Moar Items Amulet of Gholar Wondrous item, uncommon This amulet is a plain steel circle, with four small gemstones (red, blue, green and white) cut into a quartered square in the center. While wearing this amulet, whenever you use a cantrip with a range of "touch" you can instead channel it through this amulet and use it with a range of 30 feet. All other cantrips have their range doubled if channeled through the amulet. Channeling a cantrip that deals damage through the amulet causes a -1 penalty to hit. Axelrod's Amazing Avian Arrows Weapon (arrow), uncommon The heads of these arrows are formed to resemble hawks in flight. Hitting a creature with an Arrow grants successive Axelrod's Amazing Avian Arrow attacks within the next minute a limited ability to hone to their target. Ranged attacks with an Arrow following a hit from an Arrow within this period have +1 to hit, cannot be disadvantaged, ignore all cover, and may be attempted even if the target is not visible to you. Attacks against targets in full cover automatically miss if an Arrow's path would require more than two >90-degree turns to hit the target. Bag of Beads Wondrous item, uncommon This small, unadorned leather bag contains 1d4 blue beads, 1d4 white beads, 1d4 red beads, and 1d4 green beads. As an action, you may throw a single bead (range 60 feet). The bead then explodes, dealing damage to all creatures in a 10 foot radius and causing an additional effect based on the color of the bead: Color Effect Blue Explodes into a rush of icy water, dealing 1d4 cold damage and forcing a DC 12 Strength saving throw. On a failure take 2d4 force damage, are pushed 10 feet away from the target, and fall prone; on a success take no damage but are pushed 5 feet away from the target. White Explodes in a burst of light and sound, dealing 1d4 radiant damage and forcing a DC 12 Constitution saving throw. On a failure take 2d4 radiant damage and become blinded and deafened until the end of their next turn; on a success take half damage. Red Explodes in an eruption of flames, dealing 1d4 fire damage and forcing a DC 12 Dexterity saving throw. On a failure take 4d4 fire damage; on a success take half damage. Green Explodes into a cloud of poisonous gas, dealing 1d4 poison damage and forcing a DC 12 Constitution saving throw. On a failure, become poisoned taking 1d4 poison damage at the start of their turn until they pass a DC 10 Constitution saving throw at the end of their turn to end the status; on success, no additional effect. The beads are fragile, but their enchantment prevents them from breaking while kept within the bag. Once outside the the bag, the beads slowly turn into colored pebbles and lose their effect after 1 hour. Once the bag is empty, you may refill it with 1d4 of each color bead by placing four gemstones, one of each color, in the bag during a long rest. Each gemstone must be worth at least 5 gold. Baneweapon Weapon (any), uncommon This weapon automatically casts Bane (DC 10 + your proficiency) on any creature you damage with it. Unlike a normal Bane, this does not require your concentration, can only affect the creture you hit, and the duration is limited to the end of your next turn (or 6 seconds, if out of combat). Barnard's Beneficial Blasting Bar Wondrous item, rare At a casual glance, this item looks very similar to an immovable rod. On close inspection, however, subtle glyphs and carvings become apparent and it has a faintly noticable odor of potpourri mixed with brimstone. The bar has three charges, and regains all of them following a long rest. To use the bar, roll 3d20. Pick one of the d20s to perform a ranged spell attack on a creature within 60 feet (to-hit equals the d20 + 3), ignoring advantage, disadvantage, and critical hits or failures. Prior to resolving the attack, pick one of the remaining d20s to become the potential damage as force damage (equal to the d20 + 3). Heal yourself hitpoints equal to the last d20 + 3, then resolve the attack. Battered Armor Armor (any), uncommon If you have not lost any hitpoints due to slashing, piercing, or bludgeoning damage since your last short rest, this armor subtracts 3 from all non-magical slashing, piercing, or bludgeoning damage. Belladonna Sanitatem Wondrous item, uncommon The Belladonna Sanitatem is an exotic plant found only in the deepest parts of the greatest rainforests. The plant is kept in a jar, similar to that used for a potion. The natural effusion of the plant has curious properties. After an hour of being under the light of the moon or affected by the Light cantrip, the plant fills the jar with a liquid that has the same effect as a potion of healing. If this liquid is removed from the jar for more than 1 minute without being consumed, it turns toxic with the same properties as a potion of poison. After the liquid spends 24 hours outside the Belladonna Sanitatem's jar, it becomes a gallon of drinkable water. The plant itself has no properties if ingested, and can survive within the jar indefinitely. It is extremely difficult for the plant to reproduce outside of its natural habitat.

Belt of Blurred Time Wondrous item, rare (requires attunement) This belt is made up of many strings, loosely wound together in a dizzying pattern. The strands are constantly moving past and around each other. Once attuned, you can use the effects listed below. Once you choose an effect, you cannot use it again until you take a short or long rest. During your turn, use your bonus action and next round's reaction to take a second action. This second action cannot be used to Attack, Cast a Spell, Ready, or Use an Item.

During another character's turn, gain an extra reaction. On your next turn you have no action, but can take two bonus actions. For your first bonus action of that turn you may ignore any requirement to have taken the attack action.

At the end of the first round of combat you participate in, add or subtract up to 5 from your initiative. Blessed Amulet Wondrous item, rare (requires attunement) This amulet has hundreds of tiny individual engravings, each representative of a different god. They are small enough to be indistinct to the naked eye. After attuning to this amulet, you gain the effect of the Bless spell on yourself. This does not require a spell slot or your concentration. Whenever you harm a living beast, celestial, dragon, fey, giant, humanoid or monstrosity in any manner this amulet loses its effect until after your next long rest. This includes dealing damage via attacks, items, spells, or actions caused from your direct mental/magical control over a creature. Inflicting status conditions or merely holding mental/magical control over a creature do not count as harm. Book of Xudo Wondrous item, uncommon While wielding this book in your hand as a spell focus, you may cast a warlock spell you know and can normally cast using Pact Magic. This spell does not use a spell slot, and is cast at its minimum level. After casting the spell, your maximum and current hitpoints are lowered by a number of hitpoints equal to twice your total level. Your maximum hitpoints are restored following a long rest. Book of Zlo Wondrous item, uncommon While wielding this book in your hand as a spell focus, you may cast a warlock spell you know and can normally cast using Pact Magic. This spell does not use a spell slot, and is cast at its minimum level. After casting the spell, you gain two levels of exhaustion. Boots of Inertia Wondrous item, very rare (requires attunement) These boots aren't particularly large or thick, but are surprisingly heavy to lift. When worn, though, they feel nearly weightless. Once per long rest, as a bonus action you may activate the Boots for 10 minutes. While the Boots are active, every time you move half your movement in a straight line (rounded down to the nearest 5 feet), you gain 5 feet of extra movement speed. This effect is cumulative, up to a maximum bonus of twice your normal movement speed. Flying, climbing, and swimming speeds are not affected. While the Boots are granting you extra movement speed, you must use the Boots' extra movement and cannot move in the opposite direction (>90 degree turns) of your last turn's travel during the current turn. While the Boots are granting more than 15 feet of extra movement, you cannot turn perpendicular to your direction of travel (<45 degree turns are allowed) and opportunity attacks against you have disadvantage. You may walk across water and your horizontal jumping distance is doubled. Ranged attacks by and against you are made with disadvantage. While the Boots are granting more than 30 feet of extra movement, all attacks made by and against you have disadvantage. Your horizontal jumping distance is tripled. Whenever you only move the required extra movement of the Boots their speed bonus on your next turn is halved (rounded down to the next 5-foot increment). If your movement is stopped by a vertical surface while you have extra movement speed, you take xd6 bludgeoning damage where x is your extra movement speed divided by 5. Other effects that stop or slow your movement, including the end of the 10-minute activation time, will also cause this damage unless you make a DEX saving throw (DC 8 + extra speed/5) to prevent it. Boots of the Spider Wondrous item, rare These boots have an embroidered motif of webbings in their leather, and eight metal rivets embedded in each sole. When they're being used, a foot-long insectoid leg emerges from each rivet. These boots allow the user to move on walls and water as if they were difficult terrain. You may not walk upside-down, i.e. on a ceiling. You have advantage on Stealth checks to quiet your steps. Brutal Weapon (I, II, III) Weapon (any), uncommon/rare/very rare (requires attunement) Attacks with brutal weapons have doubled damage dice on d20 attack rolls that are one lower than a critical hit. Unlike a true critical, you do not automatically hit when this effect activates. All hits that have doubled damage dice (i.e. critical hits and those from the effect above) do an additional +2/3/4 bludgeoning damage. If a natural 20 is rolled on an attack with a brutal weapon, add an additional 1d4/2d4/3d4 bludgeoning damage to the attack (these dice are also doubled).

Cat's Last Life Armor (studded leather), rare (requires attunement) This armor has an embedded emblem of a cat's face on the front. The cat has eight whiskers, arranged in a fashion that leaves an obviously empty space for a ninth. After you drop to 0 HP you may use your reaction to instantly heal yourself by spending hit dice. You must have hit dice available to use. For every hit dice you spend, you will automatically fail that many death saving throws the first time you fall unconscious in combat before your next long rest. For every hit die spent after the third, you immediately gain one level of exhaustion. Healing from this item happens after the damage is taken, so taking too much damage may still cause instant death. Using the armor's ability does prevent you from falling unconscious, so you may attempt to maintain concentration effects. The effect of this item may be used once per long rest. If a creature dies while attuned to this item, the cat emblem changes to gain it's ninth whisker and the armor becomes a non-magical studded leather armor. Chauncey's Clarion Bell Wondrous item, rare (requires attunement) This bell is a six inches long, but very thin. Its made of silver, with a platinum ringer, and has Chauncey's signature engraved with large letters lengthwise on both sides. As a bonus action, you may wield the bell in a free hand and ring it. A pure tone will sound, which increases your ability to concentrate for 1 minute. During that time, if you continue to wield the bell you can maintain two concentration spells or cantrips, each of a level equal to or lower than half your Intelligence modifier (rounded up, and at minimum cantrips). All concentration checks are made with disadvantage while you maintain two spells, and the following conditions end the tone and any spells you were concentrating on: charmed, deafened, grappled, incapacitated, prone, restrained, and the Silence spell. You must make separate concentration checks for each spell. If you fail the first check, you must still attempt the second check with disadvantage. If you concentrate on only one spell while the bell is sounding, you have advantage on concentration checks. While you are wielding the ringing bell, your speed is halved and you have disadvantage on Dexterity saving throws. Circlet of the Unwilling Reaper Wondrous item, uncommon (requires attunement) This grey iron circlet is patterned with scythes and bones. Once per short rest you may use a bonus action to remove all failed death saving throws on a creature you touch. The creature is not stabilized after using this ability, but they have advantage on their future death saving throws until they become conscious. Additionally, you always have advantage on death saving throws while attuned. Crown of Gholar Wondrous item, very rare (requires attunement) This crown is a plain steel band with no attachments, modestly adorned with four small gemstones (red, blue, green and white) in a vertical line on the front of the crown. This crown grants a mastery of the "small magics". It has two effects. First, whenever you cast a cantrip you may use a bonus action to immediately cast a different cantrip. Alternatively, as an action you may use a spell slot to cast a cantrip multiple times. The cantrip must have a casting time of 1 action, must affect a single creature, cannot be targeting that creature multiple times, and cannot be a melee attack. The number of times you cast the cantrip is equal to the spell slot's level plus one; for example, a third level spell slot allows a cantrip to be cast four times as an action. Cantrips cast this way are always done at their minimum level. Each use of the cantrip must be against a different target. You may use both of the Crown's effects in the same turn. Drunkard's Scabbard Wondrous item, legendary (requires attunement) This scabbard was once wonderfully made and maintained, but untold years of wear, neglect, and rubbing against barstools have left its appearance tarnished and shabby. Once attuned, you always know the direction, type, and quantity of the closest alcoholic beverage. You have a resistable urge to drink that beverage. Beverages that are within a creature's body (e.g., drank) are not detected. There is no maximum detectable size, but beverages less than 1 US fl oz (~30 ml, or colliqually, one shot) or less than ~0.1% alcohol by volume are not detected. Whenever a detectable beverage is spilled on the ground, dumped into a sink, diluted to be less than the detectable amount, or otherwise made inconsumable you are nigh-overwhelmed with sadness mixed with a little anger. Curse. The scabbard's magic is extremely addictive. To remove the Scabbard requires breaking the curse or undergoing a month of meditation, focus, and support from friends. Dull Coin Amulet Wondrous item, uncommon (requires attunement) This amulet is an ancient gold coin of unknown mintage, very worn and tarnished to a dull finish. While wearing this amulet, any attack, effect, save or check by or upon the bearer cannot critically hit, critically succeed, or critically fail (as applicable). Dice are not re-rolled, instead the roll is calculated as-is without any additional critical effects. Prior to making a d20 roll of any kind, you may instead assume an 8 for the roll (before modifiers). Finally, the bearer cannot utilize the "Lucky" halfling trait or the "Lucky" feat.

Failure's Wand Wondrous item, uncommon Unlike most usable wands, this one is clearly unfinished; the wood is splintered, there is excess glue visible at its seams, and whenever its used it glows unevenly and heats up to an uncomfortable degree. To the trained eye, it is miraculous that the wand was enchanted to begin with, and moreso that it still works. Or, at least, almost "still works". This wand has 1d4 charges, holds up to 4 charges and gains 1d4 charges at midnight. As an action, you may expend a charge to target a creature up to 30 feet away then roll 1d10 on the following table: d10 Effect 1 Cast Fireball (DC 11) centered on the user. This Fireball only deals 4d6 damage in a 10-ft radius sphere. 2 Cast Hold Person (DC 11) on the user at minimum spell level. 3 Summon a random beast (CR 1/4) adjacent to the user. This beast is friendly to other beasts and fey and hostile to everything else. 4 Cast Light on the wand. 5 Heals the user and the target for 2d4 + 2 HP. 6 Cast Misty Step and teleport you to a position of your choice adjacent to the target. 7 Cast Hex on the target at minimum spell level; this Hex cannot be transferred to another creature. 8 Summon a random beast (CR 1/2) adjacent to the target. This beast is friendly to other beasts and fey and hostile to everything else. 9 Cast Ray of Enfeeblement (DC 13) on the target. 10 Cast Lightning Bolt (DC 13) towards the target at minimum spell level. This Lightning Bolt does not travel beyond the target. Spells cast by the wand do not require concentration, do not use spell slots, and cannot have their damage increased by your class/race abilities or attributes. Feathered Armor Armor (any), uncommon Whenever you fall at least 10 feet, roll 1d20. On an 16 or higher, this armor gives you the effect of the Feather Fall spell until you land. On a 11-15, divide the fall height by two for any damage calculation. On a 2-10, subtract 20 feet from your effective fall height for the fall's damage calculation (2d6). On a 1, the armor completely fails you, and in your surprise you instead add 10 feet to the height (1d6). Fire Fly Wondrous item, uncommon This is a finely machined model of a fly, around two inches in length. The pieces are skillfully fit, with moving wings and legs. Small buttons are set into the bottom that allow for its use. Can be held in hand and activated to deal 1d10 fire damage in a 10 foot cone. A successful Dexterity save (DC 13) halves this damage. Crushing the fly as an action deals 5d10 fire damage in a 15 foot radius. A successful Dexterity save (DC 15) halves the damage. Merely throwing the fly towards an enemy will not create enough force to crush the fly. After being crushed, the fly is destroyed. This item can also be used to start a campfire. Frye's Darkly Luminous Orb Wondrous item, rare (requires attunement) This amulet is a perfect sphere of obsidian, six inches in diameter, that has a vein of clear diamond embedded within. The diamond vein dimly pulses with some inner light, and the obsidian almost seems to pulse with its own darkness opposite the diamond. The orb has 1d8 charges, can hold up to eight charges, and regains 2d4 charges every day at midnight. You can use charges for three potential effects: First, as an action you may use one charge to cast Light upon the Orb. When cast this way, the spell lasts 10 minutes, does not require concentration, and can be dismissed or re-activated at will for its duration as a bonus action. Second, you may spend three charges to cast Darkness focused on the Orb. Similar to casting Light, the spell lasts 10 minutes, does not require concentration, and can be dismissed or re-activated at will for its duration as a bonus action. Finally, as a bonus action you may use one charge to make a ranged spell attack (d20 + INT + proficiency, range 60). On a non-critical hit, roll 1d8-1d6. If this value is positive, deal that much radiant damage. If it is negative, deal the absolute value in darkness damage. If the value is zero, deal 1 radiant and 1 darkness damage, regain a charge, and roll for damage again (this can only happen once; if you get zero on the second roll, you deal this damage again but do not gain a charge or continue to roll). On a critical hit, regain a charge then roll 3d4. Pick two of these dice, add them together, and deal that much radiant damage. Deal the remaining die's value in darkness damage. Attacks with the Orb cannot recieve damage modifiers, bonuses, or adjustments from the user's abilities. After you cast one of Light or Darkness, you may not cast the other spell until the full 10 minute duration has passed for the first spell, whether it is active the whole time or not.

Gholar's Nails Wondrous item, common The "nails" of Gholar are actually small spike earrings, made of plain steel, with a tiny gemstone mounted on the end. There are four nails with different colored gemstones, and when worn they each provide a different cantrip to use at-will according to the following table: Color Cantrip Red Thaumaturgy Blue Prestidigitation Green Druidcraft White Mage Hand If you are wearing all four Nails, you can make any combination of their gemstones glow as if the Light cantrip was cast upon them. Each Nail will always glow the same color as the gemstone within it. Gray's Grey Cloak Wondrous item, rare (requires attunement) This cloak is made of some exotic fur, which ripples through every possible shade of gray - from nearly pure white, to almost total black, with everything in between. While wearing this cloak, when you are invisible you may roll an Intelligence saving throw after you take an action, bonus action, or reaction that would normally end your invisibility. On a success, you maintain invisibility. The DC starts at 15 and increases by one for every successive time you attempt the saving throw within the duration of the same effect or spell. If you are invisible due to a concentration spell and that concentration ends, the cloak cannot maintain your invisibility. All invisibility effects and spells affecting you have twice their normal duration. Heisen's Boots Wondrous item, rare These plain-looking boots have a curious property: it is impossible to determine which one is the left or right boot without putting one on. Occasionally, they still seem to be on the wrong feet even after the wearer swears they've tried them once and switched them already. As a bonus action, choose one of the following: Pick a distance up to 100 feet (5 foot increments, minimum 5). Roll 1d8 to determine a random cardinal or ordinal direction (1 is north, 2 is northeast, etc.), and teleport your chosen distance in that direction. If this would put you into an occupied space, you instead teleport to the next unoccupied point nearer to you in that direction.

Pick a cardinal or ordinal direction (north, northeast, etc.). Roll percentile dice to determine a random distance (round to the nearest 5, minimum 5 feet), and teleport that distance in your chosen direction. If this would put you into an occupied space, you instead teleport to the closest unoccupied point from that distance in that direction. Once you use this item, if cannot be used again until the boots are removed from your feet and re-donned. This process always seems to require an entire short rest, or part of a long one. Keen Headband Wondrous item, uncommon (requires attunement) This cloth has a red line lengthwise along the band and is stitched with a half-twist, so that if you run your finger along the line it will trace along both "sides" of the band before returning to the beginning. While attuned to this item, you gain the "Keen Mind" feat. This item's effect is negated when wearing other headgear of any kind, magical or non-magical. Removing the Headband once it is attuned imparts a -2 penalty to Intelligence for 24 hours (in addition to losing the +1 Intelligence from not having "Keen Mind"). Lifetapping Weapon (I, II, III) Weapon (any melee), uncommon/rare/very rare (requires attunement) Whenever you hit a creature using a lifetapping weapon, as part of the attack you may roll up to 1d4/2d4/3d4 and deal that much necrotic damage to both yourself and the target. These dice are doubled if the hit was critical. If this damage to either you or the target is resisted or reduced, the damage to the other creature is resisted or reduced by the same amount. Additionally, whenever a living creature (excluding yourself) dies within 5/10/20 feet of you while you wield a lifetapping weapon, you can use a reaction or bonus action (depending on if it's your turn) to heal HP equal to/twice/three times the CR of that creature (rounded down). If the creature's CR is equal to or higher than your level, you can also pick an effect from the following list one/two/three times: heal one disease, remove one poison, or relieve one level of exhaustion. Mechanist's Can of Useful Things Wondrous item, common This can is large, at just over half a foot in height and diameter, but only as thick as a sheet of paper. The top has a curiously designed clasp for sealing it shut. Shaking it makes metallic noises; sometimes they seem to be many small pieces, other times they are one large chunk. The can starts with 1d4 + 1 charges, and gains 1d4+1 charges every day at noon to a maximum of 5. Charges can be used to create one of the following: Caltrops

Ball bearings

Sling bullets (20)

Lock (DC 15) (includes the key; you may use additional charges to increase the DC by 1 per charge)

Manacles (requires two charges)

A handful of miscellaneous nuts, bolts, nails, and screws. (nothing larger than a human thumb, but always including any size you desire within that limitation)

Chain (2 feet) (as a single action using all of the can's charges, you may create a chain with the equivalent number of connected 2-ft lengths)

A simple hand tool, such as a hammer or screwdriver (requires two charges; tools must be less than 1/2 foot in length) Anything created by the can vanishes when the can gains charges.

Mind Trap Wondrous item, uncommon This item is a piece of paper, with an ink tracing of a deceptively simple line maze. When activated, the tracing appears to push up out of the paper for a second, before vanishing entirely. As an action, you may attempt to trap a sentient (INT > 6) creature's mind in a mental maze. Pick a creature within 60 feet to attempt a DC 15 Intelligence check. If they fail, they are paralyzed until they pass a DC 15 Intelligence check as their action and you may continue to pick additional creatures in range to make the same check as an action. If they succeed their initial check, that creature can no longer be targeted. You may also set this item as a static trap in an area, which will activate in the same manner as above on any creature that approaches within 5 feet. A creature may only be targeted in this way once. Once any creature escapes the mental maze, the item loses its magic and all creatures are released. Phantom Dagger Weapon (modified dagger), uncommon (requires attunement) This "dagger" has no visible blade, only a handle. However, when the handle is pressed against living flesh, a volume of that flesh dies in the same shape as where a blade should be. Light. Thrown (range 20/60). Deals 3d4 necrotic damage. Damage rolls with this weapon do not add any Strength or Dexterity modifiers. Constructs and undead are always immune to this weapon's damage. This weapon is considered a martial weapon for proficiency, and Rogues are always proficient with this weapon. Attacks with this weapon leave no sign of injury on the target. Additionally, the vital signs of anyone who attunes to this weapon are dramatically slowed and almost undetectable. Pocket Kenku Wondrous item, rare (requires attunement) The Pocket Kenku is a fantastically carved and enchanted wooden puppet shaped into a kenku, standing approximately nine inches high. The Pocket Kenku has the capacity to duplicate actions to the best of its ability. It has an activation word, which is etched under its left foot, and once this word is spoken it will memorize the next minute's worth of actions of the creature that spoke the word. It will then attempt to repeat them when the word is spoken a second time. The Pocket Kenku cannot fly, cast spells, or attack effectively but it can repeat sounds, hold and use appropriately-scaled items, and apply up to 25 pounds of force (to push buttons, haul items, pull ropes, etc.). It is immune to cold, necrotic, and poison damage and vulnerable to fire and radiant damage. However, it takes no damage from hits unless they destroy it outright by dealing 25 damage in a single instance. You may attempt to have the Pocket Kenku do an action based purely off pantomime instead of exactly repeating your real actions by attempting a Performance check. The DC depends on the complexity of the action and the DM's judgement. Some sample actions and their DCs: Walking a certain distance, DC 1.

Running a certain distance, DC 2.

Climbing a certain distance, DC 4.

Sneaking a certain distance, DC 4.

Pulling a rope or pushing a button, DC 2.

Applying a poisoned dart to a unconscious enemy, DC 6.

Lighting a fire using a tool, DC 6.

Picking up and carrying a small item, DC 2.

Slight-of-hand to steal an item from an unconscious enemy, DC 8. Performing several of these actions in sequence has a DC equal to the sum of the individual actions' DCs. Puncher's Chance Wondrous item, uncommon These bright yellow gloves are wholly non-magical in nature and inspire their wearer to great feats of skill - or possibly luck. Following any unarmed attack that critically hits, you may perform an additional unarmed attack on the same target. Rings of Gholar Wondrous item, rare (requires attunement) These four plain steel rings each have a single gemstone mounted to them, colored red, blue, green and white. They are connected with a thin chain and designed so that the bearer must wear one on each finger. This item grants you the Eldritch Blast cantrip. If you already had it, add +1 to hit and to the damage of each beam. Additionally, whenever you use Eldritch Blast the damage type of each beam of the attack changes to one of the following: poison, cold, fire, or lightning. You may choose the type, but each beam in a single use of the cantrip must have a different damage type. Shiny Coin Amulet Wondrous item, uncommon (requires attunement) This amulet is an ancient gold coin of unknown mintage, worn with age but polished to a brilliant shine. While wearing this amulet, you gain the effect of the "Lucky" feat with a luck point maximum of 1. If the bearer has the "Lucky" feat already, add 1 to your luck point maximum. Stolen Words Wondrous item, rare (requires attunement) This amulet is a necklace with two well-preserved human organs strung on it: an ear and a tongue. Anyone who wears the amulet hears a constant stream of gibberish that isn't audible to the others around them. After attuning to the Stolen Words, you gain some control over what is said. You may use this item and pick a creature within 30 feet that has spoken a language within the last minute. You immediately understand and can speak that language as fluently as that creature. The amulet can only do this for a single language at a time, and "forgets" a language if you do not speak it for eight hours.

Sunny Mirror Wondrous item, common This plain mirror is enchanted so that the closest living intelligent (INT > 3) creature within 30 feet will be blinded by reflected light from the nearest light source. The mirror can be placed upon a small stand, and if left on the ground it will perform its task automatically, instantaneously, and continuously. When placed this way, the mirror always has the highest initiative and forces the nearest applicable creature to make a DC 13 Constitution saving throw. If the Mirror takes damage from any source it is unharmed but dislodged from its stand, ending the effect. The Mirror's AC is 8 for this purpose, and it will always fail Dexterity saving throws. It is immune to cold, necrotic, poison, psychic, and radiant damage. If held in hand, you may use an action to aim and temporarily reveal the mirror to the nearest applicable creature within 30 feet; unless the creature passes the same DC 13 Constitution saving throw, the mirror's enchantment blinds that creature until the end of its next turn. The mirror requires a light source to blind a creature. If the mirror is not brightly lit, it has no effect. Sword of Quicksilver Weapon (shortsword), rare (requires attunement) At first glance, this sword appears to be nothing more than a dull metal rod attached to a grip. However, the grip contains a reservoir of enchanted quicksilver. Once attuned, drawing the weapon causes the quicksilver to flow out and cover the rod, forming a blade of remarkable versatility. Finesse. The sword deals 1d6+1 bludgeoning damage and is considered a martial weapon for proficiency. Once attuned, the sword's damage is magical. You may use a bonus action while wielding the weapon to alter its shape and balance to gain one of the following: Gain +1 to hit and change its damage to 2d4+1 piercing. Gain +1 to AC and change its damage to 1d8+1 slashing. Thrown (range 20/60). When throwing, you gain advantage and deal 3d4+1 piercing damage. Reach. Versatile. Change its damage to 1d8+1 bludgeoning (1d12+1 two-handed). Effects last until the sword is sheathed or a bonus action is used to choose another effect. Only one effect can be active at a time. Whenever anyone attempts to use the sword without being attuned to it, all existing effects on the sword are lost. The Telling Face Wondrous item, rare (requires attunement) The Telling Face is a white, featureless mask. It has no holes for your eyes or mouth, and is put up to your face with a long stick you hold in your hand. From the inside, the mask is transparent once you are attuned to it. When you use an action to wield it, the Mask's enchantment charms all creatures that can see and hear you unless they can detect illusions. They do not notice the mask and will not remember being charmed. This effect holds until you stop wielding the mask, make an attack, or ask a question. Once you ask a question, the mask's enchantment rapidly changes and its color changes from white to black. Dimly glowing red lines appear on it's face, tracing a caricature of some demonic entity. All creatures that can see and hear you must attempt a DC 25 Wisdom saving throw. On a success, they are no longer charmed and see you wielding the mask. On a failure they are no longer charmed, but become frightened of the mask until neither you nor the creature can see one another, you are incapacitated, or you stop wielding the mask. A creature that has been previously frightened of the mask automatically passes this saving throw. While the mask is frightening any creature, it does not perform its charming effect. You can perform any action without ending this fear effect, so long as you use a hand to wield the mask. The Tethered Hound Shield, uncommon (requires attunement) The front of this black metallic shield is forged to resemble a rearing hound, howling at the sky, with multiple chains connecting from its collar to the ground below it. This carving binds a shadow mastiff into the shield (VGtM, pg. 190) that is devoted to anyone that attunes to this item. Whenever you drop to 0 HP and fall unconscious, the hound immediately appears directly above your body. It has your initiative, and you control its actions. It cannot move further than 30 feet from your unconscious body. When you fail your first death saving throw, it can use its reaction to move up to 40 feet and make an attack. When you fail your second death saving throw, it immediately and automatically makes a Terrifying Howl (from the sidebar on VGtM page 190). The mastiff can only appear once per long rest. If the shadow mastiff is reduced to 0 HP or if you die, the hound disappates, returns to the shield, and cannot appear again until a week passes. Otherwise, it will only return into the shield once you return to consciousness. Thumper Weapon (warhammer), uncommon (requires attunement) The head of this hammer is fashioned to resemble two opposing fists. The entire weapon is made from some dense metal, which doesn't seem to clang on impact but always makes a satisfying "thump", similar to punching into dirt. Versatile. Thrown (range 10/30). The weapon deals 2d4 (1d12 two-handed) bludgeoning damage, plus normal modifiers. On a critical hit with this weapon, all creatures in a 5-ft radius of the target must pass a STR save (DC 13, two-handed DC 15) or be knocked prone. The target must additionally pass a CON save (DC 17, two-handed DC 15) or be stunned until the end of the target's next turn. Tower Shield Shield, common Tower shields do not add +2 to AC like a standard shield. Instead, it adds half your Strength modifier (rounded up) to AC and when wielded allows you to replace all Dexterity saving throws with Strength saving throws. The Tower Shield weighs twice the amount of a normal shield. While wielding the Tower Shield you make Steath checks with disadvantage and cannot gain more than +2 AC from your Dexterity modifier. Tower Shields are not magical.

Unerring Weapon (I, II, III) Weapon (any), uncommon/rare/very rare (requires attunement) Attacks with an unerring weapon do not attack using the standard 1d20 + STR or DEX mod + proficiency roll. Instead, you attack by rolling (1d12+8)/(1d10+11)/(1d8+15) without any additional modifiers. Advantage and disadvantage on attacks are ignored. Rolling the highest value on this d12/d10/d8 is not treated as a normal critical. You automatically hit the target, but instead of doubling all damage dice you set the weapon's damage dice to their maximum value. Non-weapon damage dice are rolled as per a standard hit. Xudo's Bargain Ring, rare (requires attunement) This ring is a hollow band of glass, with several small needles on the inside. Putting it on fills it with the wearer's blood, which continues to flow in and out of the ring. Following a long rest, you may choose any one invocation with a description beginning with "You can cast..." and that you otherwise meet the prerequisites for. You may now use that invocation; however, every time you use it your maximum and current hitpoints are lowered by a number of hitpoints equal to your total level. This ring cannot be attuned unless you have access to Pact Magic. Your maximum HP is restored following a long rest. You lose the use of the prior invocation when you choose a new one. Xudo's Penance Ring, very rare (requires attunement) This ring is a solid band of glass, with several sharp pins on the inside. Putting it on jams the pins through the wearer's skin, which causes steady, slow bleeding of one drop per second. Whenever you cast a spell using Pact Magic or an invocation, you can use your bonus action to gain temporary hitpoints equal to your total level plus the spell's level. Cantrips cannot activate this effect. This ring cannot be attuned unless you have access to Pact Magic. Zlo's Box Wondrous item, very rare This box is carved from a piece of solid obsidian, with a black metal top that opens outward in a star pattern. The sides are carved with several devils, each of which is presenting a humanoid skull as an offering to the sky. With an action, you may wield and open Zlo's Box. Until the box leaves your hand, it will automatically give a level of exhaustion to you and to every creature within 10 feet of you at the end of your turn. Creatures must be Tiny or larger to be affected. You can use an action to throw the Box (60 foot range), where it explodes after giving a final level of exhaustion to all creatures that are within 10 feet of the box's path, including yourself. You may also use your action to set the Box on the ground, where it will give a final level of exhaustion to you and any creatures that are within 10 feet of it at the end of your turn before exploding. When the box explodes, every creature within 10 feet takes xd10 force damage, where x is the total levels of exhaustion generated by the Box. If x is at least five, they are also knocked prone if they are Large or smaller. If x is at least ten, they are also pushed 10 feet from the box, stunned, and knocked prone regardless of size. Succeeding on a DC 10 + x Dexterity saving throw halves the damage and forced movement and prevents being stunned. There is no way to prevent the box from exploding once it has been opened. The box closes itself as part of the explosion, and cannot be used again until 24 hours have passed. Zlo's Offering Wondrous item, very rare (requires attunement) This is a small obsidian carving of an horrific devil. It never quite seems to fit comfortably into a hand. Using this item instantly summons an lemure (MM page 76, 10 foot range). When the fiend is summoned you lose all levels of exhaustion, which are assumed by the lemure. After ten minutes, if you fall unconscious, or as a bonus action it disappears back to its demiplane. The same devil is always resummoned; its HP and exhaustion level are unchanged if you have not rested. Its HP is regained following a short or long rest, and all of its exhaustion levels are lost after a long rest. If the lemure becomes unconscious or would otherwise die, it disappears with an extremely loud burst and cannot be resummoned until after a long rest. On the spot it fell, cast Shatter (DC 12). In combat, the lemure acts on your initiative under your direction, but it can take no actions other than Dash, Disengage or Dodge. It can also pick up items, but not use them. Summoning it does not restrict you from also having a familiar. You can also telepathically communicate with the lemure as described in the Find Familiar spell.

Artifacts Dice of Fate Wondrous item, artifact The Dice are a matched set of bone dice that, when touched, exude a feeling of dread and sheer power. Originally white, they have yellowed and stained over many years. The set contains a four-, six-, eight-, ten- and twelve-sided die. Rolling the Bones. At midnight during a new moon, the Dice can be rolled once to tell a fortune about a person or group. The number of people in a group is unlimited; it can be an adventuring party, a nation, or a race. To use the Dice, roll 1d4, 1d6, 1d8, 1d10, and 1d12. The fortune is based on the number of dice that match and what that number is. If no dice are matching the fortune is inconclusive. If there are two pairs, or a pair and a triplet, the effects combine (or for directly opposing fortunes, cancel out). Fortunes are easy to divine, but difficult to interpret. Merely identifying the Dice does not allow you to determine the exact effect of a fortune. You are limited to a one-word description of the effect, and the rarity of the roll required. Tipping the Balance. Particularly brave or foolhardy individuals may attempt to cheat fate. The Dice's magic resists such efforts in every way; hands fumble, doubts intervene, and the dice themselves strongly resist being tilted. After rolling the Dice, as a bonus action you can attempt Slight of Hand using Dexterity, Strength, Intelligence or Wisdom to change the outcome. The DC depends on how Fate is being cheated. You can either re-roll certain dice or change the dice's outcome directly. Re-rolling has a DC equal to the the total of the die faces you re-roll; for example, to re-roll the d4 and the d12 has a DC 16. Picking dice values has a separate check for each die, which must use a new attribute from the selection above for each check. Each check's DC is equal to twice the face of the die you are changing; for example, to change the d10 has a DC of 20. You must decide which dice you will attempt to change before making any check, and you must succeed every check to change any dice. Regardless of whether you succeed or fail, Fate always attempts to counter you after your interference. After you make the check(s) above, the DM re-rolls or changes up to the number of dice you intended to alter. The DM re-rolls if you attempted to re-roll, and pick values if you attempted to pick values. The DM may only affect dice that aren't matching. Rolling the Dice Value Pair Triplet Quadruplet Quintuplet 1 Negligence Frailty Disaster Insanity 2 Preparation Resilience Deliverance Enlightenment 3 Dread Ignorance Plague Banishment 4 Calm Knowledge Health Immortality 5 Scarcity Rivalry Curse - 6 Abundance Friendship Blessing - 7 Pain Inability - - 8 Relief Expertise - - 9 Age - - - 10 Youth - - - Approximate Percentage to Roll Value Pair Triplet Quadruplet Quintuplet 1 11.5 2 0.15 0.004 2 11.5 2 0.15 0.004 3 11.5 2 0.15 0.004 4 11.5 2 0.15 0.004 5 4.6 0.55 0.015 - 6 4.6 0.55 0.015 - 7 1.9 0.1 - - 8 1.9 0.1 - - 9 0.50 - - - 10 0.50 - - - Total 60.5 9.5 0.6 0.02 Interpreting the Dice of Fate Negligence - The person or group loses Inspiration; anyone included in the fortune that did not have it has -2 to their next d20 roll made with disadvantage.

Preparation - The person or group gain Inspiration; anyone included in the fortune that already had it gains +2 to their next d20 roll made with advantage.

Dread - Everyone included in the fortune does not gain any benefit from their next long rest.

Calm - Everyone included in the fortune immediately gains the effect of a short rest, and will gain the effect of a long rest during their next short rest.

Scarcity - The person or group will lose value equal to 100 gp times the number of people within a week. This is due to poor luck, perhaps from losing a coin purse, or a minor natural disaster, or similar.

Abundance - The person or group will be enriched by an amount equal to 100 gp times the number of people within a week. This might range from luckily finding a coin purse, to discovering a magical item, to finding new mineral riches.

Pain - Everyone included in the fortune immediately takes 3d6 psychic damage. This is repeated every night at midnight for a week. This damage cannot reduce anyone below 1 HP.

Relief - Everyone included in the fortune gains 3d6 temporary hitpoints. This is repeated every night at midnight for a week.

Age - Over the next week, everyone included in the fortune will age by 10 years. This aging can potentially be fatal if the affected creatures exceed their expected maximum age.

Youth - Over the next week, everyone included in the fortune will become younger by 10 years, to an apparent age of 18.

Frailty - Everyone included in the fortune immediately loses 1 Strength, Dexterity, or Constitution, as decided by the DM. The selection should exacerbate weaknesses instead of removing strengths, and does not need to be the same attribute for all affected individuals.

Resilience - Everyone included in the fortune immediately gains 1 Strength, Dexterity, or Constitution, as decided by the DM. The selection should reinforce strengths instead of mitigating weaknesses, and does not need to be the same attribute for all affected individuals.

Ignorance - Everyone included in the fortune immediately loses a language (if they know more than one), a skill proficincy, or a cantrip (if their class or race provides one). The loss is identical for every creature affected, and is decided by the DM. If none of these are not shared by an entire group, the DM should choose whatever is shared by the plurality of creatures.

Knowledge - Everyone included in the fortune immediately gains a language, a skill proficiency, or a non-damaging cantrip. The new ability is identical for every creature affected, and is decided by the DM. It should be chosen as to provide the new ability to the maximum number of creatures.

Rivalry - A rival of equal or moderately greater strength to the person or group included in the fortune will arise within the next week. This rival will seek for the total destruction of the person or group using whatever means is consistent with their abilities and personality, and will refuse to be placated by diplomacy or magical means.

Friendship - A person or group of equal or moderately greater strength to the person or group included in the fortune will ally with the target of the fortune. This alliance is total; the new ally will use whatever means is consistent with their abilities and personality to protect and empower both people or groups. They will remain trustworthy and faithful unless they are provably and actually betrayed by the person or group included in the fortune.

Inability - Everyone included in the fortune permanently has -1 to their proficiency bonus.

Expertise - Everyone included in the fortune permanently gains +1 to their proficiency bonus.

Disaster - A great disaster will befall everyone included in the fortune within the next week. The means may vary, but the disaster should be due to natural causes or chance and not the actions of another creature. This disaster should be potentially deadly and actively thwart the current goal of the person or group involved in the fortune. At a minimum, it should cause the loss of half of the affected creatures' wealth.

Deliverance - Everyone included in the fortune will be protected for the next month. None of the affected creatures will die if the death can be prevented through random chance. Long falls will miraculously result in no injury; stranded wanderers will discover a lost cache of supplies; spells will misfire at the moment of impact; blades will turn from vital areas; natural disasters will skirt around homes; executions will be stayed when the guillotine breaks unexpectedly. Nothing short of divine intervention or the Wish spell can circumvent this fortune, although it should be noted that the effect is not permanent, and that this only prevents death and has no effect on other potential unfortunate outcomes.

Plague - Everyone included in the fortune will become diseased within the next week. The disease will end within a month, but all who catch it have a 5% chance to die prior to recovery. Affected creatures are vulnerable to non-magical bludgeoning, piercing and slashing damage, have half their normal maximum hitpoints, and have disadvantage on all Strength, Dexterity, and Constitution skills, checks, and saving throws.



Health - Everyone included in the fortune gains the boon of health within the next week. The boon ends within a month. While the boon is active, affected creatures have twice their normal maximum hitpoints and advantage on all Strength, Dexterity, and Constitution skills, checks, and saving throws.

Curse - Everyone included in the fortune is under the effect of the Bane spell permanently.

Blessing - Everyone included in the fortune gains the effect of the Bless spell permanently.

Insanity - Everyone included in the fortune develops insanity over the next week. This insanity cannot be healed or removed by any means. Insane characters cannot have Wisdom, Intelligence, or Charisma scores above 12 without the use of magic items or spells. Insane characters cannot cast spells normally; instead, they declare the level of spell slot they are using, and randomly cast a potential spell from their spell list at that spell slot. Groups or nations that are affected by insanity will behave increasingly irrationally, picking fights among themselves or others. Insane creatures never fear death, pain, or conflict. They can, however, still form friendships and alliances, and have an internal code that they will attempt to follow - however irrational it appears.

Enlightenment - Everyone included in the fortune is enlightened over the next week. All enlightened creatures have their Wisdom, Intelligence, and Charisma set to 18 if they were lower than 18. Enlightened creatures learn Guidance, Light, Shield and Sanctuary and may cast any of them at will using Wisdom for the spellcasting modifier. They gain flying and swimming speeds equal to their racial walking speed and are immune to psychic damage. Enlightened groups or nations will tend to work towards peace and the greater good, and are adept at identifying threats to themselves and others and will intervene to prevent them. They do not fear conflict, but only use it as a last resort.

Banishment - Everyone included in the fortune is immediately banished from the plane. The location of this banishment is chosen by the DM. The location should be unfamilar to the banished creatures, hellish to them in some form, and full of powerful hostile creatures that are impossible to appease or make peace with. Creatures banished in the manner cannot return via normal magical or divine means; the only path back is via a single portal in an unknown location that is a year's travel from their initial banished location. This should be generally be considered an extremely slow and painful death sentence for all involved, barring the utmost in heroic endurance and perseverance.

Immortality - Everyone included in the fortune is made immune to most causes of death. Over the next year affected adults' appearance and physique will become that of a young adult in prime physical condition, and they will never age past that point. They are immune to diseases, poisons, and necrotic damage and resistant to all other types of damage except psychic. Other physical damage is rapidly healed ; they regain 6 hitpoints at the start of their turn in combat and 1 hitpoint per second outside of combat. Any lost limbs or organs are regenerated after 1 hour of unconsciousness. Immortal creatures immediately stabilize whenver they would make a death saving throw, and so long as they have a functional brain, may also choose to gain 1 HP and become conscious. There are only two ways to kill an immortal creature: completely destroy its brain and heart within an hour (or two comparative organs, if those don't exist), or deal psychic damage greater than half the creature's maximum hitpoints in a single blow while it is unconscious.

Telescope of the Void Wondrous item, artifact (requires attunement) Curse. The Telescope is a small, hollow needle fashioned to resemble a small telescope. Attuning the item takes only one minute; however, the process of attuning requires inserting the needle into your eye through your iris, where the Telescope's magic replaces the inside of your eye with a path to the Void. Your iris and retina become a inky black, shaded with purple, lightly pulsing and faintly glowing in darkness. While the Telescope itself loses its magic once attuned, the effects and the attunement remain until the curse is broken. Seeing the Void. The Void is endless, and all things are vanishingly small within it. Your eye always sees, no matter what is placed in front of it - even your eyelid is but a meaningless barrier. Through the Void, you have Truesight up to 5 feet and can always see things within that distance no matter what covers your eyes. You are immune to blindness and have Darkvision up to 120 feet. The Void Hungers. Any spell attack roll of 1 on a d20 that was cast by or upon you critically fails by being absorbed through your eye into the Void; when this occurs, increase the Void Counter (VC) by one. VC starts at one when the Telescope is attuned. Cast Upon the Void. If you meet the VC requirement, you may cast the following spells from the Void as a bonus action with a spell save DC of 12 + proficiency: Spell Requirement Bane VC > 1, cast at 2nd level Compulsion VC > 3, cast at 4th level Eyebite VC > 5, cast at 6th level Dispel Magic VC > 7, cast at 8th level Casting a spell from the Void does not use a spell slot. The Eyebite spell's continuous effect uses a bonus action instead of an action when cast from the Void. Spells cast from the Void still require your concentration, but rolls to maintain concentration on them are made with advantage. When casting Dispel Magic from the Void, you cannot end 9th level spells. The Void Still Hungers. After casting a spell from the Void, roll percentage dice vs. (VC + spell level) / 2, rounded up. If you pass this check, no additional effects occur. If you fail, the DM rolls 1d4 on the following table: d4 Effect 1 Lose all VC, and take twice that amount as irresistable psychic damage. This damage cannot kill you, only render you unconscious. 2 Lose all VC, and all creatures in a 30 foot cone in front of you must make a DEX save (DC 10 + spell level). On a failure, they take xd6 necrotic damage (where x is the spell level / 2). On a success, they take half damage. 3 Lose all VC, and you are knocked prone then stunned until the end of your next turn. 4 Lose all VC, and the Void summons aberrations that are hostile to all non-abberations at random locations within a 30 foot radius of the user. Their number and composition are DM-adjusted so that their CR is equal to your level plus one. None Shall Escape. Once the VC reaches 25, any time it increases the above check is made with a spell level of zero. If you fail this special check, the Void casts Feeblemind (with a DC equal to the VC/2) on you, and the DM rolls for two unique effects from the above table.

Dice of Fate Mysterious Version For Players Wondrous item, artifact The Dice are a matched set of bone dice that, when touched, exude a feeling of dread and sheer power. Originally white, they have yellowed and stained over many years. The set contains a four-, six-, eight-, ten- and twelve-sided die. Rolling the Bones. At midnight during a new moon, the Dice can be rolled once to tell a fortune about a person or group. The number of people in a group is unlimited; it can be an adventuring party, a nation, or a race. To use the Dice, roll 1d4, 1d6, 1d8, 1d10, and 1d12. The fortune is based on the number of dice that match and what that number is. If no dice are matching the fortune is inconclusive. If there are two pairs, or a pair and a triplet, the effects combine (or for directly opposing fortunes, cancel out). Fortunes are easy to divine, but difficult to interpret. Merely identifying the Dice does not allow you to determine the exact effect of a fortune. You are limited to a one-word description of the effect, and the rarity of the roll required. The power of a fortune depends on its rarity; the common ones are inconsequential, while the rarest are extremely dangerous. Tipping the Balance. Particularly brave or foolhardy individuals may attempt to cheat fate. The Dice's magic resists such efforts in every way; hands fumble, doubts intervene, and the dice themselves strongly resist being tilted. After rolling the Dice, as a bonus action you can attempt Slight of Hand using Dexterity, Strength, Intelligence or Wisdom to change the outcome. The DC depends on how Fate is being cheated. You can either re-roll certain dice or change the dice's outcome directly. Re-rolling has a DC equal to the the total of the die faces you re-roll; for example, to re-roll the d4 and the d12 has a DC 16. Picking dice values has a separate check for each die, which must use a new attribute from the selection above for each check. Each check's DC is equal to twice the face of the die you are changing; for example, to change the d10 has a DC of 20. You must decide which dice you will attempt to change before making any check, and you must succeed every check to change any dice. Regardless of whether you succeed or fail, Fate always attempts to counter you after your interference. After you make the check(s) above, the DM may make certain rolls opposing yours. This happens regardless of your success or failure, but the DM may not undo a completed fortune and must always roll after you do. Rolling the Dice Value Pair Triplet Quadruplet Quintuplet 1 Negligence Frailty Disaster Insanity 2 Preparation Resilience Deliverance Enlightenment 3 Dread Ignorance Plague Banishment 4 Calm Knowledge Health Immortality 5 Scarcity Rivalry Curse - 6 Abundance Friendship Blessing - 7 Pain Inability - - 8 Relief Expertise - - 9 Age - - - 10 Youth - - - Approximate Percentage to Roll Value Pair Triplet Quadruplet Quintuplet 1 11.5 2 0.15 0.004 2 11.5 2 0.15 0.004 3 11.5 2 0.15 0.004 4 11.5 2 0.15 0.004 5 4.6 0.55 0.015 - 6 4.6 0.55 0.015 - 7 1.9 0.1 - - 8 1.9 0.1 - - 9 0.50 - - - 10 0.50 - - - Total 60.5 9.5 0.6 0.02

Telescope of the Void Mysterious Version For Players Wondrous item, artifact (requires attunement) Curse. The Telescope is a small, hollow needle fashioned to resemble a small telescope. Attuning the item takes only one minute; however, the process of attuning requires inserting the needle into your eye through your iris, where the Telescope's magic replaces the inside of your eye with a path to the Void. Your iris and retina become a inky black, shaded with purple, lightly pulsing and faintly glowing in darkness. While the Telescope itself loses its magic once attuned, the effects and the attunement remain until the curse is broken. Seeing the Void. The Void is endless, and all things are vanishingly small within it. Your eye always sees, no matter what is placed in front of it - even your eyelid is but a meaningless barrier. Through the Void, you have Truesight up to 5 feet and can always see things within that distance no matter what covers your eyes. You are immune to blindness and have Darkvision up to 120 feet. The Void Hungers. Any spell attack roll of 1 on a d20 that was cast by or upon you critically fails by being absorbed through your eye into the Void; when this occurs, increase the Void Counter (VC) by one. VC starts at one when the Telescope is attuned. Cast Upon the Void. If you meet the VC requirement, you may cast the following spells from the Void as a bonus action with a spell save DC of 12 + proficiency: Spell Requirement Bane VC > 1, cast at 2nd level Compulsion VC > 3, cast at 4th level Eyebite VC > 5, cast at 6th level Dispel Magic VC > 7, cast at 8th level Casting a spell from the Void does not use a spell slot. The Eyebite spell's continuous effect uses a bonus action instead of an action when cast from the Void. Spells cast from the Void still require your concentration, but rolls to maintain concentration on them are made with advantage. When casting Dispel Magic from the Void, you cannot end 9th level spells. The Void Still Hungers. After casting a spell from the Void, roll percentage dice vs. (VC + spell level) / 2, rounded up. If you pass this check, no additional effects occur. If you fail, the DM rolls to determine a random detrimental effect. None of the effects can directly kill you. None Shall Escape. Once the VC reaches 25, any time it increases the above check is made with a spell level of zero. If you fail this special check, several detrimental effects will happen. As before, none of the effects can directly kill you.

Potions Potion of Divination Very Rare When you drink this potion, you gain the effect of the Divination spell, which always has a 25 percent chance to be a random reading. This silvery liquid has reflections which always include shadowy figures that aren't there. Potion of Fey Movement Rare When you drink this potion, your form is slightly untethered from the material plane. For the next hour, you can use Misty Step up to three times with no verbal component. The yellow flecks within this green potion are constantly swirling in patterns, similar to a flock of birds. Potion of Frost Breath Uncommon After drinking this potion, you can exhale an icy blast at a target within 30 feet of you (or, on subsequent turns, you may use a bonus action for the effect). The target must make a DC 13 Dexterity saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the icy blast three times or when 1 hour has passed. This potion's blue liquid has a thin film of ice, and a cool fog fills the top of the container and wafts out whenever it is opened. Potion of Magic Rejuvenation Legendary When you drink this potion, for 1 minute whenever you cast a spell of 2nd-5th level you do not lose the spell slot. Instead, the spell slot is returned at one level lower than what you cast, i.e. if you cast a 4th level spell, you turn that slot into a 3rd level slot. Slots gained this way are lost following a long rest. This potion is blue, but paradoxically gives off a red glow. Potion of Nighteye Common When you drink this potion, you gain Darkvision (range 60) for the next hour. If you already had Darkvision, your range increases by 30 feet. Your vision loses all color, and you only see shades of green even in bright light. The potion continuously glows with an inner green light, and can be used to dimly light a 10 foot radius. This light does not penetrate magical darkness. Potion of Revivify Very Rare When you drink this potion, for the next hour if you die the Revivify spell is automatically cast on you 1 minute after your death. You may also take two consecutive actions to apply the potion to a creature that has died within the last minute to cast Revivify upon that creature. A skeletal hand drifts within the grey liquid of this potion, which disintegrates once the container is opened. Potion of Rotgut Very Rare When you drink this potion, you immediately cast Stinking Cloud centered on yourself. You do not need to maintain concentration on the spell, and you are immune to the cloud's effects. The cloud will automatically follow you during your movement. The bright yellow liquid within the container smells, and tastes, of rotten meat. Potion of Time Dilation Legendary When you drink this potion, for 1 minute you may use three actions in combat on your turn. You can still only cast one spell during your turn. When agitated, this potion moves unnaturally slowly. Potion of Vigor Rare When you drink this potion, you can immediately remove two levels of exhaustion. For 1 minute, you gain 2d4+2 temporary HP every turn and can use your bonus action to Dash. At the end of that minute, you gain one level of exhaustion, lose all temporary HP from drinking the potion, and regain 2d4+2 HP. This black liquid has a continuous slow fizzle, and the container opens with a satisfying popping sound. I found that I often wished to have an easy way to generate random potions. In order to do so, I've generated this selection to nicely fill out the tables on the next page. I'm pretty sure I borrowed part of all of some of these (specifically, Divination, Nighteye, and possibly Revivify) from another source, but it's been more than a year and I can no longer recall who or where. I apologize to that individual for not being able to credit them properly.