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Xanathar's Secret Stash

This document provides summaries of magical armor items, including: - Armor of Dark Deeds which allows you to take the Hide action with advantage on attacks. - Armor of Enduring Health which lets you use the Second Wind ability twice before a rest. - Brightaxe Scale which provides a +1 AC bonus that increases to +3 for clerics of Haela Brightaxe, and can cast conjure elemental. - Chondalwood Leathers which provides a +1 AC bonus and can cast druidcraft or entangle once per long rest. - Griffonheart Breastplate which provides a +1 AC bonus and proficiency, and can cast polymorph to assume

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eric.monachon81
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100% found this document useful (7 votes)
2K views48 pages

Xanathar's Secret Stash

This document provides summaries of magical armor items, including: - Armor of Dark Deeds which allows you to take the Hide action with advantage on attacks. - Armor of Enduring Health which lets you use the Second Wind ability twice before a rest. - Brightaxe Scale which provides a +1 AC bonus that increases to +3 for clerics of Haela Brightaxe, and can cast conjure elemental. - Chondalwood Leathers which provides a +1 AC bonus and can cast druidcraft or entangle once per long rest. - Griffonheart Breastplate which provides a +1 AC bonus and proficiency, and can cast polymorph to assume

Uploaded by

eric.monachon81
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1

CREDITS
Publisher: DMs Guild
Project Oversight: Grim Press
Writer: R. P. Davis
Editor: Max Hickson
Graphic Design: Trevor Armstrong
Artist: Bob Greyvenstein

www.GrimPress.net
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DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and
their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon
Masters Guild.

All other original material in this work is copyright 2021 by Grim Press and published under the Community Content Agreement for Dungeon Masters Guild.

2
TABLE OF CONTENTS FOREWORD
Armor..............................................pg.4 Only the greatest smugglers can withstand
Protect yourself from all manner of harm; sharp the test of time — and me? I’m the greatest
blades and stray arrows won’t hurt you now!
of them all. There will always be contention
Item Sets.........................................pg.8 with others wanting more runs, larger gains,
The stuff of legend... Equipment so glorious that working faster and more haphazardly than
owning each piece of the set bestows gifts upon you needed, but I promise you, none of that is the
greater than the sum of its parts.
secret to success...
Consumables...............................pg.14
When simple healing potions won’t do, these Look around you, there are riches as far as
fantastical beverages are sure to fix what ails you.
Remember though, moderation is key. your primitive eyes can see. Was it sheer luck
that these valuables found their way into my
Staffs...........................................pg.16 hoard? Hardly!
Wizards are known to rain down destruction from
above, and now you can too. Fire and brimstone,
thunder and lightning, or death and decay await I’m the most successful being, by far.
your command with these powerful tools. Nobody’s ever been more successful than
Wands..........................................pg.20 me. But you? You poke around here hoping
Even if you are ungifted in the magical arts, some to learn the tricks of the trade? I can
semblance of its power can now be yours! guarantee you won’t find what you seek.
Smarter folks than you have learned respect
Weapons.......................................pg.22
The best defense is a good offense, or so they say. for my very, very large brain, and they will
Regardless of its validity, you’d be quite foolish to find true worth in their lives if and only if
wade into combat without a sturdy blade. they do my bidding. They must cease their
Wondrous Items............................pg.29 pitiful continued existence. Will you be any
The prized jewel of any collection — wondrous items different?
fascinate all who gaze upon them, and there is one
for practically any purpose.
~The Xanathar

3
ARMOR Armor of
Dark Deeds
Armors come in a great many shapes and sizes,
with just as great a variety of magical powers.
Enchantments improve the wearer’s Armor Class,
whether by filling the gaps in chain mail with
shimmering force or hardening leather into something
that can stop a crossbow bolt. It can also help the
wearer dodge harmful effects and bolster their
resistances. Seasoned adventurers can depend on
magic armor to protect them even from the teeth of an
elder dragon! Well, perhaps some of the time.

Armor of Dark Deeds


Armor (leather), rare

When you strike, this armor’s swirling shadows mask


you from your enemies.
While you wear this armor, when you have
advantage on an attack roll you make against a
creature and hit, you can use a bonus action to take
the Hide action.

Armor of Enduring Health


Armor (breastplate), uncommon (requires attunement)

Warriors hold in high esteem the ability to reach


within and draw deeply on their inner resources, and
this beautifully crafted armor allows you to channel
your inner strength.
While you wear this armor, if you have the Second
Wind ability, you can use that ability twice before a Armor of
rest. Enduring Health
Brightaxe Scale
Armor (scale mail), very rare (requires attunement by a dwarf)

Tales in taverns up and down the Sword Coast tell


of a lost, plague-ridden dwarven stronghold called
Firehammer Hold. In the late 15th century DR,
the hold fell to a host of duergar aided by the Red
Wizards of Thay, as part of the larger plot to establish
Bloodgate Keep.
Clerics of Haela Brightaxe, who value Torstultok,
the Hall of Grand Hunts, have the mission of
reconquering Firehammer Hold and make these suits
of armor to aid them.
You gain a +1 bonus to AC while you wear this
armor. If you’re a cleric of Haela Brightaxe, this
bonus increases to +3. As an action, you can pluck a
scale from the armor and lob it to the ground to cast
the conjure elemental spell. Once you use this ability,
you can’t use it again until you finish a long rest. Brightaxe
Scale

4
Gunslinger’s
Chondalwood Leathers
Leathers

Griffonheart
Breastplate

Faradin’s
Platter

Chondalwood Leathers
Armor (leather), very rare (requires attunement) Griffonheart Breastplate
Armor (breastplate), very rare (requires attunement)
The elves of the Chondalwood have suffered for more
than a thousand years. Hemmed in and persecuted Fashioned of brilliantly-polished steel, chased
by human settlers from Chondath and Sespech, with figures of roiling clouds and adorned with
they fought back many times, often supported by brass decorations and white griffon feathers, these
the Emerald Enclave. But the Spellplague was armors are created for Aglarondan griffon-riders
a cataclysm they couldn’t fight, and they were as ceremonial as well as functional items. They are
scattered. Now only a handful remain, warily flitting ostensibly to be only worn when guarding the rulers
through the Plaguewrought Lands that used to be of Aglarond, but are often taken on special missions
their great forest. Created by the wild elves of the when those officers are detached for some other
Chondalwood, this armor is crafted of supple leather purpose.
specially tanned to make a resilient yet comfortable You gain a +1 bonus to AC while you wear this
cuirass. armor. You are considered proficient with this armor
You gain a +1 bonus to AC while you wear this even if you lack proficiency with medium armor. In
armor. In addition, as an action you can use the addition, as an action you can use the armor’s magic
armor’s magic to cast the druidcraft or entangle spells to cast the polymorph spell on yourself, assuming the
(DC 15). Once you use the armor to cast entangle, shape of a griffon only.
you can’t do so again until you finish a long rest.
Gunslinger’s Leathers
Faradin’s Platter Armor (leather), very rare (requires attunement)
Armor (shield), rare (requires attunement)
When Lantanese artificers invented smokepowder,
Long ago, when Phalorm was at its height in what are it wasn’t long before they adapted it to use as a
now called the Forlorn Hills, shield dwarves dwelt in weapon, and it even sooner before clever people
splendor in their underground kingdom of Dardath. began to adopt smokepowder weapons. This long
One of the greatest heroes of Dardath was Faradin, a leather coat was developed at the behest of an
mighty dwarf whose arm was strong. Alas, he fell in infamous sky pirate, Talvig Sumarsk, who had an
battle with orcs in the Year of the Lamia’s Kiss (615 obsession with keeping his smokepowder pistols near
DR), and his shield was never seen again. at hand at all times.
While holding this shield, you gain a +1 bonus to You gain a +1 bonus to AC while you wear this
AC. This bonus is in addition to the shield’s normal armor. In addition, the armor magically binds
bonus to AC. weapons you place into its various loops so they can’t
In addition, the shield has 3 charges, and it fall out, no matter how you tumble or fall. You can
regains 1d3 expended charges daily at dawn. While place up to six weapons in this way, though they
you hold it, you can use an action to expend 1 charge can’t be larger than a pistol or hand crossbow.
and cast the stone shape spell (save DC 13) from it.
5
Swashbuckler’s
Buckler

Lionheart
Pauldrons

Ramshorn
Breastplate

Lionheart Pauldrons St. Ambriel’s


Armor (breastplate), uncommon (requires attunement)
Breastplate
These metal shoulder guards are adorned with the
magically-preserved faces of two great cats, one for
each shoulder. Little is known about their history
save they must have come from a place where great
cats were prized as totem animals for great warriors.
While you wear them, you gain a +1 bonus to AC.
In addition, you can’t be frightened.
These pauldrons don’t impede class features that
restrict armor use, such as a barbarian’s Unarmored
Defense. However, they don’t confer this exception to
any other armor worn.

Ramshorn Breastplate St. Ambriel’s Breastplate


Armor (breastplate), uncommon (requires attunement)
Armor (breastplate), very rare (requires attunement)

Long ago, there lived a valiant, warlike cleric


In Turmish, the ceremonial guards of the Assembly
who relished venturing on deeds of errantry in
of Stars in Alaghôn—called the Ramshorns—were
the company of paladins, searching out evil and
issued with these ornate armors. Not merely
vanquishing it. The paladins appreciated his
impressive to look upon, they were also enchanted
bravery—and his healing magic.
with powerful magic, as befits seasoned warriors
When you use a spell or ability that restores hit
guarding the most highly-placed persons in the
points to another creature, you regain hit points
nation. The breastplates were designed to hold
equal to half the hit points that creature regains.
missile weapons, just in case a Ramshorn might need
them when their ceremonial duties only permitted Swashbuckler’s Buckler
them to carry their halberds. Armor (shield), uncommon (requires attunement)
You gain a +1 bonus to AC while you wear this
armor. You are considered proficient with this armor Not every charlatan keeps to the shadows, and those
even if you lack proficiency with medium armor. In that don’t proudly brandish bucklers inlaid with
addition, the armor has an extradimensional space lavish gold and silver — a means of showing their
tied to it that allows the armor to hold numerous propensity for prosperity.
items while never weighing more than 2 extra You do not need proficiency with shields to use the
pounds. The armor can hold up to 12 javelins or swashbuckler’s buckler.
similar objects. You can draw any item the armor While holding this shield, you gain a +1 bonus to
contains as if doing so from a quiver or scabbard. AC and have advantage on Charisma (Persuasion)
checks. The buckler has no additional AC bonus.
6
Shield of Anhur
Armor (shield), rare (requires attunement)

Mulhorandi paladins dedicated to the service of


Anhur, the god of war and weather, often carry these
shields. Painted with the symbol of their order, the
wooden shield also has carved into it hieroglyphics of
strength and protection.
While holding this shield, you gain a +1 bonus to
AC. This bonus is in addition to the shield’s normal
bonus to AC.
Additionally, the shield has 3 charges, and it
regains 1d3 expended charges daily at dawn. If you
Underhome
are holding the shield, you can expend 1 charge as a
Armor bonus action to push a creature within 5 feet of you
10 feet away from you and knock it prone.

Underhome Armor
Armor (half plate), very rare (requires attunement by a dwarf)

The Great Rift was the traditional home of Faerûn’s


gold dwarves until the Spellplague of 1385 DR. The
country, populated by dwarves, gnomes, halflings,
and humans, was ruled by a monarchy from the
capital of Underhome. The most renowned gold dwarf
warriors of Underhome were given these armors in
their wars with Underdark creatures.
When the Spellplague struck most of Underhome
fell into the Underdark, creating the Underchasm,
and what remained of Underhome retreated into the
easternmost portions of what remained of the Great
Shield of Rift to form the nation of Eartheart. Almost all of the
Anhur existing Underhome armors were lost in the savage
fighting that followed, though some are cropping up
as far away as Mithral Hall.
You gain a +2 bonus to AC while you wear this
armor. In addition, your hit point maximum is
increased by an amount equal to your level. Finally,
whenever you reduce a creature to 0 hit points, you
gain 1d8 temporary hit points.

Wind Duke’s Shield


Armor (shield), rare (requires attunement)

This item was forged through the power of elemental


air by one of the Wind Dukes of Aaqa. It is made
of gold so pure it’s almost white, and enchanted to
weigh very little; it weighs only 1 pound instead of the
normal 6.
While holding this shield, you gain a +1 bonus to
AC. This bonus is in addition to the shield’s normal
bonus to AC.
Additionally, while you hold it, you can use an
action to cast the gust of wind spell (save DC 13)
from it. Once used, this property shouldn’t be used
again until the next dawn. Each time it is used again
before then, it has a cumulative 20 percent chance
Wind Duke’s of not working and tearing the shield into useless,
Shield nonmagical tatters.

7
ITEM SETS
Magical item sets are designed to be worn and used
together. Consisting of 4 thematically linked items,
each of which is by itself powerful indeed, possessing
and being attuned to each item in the set grants
additional powers.

Gaining possession of just one of these items shouldn’t


be easy. It should be a momentous quest to assemble
an entire set, the culmination of an entire campaign
arc.
Fowled Knight’s
Armaments
Fowled Knight’s Armaments
On a little-known world there was an order of
knights of great renown, warriors who found such
joy in righteous battle that they were always in the
vanguard. They laughed and sang as they rode, their
silver armor and accoutrements gleaming in the sun,
for they feared neither hurt nor evil.
It is said they fell in battle, slain to the last knight.
Whether betrayed by one of their own or through the
arts of a foul necromancer, the legends differ. But the First Knight’s Helmet
legends agree that the First Knight of the Order of the Wondrous item, uncommon
Swan was the last to fall, hewing her enemies until
their bodies formed a hill that took a day to climb. Like the mail, this helmet never shows a speck of rust
Perhaps it was her valour that infused her gear and shines in the sun. While you wear it, you have
with such powerful magic. Perhaps she was touched advantage on Charisma (Intimidation) checks you
by the hand of some long-forgotten deity. In any make.
case, her weapons and armor were scattered across
the worlds and planes. A prophecy predicts that the
Mail of Grace
Armor (chain mail), rare (requires attunement by a fighter)
knight who assembles all the pieces will found the
Order anew, spreading knightly virtue across the This high-quality chain mail never rusts, and gleams
Known Worlds. when the sun strikes it. While you wear it, when you
Whether brave or meek, your valor will awaken use your Second Wind feature, you regain twice as
when girded with these items, as bold heroism blazes many hit points as you roll.
within your breast.
If you have fighter levels and are attuned (if Swan Sword
necessary) to all four items, you gain the following Weapon (greatsword), rare (requires attunement)
abilities, in addition to those imparted by the items
Triple-forged steel is married with gilded bronze
themselves:
hilts and then enchanted to create a potent weapon.
• As a bonus action, choose a creature you can see
You have a +1 bonus to attack and damage rolls
within 60 feet of you and mystically mark it as
you make with this magic weapon. In addition, as
your sworn foe. For the next hour, you deal an
a bonus action you can cause the sword to emit a
extra 1d6 damage to the target whenever you hit
brilliant flash of light. Creatures within 30 feet of you
it with a weapon attack, and it has disadvantage
must succeed on a DC 14 Constitution saving throw
on attack rolls it makes against targets other than
or be blinded until the start of your next turn. Once
you. Once you use this ability, you can’t use it
you use this ability, you can’t use it again until you
again until you finish a short or long rest.
finish a short or long rest.
• You can’t be knocked prone.
• You regain 10 hit points at the start of your turn
if you have at least 1 hit point.
Talisman of Feathers
Wondrous item, rare (requires attunement)
• You gain a +2 bonus to initiative checks.
• When you take the Attack action, you can make The figure of a swan taking flight is enameled on
an additional attack against a creature you have the gold of this heavy amulet. While you wear the
marked as your sworn foe. talisman, your speed increases by 10 feet.
8
9
10
Summer Queen’s Fittings Bow of the Summer Queen
Weapon (any bow), rare
Rumored to be enchanted by the Faerie Queen
herself, these fittings embody the qualities of her While deadly, this bow also encourages demonstrated
divine realm: elegance and beauty. acts of mercy.
Although the source of their power remains lost You gain a +2 bonus to attack and damage rolls
to legend, magic that flows freely throughout the made with this magic weapon.
Feywild seems to have had lasting effects on the The bow has 3 charges. As a bonus action, you can
items contained within this set, contributing to the speak the bow’s command word, which causes the
betterment of those who don them. Each item is a bow to glisten in a silvery light for 1 minute or until
boon on its own, but as long as you wear and wield you use an action to expend 1 to 3 charges while
all four in forest terrain, you have the following firing an arrow into the sky. The arrow magically
abilities in addition to those imparted by the items splits into a number of silvery luminescent arrows
themselves: equal to the charges expended and each of these
• You are permanently under the effects of the pass spectral arrows hits a living creature of your choice
without trace spell. with 0 hit points that you can see within the bow’s
• You have advantage on Dexterity, Intelligence, range. A hit creature becomes stable, as if it had
and Wisdom skill checks while in forest terrain. been targeted with the spare the dying spell. The bow
• You always know where you are when in forest regains ld3 expended charges daily at dawn.
terrain and can’t be misled, even by magical
means. Bowl of Bestial Blessing
Wondrous item, uncommon
• You gain an additional +1 bonus to attack and
damage rolls you make with the bow of the This finely crafted magical bowl is made of pure
Summer Queen. mithral. Once during a short or long rest, you can
• Critical hits you deal with the bow of the Summer speak the bowl’s command word, causing it to fill
Queen force the target to make a DC 15 Strength with water.
saving throw. On a failure, the target randomly If you have an animal companion, it can drink the
drops one object or weapon it is carrying. water from the bowl, gaining a number of temporary
hit points equal to its Constitution modifier + its
proficiency bonus once it has completed the rest.
Your companion must consume all of the water to
gain this benefit. The bowl’s benefit only works on
creatures of the beast type.

Fey Striders
Wondrous item, uncommon (requires attunement)

These sleek boots allow you traverse the wilderness


with ease, as you rarely lose your footing.
While you wear the boots, you can treat a d20 roll
of 9 or lower as a 10 for Dexterity (Acrobatics) checks.

Feywild Dressings
Armor (leather), rare (requires attunement)

Embodying the forest, this elegant leather armor


causes animals to feel at ease in its presence.
While wearing this armor, you gain a +1 bonus
to AC and the ability to comprehend and verbally
communicate with beasts as if you shared a language
with them.
Summer Queen’s In addition, you can cast the calm emotions spell
Fittings (save DC 15) at will, except that the spell targets
beasts instead of humanoids.

11
Trappings of
Free Men

Boots of Free Men


Wondrous item, uncommon (requires attunement)

These supple leather boots are made from the


specially-tanned hides of desert creatures. They let
you glide through the desert sand like a fish through
water.
While you wear the boots, you have a burrow
speed of 30 feet in sand, and you can breathe sand
as if it was air.
Trappings of Free Men Burqa of Free Men
Wondrous item, uncommon (requires attunement)
Deep in the Anauroch Desert live tribes of humans
who call themselves the Bedine. Long preyed upon by Consisting of a long, wide strip of linen wound round
the Zhentarim—who in order to establish trade routes and round the head and held in place with a brightly-
struggled to suppress them—and brutally oppressed colored woven strap, this headdress is essential for
under the thumb of the Shadovar of Thultanthar, safe desert travel.
the Bedine live as one with the sands. They fight While you wear the burqa, you have advantage on
with a total abandon that seems savage and cruel to Wisdom (Survival) checks you make to navigate in the
those who consider themselves more refined, and it desert.
is clear to observers that, should they ever decide to
leave their dunes and conquer their neighbors, the Knife of Free Men
battles would be short, bloody, and the Bedine would Weapon (dagger), uncommon
assuredly be the victors.
Their peculiar practice of magic influences the Forged from metal that fell from the night sky, the
items the Bedine craft for themselves. The boots, blade of a knife of free men is keen and strong.
burqa, knife, and cloak of Free Men are unique to When you hit a creature with an attack using
these hardy, robust, and honorable people, who this magic weapon, the target takes an additional 1
reward (rarely) those who do great service to a tribe. necrotic damage at the start of each of its turns. This
Each item is a boon on its own, but as long as you effect stacks with each successful hit. If the target
wear and wield all four in a desert terrain, you have receives magical healing, all instances of necrotic
the following abilities in addition to those imparted by damage you impose in this way end. In addition, the
the items themselves: target or another creature can use an action to make
• You are permanently under the effects of the a DC 14 Wisdom (Medicine) check. On a success, the
freedom of movement spell. necrotic damage ends.
• You have advantage on saving throws you make
to avoid taking levels of exhaustion.
Vest of Free Men
Armor (studdend leather), rare
• You gain a +1 bonus to AC and saving throws,
• You gain a +1 bonus to attack and damage rolls This tanned leather is reinforced with close-set rivets,
you make with your knife of free men. and enchanted with subtle magicks to blend in with
• You score a critical hit with your knife of free men the desert.
on a roll of 19 or 20. You gain a +1 bonus to AC while wearing this
• You can’t be blinded while in the desert, whether armor. In addition, you have advantage on Dexterity
by the sun’s glare, blowing dust, or magic. (Stealth) checks you make in a desert environment.
12
13
CONSUMABLES
Use it once, and it’s gone. That’s it. No more.
Unfortunately, that’s the nature of consumable items
like spell scrolls, potions, and elixirs. For that reason Beetle
some adventurers put off using consumables; after Elixir
all, that potion of giant strength might come in useful
somewhere down the road. But the wise adventurer
knows there might literally be no tomorrow. The wise
adventurer knows the best place for a potion to be is
inside him.

Beetle Elixir
Potion, rare

Svirfneblin artificers from resettled Blingdenstone Elixir of


distill this elixir from a dizzying array of ingredients Adamantine
harvested from the Underdark at great peril. The Blood
viscous liquid in this vial has an oily brown color and
smells a little like wet leaves. After drinking it, your
skin hardens, darkens, and glosses over. In addition,
your eyes become faceted and short antennae sprout
from your forehead.
For 1 hour, you gain darkvision out to 60 feet and
your AC can’t be less than 16, regardless of what
kind of armor you wear.
Porcupine
Elixir of Adamantine Blood Elixir
Potion, very rare

This heavy crystal vial is filled with what appears to


be solid purple metal, but when upended, the viscous
fluid flows slowly downward. Drinking it hardens
your flesh.
For 1 hour after drinking it, you gain 10 temporary
hit points, and you have a +2 bonus to AC.

Porcupine Elixir Rhinohide


Potion, rare Elixir
The liquid in this translucent blue flask is shot
through with sparkling bubbles. It tastes bitter and
sour, and the bubbles prick your tongue painfully.
When you drink this potion, for the next 8 hours
your AC becomes 13 + your Dexterity modifier, Rhinohide Elixir
provided you aren’t wearing armor. In addition, Potion, rare
hundreds of needle-sharp quills sprout from your
body. You can use a bonus action to make one melee Chultan druids from the Emerald Enclave bring us
weapon attack with your quills against a target within this curiosity: a purple glass vial that holds a light
5 feet of you. If the attack hits, the quills deal 1d4 gray liquid in which is suspended a monkey’s skull.
piercing damage. You use your Strength modifier for When you unstopper it, bluish-gray mist pours from
the attack and damage rolls. the bottle’s mouth.
Additionally, when you use the Attack action to When you drink the potion and you aren’t wearing
grapple a creature, the target takes 1d4 piercing armor, your skin thickens and turns gray. For the
damage if your grapple check succeeds. A creature next 8 hours, your base AC becomes 13 + your
that grapples you takes 1d4 piercing damage at the Dexterity modifier, and you gain a +1 bonus to
start of each of their turns while you are grappled. damage rolls you make with an unarmed or melee
weapon attack. The effect ends if you don armor.
14
Mushroom
of Reason

Grinning Tooth
Death Mushroom
Mushroom

Umbral
Blossom

Death Mushroom
Fungus, rare

The stem of this mushroom is an orange-brown color


with a blue and teal crown at its top. This crown is
about 6 inches wide and when broken or pierced in
any way, it releases a 20-foot-radius yellow-green fog
centered on it, which hangs in the air for 10 minutes.
Azurelaud When a creature enters the fog’s area for the first
Bowl time on a turn or starts its turn there, that creature
must make a DC 14 Constitution saving throw. The
creature takes 3d8 poison damage on a failed save, or
half as much damage on a successful one. Creatures
are affected even if they hold their breath or don’t
need to breathe.

Grinning Tooth Mushroom


Fungus, rare

These pinkish mushrooms grow white fang-like


protrusions all over their crown. When consumed,
you take 1 piercing damage, but your body begins to
generate immense heat. For the next 8 hours, you are
resistant to cold and fire damage.

Azurelaud Bowl Mushroom of Reason


Fungus, very rare
Potion (drinking bowl), very rare

This ornate bowl is decorated with gemstones. A specially-enchanted mushroom of this sort is very
When you place it on a solid surface and speak its old and has a smell so vile it would turn a troll’s
command word, the bowl is activated and an azure stomach. When you consume it, you must make a
liquid begins to materialize in the bowl, filling it to the DC 17 Constitution saving throw. On a failure, you
brim, which takes 2d4 minutes. take 21 (6d6) poison damage, are poisoned until you
Once filled, a blue mist rises up from the bowl. finish a long rest, and receive no benefit from the
Any number of creatures can drink from the bowl as mushroom. On a success, you take half as much
an action by plunging both hands into the bowl and damage, you aren’t poisoned, and your Intelligence
scooping up the liquid. Doing so grants the creature and Wisdom scores each increase by 1, as does your
2d20 temporary hit points. The bowl remains full maximum for those scores, until you finish your next
regardless of the number of creatures that drink long rest.
from it until it is deactivated with its command word, Umbral Blossom
causing the liquid to dissipate. Fungus, common
The liquid loses its magical properties if it is not
consumed immediately after leaving the bowl. If the A green mushroom topped with a bioluminescent
bowl is moved while active, the azure liquid becomes blue fur that grows in warm and damp areas. When
water. you consume it, your body sheds bright light in a
Once the bowl is used in this manner, it can’t be 10-foot radius and dim light for an additional 10 feet
used again until the next dawn. for 8 hours.
15
Assassin’s Staff
STAFFS Staff, very rare (requires attunement)

This simple, slim staff is only 4 feet long, and looks


A simple walking stick? Or traditional implementations more like a walking stick than a magical quarterstaff.
of power for old, wise spellcasters? A gnarled wooden It has a leather strap to make it easy to sling over
staff serves as a perfect channel for magical power, your shoulder and it bears a small rune of a dagger
yet more often than not appears innocent. Alas for on one end.
the watch wizards of Waterdeep’s WOMP, it can be While you hold the staff, you can use an action to
difficult indeed to take a walking staff from someone cause a thin blade to spring out of the end with the
who looks elderly and harmless. rune, turning the staff into a spear. You’re proficient
with the weapon. The blade is coated with a viscous
poison. The poison remains for 1 minute or until
an attack using this weapon hits a creature. That
Aboleth Staff creature must succeed on a DC 15 Constitution
Staff, rare saving throw or take 2d10 poison damage and
become poisoned for 1 minute. The staff can’t be used
Assembled by mad kuo-toa clerics who worship this way again until the next dawn.
aboleths around the Sea of Fallen Stars, these staffs In addition, you can use an action to expend 1 of
are made of pieces of driftwood to which a bit of its 10 charges to cast one of the following spells from
aboleth tentacle has been affixed and treated with it, using your spell save DC or DC 15, whichever is
mind-melting enchantments from the Far Realm. The higher: darkness, invisibility, or pass without trace.
magic preserves the debilitating disease imparted by The staff regains 1d8 + 2 charges each day at dawn
the aberrant creatures and transfers it to creatures and can also be used as a magic quarterstaff. If you
the staff strikes. expend the last charge, roll a d20. On a 1, the staff
You have a +1 bonus to attack and damage rolls vanishes in a puff of oily black smoke, lost forever.
you make with this magic weapon. In addition, when
you score a hit with it, the target must succeed Scorpion Staff
on a DC 14 Constitution saving throw or become Staff, rare
diseased. The disease has no effect for 1 minute and
can be removed by any magic that cures disease. Carved from bone and magically suffused with rare
After 1 minute, the diseased creature’s skin becomes components harvested from giant spiders, scorpions,
translucent and slimy, the creature can’t regain hit and ettercaps, these staffs are often found in the
points unless it is underwater, and the disease can hands of drow raiding parties.
be removed only by heal or another disease-curing You have a +1 bonus to attack and damage rolls
spell of 6th level or higher. When the creature is you make with this magic weapon. In addition, the
outside a body of water, it takes 6 (1d12) acid damage staff has 6 charges. When you score a hit with it, you
every 10 minutes unless moisture is applied to the can expend 1 or more of its charges to deal an extra
skin before 10 minutes have passed. 1d8 poison damage for every charge you expend in
this way.
The staff regains 1d4 + 2 charges each day at
dawn. If you expend the last charge, roll a d20.
On a 1, the staff dissolves in a flood of ichor and is
Aboleth destroyed.
Staff

Assassin’s
Staff
Scorpion
Staff
16
Staff of the Artisan Staff of Ethereal Action
Staff, rare (requires attunement) Staff, rare (requires attunement)

The magical artificers from the island of Lantan often From Neverwinter Wood comes this long staff, made
arrive at unique solutions for their problems. These of wood and adorned with a small emerald bird. Made
staffs are presented as an example of extremely by eladrin who came from the Feywild—who have
useful magic items. nothing to do with the Eldreth Veluuthra, nothing at
While holding this staff, you can use an action to all—they are very handy for travelers.
cast the mending spell. Additionally, you can use an This staff can be wielded as a magic quarterstaff
action to expend 1 or more of its 10 charges to cast that grants a +1 bonus to attack and damage rolls
one of the following spells from it, using your spell made with it.
save DC or DC 14, whichever is higher: floating disk The staff has 10 charges for the following
(1 charge), fabricate (3 charges). properties. It regains 1d6 + 4 expended charges daily
In addition, you can use an action to expend 2 at dawn. If you expend the last charge, roll a d20.
charges and conjure up an inanimate object in your On a 1, the staff loses its properties and becomes a
hand or on the ground in an unoccupied space that nonmagical quarterstaff.
you can see within 10 feet of you. This object can be You can use an action to expend 1 or more of the
no larger than 3 feet on a side and weigh no more staff’s charges to cast one of the following spells from
than 10 pounds, and its form must be that of a it, using your spell save DC or DC 14, whichever
nonmagical object that you have seen. The object is is higher: misty step (1 charge), blink (2 charges),
visibly magical, radiating dim light out to 5 feet. The teleport (3 charges).
object disappears after 1 hour, when you use this In addition, as an action you can expend 1 of the
feature again, or if it takes or deals any damage. staff’s charges to animate the bird and use it for an
The staff regains 1d8 + 2 charges each day at animal messenger spell.
dawn and can also be used as a magic quarterstaff.
If you expend the last charge, roll a d20. On a 1, the Staff of Illumination
Staff, very rare (requires attunement)
staff vanishes in a flash of light, lost forever.

Staff of the Cobra Sometimes you just need to shed some light on a
Staff, uncommon (requires attunement) situation. Whether it’s your magic workshop or an
ancient ruin, you can use this slim staff to banish the
The yuan-ti who rule the city of Hlondeth in the darkness. The staff is made of long, twisted strands
Vilhon Reach are also potent spellcasters and of hair, magically hardened and bound with silver
artificers who craft items of surpassing power and ferrules.
utility. It is said that the Keeper of the Sacred Eggs, While holding this staff, you can use an action to
a spirit naga cleric of Sseth named Ssibalentanamas, expend 1 or more of its 10 charges to cast one of the
crafted this staff as a tool for his servants. following spells from it, using your spell save DC or
You have a +1 bonus to attack and damage rolls DC 15, whichever is higher: dancing lights (1 charge),
you make with this magic weapon. In addition, as an light (1 charge), daylight (2 charges), sunbeam (3
action you can use the staff’s magic to cast the poison charges), sunburst (4 charges).
spray cantrip (DC 13). The staff regains 1d6 + 4 charges each day at
dawn and can also be used as a magic quarterstaff.
If you expend the last charge, roll a d20. On a 1, the
staff vanishes in a flash of light, lost forever.

Staff of
the Cobra

Staff of
the Artisan

Staff of
Ethereal Action

Staff of
Illumination 17
Staff of Slinging Zekore’s Staff

Staff of Wild Walker’s Stick


Staff, rare (requires attunement)
Vol
The rangers who patrol the world’s forests need a
stick to lean on just as much as any other traveler
in the wilderness. Druids and nature spirits created
Wild Walker’s these staffs to aid their martial guardians. The staff
Stick is a specially-treated hazel sapling, uprooted and
carefully cleaned before being enchanted.
Staff of Slinging This staff can be wielded as a magic quarterstaff
Staff, rare (special) that grants a +1 bonus to attack and damage rolls
made with it. You can use a bonus action to speak
This ornate gold staff has a glowing knob on one end, the staff’s command word and make the staff become
and looks for all the world like a standard wizard’s a +1 longbow for 1 minute. By using another bonus
staff. Indeed, it is a magic weapon, and you have a +1 action to speak the command word again, you return
bonus to attack and damage rolls you make with it. the staff to its normal form.
If you have druid levels, when you attune to it the In addition, you can use an action to cast the
staff’s true powers become evident. As an action, you druidcraft cantrip from it.
can touch the glowing knob to a boulder no larger
than you are. The boulder adheres to the knob and Zekore’s Staff
Staff, very rare (requires attunement by a wizard)
becomes as light as a sling stone. Thereafter, as an
action you can make a ranged spell attack with the In Ravnica, House Dmir’s activities are many and
boulder as though you were a giant hurling it. You varied. The Dmir have many plans and goals, and
are proficient with your boulder, which has a range of only a few of the most exalted members of the Dmir
60/240 feet. If you score a hit with it, the target takes know all of them. Efyne Zekore was the pet wizard
4d10 bludgeoning damage. of a powerful Dmir at the center of a large network
of spies in Precinct Six. Very little passed without
Staff of Vol
Staff, very rare (requires attunement by a spellcaster) Efyne’s patron knowing about it, and what he knew
she knew.
Erandis Vol is not a name often spoken in Eberron, Her staff was precious to her, a unique item she
and even then it is whispered. The Lich Queen’s web made to contain her offensive and defensive spells
is vast, and includes the Blood of Vol and the Order so she could conserve her innate magical powers
of the Emerald Claw. Her plans have plans and those for information gathering and influencing people.
plans have plans. To describe her machinations It looked plain, like a wooden walking stick, but
as “wheels within wheels” does them woefully when activated it pulsed with flashes of blue magical
inadequate justice. energy.
The Lich Queen has many agents, most of whom Both Efyne Zekore and her staff were lost six
don’t even know she exists. To some she gives months ago when she undertook a mission to
powerful magic, either as a reward for services infiltrate the Golgari Swarm. Neither has been seen
rendered or as a tool to help them achieve her aims. since.
This staff is one of those tools. Until you use a bonus action to activate the staff,
A staff of Vol looks like it’s twisted from preserved it is a normal walking stick. It radiates no magic,
flesh and sinew wrapped around a core of green and divination magic, be it ever so powerful, doesn’t
crystal. It feels slick and warm to the touch. reveal its secrets.
This staff can be wielded as a magic quarterstaff that While it’s active and you’re wielding it, you have
grants a +1 bonus to attack and damage rolls made a +1 bonus to attack and damage rolls made with it,
with it. While you wield it, you have a +2 bonus to and when you score a hit with it, you deal an extra
AC, and when you reduce a living creature to 0 hit 1d6 force damage. In addition you can use an action
points you regain hit points equal to 1d8 + your to cast the sword burst cantrip from it, using your
spellcasting ability modifier. spell save DC.
In addition, you have advantage on saving throws Finally, you can use an action to cause a wave of
you make against necromancy spells and spell-like magical force to pulse outward from you in a 30-foot
effects, and your spell save DC for necromancy spells sphere. Each creature in that sphere must make
you cast increases by 2. Constitution saving throw, using your spell save DC.
Finally, as an action you can use the staff’s magic On a failed save, a creature takes 6d6 force damage
to cast the enervation spell from it (DC 15). Once you and is knocked prone. On a success, a creature takes
use this ability, you can’t use it again until the next half as much damage and isn’t knocked prone. Once
dawn. you use this ability, you can’t use it again until you
finish a short or long rest.
18
19
Master’s Wand
WANDS Wand, rare (requires attunement)

Master illusionists are scarce as hen’s teeth. Most


Very popular with all manner of adventurers, because people, especially wizards, equate “illusionist” with
unlike staffs, anyone can use a wand! While usually a conjurer of cheap tricks at festivals attended by
containing a specific spell or magical effect, some credulous peasants. However, true illusionists do
modify or focus magic that passes through them. In travel the multiverse, teasing the Weave’s threads
any case, it’s always wise to have a wand about. to create fabulous sights, sounds, smells, and
tastes. Often their illusions are enjoyable, pure
entertainment. Other times, illusion magic is far more
dangerous.
Conduit Stick As an action, you can brandish the wand and
Wand, rare (requires attunement) afflict your enemy’s mind. Select an illusion power
from the following list: Illusory Ambush, Phantom Bolt,
One end of this slender wooden rod is set with a
or Spiteful Glamor.
clear, rough-cut crystal. Light flickers in the depths of
If the power requires a saving throw, you can use
the crystal and gazing intently into it reveals minute
your spell save DC or DC 12, whichever is higher. If
flashes of fire, tiny sparks of electricity, and other
you’re a wizard with the Illusion Arcane Tradition,
glimpses of suppressed energy. These implements
after you spend a month attuned to the wand you
alter the fundamental ways in which magical energies
can add each of the wand’s powers to your list of
interact.
cantrips known.
As an action you can activate a conduit stick and
• Illusory Ambush (illusion cantrip):
specify a damage type (acid, cold, lightning, fire,
You create an illusion of swirling spectral
force, or thunder). Until the end of your next turn,
assailants that swarm over your enemy. Choose
you and creatures within 5 feet of you gain resistance
a creature you can see within 90 feet of you. The
to damage of the chosen type. Once you use this
target must make a Wisdom saving throw. On a
ability, you can’t use it again until you finish a short
failure, the target takes 1d8 psychic damage and
or long rest.
has disadvantage on attack rolls until the start
of your next turn. On a success, it takes half as
Lotus Wand much psychic damage and does not suffer any
Wand, rare (requires attunement)
other effects.
A magically-preserved white lotus blossom is fixed • Phantom Bolt (illusion cantrip):
to the end of a bluewood shaft. The blossom emits a Your foe sees a bolt of fire streaking toward it. The
faint, sweet aroma that makes you think of pleasant creature dives away from the bolt, which exists
dreams. solely in its mind. Choose a creature you can
This wand has 7 charges. While holding it, you see within 90 feet of you. The target must make
can use an action to expend 1 or more of its charges a Wisdom saving throw. On a failure, the target
to cast the sleep spell from it. For 1 charge, you cast takes 1d8 psychic damage and falls prone. On a
the 1st-level version of the spell. You can increase the success, it takes half as much psychic damage
spell slot level by one for each additional charge you and doesn’t fall prone.
expend. • Spiteful Glamor (illusion cantrip).
The wand regains 1d6 + 1 expended charges daily The mere sight of you is anathema to your enemy.
at dawn. If you expend the wand’s last charge, roll a Choose a creature you can see within 90 feet
d20. On a 1, the petals fall off the blossom and the of you. The target must make a Wisdom saving
wand is destroyed. throw. On a failure, the target takes 1d8 psychic
damage. If the creature’s hit points are at their
maximum, it takes an additional 2d6 psychic
damage.

Conduit Lotus Master’s


Stick Wand Wand

20
21
Callarduran’s Toothpick
WEAPONS Weapon (warhammer), legendary (requires attunement)

Svirfneblin legends tell of a great battle between


There’s no protection, in this world or outside of it, Callarduran Smoothhands and Selvetarm. It ended
that can stop some cutting edges. Along with armor, in a stalemate, both gods limping off to lick their
weapons are essential to adventurers. Even the least wounds, but not before Callarduran smote Selvetarm
seasoned adventurer knows that sometimes defense with such a blow that his pick’s point was bent. The
and diplomacy aren’t enough. When that happens, deep gnomes of Snirthur, under the Thunder Peaks
there’s no substitute for a good offense. west of the Dalelands, believe this weapon to be the
very one Callarduran wielded in that epic battle, but
other gnomes (and certain sages in Shadowdale)
disbelieve this legend.
Anything Sword Whatever the true story, this weapon is powerful
Weapon (longsword), legendary (requires attunement) indeed. It is a mysterious alloy of mithral and steel,
wrapped with thick wire cording, the whole plated
It is not known from whence these swords come, or
with platinum. Callarduran’s holy symbol is mounted
why they bear the enchantments they do.
to the hammer’s head.
When they’re first encountered, they are plain
You gain a +2 bonus to attack and damage rolls
and unadorned, though they are magic longswords
made with this magic weapon, and when you hit a
that grant a +1 bonus to attack and damage rolls
drow or duergar with it, the target takes an extra 3d6
made with them. Their real power is in their ability to
bludgeoning damage. In addition, while you wield it
transform into other swords.
you can use an action to cast the stone shape spell
As a bonus action, you can command the sword to
from it. Once you use this ability, you can’t use it
become any other kind of magic sword that isn’t an
again until you finish a long rest.
artifact, from a vorpal sword to a holy avenger. The
sword will remain in this form until the next dawn, Celestial Spear
when it reverts to its normal guise. After changing Weapon (spear), very rare (requires attunement)
on command for the third time, when it reverts to its
normal guise it remains a +1 longsword for ever after. These spears are said to be created by angelic beings
from the Upper Planes: possibly Arcadia, Bytopia, or
Archer’s Longbow Elysium, but most likely Mount Celestia. Their gilded
Weapon (longbow), rare (requires attunement) steel heads are mounted on a shaft of polished wood
from a tree grown on one of the Planes, and golden
Crafted by elves dwelling deep within the
vines wrap themselves around the shaft. Their effects
Chondalwood, these longbows permit you to rain
on fiends are so profound, mortal sages are convinced
destruction on your foes.
they were made for mortals to use in the Blood War.
You gain a +1 bonus to attack and damage rolls
You gain a +1 bonus to attack and damage rolls
made with this magic weapon. In addition, as an
made with this magic weapon. The spear deals an
action you can make a ranged attack against any
extra 2d4 radiant damage to any target it hits. In
number of creatures within 10 feet of a point you
addition, any hit against a fiend with the spear is a
can see within the weapon’s range. You must have
critical hit.
ammunition for each target, as normal, and you
make a separate attack roll for each target. Once you
use this ability, you can’t use it again until you finish
a short or long rest. Callarduran’s
Toothpick
Anything
Sword

Archer’s
Longbow

Celestial
Spear
22
Crab’s Claw Devesh’s Biter
Weapon (longsword), rare Weapon (longsword), very rare (requires attunement)

The sahuagin that rule a portion of Stormreach’s The Golden Way winds a long, long path from
Harbor are, unlike most sahuagin, reasonably Telflamm, on the Sea of Fallen Stars, all the way to
friendly. They have a place in the city’s community, far and fabled Kara-Tur. Like many trade routes,
as much as any other. In fact, the head of House the Golden Way is plagued by bandits. Sometimes a
Lyrandar in Stormreach has reached an agreement bandit chieftain strikes it rich, and sets himself up as
with the “sea devils” to stop them attacking his a prince among thieves.
shipping. Such was Devesh Chyke, a devious and utterly
Indeed, relations have improved to the extent unscrupulous rascal who organized a small army
that sahuagin are sometimes found in Stormreach’s of lawless men and preyed on the Golden Way for
seedier waterfront taverns, where they have been a generation. It is said he possessed a sword of
hiring adventurers to accomplish tasks for them. surpassing quality that could cause his foes to melt
A reward granted by the warpriest of Zlortharkis to from the inside out.
a band of adventurers passing through Stormreach, Devesh’s biter is a rich sword indeed, with a gilded
none know how the sahuagin acquired crab’s and silvered guard and pommel all set with emeralds.
claw. Sages agree it’s unlikely they made it, as the No one knows where it is today or what became of it
sahuagin aren’t known for their arcane artisanry. after Devesh’s kingdom fell. Some say the Nentyarch’s
You gain a +1 bonus to attack and damage rolls druids bore it away into the Forest of Lethyr. Others
made with this magic weapon. When you score a that Kozakuran yakuza crept in one night, slew
critical hit with it, the pearl set in the pommel flares Devesh for his insolence, and seized it.
with a pulse of blue light and the crab claws that You gain a +2 bonus to attack and damage rolls
comprise the sword’s crossguard magically elongate made with this magic weapon. In addition, when
and grab your foe. The target is grappled (escape DC you score a critical hit with it, the target must make
12). Until this grapple ends, the target takes 1d8 a DC 15 Constitution saving throw as necromantic
piercing damage at the start of each of its turns as energy washes over it. The target takes 8d8 necrotic
the sword sinks into its flesh. The sword can only damage on a failed save, or half as much damage on
grapple one target at a time. a successful one. Undead and constructs are immune
to this effect.
If you hit a plant creature or a magical plant
in this way, it makes the saving throw with
disadvantage, and the effect deals maximum damage
Ellendrin to it. If you target a nonmagical plant that isn’t a
Crab’s creature, such as a tree or shrub, it doesn’t make a
Claw saving throw; it simply withers and dies.

Ellendrin
Weapon (longsword), legendary (requires attunement)

Also known as the Weeping Blade, it is said that the


holy hand of Tyr himself was involved in Ellendrin’s
creation. Forged from starmetal, it has a hilt of gilded
mithral, with curved quillons that sweep back toward
the pommel, which is set with a single diamond.
The sword was wielded by a succession of Impilturan
paladins, each Champions of Tyr, until the fall of
Imbrar I. It appeared later, but soon was lost once
more.
You gain a +3 bonus to attack and damage rolls
made with this magic weapon, and while it’s drawn
holy water drips from its edges. When you hit a fiend
or undead with this weapon, the target takes an
additional 2d6 radiant damage.
In addition, as an action you can cast the bless
spell from it without expending a spell slot or
Devesh’s material components, and you needn’t concentrate
Biter on it. Once you use this ability, you can’t use it again
until you finish a short or long rest.

23
Fang

Enmity
Frost Fury
Waraxe

Enmity, Terror of Cruelty


Weapon (greatsword), legendary (requires attunement)

Barbarian warriors are often assumed to wield with


both hands massive great weapons, whether axes,
clubs, or swords. However, this is not universally so.
Just as many wield sword and shield, and mighty
magic swords have come down to us from antiquity, Griffonrider’s
fashioned and wielded by those whom we would now Sword
consider savage.
The broad blade of this sword is patterned with
hundreds of wavy lines showing where the steel was
folded and forge-welded over and over during its
creation. The hilts are cast bronze, polished by many Frost Fury Waraxe
hands over the centuries. It seems to have a will of its Weapon (battleaxe), very rare (requires attunement)
own, wanting to drag its wielder into battle, especially
when a persecuted creature or person can be saved Deep below the northern mountains dwells a clan
in doing so. of dwarves. Reclusive among a civilization famed
You gain a +1 bonus to attack and damage rolls for its reticence, the Pebbleborn clan is proud of its
made with this magic weapon. While you wield smiths, who create fabled magic weapons to be sold
Enmity, when you see a creature being abused by in faraway lands. This is but one example, notable
another, stronger creature, you can use your reaction because its magic increases the longer you stand
to make a melee weapon attack with it against the before your enemies, becoming icy cold and even
stronger creature. If the target isn’t within your more sharp.
reach, you can move up to your speed, as long as you This magic weapon deals an extra 1d6 cold damage
end the move within melee range. In addition, if you to any target it hits. If your current hit points are less
have Barbarian levels, you can enter your Rage as than half your hit point maximum, this extra damage
part of the reaction; you can use this ability even if increases by an additional 3d6.
you don’t have any uses of your Rage ability left.
Finally, when you score a hit with it, you can deal Griffonrider’s Sword
Weapon (longsword), rare (requires attunement)
an extra 3d8 thunder damage. You can use this
ability a number of times per long rest equal to your The nation of Aglarond has long maintained an elite
Constitution modifier (minimum 1). cadre of special warriors trained to ride griffons into
Fang combat (some say that Waterdeep’s Griffonriders
Weapon (dagger), very rare (requires attunement) are a pale copy of the much older Aglarondan units,
but none can confirm this). Griffonriders act as
The Scarlet Claw was a legendary assassin who guards for important persons as well as military
worked her way around the rim of the Sea of Fallen commanders. In addition, they often undertake
Stars before the Spellplague struck. She left dozens delicate missions on their own recognizance.
of corpses in her wake, and her fees were legendary. Weapons such as these aid them in all their duties
She was reputed to keep this dagger well hidden on and identify them; only a griffonrider—or a person
her person, a weapon of last resort. held in high esteem by the Simbarch Council—would
You gain a +1 bonus to attack and damage rolls dare carry one openly. The hilt, cast into the shape of
made with this magic weapon, and it deals an extra a griffon’s head and wings, is distinctive and obvious.
1d8 necrotic damage to any target it hits. In addition, You gain a +1 bonus to attack and damage rolls
when you reduce a living creature to 0 hit points with made with this magic weapon. In addition, while you
it, you regain 2d6 hit points. wield it you have advantage on Wisdom (Perception)
checks you make involving sight.
24
Javelin of
Piercing

Mallet of
Fury

Mallet of Fury
Melter Weapon (maul), rare (requires attunement)

The fury of Rashemi berserkers is known throughout


Faerûn. Many adventurers first encounter barbarian
Longtooth rage when they accompany a young Rashemi on
Dagger Dajemma. Vremyonni craft these powerful weapons
for the champion berserkers of each Lodge. The
maul’s magic focuses a berserker’s fury, condensing
it into white-hot jets of flame.
If you have the Rage class feature, you gain extra
benefits from this magic weapon. While you are
raging, the mallet deals an extra 1d8 fire damage
Javelin of Piercing and the target ignites, taking 1d6 fire damage at the
Weapon (spear), rare (requires attunement) start of each of its turns. A creature can end this
damage by using its action to extinguish the flames.
The lektoi are the pinnacle of military achievement, Additionally, while attuned to the weapon you gain
not just in Akros but all of Theros. Naturally, like one additional use of your Rage feature per long rest.
elite troops the multiverse over, they use weapons
enhanced by magic. Melter
Weapon (longsword), very rare (requires attunement)
This weapon is not actually hurled—when you
speak the Javelin of Piercing’s command word, it
Little is known of whence this blade comes, though
launches itself. Its normal range is 180 feet, as is
some say its origins lie in the Far Realm. Its edges are
its maximum range. You have advantage on attack
razor-sharp shards of some unknown green crystal,
rolls you make with it, and on a hit it deals 1d6 +
and an oily sheen covers the blade. The other parts of
6 piercing damage. You don’t apply ability score
the sword are a strange metal that looks like bronze
bonuses to this damage.
but is hard as steel. When last seen, it was in the
The javelin loses its magic after it hits a target.
collection of Yanis Crubaver, a fabulously wealthy
A javelin is rarely found alone, coming in a bundle
moon elf with offices in the Leira Trading Center on
containing 2d4 of the projectiles.
the dark side of Selûne.
Longtooth Dagger You gain a +2 bonus to attack and damage rolls
Weapon (dagger), rare made with this magic weapon, and it deals an extra
1d8 acid damage to any target it hits. When you score
In the hands of any creature other than a halfling or a critical hit with it, the target takes an extra 4d8
gnome, this knife remains a magic dagger that grants acid damage, and creatures other than you within
a +1 bonus to attack and damage rolls made with it. 5 feet of the target must make a DC 15 Dexterity
In the hands of a gnome or halfling, however, saving throw, taking 2d8 acid damage on a failed
its true power manifests. It lengthens to the size save or half as much damage on a successful one. A
of a short sword and its bonus increases to +2. In creature that takes acid damage from Melter takes
addition, it pierces nonmagical stone and wood as an additional 1d8 acid damage at the start of each of
though it were flesh, treating either material as its turns. A creature can use its action to remove the
having 10 AC and dealing maximum damage to it. sticky acid, ending the effect.
25
Screaming
Longbow

Rook
Ballista
Shadow
Fang

Slicer

Shadow Fang
Weapon (longsword), very rare (requires attunement)

The famed assassin from Kara Tur known as Shino


Rook Ballista Kage (“shadow of death”) was known to carry this
Weapon (heavy crossbow), very rare katana, presumably bringing it with her from those
far shores. None know her real name, what became
It’s said that the legendary pirate captain Corene of her, or what happened to her sword; she was last
“The Crone” Salvotore commissioned the creation of seen boarding a vessel bound for Evereska, with the
at least three of these weapons, which she entrusted mission of slaying a sun elf princess. There was a
to her closest lieutenants aboard the Jewel of Death. storm off the Moonshaes, the ship never made it to
Though slow to load, their magic means they pack port, and Shadow Fang was never seen again.
a wallop; it looks like a normal heavy crossbow, but You gain a +2 bonus to attack and damage rolls
it feels weighty in the hand. Bolts fired from it grow made with this weapon. In addition, the sword has 6
to ten times their normal size and hit like a siege charges, and regains 1d4 + 2 charges each dawn. As
weapon. However, due to its great recoil, it takes an action, you can expend 1 or more of the sword’s
longer to load and fire than normal crossbows. charges to cast one of the following spells from
This magic weapon’s range is 120/480 feet. Before it (spell save DC 14): blur (1 charge), darkness (2
you can fire it, you must load and aim it. It takes one charges), expeditious retreat (1 charge), or find traps
action to load the weapon and one action to aim and (2 charges).
fire. On a hit, the target takes 3d10 piercing damage,
and if the target is Medium or smaller it must make a Slicer
Weapon (longsword), rare (requires attunement)
DC 15 Strength saving throw or be knocked prone.

Screaming Longbow Eberron produces mighty heroes as well as


Weapon (longbow), very rare fascinating magic items. Slicer was borne in the Last
War by Vilina Redeker, one of the most renowned
Little is known about the wild elves who inhabit what Knights Arcane of Aundair. Whenever she activated
was once Lapaliiya in Faerûn—that secret land now it, her foes fell.
known as the Elfharrow. One of the things that is This item appears to be a longsword hilt shaped
known is that their archers sometimes carry powerful like a golden dragon in flight, with a gigantic emerald
weapons from which they fire arrows that scream like cabochon in the pommel. While grasping the hilt, you
the wails of the damned. can use a bonus action to cause a blade of pure force
You gain a +1 bonus to attack and damage rolls to spring into existence, or make the blade disappear.
you make with this magic weapon. When you hit with While the blade exists, this magic longsword has
a ranged attack using this weapon, it deals an extra the finesse property. If you are proficient with
1d6 thunder damage and the target must make a DC shortswords or longswords, you are proficient with
14 Constitution saving throw. On a failure, the target Slicer.
is deafened until the start of its next turn. You gain a +2 bonus to attack and damage rolls
When you score a critical hit with it, in addition made with this weapon, which deals force damage
to critical damage the target takes 4d6 thunder instead of slashing damage. In addition, mundane
damage, is deafened for 1 hour (no save), and each armor has no effect on the blade; the magical force is
creature within 10 feet of the target must make a DC imparted to the target as though no armor was worn.
14 Constitution saving throw or take 1d6 thunder A target creature can only use its Dexterity bonus
damage and be deafened until the start of its next and bonuses from magic armor and spells such as
turn. the mage armor spell to calculate its AC against this
weapon.
26
Soul Skewer
Sparking Weapon (spear), rare (requires attunement)

Gladius These spears are said to be created by the githyanki


for use in their endless war with the githzerai and
illithids. The head is bronze, magically treated to the
hardness of steel, and set onto a shaft of polished
wood taken from a tree no mortal can identify.
You gain a +1 bonus to attack and damage rolls
made with this magic weapon. In addition, it deals an
extra 2d4 psychic damage to any target it hits.

Sparking Gladius
Weapon (shortsword), rare (requires attunement)

A lektoi hero of Akros is said to have found this


sword in an ancient tomb. When she brought it back
to the city, it was studied and copies were made.
Though hard to find except in the hands of legendary
adventurers, sparking gladii are lusted after.
You can use a bonus action to speak this magic
sword’s command word, causing motes of lightning to
dance along the blade. These motes shed bright light
in a 20-foot radius and dim light for an additional
20 feet. While the sword is electrified, it deals an
extra 2d6 lightning damage to any target it hits. The
motes last until you use a bonus action to speak the
command word again or until you drop or sheathe
the sword.

Staff of Horus-Re
Weapon (special), legendary

Only hand-picked paladins and war clerics of Horus-


Re—chief of the Mulhorandi pantheon—are able to
Staff of wield these exotic weapons in battle. On one end is a
crescent moon, and on the other an axe blade; both
Horus-Re are razor-sharp, and the whole is enchanted.
A staff of Horus-Re is a two-handed martial
polearm that requires much training to master.
Either blade can cut, and the crescent blade can
stab. A paladin or war cleric of Horus-Re is proficient
in its use, and can teach another warrior how to use
it using 30 days of downtime.
This magic weapon deals an extra 2d6 slashing or
piercing (your choice) to any target it hits.
Soul When an attack with this weapon exceeds the
target’s AC by 5 or more, the target must make a
Skewer Constitution saving throw with a DC equal to the
damage it took from the attack. On a failure, the
creature starts to bleed profusely from the damage
the weapon caused. At the start of each of its turns
thereafter, the creature takes an additional 2d8
necrotic damage from blood loss. Any kind of magical
healing stops this bleeding, as does a DC 12 Wisdom
(Medicine) check to apply first aid.

27
Sword of Wa Kai
Weapon (longsword), rare (requires attunement)

Wa Kai was a warrior of legend in far Shou Lung. It


is said he battled a great dragon alone, fighting it for
Sword of
a day and a night until he was finally victorious. The Wa Kai
dragon assailed Wa Kai with lightning, blasting the
ground all about him, but he was unscathed, using
his jian to cleave the lightning bolts and cause them
to pass him by. Sages say his prowess imbued his
beloved blade with magical properties.
You have a +1 bonus to attack and damage rolls
made with this magic weapon. In addition, while you
wield it you are resistant to lightning damage, and
when you score a critical hit with it you deal an extra
3d8 lightning damage.

Terrorgrip
Weapon (morningstar), very rare (requires attunement)

A vile weapon of unknown creation. You have a +1


bonus to attack and damage rolls made with this
magic weapon. Terrorgrip
Once per day, recharging at dusk, you can use
a bonus action to speak this weapon’s command
word and curse a creature you can see within 60
feet of you. When you hit a creature cursed with this
weapon, you deal an extra 1d8 necrotic damage and
you are healed for half of the necrotic damage done.
While cursed by this weapon, a creature can’t
regain hit points lost to this weapon’s damage. The
curse remains on the creature until removed using
the remove curse spell or other magic.

Victorious Warhammer
Weapon (warhammer), rare (requires attunement)

Crafted by dwarven smiths for elite troops in


their ceaseless wars with drow and illithids, these
hammers are forged from an alloy of steel and Victorious
starmetal before being enchanted to help their Warhammer
wielders resist their enemies’ mind-affecting spells
and abilities.
This magic weapon deals an extra 1d8 bludgeoning
damage to any target it hits. In addition, while you
wield it you have advantage on saving throws against
being charmed.

Warden’s Sickle
Weapon (sickle), rare (requires attunement)

The Wardens of the Wood are the most influential


and powerful sect of druids in Khorvaire. During
the Last War, when Aundair abandoned the Eldeen
Reaches, the Wardens rallied the people to protect
the land from predatory nations and small armies of
lawless bandits.
This magic weapon deals an extra 1d4 slashing Warden’s
damage to any target it hits. In addition, when you Sickle
damage a creature with an attack using it, you regain
hit points equal to half the damage dealt.

28
Boots of Blood
WONDROUS ITEMS Wondrous item, rare (requires attunement)

These red leather boots are often worn by gladiators


Wondrous items make up the largest category of and others who value mobility after first blood is
magic items in the multiverse. From simple, innocuous struck. They come alive when your blood is spilled.
devices such as brooms that do the sweeping up by While wearing the boots and while your hit points
themselves to cloaks that allow one to breath in the are below half your hit point maximum, you have
void between the stars, wondrous items can indeed advantage on Dexterity saving throws and can use
strike awe, even in the hearts of the most ancient lich. your reaction to move up to your speed without
provoking attacks of opportunity.

Boots of Clear Paths


Barrage Bracers Wondrous item, uncommon
Wondrous item, rare (requires attunement)
These crude-looking boots have flexible metal soles
While you wear these bracers, when you attack and uppers, and their magic temporarily warps the
rapidly, you can focus more power into your attacks. terrain over which they travel, clearing an easy path.
Whenever you hit a creature with a melee weapon While you wear the boots, as a bonus action you
attack, you gain a +1 bonus to attack rolls you make can use the boots’ magic. If you do, until the end
against that target until the end of your next turn. of your next turn you and creatures of your choice
within 15 feet of you when you activate the boots
Belt of Beneficent Beakers are unaffected by difficult terrain. Once you use this
Wondrous item, very rare ability, you can’t use it again until you finish a short
or long rest.
This leather baldric has a half dozen glass beakers
attached to it. Within each beaker swirls a different Boots of Kicking
magical fluid. Unfortunately, the artificer who created Wondrous item, uncommon
it made a mistake. While each potion is guaranteed to
have a positive effect, the wearer has no control over Made of stout leather, these boots are prized by
precisely which magical fluid the baldric provides. warriors across the various worlds. While you wear
As an action, you can retrieve a potion from the them, as a bonus action you can make 2 unarmed
baldric and consume it. Roll a d6 to see which potion strikes with them. On a hit, you deal bludgeoning
you consume: damage equal to 1d8 + your Strength modifier. When
you roll a natural 20 on an attack roll you make with
d6 Potion
them, the target must make a DC 14 Constitution
1 potion of flying saving throw. On a failure, the target is stunned until
2 potion of growth the start of your next turn.
3 potion of greater healing
4 potion of heroism
5 potion of invisibility
6 potion of speed

Belt of Beneficent
Beakers Boots of
Clear Paths
Barrage
Bracers

Boots of Boots of
Blood Kicking

29
Bracers of
Brachiation
Boots of
Rapid Motion

Boots of
Boots of Unchecked Passage
Surging Speed

Boots of the
Wight King

Boots of Rapid Motion


Wondrous item, rare (requires attunement)
Boots of the Wight King
Polished brass filigrees adorn the toes of these boots, Wondrous item, very rare (requires attunement)
which seem to throb with their own energy that
No matter how much you clean them, these boots
makes them feel weightless.
always look like they were just taken off a freshly-
While you wear the boots, your walking speed
unearthed corpse. The leather is moldy, and the
increases by 10 feet, and you have advantage on
metalwork tarnished and rusty.
saving throws you make to avoid a spell or effect that
While you wear the boots, when you hit a living
would reduce your speed. In addition, as an action
creature with an unarmed attack, that creature
you can cast the freedom of movement spell. Once
takes an extra 1d6 necrotic damage. The target must
you use this ability, you can’t use it again until you
succeed on a DC 13 Constitution saving throw or its
finish a long rest.
hit point maximum is reduced by an amount equal
Boots of Surging Speed to the damage taken. This reduction lasts until the
Wondrous item, uncommon target finishes a long rest. The target dies if this effect
reduces its hit point maximum to 0.
These polished, plain leather boots let you get out of A humanoid slain by this attack rises 24 hours
harm’s way when you need to catch your breath. later as a zombie under your control, unless the
While you wear the boots, as a bonus action you humanoid is restored to life or its body is destroyed.
can cast the expeditious retreat spell. Once you use You can have no more than twelve zombies under
this ability, you can’t use it again until you finish a your control at one time.
long rest.
Bracers of Brachiation
Boots of Unchecked Passage Wondrous item, rare (requires attunement)
Wondrous item, uncommon
These leather lower-arm coverings appear ordinary,
People make way for you while you’re wearing these but they allow the wearer to travel by brachiation—
stylish, high-heeled boots. They’re the height of swinging from one tree limb, vine, or other natural
fashion in Sharn, and often seen on the dance floor. rope-like object to move from place to place. Sages
While you wear the boots, as a bonus action you suspect they were first developed in the jungles of
can use the boots’ magic. If you do, until the end Chult.
of your next turn you can move through occupied While you wear them in a jungle or forest, you
spaces and don’t provoke attacks of opportunity. have a climb speed of 30 feet, and can use vines as
Once you use this ability, you can’t use it again until above to move at a rate of 40 feet through the air,
you finish a short or long rest. provided sufficient implements exist to support this
movement.
30
Breeches of
Heroic Inspiration

Bracers of
Discontinuity
Butterfly
Bracers

Bracers of
Frost

Chirping Cricket
Bracers of Discontinuity
Wondrous item, rare (requires attunement) Gauntlets
Arcane energy from the Feywild crackles across the
surface of these delicate armbands. The flowers and
leaves embroidered into them spark with flickers of Butterfly Bracers
light when their magic is at work. Wondrous item, rare (requires attunement)
While you wear the bracers, whenever a creature
These forearm protectors have the outlines of
within 15 feet of you uses a teleport ability (such as
butterflies embroidered on them in platinum thread,
the misty step or teleport spell or an eladrin’s Fey
and give you the dancing, unpredictable movements
Step ability), you can use your reaction to cause the
of a butterfly. When their magic takes hold, the
bracers to prevent that creature from teleporting until
butterflies flare with blue-white light.
the end of your next turn. Once you use this ability,
While you wear the bracers, you gain a +1 bonus
you can’t use it again until you finish a long rest.
to AC. In addition, whenever you or a creature of your
Bracers of Frost choice within 5 feet of you fails a Dexterity saving
Wondrous item, rare (requires attunement) throw, you can use your reaction to turn the failure
into a success. Once you use this ability, you can’t
Leather straps criss-cross over the fur-lined fabric of use it again until you finish a long rest.
these arm coverings, keeping your arms warm be the
outside ever so cold. Chirping Cricket Gauntlets
Wondrous item, rare
While you wear the bracers, whenever you deal
cold damage, you deal extra cold damage equal
The vambraces of these metal finger gauntlets have
to your spellcasting ability modifier (minimum 1).
multiple layers, each shaped to resemble a cricket or
In addition, spells you cast that deal cold damage
locust’s wings.
overcome immunities and resistances.
While you wear the gauntlets, as an action you can
Breeches of Heroic Inspiration clap your hands together. If you do, each creature
Wondrous item, rare (requires attunement by a bard) in a 15-foot cube originating from you must make a
DC 15 Constitution saving throw. On a failed save,
The richly-patterned silk brocade of these flamboyant a creature takes 4d8 thunder damage, is pushed 10
netherstocks is fashionably accentuated by the feet away from you, and falls prone. On a successful
embroidered blue-and-white sash that trails from save, the creature takes half as much damage and
under the waistband. Your breeches are so fabulous isn’t pushed or knocked prone.
they enhance your Bardic Inspiration, as all stand in Additionally, unsecured objects that are completely
awe of your trousers. within the area of effect are automatically pushed
While you wear the breeches, the Bardic 10 feet away from you by the effect, and you emit a
Inspiration die for your level increases: 1d6 to 1d8, thunderous boom audible out to 300 feet.
1d8 to 2d4, 1d10 to 2d6, and 1d12 to 2d8.
31
Climber’s Bracers
Climber’s Wondrous item, uncommon
Bracers
Your hands are as effective as an animal’s claws at
climbing while wearing these rough leather-and-cloth
bracers.
While you wear the bracers, you have a climbing
speed double to your walking speed. In addition, you
can climb up, down, and across vertical surfaces and
along ceilings.

Corset of Continuity
Wondrous item, uncommon (requires attunement)

Created at the behest of the legendary pirate captain


Corset of Corene “The Crone” Salvotore, this leather waist
Continuity cincher is festooned with shiny silver buckles. The
Crone had a deadly fear of being rendered helpless,
so she paid a considerable sum in ill-gotten booty for
an enchanter to create this garment for her.
While you wear the corset, you have advantage on
saving throws you make against being stunned or
incapacitated. In addition, if at the start of your turn
you’re stunned or incapacitated, you can repeat the
saving throw. On a success, the effect ends.

Coruscating Garments
Wondrous item, uncommon

This otherwise mundane-looking suit of clothes


masks your exact location from enemies that would
capture or impede you.
While you wear the garments, as a bonus action
you can activate their magic to provide the following
benefits until the end of your next turn:
Coruscating
Garments • Your movement doesn’t provoke attacks of
opportunity.
• You can’t be grappled, and if you’re already
grappled you automatically escape the grapple.

Once you activate the garments, you can’t do so


again until you finish a long rest.

Courtier’s Cape
Wondrous item, rare (requires attunement)

Courtiers and courtesans, always eager to advance


their causes, often pay top coin for a wizard to enspell
an innocuous-looking item: just enough to give
them an edge. From just such a source comes this
fashionable cape.
While you wear the cape, you have advantage on
saving throws you make to avoid being charmed or
frightened.
As a reaction when targeted with a spell or effect
that would charm or frighten you, you can change
Courtier’s the target to another creature within 30 feet of you.
Once you use this ability, you can’t use it again until
Cape you finish a long rest.

32
Hatharal Balcaryn was an adventurer
and explorer who
traveled the planes seeking new experien
ces. None can now
say whence they came or whither they
Crow’s Cowl went, for Hatharal
Wondrous item, rare (requires attunement) has disappeared from the knowledge of mor
tals. But some say
they have finally departed for Elvenhome
This simple hood is crudely made from rough fabric beyond the stars.
It is known that Hatharal wore coruscati
sewn to a fur pelt. With it, you can magically avoid ng garments and
a crow’s cowl for the last adventure for
harm. which records exist,
where they tried to sneak into the “food
While you wear the cowl, when you are hit by a stock” of an illithid
nautiloid somewhere in Realmspace. The
weapon or spell attack, you can use your reaction tales differ as to
to turn the hit into a miss as you transform into whether their goal was to rescue a loved one
or simply because
a swarm of ravens and can fly up to 50 feet away it was there, but what is known is that
the nautiloid shortly
without provoking opportunity attacks. You then thereafter exploded, strewing debris across
the Tears of Selûne.
revert to your normal form.

Crown of Keys Crown of Victory


Wondrous item, rare (requires attunement) Wondrous item, rare (requires attunement)

Little is known about how this item was first devised. This majestic crown is more of a helmet, made of
It seems ludicrous to make such a conspicuous finely-tempered steel plates, gilded and festooned
article of clothing into an item so desirable to those with precious stones. The interior is lined with fine
who skulk about in the shadows, but who can fathom fur, and it rests lightly on the brow. Even if it wasn’t
reasons from time out of mind? magical, it’s worth a king’s ransom just for the jewels.
The crown bears 10 large pearls. While you wear While you wear the crown, as a bonus action
it, as part of making a Dexterity check with thieves’ you can use its magic to push yourself beyond
tools, you can detach one of the pearls to reveal a your normal limits for a moment, and can take one
magical key that enhances your tools; you gain a additional action on top of your regular action. Once
+1 bonus to the check. Once you remove a pearl, you use this property of the crown, you must finish a
it disappears. Once all 10 pearls are removed, the short or long rest before you can do so again. If you
crown becomes a nonmagical lump of gold worth are a Fighter with the Action Surge feature, you can
1,000 gp. use the feature an additional time per rest.
In addition, when you become grappled or
restrained while wearing the crown, you can use your
Cyclocone
Wondrous item, uncommon (requires attunement)
reaction to briefly surround yourself with silvery mist,
teleporting up to 30 feet to an unoccupied space that Appearing as an ordinary pointed wizard’s hat, a
you can see. Once you use this ability, you can’t use cyclocone radiates dim evocation magic. As an action,
it again until you finish a long rest. you can aim the pointy end at the ground and then
toss the hat while imparting a spinning motion with
both hands. The hat begins to spin at a dizzying
speed, transforming into a whirlwind, as the dust
Crow’s devil spell (DC 13). Once you use this ability, you
Cowl can’t use it again until you finish a short or long rest.

Crown of
Victory Cyclocone

Crown of
Keys
33
Dragonbreaker’s
Baldric

Duelist’s
Bracers
Doublet of
Dimensional Grasp
Dragonbreaker’s Baldric
Wondrous item, legendary (requires attunement)

Many years ago, a shield dwarf named Norgrim—of


Clan Ironeater—set off from Daggerford to seek his
fortune. Content neither with life above ground
in Daggerford nor below ground with his cousin
Korin under Mount Illefarn, Norgrim satisfied his
wanderlust by traveling from Luskan to Chult,
from Amn to Thay, before settling down to life as an
adventurer’s outfitter in New Sarshel.
Norgrim earned what became his surname late
in his career. He and his adventuring comrades had
Dawnbreaker tracked the ancient white dragon Veozaryth to his lair
in the Spine of the World.
Said to once have been worn by Norgrim
Dragonbreaker, this wide leather belt and baldric,
with fittings of silver, gold, and platinum, keeps you
going when others would give up.
While you wear the belt, you have resistance to
Dawnbreaker cold damage, and you and everything you wear and
Wondrous item, very rare (requires attunement by a cleric)
carry is unharmed by temperatures as low as −50
While holding this book, you gain a +2 bonus to spell degrees Fahrenheit.
attack rolls and to the saving throw DCs of your In addition, when your hit points are reduced
cleric spells. to less than half your hit point maximum, you can
In addition, you can cast the sunbeam spell, using use your reaction to regain hit points equal to 2d10
your spell save DC, once per day without using a + your Constitution bonus (minimum 1). Once you
spell slot. This property can’t be used again until the use this ability, you must finish a short or long rest
next dawn. before you can use it again.

Doublet of Dimensional Grasp Duelist’s Bracers


Wondrous item, uncommon (requires attunement) Wondrous item, rare (requires attunement)

This stylish, urbane garment allows you to fit right Made of supple leather and decorated with knotwork
in with the better sort of society in the big city—and designs, these bracers are favored by hot-blooded
it helps you filch small items of value from those duelists in cities like Waterdeep and Stormreach.
high-society people with ease, even if the items are They flourish their ornate bracers to distract their
nowhere near you. opponents, then run them through with their rapier.
While you wear the doublet, you have advantage While you wear the bracers, you can use an action
on Dexterity (Sleight of Hand) checks you make. As to make a Charisma (Performance) check opposed
a bonus action, you can make a Dexterity (Sleight of by your target’s Wisdom (Insight) check. If you win,
Hand) check against a target you can see within 30 you can immediately make a melee weapon attack
feet of you. Once you use this ability, you can’t use it with advantage against that target. Once you use this
again until you finish a long rest. ability, you can’t use it again until you finish a short
or long rest.
34
Executioner’s
Bracers Forceful
Scepter

Gauntlets of
Blood

Fey Warrior’s
Boots

Forceful Scepter
Wondrous item, very rare (requires attunement)

Fey-Blessed Though these scepters have been known for millennia


Circlet across many worlds, it is rumored among sages that
an enterprising artificer from Eberron crafted the first
Executioner’s Bracers of these scepters during the Last War as an easily-
Wondrous item, uncommon concealed weapon for spies and infiltrators. Crafted
of a shaft of bone, the scepter is capped on each end
After a series of botched beheadings, the sovereign with gold, and on one end is set a large blue gem.
of a forgotten kingdom had her royal wizard enchant This scepter has 7 charges. While holding it, you
these bracers to help her hapless headsman perform can expend 1 or more of its charges to manifest one
his duties. of the following powers:
While you wear these bracers, when you score a Force Sword. As a bonus action, you can
critical hit with a melee weapon attack, you deal an expend 1 charge to cause a shaft of nearly invisible,
extra 2d8 damage of the weapon’s type. blue-white force to spring from the gem, forming a
Fey-Blessed Circlet longsword. If you are proficient with shortswords or
Wondrous item, uncommon (requires attunement) longswords, you are proficient with the blade, which
is a magic weapon. You gain a +1 bonus to attack
Smooth-cut rubies encrust the golden leaves of and damage rolls made with this weapon, which
this delicate circlet. It is said that eladrin who walk deals force damage instead of slashing damage. You
among mortals sometimes give them as gifts to their must expend an additional charge as a bonus action
short-lived companions, perhaps in hope they might on each of your turns to maintain the blade.
live a bit longer. Wall of Force. As an action, you can expend 3
While you wear it, whenever you roll initiative you charges to cast the wall of force spell.
gain temporary hit points equal to your Charisma Talk to the Hand. As an action, you can expend
modifier. 3 charges to cast the Bigby’s hand spell.
The scepter regains 1d6 + 1 expended charges
Fey Warrior’s Boots daily at dawn. If you expend the scepter’s last charge,
Wondrous item, very rare (requires attunement)
roll a d20. On a 1, the scepter crumbles into ashes
You can use the eladrin magic of these finely crafted and is destroyed.
boots to step into and out of the Feywild, eluding Gauntlets of Blood
your foes. Wondrous item, uncommon (requires attunement)
While you wear the boots, when you’re hit with
a weapon attack, you can use your reaction to In battle, the blood of wounded foes streams along
surround yourself with a silvery mist and teleport up the joints of these highly-polished steel gauntlets.
to 30 feet to an unoccupied space that you can see, While you wear the gauntlets, you have advantage
turning the hit into a miss. Once you use this ability, on melee weapon attack rolls you make against
you can’t use it again until you finish a short or long targets whose hit point total is less than half their hit
rest. point maximum.
35
Grimlore’s Grimoire Sentience. To aid in the propagation of the
Wondrous item, artifact (requires attunement by a information contained within, Grimlore bound the
spellcaster) soul of his most trusted servant, Bixmodeus, into the
tome, giving the book sentience.
This book is named after Grimlore, a wizard of great Grimlore’s grimoire is a sentient neutral evil item
aptitude who embarked on a realm-spanning quest to with an Intelligence of 16, a Wisdom of 12, and a
rid himself of his mortality. Charisma of 16. It has hearing and darkvision out to
In his pursuit of the necromantic arts, Grimlore a range of 120 feet. The grimoire communicates with
took on many qualities of the soulless undead its wielder through speech in the Rotten Tongue.
he kept in his company, earning the title of the Personality. The grimoire’s purpose is to spread
Deathless One. the knowledge contained within to spellcasters
Unburdened by thoughts of his personal throughout the multiverse. Whether used for good or
impermanence, Grimlore was free to immerse himself evil is of little concern.
in an unending quest for knowledge. Destroying the Grimoire. The grimoire resists any
As a pale master with control over the dark attempt to remove its contents. To tear out a page,
arts, he sought to expand his understanding of a creature must make a DC 25 Strength (Athletics)
the remaining schools of arcane magic. Grimlore’s check. On a success, it is able to remove the page,
grimoire represents Grimlore’s countless years of but takes 2d12 psychic damage and gains 1 level of
studying the arcane schools of magic, penned in the exhaustion. A page removed in this way reconstitutes
Rotten Tongue; a language created by Grimlore itself after 1d10 days with all writing intact.
to communicate with the undead creatures in his The only way to truly destroy the grimoire is to
cohort. place the grimoire in a boat with 50,000 gp worth of
To attune to the grimoire, a spellcaster must first rare incense, set it all ablaze, and send the burning
learn to speak the language of the Rotten Tongue boat down the River Styx. If allowed to travel down
by drinking from the River Styx (exposing itself to the river undisturbed for 10 days, the grimoire
the river’s effects, as described in chapter 2 of the succumbs to the flames and is destroyed.
Dungeon Master’s Guide). The spellcaster must
then spend 40 hours reading and speaking with the
grimoire before they can begin to grasp the tome’s
contents.
Random Properties. The grimoire has the
following random properties, determined by rolling on
the tables in the “Artifacts” section in chapter 7 of the
Dungeon Master’s Guide:

• 1 minor beneficial property


• 1 major beneficial property
• 1 minor detrimental property

Increased Intelligence. After you learn to


read and speak the Rotten Tongue and spend the
requisite amount of time studying the grimoire, your
Intelligence score increases by 2, to a maximum of
24. You can’t gain this benefit from the book more
than once.
Bequeathment of Perspicacity. Grimlore
meticulously crafted the spells contained within this
grimoire under utmost secrecy, working toward a
time when his magnum opus was ready to bestow on
the multiverse.
If you can attune to this book, you can use it as
a spellbook and an arcane focus. While holding the
tome, your spell save DC and spell attack bonus
each increase by 3.
When found, the book contains every spell in Grimlore’s Grimoire
Grimlore’s Grimoire (found on the DMs Guild). You
can prepare spells from the grimoire as if it were
your spellbook, but the spells can’t be copied or
transferred from the grimoire to another spellbook or
scroll.
36
Handy Girdle Helm of Joddkang the Mighty
Wondrous item, uncommon (requires attunement) Wondrous item, rare (requires attunement)

Said to have been developed by an adventuring This substantial mithral helmet, topped with a bright
wizard whose motto was “you can never have too blue crest of feathers, is the last thing you’d associate
many potions”, this wide belt is festooned with straps with a feral bugbear warrior. And yet, Joddkang
and slings that magically hold potion flasks. wore it for many years, until his life was cut short
As a bonus action, you can press a potion by adventurers in the Giantspire Mountains north of
flask against the girdle and will it to meld into the Impiltur. The adventurers brought it back to Lyrabar,
garment’s extradimensional space. Also as a bonus but it was stolen from them soon after, and none now
action, you can think of a potion you have stored in know its whereabouts.
the girdle, touch the garment, and the potion flask While you wear the helm, you have a +1 bonus
you want magically appears in your hand. You can to AC and you have disadvantage on Wisdom
store up to 8 potions in this way, and the girdle (Perception) checks involving hearing.
always weighs 2 pounds, regardless of its contents. In addition, you can use an action to cast the
command spell (spell save DC 14).
Hat of Insufferable Stupidity
Wondrous item, uncommon (requires attunement) Helmet of Sudden Recovery
Wondrous item, rare (requires attunement)
Hats like these were created either by trickster gods
(or their devotees) or a cabal of extremely unpleasant This shiny gilded helmet, complete with white
artificers. Shockingly stylish, they radiate strong horsehair crest, lets you shrug off otherwise deadly
alteration magic, making them attractive to wizards. conditions.
Examination of one shows it to be a hat of protection, This helm has 4 charges. While wearing it, if you
granting you a +1 bonus to your AC and saving suffer from a condition that requires you to make
throws. An identify spell reveals it isn’t what it a successful saving throw to end, you can expend
appears to be, but doesn’t reveal what it actually is. 1 charge to automatically succeed on that saving
Curse. This item is cursed. Attuning to it curses throw. The helm regains 1d4 expended charges daily
you until you are targeted by a remove curse spell at dawn.
or similar magic. As long as you remain cursed, you
cannot discard the hat, which immediately teleports
back onto your head. While you’re attuned to the hat,
you retain the +1 bonus, but your Intelligence score
is reduced to 7, and you gain the following flaw: “I am Helm of Joddkang
a super genius, and my ideas are always brilliant.” the Mighty

Handy
Girdle

Helmet of
Sudden Recovery
Hat of
Insufferable Stupidity
37
Helmet of Horn of
Victory Fog

Hood of the
Shadow Queen

Hero’s
Gauntlets
Helmet of Victory
Wondrous item, rare (requires attunement)

Platinum wings fly from the sides of this brightly-


polished and gilded steel helmet, which is further
decorated with an aventail of fine maille links. A Hood of the Shadow Queen
circlet of gold leaves, signifying the conquering hero, Wondrous item, very rare (requires attunement)
wraps around its brow.
If you have the Action Surge ability, you can use it Shadows seem to waft from the threads of this black
an extra time every rest. In addition, you and friendly garment, and it always seems cold to the touch—as
creatures within 10 feet of you can’t be frightened cold as the grave.
while you are conscious. While you wear the hood, you can use a bonus
action to transform yourself into a shadow. You gain
Hero’s Gauntlets the Undead creature type, along with the following
Wondrous item, rare (requires attunement by a fighter) effects:
These heavy steel gauntlets are battle-scarred and
• You can move through a space as narrow as 1
worn, trimmed with polished brass and etched
inch wide without squeezing.
with geometric designs. They reward great risk and
• While in dim light or darkness, you can take the
heroism.
Hide action as a bonus action.
While you wear the gauntlets, when you use your
• While in sunlight, you have disadvantage on
Action Surge to take the attack action, you have
attack rolls, ability checks, and saving throws.
advantage on weapon attack rolls you make until the
start of your next turn. Furthermore, when you use
In addition, while transformed your unarmed
your Second Wind ability, you regain an additional
attacks deal 2d6 necrotic damage, and the target’s
2d10 hit points.
Strength score is reduced by 1d4. The target dies
Horn of Fog if this reduces its Strength to 0. Otherwise, the
Wondrous item, uncommon reduction lasts until the target finishes a short or
long rest. If a non-evil humanoid dies from this
Crafted from the horn of some great beast of burden, attack, a shadow rises from the corpse 1d4 hours
from a longhorn steer to a rothe, these horns are later.
adorned with silver fittings and mouthpiece. Curse. This item is cursed. Attuning to it curses
The horn has 7 charges. While holding it, you can you until you are targeted by a remove curse spell
use an action to blow the horn and expend 1 or more or similar magic. As long as you remain cursed, you
of its charges to cast the fog cloud spell from it. For cannot discard the hood, which immediately teleports
1 charge, you cast the 1st-level version of the spell. back onto your head. While you’re attuned to the
You can increase the spell slot level by one for each hood, whenever you reduce a creature to 0 Strength
additional charge you expend. while transformed, soft voices from beyond the grave
The horn regains 1d6 + 1 expended charges daily whisper, calling to you to join them. You must make
at dawn. If you expend the horn’s last charge, roll a a DC 15 Wisdom saving throw or suffer a short-term
d20. On a 1, the horn shatters and is destroyed. madness (as described in the Dungeon Master’s
Guide).
38
Mantle of the
Great Bear

Horned Hood
of Shadows

Mordenkainen’s
Mask of Mysterious Map
Saint Idari

Horned Hood of Shadows Mask of Saint Idari


Wondrous item, uncommon (requires attunement)
Wondrous item, rare (requires attunement)

A hood once worn by taskmasters in thievery circles, No one knows if Saint Idari ever really existed.
said to be blessed by the Lord of Shadows. Over Legends say she lived for hundreds of summers,
the years, many of these horned hoods have now though for a human woman this is absurd. Perhaps
propagated throughout the multiverse. generations of Idaris hid behind this mask. In any
While you wear the hood, you gain proficiency case, Idari’s hatred of the living dead drove her to
with thieves tools and have advantage on Wisdom acts of great ferocity in fighting such creatures, and
(Perception) and Intelligence (Investigation) checks in the stories she shone with holy light whenever she
made to find traps. battled them. Some of her fury—or that of the Idaris
who followed after—imbues this mask.
Mantle of the Great Bear While you wear the mask, after using a Channel
Wondrous item, uncommon (requires attunement)
Divinity class feature, you deal an extra 1d6 radiant
This shaggy mantle of brown bear fur drapes across damage to undead creatures you hit with your
your shoulders, closed with polished steel clasps. It attacks. Additionally, you score a critical hit against
grants you the ability to grip your foes in a crushing undead creatures on a roll of 18-20. These benefits
grasp like a grizzly bear’s hug. last for 1 minute.
While you wear the mantle, you have advantage on
checks you make to grapple a creature. Mordenkainen’s Mysterious Map
Wondrous item, legendary

This is the only known accurate map of Candlekeep.


p was Mordenkainen enchanted this piece of parchment to
M or de nk ain en lef t Candlekeep, his ma
Whe n s with magically alter itself as new additions are made to
t Keeper of the Tome
left with the incumben ee per to Candlekeep.
passed down from K 39
the intention of being planned...
ee pe r— bu t it ap pe ar s things have not gone as
K
Prison of Zagyg Prison of
Wondrous item, legendary (requires attunement) Zagyg
Only five of these cubes are known to exist. Each
is nearly identical, being a brass box with a maze
design enameled onto each side. Each prison is a
small chamber impervious to magic and encasing a
small zone of anti-magic, where magic simply fails to
function.
When you attune to the item, you learn its
command word. As an action, you can present the
box and speak its command word before speaking
the true name of a creature you can see. The
creature must make a Charisma saving throw,
using your spell save DC or DC 18, whichever is
higher. If you don’t speak the creature’s true name,
it has advantage on the saving throw. On a failure,
the creature is reduced in size to fit the box and is
imprisoned therein.
When it’s closed, the box’s lid is sealed as though
arcane lock was cast upon it by an archwizard,
though you can open the box by merely willing it
to do so, freeing a trapped creature. As the interior
of the box is an anti-magic zone, an imprisoned
creature can’t escape by magic. The box can’t be
harmed, and magic short of a wish spell has no
effect on it. An imprisoned creature is held in stasis,
requiring no food, air, or water while it’s in the box.

Ratcatcher’s Hat Ratcatcher’s


Wondrous item, rare (requires attunement)
Hat
Take any city, from Luskan to Sharn. That city has
sewers. And where there’s sewers, there’s rats. These
hats are popular across the multiverse with those
who patrol the sewers hunting for vermin.
While you wear the hat, you have darkvision out to
a range of 60 feet.
In addition, the hat has 6 charges, and regains
1d2 + 1 charges each dawn. As an action, you can
expend 1 charge to gain one of the following abilities
for 1 hour:

• Truesight out to a range of 30 feet.


• Advantage on Wisdom (Perception) checks you
make that involve sight.
• As an action, you learn the resistances,
immunities, and vulnerabilities of a creature you
can see.

Only 1 of the hat’s effects can be active at a time. Riding


Expending another charge on a new effect cancels the Boots
currently active effect.

Riding Boots
Wondrous item, uncommon

These stylish knee-high boots let you look good while


they spur your steed.
While you wear the boots, when you ride a mount,
your mount’s speed increases by 10 feet.

40
Sash of the Jaguar
Wondrous item, rare (requires attunement)

Deep in the jungles of Chult, primal magics are


harnessed which impart the ways of beasts into items
Sash of the of great potency.
Jaguar While you wear the sash, you can use an action
to transform into a panther as though you cast
the polymorph spell on yourself (the DM has the
creature’s statistics). You don’t need to concentrate
on the effect while you’re transformed. Once you use
this ability, you can’t use it again until you finish a
long rest.

Sash of the Zombie Lord


Wondrous item, rare (requires attunement)

No one is quite sure whence comes this garment. It


is made of tattered cloth used to wrap corpses, and
is decorated with animal skulls and eerie, glowing
stones.
While you wear the sash, if damage reduces you
to 0 hit points, you can make a Constitution saving
throw with a DC of 5 + the damage taken, unless the
damage is radiant or from a critical hit. On a success,
you drop to 1 hit point instead.

Scabbard of Vitality
Wondrous item, uncommon (requires attunement)

A long-forgotten petty lordling in the Border


Kingdoms (who nonetheless was fantastically
wealthy) paid a princely sum for this scabbard, which
Sash of the he wore at all times, fearing the murderous plots of
Zombie Lord his rivals. Alas, like almost all “aristocrats” of that
type, he was assassinated, not by blade or bow but
by poison in his wine.
While you wear the scabbard, your maximum hit
points increase by 5.

Scarf of the Crimson Mage


Wondrous item, rare (requires attunment by a bard)

This stunning red scarf draws the attention of those


around. When you wear this scarf, you gain the
following benefits:

• You have advantage on Charisma checks.


• You can cast the calm emotions spell at will.
• You are able cast spells of 3rd-level or lower that
you have prepared without the spell’s verbal or
Scabbard of
somatic components, even if they are required.
Vitality

Scarf of the
Crimson Mage

41
Scepter of Steam and Vapor
Wondrous item, rare (requires attunement)

These jeweled scepters are crafted of gilded pearwood.


A gold globe decorates one end. It always feels warm
Scepter of Steam
to the touch.
This scepter has 7 charges. While holding it, as and Vapor
an action you can expend 1 or more of its charges to
manifest one of the following powers:
Pea Soup. You cast the fog cloud spell. For 1
charge, you cast the 1st-level version of the spell.
You can increase the spell slot level by one for each
additional charge you expend.
Scalding Blast. You can expend 3 charges to
cause a blast of superheated steam to erupt from
the gold globe. Each creature in a 60-foot cone must Spire
make a DC 14 Constitution saving throw. A creature Helm
takes 8d8 fire damage on a failed save, or half as
much damage on a successful one.
The scepter regains 1d6 + 1 expended charges
daily at dawn. If you expend the scepter’s last charge,
roll a d20. On a 1, the scepter explodes in a puff of
steam and is destroyed.

Serpentine Bracers
Wondrous item, uncommon

Made from the tanned skins of venomous serpents,


Serpentine
when you hit your enemy when they least expect it
these bracers snap at your victim. Bracers
While you wear these bracers, when you hit with
a melee attack and deal damage to a target who’s
surprised or from whom you’re hidden from in some
way, you deal an extra 1d8 poison damage.
Spire Helm
Wondrous item, rare (requires attunement)

The skull of this helmet is sculpted into the shape of


a towering spire. Set into the center is a magnificent
fire opal that sparkles in the light.
While you wear the helm, you have advantage
on Wisdom (Perception) checks you make involving
sight. In addition, as a bonus action you can use the
helm’s magic to cast the see invisibility spell. Once
you use this ability, you can’t use it again until you
finish a long rest.

Star Lantern
Wondrous item, uncommon

This ornate lantern weighs 1 pound, and is made


of blackened steel with panes of transparent
crystal harvested from the Underdark. Within is
trapped a mote of the radiant essence of starlight.
Manufactured as trade goods by artisans on the
Rock of Bral—at present drifting through the Tears of
Star Selûne—star lanterns are becoming more and more
Lantern common in many worlds.
While you hold it, you can speak its command
word as an action and cause it to emanate the light
or moonbeam spell. Once used, the moonbeam effect
can’t be used again until the next dusk.
42
Strength Collar
Wondrous item, uncommon
Strength
Collar This collar is made of hardened leather and
enchanted with a fleeting trace of magical power.
When you make a Strength-based saving throw
or ability check, you can replace your roll with a 20.
After the collar is used in this way, its magic fades
and it becomes mundane.

Summoner’s Tome
Wondrous item, legendary (requires attunement by a wizard)

The pages within this tome detail ways to enhance


creatures you summon with your conjuration spells.
Its intricate formulas give you increased power over
your conjured servants.
While the tome is in your possession, when you
conjure a creature using a spell, each creature you
summon appears with temporary hit points equal
to your Intelligence modifier (minimum of 1). In
Summoner’s addition, you can’t lose control of creatures you
Tome summon, and you don’t need to concentrate on a
spell to control them.

Sunkissed Girdle
Wondrous item, rare (requires attunement)

Made of various hides and furs, these kilts are


decorated with a gold-plated bronze sunburst at
the center front. Sunkissed girdles radiate strong
abjuration magic, and while millennia old, have
survived the ravages of time unscathed. Sages think
they were created by long-dead Netherese devotees of
Amaunator for their divine champions.
While you wear the girdle, your Strength and
Wisdom scores increase by 1, to a maximum of 20. In
addition, as a bonus action you can cast the branding
smite spell. Once you use this ability, you can’t use it
again until you finish a short or long rest.

Survivor’s Boots
Wondrous item, uncommon

These rough and ready boots are clearly well-used,


but their magic means they never wear out.
While you wear the boots, as long as your hit point
total is below half your hit point maximum, you don’t
provoke attacks of opportunity.

Sunkissed
Girdle Survivor’s
Boots

43
Tantrum Tankard Tome of Undeniable Fire

Vampire Lord’s
Shawl

Waesfaren’s
Wrapper

Tantrum Tankard
Wondrous item, uncommon

This finely crafted and decorated ceremonial bovine


Vampire Lord’s Shawl
Wondrous item, very rare (requires attunement)
drinking horn can be used to magically turn water
into a strong, delicious-tasting ale. This occurs This long flowing cloak has a fur collar meeting at a
automatically when water is poured into the silver beautiful jewelled neck fastening.
cup affixed to the base of the horn. While you wear this cloak, you can magically call
When you consume the ale, you must make a 1d4 swarms of bats or rats, provided that the sun
DC 14 Constitution saving throw. On a failure, you isn’t up. While outdoors, you can call 1d6 wolves
become inebriated for 4 hours. If you fail the save by instead. The DM has the beast’s game statistics.
5 or more, you fall unconscious for the duration. On The called creatures arrive in 1d4 rounds, acting as
a success, you do not become inebriated, becoming your allies and obeying your spoken commands. The
only slightly tipsy instead. beasts remain for 1 hour, until you are reduced to
If you take a second drink from the horn during 0 hit points, or until you dismiss them as a bonus
the 4 hours of inebriation, you make the saving throw action. This property of the cloak can’t be used again
with disadvantage. On a failure, your inebriation until the next dusk.
turns towards violence and you erupt into a drunken
rage. You attack the nearest creature to you, and will Waesfaren’s Wrapper
Wondrous item, very rare (requires attunement by a druid)
continue to focus your attacks on that target until
either you or your target is reduced to 0 hit points.
Once, deep in a primeval forest on a forgotten world,
While in this state, your attacks deal an extra 1d4
there lived a nature priest called Waesfaren. They
damage.
considered themselves the protector of the land as far
Tome of Undeniable Fire as they could walk, and that was far indeed. It is said
Wondrous item, very rare (requires attunement by a wizard) that Waesfaren’s will was adamant, and they could
ignore conditions that would slay lesser creatures.
A book with parchment folios detailing the Indeed, so strong was their will that the very forest
concentration of magical and elemental fire, its itself would leap to defend them. Some of that soul-
adamantine cover is decorated with a gold filigree iron must have passed into this garment.
featuring a garnet from which wisps of harmless While you wear the wrapper, you have a +1 bonus
magical flame continuously spit. to AC and saving throws.
While the tome is in your possession, magical fire In addition, when you’re targeted by a melee
damage you deal ignores resistances and immunities. weapon attack, you can use your reaction to cast the
In addition, damage rolls for spells you cast that deal entangle spell, centered on yourself (spell save DC
fire damage gain bonus damage equal to the number 15). You are immune to the effect, and you needn’t
of dice rolled. concentrate on it. Once you use this ability, you can’t
use it again until you finish a short or long rest.
44
Battering Ram
2nd-level evocation

Casting Time: 1 action


Range: 60 feet
Components: V, S, M (a piece of carved ram’s horn)
Watchful Order’s Duration: Instantaneous

Manual You create a horizontal cylinder of mystical force that


can strike with considerable power. Make a ranged
spell attack against a target you can see within range.
On a hit, the target takes 2d10 force damage and is
pushed 5 feet away from you. If you use this spell
against a door that is being held from the other side,
the creature(s) holding the door must make a Strength
check against your spell save DC. On a success, the
spell has no effect.
At higher levels. When you cast this spell using a
spell slot of 3rd level or higher, the damage from the
ram increases by 1d10 for each slot level above 2nd.
In addition, Strength checks to hold a door closed are
made with disadvantage.

Clumsy
1st-level evocation

Casting Time: 1 action


Range: 30 feet
Components: V, S
Duration: Instantaneous

You create a ramlike force that can strike with


considerable power against an object held by a
creature. The creature must make a Strength saving
throw. On a failure, the creature drops the object and
the object is pushed 10 feet away from you.

Reveal Magic
2nd-level divination (ritual)

Watchful Order’s Manual Casting Time: 1 action


Range: Self
Wondrous item, very rare (requires attunement by a wizard) Components: V, S
Duration: Concentration, up to 10 minutes

The Watchful Order of Magists and Protectors is a You make the hidden auras of magical spells and items
guild of arcanists that was formed in Waterdeep over visible to all, rather than personally viewing them with
a century ago. The Order polices the use of magic detect magic. The spell reveals all magic within a 20-
within the city, encouraging arcane spellcasters to foot radius of you as aurvas emanating from creatures
use magic wisely and for the common good rather and objects. You may move around an area while the
than selfish pursuits. It also pledges to defend the spell is active, as it remains centered on you. The magic
city with its magic in times of need. Historically does not differentiate between different intensities or
types of magic.
this includes maintaining warding spells in certain
A creature can study a source of magic within the
sensitive areas, summoning water elementals to fight revealed area and attempt to learn more about it. The
fires, and using their powerful spells to defend the creature must make a DC 14 Intelligence (Arcana)
city in time of war. This tome, featuring an open, check. On a success, the creature gains a rough idea
watchful eye on its cover, assists members of the of the intensity of the magic (as determined by spell
Watchful Order in their duties. level or magical item rarity), and the school of magic to
While the tome is on your person, you can speak, which that effect belongs.
read, write, and understand all languages known This spell is otherwise subject to the same
throughout the multiverse. restrictions as the detect magic spell.
In addition, the book contains the following wizard
spells: battering ram, clumsy, and reveal magic.
45
Writings of Uncertain Provenance
Wondrous item, legendary (requires attunement)

This tome is a bundle of parchment scraps bound


between thick covers of heavy adamantine. It is
reputed to be possessed by the Harpell family
of Longsaddle and is one of their most prized
possessions. It contains sheets of varying shapes and
sizes. Some appear old and others new. Some are
scrawled nearly illegibly, and others are carefully and
clearly illuminated. The first few pages bear the holy
symbols of various deities of death and necromancy.
The writings are a collection of scribblings from
powerful wizards and clerics obsessed with death.
Sages say whoever commands the lore in the scrolls
controls life and death.
You can read from the tome during a short or
long rest. Understanding what you read, however, is
not easy. The tome is written in a fantastic array of
languages, ancient and modern, from a bewildering
mixture of worlds in the multiverse, and the text
sometimes switches languages in mid-sentence. No
magic helps; spells like comprehend languages simply
fail.
For every hour you read from the tome, make a DC
20 Intelligence (Arcana or Religion) check. You have a Writings of Uncertain
+1 bonus on this check for every language you speak. Provenance
On a success, you gain a boon that lasts until it
triggers, according to the Tome Boon table. The boons
are cumulative.
You specify the trigger for a boon. For example,
you could specify that when you lose a limb or are Tome Boon
reduced to less than half your hit point maximum
the regenerate boon triggers. Once a boon triggers, it Time Benefit
is forever spent for you, and you can never use that 1 hour Regenerate for yourself
boon again. 2 hours Regenerate for another
The time you spend reading need not all be spent 3 hours Resurrection for yourself
at once; you can divide it as you choose for the
purpose of gaining benefits. 4 hours Resurrection for another
Once you’ve read the tome for six hours and 5 hours True resurrection for yourself
specified triggers for each boon, the tome magically 6 hours True resurrection for another
disappears from your possession and teleports to a (and the book disappears)
random location in the multiverse.
Reading the writings of uncertain provenance is
not without risk, since delving into their mysteries Tome Curse
draws you near to the border between life and death. d% Effect
Whenever you fail the check to read the tome by 5 01–10 Gain a random insanity from
or more, you must make a DC 20 Wisdom saving the Dungeon Masters Guide
throw. On a failure, roll on the Tome Curse table. 11–30 Gain a permanent curse: you
The remove curse spell is not powerful enough to have disadvantage on attack
remove a curse bestowed in this way; only the greater rolls, saving throws, and
restoration spell or more powerful magic will suffice. ability checks
31–60 Receive a geas from one of the
deities whose symbols adorn
the tome
rtain
One should read the Harpell family’s Writings of Unce 61–90 Your hit point maximum is
ure has been said
Provenance with great care, as their script reduced by 75%
misun dersta nd their
to place debilitating curses on those who 91–100 Become a ghost for a year and
ntine
words. Why a warning wasn’t etched into the adama a day
theory is that these
cover, one may never know. A popular
46 stocke d, as lesser
ailments keep the local clergy’s coffers well
effects...
magic seems ineffective against these debilitating
47

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