Newfound Magical Implements What follows is a selection of magnificent and magical items discovered while on expedition to the islands of Almanthier. I have chronicled their normal functioning and their rarity based on my own educated estimates on how difficult it would likely be to recreate them within a standard arcane laboratory. In addition to these, I have included my translation of an ancient carving that described an artifact of incredible power worn by a champion of the great Platinum Dragon, Bahamut. Brute Bite Brew Potion. Uncommon This vial is filled with a deep purple, almost black, liquid. It can be felt to shake and jitter at random intervals. Drinking this potion grants you a new magical melee attack action for 1 hour. When affected by the potion a fanged, spectral jawbone appears floating in front of your face that gives you a Bite action. The bite action is magical, has a reach of 5ft, has the finesse property, and you are proficient with it. On a hit, the attack deals 4d4 force damage, you add only your wisdom modifier to the damage. Circlet of Ilmater Wondrous Item. Rare (requires attunement by a cleric or paladin) An unassuming iron circlet with no ornamentation apart from an inscription of a prayer to the Broken God around its length. This circlet has 10 charges. When you take damage from a weapon attack or spell, you can use your reaction to speak the command word to expend a charge and activate its ability. This must be done once you know you have been hit or will take damage, but before the damage roll has been cast. When activated you choose one creature other than yourself that you can see within 30 feet and heal that creature for half of the HP that you lost from the attack (rounded up). You still take full damage from the attack. If applicable, this healing gains any normal bonuses to healing as if you had cast the healing effect yourself. For additional healing bonuses that scale based on spell level, the bonus is just 1d6. The circlet regains 1d4+1 expended charges at dawn. Dart of the Vengeful Quarry Weapon, Dart. Uncommon This dart has a sharp bronze point with a brightly colored plume as a tail. After being hit by a ranged weapon attack or a damage dealing spell at a range greater than 5 feet, you can use your reaction to speak the dart’s command word, whereupon it seeks out your attacker, ignoring all cover or obscuring effects. The target must make a DC17 dexterity save or be hit by the dart, taking 2d6 piercing damage. If there is no unobstructed path to the target (e.g. of they are behind a closed door) or if the source or damage is not a creature, the dart travels as far as it can towards the target, before falling to the ground. Whether or not it hits a target, the magic is spent after this use, becoming a fanciful looking mundane dart. Enthralling Elixir Potion. Rare Filled with a pale pink liquid, this vial feels like it’s vibrating like a bell. When uncorked, a clear and beautiful song can be heard. For 1 hour, creatures have disadvantage on saving throws to resist being enchanted by you. Additionally, as a bonus action during this duration, you can whisper "Sleep" towards a creature within 5 feet of you to cause them to be affected by the Sleep spell as if it had been cast at second level. Figurine of Wondrous Power: Rosewood Fox Wondrous Item. Uncommon When you throw this figure upon the ground, it animates into the form of a red fox. It assumes this form for 6 hours and responds to your telepathic commands. It can communicate with you telepathically in simple words and phrases. When 6 hours have passed, the fox reverts to a small figurine and cannot be animated again for 24 hours. If you are more than 120 feet from the fox, you lose telepathic contact and fox continues to act on its most recent instruction, or seeks you out to the best of its ability. The fox has the same statistics of a Cat (PHB p. 305) with the following changes. Its size is small, it has 7 (2d6) hit points, it has keen hearing in addition to keen smell, and its action is replaced with: Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. Haggler’s Dram Potion. Rare This vial is filled with a red vapor, when uncorked a red liquid flows fourth. When you drink this potion, you gain advantage on all Charisma-based skill checks and saving throws for 1 hour. Additionally, you can use an action to exhale the faintest breath of red vapor towards a target within 5 feet causing the target to be affected by the Charm Person spell effect with a save DC of 15. You can do this only once and lose the ability to do so after the potion’s other effects wear off. Kellinger’s Kerniplicon Wondrous Item. Rare This item appears as a small brass wagon wheel on a cord that can be worn around the neck. When you speak a command word, it transforms into a 15x20-foot self-propelled four-wheeled wagon. It can be controlled by leading it by a tether while walking, or while riding by operating a pair of levers. The wagon can transport 10 medium sized creatures and no cargo, 2000 pounds of cargo and no creatures, or some combination thereof. It has a speed of 10 and incapable of traveling across difficult terrain. It will travel tirelessly for as long as it is controlled and can be returned to pendant form by speaking the command word again.

Mage’s Magic Mantle Potion. Uncommon This bottle is filled with bright blue liquid that constantly appears to be bubbling and boiling. When you drink this potion, you become draped in a flowing ethereal blue robe. You gain 15 temporary hit points that last for 1 hour. While any of these hit-points remain, creatures with 5 feet of you that hit you with a melee attack take 1d4 force damage and must succeed a DC10 Strength saving throw or be pushed away from you by 10 feet. Potion of the Fey Beast Potion. Rare This murky greenish potion appears to have blades of grass floating in it. For 1 hour, your unarmed attacks, including attacks with natural weapons, are imbued with a powerful poison. On a hit with an attack with your fists or natural weapons, the target suffers 2d4 poison damage in addition to the normal effects of the attack. Additionally the affected creature must succeed a DC10 constitution saving throw or suffer the poisoned condition for 1 hour. Red Priest’s Cordial Potion. Uncommon This bottle appears to be filled with blood. Drinking this potion gives your melee weapon attacks an additional 1d8 radiant damage against undead for 1 hour. Additionally, while the effects of the potion are active, you can cast the Heroism spell once at first level requiring no components. Reflective Shield Armor (shield). Rare This shield contains an array of magically infused lenses that can refract or diminish the effects of some spells. Any time you are targeted by a Magic Missile spell, a line spell, or a spell that requires a ranged spell attack roll, roll a d6. On a 1 the shield functions only as a normal shield. On a 2-5 you are immune to Magic Missile; also you gain +1 AC against the attack and a +2 to any dexterity or strength saving throw made to avoid or resist the spell’s effects. On a 6 you are unaffected by the spell. You can also choose not roll a d6 and be affected by the spell as normal. Sharindlar’s Hand Weapon, Warhammer. Very Rare (requires attunement) This finely crafted silver warhammer has a palm-sized circular dais of lustrous moonstone inlaid into each side of the head. While attuned to this weapon, you gain +2 to your Charisma. The weapon grants a +1 to attack and damage rolls. It deals an additional 2d8 radiant damage when it scores a critical hit. The hammer has 2 charges; while holding it in both hands, you can use an action to expend 1 charge to cast Moonbeam, with a save DC of 17. The weapon regains all charges if exposed to a clear sky at midnight. You can lay the weapon upon the remains of a slain humanoid to cast Reincarnate once. It regains the ability to do this on the next full moon. Snowglobe Sanctuary Wondrous Item. Very Rare This ornate snow globe can fit comfortably in the palm of your hand. Within, a cozy cottage is nestled in a wintery forest scene. On the bottom of its base is a winding mechanism similar to a music box. If you wind the key and then shake the globe, you are transported within the scene. You find yourself in a demiplane centered around the forest cottage. The comfortable home is well stocked, with nourishing dry and canned goods in the cellar and firewood chopped and stacked neatly outside. The forest is verdant and filled with small game animals and fine quality trees for construction or as firewood. All of these resources magically replenish themselves as needed, but disappear if they exit the globe. A stone door in the root cellar allows you to instantly exit the globe and return to the world at the location of the snowglobe. Beware, for if the globe is broken, or if you stray too far into the forest, the weather will grow worse until you are ejected into a random location on the Astral plane. Time in the demiplane passes at a different rate than time outside the snowglobe, and you have no reference for the world or the relative time passing by outside. Depending on the number of turns to the key, you can choose how much time outside the object passes before you emerge. Whether your experience of living in the cottage lasts for a minute or a lifetime, the time that passes outside is determined only by the number of times the mechanism is wound. If you wind the key one full turn, one minute passes before you re-appear. Two turns and you emerge in 24 hours. Three turns, a month. Four turns, one year. A maximum of five turns causes 100 years to elapse before you appear again outside the globe. Interplanar communication and travel effects to or from the demiplane gain a cumulative 50% failure rate in addition to any normal difficulties with the spell, and you add a +10 to the DC for any attempts to scry upon your location. Author's Note: The snowglobe that I discovered happened to have a very old and very grumpy Sphynx living inside it. Beware of other occupants already residing in these items, should you chance upon one, as it is impossible to tell if there is a creature within.

Spellmirror Shield Armor (shield). Very Rare This iridescent shield appears to be constructed of a large piece of lapped obsidian, but it is in fact made from the carapace of a giant insect with natural magical resistance. Any time you are targeted by a Magic Missile spell, a line spell, or a spell that requires a ranged spell attack roll, roll a d8. On a 1 you are immune to Magic Missile but the shield otherwise functions as normal. On a 2-4 you are immune to Magic Missile; also you gain +1 AC against the attack and a +2 to any dexterity or strength saving throw made to avoid or resist the spell’s effects. On a 5-7 you are unaffected by the spell. On an 8, the spell is reflected back at the caster, originating from you as if you had cast the spell; also, if the attack was a Magic Missile, you regain an expended first level spell slot spell. You can also choose not roll a d8 and be affected by the spell as normal. Wand of Amplification Wand. Uncommon (+1), Rare (+2), or Very Rare (+3) (Requires attunement by a spellcaster) Constructed from the thin helical horn of a mountain beast, this wand has 7 charges. One charge can be expended to amplify the intensity of a spell. This adds a bonus to the DC, depending on the rarity of this item, of any saving throws required by the target(s) of the spell. If the spell has no saving throw, if the target chooses to fail, or if the target makes use of a legendary resistance to automatically succeed, the charge is wasted. For spells with multiple saving throws, all of the rolls must be made against the increased DC. The wand regains 1d4 expended changes at dawn.

The Crown of Seven Wyrms This item is comprised of component parts that are each unique. As pieces are combined the item increases in power until it allows the wearer to unleash the full fury of the Plantinum Dragon himself. It is unknown the last time that all the individual parts were united, but legends hold that when the world is in need of a hero that must weild the power of a god, that this item will allow them to bend the terrible forces of all dragonkind to their will. Crown of Seven Wyrms Wondrous Item, Artifact Each of the seven pieces of this crown is a circlet artifact that resizes itself to the head of a wearer attuned to it. The helical shapes of each metal circlet can be interlocked and combined with the others to create a more ornate crown. When combined, the circlets count as a single magic item for the purposes of attunement. Adding two or more circlets together unlocks additional beneficial effects that build until all seven are combined the create the complete Crown of Seven Wyrms. Along with the power of each individual circlet, you gain benefits in the following order, and the number of them gained is equal to the number of circlets that you have combined: Cumulative Powers Circlets 1 Damage Absorption. You have resistance against the circlet's damage type. If you already have resistance to that damage type from another source, you instead have immunity to that damage type. If you already have immunity to that damage type from another source, whenever you are subjected to damage of that type, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type. 2 Dragon Breath. You gain a breath weapon that functions the same as that of a dragonborn. The damage type dealt matches that of the circlet. When multiple circlets are combined together, you gain one use of each per short rest. If you have your own natural breath weapon that requires rest to recharge, it gains a recharge of 6. 3 Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against dragons 4 Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class. 5 Dragon Sight. You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain truesight out to 30 feet for 5 minutes. 6 Legendary Resistance (1/Day). If you fail a saving throw, you can choose to succeed instead. 7 Healing. You can use your reaction to regain hit points equal to 10 + your Charisma modifier. Adamantine Circlet Wondrous Item, Legendary (requires attunement) Damage Type. The mask’s damage type is force. Your breath weapon is a concussive blast of magical energy. While you are attuned to this circlet, you gain the following benefit, in addition to those gained when multiple circlets are combined: Wyrm's Resilliance. You are immune to the damaging effects of extreme weather and climates. Brass Circlet Wondrous Item, Legendary (requires attunement) Damage Type. The mask’s damage type is poison. Your breath weapon is a noxious cloud of deadly gas. While you are attuned to this circlet, you gain the following benefit, in addition to those gained when multiple circlets are combined: Counteract Toxin. If you fail a saving thow and are subjected to the poisoned condition, you can re-attempt your saving throw at the end of every turn to end the condition. Bronze Circlet Wondrous Item, Legendary (requires attunement) Damage Type. The mask’s damage type is lightning. Your breath weapon is a crackling wave of shocking electrical energy. While you are attuned to this circlet, you gain the following benefit, in addition to those gained when multiple circlets are combined: Lingering Shock. If you deal lightning damage to a creature, it can’t take reactions until its next turn. Copper Circlet Wondrous Item, Legendary (requires attunement) Damage Type. The mask’s damage type is acid. Your breath weapon is a scalding spray of chemicals that burns and dissolves all that it contacts. While you are attuned to this circlet, you gain the following benefit, in addition to those gained when multiple circlets are combined: Water Breathing. You can breathe underwater.