Alek's Arcane Oddities Wondrous items collected and invented by the Grey Dragon of Stoneport

Items common and Extraordinary Throughout my travels in the many realms of the cosmos, I have discovered many -- more perhaps than my fair share -- of the treasures it holds. I present here a catalogue of those which I found most impressive, as well as those which I myself crafted, and of which I am most proud. Each one has a story, to which you may add your own page in the future... For the right price, of course... ~Alek Sorhannon, the Grey Dragon of Stoneport Abacus Ring ring, uncommon This ring consists of two circles of gold, joined by several silver rods. Each rod is dotted with tiny multicolored jewelry beads, which slide up and down its length. While you wear this ring, you have advantage on Intelligence checks involving numbers. If you prepare spells at the end of each long rest, you can prepare one additional first level spell. If you remove this ring while a spell is prepared in this way, you must choose one prepared spell of first level to forget until the next time you prepare spells. Alek's Lore "There was a time, near the end of my adventures in the prime material, when I was uncertain of the consequences were I to slay Thal'karsh, whose pact magic was, at that time, preserving my very life. One of the possible outcomes were I to survive would be the loss of all my warlock powers. Since I would likely retain my knowledge of the arcane (and was unwilling to release my grasp on magic altogether) it seemed to me that I would have to start over 'from scratch' as an apprentice wizard. This ring I crafted in preparation for that outcome. In the end, I didn't need it" Addletongue Venom Potion, rare (consumable) This flask of cloudy amber liquid contains an object hidden in the murk; a severed tongue with a nail driven through it. The liquid can be poured into food or drink, and will maintain its potency even if the food is cooked. A creature who consumes the venom is affected immediately, but feels nothing unusual. For the duration of 24 hours, each time the creature knowingly tells a lie it must make a charisma saving throw. On a failure, it instead speaks the truth. Each time the creature fails this saving throw, its charisma score decreases by 1. When this effect reduces a creature’s charisma to 0, the creature becomes permanently incapacitated and incapable of speech. Greater restoration, heal or similar magic of 5th level or higher can restore the creature’s charisma score to normal. Alek's Lore "There are those, usually new to the art of subtlety, who will say that the art of deception is all about lying. I am of a different mind. Often the most damningly effective way to deceive someone is by careful application of the truth." Alek's Astonishing Aethercraft Vehicle, legendary (optional attunement) This large-sized craft has enough room inside to seat up to eight medium creatures and their gear comfortably. In the center of the interior space is a command console. A creature that is unfamiliar with the device must succeed on a DC 20 Intelligence (Investigation) check in order to learn the controls. On a failure, a creature may not attempt this check again until it increases its intelligence score by at least 2. Only one creature may operate the console at a time. A creature familiar with the device can use it to cast Teleport, as described below. The Aethercraft has AC 15 (20 while being operated), and 50 hit points. It is resistant to bludgeoning, piercing and slashing damage from nonmagical weapons. It has a fly speed of 50. If the Aethercraft is damaged, a creature familiar with the console can spend time repairing it. 1 hour of work restores 1 hit point. The Aethercraft can't teleport unless it has at least half of its hit points. If damage reduces the Aethercraft to 0 hit points, it is destroyed and its contents are scattered across the Astral Sea. When the Aethercraft teleports, it is not limited to locations on the same plane of existence. If there are nine or more creatures within the craft, the teleport automatically suffers a mishap. If the teleport suffers a mishap, the damage is applied only to the Aethercraft, not its passengers. Any location the Aethercraft has been before is considered very familiar for the purposes of the teleport spell. An object taken from a desired location within the last six months can be placed on the console to ensure an on-target arrival. The Aethercraft can teleport three times before it must recharge. For each eight uninterrupted hours of recharging, it can regain one use of teleport. Camouflage. A creature operating the console can use a bonus action to activate the Aethercraft's stealth systems, rendering it invisible. A creature who tries to enter its space feels a solid wall. If desired, this command can instead disguise the Aethercraft, causing it to take the form of an innocuous structure, such as a stone gatehouse or large wardrobe. The structure must include a door large enough for a medium creature to enter the craft. A creature can use its action to make a DC 15 investigation check to determine that the false shape, while solid, is not made of natural material. If the Aethercraft takes damage, this effect does not end, but the form of the camouflage cannot be changed until it is fully repaired. Access Key. The Aethercraft is paired with a companion object, a small golden key. This key must be inserted into the door to lock or unlock it. Otherwise, a creature with thieves’ tools must succeed on a DC 25 Dexterity check to unlock it.

If a creature becomes attuned to the key, they always know where the Aethercraft is, which plane it is on, and whether it has taken any damage. The attuned creature can use the key to cast scrying once per long rest, targeting the control console, and ignoring any planar restrictions. Alek's Lore "When the time came to finally 'face my demon', it occured to me that, should I perish, my companions would be trapped in the Nine Hells, unable to cast the spells necessary to return them home. Since only a fool would go to his death alone, I decided to create a way for them to safely return. And then I thought, if the thing is worth doing, it is worth overdoing." Alek's Magnetic Shield Armor (shield) very rare (requires attunement) While you hold this shield, you have resistance to lightning damage. In addition, spell attacks against you from sources that you can see have disadvantage as they arc around the shield's magnetic field, energizing it. Discharge. when you are missed by a melee weapon attack with a metal weapon, you can use your reaction to magnetize the shield. The attacker must succeed on a DC 16 Strength saving throw. On a failure, the attacker is disarmed and the weapon sticks to your shield. Once used, this ability cannot be used again until a spell attack is made against you while you hold the shield, or you magnetize the shield as part of a short rest. Alek's Lore "Ha! By the gods, weren't they surprised!" Alek's trunk of sharing Wondrous item, Rare Each creature who opens this miniature trunk perceives a unique interior space which can hold up to 60 cubic feet of cargo. When the trunk is closed, the items placed in it are shunted to a unique demiplane for storage. When the same creature opens the trunk again, it sees and can retrieve only the items it placed there. This trunk can store items for an unlimited number of users. If the correct activation phrase is spoken, a creature can open a shared interior space which can hold up to 120 cubic feet of cargo. Any creature who opens this compartment can place and retrieve items there. Any additional trunks of this kind created by the same magic user share the same interior spaces. A creature who stores an object in a trunk in Neverwinter can retrieve the object from a trunk in Baldur's Gate, provided both trunks were created by the same magic user and are on the same plane of existence. Alek's Lore "Honestly, once the idea occured to me it seemed almost silly that nobody had thought of it before." Amber Knot Wondrous item, rare (requires attunement by a druid or ranger) This strange pendant is made of living wood. It drips yellow sap constantly. While attuned to this pendant, you are considered proficient in the nature skill. If you were already proficient, then you gain double proficiency in that skill. When you cast barkskin on yourself, you can make a Wisdom (nature) check. On a 17 or higher, your AC cannot be less than 18 for the duration of the spell. On a 15 or higher, your AC cannot be less than 17 for the duration of the spell. On a 14 or below, the spell affects you normally. In addition, when barkskin's effects end on you for any reason, you regain 1d6 hit points immediately. Axom’s Trunk of Keeping Wondrous item, very rare (requires attunement) This ornate wooden sea chest is constructed from the wood of a willow tree that grew near a thin place, where the material world borders the ethereal plane. The fittings are of platinum mined from the fossil remains of a dead god, adrift in the astral sea. The chest is five feet wide, three feet tall, and three feet deep, and can hold up to 50 cubic feet of cargo. Sight Unseen. When you attune to this chest you must spend one hour touching it while it is open. It then becomes undetectable to all creatures other than you, including creatures with truesight. A creature who touches the chest but isn’t aware of it rationalizes this in their own mind, filling the chest’s space with a rock, fallen log or other obstacle appropriate to the terrain. Divination magic, such as locate object or scrying can’t detect the chest, nor any of its contents, unless it is cast at or above 7th level. Casting locate object to find simply 'a chest' does not reveal it. Optionally, you can list up to ten creatures when you attune to this item. These creatures can also see the chest. You can spend one minute touching the chest to add or remove creatures from the list. Sound Unheard. When you attune to the chest you also speak a password. From that point onward, the chest cannot be opened by anyone or by any means unless the password is spoken within 30 feet of it. Dispel magic cast at 7th level or higher will suppress this property for one minute. If you break your attunement to the chest or die while attuned to it, it becomes visible and unlocks after 100 days. Its magic then goes dormant and it becomes visible until another creature attunes to it. Baba Yaga's Lantern Wondrous item, very rare From dusk til dawn, this skull-shaped hooded lantern casts a 60 ft. cone of bright blue-green light. You can use an action to open or close the hood, but nothing can extinguish the flames except daylight. Once per night, you can use the lantern to cast scorching ray as a 6th level spell with +7 to hit, targeting creatures within the cone of light. Bardleaf Tonic Potion, rare (consumable) This silvery tincture hums very faintly with the sound of distant, airy string music. When you drink it, you gain 7 inspiration dice which are d6’s. These dice last for one hour.

Any time you make an attack roll, ability check or saving throw during the duration, but before the results of the check are determined, you may roll one of these inspiration dice and add the result to the total. At the end of one hour, roll any inspiration dice that remain. You regain lost hit points equal to the result. Band of Linked Life ring, very rare (requires attunement by a ranger) This black metal ring is inscribed with patterns of gold chain links. While you wear it, your Companion Beast gains the passive bonuses and abilities granted by one other magic item you wear. This item doesn’t allow the beast to cast spells, read and write, or use complex tools or weapons. For example, the beast could not benefit from a necklace of prayer beads, Flametongue or spell scroll, but it could benefit from a cloak of the manta ray, boots of water walking, or ring of regeneration. Blades of Exploitation Weapon (shortsword or scimitar), uncommon These blades are always found as a matched pair. While wielding both, you gain an extra benefit when attacking with advantage. When you use Two-weapon fighting with these blades and have advantage on one or more attacks and do not have disadvantage on any attacks, you may roll all of the attack dice at once and take the two highest as your attack rolls. Attacks made this way happen simultaneously and must all have the same target. Bone of Contention Wondrous item, rare (consumable) This small animal bone, usually a rib or femur, must be inscribed with secret runes that invoke the true name of a creature that speaks at least one language. The bone must then be snapped in half. If the named creature is within one mile at the time the bone snaps, the creature is cursed. While cursed in this way, the creature becomes contrary and disagreeable. It makes all Charisma skill checks at disadvantage for the duration. The bone does not make the creature violent (unless it is already inclined to violence), but it might make other creatures hostile to it if their disagreement becomes heated. At the end of each 24 hours after the curse begins, the creature can make a DC 16 Wisdom saving throw. On a success, the curse ends. Book of Many Places Wondrous item, very rare The hardened leather cover of this tome is emblazoned with a projection of a globe criss-crossed with many lines and arcs. When found, the book has 10d10 pages, of which 1d10 are already filled. The DM chooses what is on these pages. A filled page contains information about a specific location, including latitude, longitude, altitude, plane, etc. As an action, you can tear a page from the book to teleport yourself, and up to eight willing creatures within 30 feet of you, to the location described on that page. Anything you are wearing or carrying is also teleported. The page is destroyed in the process. You can spend one hour and 25g worth of magical ink performing a ritual to inscribe your current location onto an empty page of the book, if any remain. You must stay in the same location for the entire duration of the ritual. If the target location is one that can move, such as a ship or a floating island, the page has a 5% chance to instead teleport you to a random location on the same plane as the target when the page is torn out. If multiple pages are torn out at once, each creature teleported ends up in a location randomly selected from the pages torn out. Once all the pages have been torn out, the book crumbles into dust and is destroyed. Bottled Vitality Potion, very rare (consumable) This effervescent green fluid has an electric aftertaste. You can drink this potion as an action and instantly gain the effects of a long rest. This potion has no effect on constructs or undead. Addictive. When you drink this potion, you are afflicted by vital addiction. Every 24 hours you must make a DC 20 Constitution saving throw. On a failure, you gain the poisoned condition for 24 hours. After three successes, the effect ends. The poisoned condition from this effect can be prevented by drinking another Bottled Vitality, but each one you drink after the first increases the DC of the Constitution saving throw by 1. Greater restoration or similar magic can end this effect. Bow of the Stag Magic Weapon (Longbow), Legendary (requires attunement) This magic wooden bow grants +2 to attack and damage rolls you make with it. As a bonus action you can speak the command word to transform the bow into an ornately carved stick. Until you use a bonus action to speak the command word again, the bow cannot be fired and appears as a simple stick to divination spells such as detect magic. Replenishment. If you draw any natural twig or branch of sufficient length across the bow as if it were an arrow, it is magically transformed into an arrow when released. Spellcasting. You can use this bow to cast hunter's mark twice per day as a 1st level spell. Soulbinding. You cannot be disarmed of this weapon against your will while conscious, except by magic. If this weapon is taken from you, then after 1d4 days it will disappear from wherever it is, as long as it is on the same plane as you. Once this happens, you can find the ornately carved stick growing from a living tree in the nearest forest. You need not make any ability check to find it, and you recognize it immediately when you see it. To anyone else, it appears to be a normal tree branch. If you leave the area without it, the bow will reappear each day at dawn on a tree in the forest closest to you. Canteen of Secrets Wondrous item, rare This plain canteen appears time-worn, with frayed leather and dented rivets. A creature can whisper one secret that only it knows into the canteen, such as its true name, the location where a treasure is buried, or the formula for an experimental spell. Each time a new secret is whispered into the canteen, any previous secrets are lost.

Once a secret is in the canteen, no creature can learn the secret unless it drinks from the canteen. To learn the secret this way, the drinker must speak at least one language. If it hears or reads the secret without drinking, it immediately forgets what it learned. Chromatic Crossbow Weapon (any crossbow), very rare (requires attunement) This strange weapon consists of a wood stock and composite bow, bedecked with strange copper tubes, instruments and dials. Emanating from the tip is a strange funnel-shaped attachment aligned to the direction of fire. A vortex of invisible energy swirls about this funnel, propelling quarrels at unnatural speed. You gain a +1 bonus to the attack and damage rolls of ranged attacks made with this weapon. Elemental Siphon. Whenever you take one of acid, cold, fire, or lightning damage while holding this crossbow, you can use your reaction to absorb some of the incoming energy, siphoning it into the funnel. Roll 4d6 and subtract the result from the damage taken. You then gain an additional +2 bonus to the attack and damage rolls of the next ranged attack roll you make with this weapon as it glows and hums with energy. Firing the crossbow in this state creates a loud report, like a crackle of lightning. If the attack hits, you deal extra damage to the target of the same type and amount you absorbed. Collar of the Wild Hunt Wondrous Item, rare (requires attunement by a ranger) This thick green leather collar is stamped with motifs of hoof and paw prints, surrounded by intricate gold filigree. While you are attuned to the collar it can be worn by a beast that benefits from your Companion’s Bond. While wearing this collar, the beast’s AC is equal to your AC. Harry the prey. When the beast wearing this collar hits a creature with a melee attack, it can use a bonus action to distract the target. The target must succeed on a DC 13 Wisdom saving throw. On a failure, the target grants advantage to the next weapon attack you make against it before the end of your next turn. Colossus Slayer's Gloves gloves, rare (requires attunement) These gloves are constructed of scaly leather and fitted with small hooked barbs. While wearing them, you have advantage on Strength(athletics) and Dexterityt(acrobatics) checks to climb creatures at least one size larger than you, as long as you have at least one free hand. In addition, you have advantage on any check or saving throw to avoid being disarmed. Compounder Weapon (any mace or hammer), rare (requires attunement) This mace or hammer is of solid, undecorated construction. Its striking surface seems to grow harder in response to pressure and heat. Attacks made with this weapon deal 1d4 extra bludgeoning damage. Each time you hit with a melee attack using this weapon, the extra damage increases by 1d4, to a maximum of 4d4. If you go one round without dealing damage using this weapon, its extra damage die is reset to 1d4. Cozy Crawler Wondrous item, rare This sleeping bag bears a strong resemblance to a large, fuzzy caterpillar. When you fall asleep inside the bag, it grows dozens of tiny legs and slowly crawls up the nearest vertical surface to the maximum height it can safely reach. There, it spins a sticky cocoon and attaches firmly to the most stable surface for the night and hides. While you are hidden in this way, creatures must succeed on a DC 20 Wisdom (perception) check to notice you. If there is no safe surface to climb within 30 feet, the bag doesn’t move or hide. When you awaken in the cocooned bag, it sprouts beautiful butterfly wings and gently floats to the ground. When it lands, the wings disappear in a cloud of colored dust. You can spend 10 feet of movement on your turn to exit the bag. When you do so, you appear prone in the nearest unoccupied space. Cursor Wondrous item, very rare This small crystal sphere is etched with a vertical pupil slit. You can spend one minute staring through the crystal, aligning the pupil to point at a creature of your choice that you can see. The creature must remain in your line of sight for the entire minute, after which the sphere shifts onto the ethereal plane and vanishes, and the creature you pointed it at becomes cursed. While cursed in this way, the target feels a constant sense of confusion and dread. The target also has disadvantage on ability checks and saving throws and gains no benefit from taking a short rest. The sphere remains on the ethereal plane, copying the movements of the target so that it is always in the same relative position. It passes through walls and objects unhindered. Only a creature with truesight can see the sphere. A creature that can see the sphere and is not cursed by it can attempt to wrest control of it. To do so, you must make a Charisma check. On a roll of 20 or higher, the sphere shifts to whatever plane the check was made from and goes inert until activated again. On a roll of 15 or higher, you wrest control of the sphere and must aim it at a new target that you can see from your current position. If you move, or if you fail to choose a new target within six seconds, the current target remains cursed. You must attempt the check again if you still wish to control the sphere. On a 14 or lower, the current target remains cursed and you take 4d10 psychic damage as the sphere rejects your attempts to control it. Dagger of the Grey Dragon Dagger, legendary (requires attunement by a warlock) This unusual Dagger has a grip as long as its blade. While wielding it, you gain a +2 bonus to the spell attack rolls and spell save DC of your Warlock spells. In addition, you can regain one Warlock spell slot as an action while holding the Dagger. You can't use this property again until you finish a long rest. Vestige of the snake. This dagger's bronze handle is patterned with tessellated scales, and functions as an immovable rod. Blessing of Thal'karsh. When you reduce a creature afflicted by your hex to 0 hit points with a melee weapon attack using this Dagger, you may collect its soul and trap it within a gem worth at least 1000 gold pieces. You can telepathically communicate with souls that you trap this way.

Soulbinding. You cannot be disarmed of this weapon against your will while conscious, except by magic. While this dagger is out of your possession, if you reduce a creature affected by your hex to 0 hit points you can use an action on a subsequent turn to place your fist over the mortal wound and draw it away. When you do, this dagger appears from your hand as if you pulled it from the creature's body, killing the creature outright and destroying its soul. Once wielded by the Demon Prince ascendant, Alek Sorhannon, the Grey Dragon of Stoneport and slayer of Thal'karsh. Dowsing Rod Wondrous item, common This unusual forked stick can purportedly locate objects that the holder desires. While holding it, you can spend 10 minutes walking in a spiral to learn the distance and direction to the nearest source of fresh water. Dragoon Lance Weapon (any two-handed weapon with reach 10), rare (requires attunement) This graceful polearm is embossed with feathery wings, enameled in sky blue. When you take the Attack action using this weapon, you can make a great leap to a maximum height and distance of 30 ft. as part one of your attacks. You must land in an unoccupied space within 10 feet of the target. If the attack hits, the target takes 1d6 extra damage of the weapon’s type for each 10 feet of vertical distance you fell before attacking. You take no fall damage from this leap as long as you land at or above the level where you started your jump. Spellcasting. You can use this weapon to cast Jump once per day, targeting yourself. Dreamcatcher Wondrous item, uncommon This circular charm of woven string is decorated with polished beads and the feathers of a raptor, such as an owl or falcon. It is said to protect the sleeper from spiritual attack. While you wear it or keep it near your bed, you have resistance to psychic damage inflicted by the dream spell. If you hang it in an open window, incorporeal fiends, fey and undead cannot pass through that window unless they first take corporeal form and climb through. Elixir of Grace Potion (consumable), rare This elixir is encased in a slender vial emblazoned with images of swans in perfect symmetry. For one hour after drinking this potion, any time you make a Dexterity check or Dexterity saving throw and don't like the result, you can instead treat the roll as a natural 15. Ethereal Lock and Key Wondrous Item, very rare This ornate spectral lock can be placed on a door, chest, or other opening that has a fitting for a padlock. Once locked, it vanishes and can only be perceived by a creature with truesight, or by a viewer on the ethereal plane (such as a wizard under the effects of blink). Any other creature will see an unlocked door or chest that they mysteriously cannot open. The lock can only be opened by a creature who can perceive it, either by inserting its counterpart key, or succeeding on a DC 19 Dexterity(thieves’ tools) check. The lock counts as a 9th level arcane lock for the purposes of spells such as knock and dispel magic. Facsimilimb Wondrous item, very rare (requires attunement) This pouch of waxy brown paper contains a lump of bright pink fleshy material. A creature that is missing a limb can spend one hour bandaging the substance to the stump of one severed limb. Regardless of how long ago the limb was severed, the lump will integrate itself into the creature’s flesh over the next 24 hours, forming a perfect, functional replacement limb. The new limb can move, feel, and carry as if the limb had never been severed at all, but retains its unpleasant pink color and rubbery texture. Once attached, the limb is part of the creature’s body and cannot be removed without harming its wearer. The attunement slot used to attune to this item can’t be used to attune to another item while the limb is attached. Curse. When found, the Facsimilimb has a 5% chance of being cursed. A cursed Facsimilimb is exactly like a normal one, but it is possessed by a mischievous spirit and can act on its own if the wearer doesn’t deliberately prevent it, such as when the wearer is asleep or distracted. Flippant Coin Wondrous item, uncommon This silver coin appears unremarkable at a glance. When you use an action to flip the coin into the air and call “heads” or “tails”, you can choose up to five creatures that you can see. Each target must make a DC 15 Wisdom saving throw. On a failure, the target believes you accurately called out whichever side landed face up. On a success, the target knows which side you actually called. Fountain Pen Wondrous item, rare This item appears to be an unassuming but well-crafted fountain pen. In a secret compartment, it contains a tiny shard of an Astral gemstone. When you use an action to strike the point of the pen into a solid wall, floor, or ceiling, it sticks there, buried about 3 inches deep. The buried end then teleports up to 1 mile in the direction it is pointing. It appears sticking out of a wall, floor or ceiling in the next open space that it reaches, as long as the space measures at least 1 foot in each direction. The two ends of the pen remain pointed along the same axis, connected by a thread of the weave, so that they form a portal between the two spaces. The interior space of the portal is 1 foot in length, regardless of how far the pen teleported. Any fluid that passes into one end passes out the other. Air moves through it easily, water pours at up to 10 gallons per round, and oil at up to 5 gallons per round, depending on the gravity and pressure at both ends. If a damaging substance, such as acid or lava passes through the pen, it takes 1 point of damage for each round it remains in contact. After it takes 10 points of damage, it is destroyed and the thread closes, stopping all flow between the two. Objects that pass in between the two ends of the portal (but not through it) while they are active are unaffected by the pen.

You can use an action to deactivate the pen and remove it from the wall if you are within 5 feet of either end of it. If the pen is currently emitting a harmful substance, you may be asked by the DM to make an appropriate saving throw to get close enough to touch it. Glaive of the Cyclone Weapon (glaive), rare (requires attunement) This ornate glaive is preternaturally balanced, with a specially constructed hand grip. When you take the attack action, but before you make any attack rolls, you can choose to activate this weapon’s power. You must wield the glaive in both hands to gain this benefit. While it is activated, each time you attack and hit with this weapon on your turn you can make another attack. You can continue making attacks in this way until you miss, make an attack with any other weapon, or you have made 5 successful attacks. You cannot apply any ability score modifier to the damage you deal when attacking this way. If you hit with all five attacks, each creature within 10 feet of where you made the 5th attack must succeed on a DC 15 strength saving throw or be knocked prone as gale-force winds blast outward. If you activate this power and hit with less than five attacks with this weapon, you cannot activate it again until you finish a short or long rest. Gutripper Weapon (dagger), rare This cruelly serrated dagger has a hooked point for slicing through skin and muscle. You have a +1 bonus to attack and damage rolls with this dagger. When you critically hit with this weapon, you leave the target with a gaping wound to its vitals. A target wounded in this way is afflicted with the poisoned condition until it regains hit points from a magical effect or spell. This wound has no effect on undead or constructs, but ignores other immunities to the poisoned condition. For each hour that the creature does not receive magical healing, it loses one hit die. If the creature loses its last hit die in this way, it dies. Hadbar's Ricocheting Repeater Weapon (any crossbow or firearm), uncommon (requires attunement) This ornately tooled repeater never jams and never needs reloading, but has a persistent rattle as if there was a dislodged screw somewhere inside. You have a +1 bonus to attack and damage rolls you make with it. Ricochet. When you hit with an attack using this weapon and roll a natural 1 on all of the weapon’s damage dice, the projectile ricochets. Make a second attack roll against a different enemy within 10 feet of the target. This second attack is made with disadvantage. It requires no additional action and doesn’t count against the number of attacks you can make on your turn. There is no limit to how many times a projectile can ricochet, as long as the above conditions are met. Holy Hand Grenade Weapon (explosive), rare (consumable) This complex device consists of an explosive charge surrounded by a reservoir of holy water, encased in a fragmenting shell of silvered pellets. When it explodes, the Holy water and silver pellets spray out in a burst of radiance. You can use an action to throw this grenade at a point within 60 ft. The grenade then explodes. Creatures within a 20 ft. radius of the grenade must make a DC 15 Dexterity saving throw. A creature takes 5d6 piercing damage and 2d6 radiant damage on a failure, and half as much damage on a success. The piercing damage is treated as if dealt by a silvered weapon. Indomitable Magic weapon (Greataxe), legendary (requires attunement) This unique axe haft has a special receptivity to magic, and requires two free attunement slots to be attuned. You can attach up to two magical axe blades to the end of the axe to gain their benefits. Only one benefit may be used on each attack roll. To use the other magical axe blade, you can flip the axe over between attacks, no action required. Soulbinding. You cannot be disarmed of this weapon against your will while conscious, except by magic. When Indomitable is not in your hand, you can speak the command phrase 'come to Mama', and the axe will fly to your hand along the most expedient path possible, from wherever it is, as long as it is on the same plane as you. A creature holding the axe when the command word is spoken may make a DC 15 strength check to attempt to keep its grip. On a success, the axe still flies to you, bringing the creature with it. The axe will break through walls, doors, solid rock or any other unavoidable barrier as quickly as it can. It may be slowed, but it cannot be stopped. When spells are cast to block the axe from moving, fate seems to intervene and the axe finds a fortuitous new route to you. When unhindered by obstacles, the axe flies with a speed of 500. It flies at half speed with a creature attached, and breaks through walls and doors by attacking until they are destroyed. Anyone other than you who holds the axe hears a constant roar of rage, which never seems to draw breath. Once wielded by the famed dragonslayer, Nadja Stoneside. Liquid Leyline Potion, very rare (consumable) This cooling blue liquid has a minty aftertaste. If you spend one hour sipping it as part of a short rest, you can roll one of your remaining hit dice and regain expended spell slots instead of hit points. The combined level of spell slots you regain can’t exceed the result of the roll, and the spell slots must be of a level you can cast. For example, if you roll a 3 you can regain one third-level spell slot, or one first-level and one second-level spell slot, or three first-level spell slots. Once you benefit from Liquid Leyline, you can't do so again until you finish a long rest. Lockpick of Isolation Wondrous item, very rare This set of thieves’ tools is beautifully wrought of mithril and inlaid with gold. You have a +2 bonus to any Dexterity(thieves’ tools) check you make with it. Isolation. A lock, trap, or other device that is opened or disabled with this tool returns to its original state after one hour. An unlocked door closes and locks itself, a padlock snaps shut, a disarmed trap reactivates, and so on. If any part of the mechanism is broken or missing, this effect fails. If you attempt to use this tool to re-open a lock or disarm a trap that was reactivated in this way, you can choose to automatically succeed.

Mageguard Belt Wondrous item (waist), rare While you wear this ornate cloth belt, your magical defenses are empowered with arcane force. The belt has 5 charges. When you cast barkskin, shield of faith, mage armor, or shield, you can spend up to 3 charges to gain a bonus to your AC equal to the number of charges spent for the duration of the spell. The belt regains 1d4+1 expended charges each day at dawn. Magekiller blade Weapon (any sword) very rare This strange weapon has been constructed to project a barely-perceptible anti-magic field along the length of the blade. It extends out of the blades surface only a few millimeters on the broad side, and about an inch along the edges and tip. Because of this, this weapon cannot be attuned. It confers no bonus to attack or damage, nor can it be affected by spells that target a weapon, such as a Paladin's Divine Smite, but has a few interesting properties that may be exploited to great benefit of the wielder. This weapon deals an extra 1d8 force damage to constructs, animated objects and undead. Attacks with it ignore damage resistance or immunity granted by a spell or magical effect. Attacks with this weapon ignore magical bonuses to AC such as from the mage armor, shield, and barkskin spells, and the magical AC bonuses of enchanted armor and shields. For example, the normal AC bonus of +1 magical plate armor would still apply, but the +1 magical bonus would be ignored. It’s up to the DM to decide whether a given bonus to AC is magical. If this weapon is placed in a bag of holding or similar container, the blade rips through the fabric of the bag and destroys it, scattering its contents (except the sword itself) into the Astral sea. If the weapon is placed in a magical sheath or scabbard, the magic of that item is suppressed until the sword is removed. While you hold this sword you can attempt to slash at incoming magical projectiles. When you are hit by a ranged spell attack, you can use your reaction to make an attack against the spell save DC of the caster. On a hit, roll this weapon's damage and subtract the result from the incoming spell's damage. Maneater Weapon (Longsword), uncommon (requires attunement) This sword appears ancient and battle-worn, yet even the gentlest brush against the blade draws blood. The pommel is carved in the shape of a closed eye. When you use a bonus action to speak the true name of a creature you can see into the eye on this sword's pommel, the carving opens and turns a baleful gaze on the creature you named. You are empowered with ferocious vengeance against them. For one minute, you have a +2 bonus to attack and damage rolls against the named creature with this weapon. In addition, you treat rolls of 18, 19 and 20 as critical hits against that creature and roll one additional damage die for critical hits against it. Once activated, this power cannot be used again until you finish a short or long rest. Mirror Drops potion, rare (consumable) This tiny crystal flask includes a glass dropper. It contains 6 drops of silvery liquid. A creature can spend one minute to carefully squeeze 1 drop into each eye. The creature’s eyes then become mirrored for one hour. For the duration, the creature has advantage on Charisma (deception) checks. In addition, the creature cannot be blinded unless its eyes are removed, and it is immune to all effects that require eye contact, such as a medusa’s Petrifying Gaze. Necklace of Constellations Wondrous item, very rare (requires attunement) This gold necklace is made of intricately interconnected golden threads. Wherever two threads meet, a diamond is set to resemble a star in a familiar constellation. While attuned to this necklace, you can see the stars of the major constellations burning even in the daytime sky. If you are in an enclosed space and the ceiling is hidden in darkness, you see soft, distant points of light marking the positions of the stars. Because of this, you can always find North. If you can cast divination spells such as augury or commune with nature, this necklace allows you to cast them repeatedly without getting random results, as long as you can see the constellations when you cast them. Spellcasting. This necklace has 9 charges, which you can use to cast the following spells. Light (1 charge), dancing lights (1 charge), moon beam (2 charges), melf's minute meteors (3 charges), find the path (6 charges), meteor swarm (9 charges). This item regains 1 charge each day at dawn. If all charges are expended, roll a d20. On a roll of 1, the necklace disintegrates into pure starlight and is destroyed, dealing 8d6 radiant damage to creatures in a 20 foot radius, including the wearer. Necklace of Unstoppable rage Wondrous item, very rare (requires attunement by a barbarian) Made of vertebrae and teeth strung like beads, this necklace empowers you with raging momentum. This item has 3 charges. When you fail a saving throw against a magical spell or effect while raging, you can spend one charge to roll 1d12, subtracting the result from your current hit points and adding the same number to the saving throw. The necklace regains 1d4-1 charges each day at dawn. While you are raging, your walking speed can't be less than 30 feet unless you are restrained. Pendant of Seven Frogs Wondrous item, rare This elegant gold necklace is adorned with seven colored gemstones in the shape of tiny frogs. While wearing the necklace, you can use an action to pull off one frog to produce one of the following effects. Once used, the frog disappears. Red. The next creature that hits you with a melee attack immediately takes 5d6 poison damage. Orange. You cast jump on yourself.

Yellow. You cast water breathing on yourself and all allies within five feet of you. The duration of this casting is 48 hours, and it requires no material components. Green. You cast polymorph on yourself. Roll 1d100. On a 1-99, you turn into a giant frog. On 100, you transform into a froghemoth. This spell lasts one hour and doesn't require concentration. Blue. You gain a swim speed of 50 feet for one hour. If your swim speed is already 50 or higher, increase it by 25 for one hour. Indigo. You summon 1d6 giant frogs. They regard you as an ally and obey your commands for one hour, after which they behave based on how well you treated them. Each frog lasts until it drops to 0 hit points or is dispelled. Violet. Your tongue becomes elongated and sticky. You gain a natural weapon which lasts one hour, which you can use in place of any of your normal attacks. Once all seven frogs are used, seven gems worth at least 50g each can be affixed in place of the frogs. The necklace then becomes a nonmagical treasure whose worth is equal to 500 gold pieces + the combined price of the gems added. Buyers will offer considerably less if the settings are empty. Tongue: Melee weapon attack, +7 to hit, Reach 10 ft., one target. Hit: 2d4+5 bludgeoning damage, and if the target is medium or smaller, it is pulled to an unoccupied space within 5 feet of you and is grappled. The DC to escape this grapple is 15. Until the grapple ends, you can't use this attack again. Pendant of the Geometer Wondrous item, very rare (requires attunement) This pendant is formed of shapes that seem to warp and twist as you look at them. Whileyou wear it, your ranged spell attacks can alter their trajectory in mid-flight, allowing you to fire around corners, through narrow openings, or even up a spiral staircase. Your ranged spell attacks ignore all cover. The range of the spell attack is reduced by 10 ft. for each turn it takes in flight. Geometrician. When you cast a spell that affects an area, you can change the shape of the spell in one of the following ways. Flatten. You can reduce one dimension of the shape to 5 ft., turning a cube into a square, a sphere into a disc, a cone into a triangle, or a cylinder into either a disc or square. Morph. You can change a spell from one shape to another. The diameter of the spell remains the same. For example, a 20 ft. radius sphere would become a 40 ft. wide cube. This effect fails if the spell’s original shape is a line or wall. Bend. If the spell is a line, you can change it into a wall of the same length. You can change the wall's shape, but you must subtract 5 feet of length each time the wall changes direction. When an area spell is cast that includes you as a target, you can make an ability check using your spellcasting ability to use one of the above options to reshape the spell. The DC for this check is equal to 10 + the spell's level. Once you use this item to alter an area spell's shape, you can't use it to do so again until you finish a long rest. Phalanx Shield Armor (shield), rare This shield is constructed of interlocking plates which can be extended out to either side. While you hold it, you gain a magical +1 bonus to AC. As a bonus action on your turn, you can extend the shield to protect an adjacent ally who isn’t holding a shield of their own. One ally within 5 feet of you that you choose gains your shield’s bonus to their AC as if they were holding it until the beginning of your next turn. They lose this benefit if you are separated by more than 5 feet, if either of you fall prone, or if either of you are incapacitated. Potion of Rapid Growth Potion, Very rare When you drink this softly glowing red concoction, it causes painful tension to spread through your body. You immediately gain one level of exhaustion, which lasts three days, regardless of any rest you take. If you gain a level that grants an Ability Score Increase during the duration, you must select only one ability to increase. You increase the chosen ability score by 3 instead of 2, up to a maximum of 23. Once you benefit from a Potion of Rapid Growth, you cannot do so again for one year. Restorative Draught Potion, rare (consumable) This aromatic pink liquid has a spicy aftertaste. If you spend one hour sipping it as part of a short rest, you automatically regain the maximum number of hit points from any hit dice you roll at the end of that short rest. Ring of Death Delayed Ring, rare (requires attunement) This silver ring is adorned with an emblem of a skull. When you take damage, you can use your reaction to activate the ring. When you do so, the skull emblem splits and the two halves revolve away from each other along the ring’s circumference. Roll a d20. On a result of 2-20, the triggering damage doesn’t affect you, and is instead transferred into the ring. On a 1, or If you attempt to remove the ring while it has damage stored, the skull halves snap back together and the ring deals necrotic damage to you equal to the total damage it has stored, reducing its pool of damage to 0. This damage ignores resistance, and cannot be avoided or reduced in any way except total immunity to necrotic damage. There is no limit to how much damage the ring can store. Dispersal. A group of willing creatures can participate in a ritual to remove damage from the ring. You must spend 10 minutes and 100gp to perform the ritual. When the ritual is complete, the necrotic damage is split among the participants.

Robe of the Willow Robe, rare (requires attunement by a spellcaster) This emerald green hooded robe is adorned with swirls and repeating patterns in gold thread. The hem is cut and shaped to give the appearance of willow leaves brushing the ground. While you wear this robe, your spell save DC and spell attack bonus are both increased by 1. Guise of the Willow. When you hide in foliage ot tall grass, you can spend a bonus action to become invisible until you make an attack, cast a spell, or move 5 or more feet. Rocket-heel Boots Boots, Rare (requires attunement) These odd copper boots have 4 charges and regain 1d4 spent charges each day at dawn. You can spend charges to activate the following effects. Maneuvering Jets (1 charge) You click the toes together as a bonus action to increase your movement speed by 10 feet for 1 minute. If you click the toes together again, the effect ends. Rocket Boost (2 charges) You click the heels together as an action to activate a rocket boost. When you activate this effect, you immediately move your speed in a straight line in a direction of your choosing (including up or down). Any creature in your path must make a DC 15 dexterity saving throw, taking 2d8 fire damage and falling prone on a failed save, and taking half as much damage on a successful one. If you end this movement in another creature's space, that creature must also make this saving throw and is pushed ten feet away from you, regardless of the result. Obstacles. If your movement takes you into the space of a heavy or secured object, or a creature of huge size or larger, you stop five feet short of entering their space, taking 1d6 bludgeoning damage for each 10 feet you traveled. If the obstacle is a creature, it must make a DC 15 Dexterity saving throw or take the same damage. You then land prone. The boots are not maneuverable enough to avoid a creature by passing between its legs, though you may attempt to aim between them from the outset, at the DM's discretion. A creature along the trajectory that is avoided in this way is not subject to the fire damage, nor is it knocked prone. Rod of the Iron Tower Rod, very rare (requires attunement by a warlock) This iron rod is tapered to a dull point. A gold ring is welded around it, halfway up its length. It is hot to the touch, and red and purple flames faintly glow over the wide end when in shadow. When you use this rod as a spellcasting focus, you gain a +1 bonus to the spell attack and spell save DC of your warlock spells. As an action, you can activate the rod to regain all of your expended warlock spell slots. When you do so, you can choose to spend one of the spell slots to cast shield as part of the same action. When cast this way, the spell has a duration of 1 minute. Once used, this feature can’t be used again until you finish a long rest. Schrodinger’s Catch Wondrous item, unique (requires attunement) This strange brooch is worked in the shape of a tiny silver cat. When found, it has 1d8+1 charges. Roll a secret d20 the first time each day that you are reduced to 0 hit points. You roll this die by placing it in an opaque cup or bowl, shaking it, and then swiftly placing it upside-down on a level surface so that the die is hidden inside and no one knows the result. When you would die from a failed death saving throw, you can spend one charge from this item to instead lift the cup and view the die without touching it. If the result is 1-9, you die. If it is 10-19, you regain one hit point and gain one level of exhaustion. On a 20, you regain half your total hit points and suffer no other ill effects. Once all the charges are used, the catch vanishes and its attunement is broken. It will turn up again somewhere in the cosmos 1d100 years earlier. Scrapping Paper Wonderous Item, rare (consumable) A favorite tool of career criminals, this kit contains a pot of powdered cement, imbued water, and a single drop of sovereign glue in a glass dropper. When combined with ordinary paper, the kit makes enough Papier-mâché to completely cover one object of large size, four objects of medium size, or eight objects of small size. Covering an object takes time; fifteen minutes per small object, and an additional fifteen minutes for each increase in size category. The task can be done quickly with help from other intelligent creatures. Divide the total time by the number of creatures working. Only an inanimate object can be covered this way. Since the solution contains sovereign glue, it can’t be stored for future use once mixed, unless one drop of oil of slipperiness is added. Once an object is completely covered, it instantly shrinks to 1/12th it’s original height and can be picked up and carried or stowed in a pocket or bag. The object returns to its original size and weight if the Papier-mâché casing is torn or punctured. Spirit Board Wondrous item, very rare This board is ornately decorated and inscribed with the letters of the common script. A planchette with a lens is affixed to it by a golden string. Two or more creatures that touch the planchette can attempt to cast speak with dead targeting a creature whose name they all know. This casting does not require the target's remains to be present. Curse. Each time the Spirit Board is used, there is a 10% chance that it will summon a creature other than the one desired. The DM rolls a secret d8 or chooses from one of the following, or a different extraplanar entity of the DM’s choice. A confused lemure An aspect of Asmodeus, looking to make a deal 1d6 mischievous smoke mephits A murderous shadow demon A horned devil with a bad hangover A hostile efreet with a flame tongue A suave and calculating rakshasa A friendly genie looking to grant a wish

Once this occurs, the spirit board loses its magical properties and becomes an art object worth 50 gp. Staff of the Firebender Staff, legendary (requires attunement by a monk) This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to the attack and damage rolls you make with it. The staff has ten charges. When you hit with a melee attack using it, you can expend up to three of its charges. For each charge you expend, the target takes an extra 1d6 fire damage. Spellcasting. While you hold this staff, you can use an action and spend three of its charges to cast one of the following spells: burning hands (3rd level version), fireball, aganazzar's scorcher (3rd level version). The staff regains 1d6+4 expended charges daily at dawn. Soulbinding. You cannot be disarmed of this weapon against your will while conscious, except by magic. While this staff is not in your possession, you can spend one hour meditating on it. This can be done as part of a short or long rest. After finishing this meditation, you can use an action at any time to draw the staff from any source of flame as long as you are on the same plane of existence. The staff appears as if made anew from the flames. Once wielded by Michael Thistledown, prime minister of Stoneport. Structural Fatigue Emitter Wand, rare This wand consists of a long, thin, silvery metal shaft with a hand grip at one end and a small spherical nodule at the other. Spaced evenly along the shaft between these are 11 golden metal disks a few inches wide, which taper toward the nodule. As an action, you can use this wand to cause a 5 ft cube of solid metal, stone, earth or wood to undergo nonlinear catastrophic structural exasperation. The next time a creature or object interacts with the affected area (such as by walking on an affected floor or flipping an affected lever) the 5 ft cube of material instantly vaporizes and creates a massive explosion (as a 5th level fireball). Once it is used, the wand goes dormant and cannot be activated again for 1d4 days. Strumming Ring of the Siren Ring, legendary (requires attunement by a bard) This enchanted ring consists of overlapping plates of silvery metal which extend past the end of your finger. While you wear it, you gain a +2 bonus to your AC, and to the Spell Attack bonus and Spell save DC of your bard spells. When the ring is used to strum or beat a string or percussion instrument, you add this bonus to any Charisma(Performance) checks you make with it. Whenever a creature succeeds on an Intelligence, Wisdom, or Charisma saving throw against one of your bard spells, you can use your reaction to expend one bard spell slot and increase the save DC for that spell by an amount equal to the level of the spell slot you spend. The allure of this item is potent enough to affect objects. You can use this ring to spend 1 minute inscribing a mark on an object of small size or smaller that weighs less than 50 lbs. This mark is invisible to the naked eye, but visible under divination spells such as detect magic or truesight. You can have three active marks. When you inscribe a fourth mark, one other mark of your choice vanishes. You can erase any of your marks at will, as long as you and the object are on the same plane. You can use an action to summon onr marked object to your location. This ability fails if you and the object are not on the same plane. original concept by Kevin Daniels Switch Blade Weapon (dagger), rare (requires attunement) This small blade is decorated with mechanical patterns and cogs. It has a +1 bonus to attack and damage rolls you make with it. When you hit a construct with this weapon, it takes an additional 1d6 piercing damage and must succeed on a DC 13 Constitution saving throw or be stunned until the start of your next turn. You can use this dagger as a set of thieves’ tools that grants you advantage when attempting to disarm traps. The Heathen's Crusher Magic weapon (maul), very rare (requires attunement) This giant ivory maul fills your mind with screams of rage. You must succeed on a DC 20 constitution check to attune to this weapon. Each time you try and fail, you gain one level of exhaustion and lose the benefit of the short rest you spent attuning. Once attuned, you can spend a bonus action on your turn to empower the weapon. If you hit with an attack before the end of your next turn, that attack becomes an automatic critical hit. If you roll a natural 20 on an empowered attack and hit, you automatically do the maximum critical damage for that attack. Used by Speaker for the Dead Hallam Lagrange to strike down the beholder, Gazzox. The Librarian’s Monocle Wondrous item (eyewear), very rare (requires attunement) This ring of blue Adamantine encircles a cylindrical prism of obsidian glass. A thin gold chain connects it to a buttonhole, earing, or other fastener. While attuned to this item, you gain a +2 bonus to the spell attack rolls and saving throw DCs of spells you cast. In addition, you are immune to psychic damage, can read and write any language after studying an example of it for one hour, and have advantage on any saving throw to avoid being blinded. While wearing the monocle, you can make an attempt to use any spell scroll, ignoring class restrictions. When you read a scroll from another class, make an intelligence(Arcana) check with a DC equal to 10+the spell's level. On a success, a thin beam of indigo light shoots from the monocle and disintegrates the scroll, replicating its effects and casting the spell. When you cast the spell in this way, use Intellect as your spellcasting ability. On a failure the spell fails and the scroll is destroyed.

If this monocle is removed from a living wearer while it is attuned, the wearer's eye is torn out and the monocle shatters into dust and is destroyed. Worn by the Arcanoloth known only as 'The Librarian', taken by the warlock Alek Sorhannon in his quest to secure the dread Demonomicon. The Might of Heroes Magic weapon (Greataxe) legendary (attuned) This axe weighs 400 lbs. and cannot be attuned or effectively wielded by any creature with a strength score of less than 20. While attuned to the axe, any time you hit a creature with an attack using it you can use a bonus action to attempt a strength contest with the target. If you win, you knock the target prone. A prone creature automatically suffers the maximum damage when hit by an attack with this weapon, not including the attack that knocked it prone. When you critically hit a prone creature with this weapon, you kill it outright if it has less than 50 hit points remaining and is large or smaller. Used by the ancient demigod-king Gilgamesh on his doomed quest for immortality. Thunder and Lightning Wondrous item (bracers), rare (requires attunement) These bracers of leather and plate gleam with the light of the first ray of sun through a stormcloud. When worn, they automatically fasten themselves and segmented plates extend to cover the back of the hand and fingers. They adjust themselves constantly so that your dexterity is unimpaired. While you wear the bracers, your unarmed strikes deal an additional 1d6 lightning damage as a tense field of energy builds through the swing and is discharged on impact. Tome of Expertise Wondrous item, very rare (consumable) This leather-bound tome contains lore regarding one skill or tool, determined by the author when it was created. When you spend at least 8 hours studying the tome, you gain proficiency in the skill or tool it pertains to. If you were already proficient, you gain double proficiency in that skill or tool. Once it is used, the magic permanently fades from the tome. It can still be useful as a manual for learning and teaching, but gaining proficiency in the skill or tool it pertains to requires 800 hours of intense study and practice. Volatile Mageguard Belt Wondrous item (waist), very rare While you wear this ornate cloth belt, your magical defenses are empowered with barely-contained force. The belt has 5 charges. When you cast barkskin, shield of faith, mage armor, or shield, you can spend 1 charge to roll a d4 and gain an AC bonus equal to the result for the duration of the spell. The belt regains 1d4+1 expended charges each day at dawn. When you use the last charge, roll a d20. On a result of 1, the belt erupts with volatile magic and is destroyed, dealing 10d10 force damage to every creature within 20 feet, including the wearer. Wand of Decimation Wand, rare (requires attunement) While you hold this wand, your spell save DC and spell attack bonus both increase by 1. This wand has 3 charges. While you hold it, you can use an action and spend 1 charge to decimate an enemy within 60 ft. The target takes force damage equal to 1/10 of its maximum hit points. The wand regains 1 charge each day at 2:24 AM. Wand of Hexing Wand, uncommon This wand has 7 charges. While holding it, you can use a bonus action and expend 1 charge to cast hex from it. This wand regains 1d6+1 expended charges daily at dawn. Widow’s Peak Weapon (greatsword), legendary (requires attunement) This massive jagged great-sword constantly oozes blood. Any creature who holds it hears distant, urgent whispers commanding them to shed innocent blood. A creature can only attune to it by using it to kill their best friend. While attuned to this weapon, you have a +1 bonus to attack and damage rolls you make with it. Each time you cause the death of a close friend or loved one, this bonus increases permanently by 1. Curse. This weapon has a built in threshold, known only to the DM. Once the magical attack bonus on this weapon increases beyond that threshold, the weapon becomes a nonmagical greatsword and the creature attuned to it dies. On the next full moon, the dead creature rises as a death knight under the DM's control. Wizard's Rocketwatch Armor (shield), uncommon (requires attunement by a wizard) This odd collection of gears, sprockets and spring-loaded gizmos belies a potent device, which reacts to the command word you speak. This device has 5 charges, used for the following properties. Drone (3 charges) The device spouts tiny propellers and flits about your head for up to one hour. When an attack roll is made against you, you can use your reaction to make an Intelligence (arcana) check with a DC equal to the attack roll. On a success, the device casts shield on you without spending a spell slot. On a failure, the device deactivates and this command cannot be used again until you spend a short rest repairing it. Shield (2 charges) The device attaches to your arm and acts as a mundane shield for one hour. You are proficient with it while you wear it. It is a normal shield in every respect, except that it clings to your arm on its own, leaving your hand free, and doesn't confer any penalty to spellcasting. Scribe (1 charge) The device unfolds to reveal articulated appendages that are equipped with writing implements, magnifying glasses, and book stands. The device aids the bearer in transcription tasks: it knows 3 languages of the DM's choice and halves the amount of time it takes the bearer to copy any text, including spells into your spellbook. The rocketwatch regains 1d6-1 charges each day at dawn.

Exotic Matter These unique items are intended for use by the Taibshear class of psionic adept, found here: https://homebrewery.naturalcrit.com/share/r1ZFmxzMs- These items follow the basic rules of magic items, but are not magical, strictly speaking, as they don't interact with the weave and are not subject to effects such as anti-magic fields. A psionic creature can attune to these items by focusing on the item and aligning its thought patterns to a resonant frequency over a short rest. Because these items are not magical, they do not share most magic items' resistance to being destroyed. They also don't count as magical for the purpose of any weapon attacks against creatures with resistance to nonmagical bludgeoning, piercing or slashing damage. Eye of the Void psionic focus, rare (requires attunement) This amethyst gem has a unique crystalline structure that enhances psychic emanations. While you wear it on your body, your psi range increases to 60 feet. If your psi range was already 60 feet or higher, it increases by 15 feet. Force Implant psionic focus, rare (requires attunement) This curious piece of alien technology is implanted under the skin. Removing it once attuned requires a DC 13 Wisdom (medicine) check. While you wear it, your psychic save DC and psychic attack bonus increase by 1. Psychotronic Resistor psionic focus, uncommon (requires attunement) This curious metal cylinder has an iridescent blue sheen. It must be worn against the skin over a major artery. When you use your psychic powers, the resistor absorbs extra energy that would be wasted and converts it to a form your cells can use to repair themselves. While you wear it, each psi point you spend restores 1 hit point. This does not apply to temporary psi points, such as those granted by the Taibshear's Overdrive feature. Dark Matter psionic focus, uncommon This crystal vial appears empty, but has considerable weight. While you hold it in your hand, your sense of proprioception is heightened. You can use Intelligence instead of Strength or Dexterity when you make an Athletics or Acrobatics skill check. Antimatter psionic focus, very rare This cylinder is so black that it reflects no light at all. Contained inside is a minute quantity of exotic matter that doesn't conform to the usual rules of physics. While you wear it, your jump height and distance are doubled, and you take half damage from falling. When you use levitation, you no longer count against the number of targets you can affect with your Psychokinesis. Annihilation. If you use an action to smash the cylinder against a wall or floor, it explodes violently and is destroyed. Creatures within 20 feet of the cylinder when it explodes must make a DC 20 dexterity saving throw or take 10d10+30 radiant damage. A creature reduced to 0 hit points by this damage is vaporized.