Xanathar's Secret Stash
Xanathar's Secret Stash
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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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.
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
Underhome Armor
Armor (half plate), very rare (requires attunement by a dwarf)
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.
Fey Striders
Wondrous item, uncommon (requires attunement)
Feywild Dressings
Armor (leather), rare (requires attunement)
11
Trappings of
Free Men
Beetle Elixir
Potion, rare
Grinning Tooth
Death Mushroom
Mushroom
Umbral
Blossom
Death Mushroom
Fungus, 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)
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
20
21
Callarduran’s Toothpick
WEAPONS Weapon (warhammer), legendary (requires attunement)
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)
23
Fang
Enmity
Frost Fury
Waraxe
Mallet of
Fury
Mallet of Fury
Melter Weapon (maul), rare (requires attunement)
Rook
Ballista
Shadow
Fang
Slicer
Shadow Fang
Weapon (longsword), very rare (requires attunement)
Sparking Gladius
Weapon (shortsword), rare (requires attunement)
Staff of Horus-Re
Weapon (special), legendary
27
Sword of Wa Kai
Weapon (longsword), rare (requires attunement)
Terrorgrip
Weapon (morningstar), very rare (requires attunement)
Victorious Warhammer
Weapon (warhammer), rare (requires attunement)
Warden’s Sickle
Weapon (sickle), rare (requires attunement)
28
Boots of Blood
WONDROUS ITEMS Wondrous item, rare (requires attunement)
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
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)
Coruscating Garments
Wondrous item, uncommon
Courtier’s Cape
Wondrous item, rare (requires attunement)
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.
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)
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)
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)
Horned Hood
of Shadows
Mordenkainen’s
Mask of Mysterious Map
Saint Idari
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
Riding Boots
Wondrous item, uncommon
40
Sash of the Jaguar
Wondrous item, rare (requires attunement)
Scabbard of Vitality
Wondrous item, uncommon (requires attunement)
Scarf of the
Crimson Mage
41
Scepter of Steam and Vapor
Wondrous item, rare (requires attunement)
Serpentine Bracers
Wondrous item, uncommon
Star Lantern
Wondrous item, uncommon
Summoner’s Tome
Wondrous item, legendary (requires attunement by a wizard)
Sunkissed Girdle
Wondrous item, rare (requires attunement)
Survivor’s Boots
Wondrous item, uncommon
Sunkissed
Girdle Survivor’s
Boots
43
Tantrum Tankard Tome of Undeniable Fire
Vampire Lord’s
Shawl
Waesfaren’s
Wrapper
Tantrum Tankard
Wondrous item, uncommon
Clumsy
1st-level evocation
Reveal Magic
2nd-level divination (ritual)
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)