Helm of the Magnetier Wondrous Item, Very rare (requires attunement) This helm contains 5 charges. While wearing the solid metal plate helm you gain immunity to psychic damage and cannot be magically influenced by enchantment spells. Additionally, as a reaction when you are hit by a ranged weapon attack, you can expend a charge to reduce the damage by 1d10 + your intelligence modifier, to do this the missile must contain at least some metal. If you reduce the damage to 0, you stop the missile 2-3 feet from you and it drops to the ground at your feet. You can spend additional charges to increase the damage absorbed by 1d10 or absorb an addition missile. The helm regains 1d4 expended charges daily at dawn. Magnetiers Gloves Wondrous Item, Legendary (requires attunement) These gloves have 5 charges. The wearer may expend a charge and use an action to make an intelligence check to pull a metal object from within 30 ft into your hands. The size of the object determines the DC. DC 5 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or larger. You may expend additional charges to decrease the DC by 5 or to increase the range by 30. Secured or warn objects also increase the DC by 10. If you cannot carry the object using your own strength it is instead suspended a few feet in front of you. Once suspended or held you may make an intelligence check to move the object. On a successful check, the creature moves the object 5 feet plus 1 foot for every point by which it beat the DC, moving only in 5 foot increments rounded down. This effect can last up to 10 minutes. These gloves also allow the wearer to mold metal as hard as iron like clay. These gloves regain 1d4 charges daily at dawn Blade of Ensnarement Weapon(Any thrown weapon), rare(requires attunment) This fine silver fey dagger has 1d4+3 faintly glowing emeralds adorning its hilt. As a bonus action you may expend a charge to imbue the dagger with an ensnaring strike. When this dagger hits its target barbed vines sprout from the emeralds to trap the target. This dagger regains 1 charge at dawn and all charges back on a full moon. Dimensional Maul Weapon(any maul or hammer), Rare(requires attunment) ke with crystal gears clicking around when swung. Upon striking a target you may cast the Dimension door spell once per day. The target must make a DC 15 dexterity save or being affected as well. You can cast dimension door once more within 10 minutes of the first strike. Papers of Gargauth Wondrous Item, Rare These pieces of parchment look fine and are completely blank. Any deal or contract written out on this paper is magically bound and if any party breaches the contract they are subject to the geas spell as long as the contract exists on the same plane of existence. Light Eater Flask Wondrous Item, Legendary (requires attunement) As an action you may cork this triangular flask trapping the light all light in a room up to 50 feet in width and length storing it as a charge. Only 1 rooms light may be trapped at a time. The strength of this charge depends on the size of the room and the room must be entirely well lit to be trapped. After being trapped the room cannot be lit by any non magic source for 24 hours. Light trapped in the flask can be released with an action to replicate certain spells as shown below once per day. all charges contain within the flask are lost after 24 hours. Room size Spells 10x10 Cure wounds or Burning hands 20x20 Aganazzers scorcher or Lesser restoration 30x30 Fireball or Daylight 40x40 Fireshield or Blight(radiant damage) 50x50 Hallow or Reincarnate Compass of Teleportation Wondrous Item, Very rare Once per day you can use your action to cast Teleport on yourself and up to 8 others to a location. Roll 3d6 to determine destination accuracy as per the table below instead of the spell. Location is determined by the name of a person, place, or object. Roll Accuracy 3-4 1000km 5-8 100km 9-14 10km 15-17 1km 18 100m Cursed. This compass is cursed. Every time the compass is used it has a chance to misfire starting at a 3. On a misfire the destination is a random plane instead. Misfire increases by one every time the compass is used. Seed of Wonderous Power Wonderous item, Legendary This small half an inch in diameter orb comes in various materials. When this seed is consumed the creaute must make a DC 15 constitution save or be transformed over the next minute into a small 6 inch fingureine made of the same material as the seed. Statistics for the creature stay the same as it was before but this creatue is trapped in this form until the figureine is thrown while its name is spoken at which point it grows to its normal size and is under the command of the thrower as per a normal figurne of wonderous power. The figureine stays active for 1 hour and cannot be used again for a number of days equal to 2 x the creatures original CR (minimum of 2 days). Only creatures up to CR 5 can be transformed by this seed.

Ring of Myp Wondrous item, legendary(requires attunment) This ring can hold up to 3 charges, and has 1d3 charges when found. This brass ring has many tiny gears and gems around it indicating gnomish make. The wearer can spin the ring causing it to tick quietly and as a bonus action they may spin the ring clockwise/counter clockwise to spend a charge and cast the enlarge/reduce spell on themselves. This effect lasts for 24 hours or until the ring is removed and can only be used once per day. Multiple charges can be spent at once to the wearers own risk as reducing their size to less than tiny or more than 2 size categories beyond your natural size has a 50% chance to send you in your new form to a random plane and a 50% chance to cause the wearer 5d10 psychic damage. The ring regains 1d2 charges at dawn. Spring Ball Wondrous item, uncommon This small clockwork ball is approximately 3 inches across, weights half a pound and has a small keyhole on one side. This is a utility device made my tinker gnomes or anyone with a knack for tinkering with clockwork With the small winding key a user may spend an action to turn the key up to 10 times each turn representing 1 minute of time. Once the time is up the device activates. Different balls have different effects, here are just a few: Spike ball. Once the time is up 8 spikes violent protrude from the ball stabbing anyone carrying the ball knowingly or unknowingly, dealing them 1d6 damage as a result. Vial ball. After activating, the ball instead breaks a small vial of fluid and ejects it out the 8 small holes around it. Dousing anything nearby in whatever is in the vial. This could include acid, contact poison, alchemist fire, oil, various potions, or anything you might want to put in there. Utility ball. Other balls have more utility purposes releasing smoke, a blinding flash, or even an ear piercing sound that can have many different effects. Many other balls exist these are just a few. The spherical nature of the balls also allows them to be rolled or thrown before activating. After activating the ball is destroyed but can be repaired using tinkerers tools per DM discretion. Sky Crack Weapon(Any sword), Rare(requires attunment) When you hit with an attack using this sword all creatures within 5ft of you must make a DC 15 constitution save or be deafened and takes 1d6 thunder damage as the blade vibrates at a deafening frequency. This loud thunderous crack can be heard up to 100 ft away. While holding this magic sword you have resistance to thunder damage. Quick Shock Weapon(Any sword), Rare(requires attunment) While at rest this sword crackles with electric energy, and when swung it leaves behind an arc of lighting. When you hit with an attack using this weapon, the target takes an extra 1d6 lightning damage. In addition, while holding this weapon, you have resistance against lightning damage and as a reaction you can intercept an attack that deals lightning damage targeted within 5 feet of you causing it to target you instead. Acid Blight Weapon(Any sword), Rare(requires attunment) The extraordinarily hard blade of this sword seams to be notched with small holes. You can use a bonus action to speak this magic swords command word, causing acid to seep from the holes along its blade. When you hit with an attack using this weapon, the target takes an extra 1d6 acid damage. While dripping with acid this sword deals double damage and provides advantage when attacking structures made of stone or anything softer. Mind Break Weapon(Any sword), Rare(requires attunment) While holding this weapon the wielder has resistance to psychic damage and has advantage on saves against enchantment spells. Additionally if a creature attempts to read the mind or influence the mind of a creature attuned to this weapon they must make a DC 15 wisdom save or take 1d6 psychic damage. When you draw this weapon you may take an action to send out a psychic pulse that alerts you to the the exact location of all creatures within 30 feet which are sentient. This action can be taken once per day. Power Strike Weapon(Any sword), Rare(requires attunment) This weapon ignores all physical resistances a creature may have. Any creature struck with this weapon takes an additional 1d6 force damage and must make a DC 15 dexterity save or they are blasted with concussive force pushing them up to 15 feet away from the wielder. This ability can only be used once per day. Death mark Weapon(Any sword), Rare(requires attunment) Any creature struck by this weapon is unable to regain hitpoints this turn. When you hit with an attack made using this sword the target takes an additional 1d6 necrotic damage. Creatures under CR 1/2 killed with this sword must make a DC 15 wisdom save or they are imbued with necrotic energy rising as a zombie 1 turn later. The statistics for this zombies is the same as their originals stats but they are now considered undead and are under the control of the wielder of this weapon for the next minute. This zombie only lives for 1 minute and their can only be one creature raised this way at a time. Light Streak Weapon(Any sword), Rare(requires attunment) This weapon sheds bright light in a 10 ft radius and then dim light for an addition 10 ft. As an action the wielder can force all creatures that can see it within 15 ft to make a DC 15 con save or be blinded for 1 turn. When you hit with an attack made using this sword the target takes an additional 1d6 radiant damage. While holding this magic sword you have resistance to necrotic damage.

Gem of Darkness Wonderous item, Uncommon This dark onyx gem contains 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: The first command word causes the gem to absob light in a 30-foot radius, this darkness is not considered magical and follows the gem. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.

The second command word expends 1 charge and causes the gem to fire a cold beam of necrotic energy at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or thier speed is halved for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

The third command word expends 5 charges and causes the gem to pulse with dark power in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word. When all of the gem's charges are expended, the gem becomes a non magical jewel worth 50 gp. Mask of the Hallow Man Wondrous item, rare(requires attunment) This Mask has 1d6 charges. This solid white featureless mask allows the wearer to spend charges to cast spell like effects. While wearing this mask you can use an action to expend 1 charge to cast disguise self on yourself or 3 charges to cast nondetection on yourself. This mask regains 1d4 charges at dawn and if it runs out of charges roll 1d6 and on a 1 the mask becomes mundane though finely crafted. Whip of the Efreeti Weapon(whip), rare(requires attunement) This black whip has ignan runes etched along its handle. The reach of this whip is 20ft instead of 10 and you can use a bonus action to speak this magic whips command word, causing its length to crack into molten embers. When you hit with an attack using this whip you can choose to force the target to make a DC 15 dexterity save or be grappled by the whip. The creature can repeat the saving throw at the end of each of its turns, freeing itself on a success. While grappled, the target takes 1d6 fire damage at the beginning of its turn if the whip has been ignited. On your turn to can pull a creature grappled up 10ft towards you. Dao Necklace Wondrous item, rare(requires attunement) This regal gem encrusted necklace allows its wearer to magically appraise gemstones to extreme accuracy. You also gain the ability to pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of you. While wearing this necklace you also gain advantage while haggling a bargaining. Djinni Boomerang Weapon(Boomerang), rare(requires attunement) This ethereal light as a feather boomerang has 1d4 charges. As an action, you may expend a charge to cast the wind wall spell while throwing this weapon. Walls made with this boomerang do not effect it. When attacking, you ignores 3/4 cover and this weapon returns to you hand immediately after an attack. Crown of the Marid Wondrous item, rare(requires attunment) This crown has 1d4 charges. As a bonus action you can expend 1 charge to cast water walk on yourself or 3 charges to cast glibness on yourself for the next minute . While wearing this crown you have waterbreathing and advantage when dealing with nobility. This crown regains 1d4 charges at dawn. Coat of Change Wondrous item, uncommon Once per day as an action you can flip this coat inside out changing its look into one of 3 things. A coat that matches local style, a style of coat that you have seen before, or a random style of jacket determined by the DM. This coat provides no bonus to AC but allows the wearer to blend in no matter where they go.