Introduction Forward About 4 months ago, my group of long-time friends and I finally began our first real D&D Fifth Edition game! We had dabbled here and there with a bit of Pathfinder and a few silly one shots, but finally we are doing it right. Well, our DM RoyGBIV, is awesome and encourages fun while still trying to maintain coherancy within the rules. Anyway, after a bit of discussion he allowed me to create a bunch of items for the characters in our campaign that scale according to level and so forth... Heavily inspired by the ideas offered in 'Evolving Items' by /u/AeronDrake, 'D&D 5e Magic Item Expansion' by "Scottomir" Metzger and 'Weapons of Legacy' by Dan Coleman; each item has been hand-crafted as it were for the players in our campaign, but can be used by any intrepid adventurer with a willing Dungeon Master. As of the 11th of June 2018, I welcome a co-conspirator (read: collab) Jonah! Get ready for a bunch of new goodies straight from his enthused mind. Keep your eyes open for continuing updates and improvements on this now joint project. Therefore, feel free to use the items here for your own use, but keep in mind that the Images come from people with talent, and the items come from me, Etain101, and Jonah, so don't forget to pay credit where it is due. Image Credit: Wizards of the Coast Here is a breakdown of our current character roster: Name Race Class Speciality Level Amnon Infernal Tiefling Warlock Fiend Pact 3 Jhyda White Dragonborn Barbarian Totem Warrior 3 Khajit Tabaxi Rogue Thief 3 Mai Lyn Triton Rogue Assassin 3 Shikaru Half-elf Monk Kensai 2 Satia Pickle High Elf Cleric Life 2 Using the roster as a guidepost, I have created this book as a reference for my fellow players and our DM. If anything seems 'OP', rate it in relation to the other items and to the fact that our campaign is going to be relatively high magic, a bit of homebrew and each items power is tied to the fact that its wielder has spent alot of time leveling and questing to unlock the tiers! Finally, a big thankyou to The Homebrewery for creating this fantastic homebrew resource!

Weapons "A smile will get you far... But a smile and a gun will get you farther!" - Al Capone Image Credit: Carlos Ruiz

Ahkriin Description Relics of a bygone age, the paired shield and longsword known as Ahkriin appear charred and damaged from battle. Lightweight and well balanced, they are in no way hindered by the damage they have sustained. Tier 1 Common (non-magical); requires attunement by a barbarian; Ahkriin counts as two items for the purposes of attunement; Tier 2 Uncommon; 5th-8th; Items become +0 (magical); Warriors Stance: Ahkriin grants its wielder greater prowess in battle. As a bonus action, you may enter a warriors stance gaining a bonus to your attack or defense but never both. The stance you choose is active until you end or change it with another bonus action: Offensive Stance : While in this stance you gain the effects of the Dueling fighting style, dealing +2 damage to one-handed melee attacks with this weapon. When you take the Attack action you may make one extra attack as a bonus action on your turn;

Defensive Stance: While in this stance you gain the effects of the Defense fighting style, granting you +1 AC. In addition, you gain +1 to all physical saving throws while in this stance; Tier 3 Rare; 9th-12th; Items become +1; +1d4 Slashing damage or +2 Damage Reduction; Offensive Stance : When you successfully Shove a creature as part of an Attack on your turn you deal 1d4+STR bludgeoning damage in addition to knocking the target prone or pushing them 5ft away from you;

Defensive Stance: When you are hit by a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you; Image Credit: soluce.jeuxactu.com Tier 4 Very Rare; 13th-16th; Items become +2; +1d6 Slashing damage or +3 Damage Reduction; Offensive Stance : When a creature misses you with a melee attack, you may use your reaction to to make a melee weapon attack against the creature;

Defensive Stance: When a creature within 10ft of you makes an attack against an ally, you can use your reaction to leap to that allies aid interposing yourself between them and their attacker becoming the target of the attack; Tier 5 Legendary; 17th-20th; Items become +3; +1d8 Slashing damage or +4 Damage Reduction; Ahkriin, Sword and Shield of the Watcher: The sword becomes a Keen blade, critically hitting on rolls of 19-20 and the shield becomes Adamantine, negating the bonus damage dealt by critical hits;

Aurora Ruptor Forged from silvered steel, this elegant blade is marvelous in its creation and function. Blue gems adorn its pommel and guard and the hilt is wrapped in blood red cloth. Its true history and purpose have been lost to time, however legends say that it was borne by a mighty being from the Upper Planes. Evil creatures abhor and fear this weapon. Tier 1 Common (non-magical); requires attunement by a paladin; The gems on Aurora Ruptor glow when an evil creature is within 120 feet of its bearer; Tier 2 Uncommon; 5th-8th; Weapon becomes +0 (magical); Blaze: The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light. In addition, Aurora Ruptor gains charges equal to half of its bearers level, rounded up. It regains 1d4 expended charges daily at dawn and you gain 1 charge if you slay an evil creature of CR 3 or above; Burn: As an action you may spend 1 charge to cast Guiding Bolt as a 1st level spell; Flare: While the blade is alight, as a bonus action you may spend 2 charges to attempt to blind your enemies with dazzling light. Each unfriendly creature within 10 feet must succeed on a Constitution saving throw or become blinded until the end of your next turn; Tier 3 Rare; 9th-12th; Weapon becomes +1; +1d4 Radiant Damage Blaze: You regain 1d6+1 charges at dawn and you can gain 2 charges if you slay an evil creature of CR 6 or above; Burn: You may now spend 2 charges to cast Guiding Bolt at 3rd level; Flare: Range increases by 5 feet and if any of this spells area overlaps with an area of magical darkness, the darkness is dispelled. In addition, evil aligned creatures now have disadvantage on the saving throw to avoid being blinded; Image Credit: Google Search Tier 4 Very Rare; 13th-16th; Weapon becomes +2; +1d6 Radiant Damage Blaze: You regain 1d8+2 charges at dawn and you can gain 3 charges if you slay an evil creature of CR 9 or above; Burn: You may now spend 3 charges to cast Guiding Bolt at 5th level; Flare: Range increases by 5 feet and your enemies now take 2d8 Radiant Damage, or half as much on a successful save. You may spend up to 3 more charges, increasing the damage dealt by 1d8 for each additional charge expended; Tier 5 Legendary; 17th-20th; Weapon becomes +3; +1d8 Radiant Damage Blaze: You regain 1d10+3 charges at dawn and you can gain 4 charges if you slay an evil creature of CR 12 or above. In addition, your maximum charges increase to half of your level rounded up plus your CHA mod; Burn: Radiant damage you deal now ignores resistance and treats immunity as resistance; Flare: If an evil creature fails its Constitution saving throw to resist the effects of Flare by 5 or more the Radiant damage dealt to that creature is doubled;

Boomsprings Prototype Repeating Crossbow Description The original prototype designed by Gnobble Boomspring himself after an unfortunate run-in with an insane creature of the Underdark. Its ingenious design allows for the rapid expulsion of bolts at incredible velocity. This leads to more-often-than-not detrimental effects for those on the receiving end; such as injury, maiming or death. Not intended for use by children! This prototype boasts an experimental feature that has since been removed in further editions due to an unfortunate accident with one of Gnobble's apprentices. Crossbow Uncommon (Light Crossbow); This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. While similar to a light crossbow, it is 2 pounds heavier due to the wieght of the cartridge, it has half the range (40/160 feet) and doesnt have the loading property. It may be fired until it runs out of ammunition, and a new cartridge must be reloaded using an action or bonus action if you have the Crossbow Expert feat; • When applying poison, other concoctions or silver to ammunition contained in this crossbows cartridges, it applies to the whole load, rather than 3 pieces of ammunition; • Six-Bolt Volley - As an action, you may turn the special knob on the side of the crossbow to fire all 6 bolts at once. Only a full cartridge may be used in this way. Up to six creatures in a 15-ft cone infront of you must succeed on a DC 15 dexterity saving throw or take 6d6 piercing damage divided equally between them. In order to fire the repeater again after taking this action, you must load a new cartridge as an action; Image Credit: Grim Dawn

Grimalkin, The Predator's Bow Description This lightweight but sturdy longbow is adorned with feathers hanging from its tips. Carvings along its inner edge depict predatory beasts of all kinds on the hunt. Tier 1 Common (non-magical); requires attunement by a ranger; Grimalkin grants proficiency in Survival to attuned bearers; Tier 2 Uncommon; 5th-8th; Weapon becomes +0 (magical); +1 Poison Damage Maim: Once per turn, when you hit a creature with an attack using this weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. The DC increases to 16 at Tier 4; Tier 3 Rare; 9th-12th; Weapon becomes +1; +1d4 Poison Damage Hobble: A creature affected by Maim is also hobbled, reducing its speed by 10ft until the effect is ended. This effect cannot stack with itself; Twin Fang: When you take the attack action with this weapon, you may make one additional attack as a bonus action on your turn; Tier 4 Very Rare; 13th-16th; Weapon becomes +2; +1d6 Poison Damage Maim: You may now wound a creature once per attack, rather than once per turn and creatures that are bloodied, or below 50% of their hit point maximum have disadvantage on the saving throw; Haemorrhage: If you hit the same target three times in one turn, it instantly takes additional Necrotic damage equal to each wound it currently has; Image Credit: Bethesda - Skyrim Steel Bow and Arrow Tier 5 Legendary; 17th-20th; Weapon becomes +3; +1d8 Poison damage Apex Predator: Your dexterity and wisdom both increase by 2, and your maximum score for each becomes 22;

Inazuma Description Many years ago, there was a warrior from the far east who could wield lightning as well as the blade he carried. During a fierce storm he protected a family of innocents from an evil foe. After delivering the final blow and winning the battle, he collapsed from the loss of blood. In recognition of his sacrifice, he was visited by a spirit of the storm who revived him and touched his blade endowing it with a portion of its essence. Honoring the spirit, he named the sword Inazuma and then guided the family safely through the storm to their home, and then dissapeared.

The blade has since turned up from time to time when an honorable warrior is found worthy of the same blessing as the first warrior. Inazuma appears as an elegant, straight, single edged eastern sword with a golden hilt wrapped in white cloth. It is a longsword from the PHB, however it has the following properties:

Eastern Longsword; 1d6 slashing; finesse, versatile (1d8) Image Credit: rocktaunt63 Effects Very Rare; requires attunement; Inazuma is a +1 weapon, +1d6 Lightning damage; Call of the Storm: Once per long rest, you may cast the Lightning Bolt spell at 3rd level. Inazuma does not draw in the bolt of lightning created when you cast the spell; Lightning Rod: Inazuma grants resistance its bearer to lightning damage and any lightning based spell or ranged attack that targets another creature or space within 10ft is drawn towards the you instead of the intended target.

You may choose to release the energy on the next melee attack you make after you take lightning damage, dealing an additional +1d6 lightning damage or you may store it as a charge. You may have a maximum of 5 charges, and you may release the stored energy as part of a melee attack dealing +1d6 lightning damage for each charge released during the attack; System Shock: When you attack a creature with Inazuma and roll a 20 on the attack roll the target must make a DC 15 Constitution saving throw. A creature who is resistant or immune to lightning damage automatically succeeds. On a failed save, the creature is stunned until the start of your next turn;

Jet Description This silvered dagger has a teal coloured gem fitted into the base of the hilt that glimmers like the suns reflection in the water. Legends tell of an assassin, part man and part water who would drift onto docks as if in a cloud of fog, eliminate the target and then dissapear without a trace into the fog. Tier 1 Common (non-magical); requires attunement by rogue; As a bonus action, Jet can be commanded to emit a dim teal coloured light to a radius of 10 feet; Tier 2 Uncommon; 5th-8th; Weapon becomes +0 (magical); +1d4 Cold Damage Flow: You can cast Misty Step once per long rest. At Tier 4, you may cast it twice per long rest; Sea Spray: You can see clearly within natural and magical obscurement effects up to a range of 30ft and as an action you can cast Fog Cloud at 2nd level (20ft) once per long rest; Tier 3 Rare; 9th-12th; Weapon becomes +1; +1d6 Cold Damage Chilling Knives: Once per short rest, you may use an action to throw a flurry of frozen knives outwards from you. Each unfriendly creature within a 15ft radius must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 5d8 cold damage. A creature takes half as much damage on a successful save; Sea Spray: When you cast Fog Cloud you may select up to 3 creatures. Those creatures no longer have their vision obscured while within the effects of your spell; Tier 4 Very Rare; 13th-16th; Weapon becomes +2; +1d8 Cold Damage Flow: When you cast Misty Step and then take the attack action against a creature, you make that attack with advantage; Biting Cold: Cold damage dealt by you ignores resistance and treats immunity as resistance; Image Credit: Swordsofdragons, Ebay Seller Tier 5 Legendary; 17th-20th; Weapon becomes +3; +2d4 Cold Damage Misty Strike: When you take the attack action while within your Fog Cloud, you may teleport up to 10 feet to an unoccupied space you can see before your attack. If the attack hits, as a bonus action you may teleport another 10 feet and attack again. You may apply your Sneak Attack to each of these attacks; Shape of the Wind: Once per day, you may cause Jet to manifest its true form. For 1 minute, you summon Jet the Water Elemental (MM p125). It acts independantly of you on its own initiative, however you may command it specifically using a bonus action on your turn. Once Jet has returned to the Elemental Plane of Water, it cannot be summoned again in this way for 24hrs;

The Dark One's Staff Description This staff has the appearance of blackened wood and is hard like iron. Adorning its shaft are faint runes that flicker between blood red and eldritch green hues. The staff is abhorrant to all good-aligned creatures. Tier 1 Common (non-magical); requires attunement by a warlock; As a bonus action, The Dark One's Staff can be commanded to shed either red or green light brightly out to a 10-foot radius, and dim light out a further 10 feet; Tier 2 Uncommon; 5th-8th; Weapon becomes +0 (magical); +1d4 Fire or Poison Damage Eldritch Store: You may store up to 5 spell levels worth of spells in this staff at a time and they are cast using your spell attack and save DC's; Forbidden Knowledge: You may choose one spell from any spell list of a level you can cast that deals fire or poison damage and add it to your warlock spell list. You may change the spell each time you level up, but may never gain more than one spell in this way; Tier 3 Rare; 9th-12th; Weapon becomes +1; +1d6 Fire or Poison Damage Fel Infusion: While holding this staff, you gain a bonus to spell attack rolls and to the saving throw DC's of your warlock spells equal to this items enhancement bonus; Image Credit: The Shanara Chronicles Tier 4 Very Rare; 13th-16th; Weapon becomes +2; +1d8 Fire or Poison Damage Essence of Evil: When you deal Fire or Poison damage with a spell, you may roll the bonus Fire or Poison damage of this staff and add it to the final result; Power of the Dark One: Fire and Poison damage you deal ignores resistance, and treats immunity as resistance; Tier 5 Legendary; 17th-20th; Weapon becomes +3; +2d4 Fire or Poison Damage Unholy Manifestation: Once per short rest you may use a bonus action to cause your appearance to become fiendish for 1 minute including horns, a tail and so forth. During this time you sprout a pair of demonic wings from your back, gaining a flying speed equal to your current speed and you gain the Desecrated Ground and Frightful Presence abilities. Once this effect ends you gain a level of exhaustion: Desecrated Ground : Creatures within 10 feet of you take 2d4 Fire and Poison damage at the beginning of each of your turns and a creature that touches you or hits you with a melee attack while within 10 feet takes 2d4 Fire and Poison damage;

: Creatures within 10 feet of you take 2d4 Fire and Poison damage at the beginning of each of your turns and a creature that touches you or hits you with a melee attack while within 10 feet takes 2d4 Fire and Poison damage; Frightful Presence Each creature of your choice that is within 120 feet and that is aware of you must succeed on a Wisdom saving throw or become frightened for the duration of your Unholy Manifestation. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a success, or once the effect ends the creature is immune to this ability for the next 24 hours;

Tiamat's herald - Feyn Tuz Description This blade is curiously formed from the bones of a dragon and the hilt is fashioned from a material that resembles dragon scale. Once belonging to the God-Dragon Bahamut, now cursed by the dragon queen Tiamat, Feyn Tuz has become a weapon of wrath. Tier 1 Common (non-magical); requires attunement by a barbarian; This weapon becomes warm to the touch when a true dragon is within 120ft; Tier 2 Uncommon; 5th-8th; Weapon becomes +0 (magical); Anger: Feyn Tuz eminates feelings of anger to its wielder. It harmonises with and only grants its power to an enraged bearer. Your rage no longer ends if you are unable to attack or take damage on your turn; Chromatic Edge: At the start of your turn while raging, roll a d4. Each attack that turn deals an additional +1d6 of the type rolled on the die as shown in the table: Chromatic Edge Roll Type 1 Acid 2 Cold 3 Fire 4 Lightning Tier 3 Rare; 9th-12th; Weapon becomes +1; Chromatic Guard: While raging you gain resistance to the damage type granted by Chromatic Edge and gain advantage on saving throws vs fear effects; Bottom Left: Feyn Tuz. Image Credit: Ed Zukan Bottom Right: Rhulitar; Image Credit: ImsumDave Tier 4 Very Rare; 13th-16th; Weapon becomes +2; Chromatic Edge: The bonus damage of this ability increases to +2d6; Draconic Aspect: Once per rage you may use a bonus action to cause your appearance to become draconic for 1 minute. During this time you sprout a pair of draconic wings from your back, gaining a flying speed equal to your current speed and you gain the Frightful Presence ability. Once this effect ends you gain a level of exhaustion: Frightful Presence: Each creature of your choice that is within 120 feet and that is aware of you must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a success, or once the effect ends the creature is immune to this ability for the next 24 hours; Tier 5 - Bahamut's Avenger Legendary; 17th-20th; Weapon becomes +3; Essence of Bahamut: Feyn Tuz has had the evil inside of it healed and its true form has been revealed. The blades name has changed to Rhulitar, Bahamut's Avenger and is no longer made of bone and scale, but pure steel and ornate gold: Anger becomes Righteous Anger granting the wielder access to the Chromatic Edge and Guard abilities even while not raging;

Chromatic Edge and Guard become Prismatic Edge and Guard respectively, and instead of rolling 1d4 at the start of yyour turn, roll 2d4 adding the bonus damage for each type rolled on the table, and gaining resistance to both types. If you roll the same number on both die the resistance granted becomes immunity for the duration;

Yin and Yang the Reaping Angels Description These exotic sickles are magically bound together. A wielder may only attune to them when both items are in their possession. Yin has a beautifully carved ebony hilt, while Yang has an unadorned ivory hilt. Tier 1 Common (non-magical); requires attunement by a monk; Yin and Yang count as two items for attunement purposes; Tier 2 Uncommon; 5th-8th; Weapon becomes +0 (magical); Reach: A magical 10ft chain forms between both weapons and yourself granting the weapons the reach property; Ki: Your pool of Ki increases by 1 + this items enhancement bonus. This increases by 1 at Tier 4; Light and Darkness: Yang deals +1d4 Radiant Damage and Yin deals +1d4 Necrotic damage; Tier 3 Rare; 9th-12th; Weapon becomes +1; Life and Death: On your turn, you may spend 1 Ki point to gain one of two effects until the end of your turn. You may only benefit from one effect at a time: Life : Yang infuses you with vitality, granting you temporary hit points equal to the radiant damage it dealt this turn;

Death: Yin suffuses your attacks with the sting of death, maximising the bonus damage dealt by Light and Darkness; Image Credit: Warframe Wikia, Dual Kamas Tier 4 Very Rare; 13th-16th; Weapon becomes +2; +5ft Reach Reaping and Sowing: On your turn, you may spend 1 Ki point to use either of the following abilities: Reaping - When you hit an opponent as part of your attack action you may activate Reaping to grapple the creature. If you grapple a creature that is Large or smaller with this ability, you may then pull that creature up to 10 feet directly towards you. You may then use the bonus action granted by your Martial Arts ability to make one unarmed strike against that creature;

Sowing - As an action you may activate Sowing rapidly flourishing or spinning your weapons around you. Each hostile creature within your reach must make a dexterity saving throw taking damage as if hit by both of your weapons damage dice or half as much damage on a successful save; Tier 5 Legendary; 17th-20th; Weapon becomes +3; Light and Darkness: The bonus damage gained from this trait increases to +1d6; Life and Death: You may now spend 2 ki points to both effects on your turn; Fear the Reaper: You may spend 5 Ki points to activate both effects of Life and Death and Reaping and Sowing simultaneously. Each creature within your reach that fails its dexterity saving throw that is Large or smaller is drawn towards you and you may make one unarmed strike against each with your martial arts bonus action. Once the effect ends you gain a level of exhaustion;

Armor "A knight in shining armor is a man who has never had his metal truly tested" Image Credit: Carlos Ruiz

Amberlight Guard Description Wrought from mithral and oak wood, this shield is lighter than it appears. The gem in its center flashes when its wearer preforms any kind of healing. Shield Rare (shield); requires attunement by a cleric, paladin or celestial warlock; While attuned to and wearing this shield, you gain the

following benefits: • You gain a +1 bonus to AC while wearing this shield; • When you attempt to shove a creature and if you have used a healing ability last turn, you may add your wisdom modifier to the shove attempt. On a success, the target takes +1d4 radiant damage and is shoved up to 5 feet away from you; Image Credit: Tree of Savior Earthmaw's Skull Description Fashioned from the skull of an infamous bulette named Earthmaw, this heavy shield of somewhat yellowed bone puts a surprising amount of spring in the step of the wearer. Earthmaw's subdued spirit inspires in the wearer a keen desire to leap into combat against their enemy like a wild battering ram. Shield Rare (Shield); requires attunement; While wearing this shield you gain the following benefits: • You gain an additional +1 bonus to AC while wearing this shield; • If you make a running long jump as part of your movement this turn and travelled 10 feet or more as part of the jump, each creature in the space where you land must make a DC 14 Dexterity or Strength saving throw (targets choice). Creature that fail their saving throw are knocked prone if of Large or smaller size and take 2d6+STR bludgeoning damage. Increase the bludgeoning damage dealt by 1d6 for every 10 feet travelled after the first. On a successful save, a creature takes only half damage, isn't knocked prone, and is pushed 5 feet out of your space into an unnocupied space of the creatures choice. If no unnocupied space is within range, the creature instead falls prone in your space. A Huge or bigger creature has advantage on the saving throw and cannot be knocked prone; Image Credit: Ben Wotten

Grimdragon's Garb Description This dusky leather armor not only obscures the wearers features, but their movements aswell. Shadows cling to its surface and menace exudes from within the drawn cowl. Armor Rare (Studded Leather Armor); requires attunement; While attuned to and wearing this armor, you gain the

following benefits: • You gain a +1 bonus to AC and saving throws; • You gain a +1 to Intimidation skill checks; • As an action, once per long rest the you may gather shadows around yourself as protection for 1 minute, casting the Shadow of Moil spell without the required components: Shadow of Moil: Flame-like shadows wreath your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light. Until the spell ends, you have resistance to radiant damage.

In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage; Image Credit: William F Drake

Provident Chain Description Trimmed with silver, this masterwork chain shirt glistens in the sunlight. Pure white cloth trappings and an embroidered tabard cover most of the chain, bearing symbols associated with light and life. Armor Very Rare (chain shirt); requires attunement by a cleric; While attuned to and wearing this armor, you gain the

following benefits: • You gain a +2 bonus to AC and saving throws while wearing this armor; • You have advantage on saving throws against spells cast by evil-aligned creautres; • This armor amplifies the effect of your single target spells. When you target yourself with a single target, non-damaging spell you may select one allied creature within 10 feet to also gain the benefit of the spell. The spell must be a cantrip or of 1st level to benefit from this trait; Image Credit: Tree of Savior Smoking Leathers Description Adorning these leathers is a cape of formed smoke, that constantly swirls and shifts. Intricate designs flow along its surface, adding to the dark beauty of the set. Armor Very Rare (Leather Armor); requires attunement; While attuned to and wearing this armor, you gain the

following benefits: • You gain a +1 bonus to AC while wearing

this armor; • This cloak projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. if you take damage, the property ceases to function until you start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move; • Once per long rest, you may use an action to draw the smoking cape around you to cast gaseous form, requiring no concentration or material components; Image Credit: BeastySakura

Wondrous Items "Intelligent Items: Some days, you wield them. Other days... they wield you!" Image Credit: Carlos Ruiz

Blessed Medallion Description Originally given by a mighty Ki-rin to it's chosen warrior, this medallion has slumbered for an age. Hanging from a plain leather braid, it appears homely and simple. Only a true follower of good can access its true potential. Tier 1 Common (non-magical); Requires attunement by a good-aligned cleric, paladin or celestial warlock; The Blessed Medallion functions as both an arcane focus and holy symbol for attuned wearers; Tier 2 Uncommon; 5th-8th; Wonderous Item becomes +0 (magical); Celestial Gifts: While wearing this item, you know the guidance, light and spare the dying cantrips. They do not count against the total number of cantrips known; Charged: This medallion has 6 charges. It regains 1d4+2 expended charges daily at dawn; Holy Ground: As an action you may expend 2 charges to utter a divine word causing the ground in a 20-foot radius centred on yourself, to erupt with radiant light for 1 minute. Each hostile creature within the area must make a Constitution saving throw. On a failed save, a creature takes 2d4 radiant damage or half as much damage on a success. At the start of each of your turns for the duration, each hostile creature within the area must make the Constitution saving throw again; Merciful Heart: When you cast a spell or use an ability that heals a creature or grants temporary hit points, you may expend 1 charge to maximise one of the dice rolled for that spell or ability. You may expend up to 3 charges in this way, maximising one die per charge; Tier 3 Rare; 9th-12th; Wonderous Item becomes +1; Arms of Benevolance: Any non-damaging spell or effect you have with a range of touch, may now be cast with a range of 10 feet; Divine Infusion: While attuned to this item, you gain a bonus to spell attack rolls and to the saving throw DC's of your spells equal to this items enhancement bonus; Image Credit: Legends of Thassilon: Sihedron Amulet Tier 4 Very Rare; 13th-16th; Wonderous Item becomes +2; Divine Spirit: The Blessed Medallion gains the abilities of a Periapt of Wound Closure: Periapt of Wound Closure: While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. Tier 5 Legendary; 17th-20th; Wonderous Item becomes +3; Charged: The total number of charges increases to 10 and the number of expended charges regained each day increases to 2d4+2; Latent Power: Once per day as a bonus action, you may cause your appearance to become celestial, manifesting a pair of radiant wings from your back granting you a fly speed of 30 feet and shedding bright light out to 10ft and dim light a further 10ft for 1 minute. In addition, your Holy Ground and Merciful Heart abilities become enhanced for the duration. Once the effect ends you gain a level of exhaustion: Holy Ground centers and moves with you and it deals additional damage equal to your character level to each creature effected;

centers and moves with you and it deals additional damage equal to your character level to each creature effected; Merciful heart heals additional life equal your character level when used;

Caustic Phial Description This oddly shaped phial hangs from a slender leather braid. A draconic relief forms the stopper. The green liquid inside constantly seems to bubble and spit. Pendant Very Rare (Wonderous Item); requires attunement by a rogue; This phial cannot be broken, nor can it be removed from an attuned wearer unwillingly. The item may be removed from an unconcious wearer, however the creature attempting to remove the item must succed on a save against the most potent poison currently within the phial as the stopper bites them; As an action, you may tip the phial and speak the a name of one poison from the list below. The phial then drips one drop (one dose) of the poison from the mouth in the stopper. The doses replenish after a long rest: Caustic Phial Poison Doses Save Effect Basic 2 DC 10 Constitution 1d4 Poison Damage on a hit for 1min Serpent Venom 1 DC 11 Constitution 3d6 Poison Damage on next hit Truth Syrum 1 DC 11 Constitution Cannot knowingly lie for 1hr Torpor 1 DC 15 Constitution Incapacitated for 4d6 hours Image Credit: Joel Hustak Coat of the Adept Description Etherial swirls of air waft around this coat, giving it the appearance of being in a gentle breeze, even when no breeze is present. A strange rendition of Myrkul's holy symbol, the skull, is found centered on the upper-back of the robe. Robe Very Rare (Wondrous Item); requires attunement by a monk; While attuned to this robe, you gain the following benefits: • You do not suffer harm from the effects of being in freezing or boiling environments. In addition, the damage reduction from your Slow Fall ability increases to six times your monk level; • You gain a +1 bonus to AC if you are wearing no armor and using no shield; • You can use a bonus action to reach over your shoulder and magically draw the skull-like symbol from your back and across your face like a mask. While the 'mask' is drawn over your face, your facial features are obscured and you gain the following effects of the thaumaturgy spell until you remove the mask:

Your eyes glow with a pale light through the mask and your voice becomes hollow and menacing. These effects grant you +2 to Intimidation attempts against creatures within 60 feet that can see or hear you; Image Credit: BeastySakura

Goldwyrm's Baldric Description A golden dragons maw adorns this belt. Magical symbols blaze along the length of the leather strapping, surrounded by metallic discs. Bound within this belt is the spirit of a Gold Dragon Wyrmling that swore to guard an ancient prince in return for its life. Belt Very Rare (Wondrous Item); requires attunement by a barbarian; While attuned to this belt, you gain the following benefits: • You gain a +1 bonus to AC if you are wearing no armor; • You can use an action to cast the disguise self spell from this belt at will, however you may only take on the appearance of a metallic dragonborn, including a tail if you did not already have one. The spell ends if the belt is removed; • Once per day, you may tap the dragons head affixed to the belt and speak a command word to cause it to animate as a Gold Dragon Wyrmling (MM p115) for 1 hour. The wyrmling is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the wyrmling defends itself but takes no other actions. At the end of the duration, it reverts to its belted form. It reverts to this form early if it drops to 0 hit points or if you speak the command word again while touching the wyrmling; Image Credit: Arankin; Ben Wootten Ido's Shield Cuff Description This wide leather wrist strap bears a strip of metal with three shield emblems stamped into it. Bracer Rare (Wonderous Item); requires attunement; While wearing this magical cuff and no shield you gain the following benefit: As a bonus action you may activate the magic in the shield cuff causing a large, nearly transparent shield to appear floating in the air in front of you. It acts on its own, without direction, to protect the you while you are wearing the cuff.

For 1 minute, when an attack is made against you, you may use your reaction to roll 1d4 causing the shield to intercede and add the total rolled to your AC against that attack. You may do so after the attack roll has been made but before the attack is resolved; In addition, if you drop to 0 hit points while the magic shield is still active, the shield will continue to defend you. Attacks against you in this situation automatically cause the shield to intercede on your behalf by rolling 1d4 and adding it to your AC against the attack and you may add the result rolled to your next death saving throw. Each use of the shield cuff causes one of the three shields stamped into the metal strip to disappear. Once all three are gone the shield cuff cannot be used again until it regains all three charges at the next dawn. Image Credit: Butterfrog