Goblin Slayer weapon (shortsword), uncommon An old, dirty shortsword that refuses to be completely clean no matter how much it's cleaned. This weapon grants a +1 bonus to attack and damage rolls made with this weapon. The weapon also confers the following benefits. Goblin Slayer. This weapon deals double damage to goblinoids. Brutality. This weapon scores critical hits on rolls of 17-20 against goblinoids. Goblin Blocker Armor (shield), uncommon An old, dirty Buckler that refuses to be completely clean no matter how much it's a polished. The buckler adds only +1 to AC instead of +2 and has the following benefits. Sharpened Edge. The edge of thee shield is sharpened into a blade, dealing 1d4 slashing damage this counts as a melee weapon for the purposes of two weapon fighting. The Chronomancer's Stopwatch wonderous item, legendary The seemingly ordinary digital stopwatch has an hourglass engraved into the plastic backing. This object has one charge, regaining one charge apartment New Year's Day and February 29th. You can expand 1 charge to stop time for as long as you hold the stop button down. For every hour after the first activation, you age 1d10 years as the watch draws from your life force to keep time continuously paused. Any tasks you attempt while time is stopped must be done with one hand or fail automatically. Chaos & Entropy weapon (schimitars), artifact (requires attunement) A pair of swords made from an unnatural black metal with carved Blades of obsidian. Chaos and Entropy are paired in one cannot function without the other, taking up only one attunement slot. Chaos' blade is a wreathed in elemental energies, glowing softly with small embers, crackling electricity, and frost. Entropy pulses with energy, beating in time with the owner's heart. These weapons granted +1 bonus to attack and damage rolls made with this weapon and also grant the following benefits. Elemental Chaos. Attacks made with Chaos have a 25% chance to flare with elemental energy. On a hit, roll a d4. On a 4, the target takes 1d4 fire, lightning, and cold damage each. Inevitable Entropy. Attacks made with Wntropy have a 25% chance to siohonxenergy from the target. On a hit, roll a d4. On a 4, Entropy steals Health, Mana, or Stamina (your choice) from the target. Health. You gain Hitpoints equal to the damage dealt by Entropy. Mana. You regain your lowest level expended spell slot. Stamina. You lose one point of exhaustion and the target gains one point of exhaustion. Zephyr weapon (any bow), rare (requires attunement by a ranger) A seemingly ordinary elven bow made from enchsnted metals. The draw string sounds like wind, growing louder and more ferocious as it's pulled taut. This weapon grants a +1 bonus fo attack and damage rolls made with this weapon. While you are attuned to Zephyr, you can make one additional attack when you take the attack action on your turn. Additionally, attacks made with fhis bow are not affected by wind-based effects such as the spells Gust and Wall of Wind. Thotslayer weapon (greatclub), very rare (requires attunement) This is an unconventional weapon, a modern-day stop sign uprooted from the ground, the cement casing still attached to the bottom of the green pole that once held the sign up. This weapon grants a +2 bonus to attack and damage rolls and has the following properties. Begone, Thot. Once per long rest, you can cast Banishment on any female creature you can see within the spell's range. The creature rolls against your Charisma save DC, or is banished to the realm of your choice. If She Breathes. Once per long rest, you can cast Cloud Kill as a 5th level spell (DC 15), affecting only female creatures within the spell's area of effect. This weapon has 4 charges, regaining 1d4 at dawn. By expending a charge you can cast Thundering Blow at its lowest level, at DC 15 or using your spell save DC (whichever is higher). Expending extra charges raises the spell level by 1 and increases the DC by 1. This weapon also regains 1 charge if used to drop a female creature's hitpoints to 0.

Amulet of the Wary Warrior Wonderous item (medallion), rare (requires attunement) This gilded medalion shaped like the head of an elk radiates with hesitence. While you are above half of your max HP, you can invoke the power of the Medallion to force a target within 60 ft that you can see to make a Charisma saving throw (DC 17). Upon failing the save, both the wearer and target enter a cautious duel. The target has disadvantage to attacks targetting anyone but the attuned, and both the attuned and the target can use their action to make only one attack per turn. Any spells, abilities, or items that require the use of multiple actions or attacks are temporarily nullified, though spells cast prior that require concentration are unaffected. Ring of the Final Duel wonderous Item, very rare This ornate platinum ring engraved in arcane symbols and adorned with a mystical gem of swirling power is covered with nicks and cuts, denoting its many uses in battle. As an action, you can cast the spell Final Confrontation without expending a spell slot. The spell cast this way can only be used once per month. Final Confrontation is a spell made by BoltNine Homebrew. Link to the PDF Huggy-Bear wonderous item, rare (requires attunement by a child) A small, plush teddy bear fit for a small child. Whenever the child is affected by the Frightened comdition or injured by a creature, Huggy-Bear transforms into a giant stuffed animal called Angry-Bear with the sole purpose of protecting the child. Angry-Bear Large construct, neutral good Armor Class 14 (natural armor)

14 (natural armor) Hit Points 93 (11d10 + 33)

93 (11d10 + 33) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 15 (+2) 5(-3) 6 (-2) 12 (+1) Saving Throws Constitution +4, Charisma +3

Constitution +4, Charisma +3 Skills Athletics +6, Intimidation +3

Athletics +6, Intimidation +3 Damage Vulnerabilities slashing

slashing Damage Immunities bludgeoning, fire

bludgeoning, fire Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned

Charmed, Exhaustion, Frightened, Paralyzed, Poisoned Senses passive Perception 8

passive Perception 8 Languages Understands Common but cannot speak

Understands Common but cannot speak Challenge 4 (1,100 XP) Immutable Form. Angry-Bear is immune to any spell or effect that would alter its form Telepathic Link. Angry-Bear knows the exact location of the child it's protecting and can be commanded by its child by thought. Actions Multiattack. Angry-Bear uses its Roar and makes 2 slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 9 (1d10+4) bludgeoning damage. On a hit, Angry-Bear can instead grapple ghe target instead of dealing damage. Roar. All hostile creatures within 30ft. of Angry-Bear must succeed a DC 11 Wisdom save or be frightened.

Blade of Masks weapon (dagger), rare (requires attunement) This small, stone blade is etched in faded runes that glow with mystical power. This weapon adds a +1 bonus to attack and damage rolls made with this weapon. This blade has 4 charges, regaining 1d4 charges at dawn. As an action, you can cast Disguise Self using one charge without expending any spell slots. When used this way, the Blade of Masks transforms you into the last humanoid creature whose blood the blade has drawn. If the Blade of Masks draws blood from another humanoid while you are transformed, you instantly transform into the creature whom you attacked. Mask of Memories wonderous item, very rare (requires attunement) This featureless theater-style mask with no eye holes and an engraving of an eye on the forehead. Upon donning the mask, you must succeed a DC 15 Wisdom saving throw or fall unconscious, awakening with false implanted memories of a nonexistent creature. Upon succeeding the saving throw, choose one creature that you know. You experience memories from their perspective in accelerated time. You may choose to continue wearing the mask to view more memories, increasing the DC for each subsequent week viewed by 1 (DC 16 for two weeks, 17 for three weeks, etc). Upon failing the Saving throw this way, you fall unconscious and wake up believing you are the creature whose memories you viewed, your mind filling gaps or making up information for any discrepancies caused by the sudden change (such as race, gender, etc). The Abyssal Maw wonderous item (bracer), artifact (requires attunement by a creature with an evil alignment) This black and crimson bracer emanate with dark energies. Clad with draconic scales tainted by the Shadowlands, you gain a +3 to your AC when donned. Upon speaking the command as a bonus action, the bracer erupts with evil power, covering your arm in draconic spines and scales culminating with a Shadow Red Dragon's head encompassing your hand. Any object you were holding in your hand is dropped to the ground and any attempt to make the dragon head hold an object results in the object busting into flames or melting. As an action, you can aim the draconic maw and spray a 40ft cone with black flames dealing 4d10 necrotic damage and 4d10 fire damage. Any creature within the area must make a DC 18 Dexterity save to take only half. Any creature within 20ft of the point of origin must also make a DC 20 Charisma save or be banished to a random area in the Nine Hells (as per the effects of the Banish spell) for 1d20 minutes. On a success, the creature isn't banished and stwys in the realm. Curse. Like the victims of its flame, the Abyssal Maw too, devours the souls of its user. Upon the first use of the Abyssal Maw, roll a Constitution saving throw (DC 10). Upon a failure, the attuned is banished to the Nine Hells for 1d4 years. With every subsequent use of the Abyssal Maw, the DC is raised by 1. Orchestral Wand wonderous item (wand), legendary (requires attunement by a spellcaster) A thin, white wand carved from alabaster and porcelain. While you are tuned to this one, you can replace one spell per spell slot level (including a cantrip) with one from the Bard spell list of equivalent level. Additionally you can add your Charisma modifier to your spell attack and damage rolls. The wand also grants the following abilities. Phantom Orchestra. As an action, you can summon 3d10 specters armed with various instruments. You can instruct the spectres with the wand to play any piece of music you know or can imagine. All checks related to instructing the spectral orchestra are made with advantage. At the end, all friendly creatures within 100ft that heard the orchestra gain a 1d10 Bardic Inspiration die and have advantage to any checks or saves within the next 10 minutes. Standing Ovation. if you use Phantom Orchestra in the presence of NPCs, all NPC creatures within 100ft. must succeed a Wisdom saving throw equal to your spellcasting DC + your Charisma modifier or be charmed. Hostile creatures have an advantage to this save.

Dread weapon (scythe), legendary (requires attunement) An ancient, worn, blood-crusted scythe with the black handle partially wrapped in grips and bandages while the rusted blade is chipped and visibly dull with age, use, and blatant disregard. You attune to this weapon by taking an hour during a long rest to clean the blood-rusted blade revealing ancient runes etched into the otherworldly metal. You gain a +3 bonus to attack and damage rolls made with this weapon. This weapon also deals an extra 3d8 necrotic damage per attack. When you bring the creature with a CR of 1 or higher to 0 hit points, the weapon games a number of charges equal to the CR. If the creature is sentient (intelligence of 4 or higher) the scythe gains an extra charge. The scythe starts with 1d4+1 charges and loses one charge at midnight. You can use the scythe as a spell-casting focus, and spend the charges to cast the following Spells at their lowest level, without material components. Spell Charge Cost Toll the Dead 0 (at will) Jaunt * 1 Sinister Blade * 2 Speak with Dead 3 Sacrificial Dagger * 4 Shade Splice * 5 Circle of Death 6 Power Word: Pain 7 Maddening Darkness 8 Power Word: Kill 9 Inscribed Spellblade weapon (scimitar), rare (requires attunement) A mangled, old shortsword with faint, glowing etchings along its length and a gnarled, old wand used as a makeshift handle. You gain a +1 bonus to attack and damage rolls made with this weapon. This weapon can be used as an Arcane focus, and as a bonus action, transform into a longsword with a +2 bonus instead of +1. The Inscribed Spellblade has 10 charges, regaining 1d6+4 charges at midnight. The charges can be used to cast the following spells at their lowest level. The Inscribed Spellblade maintains concentration for these spells in place of its wielder, losing concentration upon the spell's effects' end, rolling a 1 on an attack roll with the Inscribed Spellblade, or the blade is under another effect. Spell Charge Cost Concentration Y/N Brisk Blades * 1 Y/ 1 minute Dissociative Strike * 2 N Honed Edge * 2 Y/ 1 hour Spell Flux * 2 Y/ 1 minute Strike Through * 2 Y/ 1 minute Blazing Slash * 3 N Fangs of the Storm Serpent * 4 N Sacrificial Dagger * 4 N Flashing Blade * 5 Y/ 1 minute Turbine Skates wonderous item, very rare (requires attunement) A pair of strange, angular, white shoes with crimson and black trim and no laces of any kind. The soles, heel, and toes have small golden rings at the bottom. While wearing the shoes, saying a command word activates and deactivates the shoes. Wow active, your movement speed is increased to 50ft. as the rings emit jets of flame to propel the creature while they move in a skating fashion. The creature is unaffected by difficult terrain as they skate over it, and any foliage in their path is left scorched and burned behind them. If you take the dash action, you can attack with the skates as a bonus action, skidding to a halt in front of the target and sending the spray of flames in their direction. The target must make a Dexterity saving throw with a DC equal to 8+ your Dexterity modifier + your proficiency bonus. On a failure, the target takes 2d12 fire damage and is set on fire, taking 1d4 fire damage at the start if their turn until extinguished. On a success, the target takes only half damage and is not set on fire.