The Repository Armour of Transferral Armour (any), rare (requires attunement) When an attack targetting you misses, as a reaction you may make the attack hit you. You gain resistance to the damage of that attack. In addition, you choose a creature, other than the one that attacked you, within 30 feet of you. That creature takes the full damage of the attack as well. Alternatively, when an attack targetting you misses, you may choose to make the attack hit you. You also choose a creature, other than the one that attacked you, that is within 30 feet of you. That creature takes the damage of the attack as well, but has resistance to the damage. This does not use your reaction. Arrow of Resplendence Ammunition (arrow), rare When you hit a creature using this arrow, you deal no damage. Instead, the target must succeed on a DC 17 constitution save, or be blinded. All creatures within 10 feet including the target then must make a Dexterity saving throw, which has a DC of 17. If the creature fails, they are affected as if you had cast faerie fire on them. A creature affected by faerie fire in this way may repeat this saving throw at the end of each of their turns if they wish, ending the effect on a success, and taking d6 radiant damage on a failure. The effect ends automatically after 1 minute. Blade of Power Overwhelming Weapon (any that can deal slashing damage), very rare (requires attunement) You have a modifier to your attack and damage rolls with this weapon equal to half your proficiency modifier, rounded down. While you are attuned to the blade, when you score a hit that is not a critical hit on an attack, you may reduce your Strength score by 2, and the hit is resolved as if it were a critical hit. When you are hit or affected by another creature's attack or spell, you can reduce your Constitution by 2 to gain resistance to the total damage of that attack or spell. When you make a saving throw, you may reduce the attribute you are making the save in by 2, to gain advantage on that specific saving throw roll. Reduced stats recover during rests. You may regain up to half the amount you have reduced them by when you finish a short rest, or to their full normal scores at the end of a long rest. Blade of the Consumed Weapon (longsword), very rare (requires attunement) You have a +3 modifier to attack and damage rolls with this weapon. On a hit this weapon deals 2d6 slashing damage, or 2d8 damage if held in two hands. In addition, your reach is increased by 5 feet for attacks made with this weapon. Curse: Each time you score a hit with this weapon, it gains 1 charge. At the end of a long rest, your maximum hit points are reduced by the number of charges the sword has, then the sword loses all its charges. If this reduces a creature's hit point maximum to 0, they are utterly consumed, mind, body, and soul. Not even a wish spell can bring back someone so devoured. Maximum hit points can be regained by expending hit die at the end of a long rest. When you do this, you do not roll the hit die, but you regain maximum hit points up to your normal maximum at a rate of 2 maximum hit points per hit die expended in this way. In addition, when you roll initiative, you may expend charges the sword has to power one of the following effects, which always target you. You may expend 2 charges to cast bane. You may expend 3 charges to cast hold person. You may expend 5 charges to cast bestow curse. You may expend 7 charges to cast contagion. You also concentrate on any spells so cast, but cannot voluntarily release concentration on those spells. A Gnoll that wields the blade gains a further ability. As a bonus action they may expend one charge to kill another Gnoll it can see, transforming that Gnoll into a Witherling. (Witherlings can be found in Volo's Guide to Monsters) Blade of the Whole Weapon (shortsword or longsword), very rare (requires attunement) While attuned to this weapon, you gain a modifier to attack and damage rolls dependent on the amount of hit points you have left. If you have hit points equal to your hit point maximum, the modifier is +3. If you have hit points which are less than your hit point maximum, but more than half your hit point maximum (rounded down), the modifier is +2. If you have hit points equal to less than half your hit point maximum (rounded down), the modifier is +1.

Blood-Strung Crossbow Weapon (any crossbow), rare (requires attunement) While attuned to this weapon and weilding it, thin traces of blood form between the ends of the arc of the bow and your wrist. The Blood-strung crossbow has no other string or cords. You have a modifier of +1 on attack and damage rolls using this weapon, and deal an additional damage die on a hit, which is not doubled on a critical hit. This weapon does not use ammunition, it instead forms its bolts from your blood using necromantic magics. All damage dealt by this weapon is necrotic. When you fire this weapon, you take 1 necrotic damage. Additionally, as a bonus action you may expend one of your hit die to set the blood in the crossbow aflame. When you do this, all damage dealt by this weapon becomes fire damage for one minute. Bow of Heavenly Thunder Weapon (longbow or shortbow), very rare (requires attunement) You gain a modifier to attack and damage rolls with this weapon equal to half your proficiency modifier, rounded down. Once per turn, when you hit a creature with an attack from this weapon you may deal an additional 1d6 lightning damage to the target, as long as the bow has at least 1 charge left. Using this ability does not consume any of the bow's charges. The Bow has a maximum of 4 charges, and regains d3+1 charges when you finish a long rest. When you declare an attack with this weapon, you may expend one of the bow's charges to deal an additional 3d6 lightning damage to the target if you hit. As an action, you ay expend all of the bows charges to cast chain lightning. The spell's save DC is 15, and it deals 4d6 lightning damage plus 2d6 lightning damage for every charge expended as part of the casting. Cape of Blades Wonderous item, rare (requires attunement) While wearing this cape, when you move within 5 feet of a creature, and then move at least 5 feet away from that creature without stopping, the cape whips around to strike at the creature. The cape's attack is resolved as if you had made an attack with a shortsword, and the attack is resolved before any attacks of opportunity are made. If the attack hits, that creature may not make any attacks of opportunity until the end of your turn. This feature may be used once per turn. If the movement would make multiple creatures eligable for attack by the cape, the creature attuned to it decides which creature is attacked. In addition, you can choose to magically draw daggers from the cloak as if they were on your person. These daggers are normal daggers in every respect, except that they deal magical damage for the purposes of overcoming resistances. Any daggers drawn from the cloak disappear at the end of your turn. Discordence Engine Wonderous item, rare The Discordence Engine has 3 charges, and regains a charge at the end of each night of the New Moon. You may activate the Engine as an action, which uses a charge. When you activate the Engine, it generates a field of throbbing waves of chaos. While the engine is active, you may not release it from your grasp, and you may take no actions. All attacks made within 30 feet of the Engine while it is active are made at disadvantage, as are all Wisdom (perception) checks, and all Intelligence (investigation) checks. Furthermore, Blindsight and Tremorsense do not function while within 30 feet of an active Discordence Engine. Once the Engine has been active for 1 minute, it deactivates. Filament Spear Weapon (pike or spear), uncommon When you attack a creature, and another hostile creature is directly behind it, you may cause the spear to split and attack both creatures. You use the same attack roll for both creatures, but roll damage seperately for each creature hit. Gnoll-Hide Armour Armour (leather or studded leather), rare (requires attunement) While you are wearing this armour, when you reduce a creature to 0 hit points, as a bonus action you may move up to half your movement speed and make one melee weapon attack. Also, while attuned to this armour, you need to eat twice as much as normal each day. Furthermore, each time you reduce a humanoid or beast to 0 hit points, you must make a DC 15 Constitution saving throw. If you fail, you must spend your entire next turn eatting the corpse. At the end of a turn that you do that, you gain temporary hit points equal to the number of hit dice the creature had.

Gore-Gush Greataxe Weapon (Greataxe), rare (requires attunement) You gain a modifier to attack and damage rolls with this weapon equal to half your proficiency modifier, rounded down. When you score a critical hit with this weapon, or roll the maximum on at least one of the weapon's damage die, the target of the attack must make a Charisma save, with a DC of your passive Intimidation + this weapon's modifier. If the creature fails, it is frightened of you for 1 minute. If you are raging, once you hit a creature for the first time, you can not drop out of your rage until the end of the full duration of that rage. Hammer of Shattering Weapon (hammer or warhammer), rare (requires attunement) This hammer has 3 charges, and regains up to d3 spent charges at dawn each day. When you deal damage to a creature with this weapon, you may expend a charge to cast shatter, centered on the target. The spell save DC is equal to the damage dealt by the attack, after modifiers such as resistance are applied. A creature that fails the save also has its AC reduced by 2 for 1 minute. Hammer of the Brittle Weapon (hammer or warhammer), uncommon (requires attunement) While you are attuned to this hammer, you are vulnerable to bludgeoning damage, and resistant to piercing damage. Whenever you take bludgeoning damage, one creature of your choice that is within 5 feet of you takes piercing damage equal to half the damage you took before applying vulnerabilities, rounded down. Heavy-Stone Shield Weapon (shield), uncommon While using this shield, you double the shield's normal bonus to your AC when you are attacked by a weapon with the light property. Furthermore, you do not add the shield's normal bonus to your AC when you are attacked by a weapon with the heavy property. You may also use this shield as if it were a portable ram, and you double your strength modifier when you make attempts to shove another creature while wielding this sheild. Intrograde Potion Potion, uncommon When you drink this potion, you lose any temporary hit points you have, and gain hit points equal to the number of temporary hit points you lost. The Law-Breaker Weapon (whip), very rare (requires attunement) You gain a +2 modifier to attack and damage rolls made with this whip. In addition, when you score a critical hit with this weapon, in addition to the attack's damage, you cast the thunderwave spell at 1st level, centered on the target of your attack. The DC of the spell is 14. The Law-Breaker Whip has 3 charges, and regains d3 charges when you finish a long rest. While you are attuned to the Law-Breaker Whip, you may spend charges to use the snap of the whip to breifly break the laws of reality instead of dealing damage when you hit a creature with this weapon. The laws you may break and the cost in charges are: The Law of Gravity: (1 charge) You cast levitate on the target. The spell's DC is 14.

(1 charge) You cast levitate on the target. The spell's DC is 14. The Law of Time: (1 charge) You cast hold person on the target. The spell's DC is 14. If the target is paralyzed by this effect, they cannot take damage until the paralysis ends.

(1 charge) You cast hold person on the target. The spell's DC is 14. If the target is paralyzed by this effect, they cannot take damage until the paralysis ends. The Law of Space: (2 charges) You cast banishment on the target. The spell's DC is 14. The target is always treated as if they were a native of the plane they are on for the purposes of this effect. The target will always return to where they were at the end of the spell's duration. Leech-Coma Potion Potion, rare When you drink this potion, you cast hold person on yourself, and are concentrating on it. While this paralysis lasts, you cannot voluntarily end concentration on the spell. At the start of each of your turns while you are paralyzed by this spell, you deal 2 necrotic damage to all creatures within 20 feet of you, and gain hit points equal to half the total damage dealt. When the spell finishes, or you lose concentration, this effect also ends. Midnight Candle Wonderous item, uncommon When you find a Midnight Candle, it has 6d10 minutes of use left, which decreases only while it is lit. As an action, you may light the Midnight Candle. While the Midnight Candle is lit, a darkness and silence spell are centered on the candle's flame, which can be extinguished by any effect that can put out a normal candle. If you take any action, take damage, or if either of the darkness or silence spells are dispelled while the candle is lit, the candle goes out. Monsoon Bow Weapon (longbow or shortbow), very rare (requires attunement) You gain a +1 modifier to attack and damage rolls made with this weapon. In addition, a creature which is not resistant or immune to lightning damage is hit by this weapon becomes vulnerable to lightning damage until the start of your next turn. If the creature is resistant to lightning damage, they instead lose their resistance until the start of your next turn. If the creature is immune to lightning damage, the attack has no additional effects. The bow has 9 charges, and regains d8+1 charges at the end of a long rest. While attuned to the bow, the wielder can use to expend the bows charges to cast spells as an action. The bow can be used to cast the following spells without needing material components, using charisma as the casting stat: fog cloud (1 charge), witch bolt (1 charge), wall of water (3 charges), ice storm (4 charges).

Myopic Staff Staff, rare (requires attunement by a spellcaster) While you are attuned to the Myopic Staff, and you roll damage for a spell, or roll die to determine the effectiveness of a spell (such as with a sleep spell), your roll the die twice and choose the result you wish. However for every full 10 feet away from you that your target is, you have a penalty of -1 to your spell attack rolls, to a maximum sized penalty equal to your proficiency modifier's size (e.g. if your proficiency modifier is +3, the maximum penalty you can accrue from this feature is -3). Additionally, creatures targetted by your spells have a bonus to their saving throws against your spells of +1 for each full 10 feet your target is away from you, to a maximum of +6. Nerve Knife Weapon (dagger), rare (requires attunement) You gain a +1 modifier to attack and damage rolls made with this dagger. While attuned to the Nerve Knife, when you hit a creature with the Nerve Knife you may attempt to grapple the creature as a bonus action. If the grapple is successful, the target is paralyzed until the grapple ends. While the grapple is in effect, you may not attack with the nerve knife, and you must still wield it. The hand that you use to hold the knife is the same hand you use to maintain the grapple. If you must let go of the knife for any reason, the grapple ends. Periapt of Serenity Wonderous item, very rare (requires attunement) While attuned to the periapt, you have advantage on saves to resist being frightened or charmed. You also do not grant advantage to creatures that attack you if you are blinded, and you may never have disadvantage on saving throws for any reason. However, you automatically fail saving throws caused by a calm emotions spell, and you cannot enter a barbarian Rage. Phasic-Destablisation Caltrops Wonderous item (caltrops), rare These caltrops can be used as if they were regular caltrops, with the added effect that any creature that takes damage from the Caltrops must make a Charisma saving throw with a DC of 15. If the creature fails, they are affected as if by a banishment spell. Pouch of Daern's Instant Wall Wonderous item, uncommon When you find a pouch of Daern's Instant Wall, it has 1d6 + 1d4 handfuls of powder. As an action, you may take a handful of the powder and toss it out infront of you. You create a panel of stone wall as if you had cast wall of stone. If the pouch has no remaining handfuls left, it becomes non-magical and any dust remaining becomes mundane brick-dust. Prismatic Blade Weapon (shortsword), rare You have a +1 modifier to attack and damage rolls made with this weapon. If you are holding a lightsource in your other hand when you score a hit against a creature, that creature must make a Constitution save with a DC equal to the result of the attack roll. If they fail, they are blinded until the end of their next turn. Each individual creature can only be affected by this feature once per short rest. Quake-Stone Maul Weapon (maul), rare (requires attumement) You gain a modifier to attack and damage rolls with this weapon equal to half your proficiency modifier, rounded down. In addition, once per short rest, as an action you make one weapon attack with this maul against each creature with 10 feet of you, including yourself. Quantum Weapon Weapon (any), very rare (requires attunement) You gain a modifier to attack and damage rolls with this weapon equal to half your proficiency modifier, rounded down. The first time you declare you are taking the Attack action in a combat, choose a number of creatures up to your Intelligence modifier (a minimum of 1) that up to your movement speed away from you. Roll a 'quantum' d20 for each creature. The first attack roll you make against any of those creatures replaces the d20 roll you would normally make with the result of the 'quantum' d20 roll. Retrograde Potion Potion, rare When you drink this potion, your current hit points are reduced to 1. You gain temporary hit points equal to the number of hit points lost. Ring of Nature Over Nurture Ring, rare (requires attunement) While you are attuned to this ring, when you make a skill check, your proficiency modifier (if any) is halved, rounded down, but your ability modifier is doubled (even if it is negative). Ring of the Power Within Ring, very rare (requires attunement) As an action, you may cast haste upon yourself, though the ring concentrates on the spell for you. While haste cast from this ring affects you, you take damage at the start of your turn equal to your constitution modifier (if positive) + your proficiency modifier. Riposting Blade Weapon (any weapon with the light property), uncommon When you take the dodge action on you turn, until the start of your next turn, when a creature attacks you and misses, you may make an attack with the Riposting blade as a reaction.

Rising Tension Weapon (Maul), very rare (requires attunement) You have a -3 modifier to attack and damage rolls made with this weapon. Each time you miss an attack with this weapon, the modifier increases by +1, up to a maximum modifier of +3. When you hit a creature, and the weapon has a positive modifier, then you deal additional damage die equal to the weapon's modifier. When this happens, at the end of your turn the weapon's modifier resets to -3. If the Maul has a positive modifier you can suspend the maul's magic, as a bonus action. Suspending the magic stops the modifier from increasing when an attack made with it misses, stops the bonus damage on a hit with a positive modifier, and stops the modifier resetting when an attack made with the weapon hits with a positive modifier. However, the Maul will resume its regular works with time, and the excess pressure will be vented on you. When you finish a rest and the maul's magic is suspended, you take Xd12 force damage, with X being equal to the maul's current modifier. After that, the Maul's modifier resets to -3. Saint Althard's Mace Weapon (mace), legendary (requires attunement) This weapon has 4 charges, and it regains d3+1 charges at dawn each day. You may expend these charges under specific circumstances to power various effects. As a reaction when you miss an attack using this mace, you may expend a charge to cast bless, targetting only yourself. As a reaction when you hit with an attack using this mace, you may expend a charge to cast bane, targetting only the creature you hit. Self-Guiding Sling Weapon (sling), rare When you make an attack roll against a creature and miss, you may instead hit the creature, but the creature will have resistance to the damage of that attack. You can also attack creatures using this sling that you cannot see or that are behind cover, in which case you may attack them if you are aware that they exist and are in range, but the attack will always be resolved as if you had missed, and then chosen to hit using the Sling's above feature. Shield of the Consumed Weapon (shield), uncommon (requires attunement) While you are wielding this shield, you have advantage on saves to resist to the paralyzed and stunned conditions. While wielding this shield you are also vulnerable to bite attacks. Gnolls who wield this shield gain an additional effect from it. A creature hit by a Gnoll's bite must make a DC 14 Charisma save, becoming frightened of the Gnoll on a failure. Success on the save makes the creature immune to this feature for 24 hours. Shield of Distant Stars Shield, rare (requires attunement) Once per long rest, you may use this shield to cast hunger of hadar as a 3rd level spell. In addition, when you are critically hit, all creature's within 5 feet of you take d8 cold and d8 necrotic damage, and you cast darkness centered on yourself as a 3rd level spell. You need to concentrate on darkness cast in this way. Shield of the Dolmenwood Tree Weapon (shield), rare (requires attunement) You have a +1 modifier to your armour class while wielding this shield. In addition, you have resistance to one type of damage of your choice. As a reaction to being hit by and attack, or to failing a save to avoid or reduce damage, you may change the damage type you are resistant to. Once you use this feature you may not use it again until you finish a short rest. Sibilant Sword Weapon (longsword), rare Once per short rest, when you hit a creature with an attack made with this sword, you may cast dissonant whispers on the target, with a spell save DC of 8 + yoour proficiency modifier + your charisma modifier. Furthermore, whilst you wield this sword, your proficiency modifier is doubled for any Charisma (intimidation) checks you make. While you wield this sword, Yuan-ti and other snake like creatures cannot benefit from magic resistance against your spells. Staff of Strong Roots Staff, rare (requires attunement) This staff can be used as a quarterstaff. When you hit a creature with this weapon, that creature's movement speed is reduced by 10 feet until the end of their next turn. This effect can stack with subsequent hits in the same time. In addition, if you do not move on your turn, you have advantage on all saving throws and ability checks to avoid being knocked prone, and you cannot be moved by force. Finally, as an action you can plant the staff in the ground, which then acts like an activated immovable rod, until you use an action to uproot it. Staff of the Eidolon Staff, rare (requires attunement by a spellcaster) This staff can also be used as a quarterstaff. This staff has 6 chares and regains 1d4 + 1 charges every midnight. When you expend the last charge, roll a d20. On the roll of a 1, the staff becomes ghostly and insubstantial and then completely disappears. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells, using your spell save DC: silent image (1 charge), disguise self (1 charge), or phantasmal force (2 charges). Incorporeal creatures, such as ghosts, spectors, and banshees cannot resist damage from melee attacks made with this staff.