Connoisseur's Collection Many different mages, sages or even sorcerers craft recipe after recipe every day, yet many are forgotten to the annuls of history. Some could break the fabric of reality and have long since been destroyed. Many still exist, much to the dismay of all. Some have only minor effects while some are strictly more powerful than well-known magical tools. These are some of the few to survive throughout time, either with happiness or disgust from magic users. One certain collector has begun the process of procuring all of these items. Will you be one of the many to help or hinder him? Magic items as a whole In previous editions, the abundance of magic items encouraged players to use them in new ways, find a way to "break" an item or collect a large amount to have a solution to every problem. The "having a personal horde of magic items" problem is much more visible in 5e which made wizards print less in official books. They, also, had more flavor than in 5th edition so I decided to solve both problems by either converting magic items from 4th edition, making templates for known magic items not in 5e or crafting my very own magic items, some serious and some as gags. I greatly hope you enjoy them all! New Magic Item Types Consumables, such as herbal poultices, work like potions as in they are used up after a single use. Magical Ammunition These work as it says in the DMG; after a hit, they lose their magic. However, if you shoot one, there is no guarantee that you'll find it... Familiar Collars are special items that let your familiar be more than just a scouting tool or assist in your spells. Tomes are ritual books with spells that normally cannot be cast as a ritual but can be if you use the book. Any class that can cast spells can cast them as rituals but wizards can still only get spells from their spell list with the book. Reagents can be added to a spell to increase the effectiveness of it. Reagents can only be used for a certain type of spell or specific spell. If they can only be used for a type of spell, they are used up after one use. Whetstones can be used to make non-magical weapon magical, any non-magical weapon can be sharpened with a whetstone. Any weapon can only be sharpened with one whetstone at a time. Acrobat's Harness Wondrous Item, Very Rare (Requires Attunement) A harness is closest term the inventor could think of for these cloth links that wrap around most of the muscles on the arms. While attuned to this belt, you have advantage on Dexterity (Acrobatics) checks and can use an Acrobatics check instead of Athletics to climb. Acid-Washed Gloves Wondrous Item, Very Rare (Requires Attunement) These almost completely white gloves are covered in acidic burns but rarely have any form of holes. While attuned to these gauntlets, you have resistance to acid damage and weapons you wield deal magical acid damage instead of their normal damage. Admantine Weapon Weapon (Any), Very Rare This glossy black weapon is designed to pierce the toughest shells. You gain a +1 bonus to attack and damage rolls with this weapon and any damage dealt by this weapon ignores resistance and immunity of the target. Aldron’s Tinderbox Wondrous Item, Rare This small box is warm to the touch and great for adventurers of all ages. As an action, this box unfolds to reveal a magic campfire. This fire is warm, comfortable, magical for the purpose of overcoming resistances and cannot be doused by any action beyond refolding the box. Otherwise, the campfire acts as a normal fire. Angel's Feather Reagent, Very Rare Plucked from an angel's wing, willingly or unwillingly, this feather blesses those who wish to mend. Whenever you cast a spell that targets a single creature and would make the target regain hit points, you can expend this feather to make that spell regain the maximum amount of hit points it can regain. Ambrosia Ring Ring, Very Rare (Requires Attunement) Born from the fruit of the ambrosia tree and a large drop of magic, this golden yellow ring purifies the body of toxins. While wearing this ring, you become immune to poison damage, disease and the poisoned condition. Additionally, as an action, you can put this ring on another creature to cure them of any poisons or diseases afflicting them, they do not gain any other effects of the ring and you lose the effects of the ring until you put it back on.

Ambrosial Ladle Wondrous Item, Legendary (Requires Attunement) This ladle has been passed down the dwarven clan of Skullcrusher and was been forged using the heart of a red dragon. The ladle is made of what appears to mithril and has the likeness of a dragon on the grip. Whenever you cook food with this ladle, the food removes one level of exhaustion and restores 4d4 + 4 hit points. As a bonus action on your turn, you can transform this ladle into a Dragon Slayer Warhammer with a +3 bonus, instead of +1. Amulet of Amplification Wondrous Item, Common This amulet has a perplexing design, the focal point of it is a mass of metal shaped as a cone. While wearing this amulet, you may cast Thaumaturgy, choosing yourself as the target. Amulet of Natural Defense Wondrous Item, Rare(+1), Very Rare(+2) or Legendary (+3) (Requires Attunement) These beautiful amulets are made from the hard scales, wood and hide of wild creatures. The rarer the creatures parts, the more effective the magic becomes. While attuned to this amulet, you gain natural armor that gives a bonus to your AC based on the rarity of the amulet. If you are wearing armor, you must choose between your armor bonus or the natural armor bonus. Amulet of The Diplomat Wondrous Item, Rare (Requires Attunement) Many saints and unsavory characters alike would go to great lengths to posses such an item. The Amulet has 5 charges. You may expend 1 charge to gain advantage on your next persuasion check within the next minute. If the amulet goes to 0 charges, roll 1d6. If you roll a 1, the amulet loses its magical properties. The amulet regains 1 charge at midnight. Amulet of The Gravekeeper Wondrous Item, Rare (Requires Attunement) A dark metallic chain with an onyx skull that whisper secrets of the damned, just within ear shot, but too distorted to make coherent messages. While attuned to this necklace, the user can see up to 30ft into the ethereal plane. The wielder also has advantage on perception and investigation checks when it comes to undead. Arcane Key Reagent, Rare Using this silver key dampens the air around it, making sure it's bearer knocks as quietly as possible. You can use this key as part of the Knock spell and when you do, you can relock the door, magically or normally, so long as no more than 10 minutes have passed since you cast the spell. Arcane Springboard Wondrous Item, Uncommon This small piece of tan cloth is quite useful in an adventurer's toolkit. Whenever a creature jumps off this cloth, they are affected by the Jump spell. Arcanist's Glasses Wondrous Item, Rare These violet spectacles increase your sensitivity to the subtle patterns of magic. While wearing these glasses, you have advantage on Arcana checks. Armor of Charging Wind Armor (Any Light), Rare (Requires Attunement) This elegantly crafted armor allows you to rush unseen across the battlefield, moving like the wind. Whenever you perform the dash action while attuned to this armor, you become invisible until you attack or stop moving. Armor of Cleansing Armor (Any), Uncommon (Requires Attunement) The exterior of this armor is covered with symbols of healing, while the interior has many silken bands that cradle you comfortably and move to ease your suffering. While wearing this armor, you can remove the poisoned condition or any disesases from yourself as a bonus action and have advantage on medicine checks on yourself. Armor of Dark Majesty Studded Leather, Rare This armor is studded with gleaming, brass studs that flicker with hellish energies. You gain a +1 bonus to AC while wearing this armor. Additionally, you may gain advantage on a Deception or Intimidate check once per long rest. Armor of Negation Armor (Any), Very Rare (Requires Attunement) A wearer of this armor need not fear suffering the adverse effects of an enemy’s whiffed attack. When you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. Armor of Shared Health Armor (Light), Rare (Requires Attunement) This armor seems almost patchwork, consisting mostly of stitches and cloth patches. While attuned to this armor, you may use your bonus action when you heal an ally to gain half as many hit points, rounded down, that you healed the ally for. You may use this power once per short or long rest. Arrow of Revelation Ammunition (Arrow), Rare The head of each of these arrows has the mark of Ioun on it. Whenever you hit a creature with this arrow, that creature loses the benefit of invisibility and cannot gain it for the next minute.

Assassinbane Armor Armor (Any), Very Rare (requires Attunement) This armor is commonly adorned with hundreds of small eye motifs. While attuned to this armor, you become more attuned to sneak attacks and surprises. You gain a +1 bonus to AC while attuned to this armor. Also, you cannot be surprised while attuned to this armor. Azer Undershirt Wondrous Item, Uncommon This red tunic has a calming warmth to it. While wearing this undershirt, you can withstand temperatures up to 40 degrees and stay constantly warm. Backpack of Concealment Wondrous Item, Uncommon This plain leather backpack is covered with pockets big and small. This backpack can conceal any one object placed within it from physical search. Any creature other than the one that placed the item in the backpack cannot find the object. If the backpack is destroyed, the object falls from its remains. Backbiter Spear Spear, Uncommon In response to your botched strike, this weapon lurches in your hands, striking you instead of your foe. You gain a +1 bonus to attack and damage rolls with this weapon. Whenever you miss with an attack by more than 5 with this weapon, the spear lunges back and stabs you. Make an attack roll against yourself and take 10 piercing damage if you hit. Bands of Equilibrium Wondrous Item, Very Rare (Requires Attunement) These armbands help to keep the body stable, both in combat and at rest. While attuned to these armbands, whenever you roll damage from one of your weapon attacks and it comes up as a 1, you can reroll the damage die but must take the second result. This ability can only be used once per turn. Additionally, whenever you spend a hit die during a short rest, you may reroll any hit die that comes up as a 1 but you must take the second result. Barbed Baldric Wondrous Item, Uncommon This belt has many hooked barbs that sting a creature trying to grab you or eat you for that matter. While wearing this belt, you deal 1d8 piercing damage to any creature that is grappling you at the beginning of your turn. Barnum's Animal Seeds Wondrous Item, Rare These seeds were first created by a wizard fixated with animals. He is more prominently known for cookies that he sells but this is also a extraordinary contribution he has made. This pouch contains 1d8 + 3 random animal seeds. Each seed takes 1 week to fully grow. Once a seed is fully grown, it creates an animal based on what seed it is. The animal is friendly to the planter of it and is the same as it's normal form except it is a plant creature, has a weakness to fire damage and it does not require food if it has at least 8 hours of sunlight or another form of natural light. Seed Type D12 roll Seed Type 1 Rat 2 Badger 3 Boar 4 Cat 5 Goat 6 Mastiff 7 Jackal 8 Draft Horse 9 Giant Fire Beetle 10 Wolf 11 Giant Goat 12 Black Bear Bashing Shield Shield, Uncommon These shields are reinforced to be more useful on the fields of battle and commonly have an animal motif on the front of the shield. This shield also functions as a club when used in combat. If your main hand weapon is not light, you cannot attack with this as a bonus action. If you have two of these shields, one of them will not function as a club and does not give you a bonus to your AC. Batty Collar Familiar Collar, Rare This quite black collar has small bat wings on it. While your familiar wears this collar, it gains a fly speed of 15 feet. Battlemage's Bracer Wondrous Item, Rare (Requires Attunement) Inscribed with a multitude of magical sigils, these bracers hum with power. Whenever you cast a spell while attuned to these bracers, you gain temporary hit points equal to the level of that spell.

Beast-Sight Bandana Wondrous Item, Rare (Requires Attunement) This brown furred bandana was first found by a elven scavenger, which greatly assisted him due to being blind. While you are attuned to this bandana, you can share senses with a friendly beast. You can perform a 10-minute ritual and choose a friendly beast within 5 feet of you to bond it to the bandana for the next 24 hours. While bonded, you can see through the beast's eyes or hear through its ears. You can choose to do either or both as a bonus action. While you are using the beast's senses, you are blinded, deafened, or both, depending on what senses you choose to share. Beating Heart Potion Consumable, Uncommon This small vial full of pulsating red fluid tastes like extremely bitter fruits with an aftertaste of vanilla. When you imbibe this potion, your maximum hit points are increased by 1 permanently. No creature is able to drink more than 10 of these potions in their life time, lest their body begins to quickly decompose. Bed of Rapid Rest Wondrous Item, Rare This comfortable bed is a wonder to sleep, but to carry around with you daily, not so much. When you take a long rest in this bed, you only require 4 hours, instead of your normal amount of time, to gain the benefit of a long rest. Belt of Blood Wondrous Item, Uncommon (Requires Attunement) This bloodstained belt helps you recover from serious injuries. While you are attuned to this belt and you spend a hit die, you regain additional hit points equal to your constitution modifier. Belt of Lucky Strikes Wondrous Item, Rare (Requires Attunement) This golden-colored belt applies a bit more force to your, what would be failed, blows. When you miss an attack with a weapon while attuned to this belt, you can use your reaction to make the die roll of that attack as a 10 instead. You can only use this power once per day and you cannot use it when you roll a 1. Belt of Opposing Strength Wondrous Item, Rare (Requires Attunement) Being almost identical to a belt of Hill giant strength, this belt is commonly worn by unlucky adventurers who have, unwillingly, broadened their horizons. While wearing this belt, your strength score becomes 21. If your strength score is equal to or greater than 21, this belt has no effect on you. Cursed: Once you have attuned to the belt, during your next long rest, you become of the opposing gender or a physical gender of the DM's choosing if you do not have a gender. Note on Belt of Opposing Strength This will only change how the character's body looks like. This does not change anything about the character's personality or stats. Belt of Returning Wondrous Item, Uncommon This simple and unassuming baldric has multiple slots for daggers, hand axes or anything that can be thrown. While wearing this baldric, any weapon you throw returns to the baldric at the end of your turn. Belt of Sonnlinor Righteousness Wondrous Item, Legendary (Requires Attunement) This iron-plated belt was first crafted by the Sonnlinor to protect against the underhanded tactics of goblins and giants. While attuned to this belt, you gain the following bonuses: Any critical against you while you are unconscious is a normal hit and once per day when you are reduced to 0 hit points, you can spend your reaction to make the creature who damaged you become immobilized until the end of their next turn as their head is wracked with painful migraines. Belt of The Brawler Wondrous Item, Rare Your punch packs a wallop when this belt is about your waist. While wearing this belt, improvised weapons and your fists do 1d4 damage instead of their normal amount. Belt of Vigor Wondrous Item, Rare This belt gives the wearer a slight regenerative quality to their body, some mages say too slight to even notice. While wearing one of these belts, whenever you spend a hit die to heal during a short rest, you regain an additional 1 hit point per die rolled. This effect cannot stack with other items.

Beryl of Catastrophe Avoidance Wondrous Item, Very Rare (Requires Attunement) This blue gem helps those who's tongues are much more chaotic than the elemental chaos. While attuned to this item, your charisma score becomes 15. Additionally, when you roll a 1 on a charisma based ability check, it becomes a 10. This ability can only be used once per long rest. This item has no effect on creatures with a charisma score of 16 or higher. Blackgate Rune Consumable, Very Rare This glossy black stone, with a complex sigil on its surface, feels cold to the touch and anyone who holds it has a sense of melancholy. As an action, you can toss this stone to the ground to destroy it and form a temporary portal between it and the shadowfell. The portal lasts for 1 minute or the person that created it can close it as an action. Black Bone Stake Reagent, Uncommon With this obsidian stake, your spells leave wounds that fester and burn. You can expend this stake when you cast a spell attack of 1st level or higher. When you do, the spell gains the following effect: If you hit a creature with this spell, that creature must make a constitution saving throw against your spell save dc or be unable to regain hit points for the next minute. Blade of The Water Goddess Shortsword, Legendary (Requires Attunement) This blueish metal blade has been used in multiple rituals to a whole pantheon of water gods. They say you can hear the voice of the god that created you when you hold the hilt to your ear. You gain a +2 bonus to attack and damage rolls with this weapon. Whenever you hit a creature with this weapon, you deal an additional 1d6 cold damage. Blessings of the Water Goddess. While you hold this weapon, you get the following bonuses: You can speak Aquan Fluently.

You can breathe air and water and you gain a swimming speed of 30 feet.

Any friendly creature within 20 feet of you can breathe both air and water.

You can cast Shape Water as though you had it as a cantrip, and you can cast Create or Destroy Water at 2nd level once per long rest. Blaze Blossom Reagent, Uncommon This bright vermillion flower burns twice as brightly with magical flames. You can expend this flower when you cast a spell of 1st level or higher that would deal fire damage to increase the amount of damage dealt by 1 damage die. This flower is consumed as part of casting. Blessed Book of Ioun Tome, Legendary This book's thickness does not show its true size. This book appears to be a ritual book but it has a magical component to it that simplifies many things. There is no known limit to the number of pages in this book and you are able to copy any spell of 6th level or less into this book as a ritual. When copying a ritual into this book, it takes half as much time and gold. When casting a ritual from this book, the ritual only takes 5 minutes and if it requires any components, the cost of them are reduced by half. Blessed Whetstone Whetstone, Rare This white-gold stone has several holy symbols engraved into its sides. You may spend 5 minutes sharpening a weapon with this whetstone. If you do, that weapon now counts as magical for the purpose of overcoming resistance and deals an additional 1d4 radiant damage. The magical effect of the whetstone only works on one weapon at a time. This effect last until your next long rest. Blood of Tyche Potion, Rare This golden vial holds swirling liquid luck—and a deadly poison. After drinking this potion, you have advantage on all skill checks for the next minute. At the end of that minute, you gain 2 levels of exhaustion as your body is wracked with tremors and your gums start to bleed slightly. Bloodglass Cage Wondrous Item, Very Rare Magic infuses the red obsidian bars of this otherwise standard looking cage. The bloodglass cage appears to be a normal large cage but by spending an hour performing a ritual, you seal the cage so that the creature cannot leave or damage the cage, or affect anything outside the cage, for 24 hours. The restraint ends instantly at the end of 24 hours, but it can be renewed before then by performing the ritual again. Bloodiron Weapon Weapon (Any that does piercing damage), Rare These weapons are quite vicious as they'll never leave a deep wound once stuck there... not painlessly at least. When you score a critical with this weapon, you deal additional damage to the creature at the start of its next turn. The damage dealt is a damage die equal to a new roll of the weapon's damage die.

Blossom of Scars Whip, Rare (Requires Attunement) Much of what would be leather of this whip has been replaced with a dark prickly fur. You gain a +2 bonus to attack and damage rolls with this weapon and the weapon's damage die is 1d8. You may cast the Druidcraft cantrip while attuned to this weapon. Boarding Boots Wondrous Item, Rare (Requires Attunement) While wearing these boots, you ignore difficult terrain on boats, ships or any other water vehicle and you can jump an additional 10 feet. Bolstering Hammer Hammer, Rare Wood and stone workers frequently use these hammers to reinforce their works to withstand all forms of damage. Whenever you hit an inanimate object with this hammer, that object has it's maximum hit points increased by 10. An inanimate object can only benefit from this object once every 24 hours. Bolt of Clumsiness Ammunition, Uncommon A victim of this malformed quarrel can't focus on multiple things as the quarrel digs into a soft part of the body. Whenever you hit a creature with this ammunition, that creature cannot disengage until the end of its next turn. Once it hits a target, the ammunition is no longer magical. Book of Undeniable Fire Tome, Very Rare (Requires Attunement) The pages of this carmine tome have scorch marks along the edges. This book has the spells Continual Flame and Wall of Fire as rituals and anyone attuned this book can use the Firebolt cantrip at will. Wizards can use this tome as an arcane focus and gain a +1 bonus to spell attack rolls and spell save DC. Whenever you cast a spell that deals fire damage and use this book as an arcane focus, you can use your bonus action to make that spell ignore resistance to fire damage. This ability can only be used once per long rest. Bookbag of Holding Wondrous Item, Uncommon Loved by librarians around the world, this bag is wonderful as a personal library. The bag can hold up to 100 books of any size and genre but will only ever weigh 5 lbs. The bag will refuse to hold anything other than a book in it. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane. Placing a Bookbag of Holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. Booming Weapon Weapon (Any), Rare Every strike with this weapon makes a deafening sound, similar to the sound of thunder. You gain a +1 bonus to attack and damage rolls with this weapon and all damage you deal with this weapon is thunder damage. Boomstick Consumable, Uncommon As an action, you can light and throw the boomstick. A single boomstick can be thrown at a range of 25 feet without any downside. All creatures within 10 feet of the location where the boomstick lands must make a DC 12 dexterity saving throw or take 2d12 fire and bludgeoning damage as the boomstick explodes. The boomstick also deals double damage to objects and structures. Boots of Balance Wondrous Item, Rare (Requires Attunement) The backs of these boots have a wing design and just wearing them makes you feel more agile. While attuned to these boots, you cannot be knocked prone unwillingly and you have advantage on acrobatics checks. Boots of Equilibrium Wondrous Item, Uncommon These boots grip onto almost any surface, no matter the slickness. While wearing these boots, you have advantage on saving throws against falling prone caused by terrain. Boots of Grounding Wondrous Item, Rare Many believe this is a stronger sister item to the boots of Equilibrium, even though their effects are vastly different. While wearing these boots, you cannot be teleported unwillingly.

Boots of Jaunting Wondrous Item, Rare (Requires Attunement) These dark leather boots help you move unhindered in the battlefield. While attuned to these boots, you can teleport 5-ft as a bonus action. Boots of Other Paths Wondrous Item, Rare These fine leather boots lead you down paths you might not normally take. As a reaction when you move, you can ignore the normal effects of any terrain you walk over until the beginning of your next turn. This power can only be used once per short or long rest. Boots of Teleportation Wondrous Item, Very Rare (Requires Attunement) Wearing these elegant boots, you never feel the need to raise your feet to move. While attuned to these boots, you can teleport up to your speed as your move action. If you use the dash action, you can still only teleport up to your normal speed. Boots of The Dryad Wondrous Item, Rare Natural growth moves aside as you travel the wilderness with these leaf green boots. While wearing these boots, you ignore difficult terrain caused by plants, trees, underbrush or natural growth. Bottled Twilight Wondrous Item, Uncommon This black glass bottle created in the feywild holds the power of dusk to make light fade. As an action, you can pull the cork off of this bottle and make all light sources within 50-ft of the bottle can only produce dim light. This effect lasts 10 minutes and can only be used once every long rest. Bowl of Purity Wondrous Item, Rare This earthenware bowl was made by dwarven clerics in order to better protect any visitors from assassins within the town. Whenever food or water is placed into this bowl, it is purified as though Purify Food and Drink was cast on it. Bracers of Escape Wondrous Item, Uncommon (Requires Attunement) Used by the muscle of thieves' guilds, these unassuming bracers help avoid blades and weapons while fleeing. While attuned to these bracers, you can disengage as a bonus action. Bracers of Iron Mind Wondrous Item, Rare (Requires Attunement) These bracers are made of a soft and malleable metal, perfect for an intelligent mind to work with. While attuned to these bracers, you may use your intelligence modifier instead of your dexterity modifier for calculating your AC. Bracers of Infinidaggers Wondrous Item, Very Rare (Requires Attunement) These leather bracers hold a sharp secret, or secrets I should say. As a bonus action, you may draw up to 3 +1 Magic Daggers from the bracers. These daggers last until the end of your turn then disappear back into the bracers. Bracers of Mental Might Wondrous Item, Rare (Requires Attunement) The adage, “mind over matter,” truly applies when you wear these light gray bracers. While attuned to these bracers, you can use your intelligence modifier instead of your normal modifier for Acrobatics, Athletics, Sleight of Hand and Stealth checks. Bracers of Tactical Blows Wondrous Item, Rare These dragonscale bracers help you find weak points in the heat of battle. While wearing these bracers, you deal an additional 1d6 damage with attacks of opportunity. Bramble Hide Hide, Rare (Requires Attunement) Across the thick hide of this armor many thorny vines appear to be growing from it. You gain a +1 bonus to AC while wearing this armor, Additionally, whenever a creature hits you with a melee attack or starts it's turn grappling you, that creature takes 1d10+2 piercing damage as the thorns of the hide dug into it's flesh. Breeder's Gauntlet Wondrous Item, Rare Most of these gauntlets are leather gloves with metal bands that have arcane sigils for animal kingdoms on them. When you touch a beast with these gauntlets, you may make them better for breeding in one of three ways: you can change the color of their coat or equivalent, increase their movement speed by 5 feet or increase their hit dice by one. A creature may only be under one effect at a time. When a creature with under this effect breeds, the effect is given to the offspring and those creature's offspring naturally. Bridle of Conjuration Wondrous Item, Rare This simple leather bridle conjures a magical mount for your use. As an action, you can conjure a magical Riding Horse in a space adjacent to you. The horse will obey orders to the best of its ability but cannot attack, even in defense. The horse disappears after 12 hours or if reduced to 0 hit or fewer points. Once you summon the horse, it cannot be summoned again until next dawn. Brimstone Cloak Wondrous Item, Very Rare (Requires Attunement) This gothic black cloak smells faintly of sulfur and helps resist both fire and poison. While attuned to this cloak, you have resistance to fire and poison damage. You also have advantage on saving throws against poison.

Brown Dragonscale Armor Scale Mail, Very Rare (Requires Attunement) This armor is made from the scales of the extremely elusive brown dragon and smells of baked sand. While attuned to this armor, you gain a +1 bonus to AC, advantage on saving throws against the frightful presence and breath weapons of dragons and have resistance to fire damage. Also, you gain a burrowing speed equal to your speed and can burrow through stone and do not require water when in desert-like conditions. Brutal Weapon Weapon (Any Heavy), Uncommon Adorned with spikes, sharper edges or, in some cases, barbs, these weapon ensure that they hurt a lot more than normal. Whenever you roll a 1 on the damage die for this weapon, reroll it until you roll a number that is not 1. Burrow-Ward Blade Wondrous Item, Very Rare This enchanted ornamental blade alerts you when creatures try to enter your hoard from beneath the earth. You can plant this blade into the ground as an action. After the blade has been in the ground for 24 hours, whenever a creature burrows within 100 feet of the blade, the blade emanates a magical intonation only the character that placed the blade can hear that indicates the creature’s location, including depth. This can only be heard if the character is within 200 feet of the blade. If the blade is moved, it ceases to function until the blade is left in the ground for another 24 hours. Calcified Whetstone Whetstone, Rare This bone white stone offers your blade the chance to cut with the power of life eating energy. You may spend 5 minutes sharpening a weapon with this whetstone. If you do, that weapon counts as magical for the purpose of overcoming resistance and deals an additional 1d4 necrotic damage with it's attacks. The magical effect of the whetstone only works on one weapon at a time. This effect last until your next long rest. Carnage Blade Greatsword, Very Rare (Requires Attunement) No amount of time spent cleaning and maintaining this blade removes the old, ingrained bloodstains. They are evidence of its power and purpose. You gain a +1 bonus to attack and damage rolls with this weapon. Additionally, whenever you roll a 6 for one of this weapon's damage dice, you deal an additional 1d8 slashing damage. This ability can only be used once every short or long rest. Cask of Liquid Gold Wondrous Item, Rare This large iron cask has an almost indefinite amount of dwarven ale within, so long as you are a patient drinker. At dawn of every day, the cask fills to its full volume with dwarven ale. Any ale taken from the cask evaporates if it has not been consumed when the cask refills. Casque of Tactics Wondrous Item, Very Rare (Requires Attunement) Favored by sergeants and commanders, this utilitarian helm is remarkable only for its satin inner adding. While you wear this helmet, you add your intelligence modifier to your initiative checks. Additionally, at the start of combat, you can trade initiative scores with a willing, allied, creature. Catnip Cincture Wondrous Item, Common This belt smells faintly of natural herbs and is adorned with multiple cat paws. While wearing this item, feline creatures must make a wisdom saving throw (DC 15) or cannot attack you. There is also a fifty percent chance that, when you wake up, a kitten or group of felines is sleeping near you or on you. Cat's Paw Dagger Dagger, Common Commonly given to children or young chefs, the pommel of these useful daggers, that can't cut your own flesh, is shaped like a cat's paw. While holding this dagger, you cannot harm yourself with it. Caustic Whetstone Whetstone, Rare This metallic green sharpener drips acid when touched to a weapon. You may spend 5 minutes sharpening a weapon with this whetstone. If you do, that weapon now counts as magical for the purpose of overcoming resistance and deals an additional 1d4 acid damage. The magical effect of the whetstone only works on one weapon at a time. This effect last until your next long rest. Censer of Peace Wondrous Item, Very Rare This censer is a golden urn filled with a multitude of herbs and has extremely calming scents coming from it. As an action, you may light the censer. Any creature that can smell the scent of the censer must make a DC 15 wisdom saving throw or be unable to attack or cast spells while the censer is lit. The creature can repeat the saving throw if they cannot smell the censer every minute. A creature who passes the saving throw is immune to the effects of the censer for 24 hours. The censer remains lit for up to 5 minutes and it takes a bonus action to put it out. The censer can be lit again after the next time the sun is at its peak.

Chain of Returning Wondrous Item, Rare Crafted by a wise, albeit strange, dragonborn, this chain is wonderful for those seeking a bit more range. Any weapon can have a chain of returning attached to it. That weapon can be thrown at a range of 15/30 feet but the chain has a total length of 35 feet. However, the weapon does not magically return. The character must make a DC 12 athletics check to pull the weapon back to them. Challenge-Seeking Weapon Weapon (Any), Uncommon This weapon seeks the blood and flesh of new enemies. This weapon deals an additional 1d6 of its damage to any creature that has all of its hit points. Chaos Storm Dagger Dagger, Very Rare The blade of this weapon constantly changes color, making a beautiful show to anyone looking at it. You gain a +1 bonus to attack and damage rolls with this weapon. Also, whenever you hit with this weapon, roll 1d6. This weapon deals a bonus 2d4 damage with the type of damage rolled. Chaos storm Damage type Number Damage Type 1 Fire 2 Cold 3 Acid 4 Radiant 5 Lightning 6 Necrotic Charm of Protection Familiar Collar, Rare Your familiar is protected by the charm almost as if it has a destiny of its own Any familiar wearing this collar cannot do damage or take damage and any spell that you cast through it does half damage. Chillstone Consumable, Rare This small blue-white stone is found among nomadic groups that travel the tundra in decent numbers. You can break the chillstone as part of a 1-minute ritual to add 1d6 cold damage to your unarmed attacks and natural weapons in all of your forms. A creature can only benefit from 1 chillstone in their life. Choker of Choking Wondrous Item, Uncommon This beautiful metallic choker fits perfectly onto anyone's neck. Maybe a bit too perfectly... While wearing this choker, you have advantage on Persuasion checks however you have disadvantage on concentration checks and must pass a DC 13 constitution saving throw to attack or cast a spell. A failure makes the attack miss, no matter what. Cincture of The Dragon Spirit Wondrous Item, Rare This belt's buckle takes the form of a massive and powerful dragon head. Wearing it fills you with a strange bravado. While wearing this item, you may use your strength modifier, instead of your charisma modifier, for intimidation checks. Circlet of the Collective Wondrous Item, Very Rare (Requires Attunement) This golden circlet seems to whisper to you as you wear it, each whisper is in a different language but each is as clear as common. While attuned to this circlet, you can speak and read any language that a friendly creature within 30-feet can speak. Circlet of Portals Wondrous Item, Rare This circlet has several embedded gemstones that glimmer beautifully. Every gem show snapshots of another world. The emerald shows the feywild, Ruby the nine hells and the jet shows the underdark to name a few. While wearing this circlet, you may spend 1 hour, casting a ritual, to find the location of each portal to another plane within 10 miles. Clearing Cleats Wondrous Item, Rare The bottoms of these cleats are similar to the crushing power of a warhammer as you stomp on anything you cross. While wearing these boots, you ignore natural difficult terrain. Additionally, whenever you cross natural difficult terrain, you destroy it, making it normal terrain. Climber's Bracers Wondrous Item, Uncommon (Requires Attunement) On the wrists of these bracers are small unassuming hooks that can easily dig into rock or in some cases, your skin if you aren't careful when putting them on. You may spend your action to gain a climbing speed equal to your movement speed + 10-ft for the next minute. Cloak of Quills Wondrous Item, Rare The porcupine quills of this tawny leather cloak discourage your foes from hitting you, at least when near you. Whenever a creature attacks you with a melee attack, that creature takes 1d6 + 1 piercing damage. A creature that is grappling you takes 1d6 +1 piercing at the beginning of each of turns unless it breaks the grapple.

Cloak of Resistance Wondrous Item, Rare (Requires Attunement) This beautiful cloak has a similar effect to a well-known ring. You gain resistance to one damage type while wearing this cloak. The color of the cloak indicates the damage type resisted which the DM chooses or determines randomly. Cloak Type d10 Damage Type Color 1 Acid Dark Green 2 Cold Light Blue 3 Fire Red 4 Force Orange 5 Lightning White 6 Necrotic Black 7 Poison Light Green 8 Psychic Purple 9 Radiant Yellow 10 Thunder Navy Blue Cloaked Blade Short Sword, Very Rare (Requires Attunement) This weapon is quite hard to notice, especially when in the hand of a good assassin. You gain a +1 bonus to attack and damage rolls with this weapon. Additionally, this weapon becomes invisible every long rest except to the person attuned to it. When you first attack a creature with this weapon, you have advantage but the weapon becomes visible after your first successful hit and no longer gives advantage on your attacks. The weapon can only become invisible once every 24 hours. Clockwork Cowl Wondrous Item, Very Rare (Requires Attunement) While attuned to this cowl, you add your proficiency bonus to your initiative rolls. Additionally, you can spend your bonus action to gain 2 actions. These actions cannot be used to attack or cast a spell. You can only use this ability once per long rest and it cannot be used if you have a level of exhaustion. Collar of Evolution Wondrous Item, Very Rare This collar appears to tell a story of how people have changed through time as you spin it around. When you put this collar on a beast of challenge rating 1/2 or less, that creature begins to evolve over it's next long rest. At the end of its next long rest, the creature evolves in one of three ways: it becomes a dire version (wolf into dire wolf), it will become a giant version of itself (spider into giant spider), or it becomes a larger similar creature (Cat into a panther). The DM decides which it turns into. However, the collar fuses into its new form and can only be obtained again when that creature has died. Collar of Undeath Wondrous Item, Very Rare This skull-studded collar has little effect on a living creature but to a dead one, the effects are to die for. When you place this collar on a dead beast, it is reanimated as though the spell Animate Dead was cast on it. The beast keeps all of its abilities and stats however it becomes undead instead of a beast. The collar cannot be removed from it and when the beast dies, it becomes a pile of ash and the collar can be used again. Contortionist's Cord Wondrous Item, Rare This extremely flexible snakeskin binding allows you to quickly squeeze through even the tightest spots. While wearing this belt, you do not spend extra movement while squeezing and do not have disadvantage on your attacks. Coral Armor Armor (Heavy), Rare (Requires Attunement) This armor is made entirely with enhanced coral, which gives it a toughness equal to most metals. While attuned to this armor, you get a swim speed equal to your speed and you do not disadvantage for using weapons that are not spears or crossbows underwater. Cord of Elusive Thoughts Wondrous Item, Rare (Requires Attunement) This belt is made of a rare kind of eel that lives in magically infused waters. Anyone who wears this belt can easily overcome matter with their mind. While attuned to this item, you make use Arcana instead of acrobatics or athletics to escape a grapple. You also gain a swim speed equal to your speed. Crippling Doubt Wondrous Item, Artifact (Requires Attunement) A brutal story follows this accessory. A boy lost his family and then decided to avenge them, with no time to prepare. The boy slaughtered an entire village and a demon proposed a deal with him. Eternal youth for more bloodshed. The boy agreed and the demon gave him an amulet. Almost no warrior could slay the boy, even generals began to think of morality when approached by the boy. The amulet gives the wearer several bonuses. Other creatures have disadvantage on insight checks against you. Other creatures must pass a DC 18 Wisdom saving throw when attacking the wearer or be unable to harm whatever they see when attacking. Whenever you kill an innocent creature that has an intelligence score of 5 or more, you become younger by 1 year. If you do not kill an innocent creature every day while attuned to this item, you lose 1d10 hit points from your maximum every day. If a creature hit 0 hit points from this effect, their form turns to ash and the necklace disappears to the nine hells.

Crown of Command Wondrous Item, Very Rare (Requires Attunement) This ornate golden crown greatly enhances your diplomatic and intimidation skills to those that believe you to be worthy of that crown. While attuned to this crown, any creature with intelligence of 10 or more must make a DC 15 intelligence saving throw or believe you are of royalty until you do something that would make them think otherwise. A creature that succeeds is immune to all effects of the crown. You are also able to cast the spell Command once per short or long rest. Crown of the Goliath Champion Wondrous Item, Legendary (Requires Attunement) This crown is made of bone with carved archaic markings. While attuned to this item, you have resistance to thunder damage, you become naturally adapted to cold environments and you count as one size larger for the purpose of your push, drag or lifting weight. Additionally, when you are hit by an attack, you can use your reaction and use a hit die to become resistant to all forms of damage until the start of your next turn. This ability can only be used once every 7 days. Crown of Leaves Wondrous Item, Uncommon (Requires Attunment) This halo of ever-fresh oak leaves pulses with primal energy. While wearing this crown, you can cast the Druidcraft cantrip at will and you can speak with plants as though you shared a language with them. Crown of The World Tree Wondrous Item, Rare The experience of a thousand ritualists is yours when you don this crown of ash wood and leaves. While wearing this crown, any ritual you cast only takes 5 minutes, instead of 10. Crystal Armor Armor (Heavy), Very Rare (Requires Attunement) As opposed to metal, this armor either has gemstones placed inside the armor or is made in its entirety out of gemstones. While attuned to this armor, you gain a +1 bonus to AC. Also, you can shed dim light in a 5ft radius as a bonus action. When you are hit by an attack that deals radiant damage, each creature within 10ft must make a DC 13 dexterity saving throw or be blinded until the end of your next turn. Also, you cannot be blinded while wearing attuned to this armor. Cuteness Potion Potion, Uncommon Filled with fairy dust, cat whiskers and baby's breath, these potions remove the fearful aspects of one's face while emphasizing the adorable aspects. You can drink this potion to gain advantage on any persuasion checks and disadvantage on intimidation checks for the next hour. Darkglass Spectacles Wondrous Item, Common These stylish glasses make anyone who wears them seem significantly more attractive, while wearing these spectacles, you cannot be blinded by bright lights or the sun. Darkleaf Shield Shield, Rare Shadowfell gravetrees provide the tightly woven branches and black leaves that form this shield. You gain a +1 bonus to AC with this shield. Additionally, you can use your action to extinguish out all non-magical flames in 30-feet of you. Dao Plate Plate, Legendary (Requires Attunement) The dao have many talents and pride themselves on many things. Their preferred armor is one that mixes the two. While wearing this armor, you gain a +3 bonus to AC, you cannot be petrified or knocked prone and speak Primordial. Additionally, you gain a burrow speed of 30 feet can burrow through nonmagical, unworked earth and stone without disturbing it. Darksteel Weapon Weapon (Any), Rare A weapon made from darksteel is nigh-impossible to break and many fighters would kill, literally and figuratively, for one of these weapons. Weapons made from darksteel are pitch black in color. Any weapon made from darksteel is indestructible. Dazzling Weapon Weapon (Any Light weapon), Rare Similar to a weapon wielding by a well-known Do'urden, this weapon seems to sparkle with radiant light barely contained within it. You gain a +1 bonus to attack and damage rolls with this weapon. Whenever you hit with this weapon, you can choose or do its normal damage or radiant damage. As a bonus action, you make the dazzling weapon shine bright light in 20-feet and dim light for another 20-feet. Deathward Shield Shield, Rare (Requires Attunement) Emblazoned with a large skull, this ebony shield with golden studs protects you from dark energies. While attuned to this shield, you have resistance to Necrotic damage and advantage to saving throws against attacks that would deal necrotic damage. Death's Pocketwatch Wondrous Item, Very Rare This small onyx skull has a hinge that opens to a clock's face. You may place this skull on a creature and learn how many days it has been dead and what time of day it died. Once the skull has been used in this way, it cannot be used in the same way for 2 days.

Death Brink Armor Armor (Medium or Heavy), Very Rare (Requires Attunement) The chest of this dark black armor is adorned with a golden fist gripping onto the area where the heart would be. You have a +1 bonus to AC while attuned to this armor. Death must reach even farther to take the wearer to the other side. You must fail another death saving throw to die, meaning you must fail 4 death saving throws. Death Song Ring Ring, Very Rare (Requires Attunement) While wearing this skull-like ring, a faint humming echoes in your ears and gets louder the closer you get to death's door. Your attacks deal an additional 1d6 necrotic damage and whenever you make a death saving throw, each creature within 15ft makes a constitution saving throw (Dc: 14) or takes 2d6 necrotic damage. If you send a creature to below 1 hit point, you stabilize and regain 2d6 hit points. Creatures that are deafened are immune to this. Death Spiral Ring Ring, Very Rare (Requires Attunement) This ring appears to be made of onyx or a similar material, woven into dizzying spirals. While attuned to this ring, you may spend your reaction when a creature within 50ft drops to 0 hit points to teleport within 5ft of that creature. Using this power is quite tiring to the user. Your speed is halved, rounded down, on your next turn. You may only use this ability once per long rest. Deepfarer's Pouch Wondrous Item, Rare This oilskin pouch holds more than it should, including a small rube that extends from the inside. The pouch contains 1 hours' worth of air, which remains fresh indefinitely. Once the air in the pouch has been used, you can refresh the supply by exposing the open pouch to air during a short rest. Defensive Staff Quarterstaff, Rare Being made of mostly steel and other metals, this staff is quite good at protecting the user. You gain a +1 bonus to attack and damage rolls with this weapon and gain a +1 bonus to AC while wielding it. Dimensional Anchor Wondrous Item, Very Rare This statue comes in many forms but each one binds nearby creatures to their locations in the world. Creatures within 50 feet of this statue cannot teleport. Creatures can, however, teleport into the range of the statue. Dimensional Gloves Wondrous Item, Very Rare (Requires Attunement) These gloves are made of a light metal that has an emerald hue while having the flexibility of cloth. While attuned to these gloves, you can make sleight of hand checks from up to 10-feet away. Additionally, once per long rest as a bonus action, you can give all your melee weapons a reach of 10-feet. Distance Bow Weapon (Shortbow or Longbow), Uncommon These bows have elvish symbols for speed, flight and target engraved into them. The bow and string are both made of wonderful material as well. The short range and long range are increased by 10 and 20 feet, respectively. Djinni Silk Studded Leather, Legendary (Requires Attunement) Although called silks, the djinni call most of their lighter armors as what they normally love to wear. While wearing this armor, you gain a +3 bonus to AC, a fly speed of 30 feet, and you can speak and understand primordial. Additionally, you are immune to lightning damage Draconic Vitality Amulet Wondrous Item, Rare (Requires Attunement) This necklace, made from the teeth of drakes and dragons, grants the user the healing capabilities of the namesake. Whenever you restore your health by using your hit dice while wearing this amulet, you gain double the health restored. Dragon Powder Potion, Legendary Made from the heart, crushed scales and teeth of a dragon, this draught tastes rancid but has very useful effects. When you drink this potion, you regain 100 hit points, cures you of any disease or poison affecting you but then you gain 2 levels of exhaustion as your body feels extremely hot and the taste makes you feel nauseous. Dreamstone Amulet Wondrous Item, Rare (Requires Attunement) This amulet consists of a piece of onyx-like stone shot through with dimly glowing veins set in gold and hanging on a gold chain. The stone is carved to look like an eye, and its gold setting is like the lids of that eye. The glowing veins make the inky eye appear bloodshot with light. As you look at it, the golden lids blink, and the eye turns to focus on you. While attuned to this amulet, you are semiconscious while you sleep and you cannot be blinded. Dual Quarry Ammunition, very Rare This form of ammo is fused together or merely has twice the driving force as a normal shot. When you hit a creature with this ammo, you roll twice for damage and can pick either result for damage. Once it hits a target, the ammunition is no longer magical.

Dust of Disenchantment Consumable, Rare The sparkling silver dust periodically renewed within this leather pouch can suppress the effects of magic. Each pouch has 1d6 + 1 pinches of dust. You may sprinkle one pinch of dust to cast Dispel Magic at 3rd level. You may use multiple pinches to increase the level by 1 per additional pinch. Dynamic Weapon Weapon (Any melee), Uncommon This weapon has the capability to become just about any weapon so long as it's used in close combat. As a bonus action, you can transform this weapon into any other melee weapon you are proficient in. Earring of Whispers Wondrous item, Uncommon These sets of earrings are perfect for large groups of adventurers who separate from each other, based on skills. These earrings are always created in groups of at least 3. Any creature wearing one of these earrings can touch it to use the Message cantrip on any other earring wearer within 500-feet instead of the normal range. Earth-Splitter Axe Weapon (Any Axe), Very Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. The axe has 1d4 + 2 charges. When you hit an enemy, you may spend 1 charge to have them make a DC 15 strength saving throw or be knocked prone. You may also cast Mold Earth once per short or long rest. The axe regains 1d4 charges each dawn. Spells You can spend 1 or more charges to cast the following spells with a DC of 14: Catapult (2 Charges), Earthbind (1 Charge), Erupting Earth (3 Charges) or Stoneskin (3 Charges). Earthen Shovel Wondrous Item, Common This shovel is quite normal, although the handle of it appears to be made of stone. By digging this shovel into the ground, you can cast Mold Earth, targeting the location the shovel is in. Ebon Armor Armor (Any medium), Very Rare (Requires Attunement) This black armor's breastplate is detailed with small skulls at its joints and breastplate, as if it had been crafted for an undead warrior. While attuned to this armor, you gain a +1 bonus to AC and have resistance to necrotic damage. Additionally, whenever a creature dies within 5-feet of you, you gain temporary hit points equal to its challenge rating (Minimum 1). Ebon Gauntlets Wondrous Item, Very Rare (Requires Attunement) The inner palms of these black gauntlets are covered with small metal studs. Touching the studs causes a faint sense of nausea to course through you. While attuned to these gloves, you have resistance against disease. Additionally, whenever a creature fails to escape your grapple, you may spend your reaction to attempt to imbed the studs into the creature. The creature makes a constitution saving throw against a DC of (8 + Your proficiency modifier + your strength modifier) or become poisoned for the next minute. Editor In Print Wondrous Item, Uncommon This small pocketbook helps small children and those with bad hand writing become more legible. Whenever a creature writes in this book then leaves it closed for at least 10 minutes, the text becomes cleaner, the sentences become clear and, if there is enough room left on the page, a picture of the described event or image is made. Egg of Death Consumable, Very Rare This apparently empty eggshell feels cold to the touch. Some believe it to be a gift from the raven queen, others believe it was created by vecna for torture. As an action, you can break this egg on the ground. If you do, a naked corpse that looks exactly like you appears in that space. After you break this egg, it loses all magical effects. Eldritch Serpent Armor Scale Mail, Very Rare (Requires Attunement) The scales of this armor are very similar to snake scales and feel like a second skin to the wearer. While attuned to this armor, you gain a +1 bonus to AC. Also, you do not have disadvantage on stealth checks while attuned to this armor. In addition, you have advantage on escaping a grapple, resistance to poison and advantage on poison saving throws. Elemental Ward Cloak Wondrous Item, Very Rare (Requires Attunement) This midnight blue cloak has many different and colorful hides stitched into its lining. While attuned to this item, you have resistance to 2 random form of damage from the list below. During each long rest, roll 2d6. You have resistance to the forms of damage you rolled until your next long rest. If you roll the same damage twice, you have immunity to that damage until your next long rest instead of resistance. Elemental Wards Number Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Thunder

Elixir of Aptitude Potion, Very Rare This sweet amber broth with strange pink fragments floating within enhances your innate talents. When you drink this potion, you gain proficiency in a skill of your choosing for the next 10 minutes. Due to the strange mixture that is in this potion, it can only work on a creature once a day. Elixir of Luck Potion, Very Rare Inside this bottle is a strange mix of dark fragments and a clear white liquid. When you drink this potion, much of your skin becomes cleaner and brighter. For the next minute, you may gain advantage on any ability check, saving throw or attack roll. You may only gain the benefits of this potion once every seven days. Endless Quiver Wondrous Item, Very Rare This elven-styled quiver can create an endless supply of magical arrows or bolts. Whenever you attack with a bow or crossbow, this quiver creates an arrow or bolt that you can use and it lasts until the end of your turn. These arrows and bolts are magical for the purpose of overcoming resistance and immunity. Entrapping Ammunition Ammunition, Uncommon These forms of ammo burst upon hitting a creature into a net, making it difficult to move. When you hit a creature with this ammo, that creature is restrained until the beginning of your next turn. They can make a DC 14 strength check to break loose early. Once this ammunition hits a target, it is no longer magical. Eternal Chalk Wondrous Item, Rare Vandals, scholars, and explorers alike appreciate the magical longevity of this short stick of chalk. A stick of eternal chalk never breaks or wears down with normal use. Any writing or drawing made with this chalk cannot be erased for one week by anyone except the original artist or author. A stick of eternal chalk can, also, be created in any color. Ever-Fading Armor Armor (Any Light), Rare (Requires attunement) This suit of armor has the tendency to fade away if you don't look at it for too long. Quite annoying when checking stock. While attuned to this armor, you can become invisible and hide as a bonus action. The invisibility last for 30 seconds or until you lose concentration, whichever comes first. You may only use this ability once per long rest. Exchequer’s Ledger Wondrous Item, Very Rare This ledger is perfect for those with so much treasure and no idea what to use it for. After this item remains in place for 24 hours, it will fill itself with information and prices for everything within 100-ft of it. By spending 10 minutes reading the ledger, you learn the total value of all items within its range. Executioner's Bracers Wondrous Item, Rare These vicious dark-iron bracers are common among larger cities. Whenever you deal damage to a prone creature, you deal an additional 1d6 of that damage type. Exodus Knife Wondrous Item, Very Rare This insubstantial silver blade appears to cut through solid walls. As an action, you can trace a doorway onto any solid object that is at least 5-feet tall with the knife. When you do, the doorway leads to an extradimensional space that is a 20-foot cube. While the door is open, anyone can enter, see into, or affect the extradimensional space. Only creatures inside the space can open or close the door as an action. Once closed, the door becomes invisible to anyone outside the extradimensional space. Creatures on the inside of the closed door can see out, but those outside can’t see in. Creatures on one side of the closed door cannot affect creatures on the other side. The extradimensional space lasts for 8 hours. Any creatures or objects still in the space when the effect ends reappear in the closest unoccupied space outside the door. The knife can only create 1 doorway every long rest. Expeditious Tome Tome, Rare When you study this tome, time seems to fly and your mind seems lighter. This tome is a ritual book with ritual versions of Pass Without Trace and Freedom of Movement and any ritual you cast from this book takes half as long to cast. Falcon Cloak Wondrous Item, Rare While attuned to this cloak, you are able to turn into an Eagle, as though you used the druid's wildshape, for up to 6 hours. Once you use this ability of this cloak, it cannot be used again until 2 days have passed. Farslayer Blade Longsword, Very Rare (Requires Attunement) This weapon is made of a light metal and has counterbalances built into the hilt, making it surprisingly easy to throw. The best part is it comes back, so try to wear a helmet. You gain a +1 bonus to attack and damage rolls with this weapon. This weapon has the thrown property, a range of (25/50) and deals 1d10 damage when thrown. When you throw the weapon in this way, it returns to your hand.

Feyslaughter Weapon Weapon (Any that does bludgeoning damage), Rare Being made of cold iron, this weapon is a bane of fey and teleporting creatures, and its blackened hue is favored by many hunters. You gain a +1 bonus to attack and damage rolls with this weapon. When you hit a fey creature with this weapon, that creatures an additional 2d6 cold damage and cannot teleport or use any kind of special movement until the start of your next turn. Feystep Potion Potion, Uncommon Encapsulated in a tiny carafe of white porcelain, this murky blue liquid froths when uncorked and releases a silvery fog. Taste wise, it is quite bitter and sour. You can drink this potion to be able to cast the Misty Step spell for the next 5 minutes. Fimbulwinter Greatsword, Artifact (Requires Attunement) This blade has several dangerous effects attached to its frozen demeanor. For one thing, if the blade is buried in the ground, the surrounding area will begin to freeze over. Any natural creature that steps onto the frozen land begins to mutate into one more suited to cold climates. There is a story that this blade caused a fourth of a continent to become a frozen wasteland with beasts whose mere touch could freeze one's blood. Effects You gain a +2 bonus to attack and damage rolls with this weapon while attuned to it. Additionally, this weapon deals an additional 1d8 cold damage with every hit and you are able to cast Investiture of Ice once per long rest. However, any nonmagical flames within 50-feet of you are extinguished, you are vulnerable to fire damage and you gain 2 levels of exhaustion when you first attune to this item. Frostbitten Blade Whenever you hit a creature of challenge rating 5 or less with this weapon, they must make a constitution saving throw of DC (10 + your constitution modifier + your strength modifier) or become frozen in ice. Plant creatures have disadvantage on this check. The ice melts over 8 hours. The creature is counted as being petrified until the ice melts. Additionally, whenever you attack a creature of challenge rating 0 or an inanimate plant, the target is instantly frozen solid. This ice does not melt and any damage to this frozen creature shatters it. Firebeetle Potion Potion, Uncommon Your eyes glow faintly and your skin darkens and takes on a chitinous texture when you imbibe this red, smoky potion. For the next 10 minutes after drinking this potion, you shed bright light in a radius of 10-feet and dim light for another 10-feet and have resistance to fire damage. Firesight Ammunition Ammunition, Rare When this bolt strikes its target, the shaft explodes in a burst of white illuminating sparks cover your foe. When you hit a target with this ammo, that creature cannot benefit from any form of cover until the beginning of your next turn as it's body shines brightly and attracts attacks. Once this ammunition hits a target, it is no longer magical. Firestorm Ammunition Ammunition, Very Rare The charred wood of this arrow seems to shimmer with heat. When you hit a target with this ammo, that creature and all creatures within 5-feet of that creature make a DC 15 dexterity saving throw. The target takes 2d6 fire damage on a failed save or half as much on a successful one. Once this ammunition hits a target, it is no longer magical. Fisherman's Friend Wondrous Item, Uncommon Although bait is rarely a problem, some mages enchant their poles to better simplify the act of fishing. As a bonus action, you can cause this fishing rod to produce a single piece of bait, commonly a worm or nightcrawler. The bait disappears after being removed from the rod for more than 1 minute. Fists of Fisticuffs Wondrous Item, Rare The mage who created this magic item found a way to make the focus of his magic his muscles. Many mages disapproved of him and referred to him as "muscle wizard". While wearing these gargoyle-shaped gauntlets, you gain a +1 bonus to attack and damage rolls when using your fists and the damage die for your fists are 1d6. Flagon of Ale Procurement Wondrous Item, Rare A flagon that was forged, by a very, Very thirsty dwarf, and sworn to lead you to some beverage. While holding the tankard, you know the direction to the closest alcoholic beverage nearby. If you are a dwarf and hold the flagon, you are also aware of the closest number of ingredients suited to making alcohol. Flail of Harsh Winds Flail, Uncommon You gain a +1 bonus to attack and damage rolls with this weapon. Additionally, whenever you hit a creature with this weapon, they make a constitution saving throw with a DC equal to 10 or the amount of damage you dealt, whichever is higher, or be pushed 5-ft away from you. Flamedrinker Shield Shield, Rare (Requires Attunement) This shield swirls with golden and vermillion hues as fires disappear as they touch it. While attuned to this shield, you have resistance to fire damage and advantage on saving throws that would deal fire damage.

Flaming Bracers Wondrous Item, Very Rare (Requires Attunement) These soot black bracers feel warm to the touch and constantly keep the wielder feeling hot blooded. While attuned to these gauntlets, you have resistance to fire damage and weapons you wield deal magical fire damage instead of their normal damage. Flaring Shield Shield, Rare Whenever this shield blocks a blow, a blinding flash of light comes from the striking point. When a creature misses you with an attack, you can use your reaction to try to blind them. They make a DC 13 saving throw or become blinded until the end of their next turn. A creature immune to being blinded or a creature that has blindsight is immune to this. This power can only be used once per short or long rest. Flask of Liquid Courage Wondrous Item, Rare This small metal flask can both bolster your health and your alcohol content. As a bonus action, you can drink from this flask and cast False Life at 2nd level on yourself. This power can only be used once per long rest. Fleetrunner Boots Wondrous Item, Rare (Requires Attunement) The owner of these owlbear leather boots is gifted with unprecedented mobility in combat. Whenever you dash while attuned to these boots, you ignore difficult terrain and your movement speed increases by 15 until the end of your turn. This ability can be used again when you take a short or long rest. Floating Shield Shield, Uncommon Enameled with images of ocean waves, this shield eases your way in water. You do not sink beneath the surface of any liquid (unless you choose to do so). Also, you advantage on Athletics checks to swim. Also, you can swim at your speed on the surface of the water (but not underwater). Foe Stone Wondrous Item, Very Rare This lodestone is set into a chain, and when aimed toward an enemy, it grants you understanding of your foes’ weaknesses. As an action, you can point the stone at any creature and learn all resistances, immunities and weaknesses. Forceful Bow Weapon (Any bow), Uncommon The extreme curve of this bow makes every shot hit with the force of a charging bull. Whenever you hit a creature with an arrow fired from this bow, they are pushed back 5-feet in addition to the damage dealt. Forceward Shield Shield, Rare (Requires Attunement) This shield reacts to major changes of pressure, useful for fighting mages, not so much when swimming. While attuned to this shield, you have resistance to force damage and you are immune to the Magic Missile spell. Forester's Axe Weapon (Any Axe), Uncommon This normal looking axe cuts a swath through plant life of all sorts. Any damage this weapon does to plants or plant creatures is doubled. Forget Me Now Consumable, Legendary This flower is red-violet in color and has a strange heat to it. By burning this flower and blowing away the ashes, all creatures in the same plane as you forget of your existence. No one remembers your name, any relation to you or that you were part of their life. These flowers bloom only on the corpse of the last creature to use them, usually 1 hour after the creature dies. Forgotten Face Ring Ring, Legendary (Requires Attunement) This ring is quite metallic and circular. It would look very nice as a ring. It is also very shiny and quite unremarkable. Oh! It's also metallic silver! While attuned to this ring, creatures have difficulty remembering you and your face. A creature must pass a DC 20 intelligence saving throw or become unable to remember anything about you. Not even your name. Fortification Armor Armor (Heavy), Very Rare (Requires Attunement) This armor has extra protection in the more... Vulnerable areas of the body. This armor gives you a magical +1 bonus to your AC and whenever you are hit with a critical attack, you may roll 1d20. If you get a 18-20, the critical becomes a normal hit. Fragment of The Chaotic Ripple Wondrous Item, Artifact (Requires Attunement) This large glob of kaleidoscopic ooze has the strange tendency to become anything the user desires. While attuned to this item, you can transform it into any magical item that is very rare or lesser rarity that you have seen. You count as having attunement for that item so long as you are attuned to this item. The fragment reverts to its normal form at the end of your next long rest. This power can only be activated once per day.

Fragrance of Authority Wondrous Item, Very Rare This opaque alabaster bottle periodically renews a subtle perfume that can influence the reactions of others. As an action, you can spray this perfume on yourself or another creature within 5 feet of you. The creature sprayed with the perfume has advantage on persuasion and intimidation checks for the next hour. This power can only be used once per long rest. Frightful Axe Weapon (Any Axe), Uncommon These axes strike fear into a large number of people and their cold black metal doesn't help to change that claim. Whenever you hit a creature with this weapon, they make a DC 13 Charisma saving throw or be frightened until the end of their next turn. A creature immune to being frightened is immune to this effect. Frostbite Gloves Wondrous Item, Very Rare (Requires Attunement) These elegant white gloves are quite chilling, literally and figuratively. While attuned to these gloves, you have resistance to cold damage and weapon you wield deal magical cold damage instead of their normal damage. Frozen Whetstone Whetstone, Rare A weapon honed with this blue-white crystalline whetstone becomes icy cold to the touch. You may spend 5 minutes sharpening a weapon with this whetstone. If you do, that weapon now counts as magical for the purpose of overcoming resistance and deals an additional 1d4 cold damage. The magical effect of the whetstone only works on one weapon at a time. This effect last until your next long rest. Fugacious Stone Consumable, Rare This unassuming pebble appears to momentarily duplicate itself in your hand, or to vanish altogether for a few seconds at a time. As an action, you can throw this pebble at a willing creature. If you do, that creature is sent to the astral plane for 1d4 rounds. At the end of those rounds, the creature returns at the location they departed from or an adjacent spot within 5 feet at their initiative in the round. After this effect is used, the pebble loses all magical power. Gambit Armor Studded Leather, Very Rare (Requires Attunement) Made for those who like to take chances in battle, this armor lets you risk your own safety for a better chance to harm enemies. While attuned to this armor, you gain a +2 bonus to AC and whenever a creature hits you with a critical, you can score a critical on them with a roll of 17 or higher. Additionally, once per day, you can use a bonus action to gain advantage on all your attacks for the turn, however all attacks against you have advantage. Gambler's Eight Wondrous Item, Rare This eight-sided die, carved from tourmaline, is painted with dwarven runes. Whenever you roll an 8 for an ability check or attack roll, you gain a d8 inspiration die. This power can only be used once per short or long rest. If you carry multiple Gambler's Eights on your person, none of them function. "Garden" Gnome Wondrous Item, Very Rare This statue is about the size of a normal gnome but, appearance wise, is more of a racist caricature of one. By spending a 1-hour ritual with the gnome placed on the ground, grass will begin to grow from the gnome and spread across the ground. The grass will spread until it reaches 100 feet away from the gnome or when it hits a wall, whichever comes first. The grass remains even if the gnome is removed. Gauntlets of Brutality Wondrous Item, Rare The knuckles of these gauntlets have thousands of small needles and thorns. While attuned to these gauntlets, you can use a bonus action to shove an enemy prone and when you attack a prone enemy, you score a critical on 19-20. Gauntlets of Healing Wondrous item, Rare (Requires Attunement) While wearing these crimson gauntlets, you feel better about hurting people. When you make an unarmed attack roll on a creature, you may make that a healing strike. You make an attack roll as normal but instead of dealing damage, the target instead gains 1d8 + your strength modifier hit points. You can only make a healing strike once per short or long rest. Geist's Bane Longbow, Very Rare (Requires Attunement) The wood cut for this bow is a sickly gray and many swear they hear whispers from it. You gain a +2 bonus to attack rolls and damage rolls with this weapon. Additionally, as a bonus action, you look into the ethereal plane until you use another bonus action to look back into the material plane. While you are looking into the ethereal plane, you can affect creatures in that plane. General's Halberd Halberd, Very Rare (Requires Attunement) This golden halberd feel sharp to touch, even from several feet away. You gain a +2 bonus to attack and damage rolls with this weapon. Once per long rest, as a bonus action, the range of your melee attacks with this weapon are increased by 5 feet for the next minute.

Ghost Grinding Dust Consumable, Rare This pale gray dust smells of bone meal and nightshade flowers. You can spend your action to blow this dust at a ghost, in the ethereal plane, within 5 feet. That ghost is returned to the material plane and cannot return to the ethereal plane for the next minute. Ghostwalk Greaves Wondrous Item, Very Rare (Requires Attunement) These tattered gray boots have a haunting aspect, granting you the elusiveness of a ghost when you need it. When you dash, while attuned to these boots, creatures have disadvantage on attacks of opportunity and you ignore difficult terrain as part of your body fades into the ethereal realm. Girdle of the Oxen Wondrous Item, Uncommon The main design focus of this belt is that the buckle is an ox head. Whenever you shove a creature while wearing this belt, that creature is shoved an additional 5 feet. Gleaming Weapon Weapon (Any that does slashing damage), Very Rare This brilliant weapon shines like a precious gem and sometimes in your enemy's eyes. You gain a +2 bonus to attack and damage rolls with this weapon and this weapon deals an additional 1d6 radiant damage on a hit. Once per long rest, when you hit a creature with this weapon, that creature makes a DC 15 dexterity saving throw or be blinded until the end of your next turn. Gloves of Accuracy Wondrous Item, Rare (Requires Attunement) These leather gloves help to slow your pulse while aiming at decently intelligent characters. Once per long rest, while attuned to these gloves, you may use your bonus action to ignore half cover until the end of your turn. Gloves of Grace Wondrous Item, Rare (Requires Attunement) Most of these light gloves are porcelain white but the wrists each have a red cross across them. While attuned to these gloves, you can cast the Spare the dying cantrip once per short or long rest. Also, you may touch a creature as a bonus action and let them immediately make a saving throw against one effect that they have. If they would fail the saving throw, there is no effect nor would the effect worsen. You may only use this power once per long rest. Gloves of Storing Wondrous Item, Uncommon (Requires Attunement) While attuned to these gloves, you may use a bonus action to store an object that weighs 10 lbs. or less. You may use a bonus action to cause the stored item to materialize in your hands, ready to use. The gloves always weigh 5 lbs., no matter what is stored in them. Only 1 item can be stored in the gloves at a time. Gloves of Venom Wondrous Item, Uncommon Within these gloves, the user can store up to 3 different vials of venom or poison. You have advantage on sleight of hand checks to hide the vials or apply the poisons. You may use your bonus action to apply poisons to up to 2 weapons in your hands. It takes an action to swap out vials. Golden Spade Wondrous Item, Very Rare This magic shovel is perfect for digging a hole or fixing the dirt beneath your feet. You can dig this spade into the ground to perform one of the following actions: you can purify any desecrated ground in a 50-ft area around you, you can make all ground within 50-ft of you fertile, or you become aware of all creatures that are within 50-ft around you so long as they are underground. Grand Hunter's Signet Wondrous Item, Legendary (Requires Attunement by a Ranger) These wooden animal signets were once made by a horde of barbarians, that frequented the feywild, but now are all but forgotten even though the stories live on. While attuned to this signet, you gain the following abilities: You add the spell Hunter's Mark to your list of known spells if you do not have it already. If you do, you may add a new ranger spell to your spell list.

While you have a creature marked with your Hunter's Mark spell, you always know the distance between that creature and you.

You automatically succeed on the saving throw for memory loss in the feywild.

The bonus damage dealt by your hunter's mark becomes 1d8 instead of 1d6. Gravespawn Potion Potion, Very Rare This deep purple, putrescent liquid fends off diseases and poisons. After drinking this potion, you are resistant to poison and necrotic damage and have advantage on saving throws against disease for the next 30 minutes. Grimlock Helmet Wondrous Item, Uncommon (Requires Attunement) In order to emulate the "sight" of a grimlock, a transparent visor covers your eyes as you wear this helmet. Design wise, the helmet is fairly normal but the gray color of it is similar to the flesh of a grimlock. While attuned to this item, you may use your bonus action to gain a blindsight of 30-feet and you are blind outside of this radius. If you do, you become blinded until you use a bonus action to regain your sight and lose your blindsight.

Grizzly Gauntlets Wondrous Item, Very Rare (Requires Attunement) Gauntlets is a strong term for these gauntlets that resemble entire claws and paws of bears that gloves for a human. While attuned to these gauntlets, you have advantage on grappling creatures and escaping grapples. Additionally, when you are grappling a creature and it fails to escape, you can use your reaction to deal 1d10 plus strength modifier slashing damage to the creature. This damage is magical for the purpose of overcoming resistance. You cannot increase the damage of this in any way. Guardian's Collar Familiar Collar, Rare The three small gemstones set in this collar resemble eyes and help your companion perceive its surroundings. While your familiar wears this collar, your familiar becomes proficient in perception. Whenever your familiar makes a perception check, it uses your wisdom modifier, if it is higher. Guiding Gloves Wondrous Item, Uncommon These 3-fingered gloves, similar to an archer's glove, help to guide an ally's assault. While wearing these gloves, you can cast True Strike as though you used it as a cantrip. Guildmaster's Gloves Wondrous Item, Very Rare (Requires Attunement) Commonly worn by the leaders of thieves' guilds or by well-off thieves, these stylish black gloves may seem mundane but increase the swiftness of stealing with sticky fingers. While attuned to these gloves, you add your wisdom modifier to any sleight of hand checks you make and you have advantage on sleight of hand checks. Half-Axe Greataxe, Very Rare This axe is segmented across the blade and with a small amount of heft, pops off into 2 smaller versions. You gain a +2 bonus to attack and damage rolls with this magic weapon. As an action, you may split the axe into two handaxes. The handaxes have a +1 bonus to attack and damage rolls, instead of 2. You may spend another action to turn them back into a greataxe. Halfling Boots Wondrous Item, Uncommon (Requires Attunement) These shoes may seem to be fit for a child but very quickly after attuning to them, they fit, albeit a bit tighter than most would enjoy. While wearing these shoes, you gain the ability to move through the space of any creature that is larger than you. Hammer of Destruction Weapon (Any Hammer), Common No matter how weak the wielder is, the mere heft of this hammer could easily break anything. You deal an additional 1d6 bludgeoning damage to inanimate objects and all damage you deal to inanimate objects with this weapon is doubled. Hammer of Greater Destruction Weapon (Any Hammer), Rare This is the kind of weapon that says that you just really hate stuff that doesn't move. Whenever you attack an inanimate item with this weapon, you deal maximum damage to it and you deal an additional 20 bludgeoning damage to inanimate items. Hammer of Ultimate Destruction and Obliteration Weapon (Any Hammer), Legendary Alright, first of all, do you just hate anything that doesn't fight back? Do you need to see a psychiatrist about this? Second of all, this is perfect for when you want something to no longer exist. Whenever you attack an inanimate object with this weapon, you deal an additional 100 bludgeoning damage to it. If you destroy an inanimate object in this way, all fragments of that item disappear into the astral plane. Hand of Midas Wondrous Item, Artifact Many people know of Midas and how his hubris doomed him, fewer know that his hand survived past his death. Once per day, you may touch an object with the hand and make that object turn into an amount of gold coins equal to its weight. However, the user must make a DC 20 constitution saving throw or be petrified by being turned to gold. Handyman Hammer Light Hammer, Common This simple hammer is used by many well-known craftsmen in order to simply their job. Any nonliving object hit with this hammer has the Mending Cantrip cast on it. Hanging Doorway Wondrous Item, Very Rare This plain wall hanging illustrates a doorway, which a word of opening causes to become a true passage. Whenever you place this tapestry on a wall, you may say it's command word. If you do, it becomes an actual door which leads to a 5-ft by 25-ft passageway. This passageway lasts for 1 hour or until a creature removes the tapestry, whichever comes first. If a creature is still within the passageway when it vanishes, it is shunted out to the nearest unoccupied space.

Heart-Touch Bracelets Wondrous Item, Rare These elegant gold bracelets feel warm to the touch. As soon as you don one, you feel the vacancy of the other until it too is worn and your bracelet beats with the pulse of another heart. When you wear one of these bracelets, you are aware if the other bracelet of the pair is worn. If that person’s heart beats, you feel it in your bracelet, allowing you to know how fast or slow the person’s heart is beating. In addition, you are aware if that person is below half of its maximum hit points, stunned, dazed, or unconscious. The wearer of the other bracelet in the pair is aware of the same things in regard to you as long as you wear the heart-touch bracelet. Heavenwood Cup Wondrous Item, Uncommon Crafted by elves, wishing to get an upper hand in drinking contests, this wooden cup became famous among elven socialites. Whenever you drink from this cup, you cannot become intoxicated and you regain 1 hit point. Heavyweight Flask Wondrous Item, Rare Loved by dwarves and alcoholics, this is found quite easily in any dwarven market. Any alcoholic beverage that is drunk from this flask is unable to intoxicate. Helm of Swift Punishment Wondrous Item, Rare (Requires Attunement) Your foes soon learn the error of ignoring the threat you pose when you wear this gothic helmet. While attuned to this helm, you gain an additional reaction during each round of combat but cannot hit the same creature twice with opportunity attacks. Helm of The Stubborn Mind Wondrous Item, Uncommon (Requires Attunement) A thick sturdy helm that almost looks dwarven in make helps the wielder to confirm if they are being charmed. While attuned to this item, the user has Advantage on saving throws against being charmed. Hood of the Wolf Wondrous Item, Legendary (Requires Attunement) A hood is the closest term for the design of this item. A pelt of a wolf would fit better. While you are attuned to this item, you gain the following abilities: once per day, you may cast the Hunter's Mark spell at 5th level. You are able to speak to wolves as though you shared a language and have advantage on intimidation checks against them. You also gain darkvision of 60ft or increase the range of your darkvision by 60ft, if you already have darkvision. Horn of Dismissal Wondrous Item, Rare This black-studded bronze horn makes extremely terrible noises, irritating almost anything. As an action, you can blow the horn and make all creatures within 60 feet of you perform a concentration check with disadvantage, if they currently have concentration. You may only blow the horn in this manner once per day. Hunter's Headband Wondrous Item, Rare Many hides, foliage and other natural objects were combined together to make this useful headband. While wearing this headband, you have advantage on Wisdom (Survival) checks made to forage or to hunt for food. Icicle Dagger Dagger, Rare It is quite rare to find a dagger forged out of pure ice, let alone one that never melts! They say a group of nomads in a plane that is always frozen solid crafts hundreds of these each day. You gain a +1 bonus to attack and damage rolls with this weapon and all damage dealt with this weapon is cold damage. Immunizing Armor Armor (Any), Rare This sleek, white armor gives its wearer a sense of physical purity, as if they might resist even the deadliest poisons and diseases. While wearing this armor, you gain a +1 bonus to AC and are immune to the poisoned condition. Imposter's Armor Armor (Heavy), Very Rare (Requires Attunement In the blink of an eye, this armor can fade into rags or robes, providing the perfect disguise for any situation. You gain a +2 bonus to AC while attuned to this armor. Additionally, you may spend your action to change this armor into robes or normal clothing. When it is normal clothing, you do not gain any bonuses to AC but you do not disadvantage to stealth checks. When you roll initiative, this armor returns to its normal form. You may also use an action to return the armor to normal. Inevitable Bow Any Bow, Rare (Requires Attunement) Arrows loosed from this magnificent bow always seem to find their target, even if it happens to be behind a wall. You gain a +1 bonus to attack and damage rolls with this weapon and this bow has 3 charges. Additionally, once per short rest, when you miss a creature with an attack roll from this bow, you may expend a charge to attack a different creature that you can see within 30 feet of the first targeted creature. This bow regains 1 charge every long rest.

Infectious Flame Blade Greatsword, Legendary (Requires Attunement) Shaped in the form of flickering flames, this devilish weapon causes fire to leap from foe to foe. While attuned to this weapon, you gain a + 2 bonus to attack and damage rolls with this weapon and this weapon deals and additional 1d6 fire damage on a hit. Whenever you deal 4 or more fire damage with this weapon, each adjacent creature to the target, excluding you, must make a dexterity saving throw of DC (10 + Strength modifier) or take 3d6 fire damage as the flames explode to burn flesh and bone. Inventor's Goggles Wondrous Item, Rare These goggles, when worn, show the true inner workings of most machines and help to create new ones. While wearing these goggles, you can gain advantage on a check for using tinker's tools. This ability can only be used once every seven days. Invulnerable Case Wondrous Item, Very Rare This smooth metal case protects its contents from all but the most devastating damage. The invulnerable case can hold one item the size of a large book. When you place an item into the case and say the command word, the case locks itself until you repeat the command word. The case has resistance to all damage and 100 hit points, and it regenerates 10 hit points per hour, while it remains locked. As long as the case has at least 1 hit point, any item held within it is immune to all forms of damage. Ioun Ink Pen Wondrous Item, Rare Upon first inspection, this quill is normal but on closer inspection, there are multiple symbols of Ioun on it. With this pen, you can write on any object, including air and water. The ink will not move or become destroyed until you speak the command word. Ioun Stone of Adaptation Wondrous Item, Very Rare (Requires Attunement) This clear crystal floats in the air above your head, providing you with sustenance and durability against certain adverse effects. While attuned to this item, you do not need to eat or drink. Also, you and your equipment suffer no ill effects from ambient temperatures between negative 50 and 140 degrees Fahrenheit or from precipitation. Ioun Stone of Mercy Wondrous Item, Very Rare (Requires Attunement) Whenever you restore hit points to another creature, they gain half that many temporary hit points (rounded down) while this salmon colored cordiform gemstone floats about your head. Ioun Stone of Perfect Language Wondrous Item, Legendary (Requires Attunement) Compared to most Ioun stones, the only decent way to describe this stone is to say it is a rainbow-colored spiral, shifting from color to color in moments. While attuned to this Ioun Stone, you can speak and understand every living language and whenever you speak, each creature that can hear you hears it in their native language. Ioun Stone of Steadfastness Wondrous Item, Rare (Requires Attunement) While attuned to this pale aquamarine prism, you are immune to the charmed and frightened conditions while you are within 10-ft of an allied creature. Ioun Stone of True Sight Wondrous Item, Very Rare (Requires Attunement) While attuned to this Ioun stone, you gain a darkvision of 60-ft or increase your range by 60-ft, if you already have darkvision, and you gain a blindsight of 15-ft as this opal diamond floats around your skull. Ironskin Belt Wondrous Item, Rare (Requires Attunement) The first of these belts of chain links was forged by a dwarf armor smith enslaved by fire giants. The remaining belts were made from goliath hands since it emulated their tenacity in battle. While attuned to this belt, when you take damage, you may spend your reaction to roll a d12. Add your constitution modifier to the number rolled and decrease the damage by that total. You may only use this ability once per long rest. Jagged Weapon Weapon (Any weapon that deals slashing damage), Very Rare This weapon is extra brutal; the blade juts out in many areas, letting it puncture flesh and bone more easily. You gain a +1 bonus to attack and damage rolls with this weapon. Any creature that you hit must make a DC 14 constitution saving throw or take an additional 1d6 slashing damage as the jagged blade of the weapon punctures their flesh. Additionally, due to the brutal nature of this weapon, you score a critical on a 19-20. Jewel of Darkness Wondrous Item, Common With this small onyx gemstone, you can cause dim light that comes from the gem. As a bonus action, you may make the jewel shed dim light. The dim light spreads out 25ft then returns to the normal light of the area after 10 minutes. These gems are used in underdark towns where torchlight hurts the eyes too much for normal use. Jousting Shield Shield, Uncommon The grooves of this shield are perfect to put a lance in, or a nice weapon to kill your foes. While wielding this shield, you count as being mounted for the purpose of using lances.

Karach Armor Armor (Any Heavy), Rare This armor molds itself to you when it is donned, then seems to shimmer and transmute as you move. This armor does not have any stealth penalties or strength requirements. Keemstone Armor Armor (Heavy) Rare (Requires Attunement) Most of this armor is crafted from stones found naturally in the astral sea. Each gem shows a part of how the wearer would normally look like. For obvious reasons, few gems are placed around the pectorals and groin areas. While attuned to this armor, you gain a +1 bonus to AC and you have advantage on saving throws that would change your form. Keen Weapon Weapon (Any), Very Rare (Requires Attunement) These weapons have a much sharper or finely cut edge that is perfect to destroy and flay enemies. You gain a +2 bonus to attack and damage rolls with this weapon. Additionally, you critically hit with this weapon on a 19-20. Kordium Axe Battleaxe, Rare The blood-red, scarlet and black swirling throughout this stronger-than-steel dwarven weapon are mute reminders of the wrath of Kord that seethes within. You gain a +1 bonus to attack and damage rolls with this weapon and whenever you hit a creature with this weapon, that creature takes an additional 1d4 fire damage and 1d4 thunder damage. Lancing Gloves Wondrous Item, Rare (Requires Attunement) These supple brown leather riding gloves grip well and true. While wearing these gloves, you deal additional damage with your attacks while mounted. The additional damage is equal to your mount's strength modifier. Leaping Weapon Weapon (Any), Uncommon This weapon seems to want to jump out of your hand as you strike with it. While holding this weapon, your jump distance is tripled. Lesser Ring of Feather Fall Ring, Uncommon (Requires Attunement) Many mages scare their friends or enemies by giving them this ring instead of an actual feather falling ring. While attuned to this ring, you take no damage from falling. You do, however, still fall at the same rate as you would normally fall. Life charm Wondrous Item, Legendary (Requires Attunement) A small golden scarab trapped in an amber gemstone adorns a metal chain, making a beautiful amulet. While attuned to this item, you automatically succeed on death saving throws, you have resistance to necrotic and radiant damage, and whenever you are healed by a spell, the healer rolls twice and chooses either to heal you with. Life Shroud Consumable, Rare This clean linen wrap protects a corpse from the ravages of time and the blasphemies of necromancers. Over 1 minute, you can wrap a corpse in this linen wrap. A corpse wrapped in this way does not decay, can't be turned into an undead creature and any undead creature must pass a DC 18 intelligence saving throw or become unable to touch the corpse. A creature that passes this saving throw is immune to the effects for the next 24 hours. After 1 week, the shroud turns to dust and loses all effects. Life-eating Weapon Weapon (Any), Very Rare (Requires Attunement) Said to be possessed by demons and the bloodthirsty, these weapons seek battle, blood and death. You gain a +2 bonus to attack and damage rolls with this weapon. Whenever you hit a living creature with this weapon, you deal an additional 1d6 necrotic damage. Additionally, whenever you kill a living creature, you regain 10 hit points. Lifesaving Brooch Wondrous Item, Rare This small cross-shaped red and white brooch aids those who give aid to you. Medics and healers commonly carry these in order to better help the injured. All medicine checks on this creature have advantage. Lightning Ammunition Ammunition, Rare These pieces of ammunition are either shaped like lightning bolts or have electric sigils engraved on them. All damage dealt with this ammo is lightning damage and any target hit must make a DC 13 dexterity saving throw or take an additional 1d6 lightning damage. Once it hits a target, the ammunition is no longer magical. Lightning Strike Bow Weapon (Longbow or Shortbow), Rare This weapon appears to be formed out of a solidified silver bolt of lightning and is reminiscent of a famed weapon from the Mithril Hall. You gain a +1 bonus to attack and damage rolls with this weapon and you can choose to do lightning or piercing damage whenever you hit with this weapon. Additionally, this weapon does double damage to objects.

Lucky Charm Wondrous item, Uncommon, Rare or Very rare (Requires Attunement) This magic item has a variety of forms, some are rabbit feet, others are 4 leaf clovers and some are merely acorns. No matter the form, you feel luckier with this in your pocket. While attuned to this item, you gain 2 inspiration dice every long rest. The rarity of the charm determines the size of the die. Uncommon charms make d4's, rare make d6's and very rare charms make d8's. Lunia's Bracelet Wondrous Item, Very Rare (Requires Attunement) This silver bracelet contains charms of stars and moons that hold power against all that changes. While you are wearing this bracelet, all weapon and ammunition you have count as being silvered. Additionally, whenever you hit a shapechanger creature, that creature must make a DC 15 constitution saving throw or transform back into it's true from and become unable to transform for the next minute. The creature can repeat the saving throw at the end of each of its turns. Madeth's Magical Musician Wondrous Item, Rare This tiny, well-carved wooden box holds a small fiddle-wielding figure. With a touch, it produces delightful, mesmerizing music. By saying the command word, the box opens to reveal the figure and it begins to play music for the next minute or until the command word is said again. Magician's Ring Ring, Rare Tricksters and hedge wizards everywhere love this cheap-looking gold ring. While wearing this ring, you can cast Minor Illusion and Presdigitation once per short rest each. Magmatic Gloves Wondrous Item, Rare These gloves seem to be made of molten rock and fire but when put on, they feel like warm leather