed in this way. While possessed, the hood can't be pulled down, and the robe forces you to attempt to bury yourself (along with the robe). Burying the spectral shroud in hallowed ground (including an area affected by hallow) successfully frees the spirit from the robe and transforms it into a robe of scintillating colors.
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Spell Bolt Wraps
Wondrous item, rare (requires attunement by a monk) | Dec. 23
These armwraps are made from cut up strips of spell scrolls. The spell on the scroll is either chill touch (25%), fire bolt (25%), ray of frost (25%), or shocking grasp (25%).
While wearing the wraps, you can cast the spell on the scroll in place of one of the unarmed strikes from your Flurry of Blows feature. When you do, Wisdom is your spellcasting ability for the spell, and you are proficient with the attack; the spell is cast at your character's level. You can use this property of the wraps once on each of your turns.
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Spellfire Bow
Weapon (longbow), legendary (requires attunement by a spellcaster) | Feb. 21
This richly polished wooden longbow is ornamented with a silver trim and bowstring. Even if you aren't attuned to the bow, it creates a special arcane arrow when you draw it back without nocking one. When you fire the bow using one of these arcane arrows, you gain a +3 bonus to attack and damage rolls made with this weapon, which deals force damage instead of piercing damage.
If you’re attuned to the bow, you are proficient with it and can use it as a spellcasting focus. While holding the weapon, you gain a +3 bonus to any ranged spell attack you make, as the spell is launched through the bow. When you do, you perform any somatic component for the spell by drawing the bow. In addition, when you cast a spell of 1st level or higher that has a range of 5 feet or greater, its range increases by 30 feet.
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Spellforge Scabbard
Wondrous item, rare (requires attunement) | May 23
This teal leather scabbard is decorated with mithral emblems. While wearing it, you can use a bonus action to drag a weapon across the scabbard. For the next minute, the weapon glows with a faint blue aura, and you can use a bonus action to magically return that weapon to the scabbard, stowing it there. If the weapon was nonmagical, it also becomes magic and has a +1 bonus to attack and damage rolls for the duration. The effect ends early if you use this property again.
The scabbard can magically hold any one weapon at a time, shunting the weapon into an extradimensional space while leaving its handle or similar end exposed and within your reach. Regardless of the weapon it's holding, the scabbard always weighs 2 pounds. Any sheathed weapon falls to the ground at your feet if your attunement to the scabbard ends or if you sheath a second weapon in it.
The scabbard has 3 charges and regains 1d3 expended charges daily at dawn. When you use the scabbard to grant a weapon a +1 bonus to its attack and damage rolls, you can choose to expend 1 of its charges to increase that weapon's bonus to +2 for the duration instead.
Alternatively, you can use an action to expend 1 of the scabbard's charges to draw any type of melee weapon out of the scabbard. The drawn weapon is spectral, remains for 1 minute, and has a +1 bonus to its attack and damage rolls. Any attack that hits with it deals force damage, instead of its normal damage type. You can use a bonus action to return the spectral weapon to the scabbard, and if the weapon would normally have the heavy property, it doesn't.
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Spellneedle
Weapon (dagger or spear), very rare (requires attunement) | May 25
This mithral dagger has a hollow, telescoping handle. While holding the weapon, you can speak its command word using a bonus action to cause it to transform into a spear or back into a dagger, extending or retracting the handle respectively. Regardless of the weapon's form, it has the finesse property, and you are proficient with it. If you're a spellcaster, you can use your spellcasting ability for its attack and damage rolls, instead of Strength or Dexterity.
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
While holding the weapon, you can use your reaction whenever a creature you can see within 30 feet of you casts a spell, allowing you to collect one of the arcane threads used to produce the spell. Only you can see this thread, which remains woven through the spellneedle until the end of your next turn or until you use the thread. The weapon can only have one thread at a time.
While holding the threaded weapon, you can expend the thread to gain one of the following benefits.
Stitch Burst. If you make an attack with the weapon, you can expend the thread (no action required) to deal an extra 1d10 force damage to the target on a hit; each other creature within 5 feet of the target (other than you) must succeed on a DC 16 Dexterity saving throw or take the same amount of force damage. If you made a ranged attack with the weapon, it's magically pulled back to your hand immediately after the attack.
Unspool Spell. If you're forced to make a saving throw against a spell, you can expend the thread (no action required) to roll a d10 and add the number rolled to the saving throw. In addition, any damage you take from the spell is reduced by an amount equal to the number rolled on the d10.
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Spellsealer
Weapon (war pick), very rare (requires attunement) | Jan. 24
This wicked war pick has been used to destroy a powerful wizard's spellbook. The weapon's surface is marked with abjuration wards to contain malevolent spellcraft. You gain a +2 bonus to attack and damage rolls made with this magic weapon.
Once per turn when you hit a creature with the war pick, you can choose to use either its Read or Seal property.
Read. You magically know the names of 1d4 + 1 different spells that the creature can cast; these are chosen at random by the GM, skipping any that you've already learned using this property.
Seal. You magically prevent the target from casting a spell you name until the start of your next turn. If the creature attempts to cast the spell, it must first make a DC 16 Constitution saving throw. On a success, the creature casts the spell. On a failure, the spell fails, and the action is wasted. Regardless of whether it succeeds or fails, the creature then takes 1d10 force damage.
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Spellsword
Weapon (shortsword), rare | Oct. 20
This item appears to be a shortsword hilt. While grasping the hilt, you can use a bonus action to expend a spell slot of 1st level or higher to activate the sword, causing a blade of pure energy to spring into existence. The sword remains activated for 8 hours, or until you deactivate it early using an action. Once you activate the sword in this way, you can use it as a spellcasting focus, and you are proficient with the spellsword for the duration.
You can use your spellcasting ability, instead of Strength or Dexterity, for your attack and damage rolls using this weapon, which deals force damage instead of piercing damage. If you activate the sword using a 3rd- or 4th-level spell slot, its damage die becomes a d8, and you gain a +1 bonus to attack and damage rolls made with it. If you use a 5th-level slot or higher, its damage die becomes a d10, and the bonus increases to +2 instead.
When you deactivate the weapon early using an action, the remaining magic stored within the blade erupts into a wave of energy. Each creature in a 10-foot cone must make a DC 15 Dexterity saving throw. A creature takes 3d6 force damage on a failed save, or half as much damage on a successful one. If the sword was activated using a 3rd- or 4th-level spell slot, the force damage becomes 4d8, or 5d10 if it was activated with a 5th-level slot or higher.
The blade emits bright light in a 20-foot radius and dim light for an additional 20 feet, and disappears if the sword is no longer activated or if you let go of the weapon. While holding the activated sword, you can use a bonus action to cause the blade to vanish or reappear.
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Spellwoven Robes
Wondrous item, uncommon | Mar. 19
These robes are unique to the wearer and are spun from special, magic-sensitive threads. While wearing these robes, you gain an additional way to calculate your AC. Your AC equals 10 + your spellcasting ability modifier. Whenever you cast a spell of first level or higher, you can also change the apparent style, color, and apparent material of the robe. Regardless of its appearance, it is always a robe and its weight remains the same. Glowing, arcane glyphs appear on the robe's fabric when you cast a spell before fading away a moment later.
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Spellwriter's Brace
Wondrous item, rare (requires attunement by a wizard) | Mar. 20
This writer's hand brace allows you to prepare four extra spells from your spellbook whenever you finish a long rest. The spells can be no higher than 5th level and must be of a level for which you have spell slots. When you do, the prepared spells appear on the skin of your arm as abstract spell tattoos that represent them. You can prepare the same spell multiple times in this way, taking the necessary time in order to do so, to create multiple copies of the same spell tattoo.
As an action, you can touch a willing creature and speak the brace's command word to transfer one of your spell tattoos to it, causing the spell tattoo to disappear from your arm and appear on the creature instead. You can only have one tattoo transferred in this way at a time. Transferring a second spell tattoo causes the first one to disappear.
A spellcaster with a spell tattoo can expend a spell slot of the tattooed spell’s level or higher, using its spell save DC, spell attack bonus, and spellcasting ability to do so. Once the spell is cast, its tattoo disappears.
Any spell tattoos created by the brace disappear when you finish a long rest or remove the brace.
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Spiderbite Daggers
Weapon (dagger), rare | Aug. 19
These daggers are made using the harvested fangs of a large venomous spider. When you hit the same target on your turn with each dagger, that target must succeed on a DC 14 Constitution saving throw or take an extra 2d4 poison damage and become poisoned until the end of its next turn.
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Spiker and Striker
Weapon (dagger and warhammer), rare (requires attunement) | Feb. 22
This warhammer and nail-like dagger share a magical bond. Despite being a pair of weapons, they are considered to be a single item for the purposes of attuning to them. You gain a +1 bonus to attack and damage rolls made with these magic weapons. While wielding only the warhammer or both it and the dagger in either hand, the warhammer also has the light property.
When you hit a target with Spiker (the dagger), you can choose to leave the weapon embedded in the target. The first time you hit that target using Striker (the warhammer) while the dagger is embedded in it, the target takes an extra 1d12 piercing damage from the attack. The dagger then magically returns to your hand. It returns early if you don't deal this extra damage before the end of your next turn or if a creature uses an action to remove it from the target. If you don't have a free hand when Spiker returns to you, it lands at your feet instead.
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Spire Seed
Wondrous item, legendary (requires attunement) | Oct. 19
This large tree seed is 1 foot long and surrounded in a protective cone. If you're attuned to seed and plant the cone in soil, it takes root and begins to rapidly grow. It takes 1 month for the seed to fully grow. If you are dead for more than 1 minute or are on another plane of existence than the seed for more than 1 day while it grows, the tree dies and the seed is destroyed.
The stem of the seed's cone is vaguely key-shaped. When planted, the stem breaks off in your hand. While you're attuned to the seed, the stem magically remains on your person at all times.
Once fully grown, the spire tree is 300 feet tall with a 20-foot radius. It tapers gently inward towards the top of the tree. At the base of this magic tree is a door large enough for Medium creatures to enter. The door is guarded by a dryad who is loyal to you and any creature you choose. The dryad accepts the seed's stem as proof of ownership and uses it as a key to open the door. Once opened, your attunement to the seed ends, the tree belongs to you, and both you and other allies you designate to the dryad can enter and leave the tree at will. Your attunement to the seed does not end if you are more than 100 feet away from it, and can only be ended early by a wish spell. If it does, the key disintegrates and the door cannot be opened.
Inside the tree are 10 floors. You choose how to distribute the floors throughout the tree. A wooden spiral staircase climbs upward through the center of the tree and floors. Each floor has 10 small windows that can't be seen from outside the tree. In addition, the interior of the tree can't be the target of divination magic or entered by teleportation or by extradimensional or interplanar means.
The canopy of the tree extends 30 feet beyond the base of the tree. Soil beneath the tree's canopy is exceptionally rich and fertile.
The tree has 500 hit points, immunity to damage from nonmagical weapons that aren't siege weapons, and resistance to siege weapons and all other damage. The door has 100 hit points instead. The tree regains 1d6 lost hit points every day after taking damage. If a part of the tree, such as the door, is destroyed, a new one regrows after 7 days.
If the tree is attacked, it immediately creates a treant at its base to defend it. Roll initiative for the treant, which has its own turns and does its best to defend the tree. Once a treant is created in this way, a new one can't be created until the following dawn. A treant disappears after 24 hours, and there can only be one summoned treant at a time. Neither the treant nor the dryad can move farther than 1 mile from the tree. If the dryad is slain, it reappears the following dawn at the base of the tree. If you kill the dryad, the tree becomes a nonmagical tree that is still hollow inside with the floors you'd chosen, but its windows are lost.
The tree creates another spire seed once every 100 years.
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Spirit Cleaver
Weapon (dagger), legendary (requires attunement by a rogue) | Nov. 20
This dark metal blade can slip between a person and their spirit to sever their connection to one another. You gain a +3 bonus to attack and damage rolls made with this magic weapon, which deals slashing damage instead of piercing damage.
While holding this weapon, you can use an action to cast the etherealness spell from it with the following changes:
While on the Ethereal Plane, you can attack targets that you can see on the plane you originated from with the spirit cleaver. These attacks are made with advantage. If a target has 75 hit points or fewer after taking Sneak Attack damage in this way and isn't a construct or undead, it must succeed on a DC 17 Constitution saving throw or die.
The spell has a duration of 1 minute, but ends early if you attack a creature on the plane you originated from with the spirit cleaver.
Once this property of the weapon has been used, it can't be used again until the next dawn.
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Spirit Pike
Weapon (pike), rare (requires attunement by a cleric) | Feb. 19
If you’re not proficient with pikes, you are nevertheless proficient with the spirit pike while you’re attuned to it. When you cast the spiritual weapon spell, you can dissolve this weapon into the air and command the spell’s spectral weapon to take the form of the spirit pike. Your spell attacks with this spectral weapon deal force damage equal to 1d10 + your spellcasting modifier instead of its normal damage. The spell’s damage still increases by 1d8 for every two slot levels you use to cast the spell above 2nd.
Your hands are left free while the pike is dissolved in this way. When the spell ends, the pike reappears in your hands or appears on the ground at your feet if your hands are full.
In addition, the weapon has 4 charges and regains all of them each day at dawn. When you hit a target with a weapon or spell attack using the pike as either a physical or spectral weapon, you can expend 1 charge to deal 1d8 radiant damage to the target in addition to the attack’s damage.
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Spirit-Shaking Salt
Wondrous item, uncommon | Feb. 24
This glass salt shaker has a silver skull top and is filled with 1d3 + 1 uses of spirit-shaking salt. While holding the shaker, you can use an action to shake it: you can either cast the salt away from you or sprinkle it on a creature within 5 feet of you.
Cast. When you cast the salt away from you, any undead with the Incorporeal Movement trait within 10 feet of you is shunted to the Ethereal Plane (if it isn't already there) and can't enter the Material Plane for 1 minute.
Sprinkle. When you sprinkle the salt on a possessed creature, the possession immediately ends.
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Spirit Sheath
Weapon (scimitar), rare (requires attunement by a creature with a Wisdom of 13 or higher) | Feb. 20
This scimitar and its sheath are bound by a spiritual force that resonates with you when you attune to it. The sheath collects and incubates spiritual energy before it's focused and radiated by its blade. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you are proficient with this scimitar while you're attuned to it. When you make an attack with this weapon, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. You must use the same modifier for both rolls.
While holding the sword, you can use a bonus action to cast the spiritual weapon spell from it (spell attack bonus +7, +4 spellcasting ability modifier), creating a spiritual duplicate of the scimitar in the air within range. Once this property of the scimitar has been used, it can't be used again until the next dawn.
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Spiritwalker Breastplate
Armor (breastplate), rare (requires attunement) | Jun. 21
When you drop to 0 hit points while wearing this armor, your spirit leaves your body and appears as a floating, ghostly version of yourself. The spirit remains there for 1 minute or until you regain consciousness, at which point the spirit returns to your body. For the duration, you don't suffer a death saving throw failure as a result of taking damage, and you can only die from damage if the total damage you take on a turn equals or exceeds your hit point maximum. You still make death saving throws at the start of each of your turns while in this state; however, the number you must roll to succeed on a death saving throw increases by 1 for every 5 feet away from your physical body your spirit is at the start of each of your turns.
Your spirit is tethered to your physical body and can't be farther than 30 feet away from it at any time. The spirit has your senses, a flying speed of 30 feet, and can hover. On your turn, it can only move and take the Help action. The spirit is immune to all damage and is incorporeal, but an effect that turns undead will automatically send your spirit back to your physical body and end the effect early.
Once this property has been used, it can't be used again until the next dawn.
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Spitfire
Weapon (crossbow, heavy), rare (requires attunement) | May 24
This heavy crossbow is painted a brilliant red and ornamented with golden flames and dragon horns. A dragon's fiery maw glowers from the weapon's front. The weapon has a magically rotating barrel, which easily holds and reloads up to six of your bolts for you. You can use an action to load the barrel with up to six bolts. The barrel spins and automatically reloads the crossbow with the next bolt from the barrel after you make a ranged attack with it, allowing you to ignore the weapon's loading property while it has any loaded bolts.
When you take the Attack action while holding the crossbow, you can forgo one of your attacks to lob an explosive orb of fire from the weapon's maw. The orb flies out to a point of your choice on a solid surface that you can see within 60 feet of you. The orb explodes on impact, creating a 10-foot-radius sphere of flame where it lands. Each creature within the area must make a DC 15 Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Any flammable objects that aren't being worn or carried within the area are ignited. The crossbow has 3 orbs and regains all expended orbs daily at dawn.
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Splinterguard
Armor (splint), rare (requires attunement by a druid or ranger) | Jun. 21
The protective panels that adorn this splint armor are made from carefully molded pieces of ironleaf lumber, a wood renowned for its remarkable durability. Even if you aren't attuned to the armor, you gain the following benefits:
While you're wearing this armor, any critical hit against you becomes a normal hit. In addition, the first time each day you're struck by a critical hit, the armor's panels splinter into countless shards of painful, wooden shrapnel. Other creatures within 10 feet of you must make a DC 15 Dexterity saving throw, taking 3d8 piercing damage on a failed save, or half as much damage on a successful one. Once this happens, the armor's wooden panels are cracked until the following dawn, at which point they magically regrow. Until the panels regrow, the armor can't be splintered again and suffers a –2 penalty to the AC it offers. The panels can't be repaired by magical or mundane means, but a plant growth spell can cause the panels to regrow early once before each dawn.
If you're attuned to this armor, you're considered proficient with it, and you don't suffer disadvantage on Dexterity (Stealth) checks you make as a result of wearing it. In addition, creatures hit by the armor's shrapnel when it splinters take 5d8 piercing damage, instead of 3d8, and you can choose which creatures in the area are affected by it when it happens.
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Splintershot
Weapon (shortbow), rare | Jan. 19
This shortbow can cause an arrow to shatter and unleash a devastating spray of magical shrapnel. You can say the weapon’s command word as an action to destroy 1 nonmagical arrow and send splintering shards of arcane energy out in front of you. When you do, creatures within a 15-foot cone must make a DC 15 Dexterity saving throw. On a failed save, an affected creature takes 2d6 magical piercing damage, or 3d6 if the creature was within 5 feet of you.
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Splitter
Weapon (halberd), very rare (requires attunement) | Aug, 19
This halberd's haft is made of rough, dark wood and is miraculously easy to heft. The bladed end of the halberd looks like a hatchet that's been absorbed by the hewn wood. While holding the halberd with two hands, you can speak its command word as a bonus action to split the weapon into its more basic components. When you do, the halberd deconstructs in your hands, leaving you with a handaxe in one hand and quarterstaff in the other. Both the handaxe and quarterstaff have the light property. You can combine the two weapons to reform the halberd by speaking its command word again as a bonus action while you're holding both the handaxe and quarterstaff.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. If the weapon is split into the handaxe and quarterstaff, you gain a +1 bonus with each weapon instead.
Halberd. If you're wielding the halberd and roll a 10 on the damage die for an attack against a creature, that creature's energy is sapped. The creature's speed is reduced by 10 feet until the end of its next turn, and your speed is increased by 10 feet until the end of your turn.
Handaxe and Quarterstaff. If you're wielding the handaxe and quarterstaff in either hand, you gain a +1 bonus to AC and can add your ability modifier to the damage of your offhand attacks. The quarterstaff deals necrotic damage, and its damage die is maximized if it hits a nonmagical plant or plant creature. If you make a ranged attack with the handaxe, it flies back to your hand immediately after the attack.
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Spoken Letter
Scroll, uncommon | Aug. 22
This scroll resembles a normal sheet of parchment, but magically prevents anything from being written or marked on it. Instead, while holding the scroll, you can speak aloud to record the words you speak onto the parchment, which appear as a neatly written script. Only one side of the parchment can be filled in this way: typically no more than 250 words or 1 minute's worth of speaking. When you're finished with the recording and release the parchment, it magically folds and seals itself into a self-containing envelope. Once a message has been recorded, it can't be replaced with a new one. You also decide what triggers the scroll to relay the recording, as well as what happens to it afterwards.
The trigger can be as general or as detailed as you like, though it must be based on tactile conditions that occur with relation to the scroll. For example, the trigger could be at the touch of an intended recipient, or if a secret pattern is drawn on it with a finger.
When that circumstance occurs, the envelope opens up and recites the message in your voice and at the same volume you spoke. To do so, it crumples and folds itself to form a makeshift face while it speaks. You choose whether the scroll is destroyed, becomes a nonmagical piece of parchment, or remains unchanged and magical after it delivers the message.
A creature can use an action to make a DC 30 Strength check, opening the letter by force on a success. When this happens, the scroll's magic is lost, but the written recording remains.
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Spool of Shadow
Wondrous item, common | Dec. 22
Thin wisps of smoke gently rise from this spool of magic black thread. You can use the entire spool of thread to repair an article of clothing or embroider a design on one instead. In either case, it takes 1 hour to sew the entire spool's thread on an article of clothing, at which point the thread's magic is transferred to it. While a creature is wearing the article of clothing, it can add 1d4 to the total of any Dexterity (Stealth) check it makes. Once this property has been used for a third time, its magic is lost.
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Squasher
Weapon (greatclub), uncommon | Nov. 18
This enormous squash is strangely durable and makes for a functional magic weapon. Druids wielding squasher are proficient with the weapon and can use their Wisdom modifier for the weapon’s attack and damage rolls instead of Strength.
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Sream's Stoppered Oasis
Potion, rare | Mar. 20
This tall decanter is filled with water from a miraculous oasis in the H'rethi Reaches and is stoppered with a small, overgrown planter. You can pour the water out of the bottle on top of the planter as an action to create a magical oasis that fills up to a 100-foot-square space over the course of 10 minutes.
The oasis has a pond filled with clean water and exotic, fruit-bearing trees that can nourish up to fifteen humanoids or five steeds for 24 hours. The area within the oasis is always under the effects of the alarm spell. A swarm of poisonous snakes appears to defend the oasis for each creature that sets off the alarm (maximum of 3), whose rattling tails act as the audible alarm. The swarms are friendly to you and your companions, but does not obey verbal commands. Roll initiative for the summoned swarms as a group, which have their own turns. A swarm disappears when it drops to 0 hit points or when there are no more hostile creatures within the oasis.
The oasis remains for 24 hours or until dispelled by a dispel magic spell cast at 5th level or higher. The atmosphere within the space is comfortable and dry, regardless of the weather outside the oasis. A friendly creature within the oasis can't be frightened and regains an extra 1d4 Hit Dice when it finishes a long rest.
Drinking the water in the bottle has no effect, but tastes refreshing.
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Staff of Awakening
Staff, artifact (requires attunement by a spellcaster) | May 23
This fey staff's shaft is hewn from the wood of an ancient, mysterious oak in the Ebony Glade, whose roots are said to have absorbed the dreams of elves from long ago. A perfect sphere of amber from that same oak hangs suspended in the center of it. While attuned to the staff, you are immune to the dream and sleep spells.
Charges. The staff has 10 charges for the following properties. It regains all expended charges daily at dawn. If you expend the staff's last charge and are not fey or lack the Fey Ancestry trait, roll a d20. On a 1, the staff disappears into a dreamlike mist and returns to the Ebony Glade in the realm of the fey.
Sleep. While holding the staff, you can use an action to expend 1 of its charges to cast the sleep spell from it. This version of the spell uses 3d8 to determine the maximum number of hit points for the spell, but targets a single creature within the spell's range instead. You can use the staff to cast the normal version of the spell at 1st level by expending 2 or more of its charges in this way, instead. For every 2 charges you spend after the 2nd, the level of the spell increases by 1.
Destroying the Staff. The only way of destroying the Staff of Awakening is to leave it in the workshop of the Grephearon, where its artisans untangle the dreams from which its originating oak grew. Doing so takes 1 year, after which the staff can be broken like a normal branch.
Dormant Properties. Some properties of this artifact are locked behind layers of dormant magic. As you grow stronger and reach certain milestones, these properties may become available to you.
(Prerequisite: 5th level) Nightmare. This staff can be wielded as a magic quarterstaff that deals an extra 1d8 psychic damage to any creature it hits. When you fail to put a creature to sleep with a sleep spell cast from the staff, that creature takes an amount of psychic damage equal to half the spell's remaining hit point total.
(Prerequisite: 5th level) Rested. While attuned to the staff, the amount of time you need to finish a long rest is halved, down to a minimum of 4 hours.
(Prerequisite: 9th level) Dream Walker. Sleep spells you cast roll an extra die when determining the spell's total number of hit points. In addition, you can reroll any 1 or 2 you roll on the spell's dice. You must use the new roll.
You can cast the dream spell from the staff, using your spell save DC, even if you're asleep or in a trance. You don't need to be holding the staff to cast the spell in this way, although it must be within 30 feet of you, and you must be the messenger of the spell. If you finish the spell and wake up, the staff immediately loses 5 charges, up to the maximum it has remaining. If you remain asleep or in a trance until you finish a long rest, it doesn't lose any charges. This version of the spell can't make the messenger appear monstrous to the target.
(Prerequisite: 13th level) Awaken. While holding the staff, you can cast the awaken spell from it, without any material components. To do so, you must use the spell's normal casting time and trace the spell's magical pathways into the staff's amber sphere. The lines vanish at the end of the spell. Once this property of the staff has been used, it can't be used again until 30 days have passed.
This part of the Awaken property is only discovered when a legend lore spell is cast on the staff: the version of the awaken spell cast by the staff can be used on itself, revealing additional properties. The Staff of Awakening gains the following properties once the awaken spell has been cast on it from the staff.
Sentience. The Staff of Awakening is a sentient chaotic good staff with an Intelligence of 10, a Wisdom of 19, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet; it can also see invisible creatures within that range. The staff communicates telepathically with its wielder and can speak, read, and understand Common, Elvish, and Sylvan. While you're attuned to it, it can communicate with you as long as you're within 30 feet of it.
Personality. The Staff of Awakening is dreamlike in its whims and wishes, and it always seems to be partially distracted. While you're attuned to it, the staff can also appear in your dreams, during which time it is exceptionally coherent and insightful. It loves nothing more than analyzing the dreams of other people and imagining far-flung scenarios.
Dream Aura. While holding the staff, you can use an action to create an aura of dreams, which extends from you in a 40-foot radius. When a creature starts its turn within the aura with fewer than half its maximum hit points remaining, it immediately regains a number of hit points equal to 1d8 plus your spellcasting ability modifier if it's friendly to you, or takes psychic damage equal to that amount instead if it's hostile. The aura remains for 1 minute or until you end it early (no action required). Once this property of the staff has been used, it can't be used again until the next dawn. Alternatively, you can use an action to expend 10 charges from the staff to use this property again.
Improved Nightmare. When you hit a creature with the staff, you can expend 1 of its charges to deal an extra 2d8 psychic damage to the target.
Increased Charges. The staff's maximum number of charges increases to 20; it regains 1d10 + 10 expended charges daily at dawn, instead of all of them. In addition, if you expend its last charge, you don't need to roll a d20 if you aren't fey or lack the Fey Ancestry trait.
Plane Shift. You can use an action to expend 7 charges from the staff to cast the plane shift spell from it, using the staff as the tuning fork for the spell. When cast in this way, creatures targeted by the spell are transported to the Ebony Glade on the plane of the fey. If the spell is cast while you're on that plane of existence, the targets are instead transported back to wherever the plane shift spell was last cast before bringing creatures to the Ebony Glade. Alternatively, you can expend 7 charges to magically teleport you and up to eight willing creatures linking hands to the location where you last finished a long rest, provided that you're on the same plane of existence.
Premonition. When you start a long rest, you can focus on a question about an upcoming event that can be answered with either "good" or "bad." If you fall asleep during that rest, you learn the answer to the question at the end of the rest. At the GM's discretion, any dreams you have during that rest may reflect details of the event. This property doesn't take into account any possible circumstances that might change the outcome, such as the casting of spells or the loss or gain of a companion.
Psychic Resistance. While holding the staff, you have resistance to psychic damage.
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Staff of Cubic Cultivation
Staff, uncommon | Jan. 21
This staff has a perfect cube of blue crystal at its top that slowly drips with a viscous ooze. The staff has 10 charges. As an action, you can tap the head of the staff on the ground and expend 1 or more of its charges to create a 5-foot cube of a mysterious, gelatinous material for each expended charge. Each cube appears in an unoccupied space within 5 feet of you or adjacent to another cube you create as part of this action. The cubes are translucent objects that have AC 10, 20 hit points, and resistance to acid damage. Creating a cube in a space smaller than 5 feet across causes the cube to squeeze and fit the space. A cube remains for 1 minute or until it's reduced to 0 hit points, after which it dissolves into a puddle of slime and vanishes.
You can climb or walk on the cubes. However, their sticky surfaces are considered difficult terrain.
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the gem on top of the staff shatters and is destroyed, creating a gelatinous cube in its place that's hostile toward you. When this happens, the staff becomes a nonmagical quarterstaff
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Staff of Favorable Winds
Staff, very rare (requires attunement by a tempest cleric, druid, sorcerer, warlock, or wizard)
| Dec. 18
While you hold this staff, areas affected by strong winds do not count as difficult terrain for you.
The staff has 10 charges. While holding it, you can expend 1 or more of its charges to cast one of the following spells from it using the required casting time as well as your spell save DC: cone of cold (5 charges), feather fall (1 charge), gust of wind (2 charges), or wind wall (3 charges).
In addition, while holding the staff, you can create a harmless sensory effect using the air. You can cause leaves to rustle, slam shutters closed in a sudden gust, or cause your clothing to billow dramatically.
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 dust and is blown away by a sudden flurry of wind.
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Staff of Pigeons
Staff, uncommon (requires attunement) | Mar. 22
This roughly hewn wooden staff cradles a wooden birdhouse at its top. A soft cooing noise can be heard from within the birdhouse. The staff has 10 charges for the following properties.
Animal Messenger. You can use an action to expend 2 charges from the staff to cast the animal messenger spell. When cast in this way, instead of targeting a creature within range, you can cause a spectral courier pigeon to step from the staff's birdhouse to carry out the message. The pigeon disappears in a small cloud of feathers once the message has been delivered or if the magic is lost.
Manifest Greater Pigeon. You can choose to expend 1 or more additional charges from the staff as part of the action to cast animal messenger on the spectral courier pigeon. When you do, the spectral pigeon physically manifests, becoming material and visibly stronger.
For 1 extra charge, the pigeon becomes a Small creature. It covers twice as many miles within 24 hours, and it can deliver a small scrap of parchment or similarly sized item of negligible weight.
For 2 extra charges, the pigeon becomes a Medium creature. It covers three times as many miles within 24 hours, and it can deliver a small parcel weighing no more than 10 pounds.
For 3 extra charges, the pigeon becomes a Large creature. It covers four times as many miles within 24 hours, and it can deliver a larger parcel weighing no more than 25 pounds.
Regardless of the manifested pigeon's size, its statistics remain the same, and it refuses to move while another creature is sitting or otherwise mounted on it.
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge from the staff, roll a d20. On a 1, the birdhouse cracks apart and the staff's magic is lost.
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Staff of Storms
Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard) | Jul. 25
While holding this staff, you can add your spellcasting ability modifier to any damage roll you make to deal cold, lightning, or thunder damage with a spell. In addition, you can perform a ritual with the staff over the course of 1 minute to magically learn what the weather will be for the next 24 hours within a 1-mile radius of you, provided no other spells are cast to alter it; you are also aware of any weather within that area that is currently affected by magic.
The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn.
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: call lightning (5th-level version, 5 charges), fog cloud (1 or more charges), gust of wind (2 charges), ice storm (4 charges), lightning bolt (3 charges), sleet storm (3 charges), thunderwave (1 or more charges), or wind wall (3 charges). When you cast fog cloud or thunderwave in this way, you can increase the spell's level by 1 for each additional charge you expend, up to 5th level.
Storm Deflection. When you take cold, lightning, or thunder damage while holding the staff, you can use your reaction to expend 1 or more of its charges to gain resistance to that damage's type until the end of the turn. Then, roll a number of d10s equal to the number of charges you expend (maximum of 5d10) and reduce the remaining damage of that type by the result; any other creature within 5 feet of you then takes an amount of damage of that type equal to half the amount reduced by the d10s.
When you expend the last charge from the staff, roll a d20. On a 1, the staff shatters and is destroyed. When that happens, each creature within 30 feet of the staff must make a DC 16 Dexterity saving throw. A creature takes 1d10 cold damage, 1d10 lightning damage, and 1d10 thunder damage on a failed save, or half as much damage on a successful one.
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Staff of the Arcanum
Staff, legendary (requires attunement by a wizard) | Sep. 23
This staff is made of both raw and polished obsidian. Your Intelligence and Wisdom scores each increase by 2, up to a maximum of 22, while you're attuned to it. In addition, you can use your Arcane Recovery twice between long rests, instead of once.
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. A target hit with the staff takes an extra 1d10 force damage and is pushed up to 10 feet away from you.
Spell Storing. This staff stores spells cast into it, holding them until you use them. The staff can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the GM.
Any creature can cast a spell of 1st through 5th level into the staff by touching the staff as the spell is cast. The spell has no effect, other than to be stored in the staff. If the staff 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 holding this staff, 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 staff is no longer stored in it, freeing up space.
Sentience. The staff of the arcanum is a sentient chaotic good staff with an Intelligence of 18, a Wisdom of 15, and a Charisma of 13. It has hearing and darkvision out to a range of 120 feet. The staff communicates telepathically with its wielder and can speak, read, and understand Common. While you're attuned to it, it also understands every language you know.
Personality. The staff of the arcanum is bookish and, at times, stuck up. It enjoys unraveling puzzles. It refuses to lend its strength to liches, however, preventing them and similar necromancers from using the staff's properties. At the GM's discretion, the staff may choose to cast a stored spell on its own (no action required by you).
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Staff of the Black Raven
Staff, uncommon (requires attunement) | Sep. 22
This staff has a crystalline black raven perched at its top. It can be wielded as a magic quarterstaff. While holding it, you can speak one of the staff's four command words using an action to animate the raven:
"Attack!" The raven flies out and makes a melee weapon attack against a target that you can see within 30 feet of you, using an attack bonus of +5. On a hit, it deals 1d10 magical piercing or slashing damage (your choice) as the raven pecks and slashes at the target. The target gains no benefit from cover, as the raven flies around any obstacle to attack. The raven then returns and perches atop the staff.
"Collect!" The raven flies toward an object that you can see within 30 feet of you that isn't being worn or carried and collects it in its beak or talons. The object can be no more than 6 inches in any dimension and weigh no more than 5 pounds. The raven then flies back to you carrying the object, dropping it either in your empty hand or at your feet (your choice) before perching atop the staff again.
"Mimic!" The raven opens its beak and replays the last 6 seconds of sound. The raven records this sound for the next 24 hours, playing it again each time this command word is spoken for the duration.
"Watch!" The raven leaves the staff, flying or remaining perched within 30 feet of you for 8 hours or until you speak this command word again. For the duration, the raven keeps watch, using a passive Wisdom (Perception) score of 13. The raven caws loudly when a creature other than one you've designated comes within 30 feet of you, at which point it flies back and returns to the top of the staff.
The detached raven has AC 13, 10 hit points, and its movement doesn't provoke opportunity attacks. If it's reduced to 0 hit points, it splits apart into a handful of pieces and stops moving. A mending cantrip can restore the broken raven to its hit point maximum. If the raven returns to the staff, it regains any hit points it lost. Otherwise, the raven magically rematerializes on the staff the next day at dawn, at which point any of its broken pieces are turned to dust and are destroyed.
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Staff of the Cauldron Carrier
Staff, uncommon (requires attunement by a spellcaster) | Sep. 23
This iron and brass staff holds a cauldron at its end. Despite its materials, it only weighs as much as a normal staff. While you're attuned to it, you gain a +1 bonus to any ability check using alchemy supplies, cook's utensils, or an herbalism kit.
Spells. The staff has 3 charges and regains all expended charges daily at dawn. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells, using your spell save DC and spell attack bonus: burning hands (1 charge), create food and water (3 charges), detect poison and disease (1 charge), heat metal (2 charges), or purify food and drink (1 charge). This version of the create food and water spell grants 1d6 + 4 temporary hit points to any creature that consumes a meal that it creates. The food created by the spell is delicious.
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Staff of the Dream Shepherd
Staff, uncommon (requires attunement by a spellcaster) | Apr. 21
This staff's cushioned handle is lined with soft wool and decorated with star and moon patches. While the staff is within 5 feet of you, you can use an action to immediately fall asleep, but otherwise can't be put to sleep by magical means. While attuned to the staff, you regain 1 extra Hit Die whenever you finish a long rest.
In addition, while holding the staff, you can use an action to summon a flock of spectral sheep. The sheep run in a line 20 feet long and 10 feet wide originating from you before disappearing. Each creature of your choice in the area must make a Wisdom saving throw against your spell save DC, taking 2d6 psychic damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw and has 20 hit points or fewer after taking this damage, it also falls asleep. Undead and creatures immune to being charmed can't be put to sleep in this way. A sleeping creature is unconscious and stays asleep for 1 minute, until it takes damage, or until someone uses an action to shake or slap the creature awake. Once this property of the staff has been used, it can't be used again until the next dawn
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Staff of the Eclipse
Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard) | Jan. 24
This staff has a crescent-shaped head made of pockmarked lunar stone. Floating within the crescent stone is a motionless, black orb. Regardless of how you look at the orb, it's always encircled by a ring of fire that faces you. The fire winks out if the staff isn't held. The fire is harmless, and it sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
While holding the staff, you have darkvision out to a range of 60 feet. If you already have darkvision, holding the staff increases its range by 60 feet.
The staff has 10 charges. It regains 1d6 + 4 expended charges daily at dusk. If you expend the last charge, roll a d20. On a 1, the staff crumbles into dust and is destroyed.
Spells. While holding the staff, you can use an action to expend some of its charges to cast either the moonbeam (2 charges) or wall of fire (4 charges) spell, using your spell save DC. This version of wall of fire creates the same ghostly flames as moonbeam; it deals radiant damage instead of fire damage and doesn't ignite flammable objects, although it doesn't share moonbeam's other effects. You can increase the spell slot level of a spell cast from the staff by one for each additional charge you expend.
Blood Moon. When you cast moonbeam from the staff, you can choose to cause its dim light to be red. A creature that fails the saving throw against the spell also has its hit point maximum reduced by an amount equal to the radiant damage dealt. The reduction lasts until the creature finishes a long rest. Once this property of the staff has been used, it can't be used again until the next dawn.
Coronal Flame. When you cast wall of fire from the staff, you can choose to cause it to embody the nature of an eclipse. When you do, the spell creates a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick; the area within the ring is filled with magical darkness until the spell ends. While holding the staff, you can see through this darkness as if it were dim light. When cast in this way, the spell deals fire damage instead of radiant, and you don't take fire damage as a result of entering the wall. You still take fire damage if you end your turn in the wall or within 10 feet of the side you selected when you cast the spell. Once this property of the staff has been used, it can't be used again until the next dawn.
Darken. You can use a bonus action while holding the staff to expend 1 charge from it to dispel any light that you can see within a 5-foot cube that's within 60 feet you. If it's a magical light, it must have been created by a spell of 2nd level or lower. When you do, you gain 1d6 + 4 temporary hit points.
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Staff of the Four Seasons
Staff, very rare (requires attunement by a nature cleric, druid, oath of the ancients paladin, warlock, wizard, or sorcerer) | Jan. 19
This magical staff changes with the seasons. You can spend 10 minutes concentrating on the staff to change it to a different season. It remains in this new form for the next 8 hours before reverting to the current season again.
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. In addition, your melee attacks with the staff deal an extra 1d8 cold (Winter), radiant (Spring), fire (Summer), or necrotic (Autumn) damage based on its season as long as there is at least 1 charge remaining on the staff.
This staff has 10 charges. While holding the staff, you can expend 1 or more of its charges to cast one of the following spells from it (depending on its season) using your spell attack modifier and spell save DC:
Winter. color spray (1 charge), darkvision (2 charges), sleet storm (3 charges)
Spring. guiding bolt (1 charge), moonbeam (2 charges), plant growth (3 charges)
Summer. burning hands (1 charge), spike growth (2 charges), fireball (3 charges)
Autumn. inflict wounds (1 charge), pass without trace (2 charges), vampiric touch (3 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 withers and becomes a nonmagical quarterstaff.
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Staff of the Fossil Maker
Staff, very rare (requires attunement by a sorcerer, warlock, or wizard) | Jun. 25
This cobbled-together staff of fossilized dinosaur bones carries with it a portion of the apocalyptic force that created them, as well as the power to survive them. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
The staff has 10 charges for the following effects. If a creature is slain by a spell or effect created by the staff, its remains become petrified after 10 days have passed.
Spells. While holding the staff, you can use an action to expend 5 of its charges to cast either the firestorm or flesh to stone spell from it, using your spell save DC. Alternatively, you can use a bonus action to expend 1 of its charges to cast the false life spell from it as a 2nd-level spell.
Summon Tyrannosaur. While holding the staff, you can use an action to expend 4 of its charges to summon a skeletal tyrannosaurus rex in an unoccupied space that you can see within 60 feet of you. The summoned creature takes its turns immediately after you and follows your mental commands. It uses the statistics of a tyrannosaurus rex, has vulnerability to bludgeoning damage and immunity to poison damage and the poisoned condition, has darkvision out to a range of 60 feet, and is an undead instead of a beast. Whenever the tyrannosaurus rex takes 25 or more damage from a single source, it crumbles into an inanimate pile of bones. You can reform the pile of bones into the skeletal dinosaur by expending 2 of the staff's charges as a bonus action. The creature and its pile of bones share the same amount of hit points: if either the creature or the bones fall to 0 hit points, it turns to ash and disappears. Otherwise, the summoned creature and its bones disappear after 1 minute, if it crumbles to bones while the staff has 0 charges, or if you use this property again to summon another tyrannosaurus rex.
The staff regains 1d6 + 4 expended charges daily at dawn. When you expend the last charge from the staff, roll a d20. On a 1, the staff breaks apart into a heap of shattered bones and recreates the effects of the firestorm spell. The pillars of flame created by the storm in this way are randomly placed, except for the first one which is centered on your location.
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Staff of the Iron Cauldron
Staff, very rare (requires attunement by a bard, cleric, sorcerer, warlock, or wizard) | Nov. 23
This iron staff has a thorny cauldron mounted at its head, which belches a noxious fume from its mouth. Grass and similarly Tiny mundane plants wither when its twisted end is planted on them. This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it, and it is always under the effects of the shillelagh spell.
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 and spell attack bonus: acid arrow (2 charges), antilife shell (5 charges), blight (4 charges), grease (1 charge), poison spray (no charges, or 1 charge to cast at 5th level), or stinking cloud (3 charges).
The staff regains 1d6 + 4 expended charges daily at dusk. If you expend the last charge, roll a d20. On a 1, the staff explodes into smoke and all plant life within 500 feet flourishes.
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Staff of the Magpie
Staff, rare (requires attunement by a spellcaster) | July 19
This magic stone staff weighs 10 pounds and has the bust of a magpie at its top. While holding the staff, you gain a +1 bonus to Intelligence (Investigation) checks made to search for treasure or a specific item you're looking for.
The staff has 10 charges. While holding the staff, you can use your action to cast one of the following spells from it: fly (3 charges) or locate object (2 charges). The staff regains 1d6+4 expended charges each day at dawn. If you expend the staff’s last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff as the magpie springs to life and flies away.
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Staff of the Mirage
Staff, rare (requires attunement by a wizard) | Apr. 19
This magical staff has 10 charges that can be used to cast the following spells. 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 + 2 for these spells: disguise self (1 charge), hallucinatory terrain (4 charges), invisibility (2 charges), mirror image (2 charges), mislead (5 charges), silent image (1 charge).
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Staff of the Mustang
Staff, rare (requires attunement) | July 19
This dark wooden staff is magical and carved in the shape of a majestic stallion. This staff has 10 charges. While holding the staff, you can expend 1 of its charges to cast the phantom steed spell as an action instead of its normal casting time using the staff . Alternatively, while holding the staff, you can expend 1 charge and speak the staff's command word to take the Dash action using a bonus action instead.
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff breaks in two as if bitten and is destroyed. When this happens, the sound of hooves can be heard galloping away in an indiscernible direction.
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Staff of the Reverent Warrior
Staff, rare (requires attunement by a spellcaster) | Sep. 19
This staff was made by a once-famed warrior who retired, using the blades he wielded as a means of worship instead of war. This staff is adorned with blades and channels the inner focus of warriors. This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. In addition, attacks made with this weapon can deal either bludgeoning, piercing, or slashing damage.
This staff has 10 charges. While holding the staff, you can use it to cast the true strike cantrip at will. When casting true strike in this way, you can choose to expend 1 or more of the staff's charges to enhance the spell in one of the following ways:
You can expend 1 charge to reveal the target’s weaknesses to your allies instead of merely yourself, granting the next attack roll against the target advantage.
You can expend 1 charge to cast the spell as a bonus action instead of its normal casting time.
You can expend 1 charge to cast the spell without requiring concentration.
You can expend 1 charge to cause the target to take an extra 2d6 damage from the next attack that hits it.
You can expend multiple charges to combine two or more of these additional spell effects when casting the true strike cantrip in this way.
The staff regains 1d6 + 4 expended charges each day at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff, but can still be used to deal either bludgeoning, piercing, or slashing damage with its attacks.
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Staff of the Snail
Staff, uncommon or rare (requires attunement by a spellcaster) | Jan. 21
This wooden crook has a large snail shell at its top. While holding it, the wood by the shell softens and turns into the body of a large snail, which aimlessly looks around as if to take in its surroundings. The staff can be used as a magical quarterstaff. When found, this staff is an uncommon magic item with the following properties.
Slowing Attack. The first creature you hit with an attack with this staff on each of your turns has its walking speed reduced by 5 feet until the start of your next turn.
Slow. While holding the staff, you can use an action to cast the slow spell from it, using your spell save DC. This property can't be used again until the next dawn.
Curse. This staff 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 staff, keeping it within reach at all times. While cursed, your walking speed is reduced by 5 feet, and you can feel a sense of sadness from the magically embedded snail in the staff. An identify spell reveals the staff has a spirit bound to it, but not the fact that it's cursed.
You remain cursed until targeted by the remove curse spell or until either a banishment or dispel magic spell of 5th-level or higher is cast on the staff. If the staff is banished or dispelled, you can feel a great sense of relief wash over the staff as its trapped spirit is allowed to depart at last. When this happens, the staff becomes a rare magic item that isn't cursed with the alternate properties below.
Charges. The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. When you expend the last charge, roll a d20. On a 1, the staff withers and turns to dust, leaving only a nonmagical snail shell behind.
Improved Slowing Attack. The first creature you hit with an attack with this staff on each of your turns has its walking speed reduced by 5 feet until the start of your next turn. When this happens, you can choose to expend 1 of the staff's charges to halve the creature's speed until the start of your next turn instead.
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: antilife shell (5 charges), polymorph (4 charges; the form of a Tiny snail), resilient sphere (4 charges), or slow (3 charges).
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Staff of the Vineyard
Staff, uncommon (requires attunement by a cleric, druid, monk, or ranger) | Mar. 21
This staff can be wielded as a magic quarterstaff. A clutch of up to 10 grapes hangs from the end of the staff's magical length of vine. A creature within reach of the staff can use an action to eat one of the grapes, which duplicates the effect of eating a berry from the goodberry spell. 1d10 eaten grapes regrow on the clutch daily at dawn.
While holding the staff, you can use an action to cast the entangle spell from it (save DC 13), causing twisting grapevines to sprout from the ground in the target area. If a creature restrained by these vines makes a Strength check to free itself and fails, that creature becomes magically drunk until the end of its next turn. A drunk creature is poisoned for the duration. Once this property of the staff has been used, it can't be used again until the next dawn
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Staff of the Whirling Wyrm
Weapon (quarterstaff), uncommon (requires attunement by a monk) | May 23
This quarterstaff can convert kinetic force into added reach. A silver dragon wraps up the length of the staff, with scales that look like metal plates. You can use this weapon to make the attacks granted to you by your Flurry of Blows. When you use your Flurry of Blows, you can immediately move up to 5 feet, without provoking opportunity attacks, and the staff separates into three sections; the dragon's scales pull apart to reveal a magical chain that connects the weapon's three parts. Each attack granted by your Flurry of Blows that uses the staff has a range of 10 feet. The weapon recombines into its normal form immediately after the last attack.
In addition, while holding the staff, you can spend 1 ki point as an action to magically be able to speak and read Draconic for 1 hour.
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Stagehand's Crook
Staff, uncommon (requires attunement by a bard) | Mar. 25
This tasseled crook ends with a gilded hand. While holding it, you can use an action to choose a target that you can see within 20 feet of you. If the path between you and the target is unobstructed, the crook then extends in a straight line to reach the target and pull it to another unoccupied space of your choice between you and its current location. If the target is unwilling, it must succeed on a Strength saving throw against your bard spell save DC or be pulled by the crook.
If you expend a use of your Bardic Inspiration feature as part of using the crook, its range is doubled to 40 feet; the target also gains the benefit of your Bardic Inspiration if it's friendly and willing.
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Stalaga Spear
Weapon (spear), very rare (requires attunement) | June 19
This magic spear is made of dark, polished granite and has a large ruby set in its head. While made of stone, it weighs no more than a normal spear and is enchanted to prevent it from shattering. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
This spear has 4 charges and regains 1d4 expended charges each day at dawn. While standing on or next to unworked stone or earth, you can expend 1 charge as an action to plunge the spear into the stone or earth. The spear vanishes into the surface and emerges as a sharp stone spike that's 1 foot wide and 10 foot long from another surface made of unworked stone or earth that you can see within 60 feet of you, such as the ground or a cave wall. The spike erupts from the surface and forces any creature within a line 5 feet wide and 10 feet long to make a DC 16 Dexterity saving throw. On a failed save, a creature takes 4d6 piercing damage and is pushed up to 5 feet away from the spike. On a success, a creature takes half as much damage and is not pushed.
While you're within 60 feet of the stone spike and standing on or next to unworked stone or earth, you can use a bonus action to speak the spear's command word to recall it. The stone spike crumbles and the spear inside vanishes back into the surface it came from before reemerging from the surface next to you into your open hand. If you don't have an open hand, it falls to the ground at your feet.
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Stalagmight Geode
Weapon (greatclub), rare | Jul. 21
This snapped-off rock formation has a cache of magical, growing crystals inside it. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this weapon and roll the maximum number possible on the weapon's damage die, the crystals rapidly grow and increase the weapon's damage die by one size, up to a d12. For example, when you roll an 8 on the weapon's normal d8 damage die, its damage die magically becomes a d10 after the attack. Immediately after you roll a 12 on a d12 damage die in this way, each creature within 5 feet of the greatclub (other than yourself) must make a DC 15 Dexterity saving throw. A creature takes 1d12 piercing damage on a failed save, or half as much damage on a successful one, as the weapon's crystals explode into shrapnel. Once the crystal explodes, the weapon's damage die becomes a d8 again.
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Stalwart Staff
Staff, common | Feb. 20
A carved walking stick with a handle wrapped in worn leather, this magic staff gives you better endurance. While you use this staff as a walking stick while traveling on foot, you have advantage on the first save you make to endure a forced march.
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Stamp of Shipping
Wondrous item, common | Jul. 24
This wooden stamp has a hollow opening at the top of its handle. You can use an action to stamp an object with the stamp, at which point it's magically teleported to another location. When you stamp the object, you name the location (which you must have visited) and a recipient who matches a general description. To be eligible, an object must be Small or smaller and weigh no more than 25 pounds; it also can't be worn or carried or create its own extradimensional space. The location must also be within 100 miles of you.
To stamp an object, you must first place an amount of gold in the top of the stamp using an action. The amount of gold required depends on the weight of the package, as well as the distance it's teleported. Use the table below to determine the object's cost based on its weight, then use the second column to multiply it based on the distance the object will travel.

You can halve the travel time by doubling the gold required. The amount of gold required is also doubled if the object is magical. At the GM's discretion, a stamped object may not be teleported; the spent gold is then thrust back out from the stamp. The stamp creates its own ink.
An object vanishes once it's stamped. It reappears at the named location at the end of the travel time. If an object can't be delivered, or if the location is farther than the paid-for distance would allow, it's returned to the location where it was originally stamped instead, and the gold is wasted.
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Starbreaker
Weapon (morningstar), rare (requires attunement) | Feb. 19
This glowing morningstar casts bright light in a 20 foot radius and dim light for an additional 20 feet while wielded. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Attacks made with the morningstar deal an extra 1d4 radiant damage to any target it hits. In addition, you can cast the daylight spell using the weapon. Once you cast this spell, you cannot do so again until the following dawn.
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Stardust Hat
Wondrous item, uncommon (requires attunement by a druid, warlock, or wizard) | Apr. 24
This wizard's hat is split into a starburst pattern along the bottom. Small star pendants hang from each of its points. While wearing this hat, you always know which direction is north. At night, you can't become lost by nonmagical means, provided you can see the sky.
In addition, while wearing the hat, you can use an action to cast the moonbeam spell from the hat, using your spell save DC. Between dusk and dawn, this version of the spell creates a wave of radiant energy when the moonlit beam crashes onto the ground; until the start of your next turn, the cylinder has a radius of 10 feet, instead of 5 feet. Once this property of the hat has been used, it can't be used again until the next dawn or dusk.
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Starlight's Reach
Wondrous item, very rare (requires attunement) | Mar. 24
These long, silken gloves are dotted with silver stars. While wearing them, you can always see the stars in the sky, even in the daytime, and you can't become lost by nonmagical means as long as you can see them.
While wearing the gloves, you can use a bonus action to summon a javelin of starlight. The javelin appears in your space and moves with you, floating alongside you. It sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you summon the javelin, and again as a bonus action on each of your subsequent turns, you can make a ranged spell attack with the weapon, with a spell attack bonus of +8. The javelin has a range of 30 feet, but it can be used to attack a target up to 120 feet away: doing so causes you to make the attack with disadvantage.
If the javelin hits a target, it deals 1d6 + 4 radiant damage, and a shimmering star appears fixed in space at the point of impact. The star sheds bright and dim light like the javelin, and it remains there for up to 1 minute. Hit or miss, the javelin then winks out and reappears next to you in your space.
You can use a bonus action to dismiss the javelin. When you do, the shimmering stars created by the javelin each flare with a celestial light, creating 1-inch-diameter beams of energy between them. A star can have up to two beams of energy connected to it, and each beam must connect to a different star no more than 60 feet away from it (you choose which stars). A creature caught in one or more of the beams must succeed on a DC 16 Dexterity saving throw or take 4d6 radiant damage. The stars then vanish.
After the javelin attacks for the fifth time, it disappears, and any stars created by it wink out without creating any beams.
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Starlit Candle
Wondrous item, uncommon | Oct. 24
This candle has no wick. Instead, it automatically lights itself when exposed to darkness. The light appears as a miniscule star above the candle and sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Any illusions within the candle's bright light sparkle obviously within that area. After burning for 1 hour, the candle is destroyed. Deduct the time it burned in increments of 1 minute from the candle's total burn time.
The candle doesn't light itself or remain lit in dim or bright light, and it immediately extinguishes whenever it's exposed to dim or bright light. The candle's light doesn't snuff itself or other starlit candles out. You can snuff the candle out early for use at a later time. To do so, you must cover the candle completely with a cloth or scrap of parchment. You can cover or uncover the candle using an action.
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Starmetal Blaster
Weapon (any crossbow), rare | Apr. 22
This crossbow doesn't use a standard bowstring or groove for loading bolts. Instead, it uses a pair of electrically charged metal arms to suspend sling bullets above a third strip of charged metal along the weapon's body. When the crossbow's trigger is pulled, a sling bullet is electrically propelled from the weapon at dizzying speeds. Ranged attacks with this magic weapon deal bludgeoning damage instead of their normal damage type, and the first target hit by it on each of your turns takes an extra 1d6 lightning damage.
You can use an action to preload the crossbow with up to 4 sling bullets, which hover in a single-file line above its charged metal strip until they're fired. While the crossbow is preloaded in this way, you can choose to ignore its loading property. When you do, you fire one of the preloaded bullets for each attack you make with it after the first. Alternatively, you can choose to fire any number of preloaded bullets from the weapon as part of a ranged attack you make with it, making a single roll for the attack regardless of the number of bullets fired. On a hit, the target takes the weapon's damage plus an extra 1d4 bludgeoning damage for each bullet that was fired from the crossbow after the first.
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Starmetal Blowgun
Weapon (blowgun), rare (requires attunement) | Mar. 25
This metal blowgun can collapse down to a more portable size when not in use. Whenever you make a ranged attack with it, it fires a special needle instead of a normal one; the needle is magnetically charged and bound to the blowgun. Immediately after making an attack with the blowgun, the needle returns to the blowgun, reloading itself in the process. As a result, the blowgun lacks the loading property and can't be used with normal ammunition; you can still remove the needle and reload it as normal. If the needle is lost, it magically reappears in the blowgun at the next dawn.
On a hit, the blowgun deals an extra 2d4 fire damage; if either of these d4s roll a 4, the target is surrounded by a glowing outline. The outline remains until the end of your next turn or until the target is hit with an attack. Until then, attack rolls against the target are made with advantage, and the target can't benefit from being invisible.
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Starmetal Circlet
Wondrous item, rare (requires attunement) | Apr. 24
This dark metal headpiece grants you a measure of control over nearby metal while you wear it. When another creature that you can see within 30 feet of you makes an attack with a weapon made of metal or a piece of metal ammunition, you can use your reaction to influence the result. When you do, roll a d4 and add or subtract the number rolled from the attack roll (your choice). You make this choice after the creature makes its attack roll but before the GM says whether the attack hits or misses.
In addition, while wearing the circlet, you can use an action to interact with an object made of metal that isn't being worn or carried or move it up to 15 feet. The object must be within 30 feet of you and weigh no more than 20 pounds.
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Starmetal Constellation Scepter
Rod, very rare (requires attunement) | Jan. 23
This metal scepter has a pair of floating astrolabe rings rotating around its head. Small stars connected by silver lines decorate its surface.
You can use a bonus action while holding this scepter to create a floating, 5-foot-diameter sphere of light in an unoccupied space that you can see within 60 feet of you. The sphere sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The light is sunlight. You can move one or more of the spheres up to 20 feet as part of this bonus action. You can have up to four spheres at a time. Each sphere remains for 1 minute or until you dismiss it (no action required). If you make a fifth sphere, the first one winks out.
A creature that starts its turn within the bright light or enters it for the first time on its turn must succeed on a DC 15 Constitution saving throw or take 2d6 radiant damage.
You can use an action on your turn while holding this scepter to cause two or more of the spheres to emit a beam of light between them, provided that the spheres are no more than 60 feet away from one another. Each beam connects any two spheres, creating a line of light between them that's 1 inch thick. Any creature caught in one or more of the lines must succeed on a DC 15 Dexterity saving throw or take 4d6 radiant damage. The beams then vanish.
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Starmetal Flail
Weapon (flail), very rare (requires attunement) | Oct. 22
This flail has no connecting chain between its handle and bludgeon. Instead, it's magically tethered a set distance apart through the metal's magical magnetism, causing the weapon's weight to be negligible. A small, star-like furnace rages inside the weapon, causing it to roar aflame whenever it's swung.
You gain a +2 bonus to attack and damage rolls made with this magic weapon, which also has the finesse property. Targets hit by the weapon take an extra 1d6 fire damage, as the fire within it burns with meteoric heat.
The weapon can be used to make ranged weapon attacks by flinging the bludgeon farther away than its normal reach, using either your Strength or Dexterity modifier for the attack and damage rolls when you do. The attack has a normal range of 30 feet and a long range of 90 feet. The first time on each of your turns that you hit a target farther than 30 feet away from you with the bludgeon, the weapon's extra fire damage is doubled as the bludgeon continues to erupt in flames. Immediately after the attack, the bludgeon returns to the flail.
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Starmetal Nova Armor
Armor (chain shirt and half plate), legendary (requires attunement) | Jan. 20
This magic set of iron armor is forged from metals that fell from the sky. The armor has two parts that can be worn together simultaneously: a chain shirt and a set of half plate armor. You have a +2 bonus to AC and resistance to lightning damage while wearing this armor. While wearing the chain shirt, you can speak the armor's command word as an action to don or doff the starmetal nova armor's half plate, causing it to either magically assemble itself around you or release and fall to the ground at your feet. You must be within 30 feet of the half plate in order to don the armor in this way. In addition, you always know which way is north while attuned to the armor.
Polarity Repulsion. While wearing either part of this armor, when a creature that you can see that's holding or wearing a metal object (such as a metal weapon or suit of heavy or medium metal armor) moves within 10 feet of you for the first time on its turn, you can use your reaction to change the polarity of your armor's metal and repel yourself up to 10 feet away from that creature, without provoking opportunity attacks.
Supernova Burst. While wearing both the chain shirt and half plate parts of the armor, you can use an action to speak the armor's other command word to doff the half plate and cause it to explode from you, releasing a 30-foot-radius burst of bright light. When you do, you end any grapple condition on yourself and force all creatures other than you within the bright light that are not behind total cover to make a DC 17 Constitution saving throw. On a failed save, a creature takes 3d8 radiant damage, or half as much damage on a successful one. The half plate falls to the ground at your feet when doffed in this way.
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Starmetal Ring
Ring, rare | Dec. 18
This roughly crafted metal ring seems to have an otherworldly pull on other metallic items.
While wearing the ring, you can spend 1 hour holding onto an object weighing no more than 25 pounds that is at least 50% metal. If the ring and metallic item are in contact for the full hour, they form a powerful and magically controllable magnetic bond. You can only have one item bound to the ring in this way at a time.
While the bound item is within 40 feet from you and unobstructed, you can use a bonus action on your turn to magically pull it up to 20 feet toward you. The returning item bounces harmlessly against creatures and objects as it passes by.
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Starmetal Shard Spear
Weapon (spear), rare (requires attunement) | Sep. 21
This weapon's otherwise small blade is made larger by 3 sharp fragments of starmetal that remain magically connected to it. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Whenever you hit a creature with an attack using the head of this spear, you can choose to leave 1 of the fragments embedded in its body. As a bonus action, you can speak the spear's command word to cause all embedded shards to magically return to the blade of the spear, flying through the air and avoiding creatures and objects to do so. When you do, the target takes 1d6 slashing damage for each embedded shard as it leaves the body. If all 3 shards are embedded in the same creature when you speak the command word, the creature's speed is also halved until the end of your next turn. If the spear is ever more than 120 feet away from a shard, the shard magically returns to the spear without harming the creature it was embedded in.
Immediately after you make a ranged attack with the spear, the weapon flies back to your hand.
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Starmetal Shield
Armor (shield), legendary (requires attunement) | Jan. 19
This open metal shield and gauntlet offer a +1 bonus to your armor class instead of a shield’s normal bonus. Whenever you’re the target of an attack made with a metal weapon or projectile, the bonus becomes +3 instead. The shield hovers above the gauntlet to protect you as if you were wielding it, leaving your hands free.
Shooting star. As an action, you can throw the shield at up to 3 clustered targets you can see before returning to your arm. Choose up to 3 targets or points. The first target or point must be within 30 feet of you, and any additional targets or points must be within 10 feet of the one before it. You can’t select the same target more than once.
Make a ranged attack with the shield against each target. You are proficient with these attacks and add either your Dexterity or Strength modifier to its attack and damage rolls. Targets hit by the attack take 2d8 magical slashing damage. Once the shield reaches a target or point, it bounces towards the next target or point. The shield flies back to the gauntlet after reaching its final destination, bouncing harmlessly off of anything obstructing its path.
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Starmetal Sliver
Weapon (dagger), very rare (requires attunement) | Oct. 20
This slim blade was forged using strange, unearthly metals from a meteorite. When you use an action to toss this magic dagger into the air, it orbits your body at a distance of 1d3 feet. Another creature can use an action to grasp the dagger 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 either wield or stow the dagger.
When you take the Attack action while the dagger is orbiting you, you can use a bonus action to cause the dagger to attack a target within 10 feet of you. The dagger uses your attack roll and ability score modifier to damage rolls. Immediately after the attack, the dagger returns to orbit you.
In addition, the dagger creates a small gravitational field that wards off harm. While the dagger orbits you, when you are hit by a ranged weapon attack, the damage you take from the attack is reduced by 1d10 + 4. If the damage is reduced to 0, the missile slows to a stop without hitting you and falls to the ground at your feet.
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Starmetal Solar Axe
Weapon (greataxe), legendary (requires attunement) | Oct. 19
This heavy metal magical weapon is forged using iron from the stars. While you're attuned to this weapon, you can call upon its latent stellar energy to catalyze change within the metal and create endothermic and exothermic reactions. The weapon can be fused into a greataxe or fissioned into two separated battleaxes. The weapon has the following properties based on its current state:
Fused State. While wielding the fused greataxe, you gain a +1 bonus to attack and damage rolls made with this magic weapon. While you hold this axe, flames erupt from its edges and a small star burns in its center. These flames shed bright light in a 20-foot radius and dim light for an additional 20 feet. The light is sunlight. The greataxe deals an extra 2d6 fire damage to any target it hits.
Fissioned State. While wielding the two fissioned battleaxes, you gain a +1 bonus to attack and damage rolls made with them. The weapons are bitter cold to the touch and deal an extra 1d6 cold damage to any target they hit. The axes orbit you slowly while they aren't being held or stowed. You can retrieve a floating battleaxe as if it were sheathed. In addition, when you take the Attack action, you can use a bonus action to make one melee weapon attack with an orbiting battleaxe against a creature you can see within 20 feet of you.
State Change. This weapon can change between its two states using the following properties:
Fission. While holding the fused greataxe, you can use a bonus action to speak the weapon's command word to split it apart into its fissioned state. When you do, electrical energy is released, forcing creatures within 30 feet of you to make a DC 17 Dexterity saving throw. A creature takes 3d6 lightning damage on a failed save, or half as much lightning damage on a successful one. This property can't be used again for 12 hours.
Fusion. While holding both battleaxes, you can use a bonus action to speak the weapon's other command word to recombine the two battleaxes into its fused state. When you do, the sudden generation of heat creates a wave of fire around you, forcing creatures within 30 feet of you to make a DC 17 Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much fire damage on a successful one. This property can't be used again for 12 hours.
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Starmetal Striker
Weapon (light hammer), rare (requires attunement) | May 19
This light hammer was forged using the remains of a comet and is cold to the touch. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Targets hit by the hammer take an extra 1d4 cold damage. The hammer leaves behind a crackling mist when thrown and immediately flies back to your hand after making a ranged attack with it.
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Starshot Circlet
Wondrous item, rare (requires attunement by a spellcaster) | Aug. 25
This circlet is set with a crystalline meteor shard found at an ancient crater. The surface of the shard sparkles with otherworldly radiance. While wearing the circlet, you have advantage on Wisdom (Survival) checks, and you can't be surprised while you can see the night sky. Furthermore, if you can see stars in the sky, you also know which way is north.
The circlet has 5 charges and regains 1d4 + 1 expended charges daily at dawn, or all expended charges if you were outside for at least 4 hours after dusk and could see the stars. While wearing the circlet, you can use an action to expend 1 of its charges to cast the guiding bolt spell from it, using your spell attack bonus. The spell looks like a shooting star. In addition, whenever you hit a target with a spell attack, you can expend 1 or more of the circlet's charges to deal 1d8 radiant damage to the target for each charge spent.
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Starstudded Leathers
Armor (studded leather), very rare (requires attunement) | Jul. 25
This armor is covered with polished, star-shaped studs. While wearing it, you gain a +2 bonus to AC and a +5 bonus to any Dexterity (Stealth) check you make. The armor has 3 charges and regains 1d3 expended charges daily at dusk.
Emanate Starscape. While wearing the armor, you can use a bonus action to expend 1 of its charges to create a 10-foot-radius magical starscape, which originates from you and moves with you. If it's between dusk and dawn, the area's radius increases to 15 feet. The starscape remains for 1 minute; it ends early if you fall unconscious or if you end the effect early using a bonus action. The stars are pinpoints of light that fill the area like the night sky and illuminate it with dim light. When you move, the stars remain fixed in space, winking out as the area shifts to reveal other stars and constellations.
Invisible creatures other than you within the starscape become outlined in a bluish glow, preventing them from benefiting from invisibility while in the area. In addition, whenever a creature within the starscape hits you with an attack, it must immediately make a DC 16 Dexterity saving throw. A target takes 2d12 radiant damage on a failed save, or half as much damage on a successful one. Furthermore, for the duration of the starscape, you can use a bonus action to send a mote of starlight hurtling at a creature that you can see within 60 feet of you. Make a ranged spell attack for the mote, using a spell attack bonus of +8. On a hit, the target takes 1d12 + 2 radiant damage. If the target is within the starscape, the attack is made with advantage.
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Static Sabatons
Wondrous item, rare | May 25
It takes 1 minute to don or doff these sabatons. While wearing them, when you move at least 20 feet in a straight line toward a target and then immediately hit it with a melee attack using a weapon or an unarmed strike, the target takes an extra 1d6 lightning damage from the attack. If you move at least 30 feet in a straight line towards the target instead, the lightning damage is increased to 1d8. In either case, if the target of the attack is made of metal or is wearing metal armor, you have advantage on the attack roll.
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Steam Harpoon
Weapon (spear), rare | Feb. 21
A curious mesh of magic and steam-powered mechanism, this spear's barbed head can be launched from its shaft and quickly retrieved using the attached chain. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Once on each of your turns when you attack with the spear, you can choose to make a special ranged attack with it, firing the spear head toward a target within 20 feet of you. This ranged attack uses your Dexterity modifier for its attack and damage rolls. On a hit, the target must succeed on a DC 15 Strength saving throw or be pulled up to 15 feet toward you. A Huge or larger target automatically succeeds on the saving throw. Hit or miss, the spear's head then reels back and reattaches to the top of the weapon immediately after the attack.
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Steel Hawk Elite Helm
Wondrous item, rare | Oct. 24
While wearing this helmet, you can't be moved by magical or nonmagical wind against your will. In addition, once on each of your turns when you jump at least 10 feet in any direction, you can choose to fly an additional 10 feet in that direction. This extra movement doesn't count towards your total movement for the turn and doesn't provoke opportunity attacks. It takes an action to don or doff the helmet.
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Steel Hawk Elite Lance
Weapon (lance), rare | Nov. 22
You gain a +1 bonus to attack and damage rolls made with this magic weapon. As an action, you can thrust the lance in a direction and fly up to 30 feet in a straight line in that same direction. This movement doesn't provoke opportunity attacks. Each creature in the line is buffeted by a powerful gust of wind and must make a DC 15 Strength saving throw. On a failed save, a creature takes 4d10 bludgeoning damage and is pushed 10 feet in a random direction that's perpendicular to the line. On a successful save, a creature takes half as much bludgeoning damage and isn't pushed. Once this property of the lance has been used, it can't be used again until the next dawn.
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Steel Hawk Handaxe
Weapon (handaxe), uncommon | Dec. 21
When you hurl this magic axe and speak its command word, choose up to 4 different creatures that you can see, recording the order in which you choose each one. The first target must be within the weapon's range; each subsequent one must be within 20 feet of the previous target. Make a ranged attack against each target using the handaxe, treating each one after the first as if the weapon was thrown from the previous target's space. Immediately after the last attack, the weapon flies back to your hand.
This property can't be used again until the next dawn. In the meantime, the handaxe can still be used as a magic weapon.
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Steps of the Trickster
Wondrous item, common | Jan. 19
These shoes allow you to freely change the sound of your steps when you wear them. Changing the sound of your steps doesn’t change their volume, but can make them sound as though the shoes are made from a different material. For example, your steps can sound like a beggar’s bare feet, a dancer’s sharp heels, or an approaching guard’s metal boots.
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Status Signets
Ring, common | Dec. 19
These silver rings often come in pairs and indicate the well-being of its wearer. If you and another friendly creature you can see are wearing these rings within 100 feet of each other, you are magically aware of the other creature's current number of hit points and condition.
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Stinkbug Shield
Armor (shield), uncommon | Oct. 22
This shield is designed in the likeness of a brass stinkbug with green accents. While holding it, you can use your reaction when you're hit by a melee weapon attack to release a gaseous plume of stinking fog from the shield. The attacker must immediately succeed on a DC 13 Constitution saving throw or spend the rest of its action and bonus action retching and reeling. A creature that doesn't need to breathe is immune to this effect, but a creature with a trait that grants them advantage on Wisdom (Perception) checks that rely on smell has disadvantage on the saving throw. This property of the shield can't be used again until the next dawn.
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Stonebleeder
Weapon (battleaxe), rare | Feb. 24
You gain a +2 bonus to attack and damage rolls with this magic axe, which looks to be made of red crystal. Whenever the axe hits an object or structure made of stone, the hit is a critical hit.
When you hit a creature with the axe that's either made of stone, has the Stone Camouflage trait, or is native to the Elemental Plane of Earth, that creature must make a DC 13 Wisdom saving throw. On a failed save, the creature is frightened of the axe until the end of your next turn.
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Stone Soldier
Wondrous item, uncommon | Jan. 24
This fist-sized toy is carved from gray stone into the shape of a rugged foot soldier. You can use an action to toss the toy into an unoccupied space that you can see within 10 feet of you and speak its command word. The toy then springs to life and animates, magically growing to the size of a Medium humanoid when it does. The animated toy uses the statistics for a guard, with the following changes:
Its creature type is construct.
Its hit points are tripled.
It has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
It has immunity to poison and psychic damage.
Whenever it takes the Attack action, it can make two attacks with its spear.
The construct is friendly to you and your companions. It understands your languages and obeys your spoken commands. In combat, the construct acts on its own initiative count. If you issue no commands, it defends itself but takes no other actions. You can use an action while touching the construct to speak its command word again to revert it to its toy form.
If the construct is reduced to 0 hit points, it dies and reverts to its toy form. The toy then shatters and is destroyed. If the construct reverts to its toy form before losing all its hit points, it regains all of them, but can't be animated again for 24 hours.
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Stonemason's Companion
Wondrous item, uncommon | May 20
These tools were crafted by a lonely stonemason with a desire for a companion. You gain a +1 bonus to ability checks made using this set of mason's tools.
If you are proficient with mason's tools, you can use these tools to carve 10 gp worth of fine stone into the shape of a Small or smaller creature over the course of a full workday, mimicking the effects of the find familiar spell with the following changes: the familiar is an elemental and, while it remains motionless, it is indistinguishable from a stone statue.
When the familiar falls to 0 hit points, the spell ends and it crumbles into a pile of nonmagical rubble. While a familiar created by the stonemason's companion exists, you can't use the tools to create another one.
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Stoneseed Amber
Wondrous item, very rare | Dec. 23
This large hunk of amber holds a magic seed at its center. From the seed grows a twisting vine, which turns to stone as soon as it leaves the amber.
While holding the amber, you can speak its command word using an action to cast the flesh to stone spell from it (save DC 15). This version of the spell only affects plants, despite not being made of flesh, including nonmagical plants that aren't creatures. Each time the spell is cast, roll a d20. On a 1, the amber shatters and is destroyed, at which point you must then succeed on a DC 15 Constitution saving throw or be petrified. Regardless of the result of your saving throw, the seed falls to the ground at your feet and magically plants itself. The seed grows into a stone treant after 7 days have passed: it has the statistics of a normal treant, except that it's vulnerable to thunder damage instead of fire damage, and it has resistance to slashing damage instead of bludgeoning damage. If the treant is destroyed, there is a 50 percent chance that a new stoneseed amber is found at its center.
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Storm Draught
Potion, very rare | Dec. 24
The potion within this bottle looks stormy and violent. Uncorking the potion calms the storm and returns it to a clear vial of rain water. When you drink this potion, you gain the effects of one of the following storms (your choice). The potion's effects last for 1 hour.
Firestorm. For the duration, you have resistance to fire damage, and you can use a bonus action on each of your turns to radiate searing heat. When you do, each other creature within 15 feet of you must make a DC 16 Constitution saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
Ice Storm. For the duration, you have resistance to cold damage, and you can use a bonus action on each of your turns to cover the area around you in a 15-foot radius with ice. The area is difficult terrain for all creatures other than you. When you create the effect, each other creature within the area must succeed on a DC 16 Constitution saving throw or take 1d8 cold damage. A creature that starts its turn on the ice or steps on it for the first time on its turn must succeed on a DC 16 Dexterity saving throw or fall prone.
Thunderstorm. For the duration, you have resistance to lightning and thunder damage, and you can use a bonus action on each of your turns to emit your choice of a blast of lightning or thunder. If you release lightning, one creature of your choice that you can see within 15 feet of you must make a DC 16 Dexterity saving throw; if the creature is made of metal or is wearing metal armor, the save is made with disadvantage. On a failed save, it takes 2d8 lightning damage and can't take reactions until the end of your next turn. If you release thunder, each other creature within 15 feet of you that can hear you must make a DC 16 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and is deafened until the end of your next turn. On a successful save, a creature takes half as much thunder damage and isn't deafened.
Windstorm. For the duration, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and you can use a bonus action on each of your turns to release a ferocious gust of wind. When you do, each other creature within 15 feet of you must succeed on a DC 16 Strength saving throw or be pushed up to 15 feet away from you.
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Stormbrewer Bracers
Wondrous item, rare (requires attunement) | Mar. 20
This pair of electrum bracers are always covered in a thin layer of condensation. When you roll initiative while wearing the bracers, they begin to billow out wafting clouds around your wrists. The clouds surrounding your wrists grow darker with every charge the bracers have, becoming fierce storm clouds when fully charged. The bracers can hold up to 5 charges, which are lost after 1 minute. The bracers gain 1 charge after you hit a hostile creature with a melee weapon attack while wearing them. If the bracers have 5 charges when you hit a creature in this way, they unleash a burst of electricity and lose all their stored charges, dealing 1d8 lightning damage to the target of the attack and up to 2 other creatures of your choice that you can see within 10 feet of you.
In addition, while wearing the bracers, you can use your reaction when you take lightning damage to reduce that damage by 1d8 + 4 and cause the bracers to gain 1 charge.
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Stormstruck Staff
Weapon (quarterstaff), rare | Oct. 19
This wooden staff has been scarred by lightning and embedded with an amplifying crystal at its head. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Small sparks of electricity arc from the crystal, dealing an extra 1 lightning damage to any target hit by the weapon. The gem glows brilliantly and pulses with electrical energy for 1 minute after you or the weapon take lightning damage from any source other than the staff or while the weapon is under the effects of the shillelagh spell. While the gem is glowing in this way, the weapon's extra lightning damage increases to 1d6, and the gem emits bright light out to 10 feet and dim light for an additional 10 feet.
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Storm's Eye Shield
Armor (shield), rare (requires attunement) | Oct. 20
Emblazoned on the face of this round shield is a cyclone design that magically swirls based on the likelihood and proximity of thunderstorms. While holding this shield, you have resistance to lightning damage. When you take lightning damage from a hostile source while holding this shield, you can use your reaction to cast the thunderwave spell (save DC 15) from it. This property can't be used again until the next dawn.
In addition, while the shield is flat on the ground, you can perform a 1 minute ritual to cast the augury spell from it. When you do, the omens are represented by how the cyclone's design changes:
Calm clouds, for good results
Roiling clouds, for bad results
A flash of lightning, for both good and bad results
Nothing, for results that aren't especially good or bad
Once this property of the shield has been used, it can't be used again until it's been in the presence of another thunderstorm for at least 1 hour.
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Stormstrike Dart
Weapon (dart), uncommon | Sep. 24
A target hit with this magic dart takes an extra 1d4 lightning damage from the attack.
Lightning Rod. When the dart hits a creature, the dart clings to it and magically attracts electricity. The creature has disadvantage on any saving throw it makes against an effect that deals lightning damage, and other creatures have advantage on attack rolls they make against the target if the attack deals lightning damage. This effect lasts for 1 minute; it ends early if the target or another creature within reach of it uses an action to remove the dart. Once the dart's removed from a target, this property ceases to function until the next dawn.
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Storm Seer Lamp
Wondrous item, common | Dec. 19
This crystal lantern gives off a faint, refreshing smell that reminds you of being near the ocean. As a bonus action, you can touch the crystal to cause it to glow, casting bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. You can alter the radius or cause the light to fade using a bonus action to touch the crystal again. Once the lamp has glowed for a total of 8 hours, it can't be used again in this way until the next dusk.
In addition, the lamp can detect incoming storms up to 3 hours before they arrive. If an approaching storm would affect the area within 1 mile of the lamp, the crystal's light becomes an eerie, cold gray.
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Storm Sickle
Weapon (sickle), rare | June 19
This sickle sparks with electricity as beads of water form and drip from its blade. You can make a ranged attack with this weapon instead of a melee one whenever you take the Attack action by slashing through the air to send out a blade of storming wind. Ranged attacks with the sickle use Strength as your modifier for its attack and damage rolls and have a normal range of 20 feet and a long range of 60 feet. Any target hit by an attack from the sickle takes an extra 1d4 lightning damage.
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Storm Thrower Harpoon
Weapon (trident), legendary (requires attunement) | Nov. 18
This weapon has a +3 bonus to attack and damage rolls made with this magical weapon.
The trident has a chain attached to its handle that can be used to retrieve the weapon once it's been thrown using a bonus action. When you hit with a ranged attack using this weapon, it deals an additional 1d8 lightning damage.
In addition, this trident acts as a conduit for the sky's ferocious power. Immediately after hitting a creature with the trident, you can call down a bolt of lightning upon it, forcing it and all creatures within 5 feet to make a DC16 Dexterity saving throw. On a failed save, creatures take 6d10 lightning damage, or half as much on a success. Creatures have disadvantage on the saving throw if they're submerged in water or wearing metal armor. You are immune to the lightning damage caused by this effect. This ability fails if the creatures are obstructed from the sky. Once you use this ability, you cannot do so again until the next dawn.
Impale. You can use your action to try to impale and pull a creature toward you. If your target is a creature that is no more than one size larger than you, you can make a ranged weapon attack against it using the trident. If you hit, you can attempt to pull the impaled creature toward you by making a Strength (Athletics) check contested by the target's Strength (Athletics) check. If you succeed, you can pull the creature up to 20 feet toward you.
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Storyteller's Stein
Wondrous item, common | Jan. 21
These steins are enchanted with a clever version of the prestidigitation spell that reacts when in the company of a good story. Whenever you tell a story while holding this stein, its lid opens and closes like a mouth to emit sounds and other harmless sensory effects that accompany the tale. For example, if you're telling the story of a thunderstorm at sea, the stein can create the sounds of rumbling thunder and creaking floorboards, or allow you to spew illusory flames after taking a drink from the stein when you tell the story of an ancient red dragon's deadly breath.
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String Blade
Weapon (rapier), rare | Dec. 24
This magic blade looks like the bow of a string instrument: the bow's string is a fine and sharp metal filament. You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals slashing damage instead of piercing. If you use the blade as a bow to play a string instrument, this bonus applies to any Charisma (Performance) check you make with it.
If you're proficient with at least one string instrument, you can choose to replace one or more of your attacks with the weapon with a special ranged one, which has a normal range of 20 feet and a long range of 80 feet. To do so, you drag the blade through the air as if you were playing a string instrument (such as a cello or violin). For each attack you make with it in this way, a shimmering blade of sonic power leaps from the weapon and streaks towards the target. You are proficient with this weapon attack, which uses either your Dexterity or Charisma modifier for the attack and damage rolls (your choice). On a hit, a target takes thunder damage equal to 1d8 + the chosen modifier. If you're a bard, the damage is equal to your Bardic Inspiration die, provided it's a d8 or higher.
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Stuffy Familiar
Wondrous item, uncommon | May 21
This small stuffed animal is soft to the touch and perfect for hugging. If you can cast the find familiar spell, you can use the animal as the material component for the spell, without it being consumed. When you do, the familiar inhabits the form of the stuffed animal, whose appearance you can change as part of casting the spell in this way. The familiar is a construct, in addition to being either a celestial, fey, or fiend, but its statistics are otherwise unchanged from its normal form. The familiar's stuffed animal form must be appropriate to the statistics of its normal animal one. For example, a familiar within a griffon stuffed animal could use the statistics for a cat or hawk, but not a poisonous snake. The stuffed animal grows or shrinks to match the size of the familiar's normal form.
While the familiar remains motionless, it is indistinguishable from a normal stuffed animal. If you temporarily dismiss the familiar, the stuffed animal and familiar disappear into a pocket dimension together. If the familiar is dismissed forever or drops to 0 hit points, it leaves the stuffed animal behind.
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Stylist's Circlet
Wondrous item, common | May 20
While wearing this leather circlet, you can use a bonus action to change your hair's length, color, and styling. When you remove the circlet, your hair returns to its natural appearance. Your hair can grow up to 5 feet long in this way, and any hair you cut off immediately vanishes.
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Sun and Moon Shield
Armor (shield), common | Dec. 21
This shield is embossed with personified sun and moon designs. The sun's eyes magically open between dawn and dusk, and the moon's eyes open between dusk and dawn. While holding the shield, you can use an action to cause the shield to shed bright light in a 20-foot radius, and dim light for an additional 20 feet. The light is warmly colored while the sun's eyes are open, but cool while the moon's are. The light remains for 1 hour or until you use an action to end it.
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Sundersludge Net
Weapon (net), uncommon (requires attunement) | Oct. 19
This gelatinous net is made with the enchanted remains of a gray ooze. A creature takes 1d6 acid damage when it's restrained by the net and again at the end of each of its turns it remains restrained. If the creature is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers whenever it takes acid damage at the end of one of its turns. The armor is destroyed if the penalty reduces its AC to 10. A creature other than you who touches the net takes 1d6 acid damage.
The net's sticky composition makes it more difficult to escape than a mundane one. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. The net has resistance to all damage types. Dealing 10 slashing damage to the net (AC 12) also frees the creature without harming it, ending the effect and tearing the net apart.
The torn net is harmless. If more than half of the net can be salvaged and stored within a container large enough to hold 1 gallon of liquid for 12 hours, the net is repaired and can be used once more. Your attunement to the net ends if the net remains destroyed for longer than 2 days.
You're immune to damage from the net while you're attuned to it. Picking up the net after throwing it renders it harmless until the next time you throw it. The net doesn't deal any acid damage if no creature is attuned to it.
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Sunfire
Weapon, rare (requires attunement by a cleric or paladin) | Oct. 22
This gilded device has an orb at its base with a pair of sunburst pendants. Each pendant is affixed to either side of the orb, which generates a carefully managed and concentrated source of magical sunlight within the orb. From there, the sunlight is channeled through a prismatic barrel into a narrow beam using a series of crystal lenses.
This item is a unique, one-handed ranged weapon, which can be used even if you aren't attuned to it. If you are proficient with hand crossbows or are attuned to the weapon, you are proficient with the sunfire.
The weapon has the light property, and it has a normal range of 100 feet and a long range of 400 feet. On a hit, a target takes 2d6 radiant damage, or 2d8 radiant damage if you are attuned to it. You don't add your Dexterity modifier to the damage of this attack (unless it's negative), but can add your spellcasting ability modifier if you're attuned to the weapon. If the target has the Sunlight Sensitivity or Sunlight Hypersensitivity trait, such as a drow or vampire, it's considered to be in sunlight until the end of its next turn.
If you're not attuned to the weapon and roll a 1 on the attack roll using the weapon, one of the attached sunburst pendants crumbles to dust and is destroyed. For each missing pendant, the weapon's radiant damage is reduced by one damage die. You can use an action to replace a pendant with a new one, which must be worth at least 100 gp.
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Sunspot Lantern
Wondrous item, very rare | Jun. 24
While lit, this bullseye lantern burns for 1 hour on 1 pint of oil, shedding bright light in a 60-foot cone and dim light for an additional 60 feet. The bright light is sunlight.
Sunbeam. You can use an action to speak the lantern's command word to cast the sunbeam spell from it (save DC 15), provided that the lantern is lit. This version of the spell doesn't require you to concentrate on it, but ends immediately after creating the line of radiance each time you cast it. This property of the lantern can be used three times. It regains all expended uses daily at dawn. If you expend its last use, roll a d20. On a 1, the lantern explodes, destroying itself in a burst of light. Each creature within 10 feet of the lantern that's not behind total cover must make a DC 15 Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one.
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Surprise Nesting Dolls
Wondrous item, uncommon | Oct. 24
When found, there are four wooden nesting dolls in this set, which weighs 1 pound. The largest and outermost doll is of a nondescript humanoid wearing a hood and dark trench coat. The three dolls within it are of goblins, each of which carries a drawn dagger. You can split apart or nestle the dolls using an action.
While holding the nested dolls, you can speak their command word using an action. When you do, the dolls disappear, and a tall, nondescript humanoid in a trench coat appears in an unoccupied space of your choice that you can see within 30 feet of you. Treat the humanoid as a commoner, which immediately follows a mental command you give it as part of speaking its command word. If the commoner attacks or is attacked, it immediately splits apart into one goblin for each nested doll, which appear in the nearest unoccupied spaces; a DC 15 Intelligence (Investigation) check reveals that the commoner is actually one or more goblins in the coat. The commoner and goblins are friendly to you and your companions, and they take their turns immediately after you. You can use a bonus action on each of your subsequent turns to verbally give the creatures a new command, provided the creatures can hear you. The goblins use daggers, instead of their normal weapons, and if a goblin makes an attack roll against a target that's within 5 feet of another goblin, it makes the roll with advantage.
Each creature remains for 1 hour, until it's reduced to 0 hit points, or until you use a bonus action to end the effect. When the effect ends, the creatures revert to their doll forms in a nested stack in one of the creature's spaces. If a goblin is reduced to 0 hit points, roll a d20. On a 1, the doll is destroyed and doesn't reappear when the effect ends. If you're holding the nested dolls without the outer one around them, speaking the command word instead destroys the existing outermost doll and creates a new one around the nested inner dolls.
Once the dolls have been used, they can't be used again until the next dawn.
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Survivalist's Wayfinder
Wondrous item, uncommon | Aug. 25
This handheld device has four crystalline buttons that are each associated with a different element. The device has 4 charges and regains all expended charges daily at dawn. While holding the device, you can use an action to expend 1 of its charges and press a button. Each button causes the device to swivel and point like a compass to the nearest relevant location, as determined by the button, for 1 hour or until another button is pressed. If there's nothing for the device to point to, it spins in place for the duration or until it's within range of something to point to.
Air. If you're outside, the device points in the direction of the nearest storm within 50 miles of you. If you're inside or underground, it points to the nearest outdoor exit within 1 mile of you.
Earth. If you're outside, the device points to the nearest cave entrance that's Medium or larger within 1 mile of you. If you're underground, it points in the direction of the nearest unpolished gemstone within 100 feet of you.
Fire. The device points to the nearest active campfire, firepit, forge, or hearth that's within 1 mile of you.
Water. The device points to the nearest source of fresh, drinkable water that's within 1 mile of you.
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Swallowtail Mantle
Wondrous item, rare | May 24
While wearing this mantle, when you move 10 or more feet before jumping, the maximum distance of your jump is increased by 10 feet. In addition, when you fall at least 20 feet while wearing this mantle, you can use your reaction to grip its edges with both hands. While holding the edges, you fly at a speed of 30 feet, but cannot fly upwards without a significant updraft. Unless you're lifted by an updraft, you descend 15 feet at the end of each of your turns. If you land on the ground while flying in this way, you take no damage from falling. You lose this flying speed if you ever fail to grip the mantle's edges.
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Swashbuckler's Slippery Saber
Weapon (scimitar or shortsword), uncommon (requires attunement) | Jul. 22
The handle of this well-worn blade looks like a peeled banana made of brass. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this weapon and roll a 6 on its damage die, the target of the attack must succeed on a DC 13 Dexterity saving throw or fall prone.
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Switch
Rod, very rare (requires attunement by a druid) | Feb. 19
This simple, springy rod is made of twisting vines and twigs. While attuned to the rod, you can expend 1 use of your wild shape feature as a bonus action to activate it. The rod stays active for a number of hours equal to half your druid level (rounded down).
When you activate the rod and again on subsequent turns as a bonus action while the rod is active, you can transform the rod into a bludgeoning or piercing weapon of your choice that has neither the loading nor reach property. You’re proficient with this weapon and can use Wisdom as your modifier for its attack and damage rolls instead of Dexterity or Strength. A weapon that uses ammunition magically creates its own. Alternatively, you can transform switch back into its rod form if you so choose. Regardless of the weapon you make, targets hit by it take an extra 1d8 damage of the weapon’s type. If the weapon you create has the light property, you can make a weapon attack with it using a bonus action.
While the rod is activated, you can use an action to expend a second use of your wild shape feature and extend the rod’s barked exterior to your body. This tree-like armor can take on any form that you choose. You gain temporary hit points equal to 4 times your Druid level, and your armor class can’t be lower than 16 while the rod is active. Using this property of the activated rod does not extend its remaining duration.
Switch becomes inactive at the end of its duration, you fall to 0 hit points, or end it early as a bonus action. When it’s inactive, it reverts to its normal rod form.
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Sword of Judgement
Weapon (any sword), very rare (requires attunement by a lawful creature) | Sep. 24
The weight of this gilded blade is perfectly balanced. You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d4 slashing damage to any hostile creature it hits. If you roll the same number twice on these d4s, the sword gains 1 charge. The sword can hold up to 4 charges.
Scale Tip. While holding the sword, you can expend 1 of its charges as a bonus action or as part of making an attack roll with it. When you do, you tip the scales of fate. Choose a creature that you can see within 60 feet of you: that creature gains advantage on the next attack roll it makes, and the next attack roll against it is made with disadvantage. This benefit lasts until the end of your next turn.
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Sword of the Pack Leader
Weapon (any sword), uncommon | Mar. 22
This magic sword carries the unspoken leadership of a mighty wolf. When you hit a creature with the weapon, you can choose to mark it for your allies to strike. The creature remains marked until the start of your next turn or until you attack a different creature or are no longer holding the sword. For the duration, the first attack roll against the marked creature on each of your allies' turns is made with advantage. If the marked creature is slain, the sword releases a magical howl, and each hostile creature within 15 feet of you must succeed on a DC 13 Wisdom saving throw or become frightened of you until the end of your next turn. Once the sword has been used to mark a creature, it can't do so again until the next dawn.
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Sword of Resonance
Weapon (longsword), rare (requires attunement by a bard) | Apr. 19
This peculiar brass longsword is hollow and has strings that run along its magical blade, allowing you to use this sword as both a lute and spellcasting focus. You are proficient with lutes while you are attuned to the sword. In addition, this sword has the finesse property due to the hollow blade's dramatically reduced weight.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. The sword's hollow metal blade magically amplifies the music made when using the sword as an instrument. Whenever you expend a use of your Bardic Inspiration, the sword begins to reverberate with thunderous energy. The next time you hit a target before the end of your next turn with a melee weapon attack using the sword, that target takes an extra 1d8 thunder damage from the attack.
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Sword of Sacrifice
Weapon (any sword), rare (requires attunement) | Oct. 22
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you take the Attack action, you can forgo one of your attacks to wound yourself with the sword instead. When you do, you take 1d6 + 1 necrotic damage, which can't be reduced or prevented in any way. Then, choose a creature that you can see within 60 feet of you. That creature becomes cursed by the sword for 1 minute or until your concentration ends (as if concentrating on a spell). The curse ends early if you end one of your subsequent turns without attacking the creature with the sword. Whenever you hit the cursed creature with the sword, it takes an extra 1d6 necrotic damage from the attack. If you slay a cursed creature with the sword, you regain 1d6 + 1 hit points. Dying doesn't end your attunement to the sword.
Sacrifice. As an action, or as a reaction when you're reduced to 0 hit points, you can use the sword to end your life in an act of total sacrifice. When you do, you are killed outright, but the sword becomes a dancing sword that you control on your initiative count. The sword uses your attack bonus and ability modifier for its attack and damage rolls, and it has a +1 bonus to those rolls. The sword drops to the ground next to you and becomes a normal sword of sacrifice after 1 minute or if you're returned to life. Making more than four attacks with the dancing sword doesn't end the effect early. The sword deals an extra 1d6 necrotic damage to any target it hits for the duration. Once you've used this property of the sword, you can't do so again.
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Sword of the Spelldrinker
Weapon (longsword), legendary (requires attunement) | Sep. 19
This sword seems to absorb the light that touches it, making it appear darker than the deepest midnight. You gain a +3 bonus to attack and damage rolls made with this magic weapon. While you hold this sword, any magical light, darkness, or atmospheric effect within a 30-foot radius of you is treated as nonmagical and breathable.
In addition, this sword has 2 charges and regains 1d2 expended charges each day at dusk. You can expend 1 of its charges to cast the counterspell spell at 5th level. If the triggering spell is cast at 6th level or higher, this counterspell automatically fails. If you successfully interrupt a spell in this way, you can choose to absorb the spell into the sword instead of dispersing it. The absorbed spell must have a casting time of one action or bonus action. The sword can only have one spell absorbed in this way at a time.
You can release an absorbed spell as an action. When you do, 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 remains absorbed for up to 8 hours or until released from the sword. Absorbing a new spell replaces the one stored within the sword.
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Talyard The Great's Wand of Power
Wand, uncommon | Sep. 19
This normal-looking spruce stick is actually the wand of a famous drunkard. A drunken creature that sees the stick perceives it as a magnificent, colorful wand that radiates with an awesome power.
This wand has 3 charges and regains 1d3 expended charges each day at dusk. While you're drunk and are holding the wand, you can use your action to cast one of the following spells from the wand, even if you are incapable of casting spells: heroism (1 charge), lesser restoration (2 charges), or thaumaturgy (no charges). If you don't have a spellcasting ability modifier, Charisma is your spellcasting ability when casting these spells (minimum 1).
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Tarrasque Plate
Armor (plate), legendary (requires attunement) | Dec. 19
This impenetrable armor is made from refined fragments of a tarrasque's armored hide and retains some of its original properties. You have resistance to damage from spells and a +1 bonus to AC while wearing this armor. In addition, whenever you're targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 6, you are unaffected by the spell, and the effect is reflected back at the caster as though it originated from you, turning the caster into the target.
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Tea Weird
Wondrous item, common | Sep. 20
This Tiny, sentient fragment of a charmed water elemental has an endless desire to create tea. When given a leaf or other potential tea ingredient, its watery form gurgles happily as it begins to steep it, magically heating the water surrounding the ingredient to its ideal brewing temperature. It only picks up materials it chooses to and can control whether or not it's wet to the touch. The tea weird can inhabit up to 1 gallon of water, or as little as 1 ounce. Any water controlled by the tea weird is magical for the duration.
The tea weird is considered a magical object and is not a creature. It has a speed of 5 feet and can hover up to 5 feet off the ground. It has AC 10, 10 hit points, and has resistance to all damage. The tea weird regains all its hit points if given at least 1 ounce of water. Drinking the entire tea weird is harmless to you, but destroys the item.
Sentience. The tea weird is a sentient chaotic good item with an Intelligence of 3, a Wisdom of 8, and a Charisma of 6. It has hearing and darkvision out to a range of 60 feet. It can't speak or read, but understands Aquan and Common.
Personality. The tea weird is dedicated to making tea. It will happily collect moisture, steep it with fresh ingredients, and then separate itself from the freshly brewed tea by pouring it into a cup or similar vessel. It avoids combat at all costs and enjoys resting in cups, kettles, or the pockets of friendly creatures.
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Tear of Gaia
Wondrous item, common | Dec. 18
As an action, you can crush this small, green gem underfoot to activate its magic. Plants within a 10-foot radius of you immediately become healthy and full. Fruit and vegetable-bearing plants begin to grow their produce, which grow ripe over the course of 1 hour. If there are no plants within range or you crush the gem against an inorganic material, fertile topsoil 1 inch deep spreads across the area. Healthy green grass immediately grows from the new soil.
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Tears of Failure
Wondrous item, rare (requires attunement by a spellcaster) | Mar. 25
This golden necklace features a glass vial. A weeping face is molded into the glass. While wearing it, you gain a +1 bonus to any ability check you make that uses your spellcasting ability.
Whenever a creature that you can see fails a saving throw against a spell you cast of 1st level or higher, a single tear appears within the vial. The vial can hold up to 5 tears. While wearing it, you can grab the vial and drink the tears inside it using a bonus action. When you do, the next time you fail a saving throw within 10 minutes, you gain a bonus to the roll equal to the number of tears that were within the vial, possibly changing the outcome. Until then, the vial can't gain any new tears.
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Tectonic Gauntlets
Wondrous item, artifact (requires attunement) | Jan. 19
This magical set of stone gauntlets imbue your fists with the power of the Elemental Plane of Earth. While wearing and attuned to the gauntlets, your unarmed attacks become magical and deal 1d8 bludgeoning damage in place of the normal damage of your unarmed strike (unless it’s already higher). In addition, these gloves have 15 charges and regain 1d10+5 expended charges each day at dawn. When you make an unarmed attack with your fists, you can expend up to 5 charges to extend your fist’s reach by 5 feet for each expended charge. Your unarmed strikes deal double damage to objects and structures.
Powerglove. When you hit a target with an unarmed strike, you can expend up to 3 charges to deal an extra 1d8 bludgeoning damage for each charge spent. If you spend any charges in this way, the target must also succeed on a DC 16 Strength saving throw or be pushed back 5 feet.
Geomancy. Alternatively, you can expend 1 or more charges on your turn to cast the following spells using the gloves (save DC 16): earthquake (8 charges), move earth (6 charges), shatter (2 charges), spike growth (2 charges, with stone projections), or wall of stone (5 charges).
Tectonic Plate Armor. As an action, you can allow rocks to envelop and protect your body. For 1 hour, you gain resistance to bludgeoning, piercing, and slashing damage, your movement speed is halved, and you make Dexterity checks and saving throws with disadvantage. You can end this feature early as a bonus action. While enveloped in this way, you can burrow through nonmagical, unworked earth and stone at a speed of 30 feet. While doing so, you don’t disturb the material you move through. If you end this ability while still underground, you’re forced out of the earth to the nearest space available and take 1d10 force damage. Once this feature of the gloves has been used, it can’t be used again until you take a short or long rest.
Curse. Your mind and body become sluggish once you attune to the gloves. The gauntlets become one with your flesh and prevent you from removing them. Your movement speed is reduced by 5 feet, and your Intelligence score is reduced by 4 (to a minimum of 7) while cursed. The curse remains even if the attunement ends but can be undone by any effect that removes a curse such as a greater restoration or remove curse spell, allowing you to remove the gloves and end the curse on you.
Random Properties. The gauntlets have the following randomly determined properties:
• 1 minor beneficial property
• 1 minor detrimental property
Destroying the Gauntlets. The gloves can only be destroyed in the depths of the crystalline mines of Durhun on the Elemental Plane of Earth where they were first created.
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Teleportation Circle Stamp
Wondrous item, rare | Oct. 23
This handheld stamp is covered in arcane glyphs. When found, there is a 20 percent chance that it has a sigil sequence for a permanent teleportation circle carved into its wooden base, which has a diameter of 4 inches.
You can carve a miniaturized sigil sequence that you know into the base of the stamp, provided it doesn't have one already. If it does, you can sand it flat and carve a new one instead. Either option takes 1 hour of careful work using a set of woodcarver's tools. If you're proficient with woodcarver's tools, it takes 10 minutes of work instead.
While holding the carved stamp, you can use an action to apply a wash of fine inks worth no less than 10 gp onto its carved base. You can then use an action on a following turn within 1 minute to press the inked stamp onto a flat surface within your reach, creating a special teleportation circle at that point that's 4 inches across. The circle remains until the end of your next turn, at which point it flashes with arcane power and disappears.
Any object that's fully within the circle's area is magically teleported to the linked teleportation circle when it disappears. Creatures can't be teleported using this special circle, and any item that creates an extradimensional space, such as a portable hole, fails to teleport through the circle when it disappears.
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Teleportation Map
Scroll, very rare | Mar. 24
This map is delicately inked on a magic scroll and kept in an elaborate travel case. Almost every teleportation map is different: some show maps of entire continents, whereas others are of local city streets or their immediate surroundings. When found, the GM decides the area and scale of the map on the scroll.
While holding the scroll, you can use an action to speak its command word and touch a point on the outstretched map. When you do, you and up to seven other creatures of your choice that are touching you are teleported to the spot you touched on the map. That spot on the map is then incinerated, leaving a charred 1-inch-radius circle around the point. If you touch a spot on the scroll that's charred and speak its command word, nothing happens.
Maps on a smaller scale can teleport you more accurately than those on a larger one. The GM decides how close you are to the intended target depending on where you touch the map in relation to its size and scale.
Each time you use this scroll, roll a d20. On a 1, the scroll bursts into flames (after teleporting you) and is destroyed. This number increases by 1 each time the map's been used, after the first. When found, the map has been used 1d6 − 3 times (minimum 0).
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Telescoping Bladelance
Weapon (lance), uncommon | Mar. 19
This mechanical lance has bladed edges on either side of the weapon's base and has the heavy property. You can use a bonus action on your turn to extend or retract the weapon by twisting the metallic band around the handle. While extended, the weapon behaves as a normal lance. While retracted, the end of the lance nests inside the wider, bladed base of the weapon and can be used as a makeshift greatsword instead. The damage die for the retracted lance is still a d12, but deals slashing damage instead of piercing.
You can choose to release the spring-loaded mechanism and extend the retracted lance using a bonus action following an attack. If the target is a creature no more than one size larger than you, it must succeed on a DC 14 Strength saving throw or be forced backward up to 5 feet. If you extend the lance immediately after successfully hitting the creature, the creature makes the saving throw with disadvantage.
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Tempest Griffon Bracers
Wondrous item, rare (requires attunement) | Mar. 21
While wearing these oiled bracers lined with magic griffon feathers, your speed increases by 5 feet.
In addition, you can use an action to speak the bracers' command word to vanish into a plume of sparks and feathers. Choose up to 3 different creatures that you can see within 60 feet of you. Make a melee weapon attack against each target, briefly appearing next to each one before making the attack. A target takes an extra 2d8 lightning damage on a hit, or half as much lightning damage on a miss. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets or return to your original space, reappearing in a flourish of electricity, feathers, and wind. Once this property of the bracers has been used, it can't be used again until the next dawn.
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Tempest Griffon Feather Cape
Wondrous item, very rare (requires attunement) | July 19
You have resistance to lightning damage and make Dexterity saving throws to resist or avoid lightning spells and effects with advantage while wearing this cape.
As an action, you can speak the cape's command word and transform yourself into a bolt of lightning. When you do, choose an unoccupied space that you can see within 120 feet of you. You disappear from your current location and travel in a line 5 feet wide and up to 120 feet long to the chosen space. Any creature in the line or within 5 feet of your old or new location must make a DC 16 Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. Once this property of the cape has been used, it can't be used again until the following dawn.
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Tempest Staff
Staff, uncommon (requires attunement by a cleric, druid, sorcerer, or wizard) | Jul. 22
This staff is made from a branch from a tree that's been struck by lightning. The staff has 3 charges and regains 1d3 expended charges daily at dawn. While holding the staff, you can use an action to expend 1 of its charges to summon a bolt of lightning from the air above a point that you can see within 120 feet of you. Each creature within 5 feet of that point must make a Dexterity saving throw against your spell save DC. A creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. There must be at least 20 feet of space above the point for the bolt to appear. If there isn't enough space to accommodate the bolt, the action is wasted, but the charge is not expended.
If you are outdoors in stormy conditions when you use this staff, the lightning damage increases by 1d6.
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Tengu Fan
Wondrous item, rare | Jun. 22
Typically carried by oni, a tengu fan functions as a wind fan with the following changes:
Its save DC is 15, instead of 13.
It can be used twice before the next dawn, instead of once, without the risk of destroying it. However, when it's used for a third time or more, the cumulative chance to be destroyed is 50 percent, instead of 20.
When used to cast the gust of wind spell, razor-sharp leaves fill the line of wind. A creature that fails the saving throw against the wind at the start of its turn also takes 2d4 slashing damage from the sharp leaves. On a successful save, the creature instead takes half as much slashing damage.
The fan can also be used as a magic sickle with a +1 bonus to attack and damage rolls made with it.
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Bow of Tentacles
Weapon (shortbow), rare (requires attunement) | Aug. 25
You gain a +1 bonus to attack and damage rolls made with this magic weapon. Arrows shot from the bow become coated in dark ink, which vanishes after 1 minute. When you hit a creature with an arrow shot from the bow and roll a 6 on the weapon's damage die, that creature's vision becomes muddied by the ink, provided it isn't immune to being blinded. A creature with muddied vision makes attack rolls with disadvantage until the end of its next turn or until a creature within its reach uses an action to wipe away the ink and clear its vision.
The bow has 3 charges and regains all expended charges daily at dawn. You can use an action to fire an arrow from the bow at a point that you can see within its normal range and expend 1 of the weapon's charges. When you do, you recreate the effects of the black tentacles spell (save DC 15) centered on that point. This version of the spell doesn't require concentration and ends at the start of your next turn. If you roll a 6 on any of the spell's damage dice, the affected creatures' visions become muddied.
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Tether Tearer
Weapon (any axe), uncommon | Oct. 19
This silver axe can temporarily bind a creature to its corporeal form. This axe deals an extra 1d6 force damage to any creature it hits that has the incorporeal movement trait. When it does, that creature can't benefit from its incorporeal movement trait again until the end of its next turn.
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Tethervine Quiver
Wondrous Item, uncommon | Aug. 19
This seemingly overgrown quiver keeps a large plant magically concealed within. The quiver can store up to 20 arrows or bolts. When you draw a piece of ammunition from the quiver, you can speak the quiver's command word as a bonus action to magically connect the end of the ammunition to the plant inside the quiver. The plant is a rope-like vine that flies effortlessly behind a fired piece of ammunition. While wearing the quiver, you can use a bonus action to magically retract the vine up to 60 feet back into the quiver. Any object weighing less than 25 pounds that was hit by a connected piece of ammunition is pulled back toward the quiver when its retracted in this way. Despite the quiver's limitations, the rope-like vine can hold up to 250 pounds on its own.
If you hit a creature with an arrow or bolt that was connected to the vine, the vine magically disconnects itself and falls from the ammunition. You can disconnect the vine from the ammunition by speaking its command word again or sever the vine from the quiver as a bonus action. Once severed, the vine is considered to be a mundane length of hemp rope.
You can only fire a connected piece of ammunition as far as you have the vine to. The quiver regrows 1d4 x 10 feet of vine each day at dawn, up to a maximum of 120 feet.
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Thalamus Thread
Wondrous item, rare | Nov. 19
This pale gray thread is made from the remains of a powerful mystic's brain. The overdeveloped organ creates a congealed fiber that, once spun, can be used as a functional bowstring. It's always oily to the touch and leaves a faint residue on your fingers when pulled. Ranged attacks made with a weapon strung with this thread are considered magical.
When you hit a creature with a ranged attack using a bow or crossbow that was strung with this thread, you can speak the thread’s command word as part of the attack to charge the arrow or bolt with psychic power. When you do, the target of the attack takes an extra 1d8 psychic damage and must make a DC 15 Intelligence saving throw. On a failed save, the creature is stunned until the end of your next turn. On a successful save, the creature is not stunned. A construct or undead creature automatically succeeds on the saving throw. This property of the thread can’t be used again until the next dawn.
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The Griffon's Saddlebag
Wondrous item, artifact | Nov. 19
These leather bags have the stylized face of a griffon on their front and appear across the multiverse in strange locations. One may be found in the belly of a dragon, while another the limbs of a great tree. Regardless of where it's found, a griffon's saddlebag is typically discovered by an adventurer with a destiny.
The saddlebags are made by a great, six-armed griffon on the astral plane. Believed by some to be a demigod of pocket dimensions and craftsmen everywhere, the griffon is a patron of artificers and creators across the multiverse. The griffon creates magical items in its great forge using materials collected from various planes of existence to add to its collection. While no one knows exactly how to contact the griffon, it has a knack for knowing what items are needed by whom.
Superior Holding. This 1-foot-wide bag always weighs 3 pounds, regardless of what's inside it. It functions as a bag of holding that can only be pierced by another artifact. Placing a bag of holding, handy haversack, portable hole, or similar item inside the extradimensional space created by the saddlebag, or vice versa, destroys the extradimensional item but leaves the saddlebag unharmed. Any item stored within the other extradimensional space is magically moved to the space within the saddlebag instead. If doing so overloads the bag, random contents from either space are scattered in the Astral Plane.
Magic Courier. At the DM's discretion, the saddlebag's beak opens up to reveal a letter. The magical script can be read by all creatures with an Intelligence score of 4 or higher. The note is a delivery request or similar that includes the name of an item as well as either specific or vague descriptions of a person or place. At the bottom of the letter is a price listed in coins or other form of payment, as well as a date or time depending on its urgency.
If the saddlebag is brought to the described person or place within the allotted time, it dispenses the magical item into the hand of the appropriate recipient. If the payment isn't received by the bag within 1 hour of dispensing the magic item, the item vanishes and is lost. After receiving the payment for an item in this way, the bag's beak reopens to dispense a reward for the courier.
Sell Magic Items. The saddlebag has a connection to the griffon's forge on the astral plane. Depending on the magic item, you can sell a magic item to the saddlebag for half the cost of its base price.
Spells. The saddlebag has 8 charges and regains 1d6 + 2 expended charges daily at dawn. While wearing the saddlebag, you can expend 1 or more charges to cast the following spells from it: detect magic (1 charge), identify (1 charge), or legend lore (5 charges).
Additional Spells. At the DM's discretion, such as after reaching certain milestones or completing magic courier quests, the saddlebag may offer the following additional spells that can be cast from it: blink (3 charges), dimension door (4 charges), divination (4 charges), etherealness (7 charges), fly (3 charges), magnificent mansion (7 charges), plane shift (7 charges), or secret chest (4 charges).
Sentience. The saddlebag is a sentient chaotic neutral bag with an Intelligence of 13, a Wisdom of 15, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet.
The bag can speak, read, and understand Common. When in the presence of only creatures it trusts, the bag's beak moves when it speaks. Otherwise, the bag communicates telepathically with its wearer. The bag can speak and communicate with griffons.
Personality. The bag's purpose is to carry, collect, and deliver magic items. Different bags have different personalities, but they are for the most part largely pleasant to talk to. Their voices are bird-like and are filled with occasional coos and squawks. Its stitched eyes widen, squint, and move expressively.
If the bag's wearer or allies fail to fulfill magic courier quests, it may stop offering its magic to them. If it does, their items may be lost or inaccessible within the bag, or potentially spat out. While the bag provides the letters to the delivery locations, it doesn't know any more information than what was provided. However, it does its best to help its wearer and allies find the specified person or location on the letter.
Destroying the Griffon's Saddlebag. While there is no way to permanently destroy the saddlebag, piercing it with an artifact returns it to its place of origin for repair before it's returned to the multiverse in a new location. Placing a griffon's saddlebag inside the extradimensional space created by another griffon's saddlebag returns both items to their place of origin and sends all the items stored within them to the griffon's forge on the Astral Plane.
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The Hidden Agenda
Wondrous item, very rare (requires attunement) | Apr. 22
This paired brooch and signet ring are typically found together in a fine wooden case, and are a favorite among elite spies and unscrupulous politicians. While wearing the brooch and ring together, you have advantage on Dexterity (Sleight of Hand) and Charisma (Deception) checks. The brooch resembles a gilded quill, and the ring has a pair of feathers on either side that encircle a deep blue sapphire.
While holding or wearing the brooch, you can use a bonus action to speak its command word to transform it into a golden feather quill. You gain a +5 bonus to any ability check you make with the quill to make a forgery, such as a signature or letter. While holding the quill, you can use a bonus action again to transform it back into the brooch. Alternatively, you can use the brooch as if it were a quill (without transforming it) to write a message on parchment, paper, or some other suitable material, duplicating the effects of the illusory script spell from it. This version of the spell lasts for 24 hours, instead of its normal duration, and once the quill has been used in this way, it can't do so again until the next dawn.
While wearing the ring, you can use an action to speak its command word to shunt an object that you're holding into a special demiplane contained in the ring. The object must weigh no more than 10 pounds and be no larger than 1 foot in any direction. It remains in the demiplane until the ring is removed (either willingly or by force) or until you use an action to speak the command word again, at which point it reappears in your hand or at your feet (your choice). Only one object can be stored in the demiplane at a time, during which time the ring's sapphire softly glows. You can wear or remove the ring using an action.
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The Pallid Veil
Wondrous item, legendary (requires attunement by a cleric, warlock, or wizard) | Feb. 25
This lacy green veil is adorned with an iron crown and delicate golden trim. Originally worn by a celestial harbinger of doom, this veil is often a grim portent of things to come. While wearing this veil, you are immune to necrotic damage.
The veil has 20 charges for the following properties. It regains 2d6 + 8 expended charges daily at dawn.
Spells. While wearing the veil, you can use an action to expend 5 of its charges to cast one of the following spells, using your spell save DC and spell attack bonus: circle of death, eyebite, greater invisibility, or inflict wounds (5th-level version). If you make an attack roll with inflict wounds in this way and miss, you don't expend any charges from the veil.
Doom. While wearing the veil, you can use an action to roll a d8 and expend that many of the veil's charges. You then target up to that number of creatures that you can see within 30 feet of you. If the number you rolled is greater than the veil's number of charges remaining, nothing happens, and the use of this property is wasted. Each affected creature must then make a DC 17 Charisma saving throw. A creature that fails the save is forced to make a death saving throw at the start of each of its turns. The effect ends after a third failed or successful save, but the creature dies after the third failure. For the duration, the creature is unaware of the effect. A creature that has legendary actions or is undead can't be targeted by this property, and a creature is immune to this effect for one year if it succeeds on the initial save or if it succeeds on three death saving throws against this effect. Once this property has been used, it can't be used again until the next dawn.
Curse. This veil is cursed, and becoming attuned to it extends the curse to you. You remain cursed in this way until you're targeted by a wish spell or divine intervention. Removing the veil or ending your attunement to it fails to end the curse. When you die, you can be restored to life only by a wish spell or divine intervention. Lastly, you are considered undead, in addition to your normal creature type.
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The Rose Basket
Weapon (rapier), very rare (requires attunement) | Oct. 19
This silver rapier has a rose adorning its crossguard and pommel and thorns lining its hilt. You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, a shapechanger or fey creature hit by the weapon takes an extra 1d8 radiant damage.
Field of Roses. As an action, you can speak the rapier's command word and touch its point to the ground at your feet. When you do, silver rosebushes sprout from the ground in a 25-foot square centered on your location. The area becomes difficult terrain, and when a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. While holding this rapier, you can traverse this area as if it were normal terrain, and you don't take damage from moving within it. The rosebushes remain for 1 minute or until you dismiss them as a bonus action. Once this property has been used, it can't be used again until the following dawn.
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The Timekeeper's Pendulum
Weapon (greataxe), legendary (requires attunement) | Apr. 23
You gain a +3 bonus to attack and damage rolls made with this magic weapon. While holding it, you can use a bonus action to speak its command word. When you do, you are affected by the haste spell, which lasts until the start of your next turn. At the start of your next turn, roll a d20. On a 1–10, you are affected by the slow spell, or the haste spell on an 11–20. The spell lasts until the start of your next turn, at which point you roll the d20 again. Continue to roll the d20 at the start of each of your turns in this way for 1 minute, gaining the effects of either the haste or slow spell each turn, or until you end it using a bonus action. This property of the axe can't be used again until the next dawn.
In addition, when you roll a 1 or 20 on an attack roll made with this weapon, you are immediately affected by either the slow or haste spell, respectively. The spell lasts until the start of your next turn; if you are already affected by one of the spells, it's replaced by this one for the duration.
These spells don't require concentration, but the effect ends early if you start your turn without holding the axe or if you're reduced to 0 hit points. Furthermore, you don't suffer the effects of the end of any haste spell from the axe.
Rewind. While holding the axe, if you take damage that reduces you to 0 hit points but doesn’t kill you outright, you can use your reaction (before falling unconscious) to interrupt the current turn. You then immediately take an extra turn, and regain any hit points you lost since the end of your last turn, up to a maximum of 24 hit points. You are affected by the haste spell for the duration of this extra turn. Once this property of the axe has been used, it can't be used again until the next dawn.
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Third Eye Trinoculars
Wondrous item, uncommon | Jun. 25
This item function as a normal spyglass, except that by looking through them you can also see 30 feet into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. Furthermore, if a creature that you can see through the trinoculars is telepathically communicating with another creature or is charmed or possessed, its head appears surrounded by purple fog. Looking through the trinoculars requires an action.
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Thomas' Dimensional Trousers
Wondrous item, uncommon | Mar. 20
This flashy set of pants has four pockets that each lead to a special, extradimensional space. Each pocket is six inches wide at the mouth and can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The pants always weigh 1 pound, regardless of their contents.
Placing an object in one of the pants' pockets follows the normal rules for interacting with objects. Retrieving an item from the pants requires an action as your hand rummages around inside for a few moments before finding the item it's looking for.
If the pants are overloaded, pierced, or torn, they rupture and tear, scattering their contents in a 300-foot radius around you. Casting the mending spell on the pants daily for 30 days restores the pants' connection to the extradimensional spaces. If one or more pockets are turned inside out, their contents spill forth, unharmed, but the pocket must be put right before it can be used again. Breathing creatures inside the pocket 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 the pants 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 to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
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Thornpiercer
Weapon (dagger, shortsword, rapier, or whip), Legendary (requires attunement) | May 19
This rose has a stem large enough to hold like the hilt of a weapon. You can focus on the rose using an action to cause it to grow one of the following weapons from its center: a dagger, shortsword, rapier, or whip. If the hilt already has a weapon growing from its center, the existing weapon withers away and disintegrates—allowing the new one to take its place.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, targets hit by the the weapon take an extra 1d4 piercing damage. If you are proficient with simple or martial weapons or are a druid, you are considered proficient with the weapons that thornpiercer grows while you're attuned to it.
Each weapon option has a unique property with a save DC of 16:
Dagger. When you throw this weapon, only the blade is thrown from the rose hilt. Hit or miss, when the blade reaches its target, it erupts into a burst of thorns. The target and up to 3 other creatures of your choice within 10 feet of the target must succeed on a Dexterity saving throw or take 1d4+2 piercing damage. You can use a bonus action to cause the hilt to regrow the dagger blade.
Rapier. When you roll a 20 on an attack roll with this weapon, the blade's thorns eviscerate the inside of the target of the attack and deal an extra 3d4 piercing damage. If the target was a Large or smaller creature, it must make a Constitution saving throw. On a failure, its hit point maximum is reduced by the amount of damage dealt by the attack. On a success, it's reduced by half the amount instead. Once the creature completes a short or long rest, its hit point maximum is restored.
Shortsword. The first time you hit with an attack on your turn, the target of that attack must succeed on a Constitution saving throw or take an extra 1d6 poison damage and be poisoned until the end of its next turn.
Whip. When you hit with an attack with this weapon, you can choose to attempt to grapple the target if it's no more than one size larger than you. When you do, it must succeed on a Strength saving throw or become grappled by the thorned whip. While grappled, the targets takes an extra 1d4 piercing damage at the start of each of its turns. The target or another creature can use their action to reattempt the saving throw, releasing them upon a success. The whip snaps off from the hilt when you successfully grapple a creature with it, allowing you to move freely while the target is grappled. You can use a bonus action to cause the hilt to regrow the whip.
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Thunderbolt Quill
Wondrous item, rare | Apr. 24
This quill writes by burning parchment, velum, or similar surfaces with electricity, instead of using ink. Dusting the surface with the quill's feather erases any mark made with it. It takes half as long as normal to write or copy something using this quill, as it races across a surface with ease.
You can use the quill to copy a spell into a spellbook. When you do, the spell doesn't require special ink, halving the gold you must normally spend to do so. If you use this quill to copy a damage-dealing spell into a spellbook, you can choose to change the spell's damage type to either lightning or thunder. You make this choice when you copy the spell into the book. Each time you copy a spell into a book using the quill, roll a d8. On a 1, the quill loses its magic after copying the spell, but can still be used as a normal quill.
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Thunderous Flail
Weapon (flail), rare (requires attunement) | Nov. 18
This flail has 3 charges and regains 1d3 expended charges each day at dawn. You can expend 1 charge to cast the thunderwave spell (save DC 14). The ball of the flail is the origin of the spell. As long as the flail has at least 1 charge, you deal an extra 1d6 lightning damage to the first target you hit with it on each of your turns.
If you make a melee attack using the flail, you can immediately expend 1 charge to cast thunderwave as a bonus action in the direction of your last attacked target.
The ball of the flail is attached to the chain with a powerful magnetic connection that can be released at will. You can make a ranged attack using the flail by releasing the ball mid-swing. This attack has a normal range of 20 feet and long range of 60. Strength is your ability modifier for this attack. While the ball is within 60 feet of you, you can magnetically pull it back up to 20 feet towards you as a bonus action. It magically reattaches itself to the chain when it enters the same space as you.
While the ball is detached, you can still use the flail to cast thunderwave. When you do, the spell’s area of effect becomes a 10-foot radius sphere centered on the ball.
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Thwackstaff
Weapon (quarterstaff), uncommon (requires attunement) | Aug. 19
This festive quarterstaff is decorated with ribbons and other glittering elements. It is perfectly balanced and seems to be made to perform with. This magic quarterstaff has the finesse property and gives you a +1 bonus to Charisma (Performance) checks you make in order to put on an entertaining performance using the quarterstaff.
Punishing Parry. This quarterstaff has 3 charges and regains all expended charges each day at dawn. While you're holding this quarterstaff and another creature hits you with a melee attack, you can expend 1 charge as a reaction to add 1d6 to your AC for that attack, potentially causing it to miss you. If the attack misses you because of this bonus to AC, you can immediately make a melee attack with the quarterstaff against the attacking creature as part of your reaction. If you hit, you also add the number you rolled on the d6 to the damage of this attack.
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Tickling Feather
Wondrous item, uncommon | Mar. 25
You can use an action to tickle a creature within your reach while holding this feather. When you do, that creature must succeed on a DC 13 Constitution saving throw or be doubled over with fits of laughter. Until the end of that creature's next turn, it can't take any actions, and its speed is halved. Once a creature has failed the saving throw and the effect on it ends, it's immune to this effect for the next 24 hours. Constructs, plants, and undead automatically succeed on the saving throw.
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Tidal Fan
Wondrous item, uncommon | Aug. 23
This water-stained paper fan is sopping wet, although its paper doesn't feel weak from it. When fanning yourself with it, the air is cool and smells of salt.
You can use an action to bat the wet fan downwards, hard, to cause the water to pour out from it into a crashing wave. The wave moves away from you in a line that's 20 feet wide and 60 feet long. Any creature within the line must make a DC 13 Strength saving throw. On a failed save, a creature is knocked prone and pushed up to 10 feet away from you. A creature that succeeds on the saving throw is pushed only 5 feet away from you and isn't knocked prone. Any exposed fire within the line is extinguished. The water dissipates immediately afterwards, and the fan becomes magically dry. This property can't be used again until the fan is submerged in water for at least 8 consecutive hours.
You can use an action to bat the dry fan down to create a blast of wind from it in a line that's 10 feet wide and 30 feet long. Each creature within the line must succeed on a DC 13 Strength saving throw or be pushed up to 5 feet away from you. Each time you use this property of the fan, there is a cumulative and permanent 10 percent chance that the fan tears apart into nonmagical tatters.
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Tideborn Trident
Weapon (trident), legendary (requires attunement) | Sep. 23
This regal trident has been fought over by merfolk and sahuagin for centuries. Its shaft is made of crystalline glass and filled with a never-ending fount of water. You gain a +2 bonus to attack and damage rolls made with this magic weapon. While you're attuned to it, you have a swimming speed of 40 feet and can breathe underwater. In addition, you have advantage on Charisma checks made to interact with merfolk and sahuagin.
Endless Water. The trident functions as a decanter of endless water. The water it produces magically pours from one of its tines.
Pod Tactics. You have advantage on any target you attack with the trident that's also within 5 feet of another friendly creature. While underwater, you can move up to 10 feet immediately before or after making a melee attack with the trident, provided that your speed isn't 0. This movement doesn't provoke opportunity attacks.
Returning. Whenever you make a ranged attack with the trident, it flies back to your hand immediately after the attack.
Tidal Burst. While holding the trident, you can use an action to cause an orb of frigid water to amass at its top. The water remains there for as long as you concentrate on it (as if concentrating on a spell), up to 1 minute. You can amass more water to the top of the trident in this way for the duration using a bonus action on your subsequent turns, up to a combined total of three times. Any target hit with the trident while it's amassed water in this way takes an extra 1d4 cold damage from the attack for each time that it's amassed water. You can use a bonus action to magically launch the orb of water at a target that you can see within 60 feet of you, using a spell attack bonus of +9. On a hit, the target takes 4d4 cold damage for each time you amassed water to it. Any other creature within 5 feet of the target must also succeed on a DC 17 Constitution saving throw or take half as much cold damage. The effect then ends. If the target is underwater, you have advantage on the spell attack roll.
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Tidesplitter
Weapon (trident), rare (requires attunement) | May 24
This sharpened bident is covered in swirling water motifs. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Immediately before you make a melee attack with the weapon while underwater, you can move up to 10 feet without provoking opportunity attacks.
The bident has 7 charges and regains 1d6 + 1 expended charges daily at dawn.
Part Water. While holding the bident, you can use an action to expend 1 or more of its charges to make a dry path through a nearby body of water. Choose a point within 60 feet of you that is within a body of water you can see. The path extends in a direction you choose from that point in a straight line that is up to 120 feet long and up to 20 feet wide. The path also extends vertically, up to 30 feet high. The path remains for 1 minute or until you end the effect using another action, at which point it slowly refills with water over the next 6 seconds. For each charge you expend after the first, you can cause the path to extend 120 feet longer and 30 feet higher, and its duration increases by 1 minute. Alternatively, you can expend 1 of the bident's charges to use this property to target a creature made of water, such as a water elemental. The target must succeed on a DC 15 Constitution saving throw or take 8d8 force damage as the bident's magic attempts to split it apart.
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Tide Turner
Wondrous item, common | Aug. 20
This magical brass timepiece has a pearl from the Lunar Sea at its top and tells you the phase of the moon, time between dawn and dusk, and time between high and low tides while on the Material Plane. Other planes may cause the device's various dials to behave differently. For example, on the Elemental Plane of Water, the tide's dial may spin chaotically, whereas the daytime dial may only move based on your location while on the home plane of fey creatures.
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Tiger Gloves
Wondrous item, uncommon (requires attunement) | Jul. 25
These striped gloves hide a set of wicked claws. While wearing them, you can draw and stow the claws like a normal weapon, extending or retracting the claws from the gloves when you do. Your unarmed strikes using the claws deal slashing damage, instead of bludgeoning damage, and use a d6 for its damage die, unless your unarmed strike damage die is already higher. If the target is prone, your attack rolls against it using the claws score a critical hit on a roll of 19 or 20.
In addition, once on each of your turns when you hit a Large or smaller target with the claws and had advantage on the attack roll, you can force that target to make a DC 13 Strength saving throw. On a failed save, the target is knocked prone.
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Timber
Weapon (handaxe), very rare (requires attunement) | Dec. 18
This magical axe is imbued with a destructive force that builds with each consecutive strike. You have a bonus to attack and damage rolls made with this magic weapon equal to the number of charges it currently has. The handaxe gains 1 charge each time you make a successful attack with it: up to a maximum of 3 charges. When timber gains its third charge, the built-up force explodes; it loses all charges, and the target takes an extra 3d6 force damage, or 6d6 if it’s made of wood. When this happens, if the target is no more than one size larger than you, you can choose to push it up to 10 feet away from you.
Timber’s charges last for up to 1 minute. It loses all charges if you make an attack against a new target, make an attack with a different weapon, or miss with an attack using timber.
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Timepiercer
Weapon (rapier), very rare (requires attunement) | July 19
This item appears to be a sword hilt that has a small hole on either end of it. The hilt is made of clear quartz and contains an hourglass with sand inside it. Despite the holes on the hilt, the sand never seems to flow out of the hourglass. You can speak the hilt's command word as a bonus action to cause it to form a thin blade made of sand at its end. The hourglass spills sand from the bottom of the hilt that circulates up and around to form the guard and blade of the rapier before it returns to the hourglass again through the hole at the top of the hilt. You can speak the hilt's command word again to cause all the sand to return to the hourglass. While the blade is formed, you gain a +2 bonus to attack and damage rolls made with this magic weapon.
While holding the hilt, you can use it to cast the haste or slow spell (save DC 16). You have advantage on Constitution saving throws you make in order to maintain concentration on a spell cast in this way. Once a spell has been cast using the hilt, it can't be used to cast that spell again until the following dawn. The sands in the hourglass move quickly while you concentrate on a haste spell cast in this way, or more slowly when you concentrate on a slow spell.
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Timeshifter's Mantle
Wondrous item, rare | Oct. 19
If a Large or smaller creature hits you with a melee attack while you’re wearing this cloak, you can use your reaction to cause time to briefly warp around you. After taking the damage from the attack, you can immediately move up to half your speed without provoking opportunity attacks, and the attacking creature’s speed is reduced to 0 until the start of its next turn. Once this property of the cloak has been used, it can’t be used again until the following dawn.
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Time Warden Armor
Armor (breastplate), very rare (requires attunement) | May 23
This silver and brass breastplate is adorned with subtle clock designs. While wearing this armor, you are immune to the slow spell and don’t suffer the negative effects of haste when it ends on you.
When you roll initiative while wearing this armor, use the number rolled on the d20, before adding any modifiers, to determine which of the following effects occur:

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Time Warden Helm
Wondrous item, very rare (requires attunement) | Mar. 24
This helmet has a monocle-like glass clock over its left eye. While wearing it, you always know what time it is. In addition, the helmet allows you to catch glimpses of the near future: you can't be surprised while you're not incapacitated, and you have advantage on initiative rolls.
Forewarning. While wearing the helmet, you can use a bonus action to see the immediate future, granting yourself advantage on Strength and Dexterity saving throws until the start of your next turn. For the duration, your speed also increases by 10 feet, and other creatures have disadvantage on opportunity attacks against you. If this is the first time that the property has been used since dawn, you needn't make a saving throw; otherwise, you must then succeed on a Constitution saving throw at the end of the effect. On a failed save, a wave of lethargy sweeps over you: you can’t move or take actions for the rest of your turn, and this property of the helmet can't be used again until the next dawn.
The save DC is equal to 10 plus the number of times this property has been used since dawn. For example, the first time this saving throw is made each day, the DC would be 12, since the property would have been used twice. If you're also wearing the time warden armor, you have advantage on the saving throw.
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Titan Cricket Greaves
Wondrous item, uncommon (requires attunement) | Apr. 21
These unusual leg braces are crafted from the legs of a giant cricket. While wearing the braces, your long jump is up to 25 feet and your high jump is up to 15 feet, unless it's already higher, with or without a running start. Further, your walking speed increases by 5 feet.
In addition, you can use an action to rub your legs together while wearing the braces to create the signature sound of one or many crickets. The sound can be as quiet as a whisper or as loud as a scream.
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Titan's Tooth Claymore
Weapon (greatsword), very rare | Dec. 19
You must have a Strength score of 17 or higher to wield this titanic bladed fang. Harvested from a tarrasque—either living or dead—and given a makeshift handle, these blades are renowned for their sheer destructive force. You gain a +2 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 2d6 bludgeoning damage to any object or structure it hits.
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Toadstone
Wondrous item, uncommon (requires attunement) | July 19
This small jade carving of a frog dangles from a simple cord of leather to be worn as a necklace. While you wear it, you gain a swim speed equal to your walking speed and can hold your breath for up to 1 hour. In addition, you can cast the jump spell using the necklace, targeting only yourself. Once the necklace has been used to cast this spell, it can't do so again until the following dusk.
Curse. This necklace is cursed. Attuning to it curses you until you're targeted by the remove curse spell or similar magic. Removing the necklace fails to end the curse on you. While you're cursed, your skin is perpetually slightly wet and clammy, and you have only an appetite for insects and other grubs instead of the foods you would normally enjoy eating.
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Toadstool Mace
Weapon (mace), rare (requires attunement) | Jan. 25
This mace is made in the likeness of a toadstool. It releases a gentle plume of glimmering spores when swung. You gain a +1 bonus to attack and damage rolls made with this weapon.
When you hit a creature with this weapon and roll a 6 on the weapon's damage die, roll a d4 and consult the table below. The target must make a DC 15 Constitution saving throw or suffer from an effect based on the number rolled on the d4. A creature that doesn't need to breathe automatically succeeds on the saving throw.

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Toadstool Veil
Wondrous item, uncommon (requires attunement) | Apr. 23
To wear this wide-brimmed cap, you must use an action to secure it in place with a veil, which is tied around your chin. While wearing it, glimmering spores drift down from the cap and linger around you. The top of the cap is plushly made and flops from side to side. You can use an action to magically change the appearance of the mushroom cap while wearing it. Regardless of its new appearance, it must still resemble a mushroom.
While wearing the cap, fungal plant creatures with a challenge rating of 1 or lower (such as a violet fungus) are indifferent toward you and will not attack you unless you threaten or harm them. In addition, when you're hit with a melee attack, you can use your reaction to cause a plume of spores to waft into the attacker's face. The attacker must then make a DC 13 Constitution saving throw. On a failed save, roll a d4 to determine which of the following effects occur.

Once an effect's number has been rolled, the next time that number is rolled before the next dawn, nothing happens.
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Tome of Advanced Fighting Styles
Wondrous item, very rare | Jan. 21
This book's magically charged pages are filled with detailed descriptions and illustrations that teach unique styles of combat. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, you gain one of the following Advanced Fighting Styles:
Advanced Simplicity. Your attacks made with simple weapons score a critical hit on a roll of 19 or 20.
Crushing Blows. When you score a critical hit using a melee weapon that has the heavy property, the target takes extra bludgeoning damage equal to 5 + the ability score modifier you used for your attack and damage rolls.
Net Mastery. When you throw a net, its normal and long range is doubled. In addition, the first time that a creature attempts to escape from a net that you threw, the escape DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice), unless it's already higher.
Quick Shot. You gain a special reach with ranged weapons called a firing reach that's a number of feet equal to 5 + your normal reach. While you are wielding a ranged weapon, other creatures provoke an opportunity attack from you when they move out of your firing reach.
Readied Bulwark. You gain a +2 bonus to AC against opportunity attacks while holding a shield.
Versatile Expert. When you hit with an attack using a weapon that has the versatile property, you can use the two-handed damage die even if you're only wielding the weapon with one hand.
You can't take an Advanced Fighting Style option more than once, even if you later get to choose again. Once the book has been used to grant an Advanced Fighting Style, it loses its magic, but regains it in a century.
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Tome of Dreams
Wondrous item, uncommon | Oct. 19
This beautifully embossed book is full of gripping short stories. You can read a story from the book over the course of 10 minutes. The underlying nature of each story is unclear, leaving your subconscious mind to slowly process and unpack its deeper meanings over the course of your next long rest. The next time you finish a long rest after reading a story from the book, roll a d20. On a roll of 10 or lower, you take 2d4 psychic damage as your mind is plagued with intense terrors from the story you read. On a roll of 11 or higher, you gain 2d4 temporary hit points as your mind is filled with joy and courage instead. If you start a story but don't finish reading it, nothing happens the next time you finish a long rest.
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Tome of Lost Knowledge
Wondrous item, legendary (requires attunement by a wizard) | Jul. 20
This gold-trimmed book's cover is embossed with a portrait of Ogden Fellweaver, a legendary wizard infamous for his ill-gotten knowledge. If you can attune to this item, you can use it as a spellbook and an arcane focus. If your attunement to the book ends, anything written in the book disappears.
Absorb Knowledge. Immediately after a creature that you can see within 60 feet of you casts a spell of 1st level or higher, you can use your reaction to make an Intelligence (Arcana) check. The DC equals 10 + the spell's level. On a success, the spell is magically added to the book in your own notation. You must be holding the book to use this property. If the added spell is a wizard spell and of a level for which you have spell slots, you can prepare this spell just like your other spells. If the spell is not a wizard spell, its notation is garbled and impossible to use. Once this property has been used, it can't be used again until a number of days equal to the spell's level have passed.
Shift Knowledge. While using this book as your spellbook, you can replace up to 3 spells from your prepared list of spells when you finish a short rest. Once this property has been used, it can't be used again until the next dawn.
Unknown Knowledge. While holding the book, you can use an action to channel its hidden knowledge. When you do, you gain proficiency in one skill or tool of your choice until the next dawn. If you're already proficient in the chosen skill or tool, your proficiency bonus is instead doubled for any ability check you make using that skill or tool. Once this property has been used, it can't be used again until the next dawn.
Curse. This book 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 book, keeping it within reach at all times. In addition, you are compelled to use this book as your spellbook. Each time you prepare a spell from another spellbook, you take psychic damage equal to the spell's level.
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Tome of Planar Wonderings and Wanderings
Wondrous item, legendary | Oct. 22
This book contains musings and detailed intricacies of the nature of the Planes of Existence throughout the multiverse. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence, Wisdom, and Charisma scores each increase by 1. If either your Intelligence, Wisdom, or Charisma score is already at its maximum, you can increase one of the other two scores by 2, instead of 1.
In addition, you gain the ability to magically sense the presence of planar portals or extradimensional spaces. As an action, you detect the distance and direction to either the closest planar portal within 3 miles of you or to the nearest opening to an extradimensional space within 30 feet of you. When you finish studying this book it loses its magic, but regains it in a century.
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Tome of the Dragon's Hoard
Wondrous item, rare | Nov. 21
This gilded tome is bound with a dragon wing's leather. When found, the book has 10d10 pages in it.
While holding the open book, you can use an action to speak its command word and press an object weighing no more than 25 pounds into one of its exposed pages. When you do, the object is magically transformed into a two-dimensional illustration of itself on the page. The number of objects you can store on a page in this way depends on its value in gold. A page can hold up to 5 objects on it whose total value is no more than 25 gp, such as an array of trinkets, trophies, or other mundane keepsakes. Alternatively, an object worth more than 25 gp, such as a satchel of coins or magical item, must be stored on its own page.
You can use an action to tear out a sheet from the book with one or more illustrations on it to cause all the illustrated objects from the page to materialize and appear on the ground within 5 feet of you.
Adding an object to the book causes it to grumble satisfyingly, whereas removing a page from it results in a threatening growl. Once all the book's pages have been torn from the tome, it loses its magic. Attempting to store a tome of the dragon's hoard on the page of another tome of the dragon's hoard causes both books' pages to tear themselves out of the books, destroying them, and sending any stored items contained by them toppling out of the pages around you. Similarly, storing a bag of holding or similar extradimensional item in the book causes the page it's placed in to immediately tear itself out of the book and spew the item onto the floor beside you again, wasting the page.
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Torch of the Righteous Flame
Rod, very rare (requires attunement) | Jul. 24
This magic torch functions the same as a normal one, but doesn't burn out after 1 hour. Once the torch is lit, it continues to burn until it's extinguished. While the torch is on your person, you have resistance to fire damage.
The torch has 7 charges and regains 1d6 + 1 expended charges daily at dawn. While holding the torch, you can use an action to use up to two of the following properties. Each property expends 1 charge from the torch when it's used unless it says otherwise.
Alight Flame. If the torch isn't lit, you can magically light it (without expending a charge) and produce a flame from the brazier.
Bursting Flame. The flame explodes. Each creature within 20 feet of the flame must make a DC 16 Dexterity saving throw, taking 10d6 fire damage on a failed save, or half as much damage on a successful one. If the flame was invisible, the save is made with disadvantage. The flame is then extinguished.
Invisible Flame. The flame and its light become invisible for 10 minutes, although it still casts a warm glow on the inside of the brazier. For the duration, while you're holding the torch, you gain blindsight within a 20-foot radius of the flame.
Send Flame. You send the flame out from the brazier to a point that you can see within 60 feet of you. The flame remains for 10 minutes, until you use this property again (which doesn't expend a charge), or until you move within 5 feet of it, at which time it magically returns to the brazier. For the duration, any creature other than you that moves within 5 feet of the flame for the first time on a turn or starts its turn there takes 2d6 fire damage.
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Torchbearer's Sling
Weapon (sling), uncommon | Mar. 23
An empty brazier hangs suspended at the center of this sling. Any Tiny nonmagical flammable object or sling bullet that's placed in the brazier immediately sputters and catches fire, shedding bright light in a 20 foot radius and dim light for an additional 20 feet. If a sling bullet is launched from the weapon, it deals an extra 1d4 fire damage to any target it hits. The bullet then quickly extinguishes.
If the sling bullet is a piece of coal or charcoal, the extra fire damage is 1d6 instead; the bullet then crumbles and is destroyed.
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Torchbearer's Reach
Weapon (whip), uncommon | Dec. 18
This weapon has the light property and deals fire damage instead of slashing. When held, a magical flame forms at the top of the whip’s handle. The flame gives off bright light in a 20-foot radius and dim light for another 20 feet. You can stretch the flame to form a 10-foot long coil of fire by snapping the handle and flame down as if to crack the whip (no action required). The flame doesn’t hurt you while you hold the whip. You can snuff the fire out with your hand or blow it out to extinguish it using a bonus action.
The whip’s flame is intangible and can’t be used to bind a creature or retrieve objects from afar, but can be used to light other fires.
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Tormentor's Flail
Weapon (flail), rare | May 22
The head of this flail is in the shape of a metal skull that's pierced with large construction spikes. When you hit a creature that's missing any of its hit points with this magic weapon, the creature takes an extra 1d6 psychic damage.
In addition, when you roll a 20 on an attack roll made with this weapon against a creature, that creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of your next turn.
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Torpedo Arrow
Weapon (arrow), common | Jan. 19
This unique arrow’s spiraling design allows it to travel unimpaired in the water. When firing this arrow underwater, you ignore the normal disadvantages of underwater fighting. When you fire this weapon out of water, the normal and long ranges of the arrow are halved.
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Torrdok's Magnificent Forgery
Wondrous item, rare | May 21
This large, gilded mirror is 5 feet tall, 3 feet across, and weighs 20 pounds. While the mirror is against a wall or similar vertical surface, you can speak its first command word using an action to magically fasten the mirror to the wall. You can unfasten the mirror by speaking the command word again using another action.
While the mirror is fastened to a wall, its reflective surface becomes oily and moves ever so slightly. If the fastened mirror is facing a room that's no larger than 40 feet on a side for 24 hours, the reflection stiffens and becomes a beautiful painting of the room's reflection. The painting remains until the mirror is removed from the wall. While the painting remains, a creature can use an action to touch its surface and speak the mirror's second command word to be magically transported to a special demiplane identical to the room the mirror is facing, including any of its furniture and decorations. Doing so again from within the demiplane transports you back to the nearest unoccupied space to the mirror in the original room. Any furniture or decoration created by the demiplane can't be removed from it, and if a piece of furniture or decoration was magical in the original room, the copy of it is not. Further, any doors or windows found in the original room don't appear in the demiplane's version.
Anything brought into the demiplane is shunted back to the original room when the mirror is removed from the wall. While the painting remains, it is indistinguishable from a regular painting. A successful DC 15 Intelligence (Arcana) or Intelligence (Investigation) check can reveal the true nature of the painting, but not what command words are required to use it.
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Torrent Taiaha
Staff, rare | Oct. 19
A mote of swirling magic water circles the top of this wooden staff. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The staff can be wielded as a magic quarterstaff. When you make a melee attack with the staff, you can choose to extend and lash out with the water instead. When you do, the water has a range of 10 feet and deals 1d4 bludgeoning damage if it hits. You’re proficient with this attack and use Wisdom as your modifier for its attack and damage rolls. After the attack, the water shrinks back to the staff.
While holding this staff, you can stand on and move across any liquid surface as if it were solid ground. If you end your turn on a liquid in this way, you sink into it as normal until you stand on solid ground again. In addition, while holding the staff, you can use an action to cast the control water spell using the staff. When you do, you can only use the spell to flood or part water as described in the spell. The spell ends early if you are no longer holding the staff. Once the staff's been used to cast this spell, it can't cast the spell again until the following dawn.
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Tote of Tricky Treat Sugarbombs
Wondrous item, common | Oct. 19
This canvas bag holds 5d8 + 10 clove and pumpkin candies inside. A small illusory face appears over the sewn-on pumpkin at night. Each candy has a minor magical effect that lasts for 1 minute unless otherwise specified. Some effects are pleasant, whereas some are mischievous. You can eat a candy as an action. When you do, roll on the table below to determine the candy's effect:

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Tracking Signet
Ring, rare | Nov. 24
This iron signet ring bears the mark of a swirling eye. While wearing it, you can use an action to magically heat the signet up and burn it into a target within your reach. The brand mark remains on the target for up to 12 hours or until you use the ring to mark another target. While the mark remains, you magically know the general direction and proximity the target is from you (very close, close, far, or very far), up to 1 mile away. An unwilling target can make a DC 15 Dexterity saving throw, avoiding the effect on a success. A dispel magic or lesser restoration spell removes the mark early.
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Traitor's Gauntlet
Wondrous item, rare (requires attunement) | Nov. 20
This pair of gloves is matched with one dark metal gauntlet, which once belonged to a traitorous knight who was burned for his treason. While wearing these gloves and gauntlet, your unarmed strikes with your hands are turned into magic weapons that deal 1d8 necrotic damage.
In addition, you can use a bonus action to speak the gauntlet's command word while holding a nonmagical melee weapon in the hand that's wearing it. When you do, the weapon becomes magical while you hold it in that hand. The weapon ceases to be magical if you throw, drop, or stow it. While the weapon is magical in this way, it's wreathed in dark flames that cause any target hit by it to take necrotic damage, instead of the weapon's normal damage, as well as an extra 1d8 fire damage.
While unworn, the gauntlet can be magically altered to fit over either hand by speaking its other command word as an action.
Curse. This gauntlet 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 gauntlet, keeping it within reach at all times, and you can't remove the gloves. In addition, while you're cursed, you gain the following flaw: "Everyone has an ulterior motive, so I can only count on myself." While you have this flaw, you have disadvantage on Wisdom (Insight) and Charisma (Persuasion) checks made to interact with friendly creatures, and you can't take the Help action.
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Trampling Crossbow
Weapon (crossbow, heavy), uncommon | Jun. 20
This heavy crossbow carries with it the force of a raging bull. When you roll a 20 on an attack roll made with this magic weapon, the bolt transforms into a spectral stampede immediately after it hits the target. When it does, the target and up to 2 other targets of your choice that you can see within 15 feet of it must make a DC 13 Strength saving throw. On a failed save, a target takes 1d8 bludgeoning damage, and if it is Large or smaller, it's pushed 10 feet away from you. On a successful save, a target takes half as much bludgeoning damage and isn't pushed. This bludgeoning damage is doubled against objects and structures.
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Tranquilizing Musket
Weapon (musket), uncommon | Jun. 25
This musket uses blowgun needles for ammunition, instead of traditional firearm bullets. This weapon uses 2d6 for its damage dice, instead of its normal damage die (you still add your Dexterity modifier to the damage rolls). If a ranged attack with this weapon reduces a creature to 0 hit points, you can choose to knock it out. When you do, the creature falls unconscious and is stable.
Whenever you hit a creature with a ranged attack with the weapon and roll the same number on both of the weapon's damage dice, the target must also make a DC 13 Constitution saving throw. The target automatically succeeds on this saving throw if it is immune to poison. On a failed save, the creature becomes indifferent about anything it was hostile toward until the end of its next turn, at which point it must then make another DC 13 Constitution saving throw. On a failed save, the creature falls asleep, becoming unconscious for 1 minute. The sleeping creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect ends early if the creature takes any damage.
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Trapper's Bag
Wondrous item, uncommon | Aug. 23
This bag clatters around when shaken. Around its base is a toothed, metal rim. Inside the bag is a special demiplane that holds a variety of miscellaneous trapping and adventuring equipment. You can use an action to reach into the bag and pull out up to four random items. Roll a d8 for each item you take from the bag and use the table below to determine what each one is.

Up to four items can be taken from the bag in this way, either all at once or with multiple uses. It regains all expended uses daily at dawn, at which time any item withdrawn from it magically vanishes and returns to the bag. Such an item vanishes early if you or another creature attempts to sell or trade the item. The bag can also be used as a normal backpack.
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Trap Sweeper
Wondrous item, uncommon | Sep. 23
You can use an action to speak this broom's command word and sweep the ground with it. When you do, dirt and dust is kicked up by the broom in a 30-foot cone originating from it. The dirt and dust magically glows and clings to the edges of any trap, clearly outlining it for all to see. The trap remains outlined in this way for 1 minute.
Once the broom has been used to sweep for the third time in this way, it can't do so again until 1d4 − 1 days have passed. If you roll a 1 on the d4, the broom regains all uses of this property and can be used again immediately.
A trap, for the purpose of this item, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the item would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
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Treblecuff
Wondrous item, uncommon | Feb. 23
While wearing this ear cuff, you can add half your proficiency bonus to any ability check you make to play an instrument if you aren't proficient with it. In addition, you can magically discern (and consequently recreate) the note of any sound you hear.
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Tremor Spike
Rod, rare | Jul. 20
This industrial, hollow rod is 3 feet long and weighs 15 pounds. The rod has a tapered spike on one end and an open, tower-like chimney on the other. Three hinged legs unfold from the sides of the rod, allowing it to stand upright with its spiked end pointed downward. Standing or collapsing the rod in this way requires an action.
The unfolded legs magically fasten the rod to the ground while it's standing, but a creature can use its action to try to push it over with a successful DC 20 Strength check. Once the rod is no longer standing, it magically deactivates and collapses itself again.
As a bonus action, you can press a button on the standing rod to cause its mechanisms to churn and whir, repeatedly sending its spike into the ground below it. Pressing the button again deactivates the rod. The spike sends out loud, drum-like shockwaves every 6 seconds. The waves are audible out to 300 feet, or 1200 feet if a creature has tremorsense. If a creature has tremorsense, its range is halved while it's within 300 feet of the active rod. A creature can't perceive anything within 30 feet of the active rod using its tremorsense, but is aware that the disrupting shockwaves originate from that location.
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Trenchroller Armor
Armor (half plate or plate), very rare (requires attunement) | Jul. 22
This heavy, rounded armor is marked by a glowing crystal at its center. While wearing the armor, you gain a +1 bonus to your AC. As a bonus action, you can transform into a 2-foot-diameter metallic sphere. Your equipment melds into the new form. While transformed, your size is Small, and opportunity attacks against you are made with disadvantage. Your senses are unaffected while in this form, although you don't need to breathe for the duration. Your AC also remains the same, but you can only take the Dash, Disengage, or Dodge action. You can use a bonus action to take the Dash action while transformed.
You can remain in this form for up to 1 hour, until you drop to 0 hit points, or until you use a bonus action to return to your normal form. Deduct a minimum of 1 minute from the armor's total transformation time each time you transform, even if you aren't transformed for the full minute. The armor regains all of its expended transformation time daily at dawn.
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Trick Knot
Wondrous item, uncommon | Mar. 24
This knotted ball of hempen rope weighs 5 pounds. A loop extends from it for easy carrying. While holding the ball, you can spend 10 consecutive minutes untying the knot. At the end of that time, the ball comes untied, duplicating the effects of the rope trick spell and extending upwards as a 30-foot length of floating rope. If there isn't enough space above you, the rope rises as far as it can before disappearing into the extradimensional space created by the spell.
The spell lasts for the full duration or until the rope is pulled from the space. When the spell ends, the rope magically ties itself into a new knotted ball, and this property of the ball can't be used again until the next dawn.
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Trickster's Mask
Wondrous item, rare | Jul. 25
You can use an action to place this mask on your face, where it magically remains until you use another action to remove it. When you place the mask, you and anything you're wearing or carrying immediately becomes invisible for 10 minutes or until you attack, cast a spell, or remove the mask. When you remove the mask, you can also duplicate the effects of the rope trick spell, immediately shunting yourself into the extradimensional space created by the spell and leaving behind only a short, racoon-like tail from the invisible entrance, which opens at a point that you can see directly above you up to 20 feet in the air. The tail can't be pulled into the extradimensional space, but it is ghostly and can only be detected by a creature that can see invisible objects (such as via see invisibility or truesight) or one that succeeds on a DC 17 Wisdom (Perception) check. The space remains for 10 minutes or until you leave it. Once the mask has been removed, its properties can't be used again until the next dawn.
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Trickster's Quiver
Wondrous item, rare (requires attunement) | Jun. 24
This quiver is a favorite among thieves and tricksters. When you’re hidden from a creature and miss it with a ranged attack using an arrow pulled from this quiver, making the attack doesn't reveal your position.
The quiver has 6 charges and regains 1d4 + 2 expended charges daily at dawn. When you make a ranged weapon attack and pull a nonmagical arrow from the quiver, you can choose to expend 1 or more charges from the quiver to transform the arrow into a specialty one. The arrow magically transforms once it's fired from the weapon. A transformed arrow is considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. There are four types of specialty arrows:
Bolas (2 charges). The arrow transforms into a spinning pair of bolas, which deal bludgeoning damage on a hit, instead of the arrow's normal damage type. If they hit a Large or smaller creature, it must succeed on a DC 15 Strength saving throw or be restrained by the bolas until the start of your next turn.
Choking Arrow (3 charges). The arrow transforms into a sickly, smoking projectile. Hit or miss, any creature within 10 feet of the target must make a DC 15 Constitution saving throw, as a noxious cloud erupts from the arrow within that area. A creature takes 2d6 poison damage on a failed save, or half as much poison damage on a successful one. A creature hit by the arrow takes damage from the weapon plus the poison damage from the cloud of gas. A creature that fails the saving throw spends its action on its next turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. The cloud spreads around corners until the end of the turn, at which time the cloud disappears.
Flare (1 charge). The arrow transforms into a brilliant flame midair, which sheds bright light in a 60-foot radius and dim light for an additional 60 feet. On a hit, it deals fire damage instead of its normal type, and it continues to burn until the start of your next turn. When you fire the arrow, you can choose what color the flame is.
Hookshot (1 charge). The arrow transforms into a grappling hook and rope. On a hit, the target takes half as much damage from this arrow, and you're pulled up to 20 feet toward the target.
You can use this property of the quiver once per turn. A transformed arrow is destroyed at the start of your next turn.
Other types of ammunition containers of this kind exist, such as a trickster's bolt case meant for crossbow bolts, though quivers are most common.
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Trident of the Dryad
Weapon (trident), uncommon (requires attunement) | June 19
This magical wooden trident has 3 charges and regains 1d3 expended charges each day at dawn. Once on your turn while holding the trident, you can use 10 feet of your movement and expend 1 charge to step magically into one living tree within your reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.
Tree form. You can use an action to plant the bottom of the trident in fertile earth to transform the trident 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. Once on your turn, you can use 10 feet of your movement and expend 1 charge to step through this tree and emerge from another point on its trunk or within its branches.
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 trident to its normal form. Any creature in the tree falls when it reverts to a trident. Once this property of the trident has been used, it can't be used again until the following dawn.
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Trident of the Hydra
Weapon (trident), rare | Feb. 19
This oddly shaped trident is made of hammered mithral and has a shortened handle. Its short grip prevents it from being wielded with two hands, but is well-balanced and light enough for single-handed combat. When you throw the trident at a target, the forked end magically splits apart midair into three separate spears, allowing you to make three ranged weapon attack rolls against the original target. Each spear does 1d6 magical piercing damage. You don't add an ability modifier to the spears' damage rolls. After the attack, two spears of your choice dissipate, allowing the remaining one to regrow two barbed prongs and reform the trident.
You have a +1 bonus to all attack and damage rolls you make with this magic weapon.
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Trumpeting Ring
Ring, uncommon | Mar. 24
This ring looks like a miniature trumpet that's wrapped around your finger. While wearing it, you can use an action to hold your hand in one of three ways, as if pantomiming holding a larger trumpet, to magically create a unique effect.
Bugle. While holding your hand to your mouth, keeping your thumb closed in a circle with your index and middle fingers and slightly splaying the rest, anything you say is spoken at up to three times the normal volume.
Ear Trumpet. While holding your hand to your ear, as if holding an ear trumpet, you have advantage on Wisdom (Perception) checks you make that rely on hearing. In addition, if you're deafened, you can hear about half as well as normal while holding your hand in this way; you make any check that relies on hearing for the duration with disadvantage.
Trumpet. While holding your closed hand to your mouth, as if holding a trumpet, you can recreate the sounds of a normal trumpet or similar instrument. If you are proficient with wind instruments, you are proficient with this trumpet, and if you're a bard, you can use it as a spellcasting focus for your bard spells.
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Tub of Churning and Fermentation
Wondrous item, uncommon | Nov. 18
This squat wooden and ceramic tub has a screw-on lid that fits snuggly around its base. The tub can hold up to 2 gallons of liquid or 1 cubic foot of material within it. You can leave a liquid or other perishable in the tub and secure the lid before saying the name of the end result you’d like the contents to turn into. If you say the name of a possible result, the tub clicks lightly before locking its lid shut for 10 minutes.
After 10 minutes, the tub gives a second, louder click as the lid unlocks. The contents of the tub will have been stirred, processed, or otherwise fermented in such a way to generate the commanded end product. Adding extra ingredients into the tub can impact the end result’s flavor.
Once the tub has been used in this way, it can/t be used again until the following dawn.

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Turtle Brooch
Wondrous item, common | Nov. 20
This gold and amber brooch resembles a turtle that's been flipped on its back. While you're wearing it, standing up from being prone costs 5 feet less of your movement (to a minimum of 5 feet).
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Turtle Pack
Wondrous item, rare | Oct. 22
This backpack is armored with the shell of a mighty turtle. Wearing or removing the backpack requires an action. It functions as a handy haversack with the following changes and additional benefits:
The backpack has only the central pouch of the haversack.
The backpack always weighs 20 pounds, regardless of its contents.
The backpack can't be destroyed by being torn or pierced.
While wearing the backpack, you can hold your breath for up to 1 hour.
While wearing the backpack, you gain a +2 bonus to AC until the start of your next turn whenever you take the Dodge action.
While useful, the bag is a little unwieldy. A creature wearing the backpack can only stand up from being prone by using an action unless another friendly creature is within 5 feet of it.
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Twin Lenses
Wondrous item, uncommon | Sep. 24
These glasses reshape to loop around your head, instead of over the bridge of your nose. As a result, the lenses are seemingly unattached. While wearing the glasses, you can make an Intelligence (Investigation) check whenever you use an action to make a Wisdom (Perception) check, or vice versa, provided that both checks rely on sight. You make both checks simultaneously. Additionally, while you wear the glasses, your passive Intelligence (Investigation) and Wisdom (Perception) scores are equal to each other, using the higher score for both.
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Twin-Tuned Hammer
Weapon (light hammer), very rare (requires attunement) | Nov. 23
This two-pronged hammer vibrates with a powerful force whenever it strikes a target. Despite the thunderous nature, the sound it creates can only be heard up to 30 feet away. A target hit with the hammer takes an extra 2d8 thunder damage from the attack, or 3d8 thunder damage if the target is made of stone, metal, or glass.
Whenever the hammer deals this bonus thunder damage, it continues to vibrate until the end of your next turn. If you're a bard, you gain the following benefits while holding it for the duration:
Any target you grant a Bardic Inspiration die to also gains an additional Bardic Inspiration die, which is a d4. This d4 can't be used at the same time as the other Bardic Inspiration die, and lasts until the end of your next turn.
You can roll a d4 and add it to your bard spell save DC whenever you cast a spell that deals thunder damage. This bonus ends immediately after you cast the spell.
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Tyrannosaurus Rax
Weapon (greataxe), rare (requires attunement) | Oct. 20
This bone-carved axe can channel the might of a rampaging tyrannosaurus rex. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding the axe, you can use a bonus action to rampage. While rampaging, you can move through the space of any creature of your size or smaller. When you move through a creature's space in this way while rampaging, your movement doesn't provoke opportunity attacks from that creature for the rest of the turn. Once on each of your turns while rampaging, you can force a creature whose space you move through in this way to make a DC 15 Strength or Dexterity saving throw (its choice). On a failed save, that creature takes 1d6 bludgeoning damage and is knocked prone. In addition, while you're rampaging, your weapon attacks with this weapon score a critical hit against objects, structures, and prone creatures on a roll of 19 or 20.
Your rampage lasts for up to 1 minute. It ends early if you don't move through a hostile creature's space on your turn or if you drop to 0 hit points. This property of the axe can be used twice and regains all expended uses daily at dawn.
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Undertaker's Planchette
Wondrous item, uncommon | Aug. 24
This planchette is made of bone. You can place the planchette on a surface that has letters or premade responses written on it (such as a piece of parchment or carved table), at which point you can perform a special ritual. The ritual takes 1 minute, over the course of which you can ask a corpse within 30 feet of you one question. The creature knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the creature is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. The answer is given out slowly over the course of the ritual, moving the planchette to individual letters or responses over time. You must keep both your hands on the planchette for the duration of the ritual.
The planchette can be used in this way three times. It regains all expended uses daily at dusk. If the ritual is interrupted before the end of the minute, it still expends a use of the planchette.
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Underworld Asphodel Regalia
Wondrous item, legendary (requires attunement by a cleric or wizard) | Jun. 20
This set of royal finery was worn by a noble necromancer with a unique appreciation for the quality of life that extends beyond death. Asphodel blossoms, representing life beyond the tomb, ornament this enchanted outfit. The lush flowers in its laurel crown are nestled among long-dead leaves.
While wearing the regalia, you can cast the animate dead spell from it over the course of 1 minute. You can use this property a number of times equal to your spellcasting ability modifier, and you regain all expended uses daily at dusk. When you create an undead using a necromancy spell, the creature's hit point maximum is increased by an amount equal to five times your spellcasting ability modifier. In addition, when you cast a spell that deals necrotic damage, you can add your spellcasting ability modifier to one damage roll of that spell.
Chthonic Command. As an action, you can issue a command of either dismissal or obedience to an undead creature within 60 feet of you. That creature must make a Wisdom saving throw against your spell save DC. A creature immune to features that turn undead automatically succeeds on the saving throw. On a failed save, you can impose one of the following effects on that creature for 1 minute:
The creature must spend its turns trying to move as far away from you as it can, and it can't willingly move into 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. This effect ends early if that creature takes any damage.
The creature is charmed by you. While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. Each time the creature takes damage, it makes a new Wisdom saving throw against your spell save DC. If the saving throw succeeds, the effect ends.
You can use this property a number of times equal to your spellcasting ability modifier. You regain all expended uses daily at dusk.
Ruler of the Dead. You are always under the effects of the sanctuary spell. This version of the spell only affects undead. If you make an attack or cast a spell that affects an undead creature, that creature is immune to this spell's effects for 24 hours.
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Unicorn Candle
Wondrous item, rare | Jan. 24
This golden candle is set in a porcelain and gold-leaf holder, which is shaped like a horse's head. The candle sheds candlelight. Undead within the candle's bright light make attack rolls with disadvantage. Other creatures within the bright light are under the effects of the beacon of hope spell. Whenever a creature regains the maximum number of hit points from healing because of the candle, deduct a number of minutes from the candle's total burn time equal to the hit points restored (maximum 10 minutes).
Once the candle is destroyed, you can replace it with a normal candle in the empty porcelain holder. The candle becomes a unicorn candle if it's blessed by a unicorn that touches it with its horn.
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Unicorn Diadem
Wondrous item, very rare (requires attunement by a cleric or paladin) | May 23
A unicorn’s horn rests at the center of this diadem. While wearing the diadem, you can use it as a spellcasting focus, as if you were holding it. In addition, you have resistance to poison damage and have advantage on saving throws against poison. When you cast a spell while wearing the diadem, you can change the spell’s damage type for that casting to radiant damage, unless its normal damage type is necrotic.
While wearing the diadem, you can use an action to touch another creature and expend a spell slot of 1st level or higher. That creature then gains a +2 bonus to its AC until the start of your next turn and regains a number of hit points equal to 5 times the level of the spell slot you expended. If these hit points would cause that creature to exceed its hit point maximum, it gains half of those excess hit points as temporary hit points.
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Unstable Arkanite Cluster
Wondrous item, uncommon | Nov. 21
Arkanite crystals are brittle red gems that are volatile when subjected to certain reagents. This cluster of arkanite is fused to a delicate glass vial of one such reagent. You can use an action to throw the cluster at a point you can see within 30 feet of you. When you do, the cluster and reagent vial shatter, resulting in an explosive reaction. Each creature within 20 feet of the point must make a DC 13 Dexterity saving throw, taking 4d6 piercing damage on a failed save, or half as much damage on a successful one.
Immediately following the reaction, a single red crystal grows from the point of impact. The crystal grows in a cylinder that is 20 feet tall with a 5-foot radius, centered on the point where the vial shattered. It has 20 hit points, AC 13, and resistance to all damage except thunder damage or damage from siege weapons. A creature in the area of the crystal when it appears is either pushed to the nearest unoccupied space within 5 feet of it or is lifted on top of the crystal (its choice). The crystal is transparent, but lightly obscures everything behind it. It remains for 1 hour or until it drops to 0 hit points. At the end of the duration, the crystal crumbles to dust and vanishes into smoke as it finishes its reactive process.
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Unstoppable Heart
Wondrous item, very rare (requires attunement) | Nov. 23
This smooth, copper device looks a bit like a mechanical heart. Glowing red solution moves through its internal chambers and valves in perfect sequence. As part of attuning to the heart, you must hold it against your chest for the duration. Once you're attuned to it, it magically vanishes within your chest and begins to beat alongside your normal heart.
While inside your body, the heart grants you the following benefits:
You can move an additional 10 feet whenever you take the Dash action.
You have advantage on Constitution saving throws made to resist poison and to endure a forced march.
You have resistance to poison damage.
Whenever you roll a Hit Die to regain hit points, you double the number of hit points it restores.
You stabilize whenever you are dying at the start of your turn.
You reduce your exhaustion level by two whenever you finish a long rest, instead of one.
If your attunement to the heart ends, it magically appears in your open hand or in the nearest unoccupied space.
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Uorik the Conqueror's Juice Cup
Wondrous item, common | May 19
This friendly copper cup changes the flavor of water that's poured into it. As a bonus action, you can whisper the name of a fruit into the mouth of the cup. If the cup is filled with water, its color and flavor change to resemble the kind of juice the fruit makes when juiced. Uttering the name of another fruit into the cup changes its flavor and color again. Regardless of its appearance and flavor, the water is still only water. Shouting into the cup instead causes the juice to effervesce and bubble. If the water is poisoned, the drink tastes foul and badly fermented.
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Urnblade
Weapon (scimitar), rare (requires attunement) | Jun. 20
This item appears to be a small cremation urn. While grasping the urn, you can use a bonus action to speak its first command word and cause its lid to unseal. When you do, a curved blade of dark smoke pours from the mouth of the urn. Speaking the command word again reseals the urn and causes the blade to disappear. If you are proficient with shortswords or longswords, you are proficient with the urnblade.
You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals necrotic damage instead of slashing damage.
Shadow Ally. While holding the urn, you can use an action to speak its second command word to animate your body's shadow, transforming it into an undead creature. When you do, your body's shadow detaches from you and becomes a shadow in an unoccupied space that you can see within 10 feet of you.
On your turn, you can mentally command the shadow if you aren't incapacitated. You decide what action the shadow 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. The GM has the shadow's statistics. This shadow doesn't cause a new one to appear when a non-evil humanoid dies from its attacks.
The urnblade's bonus to attack and damage rolls becomes +2 while the summoned shadow exists. In addition, if you are the target of an attack and are within 5 feet of the shadow, you can use your reaction to command your shadow to become the target of the attack instead.
The shadow disappears when it drops to 0 hit points, when it's farther than 120 feet from you, or when you use an action to dismiss it. When it disappears, your cast shadow returns. If the shadow drops to 0 hit points, there is a cumulative 5 percent chance that the urn turns to dust and is destroyed.
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Vagrant's Wrist Stiletto
Wondrous item, rare | Mar. 22
This single bracer has a hidden compartment on its underside. Within it lies a thin blade, which can be magically extended from the bracer on your turn (no action required, or as part of the Attack action) or retracted again using a bonus action. While the blade is extended, it can be used as a magic dagger, but only if that hand is empty. You gain a +1 bonus to attack and damage rolls made with this dagger, which can't be thrown, and you are considered to be holding it while it is extended.
If you're a rogue and extend the blade from the bracer as part of the Attack action, you can use your Sneak Attack when you make an attack with the magic dagger this turn even if you don't have advantage on the attack roll, but not if you have disadvantage on it. When you deal your Sneak Attack damage in this way, the target takes an extra 1d6 damage. All the other rules for Sneak Attack still apply to you.
A creature inspecting the bracer to find the hidden dagger while it's retracted must succeed on a DC 15 Intelligence (Investigation) check in order to discover it.
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Vainglorious Armor
Armor (ring mail), rare (requires attunement) | Jul. 23
The torso of this glimmering ring mail is guarded by hundreds of golden, interlocked signet rings. It's always magically clean. While wearing it, you gain a bonus to AC equal to your Charisma modifier (maximum 5). When you make an ability check, saving throw, or attack roll and roll a 20 on the d20, you're bolstered by a wave of confidence: you have advantage on the next Charisma check or Charisma saving throw you make within the next minute.
Curse. This armor is cursed, and attuning to it extends that curse to you. While you're cursed, you gain the following flaw: "I am easily embarrassed." Furthermore, whenever you make an ability check, saving throw, or attack roll and roll a 1 on the d20, any Charisma check or Charisma saving throw you make for the next minute is made with disadvantage.
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Vain Virtuoso's Violin
Wondrous item, uncommon (requires attunement by a bard) | Mar. 20
This finely crafted instrument is inlaid with intricate pearl designs. When you give another creature a Bardic Inspiration die using this violin, you also gain one yourself, which is a d4.
Curse. This violin is cursed, and becoming attuned to it extends the curse to you. When a creature that you can see (including yourself) fails an ability check, attack roll, or saving throw after adding the bonus from your Bardic Inspiration to the total of the roll, you take psychic damage equal to the number rolled on the Bardic Inspiration die as you lose faith in your own abilities. This damage ignores resistance and immunity.
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Valkyrian Scale
Armor (scale mail), rare (requires attunement) | Nov. 22
The large scales of this armor resemble feathers, which are actually part of magical metal wings that curl around your torso to protect you. While wearing the armor, you can use a bonus action to cause the wings to unfurl and extend from the armor, allowing you to fly up to 30 feet using your movement. You fall to the ground at the end of your turn or when you stop moving in this way.
You gain a +2 bonus to your Constitution score, up to a maximum of 20, while wearing this armor. In addition, when a creature that you can see within 5 feet of you takes damage, you can use your reaction to magically reduce that damage by 1d8. You take the same amount of damage that was reduced in this way, which ignores resistance and immunity. Record the damage taken in this way, which resets to 0 when you finish a long rest.
Any damage you take using this property of the armor is magically converted into energy by the wings. If you have no more than half your hit points left, you can attack up to two targets using the wings as an action, provided that the targets are each within 5 feet of you. This special weapon attack has a +7 bonus to hit. On a hit, a target takes force damage equal to the total amount of damage you reduced using the wings. Hit or miss, the recorded damage resets to 0 at the end of this action. This attack doesn't interrupt your flight using the armor's wings.
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Vampiric Helm
Wondrous item, rare (requires attunement) | Oct. 22
While wearing this helmet, you have advantage on Wisdom (Perception) checks that rely on hearing and have blindsight out to 10 feet, provided that you're not deafened.
Curse. Once you don this cursed helmet, you can't doff it unless you are targeted by the remove curse spell or similar magic. While wearing the helmet, you have disadvantage on attack rolls against vampires (or vampire spawn) and on saving throws against their spells and special abilities.
In addition, your teeth grow pointed, and you hunger for blood. If you enter a space within 5 feet of a grappled or restrained creature on your turn or start your turn there, you must make a DC 15 Wisdom saving throw. You can choose to fail this saving throw. On a failure, you're compelled to use your action to make an unarmed strike against that creature, biting it on a hit. The bite deals piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike, plus 2d6 necrotic damage. You then gain a number of temporary hit points equal to the necrotic damage dealt.
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Vancian Helm
Wondrous item, rare (requires attunement) | July 19
This helmet is made from the reclaimed and partially disenchanted remains of a shield guardian. The helm is no longer bound to an amulet. You gain a +1 bonus to AC while you wear this helmet.
Spell Storing. Any creature can cast a spell of 1st through 4th level into it by touching the helm as the spell is cast. The spell has no effect, other than to be stored in the helm. The helm can only hold one spell at a time.
While wearing this helmet, 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. When the spell is cast or a new spell is stored, any previously stored spell is lost.
If a spell is cast at 5th level or above into the helm, the spell is expended without effect. When this happens, you take 2d6 psychic damage if you are also wearing the helmet. While a spell is stored within the helmet, your eyes glow with brilliant color of your choice.
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Venombane Armor
Armor (any light armor), uncommon (requires attunement) | Aug. 19
This leather armor absorbs poison and allows you to traverse webbed areas more easily. While you're wearing this armor, you can't be caught in webs of any sort and can move through webs as if they were difficult terrain. In addition, when you take poison damage while wearing this armor, you can use your reaction to reduce the damage by 1d8 + your Constitution modifier.
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Verax Weapon
Weapon (any metal melee weapon), rare | Mar. 21
A verax weapon has been made by quenching its metal in the blood of a particular creature while being forged, enchanting the weapon with a magic that hunts down creatures of the chosen type. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Use the table below to choose or randomly determine what creature type's blood was used to enchant the weapon. When you use this weapon to attack a creature of the chosen type and are forced to make the attack roll with disadvantage, you make the attack roll as normal instead.

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Verdant Breastplate
Armor (breastplate), rare (requires attunement) | Apr. 24
When found, this breastplate resembles a leather cuirass covered in large, dried leaves. Once you wear and attune to it, however, it springs to life and flourishes; its leaves remain pliable and flexible, but harden against incoming harm to protect you. Sleeping in this armor has no adverse effect on you.
While wearing this armor, moving through nonmagical plants that impede movement (such as by creating difficult terrain) costs you no extra movement, and you don't take damage from nonmagical plant hazards such as thorns or spines. In addition, the entangle spell has no effect on you, and you have advantage on any Dexterity (Stealth) check you make to hide in areas of dense foliage.
Charges. This armor has 7 charges and regains 1d6 + 1 expended charges daily at dawn. If you're a druid or ranger and have cast the plant growth spell from the armor within the last 24 hours, the armor regains all expended charges instead.
Spells. While wearing this armor, you can use an action to expend some of its charges to cast either the entangle (1 charges) or plant growth (3 charges) spell from it, using a spell save DC of 15. If you're a druid or ranger, you can choose to cast the spell from the armor using your spell save DC instead.
When you cast plant growth using this armor, the plants affected by the spell are enriched for 30 days. The plants yield twice the normal amount of food when harvested.
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Veteran's Armor
Armor (medium or heavy), uncommon | Feb. 25
Years of use has worn away the stiffness and discomfort of this armor, allowing you to wear it without fatigue. You have advantage on Constitution saving throws made to endure a forced march. In addition, wearing this armor while resting doesn't impose any adverse effects, and if your rest is interrupted and you are forced to roll initiative, you gain a +10 bonus to the roll.
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Vial Ring
Ring, common | Aug. 22
This ring is made of glass and has a cork stopper at its top like a set gemstone. You can unstopper the ring (no action required) to magically transform it into a small glass vial. The vial holds up to 1 ounce of liquid. The mouth of the vial and ring are both a half inch wide, allowing the cork to remain the same size even when the ring is transformed. When the vial is stoppered, it magically returns to its ring form. Anything contained by the vial magically fits within the ring while it's transformed.
While the ring itself is magical, the cork is not. Any cork of the right size can be used to stopper the ring or vial, allowing you to mark the corks as needed or replace them, should they become lost or destroyed by acid or other similar hazardous (albeit bottleable) materials.
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Vigilante's Mantle
Wondrous item, rare (requires attunement) | Jun. 24
This midnight purple cloak has a hood which covers the top of your face; you can see through a pair of stylized eyes in the hood, which are opaque white. Pulling the hood up or down requires an action. While the hood is pulled up, you're immune to being frightened, and you gain a +2 bonus to Dexterity (Stealth) checks.
While the hood is pulled up, you can use a bonus action on each of your turns to roll a d4 and gain one of the following random benefits.

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Vigilus
Weapon (crossbow, hand), rare (requires attunement) | Mar. 19
This elegant, intricately decorated hand crossbow features a sizable polished gemstone set into its frame. It has a small, spring-loaded case of 6 bolts attached to its side that automatically reload the crossbow once fired. While the case has bolts inside it, the crossbow ignores its loading property. Once the case is empty, you or another creature can use an action to load it with up to 6 bolts again.
As an action, you can unfurl the crossbow's three collapsible legs and plant it firmly on the ground to become a Small defensive construct. It has 10 hit points, an Armor Class of 12, and automatically fails Dexterity and Strength saving throws and passes all others. If reduced to 0 hit points, it falls over and can't be deployed again in this way for 1 minute. You can quickly retrieve the deployed crossbow using a bonus action when you enter the same space as it.
Once deployed, the crossbow magically draws itself and loads the next bolt in it's case, if any. You can use a bonus action on each of your turns when you are within 30 feet of the crossbow to command it to attack a target you can see within 30 feet of it. The crossbow uses your attack roll and ability score modifier to damage rolls. The first time an invisible creature enters a space within 30 feet of the crossbow on its turn, the crossbow emits a small chirping sound audible out to 60 feet.
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Vine Whip
Weapon (whip), uncommon | Apr. 24
Tightly braided living vines have been rooted to the end of a branch to make this magic whip. The whip adds 10 feet to your reach when you attack with it, instead of 5 feet; if you're a druid or ranger, it instead adds 20 feet to your reach. If you're a druid, you're proficient with the vine whip. This whip can be targeted by the shillelagh spell.
When you hit a Large or smaller target with the whip, you can choose to pull it up to 10 feet towards you, or 20 feet if you're a druid or ranger. Unless you're a druid, this property of the whip can't be used again until the next dawn.
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Vineyard Amulet
Wondrous item, common | Aug. 22
This necklace is a sprig of an enchanted grapevine that magically grows in a loop. A small grape cluster hangs from it like a pendant, which carries 1d12 + 10 grapes on it when found. You can pull one of the berries from the necklace using an action, which magically transforms the grape into a bottle of fine wine worth no more than 10 gp. You choose the color and kind of wine each time.
When the last grape is removed, the bundle's stem falls off and is destroyed. The amulet loses its magic, but can still be planted to sprout a new, nonmagical grape vine.
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Viper Bracers
Wondrous item, uncommon (requires attunement by a monk) | Jan. 23
While wearing these twisted, emerald green bracers, you can use your reaction when a creature targets you with a melee attack to make two unarmed strikes against it. For each attack that hits, that creature is poisoned for 1 round, ending at the start of its turn on the round that it would end. This property of the bracers can't be used again until the next dawn.
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Viper Khopesh
Weapon (scimitar), rare | Sep. 20
This curved blade was carved from a large viper's fang. When you hit with an attack using this magic sword, the target takes an extra 1d6 poison damage. In addition, when you roll a 20 on an attack roll made with this weapon against a Large or smaller creature, that creature must make a DC 15 Constitution saving throw. On a failed save, a creature takes 2d6 poison damage and is poisoned until the start of your next turn. The poisoned creature is incapacitated. On a successful save, a creature takes half as much poison damage and isn't poisoned.
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Viper's Katana
Weapon (longsword), rare (requires attunement) | May 22
This menacing curved blade is detailed with hundreds of metallic scales and has a serpentine hilt. When you hit a creature with an attack using this magic weapon, that creature takes an extra 1d6 poison damage. This weapon has the finesse property.
Once on each of your turns when you hit a creature with this weapon, you can choose to deal no damage to it. You make this decision after determining that the attack hits, but before rolling the damage for it. Instead, that creature must succeed on a DC 15 Constitution saving throw or become poisoned until the end of its next turn. If the target was surprised, it has disadvantage on the saving throw. When the poison ends, the creature takes 2d8 piercing damage and 2d6 poison damage, as if a great serpent had suddenly struck it. Once a creature has been poisoned in this way, it automatically succeeds on its saving throw against this property for the next 24 hours.
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Violet King's Promise
Weapon (rapier), legendary (requires attunement by a bard, cleric, paladin, or ranger) | Jun. 20
This elegant brass rapier was originally wielded by a beloved king, whose empathy and care for his subjects lives on within the blade. When you hit with an attack using this magic sword, the target takes an extra 1d8 fire damage. In addition, you can use this rapier as a spellcasting focus.
The rapier has 7 charges and regains all expended charges daily at dawn. While holding it, a number of gems inside the guard equal to the weapon's remaining charges glow red. When you expend a charge from the rapier, it releases a plume of dark smoke from one of the gems.
If an attacker makes a spell attack against you or a target within 5 feet of you while you're holding the rapier, you can use your reaction to impose disadvantage on the attack roll. If the attack misses and was a spell of 1st level or higher, the rapier regains 1 expended charge.
While holding the rapier, you can expend 1 or more of its charges to give one of three decrees that affect the flow of magic and battle:
"Clemency." When you cast a spell of 1st level or higher that restores hit points to a single creature, you can use your reaction to expend 2 charges to cause a different creature within 10 feet of the original target to regain 1d8 hit points per spell level. When you do, each creature has advantage on the next ability check or saving throw it makes before the end of its next turn.
"Condemn." When you cast a spell that deals damage to a single creature, you can use your reaction to expend 2 charges to cause that target as well as a different creature within 10 feet of it to make a Dexterity saving throw using your spell save DC. On a failed save, a creature takes 3d8 fire damage and has disadvantage on the next attack roll it makes before the end of its next turn. On a successful save, a creature takes half as much fire damage and makes its next attack roll as normal.
"Overrule." After you roll dice to restore hit points to a single creature or roll damage for a spell attack or attack using this weapon, you can expend up to 2 charges (no action required) to change the result of those dice. For each charge you spend, you can use the highest number possible for two of those dice instead of the numbers you rolled.
Flaw. The Violet King's promise makes its wielder empathic and reluctant to resort to violence. While attuned to the weapon, you gain the following flaw: "I am slow to resort to violence, even if it's at the cost of my own safety." In addition, if you are attuned to the weapon for 24 consecutive hours, your soft-heartedness causes you to lose your ferocity and battle-readiness. You have disadvantage on Charisma (Intimidation) checks and take a –5 penalty to initiative rolls. These effects can be removed with a greater restoration spell, but not while you are attuned to the weapon.
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Visage of Delight and Disaster
Wondrous item, legendary (requires attunement by a creature with a Charisma of 17 or higher) | July 19
While wearing this mask, you gain 2 Bardic Inspiration dice, which are d10s. These dice are separate from any Bardic Inspiration dice you have from another source. You can use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die. These dice are the same as normal Bardic Inspiration dice, but carry with them additional benefits based on the mood of your performance:
Delight. If you inspire a creature with a joyful or uplifting performance, that creature has advantage on saving throws to resist becoming frightened for 1 minute following your performance. In addition, when that creature uses the Bardic Inspiration die, it gains temporary hit points equal to twice the amount they rolled on the die.
Disaster. If you inspire a creature with a grim or haunting performance, that creature has advantage on saving throws to resist becoming charmed for 1 minute following your performance. In addition, when that creature hits a target with a weapon attack, it can expend the Bardic Inspiration die to deal psychic damage to the target, in addition to the weapon's damage. The extra damage is twice the number rolled on the Bardic Inspiration die.
The expression of the mask subtly changes to reflect your expression or mouth's movement behind the mask. You regain both of these Bardic Inspiration dice each time you finish a short or long rest.
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Voice of Oaths
Wondrous item, very rare (requires attunement by a paladin) | May 25
The appearance of this ear cuff changes to match your paladin oath. Regardless of its appearance, it is always made of several separate bands, which are chained together unless you have broken your oath; each band depicts one of your oath's tenets.
While wearing the cuff, the range of your paladin auras is increased by 5 feet; the range is increased by 10 feet instead if you have 17 or more levels in the paladin class. In addition, you can cast each of your available oath spells once, without expending a spell slot. Once you do, you can't cast that spell again in this way until you finish a long rest.
Sentience. The voice of oaths is a sentient lawful neutral item with an Intelligence of 13, a Wisdom of 13, and a Charisma of 17. It has hearing and darkvision out to a range of 60 feet. It communicates telepathically with its wearer and can speak, read, and understand Common. While you're attuned to it, it also understands every language you know. Its voice sounds like an echo of your own, quiet and subtle enough to be mistaken for your conscience.
Personality. Like its appearance, the item's personality is shaped by your oath and embodies the most extreme interpretation of your oath's tenets. It generally remains silent, but will encourage whatever course of action would best align with its beliefs or oppose decisions that go against them.
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Void Arrow
Weapon (an arrow or bolt), uncommon | Aug. 19
This pitch dark piece of ammunition is composed of densely packed shadows. A creature hit by this magic ammunition takes psychic damage instead of piercing damage. This ammunition makes no sound when it's fired or strikes a surface. It leaves no discernible wounds and vanishes immediately after hitting a creature.
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Voidknight Signet
Ring, very rare (requires attunement) | Jun. 25
This dark silver ring features an oddly-cut obsidian gemstone, which glimmers with an unpredictable purple light within. The ring has 10 charges for the following properties, and it regains all expended charges daily at dawn.
Entropic Force. Immediately after you deal damage to a target that you can see, you can expend 1 or more of the ring's charges (no action required). The target then takes 1d6 force damage for each expended charge.
Tip Fate. Whenever you or another creature within your reach rolls a d20, you can use your reaction to touch that creature and expend 1 or more of the ring's charges to increase or decrease the total by the same amount. You make this decision after the die is rolled, but before knowing the outcome of it. If the target is unwilling, it can make a DC 16 Charisma saving throw. On a success, the target is unaffected, and only half the number of charges are expended (rounded up).
Whenever you expend 3 or more of the ring's charges at a time, make a DC 13 Charisma saving throw. On a failed save, you take force damage equal to 4 times the number of charges expended. This damage can't be reduced in any way.
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Voidknight's Maul
Weapon (maul), very rare (requires attunement by a paladin) | Apr. 24
The crystalline head of this magic hammer has been bathed in the latent magic of the Astral Plane for untold millennia. You gain a +2 bonus to attack and damage rolls made with this magic weapon. While you remain attuned to it, you age at one-tenth your normal rate.
Astral Smite. Whenever you use your Divine Smite feature against a creature, you can choose for it to deal psychic damage instead of radiant damage. Furthermore, when you expend a spell slot of 2nd level or higher to use your Divine Smite, you can force the target of the attack to make a Constitution saving throw against your paladin spell save DC. On a failed save, the creature is affected by the levitate spell. This version of the spell can affect multiple creatures at once, though you must still concentrate on the spell as normal. If your concentration on the spell ends, any affected creature gently floats back to the ground. Otherwise, you can use your action to move one or multiple targets affected by the spell vertically, up to 20 feet, dividing the movement between them. Each affected creature must remain within the spell's range.
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Void Render
Weapon (battleaxe), very rare | Apr. 22
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 on an attack roll made with this weapon, the axe creates an instantaneous temporal rift at the target's location, which appears as a brief void in space. The target must make a DC 16 Strength saving throw. On a failed save, the target is warped by the rift, taking 6d6 force damage and suffering the effects of the slow spell until the end of your next turn. On a successful save, the target isn't warped by the rift, taking half as much force damage and suffering no other effects. Regardless of whether the target succeeds or fails, the rift then immediately closes, and the void disappears.
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Volcanic Boots
Wondrous item, rare (requires attunement) | Apr. 19
These heavy boots' volcanic stones rearrange themselves to better fit your feet once you attune to them. Despite their appearance, the stones are remarkably light and comfortable, keeping your feet at a pleasant temperature. While wearing the boots, you have resistance to fire damage.
The boots have 10 charges and regain 1d6+4 expended charges each day at dawn. When you walk at least 5 feet on solid ground, you can expend 1 or more charges. Choose a 5-foot space you just walked through for each expended charge: the ground and air in a 5-foot cube in that space becomes volcanic and impossibly hot. For 1 minute, any creature other than you that enters or starts its turn in that space must succeed on a DC 15 Dexterity saving throw or take 2d6 fire damage.
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Volcanic Ocarina
Wondrous item, rare | Jun. 24
This stone ocarina is always hot to the touch. When playing it, harmless molten rock spews upward from any uncovered finger hole.
There are three magical melodies that can be played on the ocarina, which each create a different volcanic effect. Once a melody has been played, the ocarina shouldn't be used to play one of these melodies again until the next dawn. Each time it is used to play such a melody again before then, the ocarina has a cumulative 20 percent chance of not working and dissolving into molten rock in your hands, destroying itself and dealing 5d10 fire damage to you when this occurs.
Erupting Melody. When you play this melody, choose four different points on the ground that you can see within 60 feet of you. A pillar of flame bursts upward from each point, provided that the ocarina's sound can reach it. A creature within 5 feet of each point must make a DC 15 Dexterity saving throw. A creature takes 6d6 fire damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one of these eruptions is affected only once.
Molten Melody. When you play this melody, choose a stone or earthen structure that you can see within 60 feet of you. If the sound of the ocarina can reach the structure, it harmlessly dissolves into a pile of molten earth, which immediately cools at the end of the effect. The dissolved area of the structure can be no larger than 10 feet in any dimension.
Seismic Melody. When you play this melody, choose a point on the ground that you can see within 60 feet of you. The ground then shakes, like an earthquake, in a 20-foot-radius circle that's centered on that point. Each creature within the area must succeed on a DC 15 Dexterity saving throw or be knocked prone and take 3d6 bludgeoning damage. A 10-foot-deep fissure then opens immediately after in a straight line, which runs through the center of the circle. The line is 5 feet wide and up to 40 feet long. Any creature within the line must succeed on an additional DC 15 Dexterity saving throw or fall 10 feet down into the fissure. A creature that failed the saving throw for the earthquake makes this second saving throw with disadvantage.
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Voltedge
Weapon (any sword), rare (requires attunement) | June 19
This split metal sword arcs with electricity between its two halves. Targets hit by the sword take an extra 1d6 lightning damage. As an action, you can focus on the sword to unleash a concentrated electrical beam of lightning in a line 60 feet long and 5 feet wide. Each creature within that line must make a DC 15 Dexterity saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much on a success. Once this property of the sword has been used, it can't be used again until the following dawn.
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Volt Gauntlets
Wondrous item, rare | Apr. 19
These metallic gauntlets have several sharp points extending from its knuckles and are lined with an insulating material. Unarmed punching attacks you make while wearing these gauntlets deal piercing damage instead of bludgeoning. In addition, the gauntlets hold 6 charges and regain 1d6 each day at dawn. When you hit a creature with an unarmed attack using your fists, you can expend 1 charge to deal an additional 1d8 lightning damage. When you do, the target must succeed on a DC 14 Constitution saving throw or be unable to use its reaction until the start of its next turn. While the gauntlets hold at least 1 charge, they give off occasional snaps and sparks of electricity.
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Vortex Elixir
Potion, rare | Aug. 23
This potion is effervescent and constantly swirls on its own. When you use an action to drink this potion, a tempest of wind stirs around you. For the next 10 minutes, ranged weapon attack rolls against you are made with disadvantage, and you can use a bonus action on each of your turns to cause the wind to strengthen. When you do, the wind whips into an instantaneous vortex that extends out from you in a 10-foot radius. Any other creature within the vortex when it appears must succeed on a DC 13 Strength saving throw or be thrown up to 20 feet away from you and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.
Immediately after using this bonus action, you can fly up to 10 feet without provoking opportunity attacks. If you are underwater, the vortex is water, instead of wind, but its effects remain the same.
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Voyage Collar
Wondrous item, rare | Aug. 21
This cushioned leather and rope collar is easily adjustable to fit the necks of all manner of creatures. You can place the collar on a willing Medium or smaller creature using an action. If the creature is a friendly beast companion or familiar (such as one summoned by the find familiar spell), you can speak the collar's command word as part of this action to create a magical bond between you and the creature. The bond remains until the collar is removed.
You can use a bonus action to speak the collar's command word while you can see the bonded creature within 30 feet of you. When you do, the creature grows in size to become Large, provided there's enough space. The enlarged creature gains a +2 bonus to AC (provided it isn't wearing armor), its speed increases by 10 feet, and is magically equipped with a bridle, reins, and saddle. The enlarged creature can understand the directions of any friendly creature that's riding it, and its carrying capacity magically becomes the same as a riding horse. The creature remains enlarged for up to 8 hours, until it drops to 0 hit points, or until you end the effect using a bonus action. Once this property of the collar has been used, it can't be used again until the next dawn.
If the beast or familiar wearing the collar is a transformed humanoid or other creature, such as by the polymorph spell or similar magic, the bond fails when you speak the command word and the collar has no effect. If the bonded creature is a familiar summoned by the find familiar spell, the collar and familiar disappear into a pocket dimension together whenever you temporarily dismiss it. If the bonded familiar is dismissed forever or drops to 0 hit points, it leaves the collar behind. A creature can only gain the benefits of one magical collar at a time.
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Vox Helm
Wondrous item, common | May 19
This plated helmet completely covers the head of the creature wearing it and can alter the sound of their voice. The voice is obviously modified, sounding slightly unnatural and enchanted. The wearer can mentally adjust the pitch, masculinity or femininity, and reverberation of its voice at will (no action required).
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Vyra's Broken Path
Wondrous item, very rare (requires attunement by an elf or half-elf)
This cloak once belonged to an elven archer of masterful skill. Its shoulders are ornamented with furs and seasonal leaves, and it bears a clasp at its center made from intertwined branches. While wearing the cloak, you have advantage on Dexterity (Stealth) checks. As a bonus action, you can use a free hand to break the cloak's clasp and transform the cloak into a +3 longbow that appears in your hand. While attuned to the cloak, you are proficient with this magical longbow, and your ranged attacks with it ignore half cover. While holding the bow, you can use a bonus action to speak its command phrase in Elvish, "The arrow's path was true." When you do, the bow transforms into the cloak again and appears draped around your shoulders or in your hand (your choice).
While the cloak or bow is on your person, you can use an action to focus your awareness on the surrounding region. For 1 hour, you can sense if any of the following creature types are present within 1 mile of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. You know the type of any being whose presence you sense, but not its identity. This property doesn't reveal the creatures' location or number. Once this property of the cloak has been used, it can't be used again until the next dawn.
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Wailing Ring
Ring, uncommon (requires attunement) | Aug. 23
This tarnished ring is thick and has the texture of over-taut skin. Whenever you charm a creature while wearing this ring, that creature's face appears on the surface, seemingly pulled upward from within. The face is always locked in a panicked, wailing expression. The face remains for the duration of the charm, during which time you can speak into the ring. If you're on the same plane of existence as the charmed creature, it then hears your voice telepathically, allowing you to communicate with it from afar.
If you charm multiple creatures while wearing the ring, you choose which face appears on the ring each time you charm a new creature. You can change this choice as a bonus action, thereby allowing you to speak telepathically to a different charmed creature.
Alternatively, you can use an action to pinch the face on the ring, causing it to disappear. When you do, that creature takes 1d10 psychic damage and is no longer charmed.
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Walking Pot
Wondrous item, common | Aug. 24
This terra cotta pot has an emerald, scale-like glaze along its base. Four legs protrude from the bottom of the vessel, as well as an unblinking, humanoid face. If at least one plant is growing within the pot, the pot will magically animate to walk to the nearest location that's within 120 feet of where it was last placed that's best for the plant's needs (such as sunlight or water). The pot ceases to be animated once it reaches the location. While it's animated, the pot has a walking speed of 10 feet.
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War Mage's Staff
Staff, very rare (requires attunement by a sorcerer, warlock, or wizard) | Dec. 24
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. At one end of the staff is a crystal orb, while a crystal blade is affixed to the other; your attacks with this weapon deal either bludgeoning, piercing, or slashing damage (your choice each time).
The staff has 10 charges for the following properties. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its Arcane Ward and Spells properties. On a 20, the staff regains 1d8 + 2 charges.
Arcane Shield. When you're hit with an attack (but before taking any damage) and are holding the staff, you can expend 1 of the staff's charges to roll a d4 and add the result to your AC against the triggering attack (no action required), potentially causing the attack to miss. You can continue to expend charges in this way to add additional d4s to the AC bonus, even after seeing the result of the previous d4 but before the damage is calculated. If you're concentrating on a spell, the first d4 you roll per attack costs 0 charges.
Spells. While holding the staff, you can use an action to expend 2 of its charges to cast one of the following spells from it, using your spell attack bonus and spell save DC: chromatic orb (4th-level version), fire shield, freedom of movement, mirror image, misty step, ray of enfeeblement, thunderwave (4th-level version), or wind wall.
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War Pick of Backstabbing
Weapon (war pick), rare (requires attunement) | Sep. 24
This war pick features a brass hand holding a silvered knife. Its blade and pommel create the weapon's sharp and blunted ends, respectively. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you have advantage on the attack roll and hit, the target takes an extra 2d6 piercing damage from the attack; you can deal this extra damage only once per turn. If you're a rogue, you are proficient with this weapon, it has the finesse property for you, and the extra damage is considered to be Sneak Attack damage.
If you score a critical hit against a creature with this weapon, the target must also succeed on a DC 15 Wisdom saving throw or become charmed by you for 1 minute. While it's charmed, the target regards you and your companions as friends. On its turn, the charmed target uses its action to attack any creature that's hostile toward you or your companions. The target can repeat the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. The effect ends early if you or your companions harm or threaten the charmed target.
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War Pick of Corrosion
Weapon (war pick), very rare (requires attunement) | Oct. 23
This weapon resembles the head of an ancient black dragon: its two horns curl behind its head to form the weapon's sharp pick. You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d4 acid damage to any target it hits. This extra acid damage is doubled if the target is made of metal or is wearing metal armor.
The weapon has 5 charges and regains all expended charges daily at dawn. Once on each of your turns when you hit a target with the war pick, you can expend 1 of its charges to increase the pick's acid damage by 3d4, to a total of 4d4 extra acid damage. If the target is wearing armor, it must also succeed on a DC 16 Constitution saving throw or take a cumulative −2 penalty to its armor class, to a minimum of 10 AC, which lasts until it finishes a short or long rest.
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War Thorn
Weapon (war pick), uncommon | Jan. 23
A large thorn grows from this magic war pick's wooden haft to form the head of the weapon. When you use this weapon to hit a creature with an opportunity attack as the result of that creature's movement, that creature's speed is reduced by 10 feet until the end of the turn.
If you are a druid and can cast the shillelagh spell, you can also cast that spell on this weapon. For the duration of the spell, you are considered to be proficient with this weapon.
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Warding Armor
Armor (light, medium, or heavy), rarity varies | Sep. 22
While wearing this armor, any bludgeoning, piercing, or slashing damage you take from nonmagical attacks is reduced by 1 (uncommon), 3 (rare), or 4 (very rare). The very rare version of this armor can also reduce damage in this way from magical attacks, in addition to nonmagical ones.
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Warding Weapon
Weapon (any melee weapon), rare | Mar. 23
You gain a +1 bonus to attack and damage rolls made with this magic weapon, which is inlaid with Celestial runes of ivory.
While holding the weapon, you can use an action to speak its command word and slam it onto the ground at a point within 5 feet of you. When you do, a holy warding beacon erupts from the ground, centered on that point. The beacon is a 10-foot-radius, 40-foot-tall cylinder. The beacon lasts for 1 minute and sheds bright light from its edge in a 20-foot radius, and dim light for an additional 20 feet. The light is sunlight. For the duration, any creature within the cylinder is considered to have half cover against ranged attacks. Friendly creatures within the area when it appears gain 15 temporary hit points, which last for 1 minute. Once this property of the weapon has been used, it can't be used again until the next dawn.
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Wandblade
Weapon (dagger), rare | Mar. 23
You gain a +1 bonus to attack and damage rolls using this magic dagger. Its hollow blade is made of magic glass, and its handle can be unscrewed to reveal a space for a single wand. It takes an action to remove or insert a wand from the dagger. While a wand is inside the dagger, you can use the weapon as either a dagger or wand while holding it. When you use an action to use any of the wand's properties or to cast a spell from it, you can immediately use a bonus action to make a single weapon attack using the dagger.
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Wand Charging Station
Wondrous item, rare | Nov. 22
A wand that's left in this wooden device for 8 consecutive hours regains 2d4 expended charges the next time it would normally regain charges within 24 hours. This 2d4 replaces the normal number of charges the wand regains each day. If a wand doesn't regain charges daily at dawn, dusk, or a similar time, this item has no effect on the wand. An artifact can't benefit from this item. Only one wand can be in the charging station at a time.
If you roll a 4 on both d4s, the wand's maximum number of charges increases by 1 for 24 hours. For example, if a wand of fireballs is placed in the charging station and you roll a 4 on both dice to regain its expended charges, the wand begins the day with a total of 8 charges, instead of its normal 7.
If having an extra charge would potentially allow you to cast a spell from the wand at a level higher than 9th, the spell can nevertheless not exceed 9th level.
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Wand of Branding
Wand, rare (requires attunement) | Apr. 23
This wand has 7 charges for the following properties. While holding the wand, you can use an action to change the shape of the metal brand at its end. The brand can be no larger than 4 inches in any dimension.
Spells. While holding the wand, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using a spell attack bonus of +7 and save DC of 15: branding smite, heat metal, or scorching ray. For 1 charge, you cast the 2nd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. This version of branding smite deals fire damage, instead of radiant damage. It also has a range of 30 feet, instead of self, and can be cast on any creature that you can see within that range.
Brand. You can use an action to expend 1 of the wand's charges to make a melee spell attack with it, using a spell attack bonus of +7. On a hit, the target takes 3d6 fire damage and is branded for 1 minute. When a branded target takes fire damage, the creature that dealt the damage can reroll any 1s or 2s on the fire damage dice. It must use the new roll, even if it's a 1 or 2.
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 becomes a nonmagical branding iron.
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Wand of Bubbles
Wand, common | May 22
While holding this wand, you can use an action to swing it through the air and create either 2d6 bubbles up to 6 inches in diameter or 1d4 bubbles up to 3 feet in diameter. The bubbles remain until the start of your next turn and float harmlessly through the air. A bubble created by the wand magically resists bursting upon impact, but can be destroyed early by dealing any damage to it. When a bubble bursts, you can choose for it to release a faint, musical note. You choose what color the bubbles are each time you use the wand (although they are always transparent), as well as the kind of musical sound or note that's released each time, if any.
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Wand of Dowsing
Wand, uncommon (requires attunement) | Nov. 19
This hazel wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the locate object spell from it. When the wand is used to detect water, its range increases to 10 miles.
The wand regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the wand bursts into a small cloud of harmless steam.
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Wand of Entombment
Wand, very rare (requires attunement) | May 23
This wand's bone handle is connected to a large coffin nail by a rigid chain. The 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.
Detect Undead. You can use an action to hold the wand out in front of you and expend 1 of its charges. When you do, the wand's chain goes slack, and remains slack for 1 hour or until you end the effect using a bonus action. For the duration, the nail magically levitates and points in the direction of the nearest undead creature within 120 feet of you. If you use any of the wand's other properties while its chain is slack, it snaps back to normal for as long as it takes to use that property.
Disintegrate. While holding the wand, you can use an action to expend 4 of its charges to cast the disintegrate spell from it (save DC 15).
Entombing Nail. While holding the wand, you can use an action to send out two nails of pure necrotic energy, targeting a creature you can see within 60 feet of you. Make a ranged spell attack for each nail against the target, using a spell attack bonus of +7. On a hit, the target takes 2d6 necrotic damage, and its speed is reduced by 5 feet for 1 minute. If this attack reduces a creature's speed to 0 feet, it can't speak for the duration. An affected creature must make a DC 15 Constitution saving throw at the end of each of its turns; on a success, the effects of any nail on it ends. You can send out additional nails by expending 1 or more charges as part of using this property, sending out one additional nail for each charge you expend. This penalty to speed is cumulative.
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Wand of Eyes
Wand, uncommon | Jul. 22
This wand's glistening white haft has eye-like veins tracing down its length. The wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can use an action to expend 1 of its charges to cast the clairvoyance spell from it. This version of the spell remains for 1 minute, and can only be used to see through the sensor. The spell ends early if you are no longer holding the wand.
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a floating, ghostly eyeball.
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Wand of Flares
Wand, uncommon | Sep. 22
This wand resembles a small torch and brazier. While holding it, you can use an action to cause its brazier-like metal end to alight with a continual flame, which remains until you dispel it (no action required) or until you're no longer holding the wand.
The wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding the wand, you can use an action to expend 1 or more of its charges to cast the sacred flame (1 charge; save DC 13) or scorching ray spell (2 charges; spell attack bonus +5) from it. Alternatively, you can expend 1 charge as an action while holding it to send out a flare in the direction the wand is pointing. The flare can be any color you choose, and flies out from the wand in a straight line up to 300 feet in the air before extinguishing. If the flare travels the full 300 feet, it hovers in the air until the end of your next turn before winking out. The flare is harmless and extinguishes early if it hits a creature or object. The flare sheds bright light in a 60-foot radius and dim light for an additional 60 feet while it's in flight.
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Wand of Gilding
Wand, rare (requires attunement by a bard, sorcerer, or wizard) | May 20
This golden wand is a classic royal family heirloom and has a delicate lily at its end that flowers when held. While holding the wand, you can use the following properties:
Enhance Beauty. You can use an action to point the wand at a living target you can see within 30 feet of you and magically enhance its beauty for 1 hour. If the target is a creature, its eyelashes may become thicker, its skin more radiant, and its hair more luscious. If it's a plant, it may grow more vibrant, smell more fragrant, and look visibly healthier.
Gild. As an action, you can touch the wand to a target no larger than 1 foot in any dimension to cause it to appear to be made of gold for 1 hour. Its appearance and texture change to reflect the new appearance, but its weight remains the same. A successful DC 15 Intelligence (Investigation) check reveals that the effect is illusory. Once this property has been used, it can't be used again until the next dawn.
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 dirt and is destroyed.
Spells. While holding this wand, you can use an action to expend 1 of its charges to cast one of the following spells from it (save DC 15): alter self (Change Appearance only), charm person (2nd-level version), enthrall, or hypnotic pattern.
Silver Tongue. While holding this wand, when you make a Charisma check or saving throw, you can use your reaction and expend 1 of its charges to make the roll with advantage.
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Wand of Incense
Wand, rare (requires attunement by a spellcaster) | Aug. 23
This item is a magic incense holder sculpted in the design of a smoldering dragon. Its base is wrapped in leather and doubles as the handle of a wand. A stick of special, magic incense appears in the holder daily at dawn, which is held in place by the dragon's mouth and can't be removed until it's burned away. The special incense smells like heady brimstone and fills you with a sense of confidence. While a stick of incense is in the holder, it doubles as a wand.
The wand has 3 charges for the following properties. When the special incense reappears at dawn, so too do the wand's 3 charges; the incense only burns down when you expend the wand's charges, doing so proportionally to the number it has remaining. If any of the special incense is remaining when the new stick appears, it's replaced by the new one.
Spells. While holding the wand, you can use an action to expend 1 of its charges to cast one of the following spells from it, using a spell attack bonus of +7: find familiar (form of a pseudodragon), fog cloud (the cloud is made of smoke), misty step, or scorching ray. If your attunement to the wand ends, the familiar is lost. When you cast misty step in this way, you leave behind and reappear in a cloud of smoke that heavily obscures both spaces until the start of your next turn.
Draconic Ward. While you can smell the burning incense, you can't be frightened by dragons. In addition, a dragon that smells the incense has disadvantage on any attack roll it makes against you.
If you have a normal stick of incense, you can use an action to place it in the empty holder. Normal incense burned in the holder never loses any of its total burn time, but is expelled from the holder when the special incense appears each dawn. Incense burned from the holder can be smelled by any creature within 60 feet of it. While holding the wand, you can choose whether or not the incense is burning (no action required).
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Wand of Meadow's Rest
Wand, rare | Jun. 22
This wand looks and smells like a flourishing sprig of lavender. It 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 petals and is destroyed.
Sleep. While holding the wand, you can use an action to expend 1 or more of its charges to cast the sleep 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, up to 5th level. Creatures that have a trait that grants them advantage on Wisdom (Perception) checks that rely on smell are considered to have half as many current hit points for the purposes of determining the number of creatures affected by the spell.
Nature's Respite. While holding the wand, you can use an action to expend 7 of its charges and wave it in the air above you. You and up to five willing creatures you choose within 20 feet of you are lulled into a restful sleep. A sleeping creature remains unconscious for 10 minutes. It wakes up early if it takes damage or someone uses an action to shake or slap the sleeper awake. If a creature remains asleep for the full duration, it wakes up and gains the benefit of a short rest. This property of the wand fails if you aren't outside.
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Wand of Merriment
Wand, very rare (requires attunement) | Dec. 19
This wand is made from a sprig of holly and exudes an unmistakable aura of cheer from it. It has 10 holly berries that each contain 1 charge and are used to fuel the wand's properties. When you expend a charge from a berry, it wilts away and disappears. The wand regrows 1d6 + 4 missing berries daily at dawn. While you're attuned to the wand, you gain a +2 bonus to Charisma checks and saving throws.
Spells. While holding the wand, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 16) from it: create food and water (3 charges), goodberry (1 charge), hideous laughter (1 charge), or irresistible dance (6 charges).
Dashing through the Snow. While holding the wand, you can use a bonus action to expend 2 of its charges to take the Dash action. When you do, you ignore difficult terrain created by ice or snow. This movement doesn't provoke opportunity attacks.
Festive. As an action, you can wave this wand over up to 1 gallon of water and expend 1 charge to transform the liquid into a weak, but pleasant-tasting, alcoholic beverage.
If you expend the wand's last charge, roll a d20. On a 1, all but one of the wand's leaves and berry stems wither away and die. When this happens, the wand becomes a common wand that does not require attunement, but has only 1 charge. This common version of the wand retains only the festive property of its original form and regains the expended charge daily at dawn.
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Wand of Necrosis
Wand, very rare (requires attunement by a sorcerer, warlock, or wizard) | Nov. 20
This gnarled, wooden branch has grown over one of the severed fingers of a powerful lich, creating a gruesome and deadly wand. The wand has 7 charges. If the wand has at least 1 charge remaining, you have resistance to necrotic damage while you hold it.
While holding this wand, you can use an action to expend 1 or more of its charges to cast one of the following spells from it (save DC 15, attack bonus +7): blight (4 charges), finger of death (7 charges), inflict wounds (1 charge per spell level, plus 1 additional charge to make its range 30 feet), or ray of enfeeblement (2 charges).
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 explodes, destroying the wand in a flash of green light that duplicates the effect of the finger of death spell, targeting only you. If you become a zombie as a result of this effect, you are under the command of the nearest lich within 100 miles of you, if any.
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Wand of Puppetry
Wand, very rare (requires attunement by a spellcaster) | May 21
This wand is made of wood and looks like the handle of a marionette. The wand has 7 charges. While holding the wand, you can use an action to expend 1 or more of its charges to attach a number of magical strings equal to the charges spent to a humanoid that you can see within 60 feet of you. You can attach 1 string to each of the creature's limbs, including its head. For example, a humanoid with two legs, two arms, and only one head could have a maximum of 5 strings attached to it. The strings are invisible, but can be seen by a creature with a successful DC 16 Intelligence (Arcana) check. Dealing 10 slashing damage with a magical weapon attack to one of the strings (AC 10) causes it to detach and disappear. At the end of each of its turns, a strung creature can make a DC 16 Strength saving throw, breaking free of and destroying any number of the strings connected to it on a success. The strings break early if the creature is more than 100 feet away from you.
While a creature has a string attached to one or more of its limbs, the following effects occur depending on the location of the strings:
Arm or Hand. A creature with a string attached to one of its arms or hands must succeed on a DC 16 Strength saving throw each time it attempts to use it, such as making a weapon attack, climbing a wall, or using an item. On a failed save, the action, attack, check, or saving throw fails and is lost. If an action requires multiple arms and only one of the creature's arms has a string attached, it makes this saving throw with advantage. If the strung arm is holding a shield, the creature doesn't gain the benefits of holding it for the duration. In addition, you can use an action to force the creature to make a DC 16 Strength saving throw, dropping any number of items it's holding with the strung arms or hands on a failure.
Head. A creature with a string attached to its head has disadvantage on Intelligence checks, Wisdom (Perception) checks, and Constitution saving throws made to maintain concentration on a spell when it takes damage. You can use an action to force the creature to speak on your turn, saying a word or phrase no longer than twenty-five words.
Leg. A creature with a string attached to one or more of its legs (or similar limbs) has its speed reduced by 15 feet for each strung limb. If a flying creature's speed is reduced to 0 in this way, it falls to the ground at a rate of 60 feet per round and takes no falling damage when it lands. A creature with a string attached to each of its legs has disadvantage on Dexterity (Acrobatics) checks and Dexterity saving throws.
Spell. Alternatively, you can expend 5 charges to cast the dominate person spell (save DC 16) from the wand.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the wand becomes nonmagical.
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Wand of Shadows
Wand, rare (requires attunement by a sorcerer, warlock, or wizard) | Dec. 22
This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dusk. If you expend the wand's last charge, roll a d20. On a 1, the wand evaporates into black mist and is destroyed.
Shadow Claw. As an action, you can expend 1 charge to summon a shadowy claw to crush a target that you can see within 120 feet of you. The target must make a Strength saving throw against your spell save DC. On a failed save, it takes 4d6 necrotic damage. The necrotic damage is increased to 5d6 if either you or the target are in dim light or darkness, and 6d6 if both you and the target are in dim light or darkness.
Shadow Sneak. As a bonus action, you can expend 2 of the wand's charges to teleport up to 120 feet to an unoccupied space you can see that is in dim light or darkness. Alternatively, you can expend 1 charge to teleport to the same space as the shadow from the wand's Split Shadow property, provided that you can see it within 120 feet of you.
Split Shadow. As an action, you can expend 1 charge to remove your shadow from yourself. The shadow then appears in an unoccupied space that you can see within 5 feet of you, which uses the statistics for a shadow. The shadow is friendly to you and your companions. It obeys your mental commands (no action required by you) and acts on your initiative, but takes its turn immediately after you. It remains for 10 minutes, and it vanishes early if it's reduced to 0 hit points or if it's ever in your space. If the shadow remains for the full duration or if it's reduced to 0 hit points, this property of the wand can't be used again until the next dusk. A humanoid that dies from the shadow's Strength Drain does not create a new shadow.
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Wand of Stars
Wand, rare (requires attunement by a spellcaster) | Nov. 19
This antiquated, dark blue wand is adorned with a glowing star at its tip. When it's swung, small specks of starlight drift from its end.
The 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 scatters into glittering dust and is destroyed.
Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 15) from it: color spray (1 charge per spell level, up to 3), daylight (3 charges), hypnotic pattern (3 charges), light (no charges), magic missile (1 charge per spell level, up to 3), or prestidigitation (no charges).
Starlight Wayfinder. While you can see stars in the sky and are holding the wand, you can use an action to call out a cardinal direction and expend 1 of its charges. When you do, stars in that direction appear brighter to you for 1 hour or until you use the wand again to call out a new direction.
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Wand of Steam
Wand, uncommon | Jul. 22
The shaft of this wand is a clear glass tube filled with bubbling water. This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding the wand, you can use an action to expend 1 of its charges to cast the fog cloud spell from it, which has the following changes:
When cast, the wand emits a spray of superheated mist in a 30-foot cone from it. Creatures within the cone must make a DC 13 Constitution saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.
Choose a point within the cone of steam. The sphere of fog created by the spell forms immediately after the cone of steam is released from the wand, centered on that point.
The spell has a duration of 1 minute, instead of 1 hour.
If you expend the wand's last charge, roll a d20. On a 1, the wand disappears in a plume of steam and is destroyed.
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Wand of Termites
Wand, rare (requires attunement by a spellcaster) | Apr. 22
This wand is made of a partially rotted tree branch with a polished, bug-bitten handle. A gem is fixed at the bottom of the handle clenched between two termite-like wooden pincers. The wand has 7 charges for the following properties.
Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 15) from it: blight (3 charges) or insect plague (4 charges).
Termite Assault. While holding the wand, you can use an action to expend 1 of the wand's charges to target a creature that you can see within 60 feet of you. That creature must make a DC 15 Constitution saving throw. On a failed save, the creature takes 3d8 piercing damage and has disadvantage on the next attack roll it makes before the end of its next turn, as bugs crawl and bite at it distractingly.
Alternatively, you can expend 1 of the wand's charges to target a nonmagical wooden object you can see within 60 feet of you that isn't being worn or carried. This effect automatically destroys the object if it is Tiny. If the object is Small or larger, this effect destroys a 3-foot-cube portion of it. A magic item is unaffected by this effect.
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 soil and is destroyed.
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Wand of Torchlight
Wand, common | Dec. 23
This wooden wand is twisted into a torch-like shape. Its wood is charred at its flame-shaped tip. While holding the wand, you can use a bonus action to speak its command word, causing a harmless flame to sputter to life at its end. The light sheds bright and dim light like a normal torch, and remains until you use a bonus action to speak the command word again.
The wand has 3 charges and regains all expended charges daily at dawn. While holding the wand, you can use an action to expend 1 of its charges to cast the light spell from it (save DC 10). The light appears warm and fiery; the effect ends early if the wand is used to cast the spell again.
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Silver Dragon Katana
Weapon (longsword), rare | Dec. 23
This shimmering silver katana is always cold to the touch, and a flurry of snow and ice trails behind it whenever it's swung. This sword has the finesse property, and when you hit with an attack using it, the target takes an extra 1d4 cold damage.
You can use an action to speak the weapon's command word and swing it down in front of you. When you do, a blast of freezing winds erupts in a 30-foot cone from the blade. Each creature within that area must make a DC 15 Constitution saving throw as it's struck by the flurry of icy shrapnel. A creature takes 2d6 slashing damage, 2d6 piercing damage, and 2d6 cold damage on a failed save, or half as much damage on a success. Once this property of the sword has been used, it can't be used again until the next dawn.
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Wand of the Alicorn
Wand, legendary (requires attunement by a good-aligned spellcaster) | Aug. 20
This wand was made using the horn of a unicorn and feather of a pegasus for the queen for Orostead, a powerful mage whose skilled leadership made her a favorite among her city's citizens and military. The wand has 7 charges, which are used for the following properties, and regains all expended charges daily at dawn.
Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): dispel evil and good (1 charge), find steed (a pegasus, 1 charge), guiding bolt (6th-level version, 1 charge, +10 to hit with ranged spell attack), or sacred flame (no charges, cast at 5th level).
Create Wings. While holding the wand, you can use a bonus action to expend 1 charge from the wand to summon a pair of magical pegasus wings from your back for 1 hour. The wings give you a flying speed of 60 feet.
Alternatively, while holding the wand, you can use a bonus action to expend 1 of its charges to cause the wings to appear on the back of a creature you can see within 60 feet of you. When you do, that creature can immediately use its reaction to fly up to its speed, without provoking opportunity attacks. At the end of your turn, the wings vanish.
Healing Light. While holding the wand, you can use an action to expend 1 or more charges from the wand to cause a beam of healing light to shine down on a creature you can see within 60 feet of you. The creature regains 10 hit points for each charge you spend and is cured of either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. If a creature regains hit points in this way that would take it above its hit point maximum, that creature gains temporary hit points equal to the number of restored hit points above its hit point maximum.
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Wand of the Dragon Queen
Wand, rare (requires attunement) | Feb. 22
Five chromatic dragon heads coil up toward the tip of this wand, which has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to release a gout of dragon's breath from the wand. For 1 charge, the area of dragon's breath is a 15-foot cone. You can increase the size of the cone by 5 feet for each additional charge you expend. Each creature in the breath's area must make a DC 15 Dexterity saving throw. A creature takes 1d10 acid damage, 1d10 cold damage, 1d10 fire damage, 1d10 lightning damage, and 1d10 poison damage on a failed save, or half as much damage on a successful one.
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 is consumed by its own elements and is destroyed.
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Wand of the Frostrose
Wand, rare (requires attunement by a spellcaster) | May 20
This icy wand has a magical blue rose frozen at its center. The flower is a frostrose: a rare and delicate rose found only in the coldest parts of the Everglacier.
The wand has 7 charges. While holding it, you can use an action to expend up to 3 of its charges to create 1 or more Medium ice sculptures on the ground within 60 feet of you, creating 1 sculpture for each charge you expend. Each sculpture must appear in an unoccupied space on the ground you can see within range. Each sculpture is a delicate, thorned rose made of ice and is always a Medium object with 1 hit point and AC 12. A sculpture melts after 1 minute, or 8 hours if it’s in an area of extreme cold. If a sculpture falls to 0 hit points, it erupts in an icy blast and is destroyed,, causing all creatures within 20 feet of it to make a DC 15 Dexterity saving throw. An ice sculpture caught in this explosion erupts automatically, intensifying the blast. A creature takes 3d8 piercing damage and 3d6 cold damage on a failed save, plus an extra 1d8 piercing damage for each explosion it's affected by beyond the first. On a successful save, a creature takes half as much piercing damage and cold damage.
The sculptures softly groan and crackle from the pressure they contain within them. A creature can determine the explosive nature of the sculptures with a successful DC 15 Intelligence (Arcana) or Intelligence (Investigation) check. Spaces occupied by the icy sculptures are difficult terrain.
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 melts into a puddle of water, and the frostrose at its center crumbles into ashes and is destroyed.
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Wand of the Plagueswarm
Wand, very rare (requires attunement) | May 23
This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the wand dissolves into a fetid slime that sizzles and evaporates, destroying the wand and leaving behind a stain that can never be cleaned.
Spells. While holding the wand, you can use an action to cast one of the following spells from it (save DC 16): bestow curse (1 charge), blight (2 charges), conjure animals (1 charge; summons two giant toads or four giant frogs), contagion (3 charges), darkness (1 charge), harm (4 charges), ice storm (2 charges), or insect plague (3 charges). These versions of the bestow curse and contagion spells have a range of 30 feet, instead of touch.
Endless Plagues. Whenever your concentration ends on a spell that you cast from the wand, you can immediately use your reaction to cast a different spell from it that also requires concentration, provided you're still holding the wand. You must expend the respective number of charges to cast the spell, as normal.
Curse. This curse is only revealed if the wand is destroyed as a result of expending its last charge, extending the curse to you when that happens. You can end your attunement to this wand as normal, even though it's cursed. While you're cursed, you are also diseased. Only a wish spell can end this curse and disease. While diseased, you have disadvantage on Constitution saving throws, and you must succeed on a DC 16 Intelligence check whenever you attempt to use a magic item property. On a failed save, your action to use the item is wasted. For example, casting a spell from a wand would be considered as using one of its properties, but attacking with a +1 longsword wouldn't.
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Wand of Weight
Wand, rare | Apr. 25
This iron wand weighs 5 pounds. It has 7 charges and regains all expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the wand rusts away and is destroyed.
While holding the wand, you can use an action to expend 1 of its charges to magically increase the weight of a target that you can see within 30 feet of you. If the target is an object that isn't being worn or carried, its weight increases by a cumulative 100 pounds. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or become encumbered, reducing its speed by 10 feet. If the target is already encumbered (either naturally or as a result of this effect), it instead becomes heavily encumbered: its speed is reduced by 20 feet, instead of 10, and it has disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution. This effect lasts for 10 minutes; a creature affected by it can use an action to repeat the saving throw, ending the effect on itself on a success.
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Wand of Whispers
Wand, rare (requires attunement by a spellcaster) | Oct. 19
These wands are sometimes found in the hands of clandestine mages posing as simple townsfolk. Its magic wax and iron design resembles a candle and candlestick. The wand produces a harmless, magical flame that is indistinguishable from normal candlelight, although the wax never melts or changes shape. The flame is harmless and casts bright light in a 5-foot radius and dim light for another 5 feet. While holding the wand, you can extinguish or relight the flame as a bonus action.
This wand has 7 charges. While holding the wand, you can use an action to expend some of its charges to cast either the message (no charges) or sending spell (3 charges) from it. Alternatively, when you cast a spell of 5th level or lower while holding the wand, you can expend 1 of the wand's charges per spell slot level to ignore the spell's verbal components. Any spell that requires a target to hear its verbal component gains no benefit from this property.
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Wardancer's Spear
Weapon (spear), rare | Apr. 21
This double-bladed spear is extraordinarily light and perfectly balanced for use with one hand. While holding this magic spear with one hand, it has the finesse property. Whenever you take the Attack action and make a melee attack with the spear using only one hand, you can use a bonus action to make an additional attack with the spear. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
Immediately after you use your bonus action in this way, you can move up to 10 feet without provoking opportunity attacks, though you can't move farther than your remaining movement would allow.
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Warden's Armor
Armor (heavy, but not plate), rare | Feb. 22
This heavy armor feels natural to wear, as if you've had it for years. If you are proficient with medium armor (but not heavy), you are proficient with warden's armor, and it is considered medium armor for you while you wear it. If the armor normally has a Strength requirement, the requirement for this version of the armor is reduced by 2.
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Warding Staff
Staff, very rare (requires attunement by a cleric or paladin) | Mar. 21
This platinum staff has a wide brazier on top with a small crystal orb that floats above it. While holding the staff, its brazier is lit with harmless, holy flames that shed bright light in a 20-foot radius and dim light for an additional 20 feet. The staff can be wielded as a magic quarterstaff. On a hit, it deals an extra 1d6 radiant damage.
A friendly creature within reach of the staff can use its bonus action to remove the crystal orb that floats above the brazier. While the orb is on their person, that creature is under the effect of the warding bond spell as if you cast it. The spell lasts until the orb is more than 60 feet away from you, until you're no longer holding the staff, or until you die or are incapacitated. You can also choose to mentally end the spell at any time (no action required). When the spell ends, the orb teleports back to the head of the staff.
In addition, while a creature other than you that you can see is carrying the orb, you can use a bonus action to speak the orb's command word and teleport up to 60 feet to an unoccupied space that you can see within 5 feet of that creature. Alternatively, a creature holding the orb can use its bonus action to speak the orb's command word and teleport to an unoccupied space that it can see within 5 feet of you instead. This property of the orb can't be used again until the next dawn.
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Warhammer of Eruptions
Weapon (warhammer), rare (requires attunement) | Apr. 21
This sturdy warhammer has a core of magma at its center that heats up during combat. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Eruption. The first time that the warhammer hits a target in combat, it starts to release a steady stream of embers and smoke. When this happens, and while the hammer is smoldering in this way, it deals an extra 1d6 fire damage to any target it hits. At the end of each of your turns while the hammer is smoldering, its fire becomes increasingly unstable. At the end of the third turn, the hammer erupts, spraying lava and releasing a volcanic storm from it in a 30-foot cone in a direction of your choice (no action required). Each creature in the area must succeed on a DC 13 Dexterity saving throw, taking 3d6 fire damage and 3d6 lightning damage on a failed save, or half as much damage on a successful one. The lava then vanishes. The warhammer cools and doesn’t erupt if combat ends or if you drop or stow the weapon before it erupts. Once the warhammer erupts, it loses this property until 2d6 hours have passed.
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Warhorn of the Bronze Dragon
Wondrous item, rare | Feb. 23
This warhorn is made from the tip of a bronze dragon's horn and decorated with an elaborate, draconic maw at its end. You can use an action to blow the horn and release an ear-splitting roar that is audible 600 feet away. When this happens, you can choose to cause the horn to release one of the draconic breaths from the options below:
Lightning Breath. The horn releases a wave of electrified power in a 30-foot cone. Each creature within the cone must make a DC 15 Dexterity saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath. The horn releases a wave of repelling force in a 30-foot cone. Each creature within the cone must make a DC 15 Strength saving throw. On a failed save, a creature is pushed up to 30 feet away from you.
Once a breath has been used, that breath can't be used again until the next dawn.
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Warmind Wand
Wand, rare (requires attunement by a half-orc or orc) | July 19
This wand is made from the shattered hilt and jawbone of a defeated warband leader. It has 7 charges for the following properties and regains 1d6 + 1 expended each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand releases a small gasp of breath as its magic escapes it, leaving the wand a nonmagical and mundane sword hilt.
You can use the wand to command and bolster your allies using the following properties:
• Warband Strike. When you take the Attack action, you can forgo one of your attacks and expend 1 charge as a bonus action to direct one of your allies to attack. When you do, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack.
• Form Ranks. You can expend 1 charge as an action to bolster the resolve and command one of your allies to move to a more advantageous position. When you do, choose a friendly creature who can see or hear you. That creature gains 2d4+2 temporary hit points and can use its reaction to move up to half its speed, without provoking opportunity attacks. Temporary hit points gained in this way fade after 1 minute.
• Forced Endurance. When a friendly creature other than you within 30 feet that can see and hear you is reduced to 0 hit points, you can use your reaction and expend 2 charges to prevent that creature from falling unconscious and remain at 1 hit point instead. Once this property has been used on a creature, that creature can't benefit from it again until it completes a long rest.
• Unyielding Critical. When a friendly creature other than you within 30 feet that can see and hear you scores a critical hit, you can use your reaction and expend 1 charge to amplify the brutality of the attack and add an extra 2d4 damage to the total of the attack's damage roll.
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Warp Anchor
Rod, rare | Sep. 21
This pair of batons magically link together to form a complete rod, causing a purple mist to swirl between the two glass orbs on either of its ends. While holding the rod or its batons, you can use an action to speak the rod's first command word to split it into the batons or recombine them again.
While holding one of the split batons, you can use an action to speak the rod's second command word to cast the teleport spell from it, teleporting only yourself to an unoccupied space within 5 feet of the other baton, even if it's on another plane of existence. Once this property has been used, it can't be used again until the batons have spent at least 12 hours recombined as the rod, at which point the swirling mist reappears within the orbs.
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War's Wager
Weapon (greataxe), very rare (requires attunement) | Nov. 19
This golden axe is enchanted with haphazard divination magic. Its split blade features a spade, club, heart, and diamond on each of its four faces. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a target with this weapon, you can choose to roll a second d20 before calculating the weapon's damage. If you roll an 11 or higher on the second d20, the blade magically seeks out and hits the weakest point of the target, turning the attack into a critical hit. On a roll of 10 or lower, the blade ricochets harmlessly off the original target and scores a critical hit against you, instead. When the axe hits you in this way, its damage ignores resistances and immunity.
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War Standard of Battlecries
Wondrous item, very rare (requires attunement) | Mar. 19
This magical emblazoned battle standard reinforces the fervor of nearby allies. The standard stands up to 10 feet tall but can be collapsed down to 2 feet tall for transport. The standard can be extended to its full height and held aloft using one hand or planted upright in an unoccupied space on solid terrain as an action. You can retrieve the planted standard when you enter the same space as it (no action required). While the standard is extended to its full height, allies within 15 feet of the held or planted standard at the start of combat gain a +3 bonus to their initiative.
This standard has 4 charges and regains 1d4 expended charges each day at dawn. If you are within 15 feet of the extended standard, you can expend 1 of its charges to shout its command word, "Charge!" and take the Dash action as a bonus action. When you do, other allies within 15 feet of the standard can take the Dash action as a bonus action on their next turn.
You can concentrate on the banner over the course of a short rest to change the emblem depicted on it.
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Waterskin of Voices
Wondrous item, uncommon | Jul. 21
This leather waterskin has a magical beverage inside that allows you to briefly alter your voice. When found, the waterskin has 1d6 + 4 servings. You can drink 1 of the servings while holding the waterskin using an action. When you do, choose a voice from a creature you've heard or one from your imagination. The next 25 words you speak within 10 minutes sound virtually indistinguishable from the voice you chose, though a successful DC 20 Wisdom (Insight) check reveals that the voice is magically altered. If the voice you chose belongs to another creature, that creature automatically knows that the voice is altered.
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Waterwine Goblet
Wondrous item, common | Dec. 24
This glass goblet has a colored tint to the outside, which undulates around the glass. Flicking the glass with your finger using an action causes the color to alternate between deep red, pink, and a light golden color. Water that's drunk from the glass tastes like a fine wine that corresponds to the glass's color: red, rosé, or white, respectively.
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Wavebender's Leiomano
Weapon (glaive), rare | Sep. 19
This long palm wood oar is fashioned with wood burnt motifs and adorned with a line of shark teeth along the edge of the paddle. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding the leiomano, you can use it to cast the control water spell. When you do, you can only use the spell to redirect the flow of water as described in the spell. The spell ends early if you are no longer holding the weapon. Once the weapon's been used to cast this spell, it can't cast the spell again until the following dawn.
In addition, if you use this weapon as an oar when rowing a ship, that ship's rowing speed increases by 5 feet for each wavebender's leiomano being used.
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Wavecutter
Weapon (any axe), rare | Jul. 21
This axe has a single pearl set at the center of its blade. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you take the Attack action using this axe, you can forgo one of your attacks to swing the axe in front of you and speak its command word. When you do, the axe emits a crashing wave of magical water. The wave is 10 feet tall and extends from you in a 30-foot cone, after which it spreads out across the ground in all directions, extinguishing unprotected flames in the area within 30 feet of it before the water vanishes. Each creature within the cone must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. This property can't be used again until the next dawn.
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Wayfinder Sphere
Wondrous item, rare | Feb. 20
This spinning metal sphere is 6 inches across and weighs 5 pounds. You can tap the orb twice as an action to activate it. While activated, the orb records basic details about the space that it can see within 100 feet. The orb has darkvision out to 100 feet, but can't see through heavily obscured areas or illusions. Tapping it twice again deactivates the orb.
The activated globe can display its recorded maps. If you are within 30 feet of it, you can speak its first command word, followed by a description of a location it's mapped. For example, you can command the orb to recall the entrance to a series of catacombs you explored 2 days ago, or the path you took to get through a twisting labyrinth. When you do, an illusory map appears in a 5-foot sphere centered on the globe that shows basic details about the recorded area, such as buildings, pathways, roads, signs, topography, and trees. While you're within 5 feet of the map, you can use a series of intuitive gestures to change the map's rotation, displayed location, or scale: showing as little of the recorded area as a 25-foot radius, or as much as a 1-mile radius. Speaking the command word again causes the map to vanish.
If you are within 30 feet of it, you can speak a second command word as an action to make the orb 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 move more than 30 feet from the hovering globe, it follows you until it is within 30 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.
You can speak a third command word as an action, followed by a location name, while within 30 feet of the floating globe to cause it to move on its own. If the named location has been recorded by the globe and is within 1 mile of you, the sphere moves on its own and floats up to 10 feet ahead of you, guiding you to the named location using any of its recorded maps of the area to guide you. Once you reach your destination or speak the command word again, the globe begins to follow you again.
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Weapon of Blind Faith
Weapon (any), uncommon | Jun. 23
This weapon features a stone sculpture of a blindfolded monk carrying its blade, bludgeon, or similar element of its design. When you make an attack with the weapon and have advantage or disadvantage on the roll, you score a critical hit if the result on both d20s is the same.
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Weapon of Mooring
Weapon (battleaxe, longsword, or warhammer), rare (requires attunement) | May 19
These weapons are made of a dense iron and have the heavy property. You gain a +1 bonus to attack and damage rolls you make with one of these magic weapons. Each time you hit a Large or smaller creature with a melee attack using one of these weapons, that creature's movement speed is reduced by 5 feet until the end of their next turn.
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Weapon of Showmanship
Weapon (any), common | July 19
When you reduce a Small or larger creature to 0 hit points or score a critical hit against a target with an attack using this weapon, you can create a harmless sensory effect or illusion such as that from the prestidigitation cantrip. The effect can appear on the target of the attack or in the area immediately surrounding it.
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Weapon of Spite
Weapon (any melee weapon), uncommon (requires attunement) | July 19
This deep red weapon was made by a vengeful craftsman. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus becomes +2 if the attack is made against a creature who damaged you since your last turn.
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Weapon of Verdict
Weapon (any melee weapon), uncommon (requires attunement by creature of good alignment) | Jan. 20
These polished wooden weapons are traditionally used by the clerics and paladins of a righteous order to punish evildoers and aid the needy. Each of these magic weapons is blessed by a powerful priest or celestial. A weapon of verdict has 3 charges and regains 1d3 charges daily at dawn. You can use these charges to create the following effects:
Condemn. When you hit a creature with this weapon, you can expend 1 charge to deal an extra 1d8 fire damage to the target.
Commend. As an action, you can expend 1 charge to touch a creature other than yourself with this weapon to restore 1d8 + 2 hit points to that creature.
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Weaving Wasp Needles
Weapon (dart), uncommon | Feb. 20
This pair of dark, chiseled throwing needles are linked by a magical bond. A needle that hits a Large or smaller creature flies around it for 1 minute or until the creature falls to 0 hit points. If both needles fly around the same creature, they spin a magical thread that binds and restrains it. The creature is restrained until freed or until you take a bonus action to speak the needles' command word to release it. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Once the needles restrain a creature in this way, this property can't be used again until the next dawn.
In addition, you can use the needles as a set of weaver's tools. These magical needles can act on their own to either mend a simple tear or craft a simple garment given the proper materials in 1 minute or over the course of a short rest, respectively. As an action, you can speak the needles' other command word, followed by a description of the task, to cause them to spring to life and begin sewing and crafting. Uttering this command word again causes them to stop early and fall to the ground.
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Webgrip Bow
Weapon (any bow), rare (requires attunement) | Sep. 21
This 8-armed bow uses the remains of a spindly spider's legs and maw. The bow has 3 charges and regains all expended charges daily at dawn. When you make a ranged attack with the bow, you can expend 1 of its charges to lace it with sticky spider silk. On a hit, the arrow magically sheds the silk and releases it as a net-like web. If the target is a Medium or smaller creature, it and each Medium or smaller creature within 5 feet of it must succeed on a DC 15 Dexterity saving throw or be restrained until the end of your next turn. If the target is a Large creature, only it must succeed on the saving throw instead. Huge and larger creatures are unaffected by the web.
Summon Spiders. While holding the weapon, you can use an action to speak its command word to summon 2 swarms of insects (spiders) or 1 giant spider, which appear in unoccupied spaces that you can see within 10 feet of you. The GM has the creatures' statistics. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. A summoned creature disappears when it drops to 0 hit points, after 1 hour, or when you end the effect early as a bonus action. Once this property of the bow has been used, it can't be used again until the next dawn.
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Webgrip Rucksack
Wondrous item, common | Aug. 19
This spider leather bag is lined with a thin layer of adhesive web. Items stored inside the bag are held in place by the web, preventing stored items from clattering around or being removed without permission. While you're wearing the bag, creatures other than you have disadvantage on Dexterity (Sleight of Hand) checks to steal from the bag.
The bag and its eight straps adhere to the surface they're pressed against, such as a creature's torso or the wall of an inn. If you're wearing the bag, you can gently remove the straps from your body as an action. Other creatures that attempt to wrench the bag from you make any Strength checks to do so with disadvantage. The bag can hold up to 8 cubic feet or 80 pounds. Spider leather is pliable and stretches easily, allowing the bag to shrink and grow to accommodate the objects placed inside to some degree.
Even though the eyes adorning the bag are lifeless and unmoving, they still blink on rare occasion.
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Weirdwater Poison
Potion, rare | Jun. 24
This poison rumbles around, sloshing softly within its bottle. It looks, smells, and tastes like water: only a detect poison and disease or identify spell can determine the nature of the liquid. A creature that drinks this poison in its entirety begins to suffocate, as if by drowning, unless it can breathe underwater. If the creature drops to 0 hit points while drowning in this way, it becomes stable and is no longer drowning; when this happens, a hostile water elemental appears in the nearest unoccupied space. A lesser restoration or protection from poison spell ends the effect early, allowing the creature to breathe normally once more and preventing the water elemental from appearing.
Alternatively, you can pour the entire vial of poison onto the ground using an action. When you do, a water elemental appears in the nearest unoccupied space, as if by the conjure elemental spell. The elemental ceases to obey your commands if you fall unconscious or die.
The water elemental disappears after 1 hour.
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Whalefall Armor
Armor (half plate), very rare (requires attunement) | Oct. 23
This armor is made of repurposed whale bone and lashed together with salt-stained leather strips. While wearing it, you have resistance to poison damage and gain a swimming speed equal to your walking speed. If you're underwater, you also have advantage on any Wisdom (Animal Handling) or Charisma check you make to interact with beasts that have a swimming speed.
Charges. The armor has 5 charges for the following properties. It regains 1d4 + 1 expended charges daily at dawn.
Spells. While wearing this armor, you can use an action to cast one of the following spells (save DC 16): false life (2nd-level version, 1 charge), insect plague (4 charges; the insects appear as a massive swarm of rotting quippers), or stinking cloud (2 charges).
Bakekujira. While wearing the armor, you can use an action to speak its command word and expend any number of charges from the armor, including 0, to summon the spirit of the whale used to make its bone plates. The spirit appears in an unoccupied space that you can see within 30 feet of you. It uses the statistics for a killer whale, except that it's undead, is immune to poison damage and the poisoned condition, and has a flying speed equal to its swimming speed. It obeys your mental commands to the best of its ability (no action required by you), and takes its turn immediately after yours. If you don't issue any commands, the spirit defends itself from hostile creatures, but otherwise takes no actions. The spirit disappears in a cloud of marine snow after 1 minute. It disappears early if you use an action to dismiss it or if it's reduced to 0 hit points.
When the spirit disappears, roll a d10. If the result is equal to or less than 5 + the number of charges you expended as part of the action to summon it, it disappears as normal, and the property can't be used again until the next dawn. If the result is higher than that number, the spirit becomes hostile to you; it remains for 1 additional minute, can't be dismissed, and immediately regains half its maximum number of hit points. When this happens, this property of the armor can't be used again until 1d4 + 1 days have passed, during which time the number of charges the armor regains each day is reduced by half (rounded up).
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Whiffwater Potion
Potion, common | Dec. 22
This small glass bottle is in the shape of a nose. The potion inside is a tasteless, gelatinous goo. When you use an action to drink the potion, your breath becomes visible for 1 hour. During that time, you can change what color your breath appears to be. In addition, when you describe a smell using sensory language, your breath's smell changes to reflect the smell you're describing.
If a described smell would normally cause a creature to retch or have a magical property (such as the stinking cloud spell or hezrou's Stench trait), your breath has a smell reminiscent of such an effect, but is otherwise harmless.
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Whip of the Copper Eel
Weapon (whip), uncommon (requires attunement) | Jun. 23
This magic whip hums with electricity. It has 4 charges and regains all expended charges daily at dawn. When you hit a creature with this whip, you can expend 1 or more of its charges to deal an extra 1d6 lightning damage to that creature for each charge you spend. You don't suffer the negative effects of underwater fighting when you make an attack with this weapon.
When you hit an underwater creature with this whip, it automatically takes an extra 1d6 lightning damage from the attack—as if you had expended a charge from it. When this happens, you can still spend charges from the whip to deal additional lightning damage to the creature. If you do, each other creature of your choice within 10 feet of the target must succeed on a DC 13 Constitution saving throw or take lightning damage equal to half the amount dealt to the target.
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Whirling Weapons
Weapon (any melee weapon without the special or two-handed property), rare | Sep. 20
These magic weapons were forged with lightweight metals and designed for speed rather than brute force. Whirling weapons have the finesse and light properties and whistle softly when swung through the air. When you take the Attack action and attack with a whirling weapon that you're holding in one hand, you can use a bonus action to make another attack with the same weapon. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If you're holding a different whirling weapon in each hand and engage in two-weapon fighting, you can make one attack with each weapon when you use a bonus action in this way.
In addition, if you have the Two-Weapon Fighting fighting style, you can add your ability modifier to the damage of the bonus attacks.
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Whirlpool Dart
Weapon (dart), uncommon | Sep. 20
This dart feels cold and hefty in the hand, but flies effortlessly when thrown. As an action, you can throw this dart at a point within 20 feet of you and speak its command word to cause it to create a wild, spiraling whirlpool in a 15-foot-radius, 10-foot-high cylinder centered on that point. Each creature in the area excluding you must make a DC 13 Strength saving throw. On a failed save, a creature takes 4d4 bludgeoning damage and is pulled up to 15 feet toward the center of the cylinder. On a successful save, a creature takes half as much damage and isn't pulled.
In addition, unsecured objects that are completely within the cylinder are automatically pulled 15 feet toward the center by this effect, and all nonmagical flames within the cylinder are extinguished.
The dart's property can't be used again until the next dawn. In the meantime, the dart can still be used as a magic weapon.
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Whispergust Mote
Wondrous item, common | Sep. 21
A whispergust mote is a sentient breath of air typically separated from a larger air elemental. When not invisible, its form resembles a dollop of blue whipped cream but is weightless and fluid to the touch. The mote can use an action to become invisible, but it typically only does so when it senses danger. When left to its own devices, the mote will gently tousle the hair of passing creatures or flip a fallen leaf. While it is a form that is defined by its wanderlust, it nevertheless enjoys the company and experiences of adventuring parties that travel to new and unique locations. Most owners of a whispergust mote are rarely so bold as to claim ownership of it at all.
The mote is considered a magical object and is not a creature. It has a flying speed of 20 feet and can hover. It has AC 10, 5 hit points, and has resistance to all damage. The whispergust mote regains all its hit points if affected by a gust of wind spell or similar magic.
Sentience. The whispergust mote is a sentient chaotic good item with an Intelligence of 1, a Wisdom of 8, and a Charisma of 7. It has hearing and darkvision out to a range of 60 feet. It can't speak or read, but understands Auran and Common.
Personality. The whispergust mote ultimately travels where it wants to go, but knows that companionship is often worth the limitations that come with it. In even the most dull of places, the mote will find ways to entertain itself—often to the panic or frustration of the creatures it travels with.
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Whistle of Dog Command
Wondrous item, uncommon | Apr. 23
You can use an action to blow this whistle, which is only audible to dogs and wolves within 300 feet of you. When you do, choose up to four dogs or wolves that you can see that can hear the whistle. Each creature must make a DC 15 Wisdom saving throw. On a failed save, the creature is affected by a special version of the command spell, and it must obey your choice of one of the following commands on its next turn:
Attack. The creature moves up to its speed toward a target of your choice. If the target is within its reach at the end of this movement, the creature then makes a single attack against the target, using either its bite or claws.
Drop It. The target drops whatever it is holding and then ends its turn.
Fetch. The creature uses its action to Dash and retrieve an item that it can carry in its mouth, returning with the item to its original space. The object must be within range of the creature's normal movement.
Roll Over. The creature rolls over and remains prone for the turn.
Sit. The creature drops prone and then ends its turn.
Speak. The creature releases a loud howl that's audible out to 300 feet. If the creature communicates by howling, you decide the nature of the howl made.
You don't need to speak in order to issue the chosen command. A shapeshifter is only affected by the whistle if it's in a dog or wolf form when the whistle is blown. Once this property of the whistle has been used, it can't be used again until the next dawn.
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Widemouth Bucket
Wondrous item, common | Mar. 21
This brass bucket in the shape of a fish's open mouth is 12-inches across and tall and weighs 3 pounds while it isn't filled. The bucket can hold up to 10 gallons of liquid, even though it appears to hold only 1. Regardless of how much liquid is inside, the bucket's weight is only increased by the weight of up to 1 gallon of the liquid
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Widow's Tea
Wondrous item, rare | Mar. 20
This dark ceramic tea set comes with a teapot and two matching teacups. The malignant spirit of a hag lives within the teapot and corrupts the first cup of tea that it pours into one of the matching teacups. The first creature that drinks this cup of tea must make a DC 15 Constitution saving throw as the hag's spirit assaults it from the inside. On a failed save, a creature takes 4d6 poison damage and is paralyzed for 1 minute. On a successful save, a creature takes half as much damage and isn't paralyzed. At the end of each of its turns, a paralyzed creature can make another DC 15 Constitution saving throw, ending the effect on a success.
Once this property has been used, it can't be used again until 5 days have passed.
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Wild Dice
Wondrous item, rare | Aug. 22
This set of two chipped and weathered wood six-sided dice are infused with unpredictable magic. They come in a small velvet bag whose pattern changes based on the dice's last roll. Otherwise, the dice appear completely unassuming.
The dice have a total of 6 charges and regain 1d6 expended charges daily at dawn. As an action, you can expend 1 of their charges to roll them, tossing them at a point you can see within 30 feet of you when you do. The dice's effect is determined by the total of the roll as listed in the table and described below. Unless the effect says otherwise, the dice disappear at the end of the effect and reappear in the pouch at the start of the following turn. Rolling the dice again while an effect is still active does nothing. An effect that requires a saving throw has a DC of 15.

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Wildfire Ammunition
Weapon (an arrow or bolt), rare | Mar. 20
This ammunition smolders while you hold it, sparking softly with simmering embers. When you use this arrow or bolt to make a ranged weapon attack, it vanishes in a scattering of sparks immediately after it's fired: disappearing into a special extradimensional space without hitting a target. The ammunition's flames burn hotter the longer it remains in this space and can stay there for up to 3 rounds.
You can use a bonus action on your turn to speak the ammunition’s command word and choose a point you can see within 120 feet of where you fired it from. When you do, the arrow or bolt reappears directly above the point and explodes, creating a 20-foot-radius, 40-foot-high cylinder of searing flames centered on that point. Each creature in the area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 4d8 fire damage, plus an extra 2d8 fire damage for every round the ammunition remained in its pocket dimension. On a successful save, a creature takes half as much damage.
If the ammunition remains in its extradimensional space for the full duration without its command word being spoken, it reappears and explodes above a random point within 120 feet of where it was fired.
An arrow or bolt is destroyed when it explodes in this way.
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Wildman's Spinning Cleaver
Weapon (handaxe), very rare (requires attunement by a barbarian) | Aug. 19
This elaborate weapon channels your bloodlust and adds your barbarian Rage Damage bonus even when it's thrown while you're raging. You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, once on each of your turns when you're raging and you make a ranged attack with this weapon, you can choose to make another ranged attack with it against another target within 10 feet of the first. This second target can be beyond the handaxe's normal throwing range. When you make this special extra attack, the axe magically launches itself and spins wildly towards the new target.
Immediately after making a ranged attack, the weapon flies back to your hand.
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Wildskin Armor
Armor (hide), uncommon (requires attunement by a druid) | Jul 20
This enchanted hide armor magically conforms to your body and moves naturally with your movements.
While wearing this armor, you can choose to have it reinforce your new form when you use your Wild Shape. When you do, your AC while you are transformed is equal to 14 + your Dexterity modifier (maximum 2), unless it's already higher. You gain this benefit even if the armor merges into your new form. Once this property has been used, it can't be used again until the next dawn.
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Williwig's Time Stopper
Wondrous item, common | Jul. 21
This magic bottle stopper's base is made of a mixture of cork and metal, but a stony, gargoyle figurine with a bored expression rests atop it. You can seal or unseal a bottle, flask, jar, waterskin, or similar container with the stopper as an action. When you do, the stopper magically resizes to fit the container's opening (up to 6 inches in diameter). While a container is stoppered in this way, any nonliving liquid inside it doesn't age, decay, rot, or spoil. If the container has a tap or similar means of dispensing the liquid without unstoppering it (such as a keg), the effect on the liquid ends once it leaves the vessel.
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Wind and Whirl
Weapon (scimitar), very rare (requires attunement) | Nov. 20
This pair of scimitars was forged in the Elemental Plane of Air and cut effortlessly through the air in tandem. Attuning to one of the scimitars automatically attunes you to both of them, which count as one attuned item.
You gain a +1 bonus to attack and damage rolls made with these magic weapons, which have the thrown property with a normal range of 20 feet and a long range of 60 feet. Immediately after you make a ranged attack with one of the scimitars, it flies back to your hand. In addition, when you engage in two-weapon fighting using both scimitars, you can add your ability modifier to the damage of the second attack.
As an action, you can speak the scimitars' command words and throw the two swords at a point you can see within 60 feet of you. The two weapons spin wildly and create a sudden whirlwind in a 15-foot-radius, 30-foot-high cylinder centered on the point. A target caught in the whirlwind's area must make a DC 15 Strength saving throw. On a failed save, a target takes 6d6 bludgeoning damage and is flung up 20 feet away from the point in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone. On a successful save, a target takes half as much bludgeoning damage and isn't flung away or knocked prone. The scimitars fly back to your hands immediately after the effect. Once this property of the scimitars has been used, it can't be used again until the next dawn.
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Windrazor
Weapon (longsword), legendary (requires attunement) | Jan. 19
You gain a +2 bonus to attack and damage rolls made with this magic weapon. This weapon has the finesse property. The sword has 10 charges and regains 1d6+4 expended charges daily at dawn. While holding the blade, you can expend 1 or more of its charges to cast one of the following spells from it (save DC 17): heroism (1 charge) or wind wall (3 charges). Your spellcasting modifier is +5 when casting heroism in this way.
Air Rend. This weapon can manipulate the air around it to generate blades of wind, delivering devastating slashing attacks from range. When you take the Attack action, you can expend 1 charge to make a special ranged attack with the sword against a target you can see up to 30 feet away. If you have the Extra Attack feature, you can expend 1 or more charges to use this special attack for any of the attacks you make as part of the Attack action.
Sudden Storm. When you hold the sword and take damage from a creature within 5 feet of you, you can use your reaction to expend 1 charge and make a melee attack with the sword against that creature. Additionally, if a creature hits you with a ranged weapon attack, you can use your reaction to expend 1 charge and slash at the projectile, reducing the damage you take by 1d10+5. If you reduce the damage to 0, you destroy the projectile.
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Windswept Kite
Wondrous item, uncommon | Jul. 24
This blue silk kite is 5 feet across and is attached to a 60-foot string. It weighs 1 pound and can be folded into a 6-inch square. While holding the kite, you can use a bonus action to toss it aloft and speak its command word. When you do, you also choose how much string to let out, between 10 and 60 feet. The kite then expands to its full size (if it was folded) and creates a cylinder of moderate wind of 10 miles per hour, which allows it to continue flying. The cylinder's height and diameter is the same as the amount of let-out string, up to 60 feet. The kite and top of the cylinder remain centered above your location. You can use another bonus action to speak the flying kite's command word to end the effect and cause it to fall softly back into your hand. You can change the wind's direction at the start of each of your turns for the duration.
You can use the kite to create this wind for up to 1 hour, all at once or in several shorter intervals, each one using a minimum of 1 minute from the duration. The effect ends early if you are no longer holding the string, at which point it flies up to 1d10 times 10 feet in a random direction before landing on the ground. Dealing 5 slashing damage to the string (AC 15) severs it, causing the kite to fly away as if you let go of the string. The severed string can later be reattached by holding its ends together for 1 minute.
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Windswept Wyvernplate
Armor (halfplate), rare (requires attunement) | Nov. 18
This half plate armor seems to grow lighter when you inhale. You can hold your breath at any point to both lighten the armor and quiet its clattering, negating the normal disadvantage on Dexterity (Stealth) checks imposed by half plate armor.
In addition, if you fall while wearing this armor, you can hold your breath as a reaction to cast the feather fall spell, targeting only yourself, at will.
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Wind Riders
Wondrous item, rare | Dec. 19
These boots look and feel like pale, dried leaves but are remarkably soft and quiet to walk in. While wearing these boots, you can move normally in difficult terrain caused by strong winds.
While wearing these boots, you can use an action to speak their command word to cast the gaseous form spell, transforming yourself into a swirling cloud of vapor and leaves. This version of the spell lasts for up to 1 minute, but only allows you to float vertically using your movement speed. Your horizontal movement speed while in this form is decided by the direction and speed of the wind. A wind of light speed (between 5 and 10 miles per hour) propels you 10 feet per round, whereas a wind of moderate or greater speed (at least 10 miles per hour) pushes you 20 feet instead.
Traveling somewhere while in this form where the swirling leaves are unable to follow you ends the effect early. Once the boots have been used to cast this spell, they can't do so again until the next dawn.
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Wind-Up Merchant
Wondrous item, rare | Mar. 21
This soft toy figurine is 5 inches tall and weighs 1 pound. You can use an action to wind up the toy using a crank in the back, causing it to release a thin strip of parchment listing 3 magic items and their costs from the list below. The toy then whirs and animates slowly, walking and bowing slightly, and can't be wound up again until 24 hours have passed.
Roll 3d12, recording each number rolled, to determine which of the following magic items are listed on the parchment. At the GM's discretion, reroll duplicate results.

While the toy is animated, you can use an action to deposit any number of coins into the slot on the toy's belly and speak the name of an item listed on the parchment. If the value of the coins deposited in the toy is equal to or greater than the cost of the named item, the item magically appears in your hand or at your feet (your choice) and is removed from the parchment. The spent coins are then lost.
The toy remains animated for 5 minutes or until each item has been purchased from the list. When the toy stops animating, any deposited coins that weren't spent on the listed items clatter to the ground below it, converting them into smaller denominations as needed, and the parchment turns to dust and is destroyed.
An item purchased from the wind-up merchant disappears after 24 hours, or early if you attempt to sell or trade it to another creature.
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Winner's Trophy
Wondrous item, common | Sep. 24
While holding this competitive trophy, you can use a bonus action to speak its command word to change the trophy's appearance. When you do, you can change the trophy's shape, design, apparent material, and any labels on it. Regardless, the trophy always has a wooden or metallic base that's a 4-inch cube, always weighs 2 pounds, and can't be anything other than a trophy. The trophy can't be larger than 1 foot across in any dimension.
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Winterland Footwraps
Wondrous item, rare (requires attunement by a monk) | Nov. 23
These blue straps keep a soft fur wrap held against your legs. While wearing them, you have resistance to cold damage, and the first time you hit a target with an unarmed strike on each of your turns, the target takes an extra 1d6 cold damage from the attack. In addition, you can move across icy surfaces without needing to make an ability check, and difficult terrain composed of ice or snow doesn't cost you extra movement.
When you use your Step of the Wind feature while wearing the wraps, you can walk on water until the end of your turn. When you do, the water beneath your feet magically freezes into a walkable path of floating ice, allowing you to step on it freely. The ice melts after 1 minute.
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Winter's Embrace
Armor (breastplate), very rare (requires attunement) | Aug. 19
This frosty breastplate and fur set is enchanted to keep its wearer at a constant, comfortable temperature. While wearing this armor, you have resistance to cold and fire damage and ignore difficult terrain created by ice or snow. In addition, you can cast the ice storm spell (save DC 16) at 6th level using the armor. When cast in this way, the spell is centered on your location and you are immune to its effects. Once this property of the armor has been used, it can't be used again until the following dawn.
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Winter Ward
Wondrous item, very rare (requires attunement) | Jan. 21
This warm ushanka bears the symbol of a clan of winter wolves, made as a gift to a hunter who aided them against an invasion of giants. While wearing the hat, you gain resistance to cold damage. In addition, you have advantage on Wisdom (Perception) checks that rely on hearing or smell and on Dexterity (Stealth) checks made to hide in snowy terrain. You can speak and understand Winter Wolf, and you have advantage on Charisma checks made to interact with winter wolves.
Summon Winter Wolf. This hat is bound to a celestial spirit loyal to the winter wolf clan. While wearing the hat, you can cast the find steed spell with the following changes:
The spirit assumes the form of a winter wolf and its creature type is always celestial.
The spirit acts independently of you, but it always obeys your commands. In combat, it takes its turn immediately after yours. When summoned in this way, the spirit's Cold Breath recharges after it finishes a short or long rest.
When you dismiss the spirit as an action, it can't be summoned again until the next dawn.
If the spirit drops to 0 hit points, it bursts into a flurry of snow and can't be summoned again until 7 days have passed.
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Wishing Well Token
Wondrous item, very rare | Mar. 24
A wishing well token is a coin that has sat at the bottom of a well for a prolonged period of time. For every ten consecutive years that a mundane coin sits in a well, there is a 1 percent chance that at the end of that time, it transforms into a wishing well token.
While holding the token, you can use an action to make a wish; you must then immediately throw the coin into a well. When you do, the well erupts in an instantaneous column of brilliant light, and your wish comes true (as if by the wish spell). This version of the spell is less potent: any number listed in the spell is reduced by half, and it can't undo a recent event or otherwise adjust the flow of time. Further, this version of the spell can't be used to achieve something beyond the scope of the supplied options. For example, a wishing well token can allow up to ten creatures to regain all their hit points, create an object up to 12,500 gp in value, or duplicate any spell of 4th level or lower.
The well in which the token was thrown then magically produces pure, potable water. It always remains full, regardless of drought or overuse. This benefit lasts for 10 years.
Once the coin has been used to make a wish, it becomes a mundane coin without any magical properties again.
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Wisp Cloak
Wondrous item, uncommon (requires attunement) | Nov. 20
This near-weightless cloak billows softly even without wind. While wearing this cloak, you have advantage on death saving throws and can move normally through the space of any Medium or smaller creature once on each of your turns, but can't stop there.
Curse. This cloak is cursed by the spirit of a person who was betrayed by a close friend. Once you wear this cursed cloak, you can’t remove it unless you are targeted by the remove curse spell or similar magic. While wearing the cloak, whenever you move or end your turn within 10 feet of a friendly creature with 0 hit points for the first time on each of your turns, that creature must succeed on a DC 13 Constitution saving throw or suffer a failed death saving throw.
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Wisplight Lantern
Wondrous item, rare | Mar. 19
This dark hooded lantern glows with a magical blue flame and can reveal the demise of a creature no longer among the living. The lantern sheds bright, bluish light in a 20-foot radius and dim light for an additional 20 feet. You can use an action to reduce the light's reach or cover it completely.
The lantern has 4 charges and regains 1d3+1 expended charges each day at dusk. As an action, you can expend a charge by touching it to a Large or smaller corpse within 5 feet of you. When you do, a ghostly blue illusion of the fallen creature appears above its corpse to silently reenact the last 6 seconds of its life. The illusion only shows the creature's actions and reactions, such as reacting to an unseen monster or trying to extinguish the flames of a fiery trap, but does not show the monster or effect causing the actions or reactions. This ability has no effect on undead creatures. Once a corpse's death has been revealed in this way, it cannot be shown again.
Alternatively, you can expend a charge as an action while holding the lantern aloft and speaking its command word. If there are any undead creatures within 60 feet of you that are not behind total cover, the lantern's light flashes a foreboding red color before returning to its normal blue glow.
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Wispy Sour
Potion, common or uncommon | Jan. 20
The typical wispy sour, a common potion, is a specialty alcoholic beverage that causes you to float harmlessly off the floor. When you drink this potion, you gain a flying speed of 10 feet for 1 minute, but can only hover 1 foot above the ground when doing so. The drink is smooth, sweet, and has a slight aftertaste of ash. A tiny, single light from the dancing lights spell is often cast within the drink when served. Due to its magical nature, the alcohol within this potion affects a creature twice as much as the alcohol within a nonmagical beverage.
The following wispy sour is an uncommon variant with additional properties. It also tastes better.
For 1 minute after drinking this potion, you can regain 1d8 + 2 hit points once on each of your turns when you reduce a hostile creature to 0 hit points. If the creature is a construct or undead, you don't regain any hit points in this way. This variant contains a harmless will-o'-wisp fragment. Hazy visions of lost souls occasionally drift though the drink's cheery liquid.
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Witch's Boomstick
Wondrous item, very rare (requires attunement) | Jul. 25
This broomstick has a hollow end in the center of its brush. It functions identically to a normal broom of flying, except that it can also be held like a musket. While holding or sitting atop the broomstick, you can use an action to speak a special command word to cause it to emit an explosion in a 30-foot cone, originating from its brush. Each creature within the cone must succeed on a DC 16 Dexterity saving throw or take 2d8 fire damage, or 4d8 if it's within 15 feet of the broom. If you're riding the broom, you also immediately move 30 feet in the opposite direction of the cone, without provoking opportunity attacks.
A creature that rolls a 1 on the Dexterity saving throw is also affected by the hex spell for 1 minute as if you cast it (no concentration required); the creature makes Dexterity checks and Dexterity saving throws with disadvantage for the duration of the spell. The spell ends early if another creature is holding the broom.
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Wizards' Bout Top
Wondrous item, common | Apr. 23
This wooden top is a favorite among children in the wizard city of Orostead, who use them in a local favorite game of Wizards' Bout. Many children repaint their tops to fit their personal aesthetic. You can spin the top using an action; roll a d8 and use the table below to determine the illusory effect created by the top. The effects are instantaneous.

To play a game of Wizards' Bout, another creature must also spin a different Wizards' Bout top within 5 feet of you before the start of your next turn. When playing Wizard's Bout, a Tiny, illusory wizard appears above each top when it's spun, which then casts a magical spell against the opposing top. Each player has 10 points at the start of a game of Wizards' Bout, which are subsequently lost and gained depending on the tops' effects. You lose when you have 0 points at the start of your turn, or win if you start with 20 points or more. Refer to the table below to determine the top's additional effects when playing a game of Wizards' Bout.
Both players take turns spinning their tops. Each round is called a bout, and the tops' effects are resolved simultaneously at the end of each bout (even if one player spun their top first). Each effect is associated with a unique element. If that element trumps the one rolled by the opposing player, the opposing top's effect is negated.

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Wizards' Cards
Wondrous item, uncommon (requires attunement) | Feb. 24
This playing card set is a partially complete deck of various cards across four unique suits: air, earth, fire, and water. Each suit has an ace, a 2 through 10, and at least two face cards (which sometimes appear more often than others). You can draw up to 2 cards from the deck using a bonus action, provided you have the hands to do so. When you do, the cards glow briefly before vanishing.
Roll a d4 and d12 for each card you draw. The suit of the card is determined by the d4, which corresponds to a damage type: air (1; lightning), earth (2; thunder), fire (3; fire), or water (4; cold). The kind of card is determined by the d12: ace (1), 2 through 10 (2–10), or a face card (11–12). When you draw a card, record its suit and value: the value of a 2 through 10 is the same as its number, a face card's value is 10, and an ace can be either 1 or 11 (you choose when you draw it each time). The suit and value of each drawn card are magically displayed on the palm or back of your hand (your choice).
You can use an action at any point after drawing cards to release the magic stored within all the drawn cards. When you do, the cards rematerialize and hurtle toward a creature you can see within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking damage equal to the cards' total on a failed save. The target makes the saving throw with disadvantage if the total of the cards is 21. You choose the type of damage dealt, which must be one associated with at least one of the drawn cards' suits.
If the total value of your current drawn cards is ever more than 21, the deck releases a magical explosion. You and any other creature within 5 feet of the deck must make a DC 13 Dexterity saving throw. A creature takes 22 damage on a failed save, or half as much damage on a successful one. Roll a d4 to determine the damage's type, using the rules above.
Your current drawn cards are lost if you release the magic stored within them, if the deck explodes, or if you finish a short or long rest.
When found, the deck has 2d20 + 10 random cards in it. It regains 1d10 used cards at random daily at dawn, up to a maximum of 52 cards. If you draw the deck's last card, there's a 50 percent chance that the deck is destroyed.
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Wond of Fireballs
Wand, rare (requires attunement by a spellcaster) | May 24
This wand functions as a wand of fireballs. However, during the wand's creation, the spell's transcription was riddled with arcane mistakes. As a result, casting fireball from the wand can lead to unpredictable outcomes.
Whenever you cast the fireball spell from the wand, roll a d20 and use the table below to determine the spell's effect. Regardless of the outcome, the spell's effect is centered on the point you target with the wand and uses a save DC of 15. If the wand casts a different spell, any extra charges spent as part of using the wand increase the spell slot level of the new spell as well.

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 casts fireball, centered on you, and is destroyed.
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Wooden Chain of the Unbroken Circle
Armor (chain shirt), rare (requires attunement by a druid or ranger) | Apr. 19
This magical chain shirt is crafted using strange wooden links enchanted by a militant circle of druids. The wooden chain is reinforced with old, natural magic that responds to the wearer's reverent connection to nature. While wearing this armor, you gain a bonus to your AC equal to your Wisdom modifier (max 2) in addition to the armor's normal AC.
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Woodstalker's Hood
Wondrous item, rare (requires attunement) | Jan. 24
This leafy green hood is adorned with a pair of branch-like antlers that grow from either side of it. You gain a +2 bonus to any Dexterity (Stealth) or Wisdom (Perception) checks you make while wearing the hood. If you're wearing the hood in a wooded area, your face becomes heavily obscured in shadow.
The hood has 3 charges and regains all expended charges daily at dawn. You can use an action while wearing the hood to expend 1 of its charges to use one of the following properties from it.
The Eyes That Speak. You gain the ability to comprehend and telepathically communicate with beasts for 1 hour, provided that you and the beast can see each other. When you do, your eyes glow a soft green. For the duration, beasts with a challenge rating of 1 or lower are indifferent toward you and will not attack you unless you threaten or harm them.
The Twig That Snaps. You can shift your awareness to a plant that you can see within 300 feet of you. You can use your senses to see and hear as if you were in the plant's location. For the duration, you are deaf and blind with regard to your own senses. Your senses remain in the plant's space for 10 minutes, until you're more than 300 feet away from the plant, or until you end the effect early (no action required).
The Wind That Howls. You can force up to 4 creatures that you can see within 30 feet of you to make a DC 15 Wisdom saving throw. On a failed save, a creature is frightened of you for 1 minute. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
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Worker's Wondrous Ladder
Rod, common | Dec. 23
This wooden rod looks like the base of a simple ladder. While holding it, you can speak its command word using an action to cause a number of duplicate rods of your choice to appear, attached to the one you're holding. You must be holding the rod parallel to the ground; the rods attach in a vertical stack to create a ladder, starting from the rod you're holding. Each duplicate rod increases the height of the ladder by 1 foot, up to a maximum height of 20 feet. If this causes the ladder to hit another creature or object, it immediately stops short of that height. Each rod weighs 1 pound.
While holding one of the rods, you can use an action to speak its command word again to cause every other attached rod to magically disappear, leaving you with a single rod again.
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Worldbreaker
Weapon (maul), legendary (requires attunement by a creature with Strength score of 17 or higher) | Jul. 22
This titanic hammer resembles a darkened globe of impenetrable black iron. When you hit with an attack made with this magic hammer, it deals 2d12 bludgeoning damage, instead of 2d6. This weapon deals double damage to objects and structures.
In addition, you can use an action to cast the earthquake spell from the hammer (save DC 17), slamming the weapon into the ground as part of the action to cast it. You and up to ten other creatures of your choice that you can see automatically succeed on the saving throw against being knocked prone by the spell. This version of the spell extends from you in a 100-foot radius and doesn't require concentration, but ends at the end of your next turn. Once this property of the hammer has been used, it can't be used again until a number of days have passed equal to half the number of fissures created by the spell (minimum of 1 day).
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Wraith's Circlet
Wondrous item, uncommon (requires attunement) | Jun. 22
While wearing this dark silver circlet in dim light or darkness, a smoky mantle of shadow covers your head like a dark hood. While covered in this way, you can move through creatures as if they were difficult terrain, regardless of their size, and you have advantage on Dexterity (Stealth) checks. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d10 force damage.
Wraith's Ensemble. Dying doesn’t end your attunement to this magic item. In addition, if you’re attuned to three items with this named property, you treat bright light (but not sunlight) as if it were dim light or darkness for the purposes of the items’ various properties, and you can use a bonus action to reveal or suppress one or more of the items’ visual effects. While an item’s visual effects are suppressed, you don’t gain the benefits of that item’s other properties.
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Wraith's Garb
Armor (leather), uncommon (requires attunement) | Jun. 22
While wearing this dark leather armor in dim light or darkness, a shadowy cape billows behind you and obscures your movements. While the armor's cape is flowing behind you in this way, opportunity attacks against you are made with disadvantage. While attuned, you are considered proficient with this armor even if you lack proficiency with light armor.
In addition, if you are in dim light or darkness, you can use a bonus action to cast the misty step spell from the armor, reappearing in a plume of dark smoke that immediately dissipates. Once the armor has been used to cast this spell, it can't do so again until the next dusk.
Wraith's Ensemble. Dying doesn’t end your attunement to this magic item. In addition, if you’re attuned to three items with this named property, you treat bright light (but not sunlight) as if it were dim light or darkness for the purposes of the items’ various properties, and you can use a bonus action to reveal or suppress one or more of the items’ visual effects. While an item’s visual effects are suppressed, you don’t gain the benefits of that item’s other properties.
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Wraith's Ring
Ring, uncommon (requires attunement) | Jun. 22
This ring is made of four shrunken, skeletal fingers that clamp around yours while worn. One of the fingers holds a cracked black pearl, from which faint tufts of smoke curl up. While wearing this ring in dim light or darkness, your forearms and hands appear magically skeletal and ghostly. The effects are illusory.
While wearing the ring, you can use an action to cast the chill touch spell from it, using a spell attack bonus of +5. This version of the spell uses your level to determine the spell's damage, instead of only casting it at its lowest level. You gain a +1 bonus to the spell's attack and damage rolls if you're in dim light, or a +2 bonus if you're in darkness. In addition, while you're in dim light or darkness, you can choose to cast the spell as a melee attack, instead of a ranged one, against a target within your reach. If you already know the chill touch spell, you can still gain these benefits even if you cast the spell without using the ring.
Wraith's Ensemble. Dying doesn’t end your attunement to this magic item. In addition, if you’re attuned to three items with this named property, you treat bright light (but not sunlight) as if it were dim light or darkness for the purposes of the items’ various properties, and you can use a bonus action to reveal or suppress one or more of the items’ visual effects. While an item’s visual effects are suppressed, you don’t gain the benefits of that item’s other properties.
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Wraps of the Restless
Wondrous item, very rare (requires attunement) | Apr. 21
These salvaged wrappings from the arms of a mummy lord hang loosely from your arms but never seem to slide off. While wearing the wraps, you have resistance to necrotic damage.
In addition, when you take the Attack action while wearing the wraps, you can use a bonus action immediately before or after one of your attacks to cause a piece of the wrapping to lash out at a target within 10 feet of you. Make a melee spell attack for the wrapping, using an attack bonus of +7. On a hit, the target takes 1d8 necrotic damage.
The wraps have 3 charges and regain 1d3 expended charges daily at dawn. As an action, you can hold out your hand and expend 1 or more of the wraps' charges to release a blast of sand from it in a 15-foot cone. Each creature in the area must make a DC 15 Constitution saving throw. On a failed save, a creature is blinded until the start of your next turn, and for each charge you spend, it takes 1d6 bludgeoning damage plus 2d8 necrotic damage. On a successful save, a creature takes half as much damage and isn't blinded.
Curse. Once you don these cursed wraps, you can't doff them unless you are targeted by the remove curse spell or similar magic. While wearing the wraps, you have disadvantage on attack rolls against undead and on saving throws against their spells and special abilities. In addition, while cursed, you don't recover as much from resting. When you roll Hit Dice to regain hit points, roll each one of the dice twice and use the lower result.
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Wretched Ring
Ring, very rare (requires attunement) | Sep. 22
This ring is carved from blackened bone. The first time you touch it, you can momentarily hear the wails of countless lost souls. You have resistance to necrotic damage and can use the following properties while wearing the ring.
Smoke Step. You can use a bonus action to cast the misty step spell from the ring. When you do, the mist appears as a dark smoke instead.
Raise Horde. You can use an action to summon up to 8 skeletons. When you do, you can choose to replace 2 skeletons with a warhorse skeleton, or 4 skeletons with a minotaur skeleton instead. Each creature 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, at which point the creature collapses and disappears in a plume of bone dust. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures' statistics. Once this property of the ring has been used, it can't be used again until you finish a long rest.
Curse. This ring is cursed, and becoming attuned to it extends the curse to you. When you begin a long rest, make a Wisdom saving throw. The DC is equal to four times the number of times you've used the ring's Smoke Step property since the last time you finished a long rest. On a failed save, you gain one level of exhaustion and don't gain any benefit from the long rest, as horrific nightmares keep you awake and restless. The DC then resets to 0.
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Wyrmling Wristlet
Wondrous item, rare (requires attunement) | Jun. 21
This bracelet has 1d6 + 3 colorful, egg-shaped beads hanging from it. Ten types of beads exist. The GM decides the type of each bead on the bracelet or determines it randomly. A bracelet can have more than one bead of the same type. You can use an action to detach a bead and throw it into an unoccupied space that you can see up to 30 feet away from you. When it reaches the end of its trajectory, the bead cracks open, destroying the bead, and summons a dragon wyrmling in the space. The type of wyrmling is determined by the bead's color.

A summoned wyrmling disappears after 1 hour, when it drops to 0 hit points, or when you summon another wyrmling. The wyrmling shares your initiative count, but it takes its turn immediately after yours. It is friendly to you and your companions until you threaten or harm it. The wyrmling obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions.
When the last bead has been used, the wristlet becomes nonmagical.
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Wyrmshide Bow
Weapon (shortbow), rare (requires attunement) | Sep. 21
This bow is crafted with delicate dragon scales and strung with a fiber from a dragon's heart. While holding the bow, you can use a bonus action to speak its command word and channel the energy of the dragon within. When you do, the bow forms a draconic cowl of elemental energy around you. For the duration of the cowl, you gain the following benefits:
You gain 25 temporary hit points, which last for 1 minute.
You have resistance to damage of the same type as the elemental energy of the cowl. The type of energy is determined by the kind of dragon that provided the bow's scales, as shown on the table below.
On a hit, the bow deals an extra 1d8 damage of the same type as the cowl's energy. If the target is a dragon, this extra damage ignores any resistance or immunity it has against that damage type.
The cowl remains until you lose all these temporary points. Once this property has been used, it can't be used again until the next dawn or until the bow is used to slay or help slay a Large or larger dragon. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.

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Wyrmstaff
Staff, very rare (requires attunement by a spellcaster) | Nov. 24
This dark staff features a dragon coiling around a gemstone at its top. A wisp of smoke drifts from the dragon's mouth. While holding this staff, you have advantage on any saving throw against an effect created by a dragon. In addition, while a wyrmling is summoned by the staff, you have resistance to the damage type the wyrmling is immune to.
Summon Wyrmling. While holding the staff, you can use an action to summon a dragon wyrmling in an unoccupied space that you can see within 30 feet of you. The wyrmling can be any kind of chromatic or metallic dragon of your choice, but once a wyrmling has been summoned, that kind of dragon wyrmling can't be summoned by the staff again until the next dawn.
The wyrmling is friendly to you and your companions for the duration. In combat, the wyrmling shares your initiative count, but takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any commands to the wyrmling, it defends itself from hostile creatures but otherwise takes no actions.
The wyrmling disappears when it drops to 0 hit points or after 1 hour. It disappears early if you use an action to dismiss the wyrmling or summon another one. The wyrmling uses your spell attack bonus and spell save DC for its attacks and breath weapons, respectively. Whenever the wyrmling uses its breath weapon, you can choose for the effect to simultaneously originate from both the wyrmling and the end of the staff (no action required by you), provided you're holding the staff. A target in the area of both instances of the breath weapon is affected only once.
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Wyvernblade
Weapon (rapier or shortsword), rare (requires attunement) | Feb. 22
This blade's guard is fashioned after a wyvern in its design. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
The weapon has 3 charges and regains all expended charges daily at dawn. While holding the weapon, you can use an action to expend 1 of its charges to fly up to 60 feet in a straight line toward a point or target that you can see. If the target is a creature, you can also make a special attack against it using the blade. On a hit, the target takes an extra 4d6 poison damage, and it can't use its reaction until the start of its next turn. You have advantage on the attack if you fly at least 30 feet toward the target in this way. At the end of your turn, you can choose to fly up to another 30 feet either horizontally or downward.
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Wyvernstinger Scabbard
Wondrous item, uncommon | Oct. 24
When you draw a sword from this magic scabbard, you can choose to speak its command word to coat the sword in a special poison (no action required). The first creature hit with that weapon within 1 minute must make a DC 13 Constitution saving throw. On a failed save, the creature takes 4d6 poison damage and is poisoned until the end of its next turn. On a success, the creature takes half as much poison damage and isn't poisoned. Once the scabbard is used to coat a sword in this way, it can't do so again until the next dawn.
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Wyvernwing
Weapon (greatsword), rare (requires attunement) | Jan. 19
This enchanted greatsword contains a wyvern’s wing that’s stretched between three thin, collapsed blades. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
The sword has 4 charges and regains 1d4 expended charges each day at dawn. As an action, you can expend 1 charge to flick open the sword like a fan and swing it down to create a buffeting wind. When you do, you can choose for the wind to affect creatures in either a 15-foot cone in front of you or all creatures within 5 feet of you. Creatures affected by this wind in the area you designate are forced to make a DC 15 Dexterity saving throw. On a failure, a creature takes 2d6 bludgeoning damage and is pushed up to 10 feet away from you. On a success, the creature takes half damage and isn’t pushed. The weapon magically collapses again as the wind settles.
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Xibalban Blade
Weapon (longsword), very rare (requires attunement) | Jun. 20
This toothed obsidian blade absorbs any blood that's left on it. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature that is not a construct, plant, or undead with this sword, that creature takes an extra 1d6 necrotic damage.
If the sword has dealt necrotic damage in this way in the past hour, you can use an action to hold the sword aloft and speak its command word to summon a blood elemental, as if you had cast the conjure elemental spell. Once this property of the sword has been used, it can't be used again until the next dawn. A blood elemental uses the same statistics as a water elemental, with the following changes:
The blood elemental has resistance to necrotic damage in addition to its other resistances.
The blood elemental's alignment is neutral evil.
When you hit with an attack using this sword while the blood elemental is under your control and within 120 feet of you, the elemental regains a number of hit points equal to the necrotic damage dealt by the sword.
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Xorn Eye Coin
Wondrous item, uncommon | Feb. 24
This clay coin bears a sculpted xorn eye at its center, and is usually found in a small leaden box. While holding the coin, you can use an action to speak its command word to animate the eye. The eye remains animated for 10 minutes. For the duration, the eye swivels to face the nearest gem or piece of precious metal within 60 feet of it that's worth 10 gp or more, provided the object isn't being worn or carried. This effect can penetrate most barriers, but it is blocked by 1 inch of common metal, a thin sheet of lead, or 3 feet of wood. Once this property has been used, it can't be used again until the next dawn.
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Xorn-Sole Boots
Wondrous item, rare (requires attunement) | Nov. 20
This pair of iron-toed boots is made with the rocky leather hide of a xorn. Each boot is secured with three golden buttons bearing the icon of an eye and has several claw-like spikes extending from its toe and heel. While wearing these boots, you can use a bonus action to speak their command word and click the boots' heels together. If you do, you gain tremorsense out to a range of 30 feet and a burrowing speed equal to your walking speed. If you click your heels together again, you end the effect.
You can use this property for up to 10 minutes, all at once or in several shorter bursts, each one using a minimum of 1 minute from the duration. During this time, you can pinpoint the location of precious metals and stones, such as coins and gems, within the range of your tremorsense.
When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.
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Yellow Harbinger's Path
Armor (light or medium), very rare (requires attunement by a creature with a Dexterity of 17 or higher) | Jun. 21
This burnt yellow armor is the mark of a royal scout. Its magical construction is unyielding to all but the most lithe and capable of scouts and huntsmen.
While wearing the armor, you gain a +5 bonus to any Dexterity (Stealth) check you make. While you have more than half your Hit Dice remaining, you can choose to expend 2 of them as an action to extend this property to creatures of your choice within 30 feet of you for 1 hour. When you do, each affected creature, including yourself, has advantage on initiative rolls and can't be tracked except by magical means. A creature only benefits from this effect if it remains within 30 feet of you.
The armor has 7 charges and regains all expended charges daily at dawn. While wearing the armor, you can expend 1 or more of its charges to use one of the following properties:
"At Arrow's Length!" When a creature that you can see within 60 feet of you uses its reaction to make an opportunity attack, you can use your reaction to expend 1 of the armor's charges to summon a spectral arrow from the air above it. The arrow flies harmlessly in front of the attacking creature and disappears, distracting them from the attack and causing the roll to be made with disadvantage. If the attacking creature has blindsight, this property has no effect. If you're concentrating on the hunter's mark spell, you can choose to move your mark to this creature as part of your reaction.
Alternatively, if a hostile creature ends its turn within 5 feet of you, you can use your reaction to expend 2 charges to immediately move up to half your speed, without provoking opportunity attacks.
"From Sky to Earth!" As an action, you can expend 4 charges from the armor to summon a volley of spectral arrows from the sky, choosing a point that you can see within 120 feet of you when you do. The arrows fall in a 30-foot radius, 60-foot high cylinder centered on that point and then disappear. Each creature in the area must make a DC 16 Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one.
"There Is No Escape!" You can use a bonus action to expend up to 3 of the armor's charges to cast the hunter's mark spell from it. If you choose to expend 2 charges, you cast the spell at 3rd level, or 5th level if you choose to expend 3.
Flaw. The Yellow Harbinger’s path compels its wearer to be cautious and overprepared. While attuned to the armor, you gain the following flaw: “I am duty-bound to lay out the perfect plan for every situation. Uncertainty is unacceptable.” In addition, if you are attuned to the armor for 24 consecutive hours, your commitment to duty extends to the person you trust most. You or your GM determine who this person is. You consider this person your field commander and put their plans ahead of your own and trust them implicitly. You can't attune to the Red Queen's burden or the Violet King's promise. If you're already attuned to either of them, your attunement to it immediately ends once this effect is extended to you. The first creature you meet who is attuned to the either of these weapons becomes your field commander, regardless of who you previously considered it to be. You become charmed by them and obey their commands to the best of your ability. If you find the Red Queen's burden or Violet King's promise without an owner, you are compelled to protect it with your life until a rightful owner is found. These effects can be removed with a greater restoration spell, but not while you are attuned to the armor.
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Zafu of the Wandering Mind
Wondrous item, rare (requires attunement by a monk) | Sep. 19
This soft, elaborately stitched pillow set focuses the intensity of your meditation. It takes 1 minute to settle into a meditation while on the pillows. You can hold a light conversation while meditating, but are otherwise unable to move or take actions as normal. While meditating in this way, you can choose to levitate yourself and the pillows up to 5 feet in the air (no action required). While you're within 100 feet of at least one of the pillows, can speak their command word as a bonus action to cause the pillows to be shunted into a special pocket dimension. Speaking the command word again returns them softly to an empty space within 5 feet of you.
In addition, this pillow has 3 charges and regains 1d3 expended charges each day at dawn. While meditating on the pillows, you can expend 1 charge to cast the arcane eye spell, without breaking your meditation. You lose concentration on this spell when cast in this way if you end your meditation.
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