Homebrew Magic Items A - Z Magic Items are presented in alphabetical order. A magic item's description gives the item's name, its category, its rarity, and its magical properties. All or Nothing Weapon (Finesse Weapon), rare This weapon functions as a +1 weapon. When used by a rogue to deal sneak attack damage, rather than dealing Xd6 sneak attack damage, the damage is modified to 1d6 * X. Amulet of The Martyr Wondrous Item, rare (requires attunement) Once per long rest, when an attack from an enemy would reduce an ally to 0 HP, a creature attuned to this item may make a Dexterity Saving Throw with a DC equal to the initiative count of the attacking creature. On a successful save, the creature attuned to this item may use their reaction to take the dash action and must move towards the target ally using the most direct path. If the creature attuned to the Amulet ends their turn within 5 ft of the ally, they intercept the attack and take double the damage and the ally takes none. Any opportunity attacks taken during the activation of this item are made at advantage. Additionally, a creature attuned to this amulet can use their action to expend and roll a single hit die to heal a creature within 5 feet that is at 0 HP for the amount rolled plus the attuned creatures Constitution modifier. Bag of Witholding Wondrous item, uncommon (cursed) By all appearances this item appears to be a regular Bag of Holding, however it is much more. Bound within this Bag of Holding is a greedy entity, that will make itself known the first time a character attempts to remove an item from the bag. Incredibly selfish, the bag will not give up a single item, no matter how mundane, without a fight. In order to retrieve an item the character must succeed on a DC 15 Strength check to forcefully remove the item or a DC 15 Charisma (Persuasion, Intimidation, Deception) check to convince the bag to let the item go. The bag can communicate with any creature that comes into physical contact with it and can understand any language. Beast Master's Bond Wondrous Item, very rare (requires attunement by a Ranger: Beast Master/Beast Conclave) A matching set of bracers and a collar. When the bracers are worn by a Beast Master/Beast Conclave and the collar is worn by the masters companion, both receive the following magical enhancements: The companion's attacks are now considered magical for the purposes of overcoming resistance to mundane damage.

The Animal Companion gains a +1 bonus to its attack and damage rolls.

While within 10 feet of each other, the Ranger and the companion gain a +1 to their AC.

Once per long rest, the Ranger can use their action to cast Enlarge targeting both the companion and the master. This item must be either crafted by the Ranger or commissioned by the Ranger to either a fellow Ranger Beast Master/Beast Conclave, Elvish Blacksmith, or Druid. The item is crafted using; the hide of an animal slain by the ranger and the companion together, an ounce of blood from both the Ranger and the companion, special herbs and oils, and must be crafted under the light of a magical event such as the Solstice, the Blood Moon, a Full Moon, or an Eclipse. Alternatively, the item can be found as loot, but must be attuned to the Ranger and their companion during one of the magical events listed above. Blade of the Broken King Weapon (+1 longsword), rare (requires attunement) This sword has an emerald dust filigreed dragon bone hilt and a blade of damascus burnished adanamatium, however the blade is broken, leaving only the first four inches of what was once a truly beautiful blade. This blade is the shattered remains of a legendary sword wielded by the Conqueror King in the Age of Expansion, now known as The Broken King after his decent into madness which shattered the unity of the realm. The sword still maintains a shadow of its former power, but this power must be awoken through combat. The weapon is classified as +1 Longsword and initially deals 1d4 damage rather than 1d8/1d10. Each time the weapon deals damage to a creature a spectral shard of the sword returns and the weapon gains a charge, increasing the weapons damage by 1d4. The Blade of the Broken King can hold 5 charges, dealing 5d4 damage. The weapon looses 2 charges if a round of combat (6 seconds) passes without dealing damage to a creature.

Blink and Shift Weapons (Daggers), rare (+1), very rare (+2), or legendary (+3) (requires attunement, both daggers occupy only one attunement slot when attuned together) Once wielded by a highly skilled assassin, these daggers have been enchanted to allow a combatant to dance around their opponents with ease, never staying in one location for more than a moment. Blink - The double edged blade of this dagger seems to infrequently phase in and out of reality for brief moments. Once per short rest, a creature attuned to this dagger can use their action to cast the Blink spell, requiring no components. Shift - The single edged blade of this dagger does not cast a reflection as would be expected, instead it seems to reflect the environment as if it were being held in a location approximately 30 feet away in a random direction. Once per turn, as part of the attack action, this dagger can be thrown at an object, structure, or creature within range; when the blade lands a creature attuned to it can chose to teleport to the dagger location, appearing with their hand on the hilt, or can teleport the dagger back to themselves, causing it to appear in their hand. Bow of Arash Weapon (longbow), very rare (requires attunement) The Bow of Arash is a +1 Longbow. While you are attuned to this item, you no longer have disadvantage on your ranged weapon attack rolls when attacking at long range. Additionally, before you make a ranged attack roll, you may use a bonus action to infuse the arrow with your life essence. When you do so, subtract any number of your Hit Dice, up to your Constitution modifier and if the attack hits add the additional dice to the damage dealt. Bracers of The Weapon Master Wondrous Item, very rare These bracers are studded with 12 solid mithril studs spaced equally along each bracer. The wearer of these bracers can store a weapon in each stud, at which point an engraving of the weapon appears on the surface of the stud. The wearer can summon forth any weapon that has been stored in the bracer at will, including during an attack roll, allowing the wearer to switch quickly between different potential weapons. These bracers can be found with 1d6 random weapons already contained within, and a 10% chance of one of those items being a basic +1 weapon. Cape of the Mazequin Wondrous Item, Legendary (requires attunement) Once per day, a creature that is attuned to this cloak can use their action to raise it's hood and activate the enchantment. For 1 hour creatures that would observe (sight, sound, smell) the wearer must succeed on a DC 18 Charisma Saving Throw or be charmed. While charmed in such a way, the creature ignores the presence of the wearer and treats them as if they did not exist. Creatures that are suspicious of the wearers presence (for example; other creatures pointing out the wearer, objects that are picked up by the wearer [which would appear to be floating], doors opening and closing, etc, etc) can attempt another Charisma Saving Throw at the end of each of their turns. Creatures that succeed on the saving throw are immune to the Cape's effect for 24 hours. Creatures that are targeted with a hostile action by the wearer (attack, spell, push, etc) make Charisma Saving Throw with advantage after the action is performed (all following Charisma saving throws by the creature for the Cape of the Mazequine are made at advantage as well)

Flux Weapon (longbow), Legendary (requires attunement) A longbow made from a cutting of the Elder Tree that sits at the junction of the four elemental planes, this weapon is as hard as adamantium and brimms with elemental energy. A +2 longbow, Flux does not shoot actual arrows, instead it shoots arrows of pure energy that deal 1d8 + 1d4 elemental damage based on its affinity. Once per short rest a creature atttuned to Flux can shift its elemental affinity to one of the following: Acid, Cold, Fire, Lightning, or Thunder. Once per long rest, as an action, you can channel Flux's latent energy into a single devastating arrow. Based on Flux's current elemental affinity, one of the following effects occurs. Devouring Acid: The target must succeed on a Dexterity Saving Throw (DC 16) taking 4d6 Acid damage on a failed save, or half as much on a success. If the target fails their saving throw, their AC is reduced by 2. Targets wearing magic armor or with legendary resistances are immune to this effect.

Subzero: The target must make a Constitution saving throw (DC 16), taking 4d6 cold damage and become restrained as they begin to freeze solid on a failure, creatures that fail by 5 or more are instantly frozen. Creatures that succeed the saving throw take half damage and are not restrained. The restrained creature must repeat the saving throw at the end of its turn, becoming frozen on a failure or ending the effect on a success. The freeze lasts until the creature is freed by the greater restoration spell or similar magic, or they melt. Creatures resistant or immune to cold damage are immune to this effect.

Explosive Blast: Chose a location within 150 ft. Creatures within 20 ft. of that location must succeed on Dexterity Saving Throw (DC 16), taking 8d6 fire damage on a failure, and half as much damage on a success.

Shocking Bolt: You fire a bolt of pure lightning in a 100 ft. by 5 ft. line in a direction of your choice. Each creature in the line must make a Dexterity saving throw (DC 16). A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

Destructive Thunder: Chose a location within 150 ft. Creatures within 10 ft. of that location must make a Strength saving throw (DC 16), taking 6d6 Thunder damage and being pushed 20 ft. away from the chosen location. Creatures that succeed on the saving throw take half damage and are not pushed. Creatures, objects, and structures made of inorganic material take double damage. Once one of these effects has been used, Flux enters a drained state, losing its elemental bonus damage and dealing 1d8 piercing damage. Flux regains its elemental affinity traits after the next long rest. Hatred Incarnate Weapon (greataxe), Legendary (Requires attunement by a Paladin of Vengeance) This wicked looking greataxe counts as a +3 Weapon. When attuned by a Paladin of Vengeance the weapon gains charges whenever a creature is attacked consecutively with Hatred Incarnate. Any charges accumulated are lost if a round of combat ends without Hatred Incarnate hitting a creature or if any creature other than the one that had previously been hit is hit with an attack. Once per long rest, the attuned Paladin can, as an action, consume all of the charges currently contained in the weapon to deal a single attack to a creature, dealing 1d12 damage per charge consumed. The charges must be consumed before the attack is declared. Hatred Incarnate can hold a maximum of 5 charges. Immovable Quarterstaff Weapon (quarterstaff), Rare This metal quarterstaff is carved with intricate grooves along its length, which do not line up in the center of the staff, creating two distinct patterns on either side. This quarterstaff functions as a +1 quarterstaff. As an action a creature wielding the staff can twist both sides, causing the grooves to re-align, at which point the staff becomes an Immovable Rod. Lantern of the Rat Lord Wondrous Item, very rare (requires attunement) This lantern seems to have a spectral entity bound within that manifests in the form of a rat. This lantern provides light like a normal lantern. Once per long rest, a character attuned to the lantern can use their action to call forth a swarm of rats to their aid. The swarm follows the stat block within the Monster Manuel but its appearance may change based on location and environment. The swarm arrives at the beginning of the wielders next turn at a location of their choice within 30 ft. and obeys all commands given to it by the wielder of the lantern. When a rat swarm is within 5 ft of the character that is attuned to the lantern and that character is subjected to an attack requiring an attack roll, the character can use their reaction to cause the rat swarm to briefly move into the characters space and intercept the blow, using a Rat Swarms AC and HP. After the attack is intercepted the swarm returns to its original space. The rat swarm lasts for 1 minute or until it's HP is reduced to 0. The Lantern of the Rat Lord can also be used to ritual cast the spell; Find Familiar. When the Lantern is used in this way, the holder does not need to provide the material components and the familiar must manifest in the form of a rat.

Legacy of the Dragonborn Wondrous Item (necklace/amulet), very rare (requires attunement by a Dragonborn) When attuned to this amulet, a Dragonborn breath weapon becomes empowered. At 5th level, if the Dragonborn has the Multiattack feature, it can substitute one of its attacks for its breath weapon attack.

At 9th level, the Dragonborn gains the ability to recharge its breath weapon. At the end of its turn, the Dragonborn can roll a d6, on a roll of 6 the Dragonborn regains its breath weapon.

At 13th level, the Dragonborn breath weapon damage increases from d6's to d8's Nature's Boon Wondrous Item (necklace/amulet), very rare (requires attunement by a Druid) While attuned to this amulet, the wearer gains a bonus to their AC whenever they Wild Shape into a beast. The bonus is equal to one half their proficiency modifier rounded down. Ring of Mocap Wondrous Item, very rare (requires attunement) This ring is composed of three seperate bands; two emerald bands, and one glass band which contains a small amount of quicksilver that can be seen sloshing around within the glass band. This ring stores the kinetic energy from the wielders arm during everyday motion (walking, running, swinging, etc), gaining 1 charge every day it is worn and attuned. When the wearer makes an unarmed attack against a creature or object, they can choose to expend a number of charges up to its max to deal an additional 1d6 bludgeoning damage per charge. The charges must be expended to empower the attack before the attack is rolled. Optionally, the wielder can expend charges in increments of 2 to force a target hit by an unarmed melee attack to make a DC 15 Strength saving throw or be pushed back 5 feet per 2 charges expended. Siege: Damage dealt to objects or structures by this ring is doubled. This ring is found with 1d6 + 1 charges and can hold a maximum of 20 charges. Ring of Quickening Wondrous Item, very rare (requires attunement by a spellcaster) Once per day this ring allows the wearer to cast a spell, up to spell level 2, with a casting time of Action as a Bonus Action. Rose Whip Weapon (Whip), rare (requires attunement) This item appears to be a sculpture of a single rose in full bloom, seemingly masterfully crafter and colored from an unidentifieable metal that leaves the sculpture pliant yet indestructible. As a bonus action the command word for the Rose Whip can be spoken and it will transform into a magical +1 barbed whip which deals 1d4 piercing damage. An individual that is attuned to the Rose Whip can cast the Druidcraft and Thorn Whip at will, and once per long rest the wielder can use their action to cast Barkskin. Seed of The Pale Oak Wondrous Item, Legendary (requires attunement) You can use an action to attune to this seed by planting it in rich soil. The seed rapidly grows into a mature tree over the course of a week. Once planted, the tree cannot be moved and your attunement cannot be broken by distance. If you die while attuned to the seed, your soul returns to the tree, and at any time within a week of your death you may choose to be reincarnated as if the reincarnate spell had been cast on you. Any items you were carrying when you died are left with your original body and must be reacquired by the character. If the character ever commits an affront to nature and does not seek immediate repentance, the attunement is broken and the tree dies, releasing a single seed into the wind. Sharktooth Greatsword Weapon (greatsword), rare Vicious shark teeth like protusions run the length of this blade, creating a vicious tearing instrument. This weapon is considered a +1 Greatsword and deals an additonal 11 (2d10) slashing damage on a critical strike. Additionally, attacks made with this weapon while underwater are not made at disadvantage. Sorcerer's Sand Wondrous Item, legendary This solid white sand is made from the crystalized bones of a powerful Sorcerer and is steeped in magic. This sand can be substituted for the material component of a spell with a required value of less than 1,000 GP. Using Sorcerer's Sand as a component increases the power of the spell as follows; Sorcerer's Sand can be used to increase the power of the spell by one spell level per ounce used.

Multiple ounces of Sorcerer's Sand can be used to increase the Save DC or To-Hit of a spell. To increase the Save DC or To-Hit a number of ounces must be used equal to the desired increase times 2, for example; a +1 modifier will take 2 ounces, a +2 modifier will take 4 ounces, a +3 modifier will take 6 ounces, etc. A bag of Sorcerer's Sand is usually found with 2d6 + 2 ounces.

Tome of Cantrip Mastery Wondrous Item, rare (requires attunement by a spell caster) This tome functions similarly to how a wizards spell book funcitons, however this tome is used to record cantrips. A creature attuned to this tome can spend an hour of downtime and 10 gp to record a cantrip they know or have a spell scroll for within the tome. Once per long rest a spell caster attuned to this tome can chose a number of cantrips equal to half their proficiency modifier (rounded down) and can add those cantrips to their list of available cantrips. Cantrips from any class can be recorded within this tome, however an attuned spell caster can only cast cantrips that are part of their available spell list. The Magic Initiate feat or multiclassing can open up a second classes cantrips for use, but they still use that classes spell casting ability.

Artifacts Arm of Dawn Weapon (glaive), Artifact (requires attunement) Arm of Dawn has three states; dormant, awakened, and ascended. Arm of Dawn is typically acquired when it is dormant and each additional state can be achieved through various means; be they physical acts, emotional acts, or philosophical acts, it need only be a heroic act to awaken the next state for Arm of Dawn. Arm of Dawn is a beautifully crafted glaive with a sunburst pattern crafted into the socket where the blade connects to the pole. Arm of Dawn is constructed of a mysterious metal harvested from a fallen star. Dormant: Arm of Dawn is a +1 Glaive.

is a +1 Glaive. Attacks made against structures and objects with Arm of Dawn critically strike.

critically strike. A creature attuned to Arm of Dawn can cast the Light and Dancing Lights cantrip at will as an action.

can cast the Light and Dancing Lights cantrip at will as an action. While attuned to Arm of Dawn a creature can speak and read Celestial if it can speak or read at least one language. Awakened: Arm of Dawn is a +2 Glaive.

is a +2 Glaive. Once per long rest, when a creature attuned to Arm of Dawn is targeted by a spell of level 4 or lower, the creature can use its reaction to absorb the spell into Arm of Dawn. When this effect is performed, Arm of Dawn gains a number of charges equal to the spell level. Before making an attack, a creature attuned to Arm of Dawn can chose to expend a one or more charges to deal an additional 1d8 Radiant damage per charge expended. Ascended: Arm of Dawn is a +3 Glaive.

is a +3 Glaive. A creature attuned to Arm of Dawn can expend a number of charges to cast one of the following spells; Magic Missile (cast at the spell level equal to the number of charges cast up to spell level 5) Starfall (Snilloc's Snowball Swarm, dealing bludgeoning and radiant damage) - 2 charges Plane Shift (targeting only yourself, and only going to or from the Astral Plane) - 7 charges Faerie Fire - 1 charge Feather Fall - 1 charge Star Cast (Melf's Minute Meteors, dealing Radiant damage) - 3 charges Reverse Gravity - 9 charges

can expend a number of charges to cast one of the following spells; If Arm of Dawn contains no charges, it gains 1d6+1 charges at dawn.

contains no charges, it gains 1d6+1 charges at dawn. When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 11 (2d10) slashing damage. Then roll another d20. If you roll a 20 you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limbs to sever, you lop off a portion of its body instead. Bastion Armor (shield), Artifact (requires attunement by a Paladin of Devotion) Bastion has three states; dormant, awakened, and ascended. Bastion is typically acquired when it is dormant and each additional state can be achieved through various means; be they physical acts, emotional acts, or philosophical acts, it need only be a heroic act to awaken the next state for Bastion. Dormant: Bastion is a +1 Shield.

is a +1 Shield. While a creature is attuned to Bastion , it knows the Protection fighting style if it doesn't already know it.

, it knows the Protection fighting style if it doesn't already know it. When an ally within five feet of a creature attuned to Bastion is subjected to an Area of Effect spell, the creature attuned to Bastion can use their reaction to impose themselves in between the ally and the source of the AoE effect. When this is done the ally automatically succeeds the saving throw and takes no damage and the creature attuned to Bastion automatically fails the saving throw. Awakened: Bastion becomes a +2 Shield.

becomes a +2 Shield. When a creature is attuned to Bastion , it's Paladin Channel Divinity: Turn The Unholy ability gains the ability to affect Fey creatures.

, it's Paladin Channel Divinity: Turn The Unholy ability gains the ability to affect Fey creatures. When an ally is reduced to 0 HP, the creature attuned to Bastion can use its reaction to move up to twice its movement speed towards the fallen ally, taking the most direct path possible, avoiding environmental hazards if possible but not avoiding enemies.

can use its reaction to move up to twice its movement speed towards the fallen ally, taking the most direct path possible, avoiding environmental hazards if possible but not avoiding enemies. Unconscious allies within 10 ft. gain advantage on death saving throws and treat a 19 as a 20. This radius increases to 30 ft. when the creatures paladin aura increases. Ascended: Bastion becomes a +3 Shield.

becomes a +3 Shield. When a creature is attuned to Bastion , it's Paladin Channel Divinity: Turn The Unholy ability gains the ability to affect Abberation creatures.

, it's Paladin Channel Divinity: Turn The Unholy ability gains the ability to affect Abberation creatures. When a creature is attuned to Bastion , it can chose to modify its Channel Divinity: Sacred Weapon to instead affect Bastion . When this is done, the creature gains a bonus to its AC equal to its Charisma Modifier, sheds bright light for 20 ft. and dim light for an additional 20 ft., and any ability checks or attack rolls made utilizing its shield (Shield Master bonus action shove, for example) gain a bonus equal to the creatures Charisma Modifier.

, it can chose to modify its Channel Divinity: Sacred Weapon to instead affect . When this is done, the creature gains a bonus to its AC equal to its Charisma Modifier, sheds bright light for 20 ft. and dim light for an additional 20 ft., and any ability checks or attack rolls made utilizing its shield (Shield Master bonus action shove, for example) gain a bonus equal to the creatures Charisma Modifier. Allies within 10 ft. of the creature attuned to Bastion can't fail death saving throws by rolling. This radius increases to 30 ft. when the creatures paladin aura increases.

The Devourer Weapon (any), artifact (requires attunement) This weapon contains the soul of an ancient fiendish entity known only as The Devourer. Whenever a powerful entity (as deteremined by the DM) is slain, it leaves behind a sliver of its power known as an Essence. This essence manifests in the form of a crystal or gem colored appropriately to match the entity that was slain. These essences can be infused into The Devourer to grant it a portion of the power held by the slain entity. Examples of such powerful entities and their respective Essence powers can include, but are not limited to; An Adult White Dragon - Infusion of Ice: Whenever a creature is hit by an attack with The Devourer when it is infused with a White Dragon Infusion, the target must make a DC 15 Constitution Saving Throw or have their movement speed reduced by 10 feet until the start of their next turn. This speed reduction does not stack with multiple attacks.

An Adult Black Dragon - Infusion of Acid: The Devourer deals an additional 1d4 acid damage per hit.

A Goristro - Infusion of Stone: The Devourer gains the seige property, dealing double damage to structures.

A Marid - Infusion of Water: A creature attuned to The Devourer gains a swimming speed of 40 feet and can breathe under water. The Devourer grows in power with the wielder; gaining a +X modifier and able to hold a number of infusion equal to half of the wielders proficiency modifier rounded down. Equinox Weapon (flail), Artifact (requires attunement) Equinox has three states; dormant, awakened, and ascended. Equinox is typically acquired when it is dormant and each additional state can be achieved through various means; be they physical acts, emotional acts, or philosophical acts, it need only be a heroic act to awaken the next state for Equinox. Dormant: Equinox is a +1 Flail.

is a +1 Flail. Creatures attuned to Equinox can cast the Light Cantrip at will.

can cast the Light Cantrip at will. Equinox critical strikes on a roll of 19 or 20.

critical strikes on a roll of 19 or 20. When Equinox critically strikes, an explosion of light erupts from the head of the flail dealing an additional 2d8 radiant damage and the target must make a DC 14 Constitution Saving Throw or be blinded for one minute. The creature can make the Saving Throw at the end of each of its turns, ending the effect on a success. Awakened: Equinox becomes a +2 Flail.

becomes a +2 Flail. The DC on the Blind effect on a critical strike increases to 16, and the additional radiant damage increases to 3d8.

The creature attuned to Equinox can cast Flame Strike (DC 16) once per long rest.

can cast Flame Strike (DC 16) once per long rest. A creature attuned to Equinox becomes immune to the Blind effect. Ascended: Equinox becomes a +3 Flail.

becomes a +3 Flail. Equinox critical hits on a roll of 18, 19,or 20.

critical hits on a roll of 18, 19,or 20. The DC on the Blind effect on a critical strike increases to 18, and the additional radiant damage increases to 4d8.

The creature attuned to Equinox can cast Sunburst (DC 18) once per long rest.

can cast Sunburst (DC 18) once per long rest. The creature attuned to Equinox gains resistance to radiant and fire damage.

Glory Armor (plate), Artifact (requires attunement) Glory has three states; dormant, awakened, and ascended. Glory is typically acquired when it is dormant and each additional state can be achieved through various means; be they physical acts, emotional acts, or philosophical acts, it need only be a heroic act to awaken the next state for Glory. Glory is a suit of full plate armor intricately engraved with angelic imagery. Dormant: Glory functions as a set of +1 armor.

functions as a set of +1 armor. Glory grants the wearer resistance to Radiant damage.

grants the wearer resistance to Radiant damage. Glory increases the wearers movement speed by 5 ft.

increases the wearers movement speed by 5 ft. While wearing Glory, any critical hit against you becomes a normal hit. Awakened: Glory functions as a set of +2 armor.

functions as a set of +2 armor. Glory grants the wearer resistance to Fire damage.

grants the wearer resistance to Fire damage. Glory increases the wearers movement by an additional 5 ft, to a total of +10 ft.

increases the wearers movement by an additional 5 ft, to a total of +10 ft. Once per day, as an action, the wearer can become a Beacon of Dawn for one minute. While under this effect the wearer sheds bright light in a radius of 30 ft and dim light for an additional 30 ft. This light is sunlight. Additionally, you gain a 10 ft. aura of radiance that damages hostile creatures. When a hostile creature enters the area for the first time on its turn or starts its turn there, it must succeed on a DC 14 Constitution Saving Throw or take 1d4 Radiant and 1d4 Fire damage. Ascended: Glory functions as a set of +3 armor.

functions as a set of +3 armor. Glory grants the wearer resistance to Necrotic damage.

grants the wearer resistance to Necrotic damage. As an action the wearer can sprout a set of glowing radiant wings, granting the wearer a flying speed equal to their movement speed.

The Beacon of Dawn Save DC increases to 16. Warlords Bounty Wondrous Item (bracers), Artifact (requires attunement) Warlords Bounty has three states; dormant, awakened, and ascended. Warlords Bounty is typically acquired when it is dormant and each additional state can be achieved through various means; be they physical acts, emotional acts, or philosophical acts, it need only be a heroic act to awaken the next state for Warlords Bounty. Warlords Bounty is a set of finely crafted arm bracers, set with multiple adamantine studs. Dormant: Each of these bracers are linked to a small demi plane. As part of a ritual taking 10 minutes, a creature attuned to these bracers can store a weapon of their choice within the demi plane. Each bracer can store a number of weapons equal to the wearers proficiency bonus.

As a bonus action the creature can bring forth one stored weapon in each hand, or return one weapon in each hand to the demi plane.

These bracers also function as a set of Gloves of Missile Snaring. Awakened: A creature attuned to these bracers can now call forth or send back a weapon as part of an attack, rather than as a bonus action. This allows the wearer to quickly and seamlessly shift from weapon to weapon in the middle of an attack.

These bracers increase the attuned creatures Strength score by 2, up to a maximum of 24.

When an attack is made against the creature attuned to these bracers, it can use its reaction to add its proficiency modifier to its AC.

Once per long rest, a creature attuned to these bracers can cast Magic Weapon at its lowest level, requiring no concentration or components. The spell must target a weapon linked to the bracers. Ascended: While attuned to these bracers, a creatures Dexterity increases by 2 up to a maximum of 24.

A creature who is attuned to these bracers gains the multi-attack (2) feature if they do not already have it. If they do have it, their multi-attack increases by one.

A creature attuned to these bracers can cast Haste once per long rest targeting only themselves and requiring no components.

Valor Weapon (longsword), Artifact (requires attunement) You gain a +2 bonus to attack and damage rolls while wielding this weapon. Sentience: This blade is inhabited by the Lawful Good spirit of The Conqueror King who has an Intelligence of 14, Wisdom of 16, and Charisma of 15. The Conqueror King has hearing and darkvision out to 120 ft. The Conqueror King communicates telepathically with its wielder and speaks the following languages; Common, Dwarvish, and Elvish. Personality: The Conqueror King normally speaks with a noble and commanding tone, reminiscent of the ruler he once was. The Conqueror King's purpose is to locate a true ruler, one that can unite the peoples of the world under one banner and become the next Dynast King. The Conqueror King tends to be a more reserved and observant entity, preferring to keep its presence hidden until it has determined that the one wielding it is worthy of its power. Valor has 5 charges for the following properties. It regains 1d4+1 charges at dawn. Spells: While holding Valor, you can use your action to expend one or more charges to cast one of the following spells from it (save DC 15): Command (one charge per spell level up to fourth), Compelled Duel (1 charge), Protection from Good and Evil (1 charge), Zone of Truth (2 charges), Beacon of Hope (3 charges), or Crusader's Mantle (3 charges). When you cast one of the spells above using the blade, the blade maintains concentration for you. This concentration can be broken if the blade is targeted by a Dispel Magic spell or similar effect. Protective Aura: As an action, you can plant Valor into the ground and spend any remaining charges to create a protective aura within a 60 ft. radius. Bright light spills forth from the blade in a 60 ft. range, this light counts as daylight, and dim light spreads for an additional 60 ft. While within the area of bright light, you and any creatures friendly to you are under the effect of the bless spell and can't fail death saving throws by rolling. The aura lasts for 2 rounds per charge expended. Rallying Leader: While wielding Valor, you can use an action to expend 4 charges to bolster nearby allies, each ally that can hear or see you can expend a number of available hit die equal to their proficiency modifier and heal for the amount rolled. An ally cannot expend more hit die then they have, and must have at least one hit die to benefit from this action. Combat Prowess: When you miss with a melee weapon attack with Valor, you can choose to hit instead. Once you have used this feature, you cannot use it again until you finish a short or long rest. Planar Bane: Valor deals an additional 1d6 damage to creatures not native to the prime material plane. Regenerative: While wielding Valor you regain 1d6 hit points every 10 minutes, assuming you have at least 1 hit point. Additionally if you lose a body part the blade causes the missing part to regrow and return to full functionality after 1d6+1 days, if you have at least 1 hit point the whole time. Immortal Ruler: You stop aging and can no longer die of old age while attuned to Valor.

Minor Magical Items Archmage Clippents Magical Machine of Word and Phrase Finding This item appears to be a shallow rectangular box with an odd magnifying glass attached to a double jointed stand. When a book is placed within the shallow box and a certain word is spoken in the following context, "Oh great magical machine, find for me the word (or phrase) 'XXXXXXXX' " at which point, the book opens to the first page and the magnifying glass begins scouring the page for that word or phrase. The book automatically turns the page if no matching word or phrase are found and "reads" pages at 1 page per minute. Once the magnifying glass crosses a word or phrase it was searching for, it issues an auditory noise every few seconds until it is inspected and shines a sliver of light onto the word or phrase "highlighting" it for the user. Book of Rememberance This book has been enchanted by a master illusionist. A memory can be stored on a page in this book, directly from a creatures mind. When the book is opened to a page that contains a memory, the memory plays as a looping video without sound (literally a .gif book). Chilling Orb This small sphere, about 2 inches in diameter, appears to be a simple sphere of occluded ice. Yet, the Orb of Cold never melts. Upon placing it within an average sized drink, the beverage will be lowered to a crisp and refreshing chilly temperature in a matter of minutes. The Orb can cool up to a barrel of liquid to the perfect drinking temperature in just under an hour. These minor magical items are highly sought after by bar and tavern keepers for obvious reasons. Coin of Candella A simple coin bearing the visage of a lit candle on one side and a hooded candle on the other. When the coin is turned with the lit candle side up, it produces light as by the "Light" cantrip. Needle of Mending This enchanted needle and thread can quickly mend any tear, hole, or run in any garment. Or any tear or hole in a person. Assuming they can stay still long enough for the needle to function. Ointment of Dwarf This thick yellowish liquid, when smeared on a part of the body will cause hair to sprout over night. Ointment applied to the face will produce a thick full beard. The ointment will affect other parts of the body such as, but not limited to; the head, the arms, the legs, the fingers, the small of someones back, the mouth, the ear lobe, and the tip of someones nose. Poppers These small bags, about the size of a dime, contain magical components that are enchanted by a particularly mischievous mage. Each set of Poppers are found in bags of 4d4+4. As an action, a player can throw up to 4 of the "bags" at a target location within 20 ft. Whenever the bag strikes something (Wall, floor, chair, dog) the bag disintegrates and releases the contained Minor Illusion, which are completely random, the illusion being anything from the sound of a gentle breeze, to the image of a roaring lion (albeit, fitting in a 5 ft square), to the shrieking of a banshee singing Wrecking Ball. Recoil Dice These simple looking dice were enchanted by a cleric of...less than honorable intentions. Whenever someone attunes to the dice, they can cast thaumaturgy at will requiring no components whenever they throw the dice and mentally picture the desired roll. The dice have advantage (or automatically succeed depending on DM) on any gambling check made by someone attuned to them. Spoon of Containing This delicate piece of silverware is enchanted to never let a drop of food/liquid fall from its surface into anything except the holders mouth. For after all, what self respecting archmage would dare risk ruining his silk tunic straight from the islands of Morsen and their legendary silk worms.

Mundane Items Items, Armor, and Weapons Armor Armor Cost Armor Class (AC) Strength Stealth Weight Light Armor Armored Robe 15 gp 11 + Dex modifier Str 11 Disadvantage 5 lb. Spiked Shield 20 gp +2 --- --- 10 lb. Simple Weapons Weapon Cost Damage Weight Properties Simple Melee Weapons Brawlers Knuckles 2 gp 1d4 bludgeoning or piercing 1 lb. Special Sap 1 sp 1d4 bludgeoning 1 lb. Finesse, Light Martial Weapons Weapon Cost Damage Weight Properties Martial Melee Weapons Flail 10 gp 2d4 bludgeoning 2 lb. --- Halberd 20 gp 1d10 slashing or piercing 6 lb. Heavy, Reach, Two-Handed Lance 10 gp 1d12 piercing 6 lb. Reach, Special Lucerne 20 gp 1d10 bludgeoning or piercing 6 lb. Heavy, Reach, Two-Handed Morningstar 15 gp 2d4 piercing 4 lb. --- Pike 5 gp 1d10 piercing 18 lb. Heavy, Special, Two-Handed Trident 5 gp 1d6 piercing 4 lb. Special, thrown (range 20/60), versatile (1d8) War pick 5 gp 1d8 piercing 2 lb. Versatile (1d10) Martial Ranged Weapons Greatbow 300 gp 1d12 piercing 25 lb. Ammunition (range 80/600), Heavy, Reloading, Two-Handed, Special Reinforced Hand Crossbow 150 gp 1d8 piercing 5 lb. Ammunition (30/120), Light, Loading, Reinforced Reinforced Light Crossbow 50 gp 1d10 piercing 7 lb. Ammunition (80/320), Loading, Two-Handed, Reinforced Reinforced Heavy Crossbow 150 gp 1d12 piercing 25 lb. Ammunition (100/400), Heavy, Loading, Two-Handed, Reinforced Reinforced Shortbow 75 gp 1d8 piercing 5 lb. Ammunition (80/320), Two-Handed, Reinforced Reinforced Longbow 150 gp 1d10 piercing 5 lb. Ammunition (150/600), Heavy, Two-Handed, Reinforced Adventuring Gear Item Cost Weight Ammunition Great Arrow (5) 10 gp 3 lb. Clothes, cold weather 10 gp 5 lb. Greatbow Quiver 2 gp 1 lb.

Brawlers Knuckles: This weapon cannot be disarmed or dropped by an unwilling creature. Greatbow: This weapon requires a Strength score of 16 to use, and uses Strength as the To-Hit and Damage modifying ability. Creatures that are Large or smaller that are hit by the Greatbow must succeed on a Strength saving throw against the attackers Strength based Save DC or be knocked prone or pushed 10 feet away, whichever the attacker chooses. Greatbow Quiver: This quiver can hold 5 greatbow arrows. Lance: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted. Additionally, the Lance cannot be duel wielded due to its unwieldy nature, even when mounted, however it can be used with a shield. Pike: This weapon has a reach of 15 ft. Attacks made with this weapon against creatures within 10 ft. are made with disadvantage, and this weapon cannot be used to attack creatures within 5 ft. Reinforced: Weapons with this property have been reinforced with rods and bands of mithril and adamantine, requiring a Strength score of 14 to use. Spiked Shield: When you use the attack action to make a melee weapon attack, you can make a single attack with this shield as a bonus action. The attack uses your Strength Modifier for to-hit and damage and deals 1d4 piercing damage. Trident: While underwater, this weapons throwing range remains unchanged.