Professional Documents
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Vault of Magic
Vault of Magic
Credits
Designers: Phillip Larwood, Jeff Lee, Development Lead: Meagan Maricle
and Christopher Lockey Editing Lead: Meagan Maricle
Additional Design: Scott Gable, Marc Radle, Cover Artist: Tomasz Chistowski
and Mike Welham
Interior Artists: Paola Andreatta, Miguel
Guest Designers: Rudy Basso (cape of targeting), Regodón Harkness, Julian Hellwig, Basith Ibrahim,
Wolfgang Baur (book of ebon tides, thunderous kazoo), William O'Brien, Fabian Parente, Addison
Adam Bradford (timeworn timepiece), Celeste Rankin, Florian Stitz, Egil Thompson, and
Conowitch (garments of winter’s knight, witch’s circle), Damon Westenhofer
Dan “Professor Dungeonmaster” DeFazio (verses of
vengeance), Janet Forbes (flute of saurian summoning), Layout and Graphic Design: Marc Radle
Shanna Germain (honeyed halfheart), Luke Gygax Additional Layout: Anne Gregersen
(orbs of obfuscation), Meagan and Todd Kenreck
Fantasy Grounds Digital Edition: Linda Buth
(butter of disbelief), Daniel Kwan (wolf brush), Justin
“The Noir Enigma” Miller (potion of empowering Roll20 Digital Edition: Nic Bradley
truth), Vee Mus’e (amulet of the oracle, boots of the Shard Tabletop Digital Edition: Haley Howard
grandmother, clockwork hare, clockwork mace of divinity,
ring of the grove’s guardian, spear of the stilled heart, Director of Digital Growth: Blaine McNutt
valkyrie’s bite), Victoria Rogers (bagpipes of battle), Art Director: Marc Radle
Patrick Rothfuss (Foulton door), Mike “Slyflourish” Editorial Directors: Amanda Hamon and
Shea (whip of the blue wyrm), Gail Simone (humble Thomas M. Reid
cudgel of temperance, matched blades of the eternal
feudalists), Nerdarchist Ted (armor of the ngobou), Director of Operations: T. Alexander Stangroom
Lauren Urban (teapot of soothing), Deborah Ann Publisher: Wolfgang Baur
Woll (matryoshka dolls), and Bee Zelda (hair pick of
protection)
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License
version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters,
place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress.
(Elements that have previously been designated as Open Game Content are not included in this declaration.)
Midgard and Kobold Press are trademarks of Open Design LLC. All rights reserved.
Open Game Content: The Open Content includes the magic items in each chapter (excluding all place names and
specific character references, such as gods and NPCs), except for the Specialty Consumable items within the Potions and
Scrolls chapter and all items in the Fabled Magic Items chapter. All other material is Product Identity, especially place
names, character names, locations, story elements, background, and fiction.
Lugax and Kennich are copyright Luke Gygax 2021 and used with permission.
No other portion of this work may be reproduced in any form without permission.
©2021 Open Design LLC. All rights reserved.
www.koboldpress.com
PO Box 2811 | Kirkland, WA 98083
Printed in China
ISBN: 978-1-950789-24-5
2 4 6 8 10 9 7 5 3 1
2
The Magic of Items
I started playing around with trinkets when I was a When I began to write my own campaigns, it was
kid. Like many creative youngsters, I had a dress-up important to me to honor that feeling of imaginative
chest, sometimes referred to as a toy chest. I kept agency above all else. And that extended to the “stuff ”
costumes and bits and bobs of things that I found (sometimes known as “magic items”) that I scattered
around my grandparent’s house, rooting through about my realms. Just like the trinkets I kept as a
my parent’s closet, or even items I had found on the child, I believe the power of any item is really only
street, in the woods, or at the beach. None of these determined by the player. Yes, magic items have
items had any inherent value of their own, but in rules and mechanics, but that only takes you so far.
my enthusiastic hands, an old shawl became a cape Whether it is a plus-two sword or a magic trinket that
of defense, a set of wooden blocks became cubes of hides in plain sight, the true power of a magic item
sticky goo, and a spool of thread unraveled into a is in how the player chooses to use it. While many
deadly trap. items come with legendary backstories, when a player
As I grew up, I found ways to continue to tap into takes possession of an item, the adventures they
that youthful experience. I became an actor, using have wielding its magic become its living legend. The
imagination and story to fuel that need to play. It was players should feel they are joining that canon, not
and still is a thrilling experience, but it wasn’t until beholden to it.
I found tabletop roleplaying games that I felt that To that end, I hope this book serves as a figurative
same child-like thrill of spontaneous creation. These “toy chest” for all of us, brimming with inspiration
extraordinary games beautifully married the free play and opportunities to create legendary moments with
of my youth with the complexity of adult storytelling. extraordinary stuff.
I was hooked. Deborah Ann Woll
March 2021
A special thanks to the designers and contributors to earlier printings of some items that appear in this
book, including, but not limited to: Lou Anders, Bryan Armor, Paul Baalham, Wolfgang Baur, James Bitoy,
Peter von Bleichert, Morgan Boehringer, Quin Callahan, Jarrod Camiré, Lysa Chen, Andrew Christian, Matthew
Cicci, Bill Collins, Vincent Colón-Roine, Tim and Eileen Connors, Celeste Conowitch, David “Zeb” Cook,
Matthew Corley, Ryan Costello Jr., Adam Daigle, R P Davis, Dan Dillon, Jonathan Drain, Benjamin Eastman,
Robert Fairbanks, Richard Flanagan, Clay Fleischer, Crystal Frasier, Michael Franke, Michael Furlanetto,
Basheer Ghouse, Bayley Gillier, Frank Gori, Richard Green, Jim Groves, Jeff Grubb, James Haeck, Matthew
J. Hanson, Chris Harris, Jeffery Harris, Brandon Hodge, James Introcaso, Victoria Jaczko, Matt James, Josh
Jarman, Clare Jones, Russell Jones, Michael Kortes, Dawson Kriska, Michael Lane, Travis Legge, Jerry LeNeave,
Brian Liberge, John Ling Jr., Neal Litherland, Chris Lozaga, Meagan Maricle, Ari Marmell, Michael Matkin,
Jonathan McAnulty, Ben McFarland, Shawn Merwin, Chad Middleton, Eric Miller, Michael Ohl, Kelly Pawlik,
Richard Pett, Marc Radle, Ted Reed, Steve Robert, Jan Rodewald, Karl Rodriguez, Hannah Rose, Adam Roy, Jon
Sawatsky, Amber Scott, Michael Shel, Jason Sonia, Trevor Stamper, Joshua Stevens, Christina Stiles, Matthew
Stinson, Christian Sturke, Stefen Styrsky, Brian Suskind, Troy Taylor, Michael Timpe, Jerall Toi, Sigfried Trent,
Ian Turner, Dan Voyce, Ashley Warren, Steve Winter, and Henry Wong
9
Scarab of Rebirth.....................170 Talking Torches.......................182 Verminous Snipsnaps.............. 185
Scarf of Deception...................170 Teapot of Soothing..................182 Vessel of Deadly Venoms.......... 185
Scent Sponge...........................170 Tenebrous Mantle...................182 Vial of Sunlight........................186
Scorn Pouch............................170 Thornish Nocturnal.................182 Vielle of Weirding and
Scorpion Feet.......................... 171 Three-Section Boots................182 Warding................................186
Scoundrel’s Gambit................. 171 Throttler’s Gauntlets................ 183 Vigilant Mug............................186
Scout’s Coat............................. 171 Thunderous Kazoo.................. 183 Voidskin Cloak........................186
Screaming Skull....................... 171 Tick Stop Watch....................... 183 Ward Against Wild Appetites.... 186
Scrimshaw Comb..................... 171 Timeworn Timepiece............... 183 Warding Icon...........................186
Scrimshaw Parrot.................... 171 Tome of Knowledge................. 183 Wayfarer’s Candle.................... 187
Selket’s Bracer......................... 171 Toothsome Purse..................... 183 Whispering Cloak.................... 187
Seneschal’s Gloves...................172 Torc of the Comet....................184 Whispering Powder................. 187
Sentinel Portrait......................172 Treebleed Bucket.....................184 White Dandelion..................... 187
Serpentine Bracers...................172 Trick Shot Mirror....................184 Windwalker Boots................... 187
Servile Shabti...........................172 Umber Beans...........................184 Witch Ward Bottle.................... 187
Shadow Tome.......................... 173 Umbral Lantern....................... 185 Worg Salve............................... 187
Shadowhound’s Muzzle...........174 Unerring Dowsing Rod............ 185 Worry Stone............................188
Shark Tooth Crown.................174 Vengeful Coat.......................... 185 Wraithstone.............................188
Sheeshah of Revelations...........174 Venomous Fangs...................... 185 Ziphian Eye Amulet.................188
Shifting Shirt...........................174
Shoes of the Shingled
Canopy.................................174
Shrutinandan Sitar..................174
Signaling Compass.................. 175
Silver Strings........................... 175
Silvered Oar............................. 175
Skald’s Harp............................ 175
Skeleton Key............................ 175
Skipstone................................176
Skullcap of Deep Wisdom........176
Sleep Pellet..............................176
Slippers of the Cat....................176
Smuggler’s Bag........................176
Smuggler’s Coat...................... 177 FABLED MAGIC ITEMS Matched Blades of the
Snake Basket........................... 177 Eternal Feudalists................ 210
Song-Saddle of the Khan.......... 177 Assassin’s Chain......................191 Oak Heart Figurine..................212
Soul Bond Chalice................... 177 Battlecaster’s Armor................192 Raurrick’s Axe.........................212
Soul Jug................................... 178 Blood Moon Orb.....................193 Red Bulette’s Hide...................213
Spell Disruptor Horn............... 178 Blood Spike Armor................. 194 Sacred Mountain Armor......... 214
Spice Box of Zest..................... 178 Bracers of Ganis’briel...............195 Scorpion Sting Scimitar........... 215
Spice Box Spoon......................179 Cailebryn................................ 196 Sovereign’s Scepter..................216
Spider Grenade........................179 Champion’s Plate.....................197 Trickster’s Boots......................217
Spyglass of Summoning...........179 Fire Shield of Rathume............197 Uthariel’s Diadem....................217
Stolen Thunder........................179 Foulton Door......................... 199 Vrithmytrix’s Bane...................218
Stonechewer Gauntlets........... 180 Gauntlets of the Wanderer’s Book.....................219
Storyteller’s Pipe..................... 180 Arcane Fist........................... 203 Wolf ’s Howl Ring................... 220
Sturdy Scroll Tube................... 180 Golden Griffon Shield.............204
Swashing Plumage.................. 180 Grinning Skull........................ 205
APPENDIX: ITEM TABLES
Swolbold Wraps....................... 181 Healer’s Hand Amulet............ 206
Tactile Unguent....................... 181 Helm of Velamish................... 207 Treasure Troves by CR
Tailor’s Clasp........................... 181 Kelgror’s Hammer.................. 207 0 to 17+.................................221
Talisman of the Snow Queen.....181 Mage Hunter’s Armor............. 209 Magic Item Tables
Talking Tablets........................ 181 Markum’s Glaive.................... 210 1 to 25............................222–236
10
Armor & Weapons
This chapter contains magical armors that exude Beasts 2). You can use an action to activate a small
molten lava, help you survive beneath the ocean measure of prescience within the dagger for
waves, or are constructed from the hides of monstrous 1 minute. If you are attacked by a creature
creatures. It also features weapons that drink the you can see within 5 feet of you while
blood of those they strike, unerringly find their mark this effect is active, you can use your
against ghostly foes, or even open rifts to the Void. reaction to make one attack with
Find everything heroes need to armor themselves this dagger against the attacker. If
against great threats and slay terrible monsters! your attack hits, the dagger loses
its prescience, and its prescience
Agile Armor can’t be activated again until the
Armor (any medium or heavy), common next dawn.
This magically enhanced armor is less bulky than its
nonmagical version. While wearing a suit of medium
Anchor of Striking
agile armor, the maximum Dexterity modifier you Weapon (war pick), rare (requires attunement)
can add to determine your Armor Class is 3, instead This small rusty iron anchor feels sturdy in spite of
of 2. While wearing a suit of heavy agile armor, its appearance. You gain a +1 bonus to attack and
the maximum Dexterity modifier you can add to damage rolls made with this magic war pick.
determine your Armor Class is 1, instead of 0. When you roll a 20 on an attack roll made with
this weapon, the target is wrapped in ethereal golden
Akaasit Blade chains that extend from the bottom of the anchor.
Weapon (dagger), rare As an action, the chained target can make a DC 15
You gain a +1 bonus to attack and damage rolls Strength or Dexterity check, freeing itself from
made with this magic weapon. This dagger is crafted the chains on a success. Alternatively, you can use a
from the arm blade of a defeated akaasit (see Tome of bonus action to command the chains to disappear, 11
freeing the target. The chains are constructed of Anointing Mace
magical force and can’t be damaged, though they can Weapon (maul), uncommon (requires attunement)
be destroyed with a disintegrate spell. While the target
Also called an anointing gada, you gain a +1 bonus to
is wrapped in these chains, you and the target can’t
attack and damage rolls made with this magic weapon.
move further than 50 feet from each other.
In addition, the ornately decorated head of
Angry Hornet the mace holds a reservoir perforated with small
Weapon (any ammunition), uncommon holes. As an action, you can fill the reservoir with a
single potion or vial of liquid, such as holy water or
This black ammunition has yellow fletching or yellow alchemist’s fire. You can press a button on the haft of
paint. When you fire this magic ammunition, it the weapon as a bonus action, which opens the holes.
makes an angry buzzing sound, and it multiplies in If you hit a target with the weapon while the holes are
flight. As it flies, 2d4 identical pieces of ammunition open, the weapon deals damage as normal and the
magically appear around it, all speeding toward your target suffers the effects of the liquid. For example,
target. Roll separate attack rolls for each additional an anointing mace filled with holy water deals an extra
arrow or bullet. Duplicate ammunition disappears 2d6 radiant damage if it hits a fiend or undead. After
after missing or after dealing its damage. If the angry you press the button and make an attack roll, the
hornet and all its duplicates miss, the angry hornet liquid is expended, regardless if your attack hits.
remains magical and can be fired again, otherwise it is
destroyed. Armor of Cushioning
Armor (padded), uncommon
Animated Chain Mail
Armor (chain mail), rare (requires attunement) While wearing this armor, you have resistance to
bludgeoning damage. In addition, you can use a
While wearing this armor, you gain a +1 bonus to reaction when you fall to reduce any falling damage
AC, and you can use an action to cause parts of the you take by an amount equal to twice your level.
armor to unravel into long, animated chains. While
the chains are active, you have a climbing speed equal Armor of Spite
to your walking speed, and your AC is reduced by 2. Armor (any heavy), rare (requires attunement)
You can use a bonus action to deactivate the chains,
Unholy glyphs engraved on this black iron magic
returning the armor to normal.
armor burn with a faint, orange light. While wearing
Grasping Chains. While wearing this armor with
the armor, you gain a +1 bonus to your AC.
the chains active, you can use an action to attack
At the start of your turn, you can choose to allow
twice with the chains. You are proficient with the
attack rolls against you to have advantage. If you do,
chains. Each chain has a reach of 10 feet and deals
the glyphs shed dim light in a 5-foot radius, and you
bludgeoning damage equal to 1d6 + your Strength
can use a reaction when a creature hits you with an
modifier on a hit. If you hit a creature of your size or
attack to force the attacker to take necrotic damage
smaller using a chain, you automatically grapple the
equal to twice your proficiency bonus.
creature with the chain. You can have no more than
Armor & Weapons
15
Bloodprice Armor Bloodthirsty Weapon
Armor (light, medium, or heavy), legendary Weapon (any weapon that deals piercing or slashing
(requires attunement) damage), rare (requires attunement)
When a melee attack would hit you while you are This magic weapon bears long, branching channels
wearing this armor, you can use your reaction to inscribed into its blade or head, and it gives off a
increase your Armor Class by up to 10 against that coppery scent. When you damage a creature that has
attack. If you do so, you lose hit points equal to 5 blood with this weapon, it loses an additional 2d6 hit
times the bonus you want to add to your AC. For points from blood loss.
example, if you want to increase your AC by 2 against Thirsting. The weapon acquires a taste for creatures
that attack, you lose 10 hit points. it damaged. When you miss an attack with this
weapon against a creature you damaged with this
Blood-Soaked Hide weapon within the last 1 minute, the target loses
Armor (hide), very rare (requires attunement) 2d6 hit points due to blood loss as the weapon
Blood-soaked hide armor is crafted from the tanned draws blood out of open wounds as it passes. If the
skins of humanoids, carefully preserved and layered. wounded creature uses an action to stanch the wound
The armor is always smeared in tacky, semi-dried with a successful DC 15 Wisdom (Medicine) check
blood, no matter how carefully it’s cleaned. While or the creature receives magical healing, the blade
wearing this armor, you gain a +1 bonus to AC, and no longer has a taste for it, preventing this property
you are immune to any effect that would cause you to from triggering. This property doesn’t work against
lose hit points due to blood loss or ongoing wounds, creatures that don’t have blood.
such as the infernal wounds caused by a horned
devil’s tail or the necrotic damage caused by a sword
Bludgeon of Nightmares
of wounding. Weapon (flail, mace, or morningstar), rare
Blood Form. As an action, you can transform into a (requires attunement)
flowing pool of thick blood for 1 minute, or until you You gain a +2 bonus to attack and damage rolls made
use a bonus action to revert back to your true form. with this weapon. The weapon appears to be a mace of
Any equipment you are wearing or carrying melds disruption, and an identify spell reveals it to be such.
into your form or falls to the ground (your choice). Curse. This weapon is cursed. Becoming attuned
Your statistics remain the same, but any magic to it extends the curse to you. As long as you remain
items other than the blood-soaked hide cease to cursed, you are unwilling to part with the weapon,
function. While in blood form, you can’t speak, you keeping it on your person at all times. While attuned
are resistant to bludgeoning, piercing, and slashing to this weapon, you have disadvantage on attack rolls
damage, you can move through any opening as small made with weapons other than this one.
as 1 inch wide without squeezing, and you can enter The first time you use this weapon to kill a creature
the space of other creatures and end your turn there. that has an Intelligence score of 5 or higher, you begin
A creature that starts its turn in your space must having nightmares and disturbing visions that disrupt
Armor & Weapons
succeed on a DC 15 Constitution saving throw or your rest. Each time you complete a long rest, you
lose 3d6 hit points due must make a Wisdom saving throw. The DC equals
to blood loss, and you 10 + the total number of creatures with Intelligence 5
regain a number of or higher that you’ve reduced to 0 hit points with this
hit points equal to weapon. On a failure, you gain no benefits from that
half the number long rest, and you gain one level of exhaustion.
of hit points the
creature lost. Bone Whip
Constructs and Weapon (whip), very rare (requires attunement)
undead who This whip is constructed of humanoid vertebrae with
aren’t vampires their edges magically sharpened and pointed. The
are immune to bones are joined together into a coiled line by strands
this effect. of steel wire. The handle is half a femur wrapped in
Once used, soft leather of tanned humanoid skin. You gain a +1
you can’t use bonus to attack and damage rolls with this weapon.
this property You can use an action to cause fiendish energy to
of the armor again coat the whip. For 1 minute, you gain 5 temporary hit
until the next dawn. points the first time you hit a creature on each turn.
In addition, when you deal damage to a creature with
this weapon, the creature must succeed on a DC 17
16
intervals and provides
three‑quarters cover to
creatures behind it. The
wall remains in place for
1 hour or until you use
an action while within
5 feet of the wall to
don the shield. Each
10-foot‑by‑10-foot
section of the wall has
Constitution saving throw or its hit point maximum AC 17 and 30 hit points.
is reduced by an amount equal to the damage dealt. If both sections of the
This reduction lasts until the creature finishes a long wall are reduced to 0
rest. Once used, this property of the whip can’t be hit points, the shield
used again until the next dawn. reverts to its normal
form, and its magic
Bonebreaker Mace ceases to function until
Weapon (any weapon that deals bludgeoning damage), the next dawn. Once
rare (requires attunement) used, this property can’t
You gain a +1 bonus on attack and damage rolls made be used again until the next dawn.
with this magic weapon. The bonus increases to +3
when you use it to attack an undead creature. Often Breaker Lance
given to the grim enforcers of great necropolises, Weapon (lance), rare (requires attunement)
these weapons can reduce the walking dead to You gain a +1 bonus to attack and damage rolls with
splinters with a single strike. this magic weapon. When you attack an object or
When you hit an undead creature with this magic structure with this magic lance and hit, maximize
weapon, treat that creature as if it is vulnerable to your weapon damage dice against the target.
bludgeoning damage. If it is already vulnerable to The lance has 3 charges. As part of an attack action
bludgeoning damage, your attack deals an additional with the lance, you can expend a charge while striking
1d6 radiant damage. a barrier created by a spell, such as a wall of fire or
wall of force, or an entryway protected by the arcane
Bow of Accuracy lock spell. You must make a Strength check against
Weapon (any bow), common a DC equal to 10 + the spell’s level. On a successful
The normal range of this bow is doubled, but its long check, the spell ends. The lance regains 1d3 expended
range remains the same. charges daily at dawn.
Chillblain Armor
Armor (medium or heavy, but not hide), very rare (requires
attunement)
This armor is forged from overlapping blue steel
plates or blue rings and has a frosted appearance.
While wearing this armor, you gain a +1 bonus to AC,
and you have resistance to cold damage. In addition,
when a creature hits you with a melee weapon attack,
18 it must succeed on a DC 15 Constitution saving
throw or become numbed by the supernatural cold Commander’s Plate
radiating from the armor. A creature numbed by the Armor (plate), uncommon
cold can use either an action or bonus action on its
This armor is typically emblazoned or decorated
turn, not both, and its movement speed is reduced by
with imagery of lions, bears, griffons, eagles, or other
10 feet until the end of its next turn.
symbols of bravery and courage. While wearing this
Curse. This armor is cursed, a fact that is revealed
armor, your voice can be clearly heard by all friendly
only when an identify spell is cast on the armor or you
creatures within 300 feet of you if you so choose.
attune to it. Attuning to the armor curses you until
Your voice doesn’t carry in areas where sound is
you are targeted by the remove curse spell or similar
prevented, such as in the area of the silence spell.
magic; removing the armor fails to end the curse.
Each friendly creature that can see or hear you has
While cursed, you have vulnerability to fire damage.
advantage on saving throws against being frightened.
If you are hit by a critical hit that deals fire damage
You can use a bonus action to rally a friendly creature
while wearing this armor, the armor shatters into
that can see or hear you. The target gains a +1 bonus
useless fragments.
to attack or damage rolls on its next turn. Once you
Clockwork Mace of Divinity have rallied a creature,
Weapon (mace), uncommon you can’t rally that
(requires attunement) creature again
until it finishes a
This clockwork mace is long rest.
composed of several different
metals. While attuned to
this magic weapon, you have
proficiency with it. As a bonus
action, you can command the mace
to transform into a trident. When
you hit with an attack using
this weapon’s trident form,
the target takes an extra 1d6
radiant damage.
19
Constant Dagger total, and each creature within 10 feet of the target,
Weapon (dagger), rare including the target, must make a DC 15 Dexterity
saving throw, taking necrotic damage equal to the
You gain a +1 bonus to attack and damage rolls made
hit points you lost on a failed save, or half as much
with this magic weapon.
damage on a successful one. You can’t use this feature
When you roll a 20 on an attack roll made with this
of the arrow if you don’t have blood.
weapon, the target loses its resistance to bludgeoning,
Hit Dice spent on this arrow’s feature can’t be used
piercing, and slashing damage until the start of
to regain hit points during a short rest. You regain
your next turn. If it has immunity to bludgeoning,
spent Hit Dice as normal.
piercing, and slashing damage, its immunity instead
becomes resistance to such damage until the start of Crocodile Armor
your next turn. If the creature doesn’t have resistance Armor (leather or hide), rare
or immunity to such damage, you roll your damage
dice three times, instead of twice. While wearing this armor fashioned from crocodile
skin, you gain a +1 bonus to AC.
Consuming Rod In addition, you can hold
Weapon (mace), very rare your breath for 15
(requires attunement) minutes, and you have
a swimming speed
This bone mace is crafted from a
equal to your
humanoid femur. One end is carved
walking speed.
to resemble a ghoulish face, its mouth
open wide and full of sharp fangs. The
mace has 8 charges, and it recovers 1d6 + 2
charges daily at dawn.
You gain a +1 bonus to attack and
damage rolls made with this magic
mace. When it hits a creature, the mace’s
mouth stretches gruesomely wide and
bites the target, adding 3 (1d6) piercing
damage to the attack. As a reaction, you can expend
1 charge to regain hit points equal to the piercing
damage dealt.
Alternatively, you can use your reaction to expend Crusader’s Shield
5 charges when you hit a Medium or smaller creature Armor (shield), common
and force the mace to swallow the target. The target (requires attunement by a cleric, druid, or paladin)
must succeed on a DC 15 Dexterity saving throw or A bronze boss is set in the center of this round shield.
be swallowed into an extra-dimensional space within When you attune to the shield, the boss changes
Armor & Weapons
the mace. While swallowed, the target is blinded and shape, becoming a symbol of your divine connection:
restrained, and it has total cover against attacks and a holy symbol for a cleric or paladin or an engraving
other effects outside the mace. The target can still of mistletoe or other sacred plant for a druid. You can
breathe. As an action, you can force the mace to use the shield as a spellcasting focus for your spells.
regurgitate the creature, which falls prone in Versatile Cantrip. While holding the shield, you
a space within 5 feet of the mace. The mace can try to cast a cantrip that you don’t know. The
automatically regurgitates a trapped creature at cantrip must be on your spell list, and you must make
dawn when it regains charges. a DC 10 Intelligence (Religion) check. If the check
succeeds, you cast the spell.
Crimson Starfall Arrow
If the check fails, so
Weapon (arrow), uncommon does the spell, and
This arrow is a magic weapon powered the action used to
by the sacrifice of your own life energy cast the spell is
and explodes upon impact. If you hit a wasted. In either
creature with this arrow, you can spend case, you can’t
one or more Hit Dice, up to your use this property
maximum Hit Dice. For each Hit Die again until you
spent in this way, you roll the die and finish a long rest.
add your Constitution modifier to
it. You lose hit points equal to the
20
Dagger of the Barbed Devil
Weapon (dagger), rare
You gain a +1 bonus to attack and damage rolls made
with this magic weapon.
You can use an action to cause sharp, pointed barbs
to sprout from this blade. The barbs remain for 1
minute. When you hit a creature while the barbs are
active, the creature must succeed on a DC 15 Dexterity
saving throw or a barb breaks off into its flesh and
the dagger loses its barbs. At the start of each of its
turns, a creature with a barb in its flesh must make a
DC 15 Constitution saving throw. On a failure, it has
disadvantage on attack rolls and ability checks until
the start of its next turn as it is wracked with pain. The
barb remains until a creature uses its action to remove
the barb, dealing 1d4 piercing damage to the barbed
creature. Once you cause barbs to sprout from the
dagger, you can’t do so again until the next dawn.
Dimensional Net
Weapon (net), rare (requires attunement)
Dawn Shard Woven from the hair of celestials and fiends, this
Weapon (any sword or dagger), uncommon (requires shimmering iridescent net can subdue and capture
attunement) otherworldly creatures. You have a +1 bonus to attack
The blade of this magic weapon gleams with a faint rolls with this magic weapon. In addition to the
golden shine, and the pommel is etched with a normal effects of a net, this net prevents any Large
sunburst. As a bonus action, you can command the or smaller aberration, celestial, or fiend hit by it from
weapon to shed dim light out to 5 feet, to shed bright using any method of extradimensional movement,
light out to 20 feet and dim light for an additional 20 including teleportation or travel to a different plane of
feet, or to douse the light. existence. When such a creature is bound in this way, a
The weapon deals an extra 1d6 creature must succeed on a DC 30 Strength (Athletics)
radiant damage to any creature it hits. check to free the bound creature.
This increases to 2d6 radiant The net has immunity to damage dealt by the
damage if the target is bound creature, but another creature can deal 20
undead or a creature slashing damage to the net and free the bound
of shadow. creature, ending the effect. The net has AC 15 and 30
hit points. It regains 1 hit point every 5 minutes as
long as it has at least 1 hit point. If the net drops to 0
Dirgeblade
Weapon (rapier), legendary (requires attunement by a bard)
This weapon is an exquisitely crafted rapier set in a
Deadfall Arrow silver and leather scabbard. The blade glows a faint
Weapon (arrow), rare stormy blue and is encircled by swirling wisps of
You gain a +1 bonus to attack and damage rolls clouds. You gain a +3 bonus to attack and damage
made with this magic arrow. On a hit, the arrow rolls made with this magic weapon.
transforms into a 10-foot-long wooden log centered This weapon, when unsheathed, sheds dim blue
on the target, destroying the arrow. The target and light in a 20-foot radius. When you hit a creature
each creature in the log’s area must make a DC 15 with it, you can expend 1 Bardic Inspiration to
Dexterity saving throw. On a failure, a creature takes impart a sense of overwhelming grief in the target. A
3d6 bludgeoning damage and is knocked prone and creature affected by this grief must succeed on a DC
restrained under the log. On a success, a creature 15 Wisdom saving throw or fall prone and become
takes half the damage and isn’t knocked prone or incapacitated by sadness until the end of its next turn.
restrained. A restrained creature can take its action to Once a month under an open sky, you can use a
free itself by succeeding on a DC 15 Strength check. bonus action to speak this magic sword’s command
The log lasts for 1 minute then crumbles to dust, word and cause the sword to sing a sad dirge. This
freeing those restrained by it. dirge conjures heavy rain (or snow in freezing
21
temperatures) in the region for 2d6 hours. The
precipitation falls in an X-mile radius around you,
where X is equal to your level.
Dirk of Daring
Weapon (dagger), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made
with this magic weapon. While holding the dagger,
you have advantage on saving throws against being
frightened.
Dragonstooth Blade
Weapon (greatsword or longsword), very rare
(requires attunement)
This razor-sharp blade, little more than leather
straps around the base of a large tooth, still carries
the power of a dragon. This weapon’s properties are
determined by the type of dragon that once owned is within 5 feet of you, it attacks you. An enraged
this tooth. The GM chooses the dragon type or creature can repeat the saving throw at the end of each
determines it randomly from the options below. of its turns, ending the effect on itself on a success.
When you hit with an attack using this magic
Ensnaring Ammunition
sword, the target takes an extra 1d6 damage of a type
determined by the kind of dragon that once owned Weapon (any ammunition), uncommon
the tooth. In addition, you have resistance to the type When you hit a creature with a ranged attack using
of damage associated with that dragon. this magical ammunition, the target takes only
half the damage from the attack, and the target is
d6 Damage Type Dragon Type restrained as the ammunition bursts into entangling
strands that wrap around it. As an action, the
1 Acid Black or Copper
restrained target can make a DC 13 Strength check,
2 Fire Brass, Gold, or Red bursting the bonds on a success. The strands can also
3 Poison Green be attacked and destroyed (AC 10; hp 5; immunity to
4 Lightning Blue or Bronze bludgeoning, poison, and psychic damage).
5 Cold Silver or White Entrenching Mattock
6 Necrotic Undead Weapon (war pick), rare
You gain a +1 to attack and damage rolls with this
magic weapon. This bonus increases to +3 when you
Armor & Weapons
Fountmail
Armor (chain mail), legendary (requires attunement)
This armor is a dazzling white suit of chain mail with
an alabaster-colored steel collar that covers part of the
face. You gain a +3 bonus to AC while you wear this
armor. In addition, you gain the following benefits:
• You add your Strength and Wisdom modifiers in
addition to your Constitution modifier on all rolls
when spending Hit Die to recover hit points.
• You can’t be frightened.
• You have resistance to necrotic damage.
23
Gale Javelin is grappled by you. At the start of each of your turns,
Weapon (javelin), uncommon the spear twists and grinds, dealing 2d6 piercing
damage to the grappled target. If you release the
The metallic head of this spear, it remains lodged in the target, dealing damage
javelin is embellished with each round as normal, but the target is no longer
three small wings. When grappled by you. While the spear is lodged in a target,
you speak a command you can’t make attacks with it. A creature, including
word while making a the restrained target, can take its action to remove the
ranged weapon attack spear by succeeding on a DC 15 Strength check. The
with this magic weapon, target takes 1d6 piercing damage when the spear is
a swirling vortex of removed. You can use an action to speak the spear’s
wind follows its command word, causing it to dislodge itself and fall
path through the into an unoccupied space within 5 feet of the target.
air. Draw a line
between you Goblin Shield
and the target of Armor (shield), rare (requires attunement)
your attack; each
creature within 10 feet of this line must make a DC 13 This shield resembles a snarling goblin’s head. It has
Strength saving throw. On a failed save, the creature 3 charges and regains 1d3 expended charges daily at
is pushed backward 10 feet and falls prone. dawn. While wielding this shield, you can use a bonus
In addition, if this ranged weapon attack hits, the action to expend 1 charge and
target must make a DC 13 Strength saving throw. On command the goblin’s
a failed save, the target is pushed backward 15 feet and head to bite a creature
falls prone. within 5 feet of
The javelin’s property can’t be used again until the you. Make a melee
next dawn. In the meantime, it can still be used as a weapon attack with
magic weapon. the shield. You
have proficiency
Ghost Barding with this attack if
Armor (light, medium, or heavy), uncommon you are proficient
with shields. On a
This armor is blue-green and translucent. It weighs hit, the target takes
only 1 pound, and if the armor normally imposes 2d4 piercing damage.
disadvantage on Dexterity (Stealth) checks or has
a Strength requirement, this version of the armor Golden Bolt
doesn’t. The armor’s base Armor Class applies only Weapon (heavy crossbow), uncommon (requires attunement)
against attacks by undead creatures and doesn’t
provide protection against any other attacks. When You gain a +1 bonus to attack and damage rolls made
with this magic weapon. This crossbow doesn’t
Armor & Weapons
A pleasant scent emerges from this weapon. While it The iron scales of this armor have a green-tinged
is on your person, you have advantage on Charisma iridescence. While wearing this armor, you gain a +1
(Persuasion) checks made to interact with humanoids bonus to AC, and you have immunity to the petrified
and fey. condition.
If you move at least 20 feet straight toward a
Gnawing Spear creature and then hit it with a melee weapon attack on
Weapon (spear), rare (requires attunement) the same turn, you can use a bonus action to imbue
the hit with some of the armor’s petrifying magic. The
You gain a +1 bonus to attack and damage rolls with target must make a DC 15 Constitution saving throw.
this magic weapon. On a failed save, the target begins to turn to stone and
When you roll a 20 on an attack roll made with this is restrained. The restrained target must repeat the
spear, its head animates, grows serrated teeth, and saving throw at the end of its next turn. On a success,
lodges itself in the target. While the spear is lodged in the effect ends on the target. On a failure, the target
24 the target and you are wielding the spear, the target is petrified until freed by the greater restoration spell or
other magic. The armor can’t be used this way again Hammer of Throwing
until the next dawn. Weapon (light hammer), uncommon
(requires attunement)
Grasping Shield
Armor (shield), uncommon (requires attunement) You gain a +1 bonus to attack and
damage rolls with this magic
The boss at the center of this shield is a hand weapon. In addition, when you
fashioned of metal. While wielding this shield, you throw the hammer, it returns to
gain a +1 bonus to AC. This bonus is in addition to the your hand at the end of your turn.
shield’s normal bonus to AC. If you have no hand free, it falls to
Grasping Defense. When a creature you can see the ground at your feet.
within 5 feet of you hits you with a melee weapon
attack, you can use a reaction to animate the hand Hellfire Armor
on the shield. Make a melee weapon attack with the Armor (any metal), rarity varies
shield. You have proficiency with this attack if you are
This spiked armor is a dark,
proficient with shields, and you gain a +1 bonus to the
almost black crimson when inactive.
attack roll. On a hit, the attacker is grappled (escape
Hellfire Armor (Common). While wearing this
DC 13) by the hand. While the shield is grappling a
armor, you can use an action to cause it to glow and
creature, you gain no bonuses to AC from the shield.
appear red-hot, giving you a hellish appearance. The
The grapple ends when you can command the shield
armor sheds light as a candle, but it doesn’t emit heat.
to release the target (no action required), when the
The effect lasts until you use a bonus action to end it.
creature escapes, or when you drop the shield.
Molten Hellfire Armor (Uncommon). This more
Grave Ward Armor powerful version of hellfire armor has 3 charges. It
Armor (light, medium, or heavy), regains all expended charges daily at dawn. If you
very rare (requires attunement) expend 1 charge as part of the action to make the
Grim Escutcheon
Armor (shield), uncommon (requires attunement)
This blackened iron shield is adorned with the
menacing relief of a monstrously gaunt skull. You
gain a +1 bonus to AC while you wield this shield.
This bonus is in addition to the shield’s normal
bonus to AC.
While holding this shield, you can use a bonus
action to speak its command word to cast the fear
spell (save DC 13). The shield can’t be used this way
again until the next dusk.
25
armor glow, you can make the armor emit heat in When you roll
addition to light for 1 minute. For the duration, when a 20 on an attack
a creature touches you or hits you with a melee attack roll made with this
while within 5 feet of you, it takes 1d4 fire damage. weapon, the target
You are immune to the armor’s heat while wearing it. becomes poisoned for
1 minute. If the target
Hexen Blade was already poisoned,
Weapon (shortsword), rare it becomes incapacitated
(requires attunement) instead. The target can make a
The colorful surface of this sleek adamantine DC 13 Constitution saving throw
shortsword exhibits a perpetually shifting, at the end of each of its turns,
iridescent sheen. You gain a +1 bonus to ending the poisoned or incapacitated
attack and damage rolls made with this condition on itself on a success.
magic weapon.
The sword has 5 charges and regains 1d4 + 1 Iceblink
charges daily at dawn. While holding it, you can Weapon (any sword), rare (requires attunement)
use an action and expend 1 or more of its charges The blade of this weapon is cool to the
to cast one of the following spells from it, using touch and gives off a yellow-white radiance,
spell save DC 15: disguise self (1 charge), hypnotic shedding bright light in a 10‑foot radius
pattern (3 charges), or mirror image (2 charges). and dim light for an additional 10 feet. In
temperatures above freezing, vapor wafts
Hidden Armament off the chilled blade. When you hit with an attack
Weapon (any melee weapon that isn’t using this magic sword, the target takes an extra 1d6
two-handed), uncommon (requires attunement) cold damage.
While holding this magic weapon, you can use an Freeze Water. While holding the sword, you can
action to transform it into a tattoo on the palm of use an action to plunge the blade into a body of
your hand. You can use a bonus action to transform water, causing its surface to freeze over. The water
the tattoo back into a weapon. freezes to a depth of 3 inches within a 60-foot radius
of the point where you plunged the blade. Creatures
Humble Cudgel of Temperance that were swimming on the surface of the water must
Weapon (club), uncommon succeed on a DC 15 Dexterity saving throw or be
This simple, polished club has a studded iron band restrained by the ice. A restrained creature can use
around one end. When you attack a poisoned creature an action to make a DC 15 Strength check, breaking
with this magic weapon, you have advantage on the free on a success. The ice is not magical and melts
attack roll. after 1 minute if temperatures in the area are not cold
enough to sustain it. Once used, this property can’t
be used again until the next dawn.
Armor & Weapons
Weapon (morningstar), uncommon (requires attunement) creature has an action or trait that requires it
Ten spikes stick out of the head of this magic to gaze at you to affect you, such as a basilisk’s
weapon. While holding the morningstar, you can Petrifying Gaze or a lich’s Frightening Gaze,
fire one of the spikes as a ranged attack, using your it sees its reflection in the armor and is also
Strength modifier for the attack and damage rolls. affected by the gaze.
This attack has a normal range of 100 feet and a
long range of 200 feet. On a hit, the spike deals 1d8
Moonsteel Weapon
piercing damage. Once all of the weapon’s spikes Weapon (rapier or dagger), rare
have been fired, the morningstar deals bludgeoning The blade of this magic weapon
damage instead of the piercing damage normal for a seems to shine from within with
morningstar until the next dawn, at which time the a pale, white light. The weapon
spikes regrow. deals an extra 1d6 radiant
damage to any creature it hits.
Masher Basher If the creature is a
Weapon (greatclub), uncommon shapechanger or
A favored weapon of hill giants, this greatclub any other creature
appears to be little more than a thick tree branch. not in its true form,
When you hit a giant with this magic weapon, the it becomes frightened
giant takes an extra 1d8 bludgeoning damage. until the start of your next
28
turn. At the start of its turn, a creature frightened in
this way must succeed on a DC 13 Charisma saving
throw or immediately return to its true form. For the
purpose of this weapon, “shapechanger” refers to any
creature with the Shapechanger trait.
d4 Effect
1 Red. The target takes 1d6 fire damage and
combustible materials on the target ignite, doing
1d4 fire damage each turn until it is put out. Poison Strand
2 White. The target takes 1d6 cold damage and is Weapon (whip), very rare (requires attunement)
restrained until the start of your next turn. When you hit with an attack using this magic whip,
3 Blue. The target takes 1d6 lightning damage and the target takes an extra 2d4 poison damage.
is paralyzed until the start of your next turn. If you hold one end of the whip and use an action
4 Black. The target takes 1d6 acid damage and is to speak its command word, the other end magically
poisoned until the start of your next turn. extends and darts forward to entangle a creature
30
you can see within Rain of Chaos
20 feet of you. The Weapon (longbow), uncommon (requires attunement)
target must succeed
This magic weapon imbues arrows fired from it with
on a DC 17 Dexterity saving
random energies. When you hit with an attack using
throw or become restrained. While
this magic bow, the target takes an extra 1d6 damage.
restrained, the target takes 2d4 poison
Roll a d8. The number rolled determines the damage
damage at the start of each of its turns, and
type of the extra damage.
you can use an action to pull the target up to
20 feet toward you. If you would move the target
into damaging terrain, such as lava or a pit, it d8 Damage Type
can make a DC 17 Strength saving throw. 1 Acid
On a success, the target isn’t pulled 2 Cold
toward you.
3 Fire
You can’t use the whip
to make attacks while 4 Lightning
it is restraining a 5 Necrotic
target, and if you 6 Poison
release your end of the whip, the target is no longer
7 Radiant
restrained. The restrained target can use an action
to make a DC 17 Strength (Athletics) or Dexterity 8 Thunder
(Acrobatics) check (target’s choice). On a success, the
target is no longer restrained by the whip. Ravager’s Axe
When the whip has restrained creatures for a total
Weapon (greataxe), very rare
of 1 minute, you can’t restrain a creature with the
whip again until the next dawn. You gain a +1 bonus to attack and damage rolls made
with this magic weapon. Any attack with this axe that
Primordial Scale hits a structure or an object that isn’t being worn or
Armor (scale mail), uncommon (requires attunement) carried is a critical hit.
This armor is fashioned from the scales of a great, When you roll a 20 on an attack roll made with this
subterranean beast shunned by the gods. While axe, the target takes an extra 1d10 cold damage and
wearing it, you have darkvision out to a range of 1d10 necrotic damage as the axe briefly becomes a rift
60 feet. If you already have darkvision, wearing to the Void.
the armor increases its range by 60 feet, but you Reef Splitter
have disadvantage on attack rolls and Wisdom
Weapon (warhammer), very
(Perception) checks that rely on sight when you are
rare (requires attunement)
in sunlight. In addition, while wearing this armor,
you have advantage on saving throws against spells The head of this
Retribution Armor
Armor (breastplate), very rare (requires attunement)
Etchings of flames adorn this breastplate, which is
wrapped in chains of red gold, silver, and black iron.
While wearing this armor, you gain a +1 bonus to AC.
In addition, if a creature scores a critical hit against 31
you, you have advantage on any attacks against that this special action has been used three times, it can’t
creature until the end of your next turn or until you be used again until the next dawn.
score a critical hit against that creature.
Retributive Resurrection. If you are killed by a Ruby Crusher
creature while wearing this armor, you arise the Weapon (greatclub), legendary
following round as a tireless, vengeful undead. Your (requires attunement)
type changes to undead, and you gain the following This greatclub is made entirely
benefits: of fused rubies with a grip wrapped
• You have resistance to necrotic damage, and you in manticore hide A roaring fire
are immune to poison damage. burns behind its smooth facets.
• You can’t be charmed or poisoned, and you don’t You gain a +3 bonus to attack
suffer from exhaustion. and damage rolls made with
• You have darkvision out to a range of 60 feet. this magic weapon.
You can use a bonus action
• You have advantage on saving throws against to speak this magic weapon’s
effects that turn undead. command word, causing it to
• You can use an action to sense the direction of be engulfed in flame. These
your killer. This works like the locate creature spell, flames shed bright light in
except you can sense only the creature that killed a 30-foot radius and dim
you. light for an additional 30
You rise as an undead only if your death was caused feet. While the greatclub is aflame, it deals fire damage
with intent; accidental deaths or deaths from instead of bludgeoning damage. The flames last until
unintended consequences (such as dying from a you use a bonus action to speak the command word
disease unintentionally passed to you) don’t activate again or until you drop the weapon.
this property of the armor. You exist in this deathly When you hit a Large or larger creature with this
state for up to 1 week per Hit Die or until you exact greatclub, the creature must succeed on a DC 17
revenge on your killer, at which time your body Constitution saving throw or be pushed up to 30 feet
crumbles to ash and you finally die. You can be away from you. If the creature strikes a solid object,
restored to life only by means of a true resurrection or such as a door or wall, during this movement, it and
wish spell. the object take 1d6 bludgeoning damage for each 10
feet the creature traveled before hitting the object.
Riverine Blade
Weapon (longsword), rare Rust Monster Shell
The crossguard of this distinctive sword depicts a Armor (breastplate), rare (requires attunement)
stylized garroter crab (see Tome of Beasts) with claws While wearing this armor, you gain a +1 bonus to
extended, and the pommel is set with a smooth, AC. In addition, you can use an action to magically
coat the armor in rusty flakes for 1 minute. While
Armor & Weapons
Serpent’s Scales
Armor (scale mail), rare (requires attunement)
reduced by 2d8. In addition,
you have advantage on Constitution While wearing this armor
saving throws that you make to maintain made from the skin of a giant
your concentration on a spell when you take snake, you gain a +1 bonus to
damage while your hit point maximum is AC, and you have resistance
reduced. This hit point maximum reduction can’t be to poison damage.
removed with the greater restoration spell or similar While wearing the armor,
magic and lasts until you finish a long rest. you can use an action to
cast polymorph on yourself,
Sea Witch’s Blade transforming into
Weapon (shortsword), very rare (requires attunement) a giant poisonous
snake. While you
This slim, slightly curved blade has a ghostly sheen
are in the form of
and a wickedly sharp edge. You can use a bonus
a snake, you retain
action to speak this magic sword’s command word
your Intelligence,
(“memory”) and cause the air around the blade to
Wisdom, and
shimmer with a pale, violet glow. This glow sheds
Charisma scores.
bright light in a 20-foot radius and dim light for an
In addition, you
additional 20 feet. While the sword is glowing, it
don’t need to maintain
deals an extra 2d6 psychic damage to any target it
concentration on
hits. The glow lasts until you use a bonus action to
the spell, and the
speak the command word again or until you drop or
transformation lasts for
sheathe the sword.
1 hour, until you use a
When a creature takes psychic damage from the
bonus action to revert
sword, you can choose to have the creature make a
to your normal form,
DC 15 Wisdom saving throw. On a failure, you take
or until you drop to 0
2d6 psychic damage, and the creature is stunned until
hit points or die. The
the end of its next turn. Once used, this feature of the
armor can’t be used
sword shouldn’t be used again until the next dawn.
this way again until
Each time it is used before then, the psychic damage
the next dawn.
Armor & Weapons
35
Shield of the Fallen Slick Cuirass
Armor (shield), common Armor (leather), common
Your allies can use this shield to move you when This suit of leather armor has a shiny, greasy look
you aren’t capable of moving. If you are paralyzed, to it. While wearing the armor, you have advantage
petrified, or unconscious, and a creature lays you on on ability checks and saving throws made to escape
this shield, the shield rises up under you, bearing you a grapple. In addition, while squeezing through a
and anything you currently wear or carry. The shield smaller space, you don’t have disadvantage on attack
then follows the creature that laid you on the shield rolls and Dexterity saving throws.
for up to 1 hour before gently lowering to the ground.
This property otherwise works like the floating disk Slimeblade
spell. Once used, the shield can’t be used this way Weapon (any sword), rare (requires attunement)
again for 1d12 hours. You gain a +1 bonus to attack and damage rolls made
with this magic weapon. The blade of the sword is
Sickle of Thorns coated in an endless supply of violet-colored slime.
Weapon (sickle), uncommon (requires attunement) Despite the sword’s tendency to drip, the slime does
You gain a +1 bonus to attack and damage rolls not flow over the pommel, regardless of the angle
made with this weapon. As an action, you can at which it is held. You are immune to the effect of
swing the sickle to cut nonmagical vegetation the slime while attuned to this sword. While holding
up to 60 feet away from you. Each this sword, you can communicate telepathically with
cut is a separate action with one ooze creatures, and you have advantage on Charisma
action equaling one swing of (Deception, Intimidation, and Persuasion) checks
your arm. Thus, you can lead against ooze creatures.
a party through a jungle or In addition, you can use an action to fling some
briar thicket at a normal of the sword’s slime at a creature you can see within
pace, simply swinging the 30 feet of you. The target must make a DC 15
sickle back and forth ahead Constitution saving throw. On a failure, the target
of you to clear the path. It takes 2d4 poison damage and is poisoned until the
can’t be used to cut trunks of saplings larger than 1 end of its next turn. On a success, the target takes half
inch in diameter. It also can’t cut through unliving the damage and isn’t poisoned. The sword can’t be
wood (such as a door or wall). When you hit a plant used this way again until 1 hour has passed.
creature with a melee attack with this weapon, that
target takes an extra 1d6 slashing damage. Sling Stone of Screeching
This weapon can make very precise cuts, such Weapon (sling bullet), uncommon
as to cut fruit or flowers high up in a tree without This sling stone is carved with an open mouth that
damaging the tree. screams in hellish torment when hurled with a sling.
Typically, 1d4 + 1 sling stones of screeching are found
Siege Arrow
Armor & Weapons
42
Vile Razor
Weapon (dagger), rare (requires attunement)
This perpetually blood-stained straight razor deals
slashing damage instead of piercing damage. You
gain a +1 bonus to attack and damage rolls made with
this magic weapon.
Inhuman Alacrity. While holding the dagger, you
can take two bonus actions on your turn, instead of
one. Each bonus action must be different; you can’t
use the same bonus action twice in a single turn.
Once used, this property can’t be used again until the
next dusk.
Unclean Cut. When you hit a creature with a melee
attack using the dagger, you can use a bonus action
to deal an extra 2d4 necrotic damage. If you do so,
the target and each of its allies that can see this attack
Verse of Vengeance. As a reaction when a creature
must succeed on a DC 15 Wisdom saving throw or
hits you with a melee attack or when you hit a
be frightened for 1 minute. Once used, this property
creature with the tome, you can shout a verse of
can’t be used again until the next dusk.
vengeance, and the target takes 1d4 radiant damage.
Such verses include, “Surrender and know divine Void-Touched Buckler
mercy!”, “Repent! The hour of judgment is upon you!”,
Armor (shield), very rare (requires attunement)
“Confess and be purged from your unrighteousness!”, or
similar verse appropriate to your deity. This simple wood and metal
buckler belonged to
Vestments of the Bleak Shinobi an adventurer slain
Armor (padded), uncommon (requires attunement) by a void dragon
wyrmling (see
This padded black armor is fashioned in the furtive
Tome of Beasts).
style of shinobi shōzoku garb. You have advantage on
It sat for
Dexterity (Stealth) checks while you wear this armor.
decades next
Darkness. While wearing this armor, you can use an
to a small tear
action to cast the darkness
in the fabric of
spell from it with a range
reality, which
of 30 feet. Once used,
led to the outer
this property can’t be
planes. It has
used again until the
since become
next dawn.
43
Warlock’s Aegis Whip of the Blue Wyrm
Armor (leather), rare (requires attunement by a warlock) Weapon (whip), uncommon (+1), rare (+2), or very rare
When you attune to this mundane-looking suit of (+3) (requires attunement)
leather armor, symbols related to your patron burn Used by the half-dragon taskmasters of a long-
themselves into the leather, and the armor’s colors forgotten empire, these whips drew fear and
change to those most closely associated with your hopelessness from those who felt their terrible stings.
patron. While wearing this armor, you can use an This dark blue dragonscale leather whip is forged
action and expend a spell slot to increase your AC by from the supple scales of a blue dragon's tail and
an amount equal to your Charisma modifier for the enchanted by archmage forgemasters. Its handle of
next 8 hours. The armor can’t be used this way again glyphed darkwood holds a
until the next dawn. single dragon claw on its
base. You gain a bonus
Wave Chain Mail to attack and damage
Armor (chain mail), rare (requires attunement) rolls made with this magic weapon,
The rows of chain links of this armor seem to ebb determined by the weapon’s rarity.
and flow like waves while worn. Attacks against you You can use a bonus action to speak this whip's
have disadvantage while at least half of your body is command word, which sends arcing bolts of
submerged in water. lightning down the length of the
In addition, when you are attacked, you can turn all whip. While lightning
or part of your body into water as a reaction, gaining arcs down the whip,
immunity to bludgeoning, piercing, and slashing it deals an extra 1d6
damage from nonmagical weapons, until the end of lightning damage
the attacker’s turn. Once used, this property of the to any target it
armor can’t be used again until the next dawn. hits. The lightning
lasts until you use
Web Arrows a bonus action to
Weapon (arrow), uncommon speak the command
Carvings of spiderwebs decorate the arrowhead and word again or until you
shaft of these arrows, which always come in pairs. drop or stow the whip.
When you fire the arrows from a bow, they become the
two anchor points for a 20-foot cube of thick, sticky
webbing. Once you fire the first arrow, you must fire
the second arrow within 1 minute. The arrows must
land within 20 feet of each other, or the magic fails.
The webs created by the arrows are difficult terrain
and lightly obscure the area. Each creature that
starts its turn in the webs or enters them during its
Armor & Weapons
From scrolls that command otherworldly beings, to and the creature can act normally. If the aberration
elixirs that allow you to mimic any voice you’ve heard, refuses the offer, it is free to take any actions it wishes.
to explosive alchemical substances, the magic items Should you and the aberration reach an agreement
found in this chapter pack a lot of power into small, that is satisfactory to both parties, you must sign
one-time-use packages. It also contains a section of the agreement and have the aberration do likewise
specialty consumable items, such as magical foods (or make its mark, if it has no form of writing). The
and beverages, that come with their own unique writing on the scroll changes to reflect the terms of
effects. Find the tools here to help heroes solve any the agreement struck. The magic of the charter holds
odd problems or situations that might arise! both you and the aberration to the agreement until
its service is rendered and the reward paid, at which
Aberrant Agreement point the scroll blackens and crumbles to dust. An
Scroll, rare aberration's thinking is alien to most humanoids, and
This long scroll bears strange runes and seals of vaguely worded contracts may result in unintended
eldritch powers. When you use an action to present consequences, as the creature may have different
this scroll to an aberration whose Challenge Rating thoughts as to how to best meet the goal. If either
is equal to or less than your level, the binding powers party breaks the bargain, that creature immediately
of the scroll compel it to listen to you. You can then takes 10d6 psychic damage, and the charter is
attempt to strike a bargain with the aberration, destroyed, ending the contract.
negotiating a service from it in exchange for a
Ash of the Ebon Birch
reward. The aberration is under no compulsion to
strike the bargain; it is compelled only to parley long Potion, uncommon
enough for you to present a bargain and allow for This salve is created by burning bark from a rare ebon
negotiations. If you or your allies attack or otherwise birch tree then mixing that ash with oil and animal
attempt to harm the aberration, the truce is broken, blood to create a cerise pigment used to paint yourself 47
or another creature with profane protections. A creature, including the restrained target, can
Painting the pigment on a creature takes 1 minute, use an action to make a DC 17 Strength check to
and you can choose to paint a specific sigil or smear tear apart the scroll. On a success, the scroll is
the pigment on a specific part of the creature’s body. destroyed. Such an attempt causes the writing to
Sigils. You can paint one of the following sigils on a blaze with light, dealing 2d6 radiant damage to both
creature for a specific effect. the creature making the attempt and the restrained
• Antlers. The creature gains the effect of the see target, whether or not the attempt is successful.
invisibility spell for 1 hour. Alternatively, the restrained creature can use an
• Beak. The creature is immune to being charmed action to make a DC 17 Dexterity check to slip free of
and can’t be scried upon for 1 hour. the scroll. This action also triggers the damage effect,
but it doesn’t destroy the scroll.
• Claw. The creature can’t be surprised for 1 hour. Once used, the scroll can’t be used again until the
• Hoof. The creature’s remains are prevented from next dawn.
rising or being animated as an undead for 24
hours. Black Dragon Oil
Smear. You can smear the pigment across specific Potion, rare
parts of a creature’s body, and the creature gains an The viscous green-black oil within this magical
effect based on the body part. ceramic pot bubbles slightly. The pot’s stone stopper
• Arms or Shoulders. The creature’s Strength score is sealed with greasy, dark wax. The pot contains 5
increases by 2 for 1 hour. ounces of pure black dragon essence, obtained by
• Chest or Back. The creature has advantage on one slowly boiling the dragon in its own acidic secretions.
type of saving throw (your choice) for 10 minutes. You can use an action to apply 1 ounce of the oil to
• Eyes. The creature gains truesight out to 30 feet for a weapon or single piece of ammunition. The next
10 minutes. attack made with that weapon or ammunition deals
an extra 2d8 acid damage to the target. A creature
• Legs or Limbs. The creature’s speed increases by 10
that takes the acid damage must succeed on a DC 15
feet for 1 hour.
Constitution saving throw at the start of its next turn
• Stomach. The creature’s maximum hit points or be burned for an extra 2d8 acid damage.
increase by 10 for 1 hour.
Blasphemous Writ
Binding Oath Scroll, uncommon
Scroll, very rare
The Infernal runes inscribed upon this vellum scroll
(requires attunement by a cleric or paladin)
radiate a faint, crimson glow. When you use this spell
This lengthy scroll is the testimony of a pious scroll of command, the save DC is 15 instead of 13, and
individual’s adherence to their faith. The author has you can also affect targets that are undead or that
emphatically rewritten these claims many times, and don’t understand your language.
its two slim, metal rollers are wrapped in yards of
Potions & Scrolls
Bloodlink Potion origin becomes the new target. If the spell’s area is
Potion, common directional (such as a cone or a cube) you determine
the spell’s new direction.
When you and another willing creature each drink at
This redirected spell is easier to evade. Targets have
least half this potion, your life energies are linked for
advantage on saving throws against the spell, and the
1 hour.
caster has disadvantage on the spell attack roll.
When you or the creature who drank the potion
with you take damage while your life energies are Celestial Charter
linked, the total damage is divided equally between Scroll, rare
you. If the damage is an odd number, roll randomly
to assign the extra point of damage. The effect is This long, beautifully illuminated scroll bears the
halted while you and the other creature are separated mark of a powerful entity of good, whether an
by more than 60 feet. The effect ends if either of you archangel, saint, or a good deity. When you use an
drop to 0 hit points. This potion’s red liquid is viscous action to present this scroll to a celestial whose
and has a metallic taste.
Brain Juice
Potion, very rare
This foul-smelling, murky, purple-gray
liquid is created from the liquefied brains
of spellcasting creatures, such as aboleths.
Anyone consuming this repulsive mixture
must make a DC 15 Intelligence saving
throw. On a successful save, the drinker is
Catalyst Oil
Potion, rare
This special elemental compound draws on nearby
energy sources. Catalyst oils are tailored to one
specific damage type (not including bludgeoning,
piercing, or slashing damage) and have one dose.
Whenever a spell or effect of this type goes off within
60 feet of a dose of catalyst oil, the oil catalyzes
and becomes the spell’s new point of origin. If the
spell affects a single target, its original point of
49
Challenge Rating is equal This potion’s magic can also apply to non-verbal
to or less than your level, the languages, such as a hand signal-based or dance-
binding powers of the scroll based language, so long as you spend 1 minute
compel it to listen to you. You watching it being used and have the appropriate
can then attempt to strike a anatomy and limbs to communicate in the language.
bargain with the celestial,
negotiating a service Courtesan’s Allure
from it in exchange for a Potion, uncommon
reward. The celestial is This perfume has a sweet, floral
under no compulsion scent and captivates those
to strike the bargain; with high social standing.
it is compelled only The perfume can cover
to parley long enough one Medium or smaller
for you to present a creature, and applying it
bargain and allow for takes 1 minute. For 1 hour,
negotiations. If you the affected creature gains a
or your allies attack +5 bonus to Charisma checks
or otherwise attempt made to socially interact with
to harm the celestial, the truce is broken, and the or influence nobles, politicians,
creature can act normally. If the celestial refuses the or other individuals with high
offer, it is free to take any actions it wishes. social standing.
Should you and the celestial reach an agreement
that is satisfactory to both parties, you must sign the Draught of Ambrosia
charter and have the celestial do likewise (or make its Potion, legendary
mark, if it has no form of writing). The writing on the
The liquid in this tiny vial is golden and has a heady,
scroll changes to reflect the terms of the agreement
floral scent. When you drink the draught, it fortifies
struck. The magic of the charter holds both you
your body and mind, removing any infirmity caused
and the celestial to the agreement until its service
by old age. You stop aging and are immune to any
is rendered and the reward paid, at which point the
magical and nonmagical aging effects. The magic
scroll vanishes in a bright flash of light. A celestial
of the ambrosia lasts ten years, after which time its
typically attempts to fulfill its end of the bargain as
power fades, and you are once again subject to the
best it can, and it is angry if you exploit any loopholes
ravages of time and continue aging.
or literal interpretations to your advantage. If either
party breaks the bargain, that creature immediately Draught of the Black Owl
takes 10d6 radiant damage, and the charter is
Potion, common
destroyed, ending the contract.
When you drink this
Potions & Scrolls
to present this scroll to a fey agreement to their advantage. If either party breaks
whose Challenge Rating is equal the bargain, that creature immediately takes 10d6
to or less than your level, the binding powers necrotic damage, and the charter is destroyed, ending
of the scroll compel it to listen to you. You can then the contract.
attempt to strike a bargain with the fey, negotiating
a service from it in exchange for a reward. The fey Ghoulbane Oil
is under no compulsion to strike the bargain; it is Potion, very rare
compelled only to parley long enough for you to
This rusty-red gelatinous liquid glistens with tiny
present a bargain and allow for negotiations. If you
sparkling crystal flecks. The oil can coat one weapon
or your allies attack or otherwise attempt to harm
or 5 pieces of ammunition. Applying the oil takes 1
the fey, the truce is broken, and the creature can act
minute. For 1 hour, if a ghoul, ghast, or darakhul (see
normally. If the fey refuses the offer, it is free to take
Tome of Beasts) takes damage from the coated item, it
any actions it wishes.
takes an extra 2d6 damage of the weapon’s type.
Should you and the fey reach an agreement that
is satisfactory to both parties, you must sign the Grave Reagent
agreement and have the fey do likewise (or make its
Potion, uncommon
mark, if it has no form of writing). The writing on the
scroll changes to reflect the terms of the agreement This luminous green concoction creates an undead
struck. The magic of the charter holds both you and servant. If you spend 1 minute anointing the corpse
the fey to the agreement until its service is rendered of a Small or Medium humanoid, this arcane
52
solution imbues the target with a foul mimicry of Ironskin Oil
life, raising it as an undead creature. The target Potion, uncommon
becomes a zombie under your control (the GM has
This grayish fluid is cool to the touch and slightly
the zombie’s statistics).
gritty. The oil can cover a Medium or smaller
On each of your turns, you can use a bonus action
creature, along with the equipment it's wearing and
to verbally command the zombie if it is within 60
carrying (one additional vial is required for each
feet of you. You decide what action the zombie will
size category above Medium). Applying the oil takes
take and where it will move during its next turn, or
10 minutes. The affected creature has resistance to
you can issue a general command, such as to guard
piercing and slashing damage for 1 hour.
a particular chamber or corridor. If you issue no
commands, the zombie only defends itself against Liquid Courage
hostile creatures. Once given an order, the zombie Potion, common
continues to follow it until its task is complete. The
zombie is under your control for 24 hours, after This magical cordial is deep red and smells strongly of
which it stops obeying any command you've given it. fennel. You have advantage on the next saving throw
against being frightened. The effect ends after you
Hardening Polish make such a saving throw or when 1 hour has passed.
Potion, uncommon
Liquid Shadow
This gray polish is viscous and difficult to spread. Potion, uncommon
The polish can coat one metal weapon or up to 10
pieces of ammunition. Applying the polish takes The contents of this bottle are inky
1 minute. For 1 hour, the coated item hardens and black and seem to absorb the light.
becomes stronger, and it counts as an adamantine The dark liquid can cover a single
weapon for the purpose of overcoming resistance Small or Medium creature. Applying
and immunity to attacks and damage not made with the liquid takes 1 minute. For 1 hour,
adamantine weapons. the coated creature has advantage on
Dexterity (Stealth) checks.
Alternately, you can use an action
to hurl the bottle up to 20 feet,
shattering it on impact.
Magical darkness spreads from
the point of impact to fill a
15-foot‑radius sphere for 1
minute. This darkness works
like the darkness spell.
Hewer’s Draught Locksmith’s Oil
Potion, uncommon
1d6 necrotic damage to plants before being thrown to activate them. A metal rod sits
or plant creatures on a in the cork of each orb, allowing you to quickly twist
successful hit. open the container before throwing it.
The oil can also be Typically, 1d4 + 1 orbs of obfuscation are found
applied directly to a together. You can use an action to activate and throw
willing, restrained, the orb up to 60 feet. The orb explodes on impact
or immobile plant or and is destroyed. The orb’s effects are
plant creature. In this determined by its type.
case, the substance deals Orb of Obfuscation (Uncommon).
4d6 necrotic damage, This orb is a dark olive color
which is enough to kill with a stripe of bright blue paint
most ordinary plant life encircling it. When activated,
smaller than a large tree. the orb releases an
opaque grey gas
Oil of Extreme Bludgeoning and creates a
Potion, rare 30-foot‑radius
This viscous indigo-hued oil smells of iron. The oil sphere of this gas
can coat one bludgeoning weapon or up to 5 pieces centered on the
of bludgeoning ammunition. Applying the oil takes point where the
1 minute. For 1 hour, the coated item is magical, has orb landed. The
54
sphere spreads around corners, and its area is heavily can choose to tap into your good fortune
obscured. The magical gas also dampens sound. Each and reroll the d20. This effect ends after
creature in the gas can hear only sounds originating you tap into your good fortune or when 1
within 5 feet of it, and creatures outside of the gas hour has passed.
can’t hear sounds originating inside the gas. The gas
lasts for 5 minutes or until a wind of moderate or Potent Cure-All
greater speed (at least 10 miles per hour) disperses it. Potion, legendary
Explosive Orb of Obfuscation (Rare). This oblong The milky liquid in this bottle
orb has a putty grey color with a stripe of yellow shimmers when agitated, as small,
paint encircling it. When activated, this orb releases glittering particles swirl within
the same opaque grey gas as the orb of obfuscation. In it. When you drink this potion, it
addition to the effects of that gas, this orb also releases reduces your exhaustion level by one, removes any
a burst of caustic chemicals on impact. Each creature reduction to one of your ability scores, removes the
within a 15-foot radius of where the orb landed must blinded, deafened, paralyzed, and poisoned
make a DC 15 Dexterity saving throw, taking 4d4 acid conditions, and cures you of any diseases
damage on a failed save, or half as much damage on currently afflicting you.
a successful one. If a creature fails this saving throw,
the chemicals cling to it for 1 minute. At the end of Potion of Air Breathing
each of its turns, the creature must succeed on a DC Potion, uncommon
15 Constitution saving throw or take 2d4 acid damage This potion's pale blue fluid smells
from the clinging chemicals. Any creature can take like salty air, and a seagull's feather
an action to remove the clinging chemicals with a floats in it. You can breathe air for
successful DC 15 Wisdom (Medicine) check. 1 hour after drinking this potion.
Pact Paper If you could already breathe air,
this potion has no effect.
Scroll, rare
This smooth paper is like vellum but is prepared from Potion of Bad Taste
dozens of scales cast off by a pact drake (see Creature Potion, common
Codex). A contract can be inked on this paper, and the This brown, sludgy potion tastes extremely foul.
paper limns all falsehoods on it with a fiery glow. A When you drink this potion, the taste of your flesh
command word clears the paper, allowing for several is altered to be unpalatable for 1 hour. During this
drafts. Another command word locks the contract time, if a creature hits you with a bite attack, it must
in place and leaves space for signatures. Creatures succeed on a DC 10 Constitution saving throw
signing the contract are afterward bound by the or spend its next action gagging and retching. A
contract with all other signatories alerted when one creature with an Intelligence of 4 or lower avoids
of the signatories breaks the contract. The creature biting you again unless compelled or commanded by
breaking the contract must succeed on a DC 15
backpack becomes an actual backpack you can use to Tincture of Moonlit Blossom
store and carry items. Any object created by the scroll Potion, very rare
can be destroyed by the dispel magic spell, by taking This potion is steeped using a
it into the area of an antimagic field, or by similar blossom that grows only in the
circumstances. Nothing created by the scroll can have moonlight. When you drink this
a value greater than 25 gp. If you draw an object of potion, your shadow corruption
greater value, such as a diamond, the object appears (see Midgard Worldbook) is
authentic, but close inspection reveals it to be made reduced by three levels. If you
from glass, paste, bone or some other common or aren’t using the Midgard setting,
worthless material. The object remains for 24 hours you gain the effect of the greater
or until you dismiss it as a bonus action. The scroll restoration spell instead.
can’t be used this way again until the next dawn.
Tonic for the Troubled Mind
Scroll of Treasure Finding Potion, common
Scroll, uncommon
This potion smells and tastes of lavender and
Each scroll of treasure finding works for a specific type of chamomile. When you drink it, it removes any short-
treasure. You can use an action to read the scroll and term madness afflicting you, and it suppresses any
sense whether that type of treasure is present within 1 long-term madness afflicting you for 8 hours.
mile of you for 1 hour. This scroll reveals the treasure’s
58
Tonic of Blandness throw at the end of each of its turns, ending the effect
Potion, common on itself on a success.
Murderous Bombard (Uncommon). A gruesome
This deeply bitter, black, oily liquid deadens your
crimson slurry sloshes inside this canister with
sense of taste. When you drink this tonic, you can eat
strange bits of ivory floating in it. Each creature in
all manner of food without reaction, even if the food
the line of this substance must succeed on a DC 13
isn’t to your liking, for 1 hour. During this time, you
Wisdom saving throw or be overcome with rage for
automatically fail Wisdom (Perception) checks that
1 minute. While overcome with rage, the creature
rely on taste. This tonic doesn’t protect you from the
can’t distinguish friend from foe and must attack
effects of consuming poisoned or spoiled food, but it
the nearest creature. If no other creature is near
can prevent you from detecting such impurities when
enough to move to and attack, the creature stalks off
you taste the food.
in a random direction, seeking a target for its rage.
Trollsblood Elixir A creature overcome with rage can repeat the saving
Potion, very rare throw at the end of each of its turns, ending the effect
on itself on a success.
This thick, pink liquid sloshes and moves even when Sloughide Bombard (Very Rare). A clear, gelatinous
the bottle is still. When you drink this potion, you substance fills this canister. Each creature in the line
regenerate lost hit points for 1 hour. At the start of of this substance must make a DC 17 Constitution
your turn, you regain 5 hit points. If you take acid or saving throw. On a failure, a creature takes 6d6 acid
fire damage, the potion doesn’t function at the start damage and is paralyzed for 1 minute. On a success,
of your next turn. If you lose a limb, you can reattach a creature takes half the damage and isn’t paralyzed.
it by holding it in place for 1 minute. For the duration, While paralyzed, the creature takes 2d6 acid damage
you can die from damage only by being reduced to 0 at the start of each of its turns. A paralyzed creature
hit points and not regenerating on your turn. can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
Unstable Bombard
Potion, rarity varies Verdant Elixir
These brass and crystal cylinders are 6 inches long Potion, uncommon
with 1-inch diameters. Each cylinder has a funnel Multi-colored streaks of light occasionally flash
on one end and a wooden plunger on the other end. through the clear liquid in this container, like bottled
You can use an action to quickly press the plunger, lightning. As an action, you can pour the contents
expelling the cylinder’s contents out through the of the vial onto the ground. All normal plants in a
funnel in a 30-foot line that is 5 feet wide. Once its 100-foot radius centered on the point where you
contents are expelled, a cylinder is destroyed, and poured the vial become thick and overgrown. A
there is a 25 percent chance you are also subjected to creature moving through the area must spend 4 feet
the bombard’s effects as if you were caught in the line. of movement for every 1 foot it moves.
Mindshatter Bombard (Rare). A vermilion solution Alternatively, you can apply the contents of the vial
59
Wisp of the Void BEZOARS
Potion, uncommon
A bezoar is a solid mass of indigestible material that
The interior of this bottle is pitch black, and it feels accumulates in a creature’s digestive tract. A bezoar
empty. When opened, it releases a black vapor. When looks and feels like a small stone. Any creature can
you inhale this vapor, your eyes go completely black. expel a bezoar, but bezoars from creatures with
For 1 minute, you have darkvision out to a range of 60 magical origins or with a natural inclination for magic
feet, and you have resistance to necrotic damage. In have unique, magical properties when consumed by
addition, you gain a +1 bonus to damage rolls made another creature.
with a weapon. To gain the benefits of a bezoar, you must swallow
it whole. When you swallow a bezoar, your hit point
Witch’s Brew maximum is reduced by 2d4, and the bezoar remains
Potion, uncommon in your stomach for a number of days equal to that
For 1 minute after drinking this potion, your spell amount. At the end of the duration, you automatically
attacks deal an extra 1d4 necrotic damage on a hit. regurgitate the used-up bezoar, take 2d4 acid damage
This revolting green potion’s opaque liquid bubbles from the process of expelling the bezoar, and your hit
and steams as if boiling. point maximum returns to normal. A used-up bezoar
is nonmagical and crumbles to dust within minutes. A
Wrathful Vapors successful DC 15 Wisdom (Medicine) check can force
Potion, uncommon you to regurgitate the bezoar early. A bezoar that
Roiling vapors of red, orange, and black swirl in has been regurgitated before the end of its duration
a frenzy of color inside a sealed glass bottle. As an recharges and becomes fully functional again after 24
action, you can open the bottle and empty its contents hours have passed, provided it remains outside of a
within 5 feet of you or throw the bottle up to 20 feet, creature’s body this entire time.
shattering it on impact. If you throw it, make a ranged You can gain the benefits of only one bezoar at
attack against a creature or object, treating the bottle a time, and while a bezoar sits in your stomach,
as an improvised weapon. you can’t gain any benefit from other edible magic
When you open or break the bottle, the smoke items, such as potions. Although the bezoar is
releases in a 20-foot-radius sphere that dissipates uncomfortable, it doesn’t impact your ability to eat
at the end of your next turn. A creature that isn’t an or drink, but it does prevent you from gaining any
undead or a construct that enters or starts its turn special benefits from consuming magical foodstuffs,
in the area must succeed on a DC 13 Wisdom saving such as those produced by the goodberry and heroes’
throw or be overcome with rage for 1 minute. On its feasts spells or fantastical foods and beverages
turn, a creature overcome with rage must attack the (described later in this section).
creature nearest to it with whatever melee weapon Owlbear Curses. Owlbears are not picky eaters and
it has on hand, moving up to its speed toward the wind up devouring all sorts of nastiness: carrion,
target, if necessary. The raging creature can repeat the furry creatures, magical plants, fey river stones,
Potions & Scrolls
saving throw at the end of each of its turns, ending feathery things, nut shells, and magic-infused
the effect on itself on a success. bone. As such, bezoars from owlbears have a 50
percent chance of being cursed. You can’t remove
a cursed bezoar before its full duration (when you
Specialty Consumables regurgitate it as normal) unless you are first targeted
by a remove curse spell. However, if the bezoar is not
removed before your next short or long rest after
Here we present alternate types of consumable items
the spell’s casting, the curse returns. The curse ends
that are similar in nature to potions and spell scrolls.
automatically once the bezoar is regurgitated.
You might find these types of consumable items in the
restaurant of a magical city, sitting in the window of Examples of Bezoars
a witch’s hut, or stacked on shelves in an alchemist’s
Here are several bezoars ready for use in your game.
laboratory. Each type of specialty consumable item
Many types of bezoars exist, and they typically give
has its own special rules in addition to the standard
benefits similar to potions. You can use these bezoars
rules for items of its type. For example, an owlbear
as-written or use them as inspiration for adding new
bezoar is a wondrous item that is a long-lasting
types of long-term consumable items to your game.
consumable that must be regurgitated at the end of its
duration, and fantastical foods and beverages provide
some healing when consumed during a short rest, in
addition to each food or beverage’s individual effect.
60
Bezoar of the Behir this bezoar). Whenever you make an opportunity
Wondrous item, rare attack, you can make two attacks.
Curse. Your bloodlust gets the most of you. Once
While this bezoar sits in your stomach, you have
you enter melee, you aren’t willing to stop fighting
resistance to lightning damage. In addition, you can
the creature until one of you is dead or you’re both
use an action to exhale lightning in a line that is 30
somehow physically separated for at least 3 rounds.
feet long and 5 feet wide. Each creature in that line
must make a DC 15 Dexterity saving throw, taking Bezoar of the Great Horned Owlbear
4d10 lightning damage on a failed save, or half as Wondrous item, rare
much damage on a successful one. You must finish a
long rest before you can exhale lightning again. While this bezoar sits in your stomach, you are
immune to the charmed and frightened conditions.
Bezoar of the Bespectacled Owlbear In addition, creatures must be at least two sizes larger
Wondrous item, uncommon than you to grapple you.
Curse. Your scent, demeanor, personality, or
While this bezoar sits in your stomach, you have
attitude irritates creatures around you. When
advantage on saving throws against poison, and you
interacting socially with creatures with an
have immunity to the poisoned condition. In addition,
Intelligence of 5 or higher, you have disadvantage
you can’t be surprised while you are conscious.
on Charisma checks. Creatures with an Intelligence
Curse. Voices constantly tell you terrible things,
of 4 or lower are immediately hostile toward you,
maybe true and maybe not but certainly off-putting.
and the first such creature to attack you each day has
The first time a creature damages you, you must
advantage on the attack roll.
succeed on a DC 15 Wisdom saving throw or
be frightened of that creature until it or you fall Bezoar of the Hippogriff
unconscious or until the creature is no longer within Wondrous item, rare
your line of sight for 1 minute. Once frightened by
a creature, you can’t be frightened by that creature While this bezoar sits in your stomach, you have
again until 24 hours have passed. advantage on Wisdom (Perception) checks that rely
on sight. In addition, you can use a bonus action to
Bezoar of the Chimera sprout eagle wings from your back, gaining a flying
Wondrous item, uncommon speed equal to your walking speed for 1 minute. If you
are flying when the duration expires, you descend at a
While this bezoar sits in your stomach, red scales
rate of 30 feet per round until you land. When you’ve
cover your body, two small horns curl from your
used the wings for a total of 1 hour, you can’t use them
temples, and your nose widens and flattens. When
again until you finish a long rest.
you aren’t wearing armor, your AC equals 13 + your
Dexterity modifier, and with a 10-foot running start, Bezoar of the Hoary Owlbear
you can long jump up to 25 feet. In addition, you have Wondrous item, rare
advantage on Strength and Dexterity saving throws
While this bezoar sits in your stomach, you have
Cooking Fantastical Foods and Beverages. Favored by intelligent undead, this rich stock is
Fantastical foods and beverages provide temporary brewed from the flesh and bones of humanoids and
benefits and work much like potions or spell scrolls—in typically kept sealed in an earthenware jar. When you
fact, the fantastical foods and beverages listed here consume this broth, you can reduce your exhaustion
are categorized as potions because of this. To cook up level by up to 2, and you have advantage on saving
a fantastical food or beverage during downtime, the throws against disease, poison, and environmental
character needs the recipe. Otherwise, treat cooking effects for 8 hours. If you are undead, you also regain
a fantastical food or beverage no differently than 3d6 hit points.
brewing a potion or scribing a spell scroll.
Candied Spider
Examples of Fantastical Foods Potion, uncommon
Here are several fantastical foods and beverages As you eat it, the candied spider seems to wriggle on
ready for use in your game. Many types of fantastical your tongue for the briefest moment before you
foods and beverages exist, and they typically give swallow it. When you consume this food, you gain a
benefits similar to potions. You can use these climbing speed equal to your walking speed, and you
fantastical foods and beverages as-written or can move up, down, and across vertical surfaces and
use them as inspiration for adding new types of upside down along ceilings, while leaving your hands
consumable items to your game. free for 1 hour. In addition, you have advantage on
saving throws against poison for the duration.
62
Cloud and Mist Immortality Tea Dragonbone Broth
Potion, legendary Potion, rare
The first time you drink this tea, you are reduced Drinking this rich,
to 0 hit points, regardless of any magical effects or translucent, umber liquid
protections, and you are dying. Make death saving fills your body with
throws as normal. If you survive, you awaken with all strength and vigor.
of your hit points and 60 years younger. For example, When you consume this
an 80-year-old would awaken in the body of a broth, you can reduce
20-year-old. If you were not at least 60 years old, you your exhaustion level
awaken in the body of a newborn. You retain all your by up to 2, and if
knowledge in any case. you are not (or no
With each subsequent use of cloud and mist longer) exhausted,
immortality tea, the tea is only half as effective as you have advantage
the last time you drank it. On your second use, for on Strength checks
example, you awaken only 30 years younger. On the and Constitution
third use, you awaken 15 years younger, and so on. saving throws for 1 hour.
However, you are reduced to 0 hit points on only your
first use of this tea. Each subsequent time you drink Dragonfire Pepper
this tea, you fall unconscious for 30 seconds, then Potion, uncommon
awaken younger and with all of your hit points. The intense spice of this stuffed pepper makes your
mouth feel as if it is on fire. When you consume this
food, you have resistance to fire damage for 1 hour. In
addition, once before the duration ends, you can use
a bonus action to exhale fire in a 15-foot cone. Each
creature in the cone must make a DC 13 Dexterity
saving throw, taking 4d4 fire damage on a failed save,
or half as much damage on a successful one.
Queen Bee
Potion, rare
This spicy mead is brewed from royal hives and
shimmers with a rose-gold hue. When you drink
this mead, your Charisma score increases to 20
for 8 hours. The mead has no effect on you if your
Charisma score is already equal to or greater than 20.
Wafer of Warmth
Potion, uncommon
This small biscuit can be eaten in just one or two bites.
It always feels warm, as if it just came out of the oven.
For 1 hour after eating the wafer, you have resistance
to cold damage, and you can tolerate temperatures as
advantage if the low as –50 degrees Fahrenheit without any additional
attacker can see protection. If you wear heavy clothes, you can tolerate
you, and you can’t temperatures as low as –100 degrees Fahrenheit.
become invisible.
In addition, Winter Coat
you leave fiery Potion, uncommon
footprints on This syrupy mead is deep brown in color and smells
any solid surface, of honeyed ham. When you drink this mead, you
and Wisdom (Survival) checks made to track you sprout a thick, shaggy coat of fur. The fur lasts for 8
succeed automatically. Any flammable object you hours, after which time it falls off harmlessly. This fur
touch ignites if you hold it long enough: instantly for mimics the effects of cold weather clothing, allowing
sawdust or oil, after 1 round for sticks or dry cloth, or you to tolerate temperatures as low as –50 degrees
after 1 minute for more difficult fuel, such as damp Fahrenheit without any additional protection.
logs or wet peat. Your footprints don’t burn the
surface where you walk, and your fiery touch doesn’t
harm creatures.
65
SPIRIT HONEY
Spirit honey is the natural honey made by
nonmagical bees that harvest and use the nectar of
poisonous or magical plants. The essences of these
plants are concentrated by the bees into a powerful
yet mind‑bending treat. Many alchemists and hedge
witches feel the rewards of spirit honey outweigh
the risks, and their regular consumption of the
magical honey often contributes to stories of “mad”
alchemists or “quirky” witches.
To gain the benefits from spirit honey, you must
consume it. When you eat spirit honey, you gain
its benefits and a long-term madness for 1d10 x 10
hours. If you suffer the madness of the spirit honey
for the full duration, you gain insight into some
aspect of the universe. If your madness is cured creating undead. When you consume this honey, you
before the end of the duration, you lose all benefits have resistance to necrotic damage for the duration.
of the spirit honey, and you don’t gain the insight. In addition, when you roll a 20 on an attack roll made
The calm emotions spell can temporarily suppress the with a melee weapon against a creature that isn’t a
madness caused by the spirit honey for the duration construct or undead, you regain hit points equal to
of the spell, but you also lose the benefits of the spirit half the damage dealt.
honey for that same duration. The use of this spell Insight. At the end of the spirit honey’s duration,
doesn’t negatively impact you receiving insight at the choose a corpse within 10 feet of you. You give the
end of the spirit honey’s duration. corpse a semblance of life and intelligence, allowing
it to answer your questions. This works like the
Examples of Spirit Honey speak with dead spell, except the corpse must answer
Here are several examples of spirit honey ready for truthfully, even if it recognizes you as an enemy.
use in your game. There are potentially as many
varieties of spirit honey as there are exotic plants, Honey of Gloomy Flowers
and each type of spirit honey gives benefits similar Potion, rare
to potions. You can use these types of spirit honey This spirit honey is made from flowers growing in the
as-written or use them as inspiration for adding new Shadow Realm, in areas where the veil between the
types of spirit honey to your game. Material Plane and the Shadow Realm is thin, or in
areas infused with shadow magic. When you consume
Honey of Ancient Meadows this honey, you can see normally in darkness, both
Potion, rare magical and nonmagical, to a distance of 60 feet.
Potions & Scrolls
This spirit honey is made from flowers found in In addition, you can use an action to force shadows
ancient magical forests and meadows that have seen to cover the eyes of a creature you can see within
little to no humanoid traffic or influence. When you 60 feet of you. The target must succeed on a DC 15
consume this honey, you are immune to the charmed Constitution saving throw or be blinded until the end
condition, and you have advantage on Charisma of its next turn. You can’t blind another creature in
checks to interact socially with fey for the duration. In this way again until you finish a short or long rest.
addition, you have blindsight out to a range of 30 feet Insight. At the end of the spirit honey’s duration,
while you are in contact with bare ground or plant life. the terrain in a 150-foot cube around you changes to
Insight. At the end of the spirit honey’s duration, your liking. This works like the hallucinatory terrain
you can name or describe a person, place, or object spell, except its duration is equal to the number of
and gain a brief summary of the significant lore about hours you spent under the effects of this spirit honey.
the thing you named. This works like the legend lore
spell, except the thing you name doesn’t have to be of Honey of Planar Flora
legendary importance. Potion, very rare
This spirit honey is created using nectar produced
Honey of Dead Fields by planar flora (see Creature Codex) and is infused
Potion, uncommon with hints of the Upper and Lower Planes. When
This spirit honey is made from flowers that bloom in you consume this honey, you have resistance to fire,
undead-filled graveyards, on battlefields, and in other poison, and radiant damage, and you are immune
66 areas filled with undead or that are ripe grounds for to the poisoned condition. In addition, you can use
an action to call on the planar power within you and Insight. At the end of the spirit honey’s duration,
exude the scent of sulfur, cause your eyes to glow, or you briefly become one with nature and gain
similar extraplanar effect, scaring a creature you can knowledge of the surrounding territory. This works
see within 60 feet of you. The target must succeed on like the commune with nature spell, except you can
a DC 17 Wisdom saving throw or be frightened of you learn up to five facts about the area instead of three.
for 1 minute. The frightened creature can repeat the
saving throw at the end of each of its turns, ending the Honey of Warped Wildflowers
effect on itself on a success. You can’t frighten another Potion, very rare
creature in this way again until you finish a long rest. This spirit honey is made from wildflowers growing in
Insight. At the end of the spirit honey’s duration, an area warped by magic, such as the flowers growing
you can contact a planar entity and ask it questions. at the base of a wizard’s tower or growing in a magical
This works like the contact other plane spell, except wasteland. When you consume this honey, you have
you automatically succeed on the Intelligence saving resistance to psychic damage, and you have advantage
throw caused by the mental strain of contact with the on Intelligence saving throws. In addition, you can
extraplanar intelligence. use an action to warp reality around one creature you
can see within 60 feet of you. The target must succeed
Honey of the Hungry Flower on a DC 15 Intelligence saving throw or be bewildered
Potion, uncommon for 1 minute. At the start of a bewildered creature’s
This spirit honey is made from the nectar of turn, it must roll a die. On an even result, the creature
carnivorous plants and plant creatures. When you can act normally. On an odd result, the creature
consume this honey, you have advantage on Dexterity
(Stealth) checks as long as you remain motionless. In
addition, when you would regain hit points from the
rolling of one or more dice, you regain the highest
number possible for each die.
Insight. At the end of the spirit honey’s duration,
you can name or describe a specific kind of beast
or plant to learn the distance and direction
to the closest creature or plant of that kind
within 5 miles. This works like the locate
animals or plants spell, except you can locate
up to three different kinds of beasts or
plants instead of one.
MINOR MUTATIONS
d100 Mutation
1–20 Your skin grows thick and gnarly, and you gain a +1 bonus to AC. However, you become vulnerable to acid
damage and fire damage, and when a creature scores a critical hit against you, it rolls damage dice three
times, instead of twice.
21–30 Changes in your olfactory system give you a keen sense of smell. You have advantage on Wisdom
(Perception) checks that rely on smell. However, you take 2d6 psychic damage whenever you fail a Wisdom
saving throw.
31–40 Your eyes develop to accommodate the dark, and you gain darkvision out to 60 feet. However, you take a
−4 penalty on Dexterity saving throws.
41–50 Claws burst from the ends of your fingers. Your claws are natural melee weapons, which you can use to
make unarmed strikes. When you hit with your claw, it deals slashing damage equal to 1d6 + your Strength
Potions & Scrolls
modifier, instead of the bludgeoning damage normal for an unarmed strike. However, your clawed hands
make your normal actions more challenging, and you take a −4 penalty on attack rolls with weapons other
than your claws.
51–60 Your jaw extends, and your teeth grow constantly and haphazardly, only to fall out as new ones take their
place. You are proficient with this bite, which deals 1d8 + your Strength modifier piercing damage on a
hit. When you make a melee attack, you can use a bonus action to attack that same target with your bite.
However, you can no longer verbally communicate, and you can’t cast spells with verbal components.
61–70 Your arms, shoulders, legs, and back bulge slightly as muscle and sinew double in mass. You count as one
size larger when determining your carrying capacity and the weight you can push, drag, or lift. However,
your speed is reduced by 10 feet.
71–80 Your mind clouds over, enraged and feverish. You have advantage on Strength checks and Strength saving
throws, and you deal an extra 2 damage of the weapon’s type when you hit with a melee weapon attack
using Strength. However, when you make a melee attack, you have a 50 percent chance of hitting another
creature within 5 feet of your target, which can include your allies.
81–90 Your blood becomes overly thick, and any damage you take is reduced by 1. However, the thickened blood
also hinders your body’s natural defenses, and you take a −4 penalty on Constitution saving throws.
91–00 You develop an eye-watering reek. When a humanoid or beast starts its turn in a space within 5 feet of you,
it must succeed on a DC 13 Wisdom saving saving throw or use its reaction to move 5 feet away from you.
68 In addition, you have disadvantage on Dexterity (Stealth) checks.
Harvesting Troll Blood. You can collect the blood of even kill creatures that don’t naturally regenerate.
a freshly slain troll by succeeding on a DC 15 Wisdom Although you can’t receive healing that exceeds your
(Medicine) check. This collected blood is equivalent hit point maximum, the potion’s regeneration can
to a potion of troll blood, but it lasts only 2d4 days. cause other effects if it would regenerate hit points
Though potions of troll blood are made from undiluted beyond your maximum.
troll blood, the blood requires some processing Instant Death. If the potion’s remaining
to give the potion longevity and to create its more regeneration would equal or exceed twice your hit
potent forms. Higher potency potions are typically point maximum, you die. For example, a cleric
made from blood that is much more concentrated with a maximum of 12 hit points currently has 6 hit
than fresh troll blood. At the GM’s discretion, points. If the cleric regenerates 30 hit points over
particularly powerful trolls might yield blood that is the duration of the potion without taking further
equivalent to a more potent potion of troll blood. damage, the cleric is restored to their maximum
hit points, but 24 healing remains. Because the
Instant Death and Mutations remaining healing equals twice the cleric’s hit point
A potion of troll blood continues regenerating your body maximum, the cleric dies.
up to an amount determined by the potion’s potency, Mutations. If the potion restores hit points beyond
even if you are restored to your hit point maximum your hit point maximum, you must immediately
before reaching that amount. Excessive regeneration, succeed on a Constitution saving throw (DC equals
especially in a short amount of time, can mutate or 10 + the number of hit points over your hit point
MAJOR MUTATIONS
d100 Mutation
1–20 Your form roils and changes constantly and subtly. You have resistance to bludgeoning, piercing, and
slashing damage from nonmagical attacks. However, this constant changing makes you more susceptible
to magic, and you have disadvantage on saving throws against spells.
21–30 An extra arm sprouts from somewhere on your body. The arm can’t wield weapons or hold items heavier
than 5 pounds, but it can provide you some aid, granting you advantage on Strength checks and saving
throws. However, the new limb throws off your coordination and sense of balance, imposing disadvantage
on Dexterity checks and saving throws you make.
31–40 You start hemorrhaging excessively when hit, spraying magic-infused blood around you. When a creature
70
Rings, Rods, Staves, & Wands
From the wands apprentices use to prank each other, Big Dipper
to staves capable of manipulating the world, to the Rod, rare (requires attunement)
captivating scepters wielded by monarchs and jesters,
This wooden rod is topped with a ridged ball. The rod
this chapter contains a variety of powerful and often
has 7 charges for the following properties. It regains
bejeweled magic items. Find all the devices heroes
1d6 + 1 expended charges daily at dawn. If you expend
need to rend reality, mingle with giants, or simply
the rod’s last charge, roll a d20. On a 1, the rod melts
write messages in the air.
into a pool of nonmagical honey and is destroyed.
Ashwood Wand Anytime you expend 1 or more charges for this rod’s
properties, the ridged ball flows with delicious,
Wand, common (requires attunement by a druid)
nonmagical honey for 1 minute.
You can use this wand as a spellcasting focus. The Spells. While holding the rod, you can use an action
wand has 3 charges and regains all expended charges to expend 1 or more of its charges to cast one of the
daily at dawn. When you cast a spell that deals fire following spells from it (save DC 17): hold monster (5
damage while using this wand as your spellcasting charges) or hold person (2 charges).
focus, the spell deals 1 extra fire damage. If you Sticky Stick. While holding the rod, you can use
expend 1 of the wand’s charges during the casting, the your reaction to expend 1 charge and magically stick
spell deals 1d4 + 1 extra fire damage instead. it to any surface. Until you use an action to end the
effect, the rod remains stuck. The rod can hold up to
8,000 pounds of weight. More weight causes the rod
to deactivate and fall.
71
Blacktooth an action to speak the command word again while
Wand, legendary touching it. If it reverts to its staff form early by being
reduced to 0 hit points, the staff becomes inert and
This black ivory, rune-carved wand has 7 charges.
unusable until the third dawn after the creature was
It regains 1d6 + 1 expended charges daily at dawn.
killed. Otherwise, the wireframe creature or swarm
While holding it, you can use an action to expend
has all of its hit points when you transform the staff
1 or more of its charges to cast the guiding bolt spell
into the creature again.
from it, using an attack bonus of +7. For 1 charge,
When a wireframe creature or swarm becomes the
you cast the 1st-level version of the spell. You can
staff again, this property of the staff can’t be used
increase the spell slot level by one for each additional
again until the next dawn.
charge you expend.
Beguiler of Darkness (Requires Attunement). You Brazen Band
must be a fiend or undead spellcaster or a spellcaster
Ring, uncommon
with fiendish or undead heritage to attune to this
wand. While you are attuned to this wand, it can hold While you wear this polished brass ring, you have
up to 10 charges. While holding it, you can use an advantage on Charisma (Intimidation) checks and
action to expend 1 or more of its charges to cast one on saving throws against being frightened. If you
of the following spells from it, using your spell save fail a saving throw against being frightened, you can
DC: calm emotions (2 charges), command (1 charge), choose to succeed instead. If you do, the ring’s magic
dominate monster (8 charges), hold monster (5 charges), ceases to function until the next dawn.
or suggestion (2 charges). These spells can target and
Clockwork Rogue Ring
affect only fiends and undead creatures, but they
otherwise work like the indicated spells. A target that Ring, uncommon (requires attunement)
is immune to the charmed condition can be affected Made by kobold
by a spell cast from this wand, however that target has clockwork mages, this
advantage on its saving throw against the spell. brass clockwork ring
is formed to look
Brass Clockwork Staff like a coiled dragon.
Staff, rare (requires attunement) When you speak or whisper
This curved staff is made of coiled brass and glass wire. the Draconic command word
You can use an action to speak one of three command etched on the inside of the
words and throw the staff on the ground within 10 ring, the brass dragon
feet of you. The staff transforms into one of three uncoils and attempts to
wireframe creatures, depending on the command pick any lock within 10 feet
Rings, Rods, Staves, &Wands
word: a unicorn, a hound, or a swarm of tiny beetles. of you. The dragon picks
The wireframe creature or swarm is under your the lock using your proficiency
control and acts on its own initiative count. bonus but with advantage. It is treated as having
On your turn, you can mentally command the thieves’ tools when attempting to pick locks. It uses
wireframe creature or swarm if it is within 60 feet of your Dexterity (Stealth) bonus for purposes of not
you and you aren’t incapacitated. You decide what being spotted but with advantage due to its extremely
action the creature takes and where it moves during small size. Whether successful or not, once you have
its next turn, or you can issue it a general command, used the ring to attempt to pick a lock, it can’t be used
such as to attack your enemies or guard a location. again until the next sunset.
The wireframe unicorn lasts for up to 1 hour,
uses the statistics of a warhorse, and can be used Crook of the Flock
as a mount. The wireframe hound lasts for up to 5 Rod, very rare (requires attunement)
minutes, uses the statistics of a dire wolf, and has This plain crook is made of smooth, worn lotus wood
advantage to track any creature you damaged within and is warm to the touch.
the past hour. The wireframe beetle swarm lasts for up Resolute. While holding the rod, you have
to 1 minute, uses the statistics of a swarm of beetles, advantage on saving throws against being charmed.
and can destroy nonmagical objects that aren’t being Spells. While holding the rod, you can use an action
worn or carried and that aren’t made of stone or metal to cast one of the following spells from it: animal
(destruction happens at a rate of 1 pound of material messenger, beast sense, or speak with animals.
per round, up to a maximum of 10 pounds). Leader. You can use an action to present the rod
At the end of the duration, the wireframe creature and command obedience from one creature that you
or swarm reverts to its staff form. It reverts to its can see within 60 feet of you. The target must succeed
staff form early if it drops to 0 hit points or if you use on a DC 17 Charisma saving throw or be charmed
72
by you for 8 hours. While charmed in this way, the wand crumbles into cinders and is destroyed.
creature regards you as its trusted leader. If harmed Hurl Flame. While holding the wand, you can
by your companions, or commanded to do something expend 2 charges as an action to hurl a ball of
contrary to its nature, the target ceases to be charmed devilish flame at a target you can see within 150
in this way. If harmed by you, the target ceases to be feet of you. The target must succeed on a DC 15
charmed, and you must roll a d20. On a 1, the staff Dexterity check or take 3d6 fire damage. If the
disappears in a burst of golden light and reappears in target is a flammable object that isn't being worn or
a random location on the Material Plane. Once used, carried, it also catches fire.
this property of the rod can’t be used again until Devil's Sight. While holding the wand, you can
the next dawn. expend 1 charge as an action to cast the darkvision
spell on yourself. Magical darkness doesn't impede
Crystal Staff this darkvision.
Staff, very rare (requires attunement
by a sorcerer, warlock, or wizard) Eldritch Rod
Carved from a single piece of solid crystal, Rod, uncommon
this staff has numerous reflective facets that (requires attunement by a spellcaster)
produce a strangely hypnotic effect. The staff This bone rod is carved into the
has 10 charges. While holding it, you can use shape of twisting tendrils or
an action to expend 1 or more of its charges tentacles. You can use this rod as an
to cast one of the following spells from it, arcane focus. The rod has 3 charges
using your spell save DC and spellcasting and regains all expended charges
ability: color spray (1 charge), confound senses* daily at dawn.
(3 charges), confusion (4 charges), hypnotic When you cast a spell that
pattern (3 charges), jeweled fissure* (3 charges), requires an attack roll and that
prismatic ray* (5 charges), or prismatic spray (7 deals damage while holding this
charges). Spells marked with an asterisk (*) rod, you can expend 1 of its charges
can be found in Deep Magic for 5th Edition. At as part of the casting to enhance
the GM’s discretion, spells from Deep Magic that spell. If the attack hits, the spell
for 5th Edition can be replaced with other also releases tendrils that bind the
spells of similar levels and similarly related to target, grappling it for 1 minute. At
light or confusion. the start of each of your turns, the
The staff regains 1d6 + 4 expended charges grappled target takes 1d6 damage
daily at dawn. If you expend the last charge, of the same type dealt by the spell.
Oakwood Wand
Wand, common (requires attunement by a druid)
You can use this wand as a spellcasting focus. The
wand has 3 charges and regains 1d3 expended charges
daily at dawn. While holding it, you can expend 1
charge as an action to cast the detect poison and disease
Kraken Clutch Ring spell from it. When you cast a spell that deals cold
Ring, very rare (requires attunement) damage while using this wand as your spellcasting
This green copper ring is etched with the image of a focus, the spell deals 1 extra cold damage.
kraken with splayed tentacles. The ring has 5 charges,
and it regains 1d4 + 1 expended charges daily at dawn,
Recondite Shield
Rings, Rods, Staves, &Wands
as long as it was immersed in water for at least 1 hour Ring, uncommon (requires attunement)
since the previous dawn. If the ring has at least 1 While wearing this ring, you can
charge, you have advantage on grapple checks. use a bonus action to create a
While wearing this ring, you can expend 1 or more weightless, magic shield that
of its charges to cast one of the following spells from shimmers with arcane
it, using spell save DC 15: black tentacles (2 charges), energy. You must be
call lightning (1 charge), or control weather (4 charges). proficient with shields to
wield this semitranslucent
Lightning Rod shield, and you wield it in
Rod, very rare (requires attunement) the same hand that wears the
This rod is made from the blackened wood of a ring. The shield lasts for 1 hour or until you dismiss
lightning-struck tree and topped with a spike of it (no action required). Once used, you can’t use the
twisted iron. It functions as a magic javelin that ring in this way again until the next dawn.
grants a +1 bonus to attack and damage rolls made
with it. While holding it, you are immune to lightning
Ring of Arcane Adjustment
damage, and each creature within 5 feet of you has Ring, uncommon (requires attunement by a spellcaster)
resistance to lightning damage. This stylized silver ring is favored by spellcasters
The rod can hold up to 6 charges, but it has 0 accustomed to fighting creatures capable of
charges when you first attune to it. Whenever you are shrugging off most spells. The ring has 3 charges and
subjected to lightning damage, the rod gains 1 charge. regains 1d3 expended charges daily at dawn.
While the rod has 6 charges, you have resistance to When you cast a spell of 5th level or lower that
lightning damage instead of immunity. The rod loses has only one target and the target succeeds on the
1d6 charges daily at dawn. saving throw, you can use a reaction and expend 1
76
charge from the ring to change the spell’s target to a Ring of Featherweight Weapons
new target within the spell's range. The new target Ring, uncommon (requires attunement)
is then affected by the spell, but the new target has
advantage on the saving throw. You can’t move the If you normally have disadvantage on attack rolls
spell more than once this way, even if the new target made with weapons with the Heavy property due
succeeds on the saving throw. You can’t move a spell to your size, you don’t have disadvantage on those
that affects an area, that has multiple targets, that attack rolls while you wear this ring. This ring has no
requires an attack roll, or that allows the target to effect on you if you are Medium or larger or if you
make a saving throw to reduce, but not prevent, the don’t normally have disadvantage on attack rolls with
effects of the spell, such as blight or feeblemind. heavy weapons.
sheds this light if you start target can’t move or be moved by any means. The
your turn within 60 feet of target can repeat the saving throw at the end of each
an undead or lycanthrope. of its turns, ending the effect on itself on a success.
The light lasts until you use However, if the target fails three consecutive saving
a bonus action to repeat the throws, the chains bind the target permanently. A
command word. In addition, successful dispel magic (DC 17) cast on the chains
you can’t be charmed, destroys them.
frightened, or possessed by
undead or lycanthropes. Ring of Shadows
Ring, common
Ring of Night’s Solace
While wearing this ebony ring in dim light or
Ring, uncommon (requires attunement)
darkness, you have advantage on Dexterity (Stealth)
A disc of black onyx sits within an encompassing checks. When you roll a 20 on a Dexterity (Stealth)
band of white chalcedony, set into fittings on this check, the ring’s magic ceases to function until the
pewter ring. While wearing this ring in bright light, next dawn.
you are draped in a comforting cloak of shadow,
protecting you from the harshest glare. If you have the Ring of Small Mercies
Sunlight Sensitivity trait or a similar trait that causes Ring, common
you to have disadvantage on attack rolls or Wisdom While wearing this plain, beaten pewter ring, you
(Perception) checks while in bright light or sunlight, can use an action to cast the spare the dying spell from
you don’t suffer those effects while wearing this ring. it at will.
In addition, you have advantage on saving throws
78 against being blinded.
Ring of Spell Negation Ring of Stored Vitality
Ring, rarity varies (requires attunement) Ring, uncommon (requires attunement)
This ring has 3 charges, and it regains 1d3 expended While you are attuned to and
charges daily at dawn. While wearing the ring, you wearing this ring of polished,
can use your reaction to expend 1 of its charges to white chalcedony, you can
cast counterspell, and you lose hit points related to feed some of your vitality
the spell’s level. You can’t use this feature of the ring into the ring to charge it. You
if you don’t have blood. The types of spells you can can use an action to suffer 1
counter and the amount of hit points you lose depend level of exhaustion. For each
on the type of ring you are wearing. level of exhaustion you suffer, the
Blue (Uncommon). If you use your reaction to ring regains 1 charge. The ring can
expend 1 charge from the ring, you can use counterspell store up to 3 charges. As the ring increases in charges,
on a spell of 3rd level or lower that is from a specific its color reddens, becoming a deep red when it has 3
school of magic. If you do so, you lose hit points equal charges. Your level of exhaustion can be reduced by
to 3 times the spell’s level. The GM chooses the ring’s normal means. If you already suffer from 3 or more
school or determines it randomly from the options levels of exhaustion, you can’t suffer another level of
below. exhaustion to restore a charge to the ring.
d8 School While wearing the ring and suffering exhaustion, you
can use an action to expend 1 or more charges from the
1 Abjuration
ring to reduce your exhaustion level. Your exhaustion
2 Conjuration level is reduced by 1 for each charge you expend.
3 Divination
Ring of the Dolphin
4 Enchantment
Ring, uncommon (requires attunement)
5 Evocation
This gold ring bears a jade carving in the shape of a
6 Illusion leaping dolphin. While wearing this ring, you have a
7 Necromancy swimming speed of 40 feet. In addition, you can hold
8 Transmutation your breath for twice as long while underwater.
79
Ring of the Frost Knight war cry, bolstering your allies. Each friendly creature
Ring, rare (requires attunement) within 30 feet of you and that can hear you gains a
+2 bonus on its initiative roll, and it has advantage
This white gold ring is covered in a thin sheet of ice
on attack rolls for a number of rounds equal to your
and always feels cold to the touch. The ring has 3
Charisma modifier (minimum of 1 round). Once
charges and regains 1d3 expended charges daily at
used, this property of the ring can’t be used again
dawn.
until the next dawn.
While wearing the ring, you can use an action to
Wergild. While wearing this ring, you can use an
expend 1 charge to surround yourself in a suit of
action to create a nonmagical duplicate of the ring
enchanted ice that resembles plate armor. For 1 hour,
that is worth 100 gp. You can bestow this ring upon
your AC can’t be less than 16, regardless of what kind
another as a gift. The ring can’t be used for common
of armor you are wearing, and you have resistance to
barter or trade, but it can be used for debts and
cold damage. The icy armor melts, ending the effect
payment of a warlike nature. You can give this ring to
early, if you take 20 fire damage or more.
a subordinate warrior in your service or to someone
Ring of the Grove’s Guardian to whom you owe a blood-debt, as a weregild in lieu
Ring, rare (requires attunement by a druid or ranger) of further fighting. You can create up to 3 of these
rings each week. Rings that are not gifted within 24
This pale gold ring looks as though made of hours of their creation vanish again.
delicately braided vines wrapped around a small,
rough obsidian stone. While wearing this ring, you Ring of the Water Dancer
have advantage on Wisdom Ring, rare (requires attunement)
(Perception) checks.
This thin braided purple ring is fashioned from a
You can use an action to
single piece of coral. While wearing this ring, you can
speak the ring’s command
stand on and move across any liquid surface as if it
word to activate it and draw
were solid ground. In addition, while walking atop
upon the vitality of the grove
any liquid, your movement
to which the ring is bound. You
speed increases by
regain 2d10 hit points. Once
10 feet and you
used, this property can’t be
gain a +1 bonus
used again until the next dawn.
to your AC.
Ring of the Jarl
Ring of Ursa
Ring, rare (requires attunement)
Ring, rare (requires attunement)
This thick band of hammered yellow gold is warm
Rings, Rods, Staves, &Wands
The creature can act normally, but if it performs Rod of the Jester
the activity you forbid, you can use a reaction to Rod, rare (requires attunement)
make a melee attack against it with the rod. You
This wooden rod is
can forbid only one creature at a time. If you forbid
decorated with colorful
another creature from performing an activity, the
scarves and topped with
previous creature is no longer forbidden from
a carving of a madly
performing activities.
grinning head.
Instruments of Law. If you are also attuned to and
Caper. While holding
wearing a Justicar’s mask (see page 149), you can cast
the rod, you can dance
the command spell (save DC 13) from the rod once
and perform general
per day. If you are attuned to and wearing a signet of
antics that attract attention.
the Magister (see page 88), you have advantage on the
Make a DC 10 Charisma
melee attack made as a reaction against a creature
(Performance) check. On
performing an activity you forbid.
a success, one creature that can
Rod of the Infernal Realms see and hear you must succeed on a
Rod, very rare (requires attunement DC 15 Wisdom saving throw or have
Rings, Rods, Staves, &Wands
rolls made with this magic weapon, and, when you hit animate dead, using your spell
a fey or giant with this weapon, that creature takes an save DC and spellcasting
extra 2d6 necrotic damage. ability. The target bones or
Holy Anointment. If you spend 1 minute anointing corpse can be a Medium or
the rod with a flask of holy water, you can cast the smaller humanoid or beast.
augury spell from it. The runes carved into the rod Each charge animates a
glow and move, forming an answer to your query. separate target. These undead
creatures are under your
control for 24 hours. You can use an action to expend
1 charge each day to reassert your control of up to
ROOTS OF THE WORLD TREE IN MIDGARD four undead creatures created by this staff for another
In Midgard, these rods are crafted from carefully
24 hours.
harvested root cuttings of living World Trees. Those
Deanimate. You can use an action to strike an
who protect the trees carry these rods or gift them
undead creature with the staff in combat. If the attack
to heroes who provide the trees and its guardians
hits, the target must succeed on a DC 17 Constitution
aid in times of need. A cursed root of the world
saving throw or revert to an inanimate pile of
tree occurs when a creature attempts to craft the
bones or corpse in its space. If the undead has the
rod from a corrupted World Tree or remnants of a
Incorporeal Movement trait, it is destroyed instead.
destroyed tree. The divination magics of a cursed
Deanimating an undead creature expends a number
rod might be prone to false prophecy, or the blood
of charges equal to twice the challenge rating of the
anointing might cause the wielder to enter an
creature (minimum of 1). If the staff doesn’t have
uncontrolled berserker rage.
enough charges to deanimate the target, the staff
doesn’t deanimate the target.
86
Rowdy’s Ring The staff has 10 charges for the following
Ring, uncommon properties. The staff regains 1d6 + 4 charges daily at
dawn. If you expend the last charge, roll a d20. On a
The face of this massive ring is a thick slab of gold-
1, the staff dissolves into a shower of fragrant flower
plated lead, which is attached to twin rings that are
petals, which blow away in a sudden wind.
worn over the middle and ring fingers. The slab covers
Rebuke Fey. When you hit a fey creature with a
your fingers from the first and second knuckles, and
melee attack using the staff, you can expend 1 charge
it often has a threatening word or image engraved
to deal an extra 2d6 radiant damage to the target.
on it. While wearing the ring, your unarmed strike
If the fey has an evil alignment, the extra damage
uses a d4 for damage and attacks made with the ring
increases to 4d6, and the target must succeed on a
hand count as magical for the purpose of overcoming
DC 15 Wisdom saving throw or be frightened of you
resistance and immunity to nonmagical
until the start of your next turn.
attacks and damage.
Spells. While holding this staff, you can use an
Scepter of Majesty action to expend 1 or more of its charges to cast one of
Rod, rare (requires attunement) the following spells from it, using your spell save DC
and spellcasting ability: charm person (1 charge), conjure
While holding this bejeweled, golden woodland beings (4 charges), disguise self (1 charge),
rod, you can use an action to cast pass without trace (2 charges), or tree stride (5 charges).
the enthrall spell (save DC 15) from it, You can also use an action to cast the vicious mockery
exhorting those in range to follow you
cantrip from the staff without using any charges.
and obey your commands. When you
finish speaking, 1d6 creatures that failed Serpent Staff
their saving throw are affected as if by Staff, rare (requires attunement by a sorcerer, warlock,
the dominate person spell. Each such or wizard)
creature treats you as its ruler, obeying
your commands and automatically Fashioned from twisted ash wood, this staff ’s head is
fighting in your defense should anyone carved in the likeness of a serpent preparing to strike.
attempt to harm you. If you are also You have resistance to poison damage while you hold
attuned to and wearing a headdress of this staff.
majesty (see page 146), your charmed The staff has 10 charges for the following
subjects have advantage on attack properties. It regains 1d6 + 4 expended charges daily
rolls against any creature that at dawn. If you expend the last charge, roll a d20.
attacked you or that cast an obvious On a 1, the carved snake head twists and magically
spell on you within the last round. consumes the rest of the staff, destroying it.
87
the poison spray spell from the staff action to touch the ring to a creature—requiring
without using any charges. Spells a melee attack roll unless the creature is willing
marked with an asterisk (*) can be or incapacitated—and magically brand it with the
found in Deep Magic for 5th Edition. ring’s crest.
Serpent Form. While holding the When a branded creature harms you, it takes
staff, you can use an action cast polymorph 2d6 psychic damage and must succeed on a DC 15
on yourself, transforming into a serpent Wisdom saving throw or be stunned until the end of
or snake that has a challenge rating of 2 or its next turn. On a success, a creature is immune to
lower. While you are in the form of a serpent, this property of the ring for the next 24 hours, but
you retain your Intelligence, Wisdom, and the brand remains until removed. You can remove
Charisma scores. You can remain in serpent the brand as an action. The remove curse spell also
form for up to 1 minute, and you can revert to removes the brand. Once you brand a creature, you
your normal form as an action. Once used, this can’t brand another creature until the next dawn.
property can’t be used again until the next dawn. Instruments of Law. If you are also attuned to and
wearing a Justicar’s mask (see page 149), you can cast
Shimmer Ring the locate creature to detect a branded creature at will
Ring, rare (requires attunement) from the ring. If you are also attuned to and carrying
This ring is crafted of silver with an inlay of a rod of the disciplinarian (see page 83), the psychic
mother-of-pearl. While wearing the ring, you can damage from the brand increases to 3d6 and the save
use an action to speak a command word and cause DC increases to 16.
the ring to shed white and sparkling bright light in
a 20-foot radius and dim light for an additional 20
Slatelight Ring
feet. The light lasts until you use a bonus action to Ring, rare (requires attunement)
repeat the command word. This decorated thick gold band is
The ring has 6 charges for the following adorned with a single polished piece
properties. It regains 1d6 charges daily at dawn. of slate. While wearing this ring,
Bestow Shimmer. While wearing the ring, you you have darkvision out to a range
can use a bonus action to expend 1 of its charges to of 60 feet. If you already have
charge a weapon you wield with silvery energy until darkvision, wearing this ring
the start of your next turn. When you hit with an increases its range by 60 feet.
attack using the charged weapon, the target takes an In addition, you can use an
extra 1d6 radiant damage. action to cast the faerie fire spell (DC
Shimmering Aura. While wearing the ring, you can 15) from it. The ring can’t be used this way
Rings, Rods, Staves, &Wands
use an action to expend 1 of its charges to surround again until the next dawn.
yourself with a silvery, shimmering aura of light for 1
Soldra’s Staff
minute. This bright light extends from you in a 5-foot
Staff, uncommon (requires attunement by a wizard)
radius and is sunlight. While you are surrounded in
this light, you have resistance to radiant damage. Crafted by a skilled wizard and meant to be a
Shimmering Bolt. While wearing spellcaster’s last defense, this staff is 5 feet long, made
the ring, you can use an action to of yew wood that curves at its top, is iron shod at its
expend 1 to 3 of its charges to mid-section, and capped with a silver dragon’s claw
attack one creature you can see that holds a lustrous, though rough and uneven,
within 60 feet of you. The ring black pearl. When you make an attack with this staff,
produces a bolt of silvery light it howls and whistles hauntingly like the wind. When
and makes its attack roll with you cast a spell from this staff, it chirps like insects on
a +7 bonus. On a hit, the target a hot summer night.
takes 2d6 radiant damage for each This staff can be wielded as a magic quarterstaff that
charge you expend. grants a +1 bonus to attack and damage rolls made
with it.
Signet of the Magister It has 3 charges. While holding the staff, you can use
Ring, rare (requires attunement) an action to expend 1 or more of its charges to cast
This heavy, gold ring is set with a round piece of one of the following spells from it, using your spell
carnelian, which is engraved with the symbol of save DC: faerie fire (1 charge) or gust of wind (2 charges).
an eagle perched upon a crown. While wearing the The staff regains 1d3 expended charges daily at
ring, you have advantage on saving throws against dawn. Once daily, it can regain 1 expended charge by
enchantment spells and effects. You can use an exposing the staff ’s pearl to moonlight for 1 minute.
88
Spider Staff of the following spells from it, using your spell save
Staff, rare (requires attunement by a druid, DC: arcane lock (2 charges), hold monster (5 charges),
sorcerer, warlock, or wizard) hold person (2 charges), lock armor* (2 charges), or
planar binding (5 charges). Spells marked with an
Delicate web-like designs are carved into the
asterisk (*) can be found in Deep Magic for 5th Edition.
wood of this twisted staff, which is often topped
Unbound. While holding the staff, you can use
with the carved likeness of a spider. The staff
your reaction to expend 1 charge and gain advantage
has 10 charges for the following properties. It
on a saving throw you make to avoid being paralyzed
regains 1d6 + 4 expended charges daily at dawn.
or restrained.
If you expend the last charge, roll a d20. On a 1,
a swarm of spiders appears and consumes the Staff of Camazotz
staff then vanishes.
Staff, very rare (requires
Spells. While holding the staff, you can use
attunement by a cleric, druid,
an action to expend 1 or more of its charges to
sorcerer, warlock, or wizard)
cast one of the following spells from it, using
your spell save DC: giant insect (4 charges), This staff of petrified wood is
spider climb (2 charges), or web (2 charges). topped with a stylized carving
Spider Swarm. While holding the staff, of a bat with spread wings, a
you can use an action and expend 1 charge mouth baring great fangs, and a
to cause a swarm of spiders to appear in pair of ruby eyes. It has 10 charges
a space that you can see within 60 feet of and regains 1d6 + 4 charges daily
you. The swarm is friendly to you and your at dawn. As long as the staff
companions but otherwise acts on its holds at least 1 charge, you can
own. The swarm of spiders remains for 1 communicate with bats as if you
minute, until you dismiss it as an action, shared a language. Bat and bat-like
or until you move more than 100 feet beasts and monstrosities never attack
away from it. you unless magically forced to do so or
unless you attack them first.
Splinter Staff While holding the staff, you can use an
Staff, uncommon action to expend 1 or more of its charges
to cast one of the following spells from
This roughly made staff has cracked and splintered
it, using your spell save DC: darkness (2
ends and can be wielded as a magic quarterstaff.
charges), dominate monster (8 charges), or
When you roll a 20 on an attack roll made with
flame strike (5 charges).
this weapon, you embed a splinter in the target’s
91
Swamp Hag's Deadly Breath. While holding the Staff of Parzelon
staff, you can use an action to expend 2 charges to Staff, legendary (requires attunement by
expel a 15-foot cone of poisonous gas out of the end a sorcerer, warlock, or wizard)
of the staff. Each creature in the area must make a
This tarnished silver staff is tipped with
Constitution saving throw. On a failure, a creature
the unholy visage of a fiendish lion skull
takes 4d6 poison damage and is poisoned for 1 hour.
carved from labradorite—a likeness of
On a success, a creature takes half the damage and
the Arch-Devil Parzelon (see Creature
isn’t poisoned.
Codex). The staff can be wielded as a magic
Vaulting Leap of the Clouds. If you are holding the
quarterstaff that grants a +2 bonus to
staff and it has at least 1 charge, you can cast the jump
attack and damage rolls made with it.
spell from it as a bonus action at will without using
While you hold it, you gain a +2 bonus to
any charges, but you can target only yourself when
spell attack rolls.
you do so.
The staff has 20 charges for the
Staff of Midnight following properties. It regains 2d8 + 4
Staff, very rare (requires attunement by a sorcerer, expended charges daily at dusk. If you
warlock, or wizard) expend the last charge, roll a d20. On a
20, the staff regains 1d8 + 2 charges.
Fashioned from a single branch of polished ebony, Spells. While holding the staff, you can
this sturdy staff is topped by a lustrous jet. While use an action to expend 1 or more of its
holding it and in dim light or darkness, you gain a +1 charges to cast one of the following spells
bonus to AC and saving throws. from it, using your spell save DC and
This staff has 10 charges. While holding the staff, spellcasting ability: charm person (1 charge),
you can use an action to expend 1 or more of its dominate person (5 charges), lightning bolt (3
charges to cast one of the following spells from it, charges), locate creature (4 charges), locate
using your spell save DC and spellcasting ability: circle object (2 charges), magic missile (1 charge),
of death (6 charges), darkness (2 charges), or vampiric scrying (5 charges), or suggestion (2 charges). You can
touch (3 charges). You can also use an action to cast also use an action to cast one of the following spells
the chill touch cantrip from the staff without using any from the staff without using any charges: comprehend
charges. languages, detect evil and good, detect magic, identify, or
The staff regains 1d6 + 4 expended charges daily at message.
dusk. If you expend the last charge, roll a d20. On a 1, Extract Ageless Knowledge. As an action, you can
the staff crumbles to dark powder and is destroyed. touch the head of the staff to a corpse. You must form
Staff of Minor Curses a question in your mind as part of this action. If the
Rings, Rods, Staves, &Wands
Wand of Giggles Affliction. While holding the wand, you can use
Wand, common an action to expend 1 charge to cause a creature you
This wand is tipped with a feather. The wand has can see within 60 feet of you to become afflicted with
3 charges. While holding it, you can use an action unsightly, weeping sores. The target must succeed
to expend 1 of its charges and point the wand at a on a DC 15 Constitution saving throw or have
humanoid you can see within 30 feet of you. The disadvantage on all Dexterity and Charisma checks
target must succeed on a DC 10 Charisma saving for 1 minute. An afflicted creature can repeat the
throw or be forced to giggle for 1 minute. Giggling saving throw at the end of each of its turns, ending
doesn’t prevent a target from taking actions or the effect on itself on a success.
moving. Pain. While holding the wand, you can use an
The wand regains all expended charges daily at action to expend 3 charges to cause a creature you
cast the resistance spell. The wand regains all expended That creature takes its next turn immediately after
charges at dawn. If you expend the wand's last charge, yours regardless of its turn in the Initiative order. An
roll a d20. On a 1, the wand transforms into a wand of unwilling creature that succeeds on a DC 15 Wisdom
guidance (see page 101). saving throw is unaffected.
This chapter contains the wonders and mystery isn’t frightened. If a target dies from this damage
inherent in imbuing the mundane items of the world or while frightened, the otherworldly spirits
with magic. From boots whose heavy steps cause within the idol are temporarily sated, and you
earthquakes, to a spicebox filled with magical spices, don’t suffer the effects of the idol’s Otherworldly
to an anvil that melts only precious metals, heroes Whispers property at the next dusk. Once used,
will find everything they need to outfit themselves this property of the idol can’t be used again until
with all the odds, ends, and gadgets for their journeys. the next dusk.
• You can use an action to cast the augury spell from
Accursed Idol the idol. The idol can’t be used this way again until
Wondrous item, uncommon (requires attunement) the next dusk.
Carved from a curious black stone of unknown Otherworldly Whispers.
origin, this small totem is fashioned in the macabre You have a 10 percent
likeness of a Great Old One. While attuned to the idol chance each day at
and holding it, you gain the following benefits: dusk of taking 2d4
• You can speak, read, and write Deep Speech. psychic damage
• You can use an action to speak the idol’s command and becoming
word and send otherworldly spirits to whisper incapacitated by
in the minds of up to three creatures you can see fear for 1 minute
within 30 feet of you. Each target must make as terrifying,
a DC 13 Charisma saving throw. On a failed otherworldly
save, a creature takes 2d6 psychic damage and is whispers fill
frightened of you for 1 minute. On a successful your mind.
save, a creature takes half as much damage and
104
Air Seed Artifacts, legendary magic items, and any magic item
Wondrous item, uncommon that won’t physically fit into the alembic (anything
larger than a shortsword or a cloak) can’t be dissolved
This plum-sized, nearly
in this way. Full dissolution and distillation of an
spherical sandstone is
item’s magical energy takes 1 hour, but 10 minutes is
imbued with a touch of air
enough time to render most items nonmagical.
magic. Typically, 1d4 + 4
If an item spends a full hour dissolving in the
air seeds are found together.
alembic, its magical energy coalesces in the smaller
You can use an action to throw the seed up to 60
container as a lump of material resembling gray-
feet. The seed explodes on impact and is destroyed.
purple, stiff dough known as arcanoplasm. This
When it explodes, the seed releases a burst of
material is safe to handle and easy to incorporate into
fresh, breathable air, and it disperses gas or vapor
new magic items. Using arcanoplasm while creating
and extinguishes candles, torches, and similar
a magic item reduces the cost of the new item by 10
unprotected flames within a 10-foot radius of where
percent per degree of rarity of the magic item that
the seed landed. Each suffocating or choking creature
was distilled into the arcanoplasm.
within a 10-foot radius of where the seed landed
An alembic of unmaking can distill or disenchant one
gains a lung full of air, allowing the creature to hold
item per 24 hours.
its breath for 5 minutes. If you break the seed while
underwater, each creature within a 10-foot radius Almanac of Common Wisdom
of where you broke the seed gains a lung full of air,
Wondrous item, common
allowing the creature to hold its breath for 5 minutes.
The dog-eared pages of this thick, weathered
Alabaster Salt Shaker tome contain useful advice, facts, and statistical
Wondrous item, rare information on a wide range of topics. The topics
change to match information relevant to the area
This shaker is carved from purest alabaster in the
where it is currently located. If you spend a short rest
shape of an owl. It is 7 inches tall and contains
consulting the almanac, you treat your proficiency
enough salt to flavor 25 meals. When the shaker is
bonus as 1 higher when making any Intelligence,
empty, it can’t be refilled, and it becomes nonmagical.
Wisdom, or Charisma skill checks to discover, recall,
When you or another creature eat a meal salted by
or cite information about local events, locations,
this shaker, you don’t need to eat again for 48 hours,
or creatures for the next 4 hours. For example, this
at which point the magic wears off. If you don’t eat
almanac’s magic can help you recall and find the
within 1 hour of the magic wearing off, you gain one
location of a city’s oldest tavern, but its magic won’t
level of exhaustion. You continue gaining one level of
help you notice a thug hiding in an
exhaustion for each additional hour you don’t eat.
alley near the tavern.
Alchemical Lantern
Wondrous item, uncommon
Wondrous Items
This hooded lantern has 3 charges and regains all
expended charges daily at dusk. While the lantern is
lit, you can use an action to expend 1 charge to cause
the lantern to spit gooey alchemical fire at a creature
you can see in the lantern’s bright light. The lantern
makes its attack roll with a +5 bonus. On a hit, the
target takes 2d6 fire damage, and it ignites. Until a
creature takes an action to douse the fire, the target
takes 1d6 fire damage at the start of each of its turns.
Alembic of Unmaking
Wondrous item, very rare Amulet of Memory
Wondrous item, rare (requires attunement)
This large alembic is a glass retort supported by
a bronze tripod and connected to a smaller glass Made of gold or silver, this spherical locket is
container by a bronze spout. The bronze fittings are engraved with two cresting waves facing away from
etched with arcane symbols, and the glass parts of the each other while bound in a twisted loop. It preserves
alembic sometimes emit bright, amethyst sparks. a memory to be reexperienced later.
If a magic item is placed inside the alembic and a While wearing this amulet, you can use an action
fire lit beneath it, the magic item dissolves and its to speak the command word and open the locket.
magical energy drains into the smaller container. The open locket stores what you see and experience
105
for up to 10 minutes. You can shut the locket at any will. If you want to part with the amulet, you must
time (no action required), stopping the memory donate it willingly. If you exchange the amulet for
recording. Opening the locket with the command money or some other good or service, you have
word again overwrites the contained memory. disadvantage on Wisdom checks and Wisdom saving
While a memory is stored, you or another throws until the next dawn, at which time the amulet
creature can touch the locket to experience the reappears on your person. At the GM’s discretion,
memory from the beginning. Breaking contact ends the amulet can be exchanged in return for a service
the memory early. In addition, you have advantage such as saving a life, rebuilding a burned home, or
on any skill check related to details or knowledge of other selfless service.
the stored memory.
If you die while wearing the amulet, it preserves Amulet of Whirlwinds
you. Your body is affected by the gentle repose spell Wondrous item, rare (requires attunement)
until the amulet is removed or until you are restored This amulet is strung on a brass necklace and holds a
to life. In addition, at the moment of your death, you piece of djinn magic. The amulet has 9 charges. You
can store any memory into the amulet. A creature can use an action to expend 1 of its charges to create a
touching the amulet perceives the memory stored whirlwind on a point you can see within 60 feet of you.
there even after your death. The whirlwind is a 5-foot-radius, 30-foot‑tall cylinder
Attuning to an amulet of memory removes any prior of swirling air that lasts as long as you maintain
memories stored in it. concentration (as if concentrating on a spell).
Any creature other than you that enters the
Amulet of Sustaining Health
whirlwind must succeed on a DC 15 Strength saving
Wondrous item, uncommon throw or be restrained by it. You can move the
(requires attunement) whirlwind up to 60 feet as an action, and creatures
While wearing this restrained by the whirlwind move with it. The
amulet, you need whirlwind ends if you lose sight of it.
to eat and drink A creature within 5 feet of the whirlwind can pull a
only once every 7 creature out of it by taking an action to make a DC 15
days. In addition, you Strength check and succeeding. A restrained creature
have advantage on saving can try to escape by taking an action to make a DC
throws against effects that 15 Strength check. On a success, the creature escapes
would cause you to suffer a level and enters a space of its choice within 5 feet of the
of exhaustion. whirlwind.
When all of the amulet’s charges are expended, the
Amulet of the Oracle amulet becomes a nonmagical piece of jewelry worth
Wondrous item, rare (requires attunement) 50 gp.
When you finish a long rest while wearing
this amulet, you can choose one cantrip from the Angelic Earrings
Wondrous Items
cleric spell list. You can cast that cantrip from the Wondrous item, uncommon (requires attunement)
amulet at will, using Wisdom as your spellcasting These earrings feature platinum loops from which
ability for it. hang bronzed claws from a chamrosh (see Tome of
Change Fate. When you fail an attack Beasts 2), freely given by the angelic hound. While
roll, an ability check, or a saving wearing these earrings, you have advantage on
throw while Wisdom (Insight) checks to determine if a creature is
wearing lying or if it has an evil alignment.
the amulet, If you cast detect evil and good while wearing these
you can earrings, the range increases to 60 feet, and the spell
reroll the lasts 10 minutes without requiring concentration.
die and
must use the new Animated Abacus
roll. Once used, this Wondrous item, common
property can’t be used again If you speak a mathematical equation within 5 feet of
until the next dawn. this abacus, it calculates the equation and displays the
Eternal Gift. The solution. If you are touching the abacus, it calculates
amulet can’t be taken only the equations you speak, ignoring all other
from you against your spoken equations.
106
Ankh of Aten and features, which are replaced by the blank mind of
Wondrous item, rare a newly born version of the creature it transformed
into. Whether or not a creature retains its mental
This golden ankh is about 12
faculties, the newly assumed form is permanent. At
inches long and has 5 charges.
that point, the creature can regain its former form
While holding the ankh by the
(and memories and abilities) only through a wish spell.
loop, you can expend 1 charge as an
Constructs and undead are immune to the
action to fire a beam of brilliant sunlight
crucible’s power, as is any creature that has the
in a 5-foot-wide, 60-foot-line from
Shapechanger trait, such as a doppelganger.
the end. Each creature caught in the
To determine what a creature transforms into, roll
line must make a DC 15 Constitution
a d20 and consult the following table.
saving throw. On a failed save, a creature
takes 5d8 radiant damage and is blinded until the end d20 Creature d20 Creature
of your next turn. On a successful save, it takes half
damage and isn’t blinded. Undead have disadvantage 01 Cat 11 Chimera
on this saving throw. The ankh regains 1d4 + 1 02 Ape 12 Griffon
expended charges daily at dawn. 03 Camel 13 Harpy
Anuraag’s Crucible 04 Dire wolf 14 Lamia
Wondrous item, artifact 05 Giant fly 15 Manticore
Thousands of years ago, a powerful alkemancer 06 Giant lizard 16 Spirit naga
named Anuraag constructed an enormous crucible 07 Giant toad 17 Aboleth
in his quest to create the perfect organism. He hoped
08 Mastiff 18 Gibbering mouther
it would bring forth an immortal being that could
surpass the limitations imposed by human flesh and 09 Tiger 19 Gargoyle
surpass even the gods. Anuraag used the crucible to 10 Basilisk 20 New life form (GM’s choice)
create so many monstrosities that eventually the local
deities had to take action against him. The alkemancer Destroying the Crucible. Anuraag's crucible can be
was destroyed for his impertinence, and his crucible destroyed if a celestial and a fiend, both of at least
was sealed away at the bottom of a mighty chasm. challenge rating 15, willingly allow themselves to be
Anuraag's crucible is an enormous object fashioned transformed at the same time. If this happens, the
from white clay and engraved with mystical symbols crucible can’t take the burden of transforming both
chased with burnished copper and electrum. The creatures and shatters in a spectacular explosion
crucible is large enough to hold a single Huge that deals 20d6 piercing damage to all creatures
creature, two Large creatures, four Medium in a 60‑foot radius, or half as much damage with
creatures, or eight Small ones. a successful DC 15 Dexterity
If one or more creatures are placed in the saving throw.
crucible and the crucible is heated over an intense,
Wondrous Items
magical flame, each creature must make a DC 20
Apron of the
Constitution saving throw against the crucible’s
Eager Artisan
powerful transmutation magic. If this saving Wondrous item, common
throw fails, the creature’s body liquefies and the Created by dwarven artisans,
creature is blinded, deafened, and paralyzed until this leather apron has narrow
the transformation is complete. The creature’s pockets, which hold one type
equipment doesn’t dissolve; as a result, most of artisan’s tools.
creatures are stripped naked before being placed If you are wearing the
in the crucible. Over the course of 10 minutes, the apron and you spend 10
liquefied creature transforms into another creature. minutes contemplating
If this transformation is interrupted, the your next crafting
transforming creature is slain. It can be brought back project, the tools in the
to life in its original form by a resurrection spell or apron magically change
similar magic. to match those best
If the process reaches completion, the creature suited to the task. Once
transforms into another creature as if affected by you have changed the
a shapechange spell. The transformed creature must tools available, you can’t
make a successful DC 20 Wisdom saving throw or change them again until
lose its memory and all its previous abilities, traits, the next dawn.
107
Arcanaphage Stone is already 19 or higher. In addition, when you use the
Wondrous item, rare (requires attunement) Attack action to shove a creature, you have advantage
on the Strength (Athletics) check.
Similar to the rocks found in a bird’s gizzard, this
smooth stone helps an arcanaphage (see Creature Baba Yaga’s Cinderskull
Codex) digest magic. While you hold or wear the stone,
Wondrous item, rare
you have advantage on saving throws against spells.
(requires attunement)
Magic Absorption. When a spellcaster casts a
spell within 30 feet of you while you are holding or Warm to the touch,
wearing this stone, you can use a reaction to activate this white, dry skull
the stone and interrupt the spell. This works like the radiates dim, orange
counterspell spell, except the stone must always make a light from its eye
check, regardless of the spell’s level. The stone makes sockets in a 30-foot
the check with a +5 bonus. If the check is successful, radius. While attuned
the stone increases its Absorption score by 1. Its to the skull, you only
Absorption score can’t exceed 8, and if the stone has require half of the
Absorption 8, it can no longer be used to interrupt daily food and water a
spells. Once used, this property of the stone can’t be creature of your size and
used again until the next dawn. type normally requires. In
Magic Expulsion. You can use an action to throw addition, you can withstand extreme temperatures
the stone up to 60 feet. The stone explodes on impact indefinitely, and you automatically succeed on saving
and is destroyed. Each creature within 5 feet per throws against extreme temperatures.
Absorption score of where the stone landed must Scorching Skull. While holding the skull, you can
make a DC 15 Dexterity saving throw, taking 1d6 use an action to cast a 3rd-level scorching ray from it.
force damage per Absorption score on a failed save, When you make the spell’s attacks, you do so with an
or half as much damage on a successful one. attack bonus of +7. The skull can’t be used in this way
again until the next dawn.
Ashes of the Fallen
Wondrous item, rare Bag of Bramble Beasts
Wondrous item, uncommon
Found in a small packet, this
coarse, foul-smelling black This ordinary bag, made from green cloth, appears
dust is made from the empty. Reaching inside the bag, however, reveals the
powdered remains of a presence of a small, spiky object. The bag weighs 1/2
celestial. Each packet of pound.
the substance contains You can use an action to pull the spiky object from
enough ashes for one use. the bag and throw it up to 20 feet. When the object
You can use an action to lands, it transforms into a creature you determine
throw the dust in a 15-foot by rolling a d8 and consulting the below table. The
Wondrous Items
cone. Each spellcaster in creature is a bramble version (see sidebar) of the beast
the cone must succeed listed in the table. The creature vanishes at the next
on a DC 15 Wisdom saving throw or become cursed dawn or when it is reduced to 0 hit points.
for 1 hour or until the curse is ended with a remove The creature is friendly to you and your
curse spell or similar magic. Creatures that don’t cast companions, and it acts on your turn. You can use a
spells are unaffected. bonus action to command how the creature moves
A cursed spellcaster must make a DC 15 Wisdom and what action it takes on its next turn, or give it
saving throw each time it casts a spell. On a success, general orders, such as to attack your enemies. In the
the spell is cast normally. On a failure, the spellcaster absence of such orders, the creature acts in a fashion
casts a different, randomly chosen spell of the same appropriate to its nature.
level or lower from among the spellcaster’s prepared Once three spiky objects have been pulled from the
or known spells. If the spellcaster has no suitable bag, the bag can’t be used again until the next dawn.
spells available, no spell is cast. Alternatively, one willing animal companion or
familiar can be placed in the bag for 1 week. A non-
Aurochs Bracers beast animal companion or familiar that is placed in
Wondrous item, uncommon (requires attunement) the bag is treated as if it had been placed into a bag of
holding and can be removed from the bag at any time.
These bracers have the graven image of a bull’s head
A beast animal companion or familiar disappears
on them. Your Strength score is 19 while you wear
once placed in the bag, and the bag’s magic is
these bracers. It has no effect on you if your Strength
108
BRAMBLE CREATURE TEMPLATE
Only a beast can become a bramble creature. It retains Condition Immunities. The creature can’t be poisoned.
all its statistics except as noted below. Senses. The creature has tremorsense with a radius of
Type. The creature’s type changes from beast to plant. 10 feet.
Vulnerabilities. The creature is vulnerable to fire damage. New Trait: Thorn Body. A creature that touches the
Resistances. The creature has resistance to piercing bramble creature or hits it with a melee attack while
damage from nonmagical attacks. within 5 feet of it takes 4 (1d8) piercing damage.
Immunities. The creature has immunity to poison.
1d8 Creature
1 Weasel
2 Giant rat ally within 60 feet of you that can hear the tune gains
3 Badger a d12 Bardic Inspiration die for 10 minutes. Each
creature within 60 feet of you that can hear the tune
4 Boar
and that is hostile to you must succeed on a DC 15
5 Panther Wisdom saving throw or be frightened of you for 1
6 Giant badger minute. A hostile creature has disadvantage on this
saving throw if it is within 5 feet of you or your ally.
A frightened creature must take the Dash action and
Bag of Traps move away from you by the safest available route on
Wondrous Items
Wondrous item, rare each of its turns, unless there is nowhere to move. A
Anyone reaching into this apparently empty bag feels frightened creature can repeat the saving throw at the
a small coin, which resembles no known currency. end of each of its turns, ending the effect on itself on
Removing the coin and placing or tossing it up to 20 a success.
feet creates a random mechanical trap that remains Once used, the bagpipes can’t be used in this way
for 10 minutes or until discharged or disarmed, again until the next dawn.
whereupon it disappears. The coin returns to the
bag only after the trap disappears. You may draw up Baleful Wardrums
to 10 traps from the bag each week. The GM has the Wondrous item, uncommon (requires attunement)
statistics for mechanical traps. You must be proficient with percussion instruments
to use these drums. The drums have 3 charges. You
Bagpipes of Battle can use an action to play them and expend 1 charge
Wondrous item, uncommon (requires attunement) to create a baleful rumble. Each creature of your
Inspire friends and strike fear in the hearts of your choice within 60 feet of you that hears you play must
enemies with the drone of valor and the shrill call of succeed on a DC 13 Wisdom saving throw or have
martial might! disadvantage on its next weapon or spell attack roll. A
You must be proficient with wind instruments creature that succeeds on its saving throw is immune
to use these bagpipes. You can use an action to play to the effect of these drums for 24 hours. The drum
them and create a fearsome and inspiring tune. Each regains 1d3 expended charges daily at dawn.
109
Band of Iron Thorns Banner of the Fortunate
Wondrous item, rare Wondrous item, uncommon (requires attunement)
(requires attunement) While holding this banner aloft with one hand, you
This black iron armband bristles with long, can use an action to inspire creatures nearby. Each
needle‑sharp iron thorns. When you attune to creature of your choice within 60 feet of you that
the armband, the thorns bite into your flesh. The can see the banner has advantage on its next attack
armband doesn’t function unless the thorns pierce roll. The banner can’t be used this way again until the
your skin and are able to reach your blood. next dawn.
While wearing the band, after you roll a saving
throw but before the GM reveals if the roll is a Battle Standard of Passage
success or failure, you can use your reaction to Wondrous item, uncommon
expend one Hit Die. Roll the die, and add the number This battle standard hangs
rolled to your saving throw. from a 4-foot-long pole
and bears the colors and
heraldry of a long-forgotten
nation. You can use an action
to plant the pole in the
ground, causing the standard
to whip and wave as if in a
breeze. Choose up to six
creatures within 30 feet of the
standard, which can include
yourself. Nonmagical difficult
terrain costs the creatures you
chose no extra movement.
In addition, each creature
you chose can pass through
nonmagical plants without being
slowed by them and without taking
Bandana of Brachiation damage from them if they have
Wondrous item, uncommon (requires attunement) thorns, spines, or a similar hazard.
The standard stops waving and the effect ends after
While wearing this bright yellow bandana, you have
10 minutes, or when a creature uses an action to pull
a climbing speed of 30 feet, and you gain a +5 bonus
the pole from the ground. The standard can’t be used
to Strength (Athletics) and Dexterity (Acrobatics)
this way again until the next dawn.
checks to jump over obstacles, to land on your feet,
and to land safely on a breakable or unstable surface, Bead of Exsanguination
Wondrous Items
Wondrous Items
(requires attunement) leaks continually from
This thin cord is made this orb, which radiates
from animal sinew. While a cloying darkness and
wearing the cord, you have emanates an unnatural
advantage on Wisdom (Survival) chill. While attuned to the orb,
checks to follow tracks left by you have darkvision out to a
beasts, giants, and humanoids. range of 60 feet. In addition, you
While wearing the belt, you can use have immunity to necrotic damage,
a bonus action to speak the belt’s command word. If and you have advantage on saving throws against
you do, you leave tracks of the animal of your choice spells and effects that deal radiant damage.
instead of your regular tracks. These tracks can be This orb has 6 charges and regains 1d6 daily at
those of a Large or smaller beast with a CR of 1 or dawn. You can expend 1 charge as an action to lob
lower, such as a pony, rabbit, or lion. If you repeat the some of the orb’s viscous darkness at a creature you
command word, you end the effect. can see within 60 feet of you. The target must succeed
Beast Disguise. While wearing the belt and leaving on a DC 15 Dexterity saving throw or be grappled
beast tracks, you can speak a command word to make (escape DC 15). Until this grapple ends, the creature
your physical appearance match the tracks you leave. is blinded and takes 2d8 necrotic damage at the
This illusion covers you and moves with you, walking, start of each of its turns, and you can use a bonus
standing, or otherwise moving as you desire. It lasts action to move the grappled creature up to 20 feet
111
in any direction. You can’t move the creature more By opening the shutter on the opposite side, the
than 60 feet away from the orb. Alternatively, you device functions as a normal bullseye lantern, yet
can use an action to expend 2 charges and crush the illuminates magically, requiring no fuel and giving
grappled creature. The creature must make a DC 15 off no heat.
Constitution saving throw, taking 6d8 bludgeoning
damage on a failed save, or half as much damage on a Blood Mark
successful one. Wondrous item, uncommon
You can end the grapple at any time (no action Used as a form of currency between undead lords and
required). The orb’s power can grapple only one the humanoids of their lands, this coin resembles
creature at a time. a gold ring with a single hole in the center. It holds
1 charge, visible as a red glow in the center of the
Black Phial coin. While holding the coin, you can use an action
Wondrous item, uncommon to expend 1 charge and regain 1d3 hit points. At the
This black stone phial has a tightly fitting stopper same time, the humanoid who pledged their blood to
and 3 charges. As an action, you can fill the phial with the coin takes necrotic damage and reduces their hit
blood taken from a living, or recently deceased (dead point maximum by an equal amount. This reduction
no longer than 1 minute), humanoid and expend 1 lasts until the creature finishes a long rest. It dies
charge. When you do so, the black phial transforms if this reduces its hit point maximum to 0. You can
the blood into a potion of greater healing. A creature expend the charges in up to 5 blood marks as part of the
who drinks this potion must succeed on a DC 12 same action.
Constitution saving throw or be poisoned for 1 hour. To replenish an expended charge in a blood mark,
The phial regains 1d3 expended charges daily at a humanoid must pledge a pint of their blood in a
midnight. If you expend the phial’s last charge, roll 10-minute ritual that involves letting a drop of their
a d20. On a 1, the phial crumbles into dust and is blood fall through the center of the coin. The drop
destroyed. disappears in the process and the center fills with
a red glow. There is no limit to how much blood a
Blessed Pauper’s Purse humanoid may pledge, but each coin can hold only 1
Wondrous item, common (requires attunement) charge. To pledge more, the humanoid must perform
This worn cloth purse appears empty, even when the ritual on another blood mark.
opened, yet seems to always have enough copper Any person foolish enough to pledge more than a
pieces in it to make any purchase of urgent necessity single blood coin might find the coins all redeemed at
when you dig inside. The purse produces enough once, since such redemptions often happen at great
copper pieces to provide for a poor lifestyle. In blood feasts held by vampires and other undead.
addition, if anyone asks you for charity, you can
always open the purse to find 1 or 2 cp available to
Blood Pearl
give away. These coins appear only if you truly intend Wondrous item, uncommon
to gift them to one who asks. This crimson pearl feels slick to the touch
Wondrous Items
Wondrous Items
3 Black Pudding 4 17 (5d6) save DC by 2.
4 Corrupting Ooze* 5 21 (6d6) • If the spell has more powerful effects when cast at
5 Blood Ooze+ 6 24 (7d6) a higher level, treat the spell’s effects as if you had
cast the spell at one slot level higher than the spell
6 Ruby Ooze+ 6 24 (7d6) slot you used.
* indicates a creature from the Tome of Beasts • The spell is affected by one of the following
+ indicates a creature from the Creature Codex metamagic options, even if you aren’t a sorcerer:
heightened, quickened, or subtle.
Bloodwhisper Cauldron A spell can’t be affected by the same option more than
Wondrous item, very rare (requires attunement once, though you can affect one spell with up to three
by a creature of evil alignment) different options. If you consume one or more doses
This ancient, oxidized cauldron sits on three stubby without casting a spell, you can choose to instead
legs and has images of sacrifice and ritual cast into its affect a spell you cast before you finish a long rest.
iron sides. When filled with concoctions that contain In addition, consuming blue rose gives you some
blood, the bubbling cauldron seems to whisper protection against spells. When a spellcaster you can
secrets of ancient power to those bold enough to see casts a spell, you can use your reaction to cause
listen. While filled with blood, the cauldron has the one of the following:
following properties. Once filled, the cauldron can’t • You have advantage on the saving throw against
be refilled again until the next dawn. the spell if it is a spell of the abjuration school. 113
• If the spell is counterspell or dispel magic, the DC spell, if you use an action to pull down the hood, or if
increases by 2 to interrupt your spellcasting or to the rain stops. The cloak can’t be used this way again
end a magic effect on you. until the next dawn.
You can use this reaction a number of times equal to
the number of doses you consumed. Book of Ebon Tides
Blue Rose Addiction. Blue rose is a highly Wondrous item, very rare
addictive substance. You must succeed on a DC 13 (requires attunement by a wizard)
Constitution saving throw each time you consume This strange, twilight‑hued
a dose of it or become addicted. It takes 1d4 days tome was written on
for blue rose addiction’s symptoms to manifest in a pages of pure shadow
creature. Symptoms include fatigue and nausea. You weave, bound
suffer one level of exhaustion, and you regain only in traditional
half the normal number of hit points from spending birch board
Hit Dice and no hit points from finishing a long rest. covers wrapped
At the end of each long rest, you must make a DC with shadow
13 Constitution saving throw. On a failed save, your goblin hide, and
Hit Dice maximum is reduced by 25 percent. This imbued with the
reduction affects only the number of Hit Dice you can memories of forests
use to regain hit points during a short rest; it doesn’t on the Plane of Shadow. Its covers often reflect light
reduce your hit point maximum. This reduction lasts as if it were resting in a forest grove, and some owners
until you recover from the addiction. If you have swear that a goblin face appears on them now and
no remaining Hit Dice to lose, you suffer one level again. The sturdy lock on one side opens only for
of exhaustion, and your Hit Dice are returned to wizards, elves, and shadow fey (see Tome of Beasts).
75 percent of your maximum Hit Dice. The process The book has 15 charges, and it regains 2d6 + 3
then repeats until you die from exhaustion or you expended charges daily in the twilight before dawn.
recover from the addiction. On a successful save, your If you expend the last charge, roll a d20. On a 1,
exhaustion level decreases by one level. the book retains its Ebon Tides and Shadow Lore
If a successful saving throw reduces your level of properties but loses its Spells property.
exhaustion below 1, you recover from the Ebon Tides. If you spend 100 hours over the
addiction. A greater restoration spell or period of 30 days or more studying the volume,
similar magic ends the addiction and you can perform a magical ritual to shift the
its effects. Consuming at least one dose structure of the Plane of Shadow in particular
of blue rose again halts the effects of ways. At any point after your study completes,
the addiction for 2 days, at which you can expend 5 of the book’s charges
point you can consume another while spending 1 minute concentrating and
dose of blue rose to halt it again performing invocations to transform the
or the effects of the addiction terrain near you. You don’t need to repeat the
Wondrous Items
114
road, or other similar option. Only natural terrain
you can see can be affected; built structures, such as
EBON TIDES IN MIDGARD
homes or castles, remain untouched, though roads
Written by an elvish princess at the Court of Silver
and trails can be overgrown or hidden. On a failure,
Words, this volume encodes her understanding
the terrain is unchanged. On a 1, an overshadow (see
and mastery of shadow. Whimsical illusions suffuse
Tome of Beasts 2) also appears and attacks you. On a
every page, animating its illuminated capital letters
20, you can choose two options.
and ornamental figures. The book is a famous work
Deities, fey lords and ladies (see Tome of Beasts),
among the sable elves of that plane, and it opens to
archdevils, demon lords, and other powerful rulers
the touch of any elfmarked or sable elf character.
in the Plane of Shadow can prevent these terrain
modifications from happening in their presence or
anywhere within their respective domains.
Shadow Lore. If you spend 10 minutes referencing
this book while researching the Plane of Shadow or with other spells of similar levels and similarly related
its creatures, you double your proficiency bonus on to darkness, illusion, or shadows, such as invisibility
Arcana, History, and Religion checks to recall lore or major image.
about such subjects for the next 24 hours. If you Retributive Shadows. You can use an action to
don’t have proficiency in these skills, you instead gain speak a special command word and rip the book
proficiency in them for the next 24 hours, but you are in half. The book is destroyed and releases its
only proficient when recalling information about the remaining magic in a wave of shadow magic. Four
subjects of your research. This research can be done 10-foot cubes of shadow move outward from the
during a short rest. book in the cardinal directions, and each cube moves
Spells. While holding the book, you can use an up to 20 feet away from the point where the book
action to expend 1 or more of its charges to cast was destroyed each round. This effect works like the
one of the following spells from it, using your spell creeping darkness* spell, except it creates four cubes
save DC and spellcasting ability: cloak of shadow* (1 instead of three, and the necrotic damage dealt by
charge), darkness (2 charges), mirror image (2 charges), the spell increases by 1d6 for each charge remaining
phantasmal killer (4 charges), see invisibility (2 charges), in the book. At the GM’s discretion, this effect can
seeming (5 charges), shadow gateway* (5 charges), work like the incendiary cloud spell instead of the
shadow step* (4 charges), or slither* (2 charges). You creeping darkness* spell, except the cloud is a cloud of
can also use an action to cast the douse light* or minor shadow that deals necrotic damage instead of fire
illusion spell from the book without using any charges. damage, is centered on you, and the damage dealt by
Spells marked with an asterisk (*) can be found in the spell increases by 1d4 for each charge remaining
Deep Magic for 5th Edition. At the GM’s discretion, in the book.
spells from Deep Magic for 5th Edition can be replaced
Wondrous Items
TERRAIN CHANGES
DC Effect
8 Obscuring a path and removing all signs of passage (30 feet per point over 7)
10 Creating a grove of trees (30 feet across per point over 9)
11 Creating or drying up a lake or pond (up to 10 feet across per point over 10)
12 Creating a flowing stream (1 foot wide per point over 11)
13 Overgrowing an existing road with brush or trees (300 feet per point over 12)
14 Shifting a river to a new course (300 feet per point over 13)
15 Moving a forest (300 feet per point over 14)
16 Creating a small hill, riverbank, or cliff (10 feet tall per point over 15)
17 Turning a small forest into grassland or clearing, or vice versa (30 feet across per point over 16)
18 Creating a new river (10 feet wide per point over 17)
19 Turning a large forest into grassland, or vice versa (300 feet across per point over 19)
20 Creating a new mountain (1,000 feet high per point over 19)
21 Drying up an existing river (reducing width by 10 feet per point over 20)
22 Shrinking an existing hill or mountain (reducing 1,000 feet per point over 21)
115
Book of Eibon the quill in the inkpot and writing in a book binds the
Wondrous item, legendary (requires attunement) bookkeeper to the new book.
If the inkpot is found as treasure, there is a 50
This fragmentary black book is reputed to descend
percent chance it contains a bookkeeper. An identify
from the realms of Hyperborea. It contains puzzling
spell reveals if a bookkeeper is inside the inkpot
guidelines for frightful necromantic rituals and
before using the inkpot’s ink.
maddening interdimensional travel.
The book holds the following spells: semblance Bookmark of Eldritch Insight
of dread*, ectoplasm*, animate dead, speak with dead,
Wondrous item, common
emanation of Yoth*, green decay*, yellow sign*, eldritch
communion*, create undead, gate, harm, astral projection, This cloth bookmark is inscribed
and Void rift*. Spells marked with an asterisk (*) with blurred runes that are
can be found in Deep Magic for 5th Edition. At the hard to decipher. If you use this
GM’s discretion, the book can contain other spells bookmark while researching
similarly related to necromancy, madness, or ancient evils (such as arch-
interdimensional travel. devils or demon lords) or
If you are attuned to this book, you can use it as a otherworldly mysteries (such
spellbook and as an arcane focus. In addition, while as the Void or the Great Old
holding the book, you can use a bonus action to cast a Ones) during a long rest,
necromancy spell that is written in this tome without the bookmark crumbles
expending a spell slot or using any verbal or somatic to dust and grants you
components. Once used, this property of the book its knowledge. You double
can’t be used again until the next dawn. your proficiency bonus on Arcana, History, and
Religion checks to recall lore about the subject of
Book Shroud your research for the next 24 hours. If you don’t
Wondrous item, uncommon have proficiency in these skills, you instead gain
proficiency in them for the next 24 hours, but you are
When not bound to a
proficient only when recalling information about the
book, this red leather
subject of your research.
book cover is embossed
with images of eyes on Boots of Pouncing
every inch of its surface.
Wondrous item, rare (requires attunement)
When you wrap this cover
around a tome, it shifts the These soft leather boots
book’s appearance to a plain have a collar made of
red cover with a title of your albino death weasel fur
choosing and blank pages on (see Creature Codex). While
which you can write. you wear these boots, your
When viewing the wrapped book, other creatures walking speed becomes 40
Wondrous Items
see the plain red version with any contents you’ve feet, unless your walking speed
written. A creature succeeding on a DC 15 Wisdom is higher. Your speed is still
(Perception) check sees the real book and can remove reduced if you are encumbered
the shroud. or wearing heavy armor.
If you move at least 20 feet
Bookkeeper Inkpot straight toward a creature and
Wondrous item, uncommon hit it with a melee weapon
attack on the same turn,
This glass vessel looks like an ordinary inkpot. A
that target must succeed
quill fashioned from an ostrich feather accompanies
on a DC 13 Strength
the inkpot. You can use an action to speak the
saving throw or be knocked prone. If the
inkpot’s command word, targeting a bookkeeper
target is prone, you can make one melee weapon
(see Creature Codex) that you can see within 10 feet
attack against it as a bonus action.
of you. An unwilling bookkeeper must succeed on
a DC 13 Charisma saving throw or be transferred Boots of Quaking
to the inkpot, making you the bookkeeper’s new
Wondrous item, very rare
“creator.” While the bookkeeper is contained within
the inkpot, it suffers no harm due to being away from While wearing these steel-toed boots, the earth
its bound book, but it can’t use any of its actions or itself shakes when you walk, causing harmless,
traits that apply to it being in a bound book. Dipping but unsettling, tremors. If you move at least 15
116
feet in a single turn, all Boots of the Swift Striker
creatures within 10 feet of you Wondrous item, rare (requires attunement)
at any point during your
While you wear these boots, your walking speed
movement must make
increases by 10 feet. In addition, when you take the
a DC 16 Strength
Dash action while wearing these boots, you can make
saving throw or take
a single weapon attack at the end of your movement.
1d6 force damage and
You can’t continue moving after making this attack.
fall prone.
In addition, while wearing these Bottled Boat
boots, you can cast earthquake,
Wondrous item, uncommon
requiring no concentration, by speaking a command
word and jumping on a point on the ground. The spell This clear glass bottle contains a tiny replica of
is centered on that point. Once you cast earthquake in a wooden rowboat down to the smallest detail,
this way, you can’t do so again until the next dawn. including two stout oars, a miniature coil of hemp
rope, a fishing net, and a small cask. You can use an
Boots of Solid Footing action to break the bottle, destroying the bottle and
Wondrous item, uncommon releasing its contents. The rowboat and all of the
items emerge as full-sized, normal, and permanent
A thick, rubbery sole
items of their type, which includes 50 feet of hempen
covers the bottoms
rope, a cask containing 20 gallons of
and sides of these stout
fresh water, two oars, and a
leather boots. They are
12-foot‑long rowboat.
useful for maneuvering
in cluttered alleyways,
slick sewers, and the
occasional patch of ice
or gravel. While you
wear these boots, you
can use a bonus action
to speak the command
word. If you do, nonmagical
difficult terrain doesn’t cost
Bountiful Cauldron
you extra movement when you walk across it wearing
these boots. If you speak the command word again as Wondrous item, common
a bonus action, you end the effect. If this small, copper
When the boots’ property has been used for a total cauldron is filled
of 1 minute, the magic ceases to function until the with water and a
next dawn. half pound of meat,
Wondrous Items
vegetables, or other
Boots of the Grandmother foodstuffs then placed
Wondrous item, rare (requires attunement) over a fire, it produces a
While wearing these boots, you have proficiency simple, but hearty stew
in the Stealth skill if you don’t already have it, and that provides one creature with
you double your proficiency bonus on enough nourishment to sustain it for one day. As long
Dexterity (Stealth) checks. as the food is kept within the cauldron with the lid on,
As an action, you can the food remains fresh and edible for up to 24 hours,
drip three drops of fresh though it grows cold unless reheated.
blood onto the boots to ease
Box of Secrets
your passage through the
world. For 1d6 hours, you Wondrous item, rare
and your allies within 30 feet This well-made, cubical box appears to be a normal
of you ignore difficult terrain. container that can hold as much as a normal chest.
Once used, this property However, each side of the chest is a lid that can be
can’t be used again until opened on cunningly concealed hinges. A successful
the next dawn. DC 15 Wisdom (Perception) check notices that the
sides can be opened. When you use an action to turn
the box so a new side is facing up, and speak the
command word before opening the lid, the current 117
contents of the chest slip into an interdimensional creature within your line of sight. Use the statistics
space, leaving it empty once more. You can use an for the constrictor snake, but use Armor Class 14 and
action to fill the box again, then turn it over to a new increase the challenge rating to 1/2 (100 XP). The
side and open it, again sending the contents to the snake can stay animate for up to 5 minutes or until
interdimensional space. This can be done up to six reduced to 0 hit points. Being reduced to 0 hit points
times, once for each side of the box. causes the snake to revert to orb form and become
To gain access to a particular batch of contents, inert for 1 week. If damaged but not reduced to 0 hit
the correct side must be facing up, and you must use points, the snake has full hit points when summoned
an action to speak the command word as you open again. Once you have used the orb to become a snake,
the lid on that side. A box of secrets is often crafted it can’t be used again until the next sunset.
with specific means of telling the sides apart, such
as unique carvings on each side, or having each side Brawler’s Leather
painted a different color. Wondrous item, common
If any side of the box is destroyed completely, the These rawhide straps have lines of crimson runes
contents that were stored through that side are lost. running along their length. They require 10 minutes
Likewise, if the entire box is destroyed, the contents of bathing them in salt water before carefully
are lost forever. wrapping them around your forearms.
Once fitted, you gain a +1 bonus to attack and
Bracelet of the Fire Tender damage rolls made with unarmed strikes. The straps
Wondrous item, uncommon become brittle with use. After you have dealt damage
This bracelet is made with unarmed strike attacks 10 times, the straps
of thirteen small, crumble away.
roasted pinecones
lashed together Breathing Reed
with lengths of dried Wondrous item, common
sinew. It smells of This tiny river reed segment is cool to the touch. If
pine and woodsmoke. It is you chew the reed while underwater, it provides you
uncomfortable to wear over bare skin. with enough air to breathe for up to 10 minutes. At
While wearing this bracelet, you don’t have the end of the duration, the reed loses its magic and
disadvantage on Wisdom (Perception) checks that can be harmlessly swallowed or spit out.
rely on sight when looking in areas lightly obscured
by nonmagical smoke or fog. Briarthorn Bracers
Wondrous item, uncommon
Braid Whip Clasp
These leather bracers are inscribed with Elvish runes.
Wondrous item, uncommon (requires attunement)
While wearing these bracers, you gain a +1 bonus to
This intricately carved ivory clasp can be wrapped AC if you are using no shield. In addition, while in a
around or woven into braided hair 3 feet or longer. forest, nonmagical difficult terrain costs you no extra
Wondrous Items
Burning Skull
Wondrous Items
Wondrous item, very rare (requires attunement)
This appallingly misshapen skull—though alien and
monstrous in aspect—is undeniably human, and
it is large and hollow enough to be worn as a helm
Bubbling Retort by any Medium humanoid. The skull helm radiates
Wondrous item, uncommon an unholy spectral aura, which sheds dim light in a
10-foot radius. According to legends, gazing upon a
This long, thin retort is fashioned from smoky
burning skull freezes the blood and withers the brain
yellow glass and is topped with an intricately carved
of one who understands not its mystery.
brass stopper. You can unstopper the retort and
Gaze. The helm has 3 charges, and it regains 1d3
fill it with liquid as an action. Once you do so, it
expended charges daily at dawn. While wearing it,
spews out multicolored bubbles in a 20-foot radius.
you can use an action and expend 1 charge to gaze at a
The bubbles last for 1d4 + 1 rounds. While they
creature you can see within 30 feet of you. The target
last, creatures within the radius are blinded and
must succeed on a DC 17 Wisdom saving throw or be
the area is heavily obscured to all creatures except
affected by one of the helm’s gazes. Choose one of the
those with tremorsense. The liquid in the retort is
following effects:
destroyed in the process with no harmful effect on its
surroundings. If any bubbles are popped, they burst Enervating Gaze. The target deals only half
with a wet smacking sound but no other effect. damage with weapon attacks that use Strength for
1 minute. It can make a DC 17 Constitution saving
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throw at the end of each of its turns, ending the additional 5 feet. Each creature in the candle’s light
effect on itself on a success. has advantage on Constitution saving throws to
Paralyzing Gaze. The target is paralyzed for 1 maintain concentration on conjuration spells. After
minute. It can repeat the saving throw at the end burning for 1 hour, or if the flame is magically or
of each of its turns, ending the effect on itself on a nonmagically snuffed out, it is destroyed.
success. Alternatively, when you light the candle for the first
Phantasmal Gaze. The target takes 4d6 psychic time, you can cast the spirit guardians spell (save DC
damage at the start of each of its turns. It can 15) with it. Doing so destroys the candle.
repeat the saving throw at the end of each of its
Candle of Visions
turns, ending the effect on itself on a success.
Wondrous item, common
Butter of Disbelief This black candle burns with an
Wondrous item, uncommon eerie, blue flame. The candle’s magic
This stick of magical butter is carved with arcane is activated when the candle is lit,
runes and never melts or spoils. It has 3 charges. which requires an action. When lit, the
While holding this butter, you can use an action to candle sheds bright light in a 5-foot
slice off a piece and expend 1 charge to cast the grease radius and dim light for an additional
spell (save DC 13) from it. The grease that covers the 5 feet. Each creature in the candle’s
ground looks like melted butter. light has advantage on Constitution
The butter regains all expended charges daily saving throws to maintain
at dawn. If you expend the last charge, the butter concentration on divination
disappears. spells. After burning for 1 hour,
or if the flame is magically or
nonmagically snuffed out, it is destroyed.
Alternatively, when you light the candle for the
first time, you can cast the augury spell with it, which
reveals its otherworldly omen in the candle’s smoke.
Doing so destroys the candle.
Cap of Thorns
Wondrous item, very rare (requires attunement)
Donning this thorny wooden circlet causes it to meld
with your scalp. It can be removed only upon your
death or by a remove curse spell. The cap ingests some
of your blood, dealing 2d4 piercing damage. After
Candle of Communion this first feeding, the thorns feed once per day for 1d4
Wondrous item, uncommon piercing damage.
Wondrous Items
This black candle burns with an eerie, violet flame. Once per day, you can sacrifice 1 hit point per level
The candle’s magic is activated when the candle is lit, you possess to cast a special entangle spell made of
which requires an action. When lit, the candle sheds thorny vines. Charisma is your spellcasting ability
bright light in a 5-foot radius and dim light for an for this effect. Restrained creatures must make a
additional 5 feet. Each creature in the candle’s light successful Charisma saving throw or be affected by
has advantage on Constitution saving throws to a charm person spell as thorns pierce their body. The
maintain concentration on necromancy spells. After target can repeat the saving throw at the end of each of
burning for 1 hour, or if the candle’s flame is magically its turns, ending the effect on itself on a success. If the
or nonmagically snuffed out, it is destroyed. target fails three consecutive saves, the thorns become
Alternatively, when you light the candle for the first deeply rooted and the charmed effect is permanent
time, you can cast the speak with dead spell with it. until remove curse or similar magic is cast on the target.
Doing so destroys the candle.
Cape of Targeting
Candle of Summoning Wondrous item, rare (requires attunement)
Wondrous item, uncommon You gain a +1 bonus to AC while wearing this long,
This black candle burns with an eerie, green flame. flowing cloak. Whenever you are within 10 feet of
The candle’s magic is activated when the candle is lit, more than two creatures, it subtly and slowly shifts its
which requires an action. When lit, the candle sheds color to whatever the creatures nearest you find the
bright light in a 5-foot radius and dim light for an most irritating.
120
While within 5 feet of to the goggles, your name (or preferred moniker)
a hostile creature, appears on the side of the goggles. While wearing the
you can use a bonus goggles, you can’t suffer from exhaustion.
action to speak the
cloak’s command word to Case of Preservation
activate it, allowing your Wondrous item, common
allies’ ranged attacks to This item appears to be a standard map or scroll case
pass right through you. fashioned of well-oiled leather. You can store up to
For 1 minute, each ten rolled-up sheets of paper or five rolled-up sheets
friendly creature that of parchment in this container. While ensconced in
makes a ranged attack the case, the contents are protected from damage
against a hostile caused by fire, exposure to water, age, or vermin.
creature within 5 feet
of you has advantage
on the attack roll.
Each round the
cloak is active, it
enthusiastically
and telepathically
says “shoot me!” in
different tones and
cadences into the
minds of each friendly
creature that can see you and the cloak. The cloak can’t
be used this way again until the next dawn.
Captain’s Flag
Cataloguing Book
Wondrous item, rare
Wondrous item, rare (requires attunement)
This red and white flag adorned with a white anchor
is made of velvet that never seems to fray in strong This nondescript book contains statistics and details
wings. When mounted and flown on a ship, the flag on various objects. Libraries often use these tomes
changes to the colors and symbol of the ship’s captain to assist visitors in finding the knowledge contained
and crew. within their stacks.
While this flag is mounted on a ship, the captain You can use an action to touch the book to an
and its allies have advantage on saving throws object you wish to catalogue. The book inscribes the
against being charmed or frightened. In addition, object’s name, provided by you, on one of its pages
when the captain is reduced to 0 hit points while on and sketches a rough illustration to accompany
the object’s name. If the object is a magic item or
Wondrous Items
the ship where this flag flies, each ally of the captain
has advantage on its attack rolls until the end of its otherwise magic-imbued, the book also inscribes
next turn. the object’s properties. The book becomes magically
connected to the object, and its pages denote the
Captain’s Goggles object’s current location, provided the object is not
Wondrous item, rare (requires attunement) protected by nondetection or other magic that thwarts
divination magic. When you attune to this book, its
These copper and glass goggles are prized by air
previously catalogued contents disappear.
and sea captains across the world. The goggles are
Encrypt Book. You can use an action to speak a
designed to repel water and never fog. After attuning
command word to encrypt the book’s contents,
which you and up to ten creatures of your choice can
understand. A second command word removes the
encryption, returning the text to a language of your
choice (typically Common).
Seek Object. If you and a catalogued object are on
the same plane of existence, you can teleport to the
object’s location. This property works like the teleport
spell, except you teleport only yourself and you treat
the object’s location as “very familiar.” Once used, you
can’t use this property again until 7 days have passed.
121
Celestial Sextant Chalice of
Wondrous item, uncommon Forbidden Ecstasies
(requires attunement) Wondrous item, uncommon
The ancient elves (requires attunement by a spellcaster)
constructed these The cup of this garnet chalice is carved
sextants to use as in the likeness of a human skull. When
navigational aids the chalice is filled with blood, the dark
on all their seagoing red gemstone pulses with a scintillating
vessels. The knowledge of their manufacture has been crimson light that sheds dim light in
lost, and few of them remain. a 5-foot radius. Each creature that
While attuned to the sextant, you can spend 1 drinks blood from this chalice has disadvantage on
minute using the sextant to determine your latitude enchantment spells you cast for the next 24 hours. In
and longitude, provided you can see the sun or stars. addition, you can use an action to cast the suggestion
You can use an action steer up to four vessels that are spell, using your spell save DC, on a creature that
within 1 mile of the sextant, provided their crews are has drunk blood from the chalice within the past
willing. To do so, you must have spent at least 1 hour 24 hours. You need to concentrate on this suggestion
aboard each of the controlled vessels, performing basic to maintain it during its duration. Once used, the
sailing tasks and familiarizing yourself with the vessel. suggestion power of the chalice can’t be used again
until the next dusk.
Censer of Dark Shadows
Wondrous item, uncommon Chalk of Exodus
This enchanted censer paints the air with magical, Wondrous item, uncommon
smoky shadow. While holding the censer, you can use This piece of chalk glitters in the light, as if infused
an action to speak its command word, causing the with particles of mica or gypsum. The chalk has 10
censer to emit shadow in a 30-foot radius for 1 hour. charges. You can use an action and expend 1 charge
Bright light and sunlight within this area is reduced to to draw a door on any solid surface upon which the
dim light, and dim light within this area is reduced to chalk can leave a mark. You can then push open the
magical darkness. The shadow spreads around corners, door while picturing a real door within 10 miles
and nonmagical light can’t illuminate this shadow. of your current location. The door you picture
The shadow emanates from the censer and moves must be one that you have passed through, in the
with it. Completely enveloping the censer within
another sealed object, such as a lidded pot or a leather
bag, blocks the shadow. If any of this effect’s area
overlaps with an area of light created by a spell of 2nd
level or lower, the spell creating the light is dispelled.
Once the censer is used to emit shadow, it can’t do
so again until the next dusk.
Wondrous Items
Centaur Wrist-Wraps
Wondrous item, uncommon
(requires attunement)
These leather and fur
wraps are imbued with
centaur shamanic magic.
The wraps are stained
a deep amber color,
and intricate motifs
painted in blue
seem to float above
the surface of the
leather. While wearing
these wraps, you can call on their magic
to reroll an attack made with a shortbow or longbow.
You must use the new roll. Once used, the wraps must
be held in wood smoke for 15 minutes before they can
be used in this way again.
122
normal fashion, once before. The chalk opens a to be hung from a pack, belt, or weapon pommel.
magical portal to that other door, and you can step As long as you carry this charm, whenever you are
through the portal to appear at that other location targeted by a spell or magical effect that restores your
as if you had stepped through that other door. At hit points, you regain an extra 1 hit point.
the destination, the target door opens, revealing
a glowing portal from which you emerge. Once Chronomancer’s Pocket Clock
through, you can shut the door, dispelling the portal, Wondrous item, very rare
or you can leave it open for up to 1 minute. While the This golden pocketwatch has 3 charges and regains
door is open, any creature that can fit through the 1d3 expended charges daily at midnight. While
chalk door can traverse the portal in either direction. holding it, you can use an action to wind it and
Each time you use the chalk, roll a d20. On a roll expend 1 charge to cast the haste spell from it.
of 1, the magic malfunctions and connects you to a If the pendant is destroyed (AC 14, 15 hit points)
random door similar to the one you pictured within while it has 3 charges, the creature that broke it gains
the same range, though it might be a door you have the effects of the time stop spell.
never seen before. The chalk becomes nonmagical
when you use the last charge.
Chamrosh Salve
Wondrous item, rare
This 3-inch-diameter ceramic jar contains 1d4 + 1
doses of a syrupy mixture that smells faintly of freshly
washed dog fur. The jar is a glorious gold-white,
resembling the shimmering fur of a chamrosh (see
Tome of Beasts 2), the holy hound from which this salve
gets its name.
As an action, one dose of the ointment can be
applied to the skin. The creature that receives it
regains 2d8 + 1 hit points and is cured of the charmed,
frightened, and poisoned conditions.
This silken scarf is a more powerful version of This belt is made of the treated and tanned intestines
the commoner’s veneer (see page 128). When in an of a dire wolf, enchanted to imbue those who wear it
area containing 12 or more humanoids, Wisdom with the ferocity and determination of the wolf.
(Perception) checks to spot you have disadvantage. While wearing this belt, you can use an action to
You can use a bonus action to call on the power in cast the druidcraft or speak with animals spell from it
Wondrous Items
the scarf to invoke a sense of trust in those to whom at will. In addition, you have advantage on Wisdom
you speak. If you do so, you have advantage on the (Perception) checks that rely on hearing or smell.
next Charisma (Persuasion) check you make against Curse. This belt is cursed. Attuning to it curses
a humanoid while you are in an area containing 12 or you until you are targeted by the remove curse spell
more humanoids. or similar magic. Removing the belt fails to end the
In addition, while wearing the scarf, you can use curse on you.
modify memory on a humanoid you have successfully If you are reduced to 0 hit points while attuned
persuaded in the last 24 hours. The scarf can’t be used to the belt and fail two death saving throws, you die
this way again until the next dawn. immediately as your body violently erupts in a shower
of blood, and a dire wolf emerges from your entrails.
Charm of Restoration You assume control of the dire wolf, and it gains
Wondrous item, common additional hit points equal to half of your maximum
hit points prior to death. The belt then crumbles and
This fist-sized ball of
is destroyed.
tightly‑wound green fronds
If the wolf is targeted by a remove curse spell, then
contains the bark of a
you are reborn when the wolf dies, just as the wolf was
magical plant with curative
born when you died. However, if the curse remains
properties. A natural loop
after the wolf dies, you remain dead.
is formed from one of the
fronds, allowing the charm
123
Circlet of Holly (Perception) checks that rely on sight when peering
Wondrous item, uncommon through silt, murk, or other natural underwater
(requires attunement) phenomena that would ordinarily lightly obscure
your vision. While wearing these goggles above water,
While wearing this circlet, you gain the following
your vision is lightly obscured.
benefits:
• Language of the Fey. You can speak and Cloak of Coagulation
understand Sylvan. Wondrous item, uncommon
• Friend of the Fey. You have advantage on ability (requires attunement)
checks to interact socially with fey creatures. While wearing this
• Poison Sense. You know if any food or drink you rust red cloak,
are holding contains poison. your blood quickly
clots. When you
Circlet of Persuasion are subjected to an
Wondrous item, uncommon effect that causes
While wearing this circlet, you have advantage on additional damage
Charisma (Persuasion) checks. on subsequent
rounds due to
Clacking Teeth bleeding, blood loss,
Wondrous item, rare or continual necrotic
Taken from a fleshspurned (see Tome of Beasts 2), a damage, such as a
toothy ghost, this bony jaw holds oversized teeth horned devil’s tail
that sweat ectoplasm. The jaw has 3 charges and attack or a sword of
regains 1d3 expended charges daily at dusk. While wounding, the effect
holding the jaw, you can use an action to expend 1 ceases after a single
of its charges and choose a target within 30 feet of round of damage. For
you. The jaw’s teeth clatter together, and the target example, if a stirge
must succeed on a DC 15 Wisdom saving throw or hits you with its
be confused for 1 minute. While confused, the target proboscis, you take
acts as if under the effects of the confusion spell. The the initial damage, plus the damage from blood loss
target can repeat the saving throw at the end of each on the following round, after which the wound clots,
of its turns, ending the effect on itself on a success. the stirge detaches, and you take no further damage.
The cloak doesn’t prevent a creature from using such
Clamor Bell an attack or effect again; a horned devil or a stirge can
Wondrous item, common (requires attunement) attack you again, though the cloak will continue to
You can affix this small, brass bell to an object with stop any recurring effects after a single round.
the leather cords tied to its top. If anyone other
Wondrous Items
Cloak of Petals
than you picks up, interacts with, or uses the object
Wondrous item, uncommon (requires attunement)
without first speaking the bell’s command word, it
rings for 5 minutes or until you touch it and speak the This delicate cloak is covered in an array of pink,
command word again. The ringing is audible 100 feet purple, and yellow flowers. While wearing this cloak,
away. If a creature takes an action to cut the bindings you have advantage on Dexterity (Stealth) checks
holding the bell onto the object, the bell ceases made to hide in areas containing flowering plants.
ringing 1 round after being released from the object. The cloak has 3 charges. When a creature you
can see targets you with an attack, you can use your
Clarifying Goggles reaction to expend 1 of its charges to release a shower
Wondrous item, uncommon of petals from the cloak. If you do so, the attacker has
These goggles contain a lens of disadvantage on the attack roll. The cloak regains 1d3
slightly rippled blue glass that expended charges daily at dawn.
turns clear underwater. Cloak of Sails
While wearing
Wondrous item, uncommon (requires attunement)
these goggles
underwater, The interior of this simple, black cloak looks like
you don’t have white sailcloth. While wearing this cloak, you gain
disadvantage a +1 bonus to AC and saving throws. You lose this
on Wisdom bonus while using the cloak’s Sailcloth property.
124
Sailcloth. While on the deck or roof of a vehicle on its back. The cloak is stiff and doesn’t fold as easily
powered by wind, you can use an action to spread this as normal cloth. Whenever you are struck by a ranged
cloak out behind you to catch the wind as if it were weapon attack, you can use a reaction to reduce the
an actual sail, increasing the movement speed of the damage from that attack by your Charisma modifier
vehicle by 30 feet. The cloak continues to function as (minimum of 1).
a sail as long as you maintain concentration. If you
leave the vehicle, this effect ends immediately. Cloak of the Inconspicuous Rake
Wondrous item, uncommon (requires attunement)
Cloak of Squirrels This cloak is spun from simple gray wool and closed
Wondrous item, rare (requires attunement) with a plain, triangular copper clasp. While wearing
This wool brocade cloak features a repeating pattern this cloak, you can use a bonus action to make
of squirrel heads and tree branches. It has 3 charges yourself forgettable for 5 minutes. A creature that
and regains all expended charges daily at dawn. sees you must make a DC 15 Intelligence saving
While wearing this cloak, you can use an action to throw as soon as you leave its sight. On a failure, the
expend 1 charge to cast the legion of rabid squirrels spell witness remembers seeing a person doing whatever
(see Deep Magic for 5th Edition) from it. You don’t need you did, but it doesn’t remember details about your
to be in a forest to cast the spell from this cloak, as the appearance or mannerisms and can’t accurately
squirrels come from within the cloak. When the spell describe you to another. Creatures with truesight
ends, the swarm vanishes back inside the cloak. aren’t affected by this cloak. The cloak can’t be used
this way again until the next dawn.
Cloak of the Bearfolk
Wondrous item, uncommon (requires attunement) Cloak of the Ram
While wearing this cloak, your Constitution score is Wondrous item, uncommon (requires attunement)
15, and you have proficiency in the Athletics skill. The While wearing this cloak, you can use an action to
cloak has no effect if you already have proficiency in transform into a mountain ram (use the statistics of a
this skill or if your Constitution score is already 15 or giant goat). This effect works like the polymorph spell,
higher. except you retain your Intelligence, Wisdom, and
Charisma scores. You can use an action to transform
Cloak of the Eel back into your original form.
Wondrous item, uncommon (requires attunement) Each time you transform into a ram in a single
While wearing this rough, blue-gray leather cloak, day, you retain the hit points you had the last time
you have a swimming speed of 40 feet. you transformed. If you were reduced to 0 hit points
When you are hit with a melee the last time you were a ram, you can’t become a ram
weapon attack while wearing this again until the next dawn.
cloak, you can use your reaction
to generate a powerful electric Cloak of the Rat
charge. The attacker must Wondrous item, rare
Wondrous Items
succeed on a DC 13 Dexterity (requires attunement)
saving throw or take 2d6 While wearing this gray garment,
lightning damage. The you have a +5 bonus to your passive
attacker has disadvantage Wisdom (Perception) score.
on the saving throw if it hits Rat Form. While wearing this
you with a metal weapon. The cloak, you can use an action
cloak can’t be used this way to cast polymorph on yourself,
again until the next dawn. transforming into a rat. While
you are in the form of the rat,
Cloak of the Empire you retain your Intelligence,
Wondrous item, uncommon Wisdom, and Charisma
(requires attunement by scores. In addition, you
a creature of non-good don’t need to maintain
alignment) concentration on
This voluminous grey the spell, and the
cloak has bright red transformation
trim and the sigil from lasts for 1 hour,
an unknown empire
125
until you use a bonus action to revert to your normal emits a field of magic in a 30-
form, or until you drop to 0 hit points or die. Once foot radius from it for 1 hour.
used, this property of the cloak can’t be used again The field moves with the hare,
until the next dawn. remaining centered on it.
Shrink. While wearing this cloak, you can use a While within the field,
bonus action to shrink in size as if you gained the you and up to 5 willing
“reduce” effect of the enlarge/reduce spell until the creatures of your
end of your next turn. Once used, this property of the choice exist outside the
cloak can’t be used again until the next dawn. normal flow of time,
and all other creatures
Cloak of Wicked Wings and objects are frozen in
Wondrous item, uncommon (requires attunement) time. If an affected creature
From a distance, this long, black cloak appears to moves outside the field, the
be in tatters, but a closer inspection reveals that it is creature immediately becomes frozen in time until it
sewn from numerous scraps of cloth and shaped like is in the field again.
bat wings. While wearing this cloak, you can use your The field ends early if an affected creature attacks,
action to cast polymorph on yourself, transforming touches, alters, or has any other physical or magical
into a swarm of bats. While in the form of a swarm impact on a creature, or an object being worn or
of bats, you retain your Intelligence, Wisdom, carried by a creature, that is frozen in time. When the
and Charisma scores. In addition, you don’t need field ends, the figurine turns into a nonmagical, living
to maintain concentration on the spell, and the white hare that goes bounding off into the distance,
transformation lasts for 1 hour, until you use a bonus never to be seen again.
action to revert to your normal form, or until you
drop to 0 hit points or die. If you are a druid with the Clockwork Mynah Bird
Wild Shape feature, this transformation instead lasts Wondrous item, rare
as long as your Wild Shape lasts. The cloak can’t be This mechanical brass bird is nine inches long from
used this way again until the next dawn. the tip of its beak to the end of its tail, and it can
become active for up to 12 hours. Once it has been
Clockwork Gauntlet used, it can’t be used again until 2 days have passed.
Wondrous item, uncommon (requires attunement) If you use your action to speak the first command
This metal gauntlet has a steam-powered ram built word (“listen” in Ignan), it cocks its head and listens
into the greaves. It has 3 charges and regains 1d3 intently to all nearby sounds with a passive Wisdom
expended charges daily at dawn. While wearing the (Perception) of 17 for up to 10 minutes. When you
gauntlet, you can expend 1 charge as a bonus action give the second command word (“speak”), it repeats
to force the ram in the gauntlets to slam a creature back what it heard in a metallic-sounding—though
within 5 feet of you. The ram thrusts out from the reasonably accurate—portrayal of the sounds.
gauntlet and makes its attack with a +5 bonus. On a You can use the clockwork mynah bird to relay
Wondrous Items
hit, the target takes 2d8 bludgeoning damage, and it sounds and conversations it has heard to others.
must succeed on a DC 13 Constitution saving throw As an action, you can command the mynah to fly to
or be stunned until the end of its next turn. a location it has previously visited within 1 mile. It
waits at the location for up to 1 hour for someone to
Clockwork Hand command it to speak. At the end of the hour or after it
Wondrous item, uncommon (requires attunement) speaks its recording, it returns to you.
A beautiful work of articulate brass, this prosthetic The clockwork mynah bird has an Armor Class of
clockwork hand (or hands) can’t be worn if you have 14, 5 hit points, and a flying speed of 50 feet.
both of your hands. While wearing this hand, you
gain a +2 bonus to damage with melee weapon attacks
Clockwork Pendant
made with this hand or weapons wielded in this hand. Wondrous item, rare (requires attunement)
This pendant resembles an ornate, miniature clock
Clockwork Hare and has 3 charges. While holding this pendant, you
Wondrous item, legendary can expend 1 charge as an action to cast the blur,
Gifted by a deity of time and clockwork, these haste, or slow spell (save DC 15) from it. The spell’s
simple‑seeming trinkets portend some momentous duration changes to 3 rounds, and it doesn’t require
event. The figurine resembles a hare with a clock in its concentration. You can have only one spell active at
belly. You can use an action to press the ears down and a time. If you cast another, the previous spell effect
activate the clock, which spins chaotically. The hare ends. It regains 1d3 expended charges daily at dawn.
126
If the pendant is destroyed (AC 14, 15 hit points) no effect if the beast’s base AC is already 13 or higher.
while it has 3 charges, it creates a temporal distortion This collar affects only beasts, which can include a
for 1d4 rounds. For the duration, each creature creature affected by the polymorph spell or a druid
and object that enters or starts its turn within 10 assuming a beast form using Wild Shape.
feet of the pendant has immunity to all damage, all
spells, and all other physical or magical effects but is Comfy Slippers
otherwise able to move and act normally. If a creature Wondrous item, common
moves further than 10 feet from the pendant, these While wearing the
effects end for it. At the end of the duration, the slippers, your feet
pendant crumbles to dust. feel warm and
comfortable, no
Clockwork Spider Cloak matter what the
Wondrous item, rare (requires attunement) ambient temperature.
This hooded cloak is made from black spider silk
and has thin brass ribbing stitched on the inside. It Commander’s Helm
has 3 charges. While wearing the cloak, you gain a +2 Wondrous item, common
bonus on Dexterity (Stealth) checks. As an action, This helmet sheds bright light in a 10-foot radius and
you can expend 1 charge to animate the brass ribs into dim light for an additional 10 feet. The type of light
articulated spider legs 1 inch thick and 6 feet long for given off by the helm depends on the aesthetic desired
1 minute. You can use the charges in succession. The by its creator. Some are surrounded
spider legs allow you to climb at your normal walking in a wreath of hellish (though
speed, and you double your proficiency bonus and illusory) flames, while others
gain advantage on any Strength (Athletics) checks give off a soft, warm halo of
made for slippery or difficult surfaces. The cloak white or golden light. You
regains 1d3 charges each day at sunset. can use an action to start
or stop the light. While
Coffer of Memory wearing the helm, you
Wondrous item, rare (requires attunement) can use an action to make
This small golden box resembles a jewelry box and your voice loud enough to
is easily mistaken for a common trinket. When be heard clearly by anyone
attuned to the box, its owner can fill the box with within 300 feet of you until
mental images of important events lasting no more the end of your next turn.
than 1 minute each. Any number of memories can
be stored this way. These images are similar to a slide Commander’s Visage
show from the bearer's point of view. On a command Wondrous item, very rare (requires attunement)
from its owner, the box projects a mental image of a This golden mask resembles a stern face, glowering
requested memory so that whoever is holding the box at the world. While wearing this mask, you
Wondrous Items
at that moment can see it. have advantage on saving throws against being
If a coffer of memory is found with memories already frightened. The mask has 7 charges for the following
stored inside it, a newly-attuned owner can view a properties, and it regains 1d6 + 1 expended charges
randomly-selected stored memory with a successful daily at midnight.
DC 15 Charisma check. Commander’s Call. You can use a bonus action to
expend 1 of its charges to bark a command at one ally
Collar of Beast Armor you can see within 30 feet of you. The target can use
Wondrous item, uncommon (requires attunement) its reaction to move up to half its speed and make
This worked leather collar has stitching in the shapes one attack.
of various animals. While a beast wears this collar, its Conscription. You can use an action to expend 2 of
base AC becomes 13 + its Dexterity modifier. It has its charges to conscript one humanoid within 60 feet
of you that can see the mask. This conscription works
like the dominate person spell, except it lasts 1 minute,
requiring no concentration. You can have only one
humanoid conscripted at a time. If you conscript
another, the effect on the previous target ends.
Unsettling Glower. When a creature that can see the
mask makes a melee attack against you, you can use
your reaction to spend 1 charge to force the target to
127
make a DC 15 Wisdom saving throw. On a failure, the paralyzed. The paralyzed creature can repeat the saving
creature must choose a new target or lose the attack. throw at the end of each of its turns, ending the effect
on itself on a success.
Commoner’s Veneer Pink. On a failed save, the target takes 10d6 acid
Wondrous item, common (requires attunement) damage and is wracked with pain for 1 minute. On a
When you wear this simple, homespun scarf around successful save, the target takes half the damage and
your neck or head, it casts a minor glamer over you isn’t wracked with pain. While wracked with pain, the
that makes you blend in with the people around creature has disadvantage on ability checks, attack
you, avoiding notice. When in an area containing rolls, and saving throws. The target can repeat the
25 or more humanoids, such as a city street, market saving throw at the end of each of its turns, ending the
place, or other public locale, Wisdom (Perception) effect on itself on a success.
checks to spot you amid the crowd have disadvantage.
This item’s power only works for creatures of the
Corpsehunter’s Medallion
humanoid type or those using magic to take on a Wondrous item, rare (requires attunement)
humanoid form. This amulet is made from the skulls of grave rats or
from scrimshawed bones of the ignoble dead. While
Communal Flute wearing it, you have resistance to necrotic damage.
Wondrous item, rare
(requires attunement by a bard) Countermelody Crystals
This flute is carved with skulls and can be used as a Wondrous item, uncommon
spellcasting focus. If you spend 10 minutes playing This golden bracelet is
the flute over a dead creature, you can cast the speak set with ten glistening
with dead spell from the flute. The flute can’t be crystal bangles that tinkle
used this way again until the when they strike
next dawn. one another. When
you must make a saving
throw against being charmed
or frightened, the crystals vibrate, creating an eerie
melody, and you have advantage on the saving throw.
Coral of Enchanted Colors If you fail the saving throw, you can choose to succeed
Wondrous item, legendary (requires attunement) instead by forcing one of the crystals to shatter. Once
all ten crystals have shattered, the bracelet loses its
This piece of dead, white brain coral glistens with
magic and crumbles to powder.
a myriad of colors when placed underwater. While
holding this coral underwater, you can use an action Crab Gloves
to cause a beam of colored light to streak from the Wondrous item, uncommon (requires attunement)
coral toward a creature you can see within 60 feet
These gloves are shaped like crab claws but fit easily
Wondrous Items
Wondrous Items
bridge up to 10 feet wide, up to 60 feet long, and 1/4
inch thick. The carpet doesn’t need to be anchored
and can hover. The carpet has immunity to all
damage and isn’t affected by the dispel magic spell. The
disintegrate spell destroys the carpet.
The carpet remains unrolled until you use an action
to repeat the command word,
causing it to roll up again.
When you do so, the carpet
can’t be unrolled again until
the next dawn.
129
Crown of the Pharaoh charmed for 1 minute. While charmed, the target is
Wondrous item, legendary incapacitated and has a speed of 0 as it watches the
(requires attunement) petals. The effect ends for a target if the target takes
damage or another creature uses an action to shake it
The swirling gold bands
out of its stupor.
of this crown recall
Serrated Twirl. You can use an action and expend 1
the shape of desert
charge to command the floret to fling an arcing swirl
dunes, and dozens of
of serrated leaves. Each creature within 10 feet of you
tiny emeralds, rubies,
must make a DC 15 Dexterity saving throw, taking
and sapphires nest among the
4d6 slashing damage on a failed save, or half as much
skillfully forged curlicues. While wearing the crown,
damage on a successful one.
you gain the following benefits:
• Your Intelligence score is 25. This crown has no Dancing Ink
effect on you if your Intelligence is already 25 Wondrous item, common
or higher.
This ink is favored by merchants for eye-catching
• You have a flying speed equal to your walking banners and by toy makers for scrolls and books for
speed. children. Typically found in 1d4 pots, this ink allows
• While you are wearing no armor and not wielding you to draw an illustration that moves about the page
a shield, your Armor Class equals 16 + your where it was drawn, whether that is an illustration of
Dexterity modifier. waves crashing against a shore along the bottom of
the page or a rabbit leaping over the page’s text. The
Dancing Caltrops ink wears away over time due to the movement and
Wondrous item, common (requires attunement) fades from the page after 2d4 weeks. The ink moves
After you pour these magic caltrops out of the bag only when exposed to light, and some long-forgotten
into an area, you can use a bonus action to animate tomes have been opened to reveal small, moving
them and command them to move up to 10 feet to illustrations drawn by ancient scholars.
occupy a different square area that is 5 feet on a side. One pot can be used to fill 25 pages of a book or a
Tripping Hazard. You can use a reaction when a similar total area for larger banners.
creature enters the area containing the caltrops to
make the caltrops skitter into the creature’s path. Dastardly Quill and Parchment
If the creature isn’t moving at half speed, it has Wondrous item, rare
disadvantage on the saving throw. If the creature is Favored by spies, this quill and parchment are
moving at half speed, it must make the saving throw, magically linked as long as both remain on the
but it doesn’t have disadvantage. Once used, this same plane of existence. When a creature writes or
feature of the caltrops can’t be used again until the draws on any surface with the quill, that writing or
next dawn. drawing appears on its linked parchment, exactly as
it would appear if the writer was writing or drawing
Wondrous Items
Dancing Floret on the parchment with black ink. This effect doesn’t
Wondrous item, rare (requires attunement) prevent the quill from being used as a standard
This 2-inch-long plant has a humanoid shape, and quill on a nonmagical piece of parchment, but this
a large purple flower sits at the top of the plant on written communication is one-way, from quill to
a short, neck-like stalk. Small, serrated thorns on parchment. The quill’s linked parchment is immune
its arms and legs allow it to cling to your clothing, to all nonmagical inks and stains, and any magical
and it most often dances along your arm or across messages written on the parchment disappear after 1
your shoulders. While attuned to the floret, you have minute and aren’t conveyed to the creature holding
proficiency in the Performance skill, and you double the quill.
your proficiency bonus on Charisma (Performance) The parchment is approximately 9 inches wide
checks made while dancing. by 13 inches long. If the quill’s writing exceeds the
The floret has 3 charges for the following other area of the parchment, the older writing fades from
properties. The floret regains 1d3 expended charges the top of the sheet, replaced by the newer writing.
daily at dawn. Otherwise, the quill’s writing remains on the
Scintillating Petals. You can use an action and parchment for 24 hours, after which time all writing
expend 1 charge to cause the floret to release fades from it.
scintillating petals. Choose up to three creatures If either item is destroyed, the other item becomes
within 20 feet of you. If a target can see the petals, it nonmagical.
must succeed on a DC 15 Wisdom saving throw or be
130
Decoy Card Devil Shark Mask
Wondrous item, uncommon Wondrous item, rare (requires attunement)
This small, thick, parchment card displays an accurate When you wear this burgundy face covering, it
portrait of the person carrying it. You can use an transforms your face into a shark-like visage, and
action to toss the card on the ground at a point within the mask sprouts wicked horns. While wearing this
10 feet of you. An illusion of you forms over the card mask, your bite is a natural melee weapon, which
and remains until dispelled. The illusion appears real, you can use to make unarmed strikes. When you hit
but it can do no harm. with it, your bite deals piercing damage equal to 1d8
While you are within 120 feet of the illusion and + your Strength modifier, instead of the bludgeoning
can see it, you can use an action to make it move and damage normal for an unarmed strike. You gain a
behave as you wish, as long as it moves no further +1 bonus to attack and damage rolls with this magic
than 10 feet from the card. Any physical interaction bite. In addition, you have advantage on Charisma
with your illusory double reveals it to be an illusion, (Intimidation) checks while wearing this mask.
because objects pass through it. Someone who uses Curse. The mask is cursed, and becoming attuned
an action to visually inspect your illusory double to it extends the curse to you. As long as you remain
identifies it as illusory with a successful DC 15 cursed, you are unwilling to part with the mask,
Intelligence (Investigation) check. wearing it at all times. If you haven’t used the mask’s
The illusion lasts until the card is moved or the bite to damage a creature in the past 24 hours, the
illusion is dispelled. When the illusion ends, the mask compels you to bite out a chunk of your flesh.
card’s face becomes blank, and the card becomes You take 2d6 necrotic damage, and your hit point
nonmagical. maximum is reduced by an amount equal to the
damage taken. This reduction lasts until the curse is
Deepchill Orb removed. If your hit point maximum is reduced to 0
Wondrous item, common as a result of this curse, you die, transform into a devil
This fist-sized sphere of blue quartz emits cold. shark (see Creature Codex), and teleport to the nearest
If placed in a container with a capacity of up to 5 open body of water.
cubic feet, it keeps the internal temperature of the
container at a consistent 40 degrees Fahrenheit. Devilish Doubloon
This can keep liquids chilled, preserve cooked foods Wondrous item, very rare
for up to 1 week, raw meats for up to 3 days, and This gold coin bears
fruits and vegetables for weeks. If you hold the orb the face of a leering
without gloves or other insulating method, you take devil on the obverse.
1 cold damage each minute you hold it. At the GM’s If it is placed among
discretion, the orb’s cold can be applied to other uses, other coins, it changes
such as keeping it in contact with a hot item to cool its appearance to mimic
down the item enough to be handled, wrapping it its neighbors, doing so over the
and using it as a cooling pad to bring down fever or course of 1 hour. This is a purely cosmetic change, and
Wondrous Items
swelling, or similar. it returns to its original appearance when grasped by
a creature with an Intelligence of 5 or higher.
Deserter’s Boots You can use a bonus action to toss the coin up to 20
Wondrous item, rare (requires attunement) feet. When the coin lands, it transforms into a barbed
While you wear these boots, your walking speed devil. The devil vanishes after 1 hour or when it is
increases by 10 feet, and you gain a +1 bonus to reduced to 0 hit points. When the devil vanishes, the
Dexterity saving throws. coin reappears in a collection of at least 20 gold coins
Curse. These boots are cursed. Attuning to them elsewhere on the same plane where it vanished.
extends the curse to you until you are targeted by The devil is friendly to you and your companions.
the remove curse spell or similar magic. Removing the Roll initiative for the devil, which has its own turns.
boots fails to end the curse on you. If an ally you can It obeys any verbal commands that you issue to it
see is within 5 feet of a creature hostile to your ally, (no action required by you). If you don’t issue any
your speed is halved when you move away from that commands to the devil, it defends itself from hostile
ally. If more than one ally is within 5 feet of a creature creatures but otherwise takes no actions. If you are
hostile to it, you suffer this penalty only when you reduced to 0 hit points and the devil is still alive, it
move away from all of those allies. moves to your body and uses its action to grab your
soul. You must succeed on a DC 15 Charisma saving
throw or the devil steals your soul and you die. If the
devil fails to grab your soul, it vanishes as if slain. If
131
the devil grabs your soul, it uses its next action to If you add a piece of a specific creature (such as
transport itself back to the Hells, disappearing in a a single hair, nail paring, or drop of blood), the
flash of brimstone. If the devil returns to the Hells ointment becomes more powerful allowing you to
with your soul, its coin doesn’t reappear, and you can flawlessly imitate that creature, as long as its body
be restored to life only by means of a true resurrection shape is humanoid and within one size category of
or wish spell. your own. While imitating that creature, you have
advantage on Charisma checks made to convince
Distracting Doubloon others you are that specific creature, provided they
Wondrous item, common didn’t see you change form.
This gold coin is plain and matches the dominant
coin of the region. Typically, 2d6 distracting doubloons
Dread Scarab
are found together. Wondrous item, very rare
You can use an action to toss the coin up to 20 feet. (requires attunement)
The coin bursts into a flash of golden light on impact. The abdomen of this
Each creature within a 15-foot radius of where the beetleshaped brooch is
coin landed must succeed on a DC 11 Wisdom saving decorated with the grim
throw or have disadvantage on Wisdom (Perception) semblance of a human
checks made to perceive any creature or object other skull. If you hold it in
than the coin for 1 minute. If an affected creature your hand for 1 round,
takes damage, it can repeat the saving throw, ending an Abyssal inscription
the effect on itself on a success. At the end of the appears on its surface,
duration, the coin crumbles to dust and is destroyed. revealing its magical nature.
While wearing this brooch, you
Djinn Vessel gain the following benefits:
Wondrous item, rare • You have advantage on saving throws against spells.
A rough predecessor to the ring of djinni summoning • The scarab has 9 charges. If you fail a saving throw
and the ring elemental command, this clay vessel is against a conjuration spell or a harmful effect
approximately a foot long and half as wide. An iron originating from a celestial creature, you can
stopper engraved with a rune of binding seals its use your reaction to expend 1 charge and turn
entrance. the failed save into a successful one. The scarab
If the vessel is empty, you can use an action to crumbles into dust and is destroyed when its last
remove the stopper and cast the banishment spell charge is expended.
(save DC 15) on a celestial, elemental, or fiend within
60 feet of you. At the end of the spell’s duration, if Curse. This scarab is cursed, and becoming attuned
the target is an elemental, it is trapped in this vessel. to it extends the curse to you. As long as you remain
While trapped, the elemental can take no actions, but cursed, you are unwilling to part with the scarab,
it is aware of occurrences outside of the vessel and of keeping it within reach at all times. While cursed by
Wondrous Items
other djinn vessels. this brooch, you are sensitive to sunlight and celestial
You can use an action to remove the vessel’s creatures within 1 mile of you are aware of the scarab
stopper and release the elemental the vessel contains. and seek to destroy it. While in sunlight, you have
Once released, the elemental acts in accordance with disadvantage on attack rolls, as well as on Wisdom
its normal disposition and alignment. (Perception) checks that rely on sight.
This ceramic jar contains 1d4 + 1 doses of a thick, This small packet contains soot-like dust. There is
creamy substance that smells faintly of pork fat. The enough of it for one use. When you use an action to
jar and its contents weigh 1/2 a pound. Applying a blow the choking dust from your palm, each creature
single dose to your body takes 1 minute. For 24 hours in a 30-foot cone must make a DC 15 Dexterity
or until it is washed off with an alcohol solution, saving throw, taking 3d10 necrotic damage on a failed
you can change your appearance, as per the Change save, or half as much damage on a successful one. A
Appearance option of the alter self spell. For the creature that fails this saving throw can’t speak until
duration, you can use a bonus action to return to your the end of its next turn as it chokes on the dust.
normal form, and you can use an action to return to Alternatively, you can use an action to throw the
the form of the mimicked creature. dust into the air, affecting yourself and each creature
within 30 feet of you with the dust.
132
Dust of Muffling Earrings of the Eclipse
Wondrous item, common Wondrous item, uncommon
You can scatter this fine, silvery-gray dust on the These two cubes of smoked quartz are mounted on
ground as an action, covering a 10-foot-square area. simple, silver posts. While you are wearing these
There is enough dust in one container for up to 5 earrings, you can take the Hide action while you are
uses. When a creature moves over an area covered motionless in an area of dim light or darkness even
in the dust, it has advantage on Dexterity (Stealth) when a creature can see you or when you have nothing
checks to remain unheard. The effect remains until to obscure you from the sight of a creature that can
the dust is swept up, blown away, or tracked away by see you. If you are in darkness when you use the Hide
the traffic of eight or more creatures passing through action, you have advantage on the Dexterity (Stealth)
the area. check. If you move, attack, cast a spell, or do anything
other than remain motionless, you are no longer
Dust of the Dead hidden and can be detected normally.
Wondrous item, uncommon
This stoppered vial is filled with dust and ash. There is Earrings of the Agent
enough of it for one use. Wondrous item, rare (requires attunement)
When you use an action to sprinkle the dust on a Aside from a minor difference in size, these simple
willing humanoid, the target falls into a death-like golden hoops are identical to one another. Each hoop
slumber for 8 hours. While asleep, the target appears has 1 charge and provides a different magical effect.
dead to all mundane and magical means, but spells Each hoop regains its expended charge daily at dawn.
that target the dead, such as the speak with dead spell, You must be wearing both hoops to use the magic of
fail when used on the target. The cause of either hoop.
death is not evident, though any wounds Small Hoop. You can use an action to expend this
the target has taken remain visible. If hoop’s charge and choose a 10-foot by 10-foot area
the target takes damage while asleep, you can see. For 10 minutes, you can hear all sounds
it has resistance to the damage. If the as though you were standing within that area. You can
target is reduced to below half its hit end this effect at any time.
points while asleep, it must succeed Large Hoop. While you are hidden, you can use an
on a DC 15 Constitution saving action to expend this hoop’s charge to conceal your
throw to wake up. If the target is presence from nearby creatures. Choose a point you
reduced to 5 hit points or fewer can see within 120 feet of you. Each creature within 10
while asleep, it wakes up. feet of that point has disadvantage on Wisdom
If the target is unwilling, it must (Perception) checks to see, hear, and smell
succeed on a DC 11 Constitution you for 1 minute. This effect ends early if
saving throw to avoid the effect you are no longer hidden.
of the dust. A sleeping creature is
considered an unwilling target. Earrings of the
Wondrous Items
Storm Oyster
Eagle Cape Wondrous item, very rare
Wondrous item, very rare (requires attunement) (requires attunement)
The exterior of this silk cape is lined with giant eagle The deep blue pearls
feathers. When you fall while wearing this cape, you forming the core of these
descend 60 feet per round, take no damage from earrings come from oysters that survive
falling, and always land on your feet. being struck by lightning. While wearing
In addition, you can use an action to speak the these earrings, you gain the following benefits:
cloak’s command word. This turns the cape into a • You have resistance to lightning and thunder
pair of eagle wings which give you a flying speed of damage.
60 feet for 1 hour or until you repeat the command
• You can understand Primordial. When it is spoken,
word as an action. When the wings revert back to a
the pearls echo the words in a language you can
cape, you can’t use the cape in this way again until
understand, at a whisper only you can hear.
the next dawn.
• You can’t be deafened.
• You can breathe air and water.
• As an action, you can cast the sleet storm spell (save
DC 15) from the earrings. The earrings can’t be
used this way again until the next dawn.
133
Ebon Shards Everflowing Bowl
Wondrous item, very rare (requires attunement by a Wondrous item, uncommon
spellcaster of evil alignment) This smooth, stone bowl feels especially cool to the
These obsidian shards are engraved with words in touch. It holds up to 1 pint of water. When placed on
Deep Speech, and their presence disquiets non-evil, the ground, the bowl magically draws water from the
intelligent creatures. The writing on the shards is nearby earth and air, filling itself after 1 hour. In arid
obscure, esoteric, and possibly incomplete. or desert environments, the bowl fills itself after 8
The shards have 10 charges and give you access to hours. The bowl never overflows itself.
a powerful array of Void magic spells. While holding
the shards, you use an action to expend 1 or more of its Eye of Horus
charges to cast one of the following spells from them, Wondrous item, uncommon
using your spell save DC and spellcasting ability: living This gold and lapis
shadows* (5 charges), maddening whispers* (2 charges), lazuli amulet helps
or void strike* (3 charges). You can also use an action to you determine reality
cast the crushing curse* spell from the shards without from phantasms and
using any charges. Spells marked with an asterisk trickery. While wearing
(*) can be found in Deep Magic for 5th Edition. At it, you have advantage
the GM’s discretion, spells from Deep Magic for 5th on saving throws against
Edition can be replaced with other spells of similar illusion spells and against
levels and similarly related to darkness or madness. being frightened.
The shards regain 1d6 + 4 expended charges daily
at dusk. Each time you use the ebon shards to cast a Eye of the Golden God
spell, you must succeed on a DC 12 Charisma saving Wondrous item, legendary (requires attunement)
throw or take 2d6 psychic damage. A shining multifaceted violet
Elemental Wraps gem sits at the center of
this fist‑sized amulet. A
Wondrous item, very rare
beautifully forged band
(requires attunement)
of platinum encircles
These cloth the gem and affixes it
arm wraps are to a well‑made series of
decorated with interlocking platinum
elemental symbols chain links. The violet gem
depicting flames, is warm to the touch.
lightning bolts, snowflakes, While wearing this amulet,
and similar. You have you can’t be frightened and you
resistance to acid, cold, don’t suffer from exhaustion.
fire, lightning, or thunder
Wondrous Items
tied to the golden god. Each time you finish a long Eyes of the Portal Masters
rest, roll a d20. On an 18-20, followers of the golden Wondrous item, rare
god find you before your next long rest and try to kill
While you wear these crystal lenses over your eyes,
you to take the amulet from you. The followers are
you can sense the presence of any dimensional portal
minor cultists and devils at first and progressively get
within 60 feet of you and whether
more powerful each time they appear. The golden god
the portal is one‑way or two-way.
never appears as a result of this amulet’s curse. The
Once you have worn the eyes for 10
GM determines what kind of followers attack you
minutes, their
and in what quantities.
magic ceases
Eyes of the Outer Dark to function
until the next
Wondrous item, very rare (requires attunement)
dawn. Putting
These lenses are crafted of polished, opaque black the lenses on or off
stone. When placed over the eyes, however, they allow requires an action.
the wearer not only improved vision but glimpses
into the vast emptiness between the stars. Fanged Mask
Wondrous Items
While wearing these lenses, you have darkvision Wondrous item, uncommon (requires attunement)
out to a range of 60 feet. If you already have
This tribal mask is made of wood and adorned with
darkvision, its range is extended by 60 feet.
animal fangs. Once donned, it melds to your face
As an action, you can use the lenses to pierce
and causes fangs to sprout from your mouth. While
the veils of time and space and see into the outer
wearing this mask, your bite is a natural melee
darkness. You gain the benefits of the foresight and
weapon, which you can use to make unarmed strikes.
true seeing spells for 10 minutes. If you activate this
When you hit with it, your bite deals piercing damage
property and you aren’t suffering from a madness,
equal to 1d4 + your Strength modifier, instead of the
you take 3d8 psychic damage. Once used, this
bludgeoning damage normal for an unarmed strike.
property of the lenses can’t be used again until the
If you already have a bite attack when you don and
next dawn.
attune to this mask, your bite attack’s damage dice
double (for example, 1d4 becomes 2d4).
Farhealing Bandages
Wondrous item, uncommon (requires attunement by a
cleric, druid, or paladin)
This linen bandage is yellowed and worn with age.
You can use an action wrap it around the appendage
of a willing creature and activate its magic for 1 hour. 135
While the target is within 60 feet of you and the disadvantage on its next ability check, attack roll, or
bandage’s magic is active, you can use an action to saving throw then the mark disappears. A remove curse
trigger the bandage, and the target regains 2d4 hit spell ends the mark early.
points. The bandage becomes inactive after it has
restored 15 hit points to a creature or when 1 hour Ferryman’s Coins
has passed. Once the bandage becomes inactive, it Wondrous item, common
can’t be used again until the next dawn. You can be It is customary in many faiths to weight a corpse’s
attuned to only one farhealing bandage at a time. eyes with pennies so they have a fee to pay the
ferryman when he comes to row them across death’s
Fear-Eater’s Mask
river to the afterlife. Ferryman’s coins, though, ensure
Wondrous item, uncommon (requires attunement) the body stays in the ground regardless of the spirit’s
This painted, wooden mask bears the visage of a destination. These coins, which feature a death’s head
snarling, fiendish face. While wearing the mask, on one side and a lock and chain on the other, prevent
you can use a bonus action to feed on the fear of a a corpse from being raised as any kind of undead.
frightened creature within 30 feet of you. The target When you place two coins on a corpse’s closed lids
must succeed on a DC 13 Wisdom saving throw and activate them with a simple prayer, they can’t be
or take 2d6 psychic damage. You regain hit points removed unless the person is resurrected (in which
equal to the damage dealt. If you are not injured, you case they simply fall away), or someone makes a DC
gain temporary hit points equal to the damage dealt 15 Strength check to remove them. Yanking the coins
instead. Once a creature has failed this saving throw, away does no damage to the corpse.
it is immune to the effects of this mask for 24 hours.
Figurehead of Prowess
Feather Token Wondrous item, rarity varies
Wondrous item, rarity varies A figurehead of prowess must be mounted on the bow of
The following are additional feather token options. a ship for its magic to take effect. While mounted on a
Cloud (Uncommon). This white feather is shaped ship, the figurehead’s magic affects the ship and every
like a cloud. You can use an action to step on the creature on the ship. A figurehead can be mounted on
token, which expands into a 10-foot-diameter cloud any ship larger than a rowboat, regardless if that ship
that immediately begins to rise slowly to a height of sails the sea, the sky, rivers and lakes, or the sands
up to 20 feet. Any creatures standing on the cloud of the desert. A ship can have only one figurehead
rise with it. The cloud disappears after 10 minutes, mounted on it at a time.
and anything that was on the cloud falls slowly to Most figureheads are always active, but some
the ground. have properties that must be activated. To activate a
Dark of the Moon (Rare). This black feather is figurehead’s special property, a creature must be at
shaped like a crescent moon. As an action, you can the helm of the ship, referred to below as the “pilot,”
brush the feather over a willing creature’s eyes to and must use an action to speak the figurehead’s
grant it the ability to see in the dark. For 1 hour, command word.
Wondrous Items
that creature has darkvision out to a range of 60 Albatross (Uncommon). While this figurehead
feet, including in magical darkness. Afterwards, the is mounted on a ship, the ship’s pilot can double
feather disappears. its proficiency bonus with navigator’s tools when
Held Heart (Very Rare). This navigating the ship. In addition, the ship’s pilot
red feather is shaped like a heart. doesn’t have disadvantage on Wisdom (Perception)
While carrying this token, you have checks that rely on sight when peering through fog,
advantage on initiative rolls. As an rain, dust storms, or other natural phenomena that
action, you can press the feather would ordinarily lightly obscure the pilot’s vision.
against a willing, injured creature. Basilisk (Uncommon). While this figurehead is
The target regains all its missing hit mounted on a ship, the ship’s AC increases by 2.
points and the feather disappears. Dragon Turtle (Very Rare). While this figurehead
Jackdaw’s Dart (Common). This is mounted on a ship, each creature on the ship has
black feather is shaped like a dart. resistance to fire damage, and the ship’s damage
While holding it, you can use an action threshold increases by 5. If the ship doesn’t normally
to throw it at a creature you can see within have a damage threshold, it gains a damage
30 feet of you. As it flies, the feather transforms into threshold of 5.
a blot of black ink. The target must succeed on a Kraken (Rare). While this figurehead is mounted
DC 11 Dexterity saving throw or the feather leaves on a ship, the pilot can animate all of the ship’s
a black mark of misfortune on it. The target has ropes. If a creature on the ship uses an animated
136
ship. The pilot can end this effect as a bonus action,
causing the ship to descend at a rate of 60 feet per
round until it reaches land or water. When the ship
has spent a total of 8 hours in the sky, the figurehead’s
magic ceases to function until the next dawn.
Xorn (Very Rare). This figurehead can be mounted
only on a ship designed for land travel. While this
figurehead is mounted on a ship, the pilot can force
the ship to burrow into the earth. The ship moves at
its normal speed while burrowing, regardless of its
normal method of locomotion. The ship can burrow
through nonmagical, unworked sand, mud, earth,
and stone, and it doesn’t disturb the material it
moves through. Each creature on the ship remains
on the ship and can breathe normally as long as the
creature starts and ends its turn in contact with the
ship. The pilot can end this effect as a bonus action,
causing the ship to resurface at a rate of 60 feet per
rope while taking the grapple action, the creature has round. When the ship has spent a total of 1 hour
advantage on the check. Alternatively, the pilot can burrowing, the figurehead’s magic ceases to function
command the ropes to move as if being moved by a until the next dawn.
crew, allowing a ship to dock or a sailing ship to sail
without a crew. The pilot can end this effect as a bonus Figurine of Wondrous Power
action. When the ship’s ropes have been animated for Wondrous item, rarity varies
a total of 10 minutes, the figurehead’s magic ceases to
The following are additional figurine of wondrous
function until the next dawn.
power options.
Manta Ray (Rare). While this figurehead is
Amber Bee (Uncommon). This amber statuette is
mounted on a ship, the ship’s speed increases by half.
of a honeybee. It can become a giant honey bee (see
For example, a ship with a speed of 4 miles per hour
Tome of Beasts 2) for up to 6 hours. Once it has been
would have a speed of 6 miles per hour while this
used, it can’t be used again until 2 days have passed.
figurehead was mounted on it.
Basalt Cockatrice (Uncommon). This basalt
Narwhal (Very Rare). While this figurehead is
statuette is carved in the likeness of a cockatrice. It
mounted on a ship, each creature on the ship has
can become a cockatrice for up to 1 hour. Once it has
resistance to cold damage, and the ship can break
been used, it can’t be used again until 2 days have
through ice sheets without taking damage or needing
passed. While it is in cockatrice form, you and your
to make a check.
allies within 30 feet of it have advantage on saving
Octopus (Rare). This figurehead can be mounted
throws against being petrified.
only on ships designed for water travel. While this
Wondrous Items
Coral Shark (Rare). This coral statuette of a shark
figurehead is mounted on a ship, the pilot can force
can become a hunter shark for up to 6 hours. It can
the ship to dive beneath the water. The ship moves at
be ridden as a mount, and the rider can breathe
its normal speed while underwater, regardless of its
underwater while riding it. Once it has been used, it
normal method of locomotion. Each creature on the
can’t be used again until 5 days have passed.
ship remains on the ship and can breathe normally as
Hematite Aurochs (Rare). This hematite statuette
long as the creature starts and ends its turn in contact
can become a bull (see Tome of Beasts 2). It has 24
with the ship. The pilot can end this effect as a bonus
charges, and each hour or portion thereof it spends
action, causing the ship to resurface at a rate of 60
in beast form costs 1 charge. While it has charges,
feet per round. When the ship has spent a total of 1
you can use it as often as you wish. When it runs out
hour underwater, the figurehead’s magic ceases to
of charges, it reverts to a figurine and can’t be used
function until the next dawn.
again until 7 days have passed, when it regains all
Sphinx (Legendary). This figurehead can be
its charges. While in bull form, it is considered to be
mounted only on a ship that isn’t designed for air
a Huge creature for the purpose of determining its
travel. While this figurehead is mounted on a ship,
carrying capacity, and nonmagical difficult terrain
the pilot can command the ship to rise into the air.
doesn’t cost it extra movement.
The ship moves at its normal speed while in the air,
Lapis Camel (Rare). This lapis camel can become
regardless of its normal method of locomotion. Each
a camel. It has 24 charges, and each hour or portion
creature on the ship remains on the ship as long as the
thereof it spends in camel form costs 1 charge. While
creature starts and ends its turn in contact with the
137
it has charges, you can
use it as often as you
wish. When it runs out
of charges, it reverts to
a figurine and can’t be
used again until 7 days have
passed, when it regains all its
charges. While in camel form,
the lapis camel has a blue tint
to its fur, and it can spit
globs of acid at a creature
that attacks it or its rider.
This spit works like the acid
splash spell (save DC 9).
Marble Mistwolf (Rare).
This white marble statuette
is of a wolf. It can become a
dire wolf for up to 6 hours. At
your command, it can cast the fog
cloud spell. Each time it does, its duration is reduced Flag of the Cursed Fleet
by 1 hour. Once its duration ends, it can’t be used Wondrous item, legendary
again until 5 days have passed.
Tin Dog (Common). This simple, tin statuette can This dreaded item is a black flag painted with an
become a dog for up to 8 hours, loyally following your unsettlingly realistic skull. A spell or other effect that
commands to the best of its abilities. The dog uses the can sense the presence of magic, such as detect magic,
statistics of a jackal, except the dog has a Strength of reveals an aura of necromancy around the flag. Beasts
10. Once it has been used, the figurine can’t be used with an Intelligence of 3 or lower don’t willingly
again until 2 days have passed. board a vessel where this flag flies. A successful DC
Violet Octopoid (Rare). A disturbing statuette 17 Wisdom (Animal Handling) check convinces an
carved in purple sugilite, the tentacled, violet octopoid unwilling beast to board the vessel, though it remains
can become an ambulatory, amphibious giant uneasy and skittish while aboard.
octopus for up to 6 hours. Use the statistics of a giant Cursed Crew. When this baleful flag flies atop the
octopus, except it has 100 hit points and can make mast of a waterborne vehicle, it curses the vessel and
two tentacle attacks each turn. Once it has been all those that board it. When a creature that isn’t a
used, it can’t be used again until 3 days have passed. humanoid dies aboard the vessel, it rises 1 minute
If you speak the command word in Void Speech, the later as a zombie under the ship captain’s control.
octopus has an Intelligence score of 9 and can make When a humanoid dies aboard the vessel, it rises
1 minute later as a ghoul under the ship captain’s
Wondrous Items
Wondrous Items
This mask features inhumanly sized teeth similar flute has a musky
in appearance to the toothy ghost known as a smell, and it
fleshspurned (see Tome of Beasts 2). It has a strap releases a predatory,
fashioned from entwined strands of sinew, and it fits screeching roar with
easily over your face with no need to manually adjust reptilian overtones
the strap. when blown. You must
While wearing this mask, you can use its teeth to be proficient with wind
make unarmed strikes. When you hit with it, the teeth instruments to use this
deal necrotic damage equal to 1d6 + your Strength flute. You can use an action
modifier, instead of bludgeoning damage normal to play the flute and conjure
for an unarmed strike. In addition, if the target has dinosaurs. This works like
the Incorporeal Movement trait, you deal necrotic the conjure animals spell,
damage equal to 2d6 + your Strength modifier except the animals you conjure
instead. Such targets don’t have resistance or must be dinosaurs or Medium
immunity to the necrotic damage you deal with this or larger lizards. The dinosaurs
attack. If you kill a creature with your teeth, you gain remain for 1 hour, until they die,
temporary hit points equal to double the creature’s or until you dismiss them as a bonus
challenge rating (minimum of 1). action. The flute can’t be used to conjure
dinosaurs again until the next dawn.
139
Fly Whisk of Authority Fulminar Bracers
Wondrous item, uncommon Wondrous item, very rare (requires attunement)
If you use an action to flick this fly whisk, you have Stylized etchings of cat-like lightning
advantage on Charisma (Intimidation) and Charisma elementals known as fulminars (see
(Persuasion) checks for 10 minutes. You can’t use the Creature Codex) cover the
fly whisk this way again until the next dawn. outer surfaces of these
solid silver bracers.
Frost Pellet While wearing these
Wondrous item, rare bracers, lightning crackles
Fashioned from the stomach lining of a devil shark harmless down your hands,
(see Creature Codex), this rubbery pellet is cold to and you have resistance
the touch. When you consume the pellet, you feel to lightning damage and
bloated, and you are immune to cold damage for 1 thunder damage.
hour. Once before the duration ends, you can expel The bracers have 3 charges.
a 30-foot cone of cold water. Each creature in the You can use an action to expend 1
cone must make a DC 15 Constitution saving throw. charge to create lightning shackles
On a failure, the creature takes 6d8 cold damage and that bind up to two creatures
is pushed 10 feet away from you. On a success, the you can see within 60 feet of you. Each target must
creature takes half the damage and isn’t pushed away. make a DC 15 Dexterity saving throw. On a failure, a
target takes 4d6 lightning damage and is restrained
Frostfire Lantern for 1 minute. On a success, the target takes half the
Wondrous item, very rare damage and isn’t restrained. A restrained creature can
(requires attunement) repeat the saving throw at the end of each of its turns,
While lit, the flame in this ornate ending the effect on itself on a success. The bracers
mithril lantern turns blue and sheds regain all expended charges daily at dawn. The bracers
a cold, blue dim light in a 30-foot also regain 1 charge each time you take 10 lightning
radius. After the lantern’s flame damage while wearing them.
has burned for 1 hour, it can’t Garments of Winter’s Knight
be lit again until the next dawn.
Wondrous item, legendary (requires attunement)
You can extinguish the lantern’s
flame early for use at a later time. This white-and-blue outfit is
Deduct the time it burned in designed in the style of fey
increments of 1 minute from the nobility and maximized for both
lantern’s total burn time. movement and protection.
When a creature enters the lantern’s light for the The multiple layers and
first time on a turn or starts its turn there, the creature snow-themed details of
this garb leave no doubt
Wondrous Items
Wondrous Items
Wondrous item, rare command word and then blow the horn, which
emits a blast in a 30-foot cone, containing shrieking
You can use an action to place this 3-inch sandstone spectral dragon heads. Each creature in the cone
gazebo statuette on the ground and speak its must make a DC 17 Wisdom saving throw. On a
command word. Over the next 5 minutes, the failure, a creature tales 5d10 psychic damage and
sandstone gazebo grows into a full-sized gazebo that is frightened of you for 1 minute. On a success, a
remains for 8 hours or until you speak the command creature takes half the damage and isn’t frightened.
word that returns it to a sandstone statuette. Dragons have disadvantage on the saving throw
The gazebo’s posts are made of palm tree trunks, and take 10d10 psychic damage instead of 5d10.
and its roof is made of palm tree fronds. The floor A frightened target can repeat the Wisdom saving
is level, clean, dry and made of palm fronds. The throw at the end of each of its turns, ending the effect
atmosphere inside the gazebo is comfortable and dry, on itself on a success.
regardless of the weather outside. You can command If a dragon takes damage from the horn’s shriek,
the interior to become dimly lit or dark. The gazebo’s the horn has a 20 percent chance of exploding. The
walls are opaque from the outside, appearing explosion deals 10d10 psychic damage to the blower
wooden, but they are transparent from the inside, and destroys the horn.
appearing much like sheer fabric. When activated, Once you use the horn, it can’t be used again until
the gazebo has an opening on the side facing you. the next dawn. If you kill a dragon while holding or
The opening is 5 feet wide and 10 feet tall and opens carrying the horn, you regain use of the horn.
and closes at your command, which you can speak as
141
Ghost Thread Girdle of Traveling Alchemy
Wondrous item, rare Wondrous item, very rare (requires attunement)
Most of this miles-long strand of enchanted silk, This wide leather girdle has many sewn-in pouches
created by phase spiders, resides on the Ethereal and holsters that hold an assortment of empty
Plane. Only a few inches at either end exist beakers and vials. Once you have attuned to the
permanently on the Material Plane, and those may girdle, these containers magically fill with the
be used as any normal string would be. Creatures following liquids:
using it to navigate can follow one end to the other • 2 flasks of alchemist’s fire
by running their hand along the thread, which • 2 flasks of alchemist’s ice*
phases into the Material Plane beneath their grasp.
• 2 vials of acid
If dropped or severed (AC 8, 1 hit point), the thread
disappears back into the Ethereal Plane in 2d6 • 2 jars of swarm repellent*
rounds. • 1 vial of assassin’s blood poison
• 1 potion of climbing
Ghoul Light
• 1 potion of healing
Wondrous item, very rare
*indicates an item found in Deep Magic for 5th Edition
This bullseye lantern
sheds light as normal Each container magically replenishes each day at
when a lit candle is dawn, if you are wearing the girdle. All the potions
placed inside of it. If and alchemical substances produced by the girdle
the light shines on lose their properties if they’re transferred to another
meat, no matter how container before being used.
toxic or rotten, for
Gliding Cloak
at least 10 minutes,
Wondrous item, uncommon
the meat is rendered
safe to eat. The lantern’s By grasping the ends of the cloak while falling, you
magic doesn’t improve the can glide up to 5 feet horizontally in any direction
meat’s flavor, but the light does for every 1 foot you fall. You descend 60 feet per
restore the meat’s nutritional value and purify it, round but take no damage from falling while gliding
rendering it free of poison and disease. In addition, in this way.
when an undead creature ends its turn in the light, it A tailwind allows you to glide 10 feet per 1 foot
takes 1 radiant damage. descended, but a headwind forces you to only glide 5
Curse. When a creature eats meat that has been feet per 2 feet descended.
rendered edible by this lantern’s light, the creature
must succeed on a DC 15 Constitution saving throw Gloomflower Corsage
or become cursed until it is targeted by the remove Wondrous item, very rare (requires attunement)
curse spell or similar magic. While cursed, the creature This black, six-petaled flower fits
Wondrous Items
has a craving for the flesh of humanoid corpses. If neatly on a garment’s lapel or
the cursed creature goes longer than 7 days without peeking out of a pocket.
consuming at least 1 ounce of flesh from a dead While wearing it, you
humanoid, it can’t regain hit points by any means have advantage on
until it consumes such flesh. saving throws against
being blinded, deafened,
Giggling Orb or frightened.
Wondrous item, rare While wearing the
This glass sphere measures 3 inches in diameter flower, you can use an
and contains a swirling, yellow mist. You can use an action to speak one of three
action to throw the orb up to 60 feet. The orb shatters command words to invoke the
on impact and is destroyed. Each creature within a corsage’s power and cause one
20-foot-radius of where the orb landed must succeed of the following effects:
on a DC 15 Wisdom saving throw or fall prone in fits • When you speak the first command word, you gain
of laughter, becoming incapacitated and unable to blindsight out to a range of 120 feet for 1 hour.
stand for 1 minute. A creature can repeat the saving • When you speak the second command word,
throw at the end of each of its turns, ending the effect choose a target within 120 feet of you and make a
on itself on a success. ranged attack with a +7 bonus. On a hit, the target
142 takes 3d6 psychic damage.
• When you speak the third command word, your obscured areas without your vision being obscured, if
form shifts and shimmers. For 1 minute, any those areas are obscured by fire, smoke, or fog. Other
creature has disadvantage on attack rolls against effects that would obscure your vision, such as rain or
you. An attacker is immune to this effect if it darkness, affect you normally.
doesn’t rely on sight, as with blindsight, or can see When you fail a saving throw against being blinded,
through illusions, as with truesight. you can use a reaction to call on the power within the
Each time you use the flower, one of its petals curls in goggles. If you do so, you succeed on the saving throw
on itself. You can’t use the flower if all of its petals are instead. The goggles can’t be used this way again until
curled. The flower uncurls 1d6 petals daily at dusk. the next dawn.
Wondrous Items
• You have resistance to necrotic damage. its next turn. Any attack roll against an illuminated
creature has advantage if the attacker can see it.
• You can spend one Hit Die during a short rest
to remove one level of exhaustion instead of Grasping Cloak
regaining hit points. Wondrous item, very rare (requires attunement)
• You can use an action to become a living shadow
Made of strips of black leather, this cloak always
for 1 minute. For the duration, you can move
shines as if freshly oiled. The strips writhe and grasp
through a space as narrow as 1 inch wide without
at nearby creatures. While wearing this cloak, you can
squeezing, and you can take the Hide action
use a bonus action to command the strips to grapple a
as a bonus action while you are in dim light or
creature no more than one size larger than you within
darkness. Once used, this property of the gloves
5 feet of you. The strips make the grapple attack roll
can’t be used again until the next nightfall.
with a +7 bonus. On a hit, the target is grappled by the
Goggles of Firesight cloak, leaving your hands free to perform other tasks
or actions that require both hands. However, you are
Wondrous item, uncommon (requires attunement)
still considered to be grappling a creature, limiting
The lenses of these combination fleshy and plantlike your movement as normal. The cloak can grapple only
goggles extend a few inches away from the goggles one creature at a time.
on a pair of tentacles. While wearing these lenses, Alternatively, you can use a bonus action to
you can see through lightly obscured and heavily command the strips to aid you in grappling. If you do
143
so, you have advantage on your next attack roll made Gritless Grease
to grapple a creature. While grappling a creature in Wondrous item, uncommon
this way, you have advantage on the contested check if
This small, metal jar, 3 inches in diameter, holds 1d4
a creature attempts to escape your grapple.
+ 1 doses of a pungent waxy oil. As an action, one
Green Mantle dose can be applied to or swallowed by a clockwork
Wondrous item, very rare (requires attunement) creature or device. The clockwork creature or
device ignores difficult terrain, and magical effects
This garment is made of living plants—mosses, vines, can’t reduce its speed for 8 hours. As an action, the
and grasses—interwoven into a light, comfortable clockwork creature, or a creature holding a clockwork
piece of clothing. When you attune to this mantle, device, can gain the effect of the haste spell until the
it forms a symbiotic relationship with you, sinking end of its next turn (no concentration required). The
roots beneath your skin. While wearing the mantle, effects of the haste spell melt the grease, ending all its
your hit point maximum is reduced by 5, and you gain effects at the end of the spell’s duration.
the following benefits:
• If you aren’t wearing armor, your base Armor Hair Pick of Protection
Class is 13 + your Dexterity modifier. Wondrous item, very rare
• You have resistance to radiant damage. This hair pick has glittering teeth that slide
• You have immunity to the poisoned condition and easily into your hair, making your hair look
poison damage that originates from a plant, moss, perfectly coiffed and battle‑ready. Though
fungus, or plant creature. typically worn in hair, you can also wear
• As an action, you cause the mantle to produce 6 the pick as a brooch or cloak clasp.
berries. It can have no more than 12 berries on it While wearing this pick, you gain
at one time. The berries have the same effect as a +2 bonus to AC, and you
berries produced by the goodberry spell. Unlike the have advantage on saving
goodberry spell, the berries retain their potency as throws against spells. In
long as they are not picked from the mantle. Once addition, the pick magically
used, this property can’t be used again until the boosts your self-esteem
next dawn. and your confidence in
your ability to overcome
Curse. Once you don and attune to this cursed mantle,
any challenge, making you
you are cursed and can’t remove it unless you are
immune to the frightened
targeted by the remove curse spell or similar magic. The
condition.
mantle requires at least 1 pint of water each day. If
you fail to provide water to it, it draws the moisture it Hallowed Effigy
needs from your body, dealing 3d6 necrotic damage Wondrous item, rare (requires attunement)
to you. If it is unable to gain moisture, due to its
host’s immunities or magical protections or being in This foot-long totem, crafted from the bones and
Wondrous Items
a dry environment on a dead host, the mantle begins skull of a Tiny woodland beast bound in thin leather
to wither. After the first 24 hours it is unable to gain strips, serves as a boon for you and your allies and
moisture, the Armor Class it provides is reduced by as a stinging trap to those who threaten you. The
1, and you lose resistance to radiant damage. After totem has 10 charges, and it regains 1d6 + 4 expended
48 hours without moisture, it no longer provides charges daily at dawn. If the last charge is expended,
an Armor Class, and you lose immunity to the it can’t regain charges again until a druid performs a
poisoned condition and plant-based poison damage. 24-hour ritual, which involves the sacrifice of a Tiny
After 72 hours without moisture, it dies, becoming woodland beast.
nonmagical, and you are able to remove it. You can use an action to secure the effigy on any
natural organic substrate (such as dirt, mud, grass,
Grifter’s Deck and so on). While secured in this way, it pulses with
Wondrous item, common primal energy on initiative count 20 each round,
expending 1 charge. When it pulses, you and each
When you deal a card from this slightly greasy, well-
creature friendly to you within 15 feet of the totem
used deck, you can choose any specific card to be
regains 1d6 hit points, and each creature hostile
on top of the deck, assuming it hasn’t already been
to you within 15 feet of the totem must make a DC
dealt. Alternatively, you can choose a general card of a
15 Constitution saving throw, taking 1d6 necrotic
specific value or suit that hasn’t already been dealt.
damage on a failed save, or half as much damage on a
successful one. It continues to pulse each round until
you pick it up, it runs out of charges, or it is destroyed.
144
The totem has AC 20 and 20 hit points. It regains 1 ruptures and is destroyed. If the quiver is destroyed,
hit point every 5 minutes as long as it has at least 1 hit its contents are lost forever, although an artifact
point. If it drops to 0 hit points, it is destroyed. always turns up again somewhere. If a breathing
creature is placed within the quiver, the creature can
Hallucinatory Dust survive for up to 5 minutes, after which time it begins
Wondrous item, rare to suffocate.
This small packet contains black pollen from a Placing the quiver inside an extradimensional
gloomflower (see Creature Codex). Hazy images swirl space created by a bag of holding, handy haversack, or
around the pollen when observed outside the packet. similar item instantly destroys both items and opens
There is enough of it for one use. When you use an a gate to the Astral Plane. The gate originates where
action to blow the dust from your palm, each creature the one item was placed inside the other. Any creature
in a 30-foot cone must make a DC 15 Wisdom saving within 10 feet of the gate is sucked through it and
throw. On a failure, a creature sees terrible visions, deposited in a random location on the Astral Plane.
manifesting its fears and anxieties for 1 minute. The gate then closes. The gate is one-way only and
While affected, it takes 2d6 psychic damage at the can’t be reopened.
start of each of its turns and must spend its action
to make one melee attack against a creature within
Hangman’s Noose
5 feet of it, other than you or itself. If the creature Wondrous item, rare (requires attunement)
can’t make a melee attack, it takes the Dodge action. Certain hemp ropes used in the execution of final
The creature can repeat the saving throw at the justice can affect those beyond the reach of normal
end of each of its turns, ending the effect on itself magics. This noose has 3 charges. While holding
on a success. On a success, a creature becomes it, you can use an action to expend 1 of its charges
incapacitated until the end of its next turn as the to cast the hold monster spell from it. Unlike the
visions fill its mind then quickly fade. standard version of this spell, though, the magic of
A creature reduced to 0 hit points by the dust’s the hangman’s noose affects only undead. It regains 1d3
psychic damage falls unconscious and is stable. When charges daily at dawn.
the creature regains consciousness, it is permanently
plagued by hallucinations and has disadvantage on Harmonizing Instrument
ability checks until cured by a remove curse spell or Wondrous item, rare (requires attunement by a bard)
similar magic. Any stringed instrument can be a harmonizing
instrument, and you must be proficient with stringed
Hammer of Decrees instruments to use a harmonizing instrument.
Wondrous item, rare (requires attunement by a creature of This instrument has 3 charges for the following
lawful alignment) properties. The instrument regains 1d3 expended
This adamantine hammer was part of a set of charges daily at dawn.
smith’s tools used to create weapons of law for an Consonance. When a spellcaster you can see within
ancient dwarven civilization. It is pitted and appears 30 feet of you casts a spell with a verbal component,
Wondrous Items
damaged, and its oak handle is split and bound with you can use a reaction to expend 1 charge to create a
cracking hide. While attuned to this hammer, you consonant harmony. The spellcaster has advantage on
have advantage on ability checks using smith’s tools, the spell attack roll, or the spell’s save DC is increased
and the time it takes you to craft an item with your by 1, whichever is most appropriate.
smith’s tools is halved. Dissonance. When a spellcaster you can
see within 30 feet of you casts a spell
Handy Scroll Quiver with a verbal component, you can use a
Wondrous item, common reaction to expend 1 charge to create a
This belt quiver is wide enough to pass a rolled dissonant harmony. The spellcaster
scroll through the opening. Containing an extra must succeed on a DC 15
dimensional space, the quiver can hold up to 25 Constitution saving throw
scrolls and weighs 1 pound, regardless of its contents. or have disadvantage on
Placing a scroll in the quiver follows the normal the spell attack roll, or
rules for interacting with objects. Retrieving a scroll the spell’s save DC
from the quiver requires you to use an action. When is reduced by 1,
you reach into the quiver for a specific scroll, that whichever is most
scroll is always magically on top. appropriate.
The quiver has a few limitations. If it is overloaded,
or if a sharp object pierces it or tears it, the quiver
145
Headrest of the Cattle Queens
Wondrous item, uncommon
This polished and
curved wooden
Hat of Mental Acuity headrest is
Wondrous item, rare (requires attunement) designed to keep
This well-crafted cap appears to be standard wear for the user’s head
academics. Embroidered on the edge of the inside comfortably elevated
lining in green thread are sigils. If you cast comprehend while sleeping. If
languages on them, they read, “They that are guided you sleep at least 6 hours
go not astray.” as part of a long rest
While wearing the hat, you have advantage on all while using the headrest,
Intelligence and Wisdom checks. If you are proficient you regain 1 additional
in an Intelligence or Wisdom-based skill, you double spent Hit Die, and your
your proficiency bonus for the skill. exhaustion level is
reduced by 2 (rather than
Headdress of Majesty 1) when you finish the long rest.
Wondrous item, rare (requires attunement)
This elaborate headpiece is adorned with small Headscarf of the Oasis
gemstones and thin strips of gold that frame Wondrous item, uncommon
your head like a radiant halo. While you wear This dun-colored, well-worn silk wrap is long enough
this headdress, you have advantage on Charisma to cover the face and head of a Medium or smaller
(Intimidation) and Charisma (Persuasion) checks. humanoid, barely revealing the eyes.
The headdress has 5 charges for the following While wearing this headscarf over your mouth and
properties. It regains all expended charges daily at nose, you have advantage on ability checks and saving
dawn. If you expend the last charge, roll a d20. On throws against being blinded and against extended
a 1, the headdress becomes a nonmagical, tawdry exposure to hot weather and hot environments.
ornament of cheap metals and paste gems. Pulling the headscarf on or off your mouth and nose
Command. While wearing the headdress, you can requires an action.
use an action to expend 1 or more charges to cast the
command spell (save DC 15) from it. For 1 charge, you Healthful Honeypot
cast the 1st-level version of the spell. You can increase Wondrous item, very rare
the spell slot level by one for each additional charge This clay honeypot weighs 10 pounds. A sweet aroma
you expend. wafts constantly from it, and it produces enough
Enchanting Sovereign. When you cast an honey to feed up to 12 humanoids. Eating the honey
enchantment spell while wearing the headdress, you restores 1d8 hit points, and the honey provides
can use a bonus action to expend 1 of its charges to
Wondrous Items
146
Heat Stone green bat guano to cure various afflictions, and the
Wondrous item, common resulting glowing green paste can be spread on the
skin to heal various conditions. As an action, one
Prized by reptilian humanoids, this magic stone is
dose of the droppings can be swallowed or applied to
warm to the touch. While carrying this stone, you are
the skin. The creature that receives it gains one of the
comfortable in and can tolerate temperatures as low
following benefits:
as –20 degrees Fahrenheit without any additional
protection. If you wear heavy clothes, you can tolerate • Cured of paralysis or petrification
temperatures as low as –50 degrees Fahrenheit. • Reduces exhaustion level by one
• Regains 50 hit points
Heliotrope Heart
Wondrous item, uncommon (requires attunement) Honey Buckle
This polished orb of dark-green stone is latticed with Wondrous item, varies
pulsing crimson inclusions that resemble slowly (requires attunement)
dilating spatters of blood. While attuned to this orb, While wearing this
your hit point maximum can’t be reduced by the bear head-shaped
bite of a vampire, vampire spawn, or other vampiric belt buckle, you
creature. can use an action
In addition, while holding this orb, you can use to cast polymorph
an action to speak its command word and cast the on yourself,
2nd-level version of the false life spell. Once used, this transforming into a
property can’t be used again until the next dusk. type of bear determined by the type of belt buckle
Curse. This orb is cursed, a fact that is revealed only you are wearing. While you are in the form of a bear,
when an identify spell is cast on the orb or you attune you retain your Intelligence, Wisdom, and Charisma
to it. Attuning to the orb curses you until you are scores. In addition, you don’t need to maintain
targeted by the remove curse spell or similar magic. As concentration on the spell, and the transformation
long as you remain cursed, you are unwilling to part lasts for 1 hour, until you use a bonus action to revert
with the orb, keeping it on your person at all times. to your normal form, or until you drop to 0 hit points
While cursed, your shadow seems abnormally gaunt or die. The belt buckle can’t be used this way again
and sometimes moves of its own volition as though until the next dawn.
alive. As a result, you have disadvantage on Charisma Black Honey Buckle (Uncommon). When you use
(Performance) and Charisma (Persuasion) checks. this belt buckle to cast polymorph on yourself, you
transform into a black bear.
Helm of the Slashing Fin Brown Honey Buckle (Rare). When you use
Wondrous item, uncommon (requires attunement) this belt buckle to cast polymorph on yourself, you
While wearing this helm, you can use an action to transform into a brown bear.
speak its command word to gain the ability to breathe White Honey Buckle (Very Rare). When you use
Wondrous Items
underwater, but you lose the ability to breathe air. this belt buckle to cast polymorph on yourself, you
You can speak its command word again or remove the transform into a polar bear.
helm as an action to end this effect.
Fin Slash. The helm has 3 charges, and it regains Honey Lamp
1d3 expended charges daily at dawn. You can use an Wondrous item, uncommon
action to expend 1 of its charges to swing your head Honey lamps, made from
in the direction of a target you can see within 10 feet glowing honey encased in
of you. The helm’s fin extends and makes an attack beeswax, shed light as a
roll with a +5 bonus. On a hit, the target takes 2d6 lamp. Though the lamps are
slashing damage. If you move at least 20 feet straight often found in the shape
toward the target and the fin hits on the same turn, of a globe, the honey
the hit is a critical hit. can also be sealed inside
stone or wood recesses.
Holy Verdant Bat Droppings If the wax that shields
Wondrous item, rare the honey is broken
This ceramic jar, 3 inches in diameter, contains 1d4 or smashed, the honey
+ 1 doses of a thick mixture with a pungent, muddy crystallizes in 7 days and
reek. The jar and its contents weigh 1/2 pound. ceases to glow. Eating the
Derro matriarchs and children gather a particular honey while it is still glowing grants darkvision out to
a range of 30 feet for 1 week and 1 day.
147
Honey Trap Hunter’s Charm
Wondrous item, rare Wondrous item, common (+1),
This jar is made of beaten metal and engraved with uncommon (+2), or rare (+3)
honeybees. It has 7 charges, and it regains 1d6 + 1 (requires attunement by a ranger)
expended charges daily at dawn. If you expend the This small fetish is made
jar’s last charge, roll a d20. On a 1, the jar shatters and out of bones, feathers,
loses all its magical properties. and semi‑precious gems.
While holding the jar, you can use an action to Typically worn around the
expend 1 charge to hurl a glob of honey at a target neck, this charm can also be
within 30 feet of you. Make a ranged attack roll with wrapped around your brow
an attack bonus equal to your Dexterity modifier plus or wrist or affixed to a weapon.
your proficiency bonus. On a hit, the glob expands, While wearing or carrying this charm,
and the creature is restrained. you have a bonus to attack and damage rolls
A creature restrained by the honey can use an made against your favored enemies. The bonus is
action to make a DC 15 Strength (Athletics) or determined by the charm’s rarity.
Dexterity (Acrobatics) check (target’s choice). On a
success, the creature is no longer restrained by the Incense of Recovery
honey. Wondrous item, rare
This block of perfumed incense appears to be normal,
Honeypot of Awakening
nonmagical incense until lit. The incense burns for
Wondrous item, uncommon 1 hour and gives off a lavender scent, accompanied
If you place 1 pound of honey inside this pot, the by pale mauve smoke that lightly obscures the area
honey transforms into an ochre jelly after 24 hours. within 30 feet of it. Each spellcaster that takes a short
The jelly remains in a dormant state within the pot rest in the smoke regains one expended spell slot at
until you dump it out. You can use an action to dump the end of the short rest.
the jelly from the pot in an unoccupied space within 5
feet of you. Once dumped, the ochre jelly is hostile to Ioun Stone
all creatures, including you. Only one ochre jelly can Wondrous item, rarity varies (requires attunement)
occupy the pot at a time. The following are additional ioun stone options.
Devil’s Sight (Rare). While this dull black spindle
orbits your head, you can see normally in both magical
and nonmagical darkness to a distance of 60 feet.
Emerald Shard (Very Rare). This irregularly shaped
fragment of translucent emerald turns dull grey when
its magic is expended. While the emerald orbits your
head, it absorbs up to 5 damage from each attack
Wondrous Items
Justicar’s Mask
Wondrous item, rare (requires attunement)
This stern-faced mask is crafted of silver. While
wearing the mask, your gaze can root enemies to the
spot. When a creature that can see the mask starts
its turn within 30 feet of you, you can use a reaction
to force it to make a DC 15 Wisdom saving throw, if
you can see the creature and aren’t incapacitated. On
Jeweler’s Anvil a failure, the creature is restrained. The creature can
Wondrous item, uncommon repeat the saving throw at the end of each of its turns,
This small, foot-long anvil is engraved with images ending the effect on itself on a success. Otherwise,
Wondrous Items
of jewelry in various stages of the crafting process. the condition lasts until removed with the dispel magic
It weighs 10 pounds and can be mounted on a table spell or until you end it (no action required).
or desk. You can use a bonus action to speak its Instruments of Law. If you are also attuned to and
command word and activate it, causing it to warm wielding a rod of the disciplinarian (see page 83), the
any nonferrous metals (including their alloys, such mask’s save DC increases to 16. If you are attuned to
as brass or bronze). While you remain within 5 feet and wearing a signet of the Magister (see page 88), the
of the anvil, you can verbally command it to increase mask’s range increases to 40 feet.
failed save, the creature has disadvantage on Wisdom sandstone pyramid’s surface. While holding or
(Perception) checks made to perceive any creature carrying the pyramid, you understand the literal
or object other than the firework until the start of its meaning of any spoken language that you hear. In
next turn. addition, you understand any written language that
Fairy Sparkler (Common). This narrow firework you see, but you must be touching the surface on
is decorated with stars and emits a bright, sparkling which the words are written. It takes 1 minute to read
light for 1 minute. It starts emitting light on the round one page of text.
after you throw it. The firework sheds bright light in a The pyramid has 3 charges, and
30-foot radius and dim light for an additional 30 feet. it regains 1d3 expended charges
Invisible creatures and objects are visible as long as daily at dawn. You can use
they are in the firework’s bright light. an action to expend 1 of its
Priest Light (Rare). This silver cylinder firework charges to imbue yourself
produces a tall, argent flame and numerous with magical speech for 1
golden sparks for 10 minutes. The flame appears hour. For the duration,
on the round after you throw it. The firework any creature that knows
sheds bright light in a 30-foot radius and dim at least one language
light for an additional 30 feet. An undead creature and that can hear
can’t willingly enter the firework’s bright light by you understands
nonmagical means. If the undead creature tries to any words you
150
speak. In addition, you can use an action to expend 1 minute after which the lantern goes dark and can’t be
of the pyramid’s charges to imbue up to six creatures used again until the next dawn. During this time, the
within 30 feet of you with magical understanding for lantern can function as a standard hooded lantern if
1 hour. For the duration, each target can understand provided with oil.
any spoken language that it hears.
Lantern of Selective Illumination
Lantern of Auspex Wondrous item, common (requires attunement)
Wondrous item, rare This brass lantern is fitted with round panels of
This elaborate lantern is covered in simple glyphs, crown glass and burns for 6 hours
and its glass panels are intricately etched. Two of the on one 1 pint of oil, shedding
panels depict a robed woman holding out a single bright light in a 30-foot radius
hand, while the other two panels depict the same and dim light for an additional 30
woman with her face partially obscured by a hand feet. During a short rest, you can
of cards. The lantern’s magic is activated when it is choose up to three creatures
lit, which requires an action. Once lit, the lantern to be magically linked by
sheds bright light in a 30-foot radius and dim light the lantern. When the
for an additional 30 feet for 1 hour. You can use an lantern is lit, its light
action to open or close one of the glass panels on the can be perceived only
lantern. If you open a panel, a vision of a random by you and those
event that happened or that might happen plays linked creatures.
out in the light’s area. Closing a panel stops the To anyone else, the
vision. The visions are shown as nondescript smoky lantern appears
apparitions that play out silently in the lantern’s light. dark and provides
At the GM’s discretion, the vision might change to a no illumination.
different event each 1 minute that the panel remains
open and the lantern lit. Once used, the lantern can’t Last Chance Quiver
be used in this way again until 7 days have passed. Wondrous item, common
Hand Out Panel. If you open one panel depicting This quiver holds 20 arrows.
the woman with her hand out, the vision is of an However, when you draw and fire the last arrow
event that happened within the past 1 year. If you from the quiver, it magically produces a 21st arrow.
open both, the vision is of an event that happened Once this arrow has been drawn and fired, the quiver
within the past 10 years. doesn’t produce another arrow until the quiver has
Cards Panel. If you open one panel depicting the been refilled and another 20 arrows have been drawn
woman with cards, the vision is of an event that and fired.
might happen within the next 1 year. If you open
both, the vision is of an event that might happen Leonino Wings
within the next 10 years. Wondrous item, rare (requires attunement)
Wondrous Items
Lantern of Judgment This cloak is decorated with the spotted white and
brown pattern of a barn owl’s wing feathers. While
Wondrous item, very rare (requires attunement)
wearing this cloak, you can use an action to speak its
This mithral and gold lantern is emblazoned with command word. This turns the cloak into a pair of a
a sunburst symbol. While holding the lantern, leonino’s (see Creature Codex) owl-like feathered wings
you have advantage on Wisdom (Insight) and until you repeat the command word as an action. The
Intelligence (Investigation) checks. As a bonus wings give you a flying speed equal to your walking
action, you can speak a command word to cause one speed, and you have advantage on Dexterity (Stealth)
of the following effects: checks made while flying in forests and urban
• The lantern casts bright light in a 60-foot cone settings. In addition, when you fly out of an enemy’s
and dim light for an additional 60 feet. reach, you don’t provoke opportunity attacks.
• The lantern casts bright light in a 30-foot radius You can use the cloak to fly for up to 4 hours, all
and dim light for an additional 30 feet. at once or in several shorter flights, each one using
• The lantern sheds dim light in a 5-foot radius. a minimum of 1 minute from the duration. If you
are flying when the duration expires, you descend at
• Douse the lantern’s light.
a rate of 30 feet per round until you land. The cloak
When you cause the lantern to shed bright light, you regains 2 hours of flying capability for every 12 hours
can speak an additional command word to cause it isn’t in use.
the light to become sunlight. The sunlight lasts for 1
151
Lifeblood Gear Locket of Dragon Vitality
Wondrous item, common Wondrous item, very rare (requires attunement)
As an action, you can attach this tiny bronze gear to Legends tell of a dragon whose hide was impenetrable
a pile of junk or other small collection of mundane and so tenacious that only a blow to the heart would
objects and create a Tiny or Small mechanical kill it. An unnamed hero finally defeated it and tore
servant. This servant uses the statistics of a beast its heart into two. The dragon’s name was lost, but
with a challenge rating of 1/4 or lower, except it its legacy remains. This magic amulet is one of two
has immunity to poison damage and the poisoned items that were crafted to hold its heart. An intricate
condition, and it can’t be charmed or become engraving of a warrior’s sword piercing a dragon’s
exhausted. chest is detailed along the front of this untarnished
If it participates in combat, the servant lasts for silver locket. Within the locket is a clear crystal vial
up to 5 rounds or until destroyed. If commanded with a pulsing piece of a dragon’s heart. The pulses
to perform mundane tasks, such as fetching items, become more frequent when you are close to death.
cleaning, or other similar task, it lasts for up to 5 Attuning to the locket requires you to mix your
hours or until destroyed. blood with the blood within the vial. The vial holds
Once affixed to the servant, the gear pulsates like a 3 charges of dragon blood that are automatically
beating heart. If the gear is removed, you lose control expended when you reach certain health thresholds.
of the servant, which then attacks indiscriminately for The locket regains 1 expended charge for each vial of
up to 5 rounds or until destroyed. Once the duration dragon blood you place in the vial inside the locket up
expires or the servant is destroyed, the gear becomes to a maximum of 3 charges. For the purpose of this
a nonmagical gear. locket, “dragon” refers to any creature with the dragon
type, including drakes and wyverns. While wearing or
Linguist’s Cap carrying the locket, you gain the following effects:
Wondrous item, common • When you reach 0 hit points, but do not die
While wearing this outright, the vial breaks and the dragon heart
simple hat, you have stops pulsing, rendering the item broken and
the ability to speak irreparable. You immediately gain temporary hit
and read a single points equal to your level + your Constitution
language. Each cap has a modifier. If the locket has at least 1 charge of
specific language associated dragon blood, it does not break, but this effect
with it, and the caps often come can’t be activated again until 3 days have passed.
in styles or boast features unique to the • When you are reduced to half of your maximum
cultures where their associated languages are hit points, the locket expends 1 charge of dragon
most prominent. The GM chooses the language blood, and you become immune to any type of
or determines it randomly from the lists of blood loss effect, such as the blood loss from
standard and exotic languages. a stirge’s Blood Drain, for 1d4 + 1 hours. Any
Wondrous Items
Wondrous Items
a d20 and record the number rolled. You can replace ruddy light glows through the
any attack roll, saving throw, or ability check made by cracks. While wearing this
you or a creature that you can see with this roll. You cloak, you have resistance to
must choose to do so before the roll. The loom can’t be cold damage.
used this way again until the next dawn. As an action, you can
Once you have used the loom 3 times, the fabric touch the brass clasp and
is complete, and the loom is no longer magical. The speak the command word,
fabric becomes a shifting tapestry that represents the which transforms the cloak
events where you used the loom’s power to alter fate. into a flowing mantle of lava
for 1 minute. During this
Lucky Charm of the Monkey King time, you are unharmed by
Wondrous item, common (requires attunement) the intense heat, but any
hostile creature within 5 feet
This tiny stone statue of a grinning monkey holds a
of you that touches you or
leather loop in its paws, allowing the charm to hang
hits you with a melee attack
from a belt or pouch. While attuned to this charm, you
takes 3d6 fire damage. In
can use a bonus action to gain a +1 bonus on your next
addition, for the duration,
ability check, attack roll, or saving throw. Once used,
you suffer no damage from
the charm can’t be used again until the next dawn. You
contact with lava, and you
can be attuned to only one lucky charm at a time.
can burrow through lava at 153
half your walking speed. The cloak can’t be used this Mantle of the Void
way again until the next dawn. Wondrous item, rare (requires attunement)
Mantle of Blood Vengeance While wearing this midnight-blue mantle covered in
Wondrous item, uncommon (requires attunement) writhing runes, you gain a +1 bonus to saving throws,
and if you succeed on a saving throw against a spell
This red silk cloak has 3 charges and regains 1d3 that allows you to make a saving throw to take only
expended charges daily at dawn. While wearing it, half the damage or suffer partial effects, you instead
you can visit retribution on any creature that dares take no damage and suffer none of the spell’s effects.
spill your blood. When you take piercing, slashing, Void-Powered Strike. You can use a bonus action
or necrotic damage from a creature, you can use a to infuse your next spell or attack with power from
reaction to expend 1 charge to turn your blood into a the Void. Choose one creature that failed its saving
punishing spray. The creature that damaged you must throw against your spell or that was hit by your attack.
make a DC 13 Dexterity saving throw, taking 2d10 That creature is stunned until the end of its next turn.
acid damage on a failed save, or half as much damage Once used, you can’t use this property again until the
on a successful one. next dawn.
Mantle of the Forest Lord
Wondrous item, rare (requires attunement)
Created by village elders for druidic scouts to better
traverse and survey the perimeters of their lands, this
cloak resembles thick oak bark but bends and flows
like silk.
While wearing this cloak, you can use an action to
cast the tree stride spell on yourself at will, except trees
need not be living in order to pass through them.
Manual of Exercise
Mantle of the Lion Wondrous item, rare
Wondrous item, rare (requires attunement)
This book contains exercises and techniques to
This splendid lion pelt is designed to be worn across better perform a specific physical task, and its words
the shoulders with the paws clasped at the base of are charged with magic. If you spend 24 hours over
the neck. While wearing this mantle, your speed a period of 3 days or fewer studying the tome and
increases by 10 feet, and the mantle’s lion jaws practicing its instructions, you gain proficiency in the
are a natural melee weapon, which you can use to Strength or Dexterity-based skill (such as Athletics or
make unarmed strikes. When you hit with it, the Stealth) associated with the book. The manual then
mantle’s bite deals piercing damage equal to 1d6 + loses its magic, but regains it in ten years.
your Strength modifier, instead of the bludgeoning
damage normal for an unarmed strike. Manual of the Lesser Golem
Wondrous Items
Wondrous Items
Quack. The mallard quacks loudly and constantly
This viscous ink is typically found in 1d4 pots, and for up to 10 minutes or until you command it to stop
each pot contains 3 doses. You can use an action to as a bonus action. This quack is audible up to 600 feet
pour one dose of the ink onto parchment, vellum, away. This property can be used no more than once
or cloth then fold the material. As long as the per hour.
ink‑stained material is folded and on your person,
the ink captures your footsteps and surroundings Mask of the Leaping Gazelle
on the material, mapping out your travels with Wondrous item, uncommon
great precision. You can unfold the material to
This painted wooden animal
pause the mapping and refold it to begin mapping
mask is adorned with a pair
again. Deduct the time the ink maps your travels in
of gazelle horns. While
increments of 1 hour from the total mapping time.
wearing this mask,
Each dose of ink can map your travels for 8 hours.
your walking speed
Marvelous Clockwork Mallard increases by 10 feet,
Wondrous item, rare and your long jump
is up to 25 feet with a
This intricate clockwork recreation of a Tiny duck is 10-foot running start.
fashioned of brass and tin. Its head is painted with
green lacquer, the bill is plated in gold, and its eyes
are small chips of black onyx. You can use an action
155
Mask of the War Chief Master Angler’s Tackle
Wondrous item, rarity varies (requires attunement) Wondrous item, common
These fierce yet regal war masks are made by This is a set of well-worn but finely crafted fishing
shamans in the cold northern mountains for their gear. You have advantage on any Wisdom (Survival)
chieftains. Carved from the wood of alpine trees, checks made to catch fish or other seafood when
each mask bears the image of a different creature using it.
native to those regions. If you ever roll a 1 on your check while using the
Cave Bear (Uncommon). This mask is carved in the tackle, roll again. If the second roll is a 20, you still
likeness of a roaring cave bear. While wearing it, you fail to catch anything edible, but you pull up
have advantage on Charisma (Intimidation) checks. something interesting or valuable—a
In addition, you can use an action to summon a bottle with a note in it, a fragment
cave bear (use the statistics of a brown bear) to serve of an ancient tablet carved in
you in battle. The bear is friendly to you and your ancient script, a mermaid in
companions, and it acts on your turn. You can use a need of help, or similar.
bonus action to command how the creature moves The GM decides what
and what action it takes on its next turn, or to give you pull up and its
it general orders, such as attack your enemies. In value, if it has one.
the absence of such orders, the bear acts in a fashion
appropriate to its nature. It vanishes at the next dawn
or when it is reduced to 0 hit points. The mask can’t
be used this way again until the next dawn.
Behir (Very Rare). Carvings of stylized lightning
decorate the closed, pointed snout of this blue,
crocodilian mask. While wearing it, you have
resistance to lightning damage. In addition, you can
use an action to exhale lightning in a 30-foot line that
is 5 feet wide Each creature in the line must make a
DC 17 Dexterity saving throw, taking 3d10 lightning Matryoshka Dolls
damage on a failed save, or half as much damage on a Wondrous item, rare (requires attunement)
successful one. This mask can’t be used this way again This antique set of four nesting dolls is colorfully
until the next dawn. painted though a bit worn from the years. When
Mammoth (Uncommon). This mask is carved in attuning to this item, you must give each doll a
the likeness of a mammoth’s head with a short trunk name, which acts as a command word to activate
curling up between the eyes. While wearing it, you its properties. You must be within 30 feet of a doll
count as one size larger when determining your to activate it. The dolls have a combined total of 5
carrying capacity and the weight you can lift, drag, or charges, and the dolls regain all expended charges
push. In addition, you can use an action to trumpet
Wondrous Items
Wondrous Items
emotion contained within. You can unstopper and
pour out the philter as an action, unless otherwise
specified. The philter’s effects take place immediately,
either on you or on a creature you can see within 30
feet (your choice). If the target is unwilling, it can
make a DC 15 Wisdom saving throw to resist the
effect of the philter. A creature affected by a philter
experiences the memory contained in the vial.
A memory philter can be used only once, but the vial
can be reused to store a new memory. Storing a new
memory requires a few herbs, a 10-minute ritual, and
the sacrifice of a memory. The required sacrifice is
detailed in each entry below.
Bonds of Friendship. When a creature you can see
within 30 feet targets you with an attack or a spell,
you can use a reaction to pour out this philter. The
creature must choose a new target or the attack or
spell is wasted. A creature that can’t be charmed
is immune to this effect. To create this philter, a
157
humanoid must sacrifice a happy memory of a time Minor Minstrel
with a friend. Wondrous item, common
Coward’s Shame. The target becomes frightened.
This four-inch high, painted,
While frightened in this way it flees from you by the
ceramic figurine animates and
most direct route it can, and it can only take actions
sings one song, typically about
that facilitate its escape. If the creature ends its turn
3 minutes in length, when
more than 30 feet away from you and can’t see you,
you set it down and speak
it can repeat the saving throw, ending the effect on
the command word. The
a success. To create this philter, a humanoid must
song is chosen by the
sacrifice a memory of a failure or embarrassment.
figurine’s original creator,
Raging Lust. The target is charmed by you until
and the figurine’s form is typically reflective of the
you or one of your allies does something to harm
song’s style. A red-nosed dwarf holding a mug sings
the target. If you are the sort of creature the target
a drinking song; a human figure in mourner’s garb
normally finds attractive, it treats you as the object of
sings a dirge; a well-dressed elf with a harp sings an
its desire while charmed. You can make one suggestion
elven love song; or similar, though some creators find
(as the spell) of the target. The target can repeat the
it amusing to create a figurine with a song counter to
saving throw when it finishes a long rest. On a failed
its form. If you pick up the figurine before the song
save, it remains charmed and you can make another
finishes, it falls silent.
suggestion. On a success, the effect ends. To create this
philter, a humanoid must sacrifice all memory of a Mirror of Eavesdropping
romantic partner. Wondrous item, rare
Righteous Wrath. When you activate this philter,
each creature other than you within 30 feet must This 8-inch diameter mirror is set in a delicate, silver
succeed on a DC 15 Wisdom saving throw or be frame. While holding this mirror within 30 feet of
overcome by burning ferocity until the start of your another mirror, you can spend 10 minutes magically
next turn. On its turn, an affected creature must connecting the mirror of eavesdropping to that other
attack a foe if it is able, and every attack made by an mirror. The mirror of eavesdropping can be connected to
affected creature that hits is automatically a critical only one mirror at a time.
hit. To create this philter, a humanoid must sacrifice While holding the mirror of eavesdropping within 1
all memory of a great victory in battle. mile of its connected mirror, you can use an action to
Widow’s Tears. A creature you can see within 30 feet speak its command word and activate it. While active,
is overcome by devastating grief. The target is stunned the mirror of eavesdropping displays visual information
for 1 minute. It can repeat the saving throw at the from the connected mirror, which has normal
end of each of its turns, ending the effect on itself on vision and darkvision out to 30 feet. The connected
a success. To creature this philter, a humanoid must mirror’s view is limited to the direction the mirror is
sacrifice all memory of a deceased loved one. facing, and it can be blocked by a solid barrier, such
Youthful Joy. The target regains 3d8 + 6 hit points as furniture, a heavy cloth, or similar. You can use a
bonus action to deactivate the mirror early.
Wondrous Items
Wondrous Items
Creature Time Cost Component Creatures
Flying Snake 10 minutes 10 gp A poisonous snake and a Small or smaller bird of prey
Leonino* 10 minutes 15 gp A cat and a Small or smaller bird of prey
Wolpertinger* 10 minutes 20 gp A rabbit, a Small or smaller bird of prey, and a deer
Carbuncle* 1 hour 500 gp A cat and a bird of paradise
Cockatrice 1 hour 150 gp A lizard and a domestic bird such as a chicken or turkey
Death Dog 1 hour 100 gp A dog and a rooster
Dogmole+ 1 hour 175 gp A dog and a mole
Hippogriff 1 hour 200 gp A horse and a giant eagle
Bearmit Crab* 6 hours 600 gp A brown bear and a giant crab
Griffon 6 hours 600 gp A lion and a giant eagle
Pegasus 6 hours 1,000 gp A white horse and a giant owl
Manticore 24 hours 2,000 gp A lion, a porcupine, and a giant bat
Owlbear 24 hours 2,000 gp A brown bear and a giant eagle
*indicates a creature in the Creature Codex +indicates a creature in the Tome of Beasts 159
creature can repeat this saving emanation of Yoth, green decay, hunger of Leng, mind
throw at the end of each of its exchange, seed of destruction, semblance of dread, sign of
turns, ending the effect on Koth, sleep of the deep, summon eldritch servitor, summon
itself on a success. If a creature’s avatar, unseen strangler, voorish sign, warp mind and
saving throw is successful or the effect matter, and yellow sign. At the GM’s discretion, the
ends for it, the creature is immune to tome can contain other spells similarly related to the
this charm’s blinding feature for the next 24 hours. Great Old Ones.
Moonfield Lens While attuned to the book, you can reference it
whenever you make an Intelligence check to recall
Wondrous item, very rare (requires attunement)
information about any aspect of evil or the occult,
This lens is rainbow-hued and protected by a sturdy such as lore about Great Old Ones, mythos creatures,
leather case. It has 4 charges, and it regains 1d3 + 1 or the cults that worship them. When doing so, your
expended charges daily at dawn. As an action, you proficiency bonus for that check is doubled.
can hold the lens to your eye, speak its command
word, and expend 2 charges to cause one of the Necromantic Ink
following effects: Wondrous item, rare
• Find Loved One. You know the precise location The scent of death and decay hangs around this grey
of one creature you love (platonic, familial, or ink. It is typically found in 1d4 pots, and each pot
romantic). This knowledge extends into other contains 2 doses. If you spend 1 minute using one
planes. dose of the ink to draw symbols of death on a dead
• True Path. For 1 hour, you automatically succeed creature that has been dead no longer than 10 days,
on all Wisdom (Survival) checks to navigate in the you can imbue the creature with the ink’s magic. The
wild. If you are underground, you automatically creature rises 24 hours later as a skeleton or zombie
know the most direct route to reach the surface. (your choice), unless the creature is restored to life
or its body is destroyed. You have no control over the
Mug of Merry Drinking undead creature.
Wondrous item, common
While you hold this
Neutralizing Bead
broad, tall mug, Wondrous item, uncommon
any liquid placed This hard, gritty, flavorless bead can be dissolved
inside it warms in liquid or powdered between your fingers and
or cools to exactly sprinkled over food. Doing so neutralizes any poisons
the temperature that may be present. If the food or liquid is poisoned,
you want it, it takes on a brief reddish hue where it makes contact
though the mug with the bead as the bead dissolves. Alternatively, you
can’t freeze or can chew and swallow the bead and gain the effects of
boil the liquid. an antitoxin.
Wondrous Items
If you drop
the mug or it Nithing Pole
is knocked from your Wondrous item, rare
hand, it always lands upright This pole is crafted to exact retribution for an act of
without spilling its contents. cowardice or dishonor. It’s a sturdy wooden stave,
6 to 10 feet long, carved with runes that name the
Nameless Cults dishonored target of the pole’s curse. The carved
Wondrous item, legendary (requires attunement) shaft is draped in horsehide, topped with a horse’s
This dubious old book, bound in heavy leather skull, and placed where its target is expected to pass
with iron hasps, details the forbidden secrets and by. Typically, the pole is driven into the ground or
monstrous blasphemy of a multitude of nightmare wedged into a rocky cleft in a remote spot where the
cults that worship nameless and ghastly entities. It intended victim won’t see it until it’s too late.
reads like the monologue of a maniac, illustrated with The pole is created to punish a specific person for
unsettling glyphs and filled with fluctuating moments a specific crime. The exact target must be named on
of vagueness and clarity. the pole; a generic identity such as “the person who
The tome is a spellbook that contains the following blinded Lars Gustafson” isn’t precise enough. The
spells, all of which can be found in the Mythos Magic moment the named target approaches within 333
Chapter of Deep Magic for 5th Edition: black goat’s feet, the pole casts bestow curse (with a range of 333 feet
160 blessing, curse of Yig, ectoplasm, eldritch communion, instead of touch) on the target.
The DC for the target’s Wisdom saving throw is 15. Octopus Bracers
If the saving throw is successful, the pole recasts the Wondrous item, uncommon (requires attunement)
spell at the end of each round until the saving throw
These bronze bracers are etched with depictions of
fails, the target retreats out of range, or the pole
frolicking octopuses. While wearing these bracers,
is destroyed. Anyone other than the pole’s creator
you can use an action to speak their command word
who tries to destroy or knock down the pole is also
and transform your arms into tentacles. You can use a
targeted by a bestow curse spell, but only once.
bonus action to repeat the command word and return
The effect of the curse is set when the pole is
your arms to normal.
created, and the curse lasts 8 hours without requiring
The tentacles are natural melee weapons, which you
concentration. The pole becomes nonmagical
can use to make unarmed strikes. Your reach extends
once it has laid its curse on its intended target.
by 5 feet while your arms are tentacles. When you hit
An untriggered and forgotten nithing pole remains
with a tentacle, it deals bludgeoning damage equal
dangerous for centuries.
to 1d8 + your Strength or Dexterity modifier (your
Nullifier’s Lexicon choice). If you hit a creature of your size or smaller
Wondrous item, very rare than you, it is grappled. Each tentacle can grapple only
(requires attunement by a cleric or wizard) one target. While grappling a target with a tentacle,
you can’t attack other creatures with that tentacle.
This book has a black leather cover with silver While your arms are tentacles, you can’t wield
bindings and a silver front plate. Void Speech glyphs weapons that require two hands, and you can’t wield
adorn the front plate, which is pitted and tarnished. shields. In addition, you can’t cast a spell that has a
The pages are thin sheets of corrupted brass and are somatic component.
inscribed with more blasphemous glyphs. While you When the bracers’ property has been used for a
are attuned to the lexicon, you can speak, read, and total of 10 minutes, the magic ceases to function until
write Void Speech, and you know the crushing curse* the next dawn.
cantrip. At the GM’s discretion, you know the chill
touch cantrip instead. Oculi of the Ancestor
Spells. By intoning certain passages from this book Wondrous item, rare (requires attunement)
while holding it, you can use an action to cast one
An intricately depicted replica of an eyeball, right
of the following spells, using your spell slots, spell
down to the blood vessels and other fine details, this
save DC, and spellcasting ability: conjure voidborn*,
item is carved from sacred hardwoods by soothsayers
dominate monster, life drain*, shatter, or thunderwave.
using a specialized ceremonial blade handcrafted
Spells marked with an asterisk (*) are found in Deep
specifically for this purpose.
Magic for 5th Edition. You can cast one of these spells
When you use an action to place the orb within the
once without difficulty. For each successive casting of
eye socket of a skull, it telepathically shows you the
one of these spells, you take a cumulative 1d6 necrotic
last thing that was experienced by the creature before
damage. This effect resets when you finish a long rest.
it died. This lasts for up to 1 minute and is limited
Void Rearrangement. You can spend 1 minute
to only what the creature saw or heard in the final
Wondrous Items
reading a complicated passage in Void Speech from
moments of its life. The orb can’t show you what the
this book to rearrange reality to your will. State your
creature might have detected using another sense,
general intention when you make the pronouncement
such as tremorsense.
(“strike down my enemies,” “repair the damage the
dragon did to me,” etc.). The GM decides the form
this alteration of reality takes, but the effect
of any wizard, cleric, or Void magic
spell is appropriate. When the
effect occurs, you suffer 5d10
necrotic damage, and you
can’t use this ability
again for 7 days.
161
Ogre’s Pot Orb of Enthralling Patterns
Wondrous item, rare (requires attunement) Wondrous item, uncommon (requires attunement)
This cauldron boils anything placed inside it, whether This plain, glass orb shimmers with iridescence.
venison or timber, to a vaguely edible paste. A While holding this orb, you can use an action to speak
spoonful of the paste provides enough nourishment its command word, which causes it to levitate and
to sustain a creature for one day. emit multicolored light. Each creature other than
As a bonus action, you can speak the pot’s you within 10 feet of the orb must succeed on a DC
command word and force it to roll directly to you at 13 Wisdom saving throw or look at only the orb for
a speed of 40 feet per round as long as you and the 1 minute. For the duration, a creature looking at the
pot are on the same plane of existence. It follows orb has disadvantage on Wisdom (Perception) checks
the shortest possible path, stopping when it moves to perceive anything that is not the orb. Creatures
to within 5 feet of you, and it bowls over or knocks that failed the saving throw have no memory of what
down any objects or creatures in its path. A creature happened while they were looking at the orb. Once
in its path must succeed on a DC 13 Dexterity saving used, the orb can’t be used again until the next dawn.
throw or take 2d6 bludgeoning damage and be
knocked prone. When this magic pot comes into Ouroboros Amulet
contact with an object or structure, it deals 4d6 Wondrous item, uncommon (requires attunement)
bludgeoning damage. If the damage doesn’t destroy Carved in the likeness of a serpent swallowing its own
or create a path through the object or structure, tail, this circular jade amulet is frequently worn by
the pot continues to deal damage at the end of each serpentfolk mystics and the worshippers of dark and
round, carving a path through the obstacle. forgotten gods. While wearing this amulet, you have
advantage on saving throws against being charmed.
Oni Mask In addition, you can use an action to cast the suggestion
Wondrous item, rare (requires attunement) spell (save DC 13). The amulet can’t be used this way
This horned mask is fashioned into the fearsome again until the next dawn.
likeness of a pale oni. The mask has 6 charges for the
following properties. The mask regains 1d6 expended Parasol of Temperate Weather
charges daily at dawn. Wondrous item, uncommon
Spells. While wearing the mask, you can use an This fine, cloth-wrapped 2-foot-long pole unfolds
action to expend 1 or more of its charges to cast one into a parasol with a diameter of 3 feet, which is large
of the following spells (save DC 15): charm person (1 enough to cover one Medium or smaller creature.
charge), invisibility (2 charges), or sleep (1 charge). While traveling under the parasol, you ignore the
Change Shape. You can expend 3 charges as an drawbacks of traveling in hot weather or a hot
action to magically polymorph into a Small or environment. Though it protects you from the sun’s
Medium humanoid, into a Large giant, or back into heat in the desert or geothermal heat in deep caverns,
your true form. Other than your size, your statistics the parasol doesn’t protect you from damage caused
are the same in each form. The only equipment that
Wondrous Items
Wondrous Items
Wondrous item, uncommon The larger the mirror, the more power it can take in,
(requires attunement by a spellcaster) and consequently, the more creatures it can affect.
This pendant consists of a hollow metal cylinder When it is created, a mirror is connected to a
on a fine, silver chain and is capable of holding one specific plane. The mirror draws in starlight and uses
scroll. When you put a spell scroll in the pendant, it is that energy to move between its current plane and its
added to your list of known or prepared spells, but connected plane.
you must still expend a spell slot to cast it. If the spell While holding or touching a fully charged mirror,
has more powerful effects when cast at a higher level, an attuned creature can use an action to speak the
you can expend a spell slot of a higher level to cast command word and activate the mirror. When
it. If you have metamagic options, you can apply any activated, the mirror transports all creatures attuned
metamagic option you know to the spell, expending to it to the mirror’s connected plane or back to the
sorcery points as normal. When you cast the spell, the Material Plane at a destination of the activating
spell scroll isn’t consumed. creature’s choice. This effect works like the plane shift
If the spell on the spell scroll isn’t on your class’s spell spell, except it transports only attuned creatures,
list, you can’t cast it unless it is half the level of the regardless of their distance from each other, and the
highest spell level you can cast (minimum level 1). destination must be on the Material Plane or the
The pendant can hold only one scroll at a time, mirror’s connected plane. If the mirror is broken, its
and you can remove or replace the spell scroll in the magic ends, and each attuned creature is trapped in
pendant as an action. When you remove or replace whatever plane it occupies when the mirror breaks.
163
Once activated, the mirror stays active for 24 taking 8d6 fire damage on a failed save, or half as
hours and any attuned creature can use an action to much damage on a successful one. Once used, this
transport all attuned creatures back and forth between property can’t be used again until the next dawn, and
the two planes. After these 24 hours have passed, the a small, burning crack appears in the egg’s surface.
power drains from the mirror, and it can’t be activated Spells. The stone has 3 charges. While holding
again until it is recharged. Each phase mirror has a it, you can use an action to expend 1 or more of its
different recharge time and limit to the number of charges to cast one of the following spells from it:
creatures that can be attuned to it, depending on the revivify (1 charge), raise dead (2 charges), or resurrection
mirror’s size. (3 charges, the spell functions as long as some bit of
Phase mirrors connected to planes without the target’s body remains, even just ashes or dust).
moonlight or starlight can be recharged in whatever If you expend the last charge, roll a d20. On a 1, the
light is native to its connected plane, but it must stone shatters into searing fragments, and a firebird
still be recharged by moonlight or starlight on the (see Tome of Beasts) arises from the ashes. On any
Material Plane. other roll, the stone regains 1d3 charges.
Handheld (Rare). This mirror fits easily in one hand.
Only one creature can attune to it, and it must spend Pipes of Madness
at least 24 total hours (approximately 3 days) exposed Wondrous item, rare (requires attunement)
to moonlight or starlight before it can be activated. You must be proficient with wind instruments to use
Vanity (Very Rare). This mirror is about 2 feet these strange, pale ivory pipes. They have 5 charges.
wide. Up to four creatures can attune to it, and it You can use an action to play them and expend 1
must spend at least 40 total hours (approximately 5 charge to emit a weird strain of alien music that is
days) exposed to moonlight or starlight before it can audible up to 600 feet away. Choose up to three
be activated. creatures within 60 feet of you that can hear you play.
Floor (Legendary). This mirror is about 5 feet Each target must succeed on a DC 15 Wisdom saving
wide. Up to seven creatures can attune to it, and it throw or be affected as if you had cast the confusion
must spend at least 56 total hours (approximately 7 spell on it. The pipes regain 1d4 + 1 expended charges
days) exposed to moonlight or starlight before it can daily at dawn.
be activated.
Plumb of the Elements
Phoenix Ember Wondrous item, rare (requires attunement)
Wondrous item, legendary (requires attunement) This four-faceted lead weight is hung on a long
This egg-shaped red and black stone is hot to the touch. leather strip, which can be wound around the haft
An ancient, fossilized phoenix egg, the stone holds or handle of any melee weapon. You can remove the
the burning essence of life and rebirth. While you are plumb and transfer it to another weapon whenever
carrying the stone, you have resistance to fire damage. you wish. Weapons with the plumb attached to it deal
Fiery Rebirth. If you drop to 0 hit points while additional force damage equal to your proficiency
carrying the stone, you can drop to 1 hit point instead. bonus (up to a maximum of 3). As an action, you can
Wondrous Items
If you do, a wave of flame bursts out from you, filling activate the plumb to change this additional damage
the area within 20 feet of you. Each of your enemies in type to fire, cold, lightning, or back to force.
the area must make a DC 17 Dexterity saving throw,
SPARKS OF INSPIRATION
The phoenix ember originated in the livestream campaign, Stross family of Zobeck. Forbidden magic, wondrous
The World Tree Burns. The story followed the exploits discovery, and deadly intrigue surrounded a vision of
of adventurers in the Midgard Campaign Setting who calamity that propelled the heroes through the Free
hailed from the Blood Kingdom, the Sable Court of the City’s streets and catacombs and into the Crossroads
shadow fey, the magical metropolis Bemmea, the gnomish region beyond.
kingdom of Niemheim, the Free City of Zobeck, and the In an ancient dwarven hold lost to the primordial
lands of the reavers in the Northlands. Margreve Forest, the heroes discovered the phoenix
Through happenstance or fate, the heroes found ember resting in the ashes where a portal to the Plane
themselves caught in the scheme of a mysterious figure of Fire once blazed. They claimed it as their own, but
unearthing secrets from the dark past of the infamous now it finds itself in the hands of other heroes.
164
Plunderer’s Sea Chest light a torch, lantern, or anything else with abundant,
Wondrous item, rare exposed fuel takes a bonus action. Lighting any other
fire takes an action. The ember is consumed when
This oak chest, measuring 3 feet by 5 feet by 3 feet,
used. If the ember is consumed, the box creates a new
is secured with iron bands, which depict naval
ember at dawn.
combat and scenes of piracy. The chest opens into
an extradimensional space that can hold up to 3,500 Prayer Mat
cubic feet or 15,000 pounds of material. The chest
Wondrous item, uncommon
always weighs 200 pounds, regardless of its contents.
(requires attunement by a cleric or paladin)
Placing an item in the sea chest follows the normal
rules for interacting with objects. Retrieving an item This small rug is woven with intricate patterns that
from the chest requires you to use an action. When depict religious iconography. When you attune to it,
you open the chest to access a specific item, that item the iconography and the
is always magically on top. mat’s colors change to the
If the chest is destroyed, its contents are lost forever, iconography and colors
though an artifact that was inside always turns up most appropriate for
again, somewhere. If a bag of holding, portable hole, or your deity.
similar object is placed within the chest, that item and If you spend 10
the contents of the chest are immediately destroyed, minutes praying to
and the magic of the chest is disrupted for one day, your deity while
after which the chest resumes functioning as normal. kneeling on this
mat, you regain one
Pocket Oasis expended use of
Wondrous item, very rare Channel Divinity.
The mat can’t be
When you unfold and throw this 5-foot by 5-foot
used this way
square of black cloth into the air as an action,
again until the
it creates a portal to an oasis hidden within an
next dawn.
extra‑dimensional space. A pool of shallow, fresh
water fills the center of the oasis, and bountiful fruit
and nut trees grow around the pool. The fruits and
nuts from the trees provide enough nourishment
for up to 10 Medium creatures. The air in the oasis is
pure, cool, and even a little crisp, and the environment Primal Doom
is free from harmful effects. Wondrous item, rarity varies
When creatures enter the extra-dimensional space,
they are protected from effects and creatures outside A murky liquid or smoke churns inside this small,
the oasis as if they were in the space created by a rope glass globe. Typically, 1d3 primal dooms are found
trick spell, and a vine dangles from the opening in together.
Wondrous Items
place of a rope, allowing access to the oasis. The effect You can use an action to throw the globe up to 30
lasts for 24 hours or until all the creatures leave the feet. It shatters on impact and is destroyed. Each
extra-dimensional oasis, whichever occurs first. Any creature within 5 feet of where the globe landed must
creatures still inside the oasis at the end of 24 hours succeed on a DC 15 Wisdom saving throw or take
are harmlessly ejected. Once used, the pocket oasis psychic damage. If at least one creature failed the
can’t be used again for 24 hours. saving throw, the primal essence of the Lower Planes
within the globe coalesces into a fiend, depending on
Pocket Spark the type of globe. The fiend lasts for 1 minute and acts
Wondrous item, common on its own, but it views you and your allies as its allies.
Primal Doom of Anguish (Uncommon). This globe
What looks like a simple
deals 2d6 psychic damage and summons a dretch or a
snuff box contains a magical,
lemure (your choice) on a failed saving throw.
glowing ember. Though
Primal Doom of Pain (Rare). This globe deals 4d6
warm to the touch,
psychic damage and summons a barbed devil or vrock
the ember can be
(your choice) on a failed saving throw.
handled without
Primal Doom of Rage (Very Rare). This globe deals
damage. It can
6d6 psychic damage and summons a bone devil or
be used to ignite
glabrezu (your choice) on a failed saving throw.
flammable materials
quickly. Using it to
165
The mirror can hold up to 12 outfits. An outfit must
be a set of clothing or armor. An outfit can include
Prospecting other wearable items, such as a belt with pouches, a
Compass backpack, headwear, or footwear, but it can’t include
Wondrous item, common weapons or other carried items unless the weapon or
This battered, old compass carried item is sheathed, stored in a backpack, pocket,
has engravings of lumps of ore or pouch, or similarly attached to the outfit. The
and natural crystalline minerals. While holding this extent of how many attachments an outfit can have
compass, you can use an action to name a type of before it is considered more than one outfit or it is no
metal or stone. The compass points to the nearest longer considered an outfit is at the GM’s discretion.
naturally occurring source of that metal or stone for To store an outfit you are wearing in the mirror,
1 hour or until you name a different type of metal you must spend at least 1 minute rotating slowly in
or stone. The compass can point to cut gemstones, front of the mirror and speak the mirror’s second
but it can’t point to processed metals, such as iron command word. You can use a bonus action to speak
swords or gold coins. The compass can’t be used this a third command word to cause the mirror to display
way again until the next dawn. the outfits it contains. When found, the mirror
contains 1d10 + 2 outfits. If the mirror is destroyed,
Quick-Change Mirror all outfits it contains fall in a heap at its base.
Wondrous item, uncommon
Quill of Scribing
This utilitarian, rectangular standing mirror
Wondrous item, common (requires attunement)
measures 4 feet tall and 2 feet wide. Despite its plain
appearance, the mirror allows creatures to quickly This quill is fashioned from the feather of some
change outfits. While in front of the mirror, you can exotic beast, often a giant eagle, griffon, or
use an action to speak the mirror’s command word to hippogriff. When you take an action to speak the
be clothed in an outfit stored in the mirror. The outfit command word, the quill animates, transcribing
you are currently wearing is stored in the mirror or each word spoken by you, and up to three other
falls to the floor at your feet (your choice). creatures you designate, onto whatever material is
placed before it until the command word is spoken
again, or it has scribed 250 words. Once used, the
quill can’t be used again for 8 hours.
Quilted Bridge
Wondrous item, common
A practiced hand sewed together a collection of cloth
remnants from magical garb to make this colorful
and warm blanket. You can use an action to unfold
it and pour out three drops of wine in tribute to its
Wondrous Items
Radiance Bomb
Wondrous item, uncommon
This small apple-sized
globule is made from a highly
reflective silver material and
has a single, golden rune
etched on it. Typically, 1d4 + 4
radiance bombs are found together.
You can use an action to throw the globule up
to 60 feet. The globule explodes on impact and is
destroyed. Each creature within a 10-foot radius
of where the globule landed must make a DC 13
Dexterity saving throw. On a failure, a creature takes
3d6 radiant damage and is blinded for 1 minute.
On a success, a creature takes half the damage and
166
isn’t blinded. A blinded creature can make a DC 13 In addition, while you are attuned to the book, the
Constitution saving throw at the end of each of its spells written in it count as prepared spells and don’t
turns, ending the effect on itself on a success. count against the number of spells you can prepare
each day. You don’t gain additional spell slots from
Radiant Bracers this feature. The following spells are written in the
Wondrous item, rare (requires attunement) book: beacon of hope, bless, calm emotions, commune, cure
These bronze bracers are engraved wounds, daylight, detect evil and good, divine favor, flame
with the image of an ankh with strike, gentle repose, guidance, guiding bolt, heroism, lesser
outstretched wings. restoration, light, produce flame, protection from evil and
While wearing these bracers, good, sacred flame, sanctuary, and spare the dying.
you have resistance to necrotic Turn Undead. You can use an action to present this
damage, and you can use an book and speak its command word. Each undead that
action to speak the command can see or hear you within 30 feet of you must succeed
word while crossing the on a Wisdom saving throw, using your spell save DC.
bracers over your chest. If the creature fails its saving throw, it is turned for 1
If you do so, each undead minute or until it takes any damage. The creature is
that can see you within instantly destroyed if its challenge rating is 3 or lower.
30 feet of you must make a Wisdom saving throw. A turned creature must spend its turns trying
The DC is equal to 8 + your proficiency bonus + your to move as far away from you as it can, and it can’t
Wisdom modifier. On a failure, an undead creature willingly move to a space within 30 feet of you. It also
is turned for 1 minute or until it takes any damage. can’t take reactions. For its action, it can use only
This feature works like the cleric’s Turn Undead class the Dash action or try to escape from an effect that
feature, except it can’t be used to destroy undead. prevents it from moving. If there’s nowhere to move,
The bracers can’t be used to turn undead again until the creature can use the Dodge action. Once used,
the next dawn. this property of the book can’t be used again until the
next dawn.
Radiant Libram
Wondrous item, legendary
(requires attunement by a cleric, druid, paladin, or wizard)
The gilded pages of this holy tome are bound between
thin plates of moonstone crystal that emit a gentle
incandescence. Aureate celestial runes adorn nearly
every inch of its blessed surface.
Brave. While holding this book, you have advantage
on saving throws against being frightened.
Brilliant. The book sheds dim light in a 5-foot
radius. As an action, you can make the book shed
Wondrous Items
bright light in a 20-foot radius and dim light for an
additional 20 feet for 1 minute. This light is sunlight.
Once used, this property of the book can’t be used Recording Book
again until the next dawn. Wondrous item, uncommon (requires attunement)
Radiant Spellbook. In addition to the sacred rites
This book, which hosts a dormant bookkeeper (see
of holy communion it contains, the radiant libram
Creature Codex), appears to be a journal filled with
is a repository of powerful anti-undead magics and
empty pages. You can use an action to place the open
potent divinations. If you attune to this item, you can
book on a surface and speak its command word to
use it as a spellbook and
activate it. It remains active until you use an action to
as an arcane or divine
speak the command word again.
spellcasting focus.
The book records all things said within 60 feet
of it. It can distinguish voices and notes those as it
records. The book can hold up to 12 hours’ worth of
conversation. You can use an action to speak a second
command word to remove up to 1 hour of recordings
in the book, while a third command word removes all
the book’s recordings. Any creature, other than you
or targets you designate, that peruses the book finds
the pages blank.
167
Relocation Cable becomes difficult terrain, and gravity begins drawing
Wondrous item, uncommon everything in the affected area toward the rift. Each
creature in the area at the start of its turn, or when
This 60-foot length of fine wire cable weighs 2
it enters the area for the first time on a turn, must
pounds. If you hold one end of the cable and use an
succeed on a DC 15 Strength saving throw or be
action to speak its command word, the other end
pulled 10 feet toward the rift. A creature that touches
plunges into the ground, burrowing through dirt,
the rift takes 4d10 necrotic damage. Unattended
sand, snow, mud, ice, and similar material to emerge
objects in the area are pulled 10 feet toward the rift
from the ground at a destination you can see up to
at the start of your turn. Nonmagical objects pulled
its maximum length away. The cable can’t burrow
into the rift are destroyed.
through solid rock.
The rift orb functions for 1 minute, after which
On the turn it is activated, you can use a bonus
time it becomes inert. It can’t be used again until the
action to magically travel from one end of the cable to
following midnight.
the other, appearing in an unoccupied space within
5 feet of the other end. On subsequent turns, any River Token
creature in contact with one end of the cable can use
Wondrous items, rare
an action to appear in an unoccupied space within 5
feet of the other end of it. This small pebble measures 3/4 of an inch in
A creature magically traveling from one end of diameter and weighs an ounce. The pebbles are
the cable to the other doesn’t provoke opportunity often shaped like salmon, river clams, or iridescent
attacks. You can retract the cable by using a bonus river rocks. Typically, 1d4 + 4 river tokens are found
action to speak the command word a second time. together. The token gives off a distinct shine in
sunlight and radiates a scent of fresh, roiling water.
Resolute Bracer It is sturdy but crumbles easily if crushed.
Wondrous item, uncommon (requires attunement) As an action, you can destroy the token by
This ornamental bracer features a reservoir crushing it and sprinkling the remains into a
sewn into its lining. As an action, you can river, calming the waters to a gentle current and
fill the reservoir with a single potion or soothing nearby water‑dwelling creatures for 1
vial of liquid, such as a potion of healing hour. Water‑dwelling beasts in the river with an
or antitoxin. While attuned to this Intelligence of 3 or lower are soothed and indifferent
bracer, you can use a bonus action to toward passing humanoids for the duration. The
speak the command word and absorb token’s magic soothes but doesn’t fully suppress the
the liquid as if you had consumed hostilities of all other water-dwelling creatures. For
it. Liquid stored in the bracer for the duration, each other water-dwelling creature
longer than 8 hours evaporates. must succeed on a DC 15 Wisdom saving throw
to attack or take hostile actions toward passing
Revenant’s Shawl humanoids. The token’s soothing magic ends on a
Wondrous item, uncommon (requires attunement) creature if that creature is attacked.
Wondrous Items
Wondrous Items
next dawn.
169
Sandals of the Desert Wanderer • If you die, you return to life with half your
Wondrous item, uncommon (requires attunement) maximum hit points at the start of your next
turn. The scarab can’t return you to life if you
While you wear these soft leather sandals, you have
were beheaded, disintegrated, crushed, or similar
resistance to fire damage. In addition, you ignore
full-body destruction. Afterwards, the scarab exits
difficult terrain created by loose or deep sand, and
your body and goes dormant. It can’t be used again
you can tolerate temperatures of up to 150 degrees
until 14 days have passed.
Fahrenheit.
Scarf of Deception
Satchel of Seawalking
Wondrous item, rare
Wondrous item, uncommon
While wearing this scarf, you appear different to
This eel-hide leather pouch is always filled with an
everyone who looks upon you for less than 1 minute.
unspeakably foul-tasting, coarse salt. You can use an
In addition, you smell, sound, feel, and taste different
action to toss a handful of the salt onto the surface
to every creature that perceives you. Creatures with
of an unoccupied space of water. The water in a
truesight or blindsight can see your true form, but
5-foot cube becomes solid for 1 minute, resembling
their other senses are still confounded.
greenish-blue glass. This cube is buoyant and can
If a creature studies you for 1 minute, it can make
support up to 750 pounds. When the duration
a DC 15 Wisdom (Perception) check. On a success, it
expires, the hardened water cracks ominously and
perceives your real form.
returns to a liquid state.
If you toss the salt into an occupied space, the water Scent Sponge
congeals briefly then disperses harmlessly. If the Wondrous item, uncommon
satchel is opened underwater, the pouch is destroyed
as its contents permanently harden. This sea sponge collects the scents of creatures and
Once five handfuls of the salt have been pulled from objects. You can use an action to touch the sponge
the satchel, the satchel can’t be used again until the to a creature or object, and the scent of the target
next dawn. is absorbed into the sponge. An unwilling target
can make a DC 13 Dexterity saving throw, and if it
Scalehide Cream succeeds, it is unaffected by the sponge. For 1 hour
Wondrous item, rare after its scent has been absorbed, the target gives off
no smell and can’t be detected or tracked by creatures,
As an action, you can rub this dull green cream over
spells, or other effects that rely on smell to detect or
your skin. When you do, you sprout thick, olive-green
track the target.
scales like those of a giant lizard or green dragon that
You can use an action to wipe the sponge on a
last for 1 hour. These scales give you a natural AC of 15
creature or object, masking its natural scent with
+ your Constitution modifier. This natural AC doesn’t
the scent stored in the sponge. An unwilling target
combine with any worn armor or with a Dexterity
can make a DC 13 Dexterity saving throw, and if it
bonus to AC.
succeeds, it is unaffected by the sponge. For 1 hour
Wondrous Items
170
Scorpion Feet Unlike the standard
Wondrous item, legendary (requires attunement) version of this spell,
you are invisible only
These thick-soled leather sandals offer comfortable
to undead creatures.
and safe passage across shifting sands. While you wear
However, you can
them, you gain the following benefits:
attack creatures who
• Your speed isn’t reduced while in magical or are not undead (and thus
nonmagical difficult terrain made of sand. unaffected by the spell)
• You have advantage on all ability checks and saving without ending the effect.
throws against natural hazards where sand is a Casting a spell breaks the effect as normal. The comb
threatening element. regains 1d3 expended charges daily at dawn.
• You have immunity to poison damage and
advantage on saving throws against being Scrimshaw Parrot
poisoned. Wondrous item, rare
• You leave no tracks or other traces of your passage This parrot is carved from bits of whalebone and
through sandy terrain. decorated with bright feathers and tiny jewels. You
can use an action to affix the parrot to your shoulder
Scoundrel’s Gambit or arm. While the parrot is affixed, you gain the
Wondrous item, uncommon following benefits:
This fluted silver tube, barely two inches long, bears • You have advantage on Wisdom (Perception)
tiny runes etched between the grooves. While holding checks that rely on sight.
this tube, you can use an action to cast the magic missile • You can use an action to cast the comprehend
spell from it. Once used, the tube can’t be used to cast languages spell from it at will.
magic missile again until 12 hours have passed. • You can use an action to speak the command word
Scout’s Coat and activate the parrot. It records up to 2 minutes
of sounds within 30 feet of it. You can touch the
Wondrous item, common
parrot at any time (no action required), stopping
This lightweight, woolen coat is typically left naturally the recording. Commanding the parrot to record
colored or dyed in earth tones or darker shades new sounds overwrites the previous recording.
of green. While wearing the coat, you can tolerate You can use a bonus action to speak a different
temperatures as low as –100 degrees Fahrenheit. command word, and the parrot repeats the sounds
it heard. Effects that limit or block sound, such as
Screaming Skull a closed door or the silence spell, similarly limit or
Wondrous item, common block the sounds the parrot records.
This skull looks like a normal animal or humanoid
skull. You can use an action to place the skull on the Selket’s Bracer
Wondrous item, very rare (requires attunement)
Wondrous Items
ground, a table, or other surface and activate it with
a command word. The skull’s magic triggers when a This bronze bracer is crafted in the shape of a
creature comes within 5 feet of it without speaking scorpion, its legs curled around your wrist, tail raised
that command word. The skull emits a green glow and ready to strike. While wearing this bracer, you are
from its eye sockets, shedding dim light in a 15-foot immune to the poisoned condition.
radius, levitates up to 3 feet in the air, and emits a The bracer has 4 charges and regains 1d4
piercing scream for 1 minute that is audible up to 600 charges daily at dawn. You can expend 1 charge
feet away. The skull can’t be used this way again until as a bonus action to gain tremorsense out to a
the next dawn. range of 30 feet for 1 minute. In addition, you
The skull has AC 13 and 5 hit points. If destroyed can expend 2 charges as a bonus action to coat
while active, it releases a burst of necromantic energy. a weapon you touch with venom. The poison
Each creature within 5 feet of the skull must succeed remains for 1 minute or until an attack
on a DC 11 Wisdom saving throw or be frightened using the weapon hits a creature.
until the end of its next turn. That creature must succeed on
a DC 15 Constitution
Scrimshaw Comb saving throw or be
Wondrous item, uncommon (requires attunement) poisoned until the
Aside from being carved from bone, this comb is a end of its next turn.
beautiful example of functional art. It has 3 charges. As
an action, you can expend a charge to cast invisibility.
171
Seneschal’s Gloves own initiative counts. By using a bonus action to
Wondrous item, rare (requires attunement) speak the command word again, you return a bracer
to its normal form in a space formerly occupied by
These white gloves have elegant tailoring and size
the snake.
themselves perfectly to fit your hands. The gloves
On your turn, you can mentally command each
must be attuned to a specific, habitable place with
snake if it is within 60 feet of you and you aren’t
walls, a roof, and doors before you can attune to
incapacitated. You decide what action the snakes take
them. To attune the gloves to a location, you must
and where they move during their next turns, or you
leave the gloves in the location for 24 hours. Once
can issue them a general command, such as attack
the gloves are attuned to a location, you can attune
your enemies or guard a location.
to them.
If a snake is reduced to 0 hit points, it dies, reverts
While you wear the gloves, you can unlock any
to its bracer form, and can’t be commanded to
nonmagical lock within the attuned location by
become a snake again until 2 days have passed. If a
touching the lock, and any mundane portal you
snake reverts to bracer form before losing all its hit
open in the location while wearing these gloves
points, it regains all of them and can’t be commanded
opens silently.
to become a snake again until the next dawn.
As an action, you can snap your fingers and every
nonmagical portal within 30 feet of you immediately Servile Shabti
closes and locks (if possible) as long as it is Wondrous item, rarity varies
unobstructed. (Obstructed portals remain open.)
Once used, this property of the gloves can’t be used Crafted to serve in place of the dead in the afterlife,
again until the next dawn. shabti are often used by the living for their own ends.
These 1-foot-tall statuettes are crafted of ceramic,
Sentinel Portrait stone, or terracotta and are garbed in gear indicative
Wondrous item, uncommon of their function.
If you use an action to speak the command word
This painting appears to be a well-rendered piece
and throw the shabti to a point on the ground within
of scenery, devoid of subjects. You can spend 5
30 feet of you, it grows into a Medium construct
feet of movement to step into the painting. The
that performs the tasks for which it was created. If
painting then appears to be a portrait of you, against
the space where the shabti would grow is occupied
whatever background was already present. While
by other creatures or objects, or if there isn’t enough
in the painting, you are immobile unless you use a
space for the shabti, the shabti doesn’t grow. Unless
bonus action to exit the painting. Your senses still
stated otherwise in an individual shabti’s description,
function, and you can use them as if you were in the
a servile shabti uses the statistics of animated armor,
portrait’s space.
except the servile shabti’s Armor Class is 13, and it
You remain unharmed if the painting is damaged,
doesn’t have the Multiattack or Slam actions. When
but if it is destroyed, you are immediately shunted
the shabti is motionless, it is indistinguishable from a
into the nearest unoccupied space.
ceramic, stone, or terracotta statue, rather than a suit
Wondrous Items
Wondrous Items
Shadow Tome
soil and a climate suitable for growing crops, the shabti
Wondrous item, rare (requires attunement)
begins tilling the earth and planting seeds it carries,
which are magically replenished during its time in This unassuming book possesses powerful illusory
statuette form. The shabti tends its field, magically magics. When you write on its pages while attuned
bringing the crops to full growth and harvesting them to it, you can choose for the contents to appear to
in a period of 8 hours. The yield from the harvest is be something else entirely. A shadow tome used as a
enough to feed up to twelve creatures for 7 days, and spellbook could be made to look like a cookbook,
the crops remain edible for 30 days before perishing. for example. To read the true text, you must speak a
Alternately, the shabti can spend 10 minutes command word. A second speaking of the word hides
planting magical crops. The magical crops take 30 the true text once more. A true seeing spell can see past
minutes to grow and harvest and 30 minutes to the shadow tome’s magic and reveals the true text to
consume. Up to twelve creatures can consume the the reader.
magical crops, gaining benefits as if partaking in a Most shadow tomes already contain text, and it is
heroes' feast. The benefits don’t set in until 30 minutes rare to find one filled with blank pages. When you first
after the crops were harvested, and any uneaten crops attune to the book, you can choose to keep or remove
disappear at that time. the book’s previous contents.
Once the shabti is used to perform either function,
the shabti returns to statuette form, and it can’t be
used again until 30 days have passed.
173
Shadowhound’s Muzzle Sheeshah of Revelations
Wondrous item, uncommon (requires attunement) Wondrous item, rare
This black leather muzzle seems to absorb light. This finely crafted water pipe is made from silver and
As an action, you can place this muzzle around the glass. Its vase is etched with arcane symbols. When
snout of a grappled, unconscious, or willing canine you spend 1 minute using the sheeshah to smoke
with an Intelligence of 3 or lower, such as a mastiff or normal or flavored tobacco, you enter a dreamlike
wolf. The canine transforms into a shadowy version state and are granted a cryptic or surreal vision giving
of itself for 1 hour. It uses the statistics of a shadow, you insight into your current quest or a significant
except it retains its size. It has its own turns and acts event in your near future. This effect works like
on its own initiative. It obeys any verbal commands the divination spell. Once used, you can’t use the
that you issue to it (no action required by you). If you sheeshah in this way again until 7 days have passed or
don’t issue any commands to it, it defends itself from until the events hinted at in your vision have come to
hostile creatures, but otherwise takes no actions. pass, whichever happens first.
If the shadow canine is reduced to 0 hit points, the
canine reverts to its original form, and the muzzle Shifting Shirt
is destroyed. At the end of the duration or if you Wondrous item, uncommon
remove the muzzle (by stroking the canine’s snout), This nondescript, smock-like garment changes
the canine reverts to its original form, and the muzzle its appearance on command. While wearing this
remains intact. If you become unattuned to this item shirt, you can use a bonus action to speak the
while the muzzle is on a canine, its transformation shirt’s command word and cause it to assume
becomes permanent, and the creature becomes the appearance of a different set of clothing. You
independent with a will of its own. decide what it looks like, including color, style, and
Once used, the muzzle can’t be used to transform a accessories—from filthy beggar’s clothes to glittering
canine again until the next dawn. court attire. The illusory appearance lasts until you
use this property again or remove the shirt.
Shark Tooth Crown
Wondrous item, rare (requires attunement) Shoes of the Shingled Canopy
Shark’s teeth of varying sizes adorn this simple Wondrous item, uncommon (requires attunement)
leather headband. The teeth pile one atop the other These well-made, black leather shoes have brass
in a jumble of sharp points and flat sides. Three buckles shaped like chimneys. While wearing the
particularly large teeth are stained with crimson dye. shoes, you have proficiency in the
The teeth move slightly of their own accord when Acrobatics skill.
you are within 1 mile of a large body of saltwater. The In addition, while falling, you
effect is one of snapping and clacking, producing a can use a reaction to cast the
sound not unlike a crab’s claw. While wearing this feather fall spell by
headband, you have advantage on Wisdom (Survival) holding your nose.
checks to find your way when in a large body of
Wondrous Items
Shrutinandan Sitar
Wondrous item, very rare
(requires attunement by a bard)
An exquisite masterpiece of craftsmanship, this
instrument is named for a prestigious musical
academy. You must be proficient with stringed
instruments to use this instrument. A creature that
plays the instrument without being proficient with
stringed instruments must succeed on a DC 17
174 Wisdom saving throw or take 2d6 psychic damage.
The exquisite sounds of this sitar are Magical Melody. When you use the instrument
known to weaken the power of demons. Each as an arcane focus to cast a spell, each target has
creature that can hear you playing this sitar disadvantage on its saving throw against the spell.
has advantage on saving throws against the Once used, this property can’t be used again until the
spells and special abilities of demons. next dawn.
Spells. You can use an action to play
the sitar and cast one of the following Silvered Oar
spells from it, using your spell save DC Wondrous item, rare
and spellcasting ability: create food and This is a 6-foot-long birch wood oar with leaves and
water, fly, insect plague, invisibility, branches carved into its length. The grooves of the
levitate, protection from evil and good, carvings are filled with silver, which glows softly when
or reincarnate. Once the sitar has it is outdoors at night. You can activate the oar as an
been used to cast a spell, you action to have it row a boat unassisted, obeying your
can’t use it to cast that spell mental commands. You can instruct it to row to a
again until the next dawn. destination familiar to you, allowing you to rest while
Summon. If you spend 1 it performs its task. While rowing, it avoids contact
minute playing the sitar, with objects on the boat, but it can be grabbed and
you can summon animals stopped by anyone at any time. The oar can move a
to fight by your side. total weight of 2,000 pounds at a speed of 3 miles per
This works like the hour. It floats back to your hand if the weight of the
conjure animals spell, craft, crew, and carried goods exceeds that weight.
except you can summon
only 1 elephant, 1d2 Skald’s Harp
tigers, or 2d4 wolves. Wondrous item, rare
(requires attunement by a bard)
Signaling Compass
This ornate harp is fashioned from maple and
Wondrous item, uncommon
engraved with heroic scenes of warriors battling trolls
The exterior of this clamshell metal case features and dragons inlaid in bone. The harp is strung with
a polished, mirror-like surface on one side and an fine silver wire and produces a sharp yet sweet sound.
ornate filigree on the other. Inside is a magnetic You must be proficient with stringed instruments
compass. While the case is closed, you can use an to use this harp. When you play the harp, its music
action to speak the command word and project a enhances some of your bard class features.
harmless beam of light up to 1 mile. Song of Rest. When you play this harp as part of your
As an action while holding the compass, you can Song of Rest performance, each creature that spends
flash a concentrated beam of light at a creature you one or more Hit Dice during the short rest gains 10
can see within 60 feet of you. The target temporary hit points at the end of the short rest. The
must succeed on a DC 13 Constitution temporary hit points last for 1 hour.
Wondrous Items
saving throw or be blinded for 1 minute. Countercharm. When you play this harp as part
The target can repeat the saving of your Countercharm performance, you and any
throw at the end of each friendly creatures within 30 feet of you also have
of its turns, ending resistance to thunder damage and have advantage
the effect on itself on saving throws against being paralyzed. When this
on a success. The property has been used for a total of 10 minutes, this
compass can’t be property can’t be used again until the next dawn.
used this way again
until the next dawn. Skeleton Key
Wondrous item, rarity varies
Silver Strings
This arcane master key is the prized possession of
Wondrous item, uncommon
many an intrepid thief. Several types of skeleton key
(requires attunement by a bard)
exist, each type made from a distinct material.
These silver wires magically adjust to fit any stringed Bone (Rare). While this key is on your person, you
instrument, making its sound richer and more have advantage on ability checks made to disarm traps
melodious. You have advantage on Charisma or open locks. The key has 3 charges. While holding it,
(Performance) checks made when playing the you can use an action to expend 1 or more of its charges
instrument. to cast one of the following spells from it: arcane lock
(2 charges), detect poison and disease (1 charge), or knock
175
(1 charge). When you cast these spells, they are silent. using your spell save DC or save DC 15, whichever is
The key regains 1d3 expended charges daily at dawn. If higher: destructive resonance (2 charges), nether weapon
you expend the last charge, roll a d20. On a 1, the key (4 charges), protection from the void (1 charge), or void
crumbles into dust and is destroyed. strike (3 charges). These spells are Void magic spells,
Copper (Common). While this key is on your person, which can be found in Deep Magic for 5th Edition. At
you have advantage on ability checks made to disarm the GM’s discretion, these spells can be replaced with
traps or open locks. other spells of similar levels and similarly related to
Crystal (Very Rare). While this key is on your darkness, destruction, or the Void.
person, you have advantage on ability checks made Dangers of the Void. The first time you cast a spell
to disarm traps or open locks. The key has 5 charges. from the cap each day, your eyes shine with a sickly
While holding it, you can use an action to expend 1 or green light until you finish a long rest. If you spend
more of its charges to cast one of the following spells at least 3 charges from the cap, a trickle of blood also
from it: arcane lock (2 charges), detect magic (1 charge), seeps from beneath the cap until you finish a long
dimension door (3 charges), or knock (1 charge). When rest. In addition, each time you cast a spell from the
you cast these spells, they are silent. The key regains cap, you must succeed on a DC 12 Intelligence saving
1d3 expended charges daily at dawn. If you expend the throw or your Intelligence is reduced by 2 until you
last charge, roll a d20. On a 1, the key shatters and is finish a long rest. This DC increases by 1 for each
destroyed. charge you spent to cast the spell.
Silver (Uncommon). While this key is on your Void Calls to Void. When you cast a spell from the
person, you have advantage on ability checks made to cap while within 1 mile of a creature that understands
disarm traps or open locks. In addition, while holding Void Speech, the creature immediately knows your
the key, you can use an action to cast the knock spell. name, location, and general appearance.
When you cast the spell, it is silent. The key can’t be
used this way again until the next dawn. Sleep Pellet
Wondrous item, uncommon
Skipstone
This small brass pellet measures 1/2 of an inch in
Wondrous item, rare diameter. Typically, 1d6 + 4 sleep pellets are found
This small bark-colored stone measures 3/4 of an inch together. You can use the pellet as a sling bullet and
in diameter and weighs 1 ounce. Typically, 1d4 + 1 shoot it at a creature using a sling. On a hit, the pellet
skipstones are found together. is destroyed, and the target must succeed on a DC 13
You can use an action to throw the stone up to Constitution saving throw or fall unconscious for 1
60 feet. The stone crumbles to dust on impact and minute.
is destroyed. Each creature within a 5-foot radius Alternatively, you can use an action to swallow the
of where the stone landed must succeed on a DC 15 pellet harmlessly. Once before 1 minute has passed,
Constitution saving throw or be thrown forward in you can use an action to exhale a cloud of sleeping
time until the start of your next turn. Each creature gas in a 15-foot cone. Each creature in the area must
disappears, during which time it can’t act and is succeed on a DC 13 Constitution saving throw or fall
Wondrous Items
protected from all effects. At the start of your next unconscious for 1 minute.
turn, each creature reappears in the space it previously An unconscious creature awakens if it takes damage
occupied or the nearest unoccupied space, and it is or if another creature uses an action to wake it.
unaware that any time has passed.
Slippers of the Cat
Skullcap of Deep Wisdom Wondrous item, uncommon
Wondrous item, uncommon (requires attunement) While you wear these fine, black cloth slippers, you
This scholar’s cap is covered in bright stitched runes, have advantage on Dexterity (Acrobatics) checks to
and the interior is rough, like keep your balance. When you fall while wearing these
bark or sharkskin. This cap slippers, you land on your feet, and if you succeed on
has 9 charges. It regains a DC 13 Dexterity saving throw, you take only half the
1d8 + 1 expended falling damage.
charges daily at
midnight. While Smuggler’s Bag
wearing it, you can Wondrous item, common
use an action and This leather-bottomed, draw-string canvas bag
expend 1 or more of appears to be a sturdy version of a common sack. If
its charges to cast one you use an action to speak the command word while
of the following spells, holding the bag, all the contents within shift into
176
an extradimensional space, leaving the bag empty. The swarm is friendly to you and your companions,
The bag can then be filled with other items. If you and it acts on your turn. You can use a bonus action to
speak the command word again, the bag’s current command how the swarm moves and what action it
contents transfer into the extradimensional space, takes on its next turn, or give it general orders, such as
and the items in the extradimensional space transfer to attack your enemies. In the absence of such orders,
to the bag. The extradimensional space and the bag the swarm acts in a fashion appropriate to its nature.
itself can each hold up to 1 cubic foot of items or 30 Once the basket has been used to summon a swarm
pounds of gear. of poisonous snakes, it can’t be used in this way again
until the next dawn.
Smuggler’s Coat
Wondrous item, very rare (requires attunement) Song-Saddle of the Khan
When you attune yourself to this coat, it conforms Wondrous item, rare
to you in a color and style of your choice. It has no Made from enchanted leather and decorated with
visible pockets, but they appear if you place your songs lyrics written in calligraphy, this well-crafted
hands against the side of the coat and expect pockets. saddle is enchanted with the impossible speed of a
Once your hand is withdrawn, the pockets vanish and great horseman. While this saddle is attached to a
take anything placed in them to an extradimensional horse, that horse’s speed is increased by 10 feet. In
space. The coat can hold up to 40 pounds of material addition, the horse can Disengage as a bonus action.
in up to 10 different extradimensional pockets.
Nothing can be placed inside the coat that won’t fit in
a pocket. Retrieving an item from a pocket requires
you to use an action. When you reach into the coat for
a specific item, the correct pocket always appears with
the desired item magically on top.
As a bonus action, you can force the pockets to
become visible on the coat. While you maintain
concentration, the coat displays its four outer
pockets, two on each side, four inner pockets, and
two pockets on each sleeve. While the pockets are
visible, any creature you allow can store or retrieve an
item as an action.
If the coat is destroyed, its contents are lost forever,
although an artifact always turns up again somewhere.
Placing the coat inside an extradimensional space,
such as a bag of holding, instantly destroys both
items and opens a gate to the Astral Plane. The gate
originates where the one item was placed inside the
Wondrous Items
other. Any creature within 10 feet of the gate is sucked
through it and deposited in a random location on the
Astral Plane. The gate then closes. The gate is one-way
only and can’t be reopened.
Snake Basket
Wondrous item, rare Soul Bond Chalice
The bowl of this simple, woven basket has hig‑sloped Wondrous item, very rare
sides, making it almost spherical. A matching woven The broad, shallow bowl of this silver chalice rests in
lid sits on top of it, and leather straps secure the lid the outstretched wings of the raven figure that serves
through loops on the base. The basket can hold up to as the chalice's stem. The raven’s talons, perched
10 pounds. on a branch, serve as the chalice’s base. A pair of
As an action, you can speak the command word interlocking gold rings adorn the sides of the bowl.
and remove the lid to summon a swarm of poisonous As a 1-minute ritual, you and another creature
snakes. You can’t summon the snakes if items are that isn’t a construct or undead and that has an
in the basket. The snakes return to the basket, Intelligence of 6 or higher can fill the chalice with
vanishing, after 1 minute or when the swarm is wine and mix in three drops of blood from each of
reduced to 0 hit points. If the basket is unavailable or you. You and the other participant can then drink
otherwise destroyed, the snakes instead dissipate into from the chalice, mingling your spirits and creating a
a fine sand. 177
magical connection between you. This connection is body. Possessing a
unaffected by distance, though it ceases to function if target is an action,
you aren’t on the same plane of existence. The bond and your target
lasts until one or both of you end it of your own free can foil the attempt
will (no action required), one or both of you use the by succeeding on
chalice to bond with another creature, or one of you a DC 17 Charisma
dies. You and your bonded partner each gain the saving throw. Only
following benefits: one soul can be in the
• You are proficient in each saving throw that your jug at a time. If a soul is
bonded partner is proficient in. in the jug when the
• If you are within 5 feet of your bonded partner duration ends, the
and you fail a saving throw, your bonded partner jug shatters.
can make the saving throw as well. If your bonded Spell Disruptor Horn
partner succeeds, you can choose to succeed on
Wondrous item, rare
the saving throw that you failed.
• You can use a bonus action to concentrate on the This horn is carved with images of a spellhound (see
magical bond between you to determine your Tome of Beasts 2) and invokes the antimagic properties
bonded partner’s status. You become aware of the of the hound’s howl. You use an action to blow this
direction and distance to your bonded partner, horn, which emits a high-pitched, multiphonic
whether they are unharmed or wounded, any sound that disrupts all magical effects within 30 feet
conditions that may be currently affecting them, of you. Any spell of 3rd level or lower in the area ends.
and whether or not they are afflicted with an For each spell of 4th-level or higher in the area, the
addiction, curse, or disease. If you can see your horn makes a check with a +3 bonus. The DC equals
bonded partner, you automatically know this 10 + the spell’s level. On a success, the spell ends.
information just by looking at them. In addition, each spellcaster within 30 feet of you
and that can hear the horn must succeed on a DC 15
• If your bonded partner is wounded, you can use a Constitution saving throw or be stunned until the
bonus action to take 4d8 slashing damage, healing end of its next turn.
your bonded partner for the same amount. If your Once used, the horn can’t be used again until the
bonded partner is reduced to 0 hit points, you can next dawn.
do this as a reaction.
• If you are under the effects of a spell that has a Spice Box of Zest
duration but doesn’t require concentration, you Wondrous item, very rare
can use an action to touch your bonded partner to This small, square wooden box is carved with scenes
share the effects of the spell with them, splitting of life in a busy city. Inside, the box is divided into
the remaining duration (rounded down) between six compartments, each holding a different magical
you. For example, if you are affected by the mage spice. A small wooden spoon is also stored inside the
Wondrous Items
armor spell and it has 4 hours remaining, you can box for measuring. A spice box of zest contains six
use an action to touch your bonded partner to give spoonfuls of each spice when full.
them the benefits of the mage armor spell, reducing You can add one spoonful of a single spice per
the duration to 2 hours on each of you. person to a meal that you or someone else is cooking.
• If your bonded partner dies, you must make a DC The magic of the spices is nullified if you add two or
15 Constitution saving throw. On a failure, you more spices together.
drop to 0 hit points. On a success, you are stunned If a creature consumes a meal cooked with a spice,
until the end of your next turn by the shock of the it gains a benefit based on the spice used in the meal.
bond suddenly being broken. The effects last for 1 hour unless otherwise noted.
Once the chalice has been used to bond two creatures, Baharat. The feaster’s Strength score increases
it can’t be used again until 7 days have passed. to 21.
Cassia. The feaster is cured of all levels of
Soul Jug exhaustion.
Wondrous item, very rare Cloves. The feaster has immunity to the frightened
If you unstopper the jug, your soul enters it. This condition.
works like the magic jar spell, except it has a duration Fiery Chilies. The feaster can use a bonus action
of 9 hours and the jug acts as the gem. The jug must to exhale fire in a 15-foot cone. Each creature in the
remain unstoppered for you to move your soul to area must make a DC 15 Dexterity saving throw,
a nearby body, back to the jug, or back to your own taking 6d6 fire damage on a failed save, or half as
178
much damage on a successful one. The effect ends one Large or smaller creature or object you can see
after the feaster exhales fire or after 1 hour, whichever through the spyglass to an unoccupied space within
comes first. 10 feet of you. An unwilling creature that succeeds
Saffron. The feaster becomes charmed by the next on a DC 13 Wisdom saving throw is unaffected. If the
creature it sees within 10 minutes of consuming the object is being worn or carried, the creature wearing
meal. If the creature it sees is of a species and gender or carrying it must succeed on the saving throw to
the feaster normally finds attractive, the feaster prevent the object from being teleported. Once used,
regards the creature it sees as its true love while this property of the spyglass can’t be used again until
charmed in this way. the next dawn.
Turmeric. The feaster has advantage on saving
throws against spells.
Stolen Thunder
Wondrous item, legendary (requires attunement by a bard)
Spice Box Spoon This bodhrán drum is crafted of wood from an ash
Wondrous item, common tree struck by lightning, and its head is made from
This lacquered wooden spoon carries an entire stretched mammoth skin, painted with a stylized
cupboard within its smooth contours. When you swirl thunderhead. While attuned to this drum, you can
this spoon in any edible mixture, such as a drink, stew, use it as an arcane focus. While holding the drum,
porridge, or other dish, it exudes a flavorful aroma you are immune to thunder damage. While this drum
and infuses the mixture. This culinary wonder mimics is on your person but not held, you have resistance to
any imagined variation of simple seasonings, from salt thunder damage.
and pepper to aromatic herbs and spice blends. These The drum has 10 charges for the following
flavors persist for 1 hour. properties. It regains 1d6 + 4 expended charges daily
at dawn. In addition, the drum regains 1 expended
Spider Grenade charge for every 10 thunder damage you ignore due
Wondrous item, uncommon to the resistance or immunity the drum gives you. If
you expend the drum’s last charge, roll a d20. On a
Silver runes decorate the hairy legs and plump
1, it becomes a nonmagical drum. However, if you
abdomen of this fist-sized preserved spider.
make a Charisma (Performance) check while playing
You can use an action to throw the spider up to 30
the nonmagical drum, and you roll a 20, the passion
feet. It explodes on impact and is destroyed. Each
of your performance rekindles the item’s power,
creature within a 20-foot radius of where the spider
restoring its properties and giving it 1 charge.
landed must succeed on a DC 13 Dexterity saving
Deafness. You can expend 2 or more of its charges
throw or be restrained by sticky webbing.
as an action to cast the blindness/deafness spell, using
A creature restrained by the webs can use its action
your spell save DC. You can only deafen a creature
to make a DC 13 Strength check. If it succeeds, it
with this spell. For each additional charge you spend,
is no longer restrained. In addition, the webs are
you can affect one additional creature.
flammable. Any 5-foot cube of webs exposed to fire
Thundering Shield. If the drum has at least 1
burns away in 1 round, dealing 2d4 fire damage to any
Wondrous Items
charge, you can grip it by the crosspiece and use it as a
creature that starts its turn in the fire. The webs also
shield. You are considered proficient with this drum-
naturally unravel after 1 hour.
shield even if you lack proficiency with shields. If the
Spyglass of Summoning drum has 2 or more charges, you can use a bonus
Wondrous item, rare action to enlarge the beater used to play the drum.
If you do so, you can wield the beater as a magic club
Arcane runes encircle this polished that deals an extra 2d6 thunder damage when you hit
brass spyglass. You can view with it.
creatures and objects as far as 600 If you are hit by a melee attack while using the
feet away through the spyglass, drum as a shield, you can use a reaction to expend 1
and they are magnified to twice charge to cause a thunderous rebuke. The attacker
their size. You can magnify must make a DC 17 Constitution saving throw. On
your view of a creature or a failure, the attacker takes 2d8 thunder damage and
object to up to four times its is pushed up to 10 feet away from you. On a success,
size by twisting the end of the attacker takes half the damage and isn’t pushed.
the spyglass. The drum emits a thunderous boom audible out to
Summoning. While 300 feet.
looking through the Thunderwave. You can expend 1 or more of its
spyglass, you can use charges as an action to cast the thunderwave spell
an action to teleport from it, using your spell save DC. For 1 charge, 179
you cast the 1st-level version of the spell. You Choking Smoke. You can use an action to speak
can increase the spell slot level by one for each the pipe’s command word then blow on the pipe,
additional charge you expend. which emits choking smoke in a 30-foot cone.
The smoke spreads around corners, and its area is
Stonechewer Gauntlets heavily obscured. A wind of at least 20 miles per
Wondrous item, rare hour disperses the smoke, otherwise it lasts for 1
(requires attunement) minute. Each creature that enters the smoke or that
These impractically starts its turn in the area must succeed on a DC 15
spiked gauntlets Constitution saving throw or be unable to breathe
are made from or speak as it coughs uncontrollably for 1 minute.
adamantine, are A creature affected in this way can’t cast spells with
charged with raw verbal components. A creature can repeat the saving
elemental earth throw at the end of each of its turns, ending the effect
magic, and limit on itself on a success. If a creature spends 3 rounds
the range of motion coughing from the smoke, it suffers one level of
in your fingers. exhaustion. A creature can’t suffer more than one
While wearing these level of exhaustion from exposure to this smoke.
gauntlets, you can’t Once used, this property can’t be used again until the
carry a weapon or next dawn.
object, and you can’t climb
or otherwise perform precise actions Sturdy Scroll Tube
requiring the use of your hands. When you Wondrous item, common
hit a creature with an unarmed strike while wearing This ornate scroll case is etched with arcane
these gauntlets, the unarmed strike deals an extra symbology. Scrolls inside this case are immune to
1d4 piercing damage. damage and are protected from the elements, as
Stone Burrow. You can use an action to speak the long as the scroll case remains closed and intact. The
command word to gain a burrowing speed of 10 feet scroll case itself has immunity to all forms of damage,
for 10 minutes. You can burrow through earth and except force damage and thunder damage.
stone, leaving a tunnel in your wake large enough
for a Medium creature to pass through (Large Swashing Plumage
creatures have their speed halved from stooping). Wondrous item, uncommon
The tunnel collapses when you lose the burrowing This plumage, a colorful bouquet of tropical hat
speed. Once used, this property can’t be used again feathers, has a small pin at its base and can be affixed
until the next dawn. to any hat or headband. Due to its distracting,
ostentatious appearance, creatures hostile to you have
Storyteller’s Pipe
disadvantage on opportunity attacks against you.
Wondrous item, rare (requires attunement) Swash. As a bonus action, you can flick the plumage
Wondrous Items
This long-shanked wooden smoking pipe is etched with your hand or a toss of your head and choose
with leaves along the bowl. Although it is serviceable a creature within 30 feet of you that can see the
as a typical pipe, you can use an action to blow out plumage. The target must make a DC 13 Charisma
smoke and shape the smoke into wispy saving throw. If the target fails, you have advantage on
images for 10 minutes. This effect works your next attack roll against the target. Once used, this
like the silent image spell, except its range is property can’t be used again until the next dawn.
limited to a 10-foot cone in front of you,
and the images can be no larger than a
5-foot cube. The smoky
images last for 3 rounds
before fading, but you
can continue blowing
smoke to create more
images for the duration
or until the pipe
burns through the
smoking material
in it, whichever
happens first.
180
Swolbold Wraps with a measure of her power and is magically tied to
Wondrous item, rare (requires attunement) the queen. It can be affixed to any piece of clothing or
worn as an amulet. While wearing the talisman, you
When wearing these cloth wraps, your forearms
gain the following benefits:
and hands swell to half again their normal size
without negatively impacting your fine motor • You have resistance to cold damage.
skills. You gain a +1 bonus to attack and damage • You have advantage on Charisma checks when
rolls made with unarmed strikes while wearing interacting socially with creatures that live in cold
these wraps. In addition, your unarmed strike environments, such as frost giants, winter wolves,
uses a d4 for damage and counts as magical for the and fraughashar (see Tome of Beasts).
purpose of overcoming resistance and immunity to • You can use an action to cast the ray of frost
nonmagical attacks and damage. cantrip from it at will, using your level and using
When you hit a target with an unarmed strike and Intelligence as your spellcasting ability.
the target is no more than one size larger than you,
Blinding Snow. While wearing the talisman,
you can use a bonus action to automatically grapple
you can use an action to create a swirl of snow that
the target. Once this special bonus action has been
spreads out from you and into the eyes of nearby
used three times, it can’t be used again until the
creatures. Each creature within 15 feet of you must
next dawn.
succeed on a DC 17 Constitution saving throw or be
Tactile Unguent blinded until the end of its next turn. Once used, this
property can’t be used again until the next dawn.
Wondrous item, common
Eyes of the Queen. While you are wearing the
Cat burglars, gearworkers, locksmiths, and even
talisman, the Snow Queen can use a bonus action to
street performers use this gooey substance to
see through your eyes if both of you are on the same
increase the sensitivity of their hands. When found,
plane of existence. This effect lasts until she ends it
a container contains 1d4 + 1 doses. As an action,
as a bonus action or until you die. You can’t make
one dose can be applied to a creature’s hands. For
a saving throw to prevent the Snow Queen from
1 hour, that creature has advantage on Dexterity
seeing through your eyes. However, being more than
(Sleight of Hand) checks and on tactile Wisdom
5 feet away from the talisman ends the effect, and
(Perception) checks.
becoming blinded prevents her from seeing anything
Tailor’s Clasp further than 10 feet away from you. When the Snow
Wondrous item, common Queen is looking through your eyes, the talisman
sheds an almost imperceptible pale blue glow, which
This ornate brooch is shaped you or any creature within 10 feet of you notice with
like a jeweled weaving a successful DC 20 Wisdom (Perception) check.
spider or scarab beetle. An identify spell fails to reveal this property of the
While it is attached talisman, and this property can’t be removed from the
to a piece of fabric, it talisman except by the Snow Queen herself.
Wondrous Items
can be activated as an
action. When activated, Talking Tablets
it skitters across the Wondrous item, uncommon
fabric, mending any
These two enchanted brass tablets each have gold
tears, adjusting frayed
styli chained to them by small, silver chains. As long
hems, and reinforcing seams.
as both tablets are on the same plane of existence,
This item works only on nonmagical objects
any message written on one tablet with its gold stylus
made out of fibrous material, such as clothing,
appears on the other tablet. If the writer writes words
rope, and rugs. It continues repairing the
in a language the reader doesn’t understand, the
fabric for up to 10 minutes or until the repairs are
tablets translate the words into a language the reader
complete. Once used, it can’t be used again until 1
can read. While holding a tablet, you know if no
hour has passed.
creature bears the paired tablet.
Talisman of the Snow Queen When the tablets have transferred a total of 150
Wondrous item, very rare (requires attunement) words between them, their magic ceases to function
until the next dawn. If one of the tablets is destroyed,
The coldly beautiful and deadly Snow Queen the other one becomes a nonmagical block of brass
(see Tome of Beasts) grants these delicate-looking worth 25 gp.
snowflake-shaped mithril talismans to her most
trusted spies and servants. Each talisman is imbued
181
Talking Torches Tenebrous Mantle
Wondrous item, rare Wondrous item, legendary (requires attunement)
These heavy iron and wood This black cloak appears to be made of pure shadow
torches are typically found and shrouds you in darkness. While wearing it, you
in pairs or sets of four. gain the following benefits:
While holding this torch, • You have advantage on Dexterity (Stealth) checks.
you can use an action to • You have resistance to necrotic damage.
speak a command word
and cause it to produce a • You can cast the darkness and misty step spells
magical, heatless flame from it at will. Casting either spell from the
that sheds bright light in cloak requires an action. Instead of a silvery mist
a 20-foot radius and dim when you cast misty step, you are engulfed in the
light for an additional 20 feet. You can use a bonus darkness of the cloak and emerge from the cloak’s
action to repeat the command word to extinguish darkness at your destination.
the light. If more than one talking torch remain lit and • You can use an action to cast the black tentacles or
touching for 1 minute, they become magically bound living shadows (see Deep Magic for 5th Edition) spell
to each other. A torch remains bound until the torch from it. The cloak can’t be used this way again
is destroyed or until it is bound to another talking until the following dusk.
torch or set of talking torches.
While holding or carrying the torch, you can
Thornish Nocturnal
communicate telepathically with any creature Wondrous item, rare (requires attunement)
holding or carrying one of the torches bound to your The ancient elves constructed these nautical
torch, as long as both torches are lit and within 5 instruments to use as navigational aids on all their
miles of each other. seagoing vessels. The knowledge of their manufacture
has been lost, and few of them remain.
Teapot of Soothing While attuned to the nocturnal, you can spend 1
Wondrous item, rare minute using the nocturnal to determine the precise
This cast iron teapot is adorned with the simple local time, provided you can see the sun or stars. You
image of fluffy clouds that seem to slowly shift and can use an action to protect up to four vessels that are
move across the pot as if on a gentle breeze. Any within 1 mile of the nocturnal from unwanted effects
water placed inside the teapot immediately becomes of the local weather for 1 hour. For example, vessels
hot tea at the perfect temperature, and when poured, protected by the nocturnal can’t be damaged by
it becomes the exact flavor the person pouring it storms or blown onto jagged rocks by adverse wind.
prefers. The teapot can serve up to 6 creatures, and To do so, you must have spent at least 1 hour aboard
any creature that spends 10 minutes drinking a cup each of the controlled vessels, performing basic
of the tea gains 2d6 temporary hit points for 24 sailing tasks and familiarizing yourself with the vessel.
hours. The creature pouring the tea has advantage on
Wondrous Items
182
Throttler’s Gauntlets normal pocketwatch, or its magic ceases to function.
Wondrous item, uncommon (requires attunement) If left unwound for 24 hours, the watch loses its
magic, but the power returns 24 hours after the next
These durable leather gloves allow you to choke a
time it is wound.
creature you are grappling, preventing them from
speaking. While you are grappling a creature, you Timeworn Timepiece
can use a bonus action to throttle it. The creature Wondrous item, rare (requires attunement)
takes damage equal to your proficiency bonus and
can’t speak coherently or cast spells with verbal This tarnished silver pocket watch seems to be
components until the end of its next turn. You can temporally displaced and allows for limited
choose to not damage the creature when you throttle manipulation of time.
it. A creature can still breathe, albeit uncomfortably, The timepiece has 3 charges, and it regains 1d3
while throttled. expended charges daily at midnight. While holding
the timepiece, you can use your reaction to expend 1
Thunderous Kazoo charge after you or a creature you can see within 30
Wondrous item, uncommon feet of you makes an attack roll, an ability check, or a
saving throw to force the creature to reroll. You make
You can use an action to speak the kazoo’s command
this decision after you see whether the roll succeeds or
word and then hum into it, which emits a thunderous
fails. The target must use the result of the second roll.
blast, audible out to 1 mile, at one Large or smaller
Alternatively, you can expend 2 charges as a
creature you can see within 30 feet of you. The target
reaction at the start of another creature's turn to
must make a DC 13 Constitution saving throw. On
swap places in the Initiative order with that creature.
a failure, a creature is pushed away from you and is
An unwilling creature that
deafened and frightened of you until the start of your
succeeds on a DC 15 Charisma
next turn. A Small creature is pushed up to 30 feet,
saving throw is unaffected.
a Medium creature is pushed up to 20 feet, and a
Large creature is pushed up to 10 feet. On a success, a
creature is pushed half the distance and isn’t deafened
or frightened. The kazoo can’t be used this way again
until the next dawn.
Wondrous Items
Tome of Knowledge
Wondrous item, rare Wondrous item, rare
While holding this silver pocketwatch, you can use This book contains mnemonics and other tips to
an action to magically stop a single clockwork device better perform a specific mental task, and its words
or construct within 10 feet of you. If the target is an are charged with magic. If you spend 24 hours over
object, it freezes in place, even a period of 3 days or fewer studying the tome and
mid-air, for up to 1 minute or practicing its instructions, you gain proficiency in the
until moved. If the target is a Intelligence, Wisdom, or Charisma-based skill (such
construct, it must succeed on as History, Insight, or Intimidation) associated with
a DC 15 Wisdom saving throw the book. The tome then loses its magic, but regains it
or be paralyzed until the in ten years.
end of its next turn. The
pocketwatch can’t be Toothsome Purse
used this way again Wondrous item, uncommon (requires attunement)
until the next dawn.
This common-looking leather pouch holds a nasty
The pocketwatch
surprise for pickpockets. If a creature other than you
must be wound at
reaches into the purse, small, sharp teeth emerge
least once every
from the mouth of the bag. The bag makes a melee
24 hours, just like a
attack roll against that creature with a +3 bonus. On
183
a hit, the target takes 2d4 piercing damage. If the bag Trick Shot Mirror
rolls a 20 on the attack roll, the would-be pickpocket Wondrous item, rarity varies (requires attunement)
has disadvantage on any Dexterity checks made with
A trick shot mirror is a round, steel-framed hand
that hand until the damage is healed.
mirror with no handle, but its 5-inch diameter makes
If the purse is lifted entirely from you, the purse
it easy to hold. A trick shot mirror comes in different
continues to bite at the thief each round until it is
styles, but each allows you to adjust the trajectory of
dropped or until it is placed where it can’t reach its
an attack or spell. Each mirror has 3 charges, and it
target. It bites at any creature, other than you, who
regains all expended charges daily at dawn.
attempts to pick it up, unless that creature genuinely
Ricocheting Trick Shot Mirror (Uncommon). While
desires to return the purse and its contents to you.
holding the mirror, you can use an action to expend
The purse attacks only if it is attuned to a creature.
1 of the mirror’s charges and cause the mirror to fly
A purse that isn’t attuned to a creature lies dormant
from your hand and float in an unoccupied space
and doesn’t attack.
within 60 feet of you for 1 minute. When you make
a ranged attack, you determine your line of sight as
if you were in your space or the mirror’s space. You
must be able to see the mirror to do so. The mirror
doesn’t extend the range of your attack, and you still
have disadvantage on the attack roll if you attack a
target outside of your weapon’s or spell’s normal
range. You can use a bonus action to command the
mirror to fly back to your open hand.
Spellbending Trick Shot Mirror (Rare). While
holding the mirror and casting a spell that forms a
line, you can expend 1 or more of the mirror’s charges
to focus part of the spell into the mirror and change
Torc of the Comet the angle of the line. Choose one space along the line.
Wondrous item, rare The line bends at a 90-degree angle in the space in the
(requires attunement) direction of your choice. This bend doesn’t extend the
This silver torc is set with a large opal on one end, length of the line, but it could redirect the line in such
and it thins to a point on the other. While wearing the a way as to hit a creature previously not within the
torc, you have resistance to cold damage, and you can line’s area of effect. For each charge you expend, you
use an action to speak the command word, causing can bend the line in an additional space.
the torc to shed bluish-white bright light in a 20-foot
radius and dim light for an additional 20 feet. The Umber Beans
light lasts until you use a bonus action to speak the Wondrous item, uncommon
command word again. These magical beans have a modest ochre or umber
The torc has 4 charges. You can use an action to hue, and they are about the size and weight of walnuts.
Wondrous Items
expend 1 charge and fire a tiny comet from the torc Typically, 1d4 + 4 umber beans are found together.
at a target you can see within 120 feet of you. The You can use an action to throw one or more
torc makes a ranged attack roll with a +7 bonus. On beans up to 10 feet. When the bean lands, it grows
a hit, the target takes 2d6 bludgeoning damage and into a creature you determine by rolling a d10 and
2d6 cold damage. At night, the cold damage dealt consulting the following table. The creature vanishes
by the comets increases to 6d6. The torc regain 1d4 at the next dawn or when it takes bludgeoning,
expended charges daily at dawn. piercing, or slashing damage. The bean is destroyed
when the creature vanishes.
Treebleed Bucket The creature is illusory, and you are aware of this.
Wondrous item, uncommon You can use a bonus action to command how the
This combination sap bucket and tap is used to illusory creature moves and what action it takes on
extract sap from certain trees. After 1 hour, the its next turn, or to give it general orders, such as to
bucketful of sap magically changes into a potion. attack your enemies. In the absence of such orders,
The potion remains viable for 24 hours, and its the creature acts in a fashion appropriate to its nature.
type depends on the tree as follows: oak (potion of The creature’s attacks deal psychic damage, though the
resistance), rowan (potion of healing), willow (potion of target perceives the damage as the type appropriate to
animal friendship), and holly (potion of climbing). The the illusion, such as slashing for a vrock’s talons.
treebleed bucket can magically change sap 20 times, A creature with truesight or that uses its action
then the bucket and tap become nonmagical. to examine the illusion can determine that it is
184
an illusion with a successful DC 13 Intelligence reaction to gain resistance to that damage until the
(Investigation) check. If a creature discerns the start of your next turn. You have advantage on your
illusion for what it is, the creature sees the illusion as attack rolls, as detailed above, then the coat’s magic
faint and the illusion can’t attack that creature. ceases to function until you finish a long rest.
Wondrous Items
directs you to bodies of water, but it might also direct within 30 feet of you. The knives and scissors fill a
you toward homes with fresh water barrels or to cube 10 feet on each side and whirl in place, flaying
creatures with containers of fresh water on them. creatures and objects that enter the cube. When a
creature enters the cube for the first time on a turn or
Vengeful Coat starts its turn there, it takes 2d12 piercing damage.
Wondrous item, rare (requires attunement) You can use a bonus action to speak the command
This stiff, vaguely uncomfortable coat covers your word, returning the blades to the jar. Otherwise, the
torso. It smells like ash and oozes a sap-like substance. knives and scissors remain in that space indefinitely.
While wearing this coat, you have resistance to
slashing damage from nonmagical attacks. Vessel of Deadly Venoms
At the end of each long rest, choose one of the Wondrous item, rare
following damage types: acid, cold, fire, lightning, This small jug weighs 5 pounds and has a ceramic
or thunder. When you take damage of that type, you snake coiled around it. You can use an action to speak
have advantage on attack rolls until the end of your a command word to cause the vessel to produce
next turn. When you take more than 10 damage of poison, which pours from the snake’s mouth. A poison
that type, you have advantage on your attack rolls for created by the vessel must be used within 1 hour or it
2 rounds. becomes inert.
When you are targeted by an effect that deals The word “blade” causes the snake to produce 1 dose
damage of the type you chose, you can use your of serpent venom, enough to coat a single weapon.
185
The word “consume” causes the snake to produce 1 pooled in shadow, and you
dose of assassin’s blood, an ingested poison. can use a bonus action
The word “spit” causes the snake to spray a stream to fix your dark gaze
of poison at a creature you can see within 30 feet. The upon a creature you can
target must make a DC 15 Constitution saving throw. see within 60 feet. If the
On a failure, the target takes 2d8 poison damage and creature can see you, it
is poisoned until the end of its next turn. On a success, must succeed on a DC
the target takes half the damage and isn’t poisoned. 15 Wisdom saving throw
Once used, the vessel can’t be used to create poison or be frightened for 1
again until the next dawn. minute. The creature
can repeat the saving
Vial of Sunlight throw at the end of each
Wondrous item, rare (requires attunement) of its turns, ending
This crystal vial is filled with water from a spring high the effect on itself
in the mountains and has been blessed by priests of on a success. Once a
a deity of healing and light. You can use an action creature succeeds on
to cause the vial to emit bright light in a 30-foot its saving throw, it
radius and dim light for an additional 30 feet for 1 can’t be affected by
minute. This light is pure sunlight, causing harm or the cloak again for
discomfort to vampires and other undead creatures 24 hours. Pulling
that are sensitive to it. The vial can’t be used this way the hood up or
again until the next dawn. down requires
an action.
Vielle of Weirding and Warding
Wondrous item, rare (requires attunement)
The strings of this bowed instrument never break. You
must be proficient in stringed instruments to use this
vielle. A creature that attempts to play the instrument
without being attuned to it must succeed on a DC 15
Wisdom saving throw or take 2d8 psychic damage. Ward Against Wild Appetites
If you play the vielle as the somatic component for Wondrous item, uncommon
a spell that causes a target to become charmed on a (requires attunement by a druid or ranger)
failed saving throw, the target has disadvantage on Seventeen animal teeth of various
the saving throw. sizes hang together on a simple
Spells. The vielle has 5 charges and regains 1d4 + 1 leather thong, and each tooth
expended charges daily at dusk. While playing it, you is dyed a different color using
can use an action to expend 1 or more of its charges to pigments from plants native
Wondrous Items
cast one of the following spells (save DC 15) from it: to old-growth forests.
banishment (4 charges), contact other plane (5 charges), When a beast or
magic circle (3 charges), or protection from evil and good monstrosity with an
(1 charge). Intelligence of 4 or lower
targets you with an attack,
Vigilant Mug it has disadvantage on the
Wondrous item, common attack roll if the attack is a
An impish face sits carved into the side of this bronze bite. You must be wearing the
mug, its eyes a pair of clear, blue crystals. The imp’s necklace to gain this benefit.
eyes turn red when poison or poisonous material is
placed or poured inside the mug. Warding Icon
Wondrous item, common (requires attunement)
Voidskin Cloak This carved piece of semiprecious stone typically
Wondrous item, rare (requires attunement) takes the form of an angelic figure or a shield carved
This pitch-black cloak absorbs light and whispers as with a protective rune, and it is commonly worn
it moves. It feels like thin leather with a knobby, scaly attached to clothing or around the neck on a chain
texture, though none of that detail is visible to the or cord. While wearing the stone, you have brief
eye. While you wear this cloak, you have resistance to premonitions of danger and gain a +2 bonus to
necrotic damage. While the hood is up, your face is initiative if you aren’t incapacitated.
186
Wayfarer’s Candle powder’s magic. Otherwise, the effect lasts as long as
Wondrous item, common the powder coats the area.
This beeswax candle is stamped with a holy symbol, White Dandelion
typically one of a deity associated with light or Wondrous item, common
protection. When lit, it sheds light and heat as
a normal candle for up to 1 hour, but it can’t be When you are attacked or are the target of a spell
extinguished by wind of any force. It can be blown while holding this magically enhanced flower, you can
out or extinguished only by the creature holding it. use a reaction to blow on the flower. It explodes in a
flurry of seeds that distracts your attacker, and you
Whispering Cloak add 1 to your AC against the attack or to your saving
Wondrous item, rare (requires attunement) throw against the spell. Afterwards, the flower wilts
and becomes nonmagical.
This cloak is made of
black, brown, and Windwalker Boots
white bat pelts sewn Wondrous item, uncommon (requires attunement)
together. While
wearing it, you have These lightweight boots are made of soft leather.
blindsight out to a range While you wear these boots, you can walk on air as
of 60 feet. While wearing if it were solid ground. Your speed is halved when
this cloak with its hood ascending or descending on the air. Otherwise, you
up, you transform into a can walk on air at your walking speed. You can use the
creature of pure shadow. Dash action as normal to increase your movement
While in shadow form, during your turn. If you don’t end your movement on
your Armor Class solid ground, you fall at the end of your turn unless
increases by 2, you have otherwise supported, such as by gripping a ledge or
advantage on Dexterity hanging from a rope.
(Stealth) checks, and
Witch Ward Bottle
you can move through
Wondrous item, uncommon
a space as narrow as
1 inch wide without This small pottery jug contains an odd assortment
squeezing. You can of pins, needles, and rosemary, all sitting in a small
cast spells normally amount of wine. A bloody fingerprint marks the top
while in shadow form, of the cork that seals the jug. When placed within a
but you can’t make building (as small as a shack or as large as a castle) or
ranged or melee attacks with buried in the earth on a section of land occupied by
nonmagical weapons. In addition, you can’t pick up humanoids (as small as a campsite or as large as an
objects, and you can’t give objects you are wearing or estate), the bottle's magic protects those within the
carrying to others. building or on the land against the magic of fey and
Wondrous Items
This effect lasts up to 1 hour. Deduct time spent fiends. The humanoid that owns the building or land
in shadow form in increments of 1 minute from the and any ally or invited guests within the building or
total time. After it has been used for 1 hour, the cloak on the land has advantage on saving throws against
can’t be used in this way again until the next dusk, the spells and special abilities of fey and fiends.
when its time limit resets. Pulling the hood up or If a protected creature fails its saving throw against
down requires an action. a spell with a duration other than instantaneous, that
creature can choose to succeed instead. Doing so
Whispering Powder immediately drains the jug’s magic, and it shatters.
Wondrous item, common
Worg Salve
A paper envelope contains enough of this fine dust
Wondrous item, uncommon
for one use. You can use an action to sprinkle the dust
on the ground in up to four contiguous spaces. When Brewed by hags and lycanthropes, this oil grants
a Small or larger creature steps into one of these you lupine features. Each pot contains enough for
spaces, it must make a DC 13 Dexterity saving throw. three applications. One application grants one of the
On a failure, loud squeals, squeaks, and pops erupt following benefits (your choice): darkvision out to a
with each footfall, audible out to 150 feet. range of 60 feet, advantage on Wisdom (Perception)
The powder’s creator dictates the manner of checks that rely on smell, a walking speed of 50 feet,
sounds produced. The first creature to enter the or a new attack option (use the statistics of a wolf ’s
affected spaces sets off the alarm, consuming the bite attack) for 5 minutes.
187
If you use all three applications at one time, you The stone has a number of charges, depending
can cast polymorph on yourself, transforming into a on the size of the creature stored within it. The
wolf. While you are in the form of a wolf, you retain stone has 6 charges if the creature is Large or
your Intelligence, Wisdom, and Charisma scores. In smaller, 10 charges if the creature is Huge, and 12
addition, you don’t need to maintain concentration charges if the creature is Gargantuan. After all of
on the spell, and the transformation lasts for 1 hour, the stone’s charges have been used, the beast’s spirit
until you use a bonus action to revert to your normal is completely drained, and the stone becomes a
form, or until you drop to 0 hit points or die. nonmagical bauble.
As a bonus action, you can expend 1 charge to cause
Worry Stone one of the following effects:
Wondrous item, common • Bestial Vigor. The next time you hit a creature
This smooth, rounded piece of semiprecious crystal with a melee weapon attack, the target takes an
has a thumb-sized groove worn into one side. extra 1d6 damage of the weapon’s type.
Physical contact with the stone helps clear the mind • Natural Selection. Until the end of your next
and calm the nerves, promoting success. If you spend turn, you have advantage on Wisdom (Perception)
1 minute rubbing the stone, you have advantage on checks, and your speed increases by 5 feet.
the next ability check you make within 1 hour of • Wisdom of the Wilds. You have advantage
rubbing the stone. Once used, the stone can’t be used on Wisdom (Animal Handling) and Wisdom
again until the next dawn. (Survival) checks for 1 minute.
Wraithstone Ziphian Eye Amulet
Wondrous item, uncommon (requires attunement) Wondrous item, rare (requires attunement)
This stone is carved from petrified roots to reflect the This gold amulet holds a preserved eye from a ziphius
shape and visage of a beast. The stone holds the spirit (see Creature Codex). It has 3 charges, and it regains
of a sacrificed beast of the type the stone depicts. all expended charges daily at dawn. While wearing
A wraithstone is often created to grant immortal this amulet, you can use a bonus action to speak its
life to a beloved animal companion or to banish a command word and expend 1 of its charges to create a
troublesome predator. The creature’s essence stays brief magical bond with a creature you can see within
within until the stone is broken, upon which point the 60 feet of you. The target must succeed on a DC 15
soul is released and the creature can’t be resurrected Wisdom saving throw or be magically bonded with
or reincarnated by any means short of a wish spell. you until the end of your next turn. While bonded in
While attuned to and carrying this item, a spectral this way, you can choose to have advantage on attack
representation of the beast walks beside you, rolls against the target or cause the target to have
resembling the sacrificed creature’s likeness in its disadvantage on attack rolls against you.
prime. The specter follows you at all times and can be
seen by all. You can use a bonus action to dismiss or
summon the specter. So long as you carry this stone,
Wondrous Items
188
Fabled Magic Items
VARIANT ATTUNEMENT
A character can normally be attuned to no more than a character of 13th level or higher, the fabled item
three magic items at a time. However, fabled magic should be considered two items for the purposes of
items can become more powerful than other magic attunement.
items as a character increases in level. A GM concerned At the GM’s discretion, a fabled item wielded by a
about this might require a character to use more than character of 17th level or higher might be considered
one of their attunement ‘slots’ to become attuned to three items for the purposes of attunement, though
the fabled item, limiting the character’s number of total this restriction greatly depends upon the presence and
attuned items. power of magic in the campaign world. If legendary
For GMs interested in this variant attunement, we and artifact magic items are almost nonexistent in the
recommend that a fabled item wielded by a character world, then it might be appropriate to add this extra
of 12th level or lower be considered a single item limit to better represent the power of the items and the
for the purposes of attunement. When wielded by strength of will required to command them.
190
Example Fabled
Magic Items
Here are several fabled items ready for use in your
game. The stories presented here are example
stories capable of fitting in any fantasy world. The
hero and villain names—even the item names—can
be changed to better fit into a particular campaign
world or a character’s personal history. Alternatively,
you can use these examples as guidance for creating
your own fabled items tied to the history of your
characters or world.
ASSASSIN’S CHAIN
This fine chain shirt is fashioned from thousands of tiny,
interlocking rings of a mysterious black metal. The chain
makes virtually no noise when worn.
Gildreth was a killer. He killed for money; he killed
for pleasure. In the end, he killed only for revenge.
Gildreth had earned many enemies in his long
career; chief among them were the Black Cabal. On a
moonless night, while Gildreth was away, members
of the Cabal infiltrated his home and murdered his
family. When Gildreth returned and discovered his
slain family, he vowed he would not rest until every
last member of the Cabal was dead by his own hand.
One by one, Gildreth tracked down and
assassinated the Cabal. He was relentless and
single‑minded, allowing nothing to stand in his way. Assassin’s Chain
Not even his death. Armor (chain shirt), fabled (5th-level and higher properties
As Gildreth was infiltrating the fortress of the require attunement)
Cabal’s leader, he felt a sharp and sudden pain—a
While wearing this armor, your steps make no sound,
BATTLECASTER’S ARMOR
This fine mithral breastplate is light and exquisitely made.
It is decorated with delicate arcane glyphs and symbols
which glow with a soft, blue light.
Long ago, the legendary warrior-mage known as
Gax walked the land. Gax, later known to history as
Gax the Great, was a mysterious figure renowned
for his uncanny ability to weave together martial and
magical combat in unique and powerful ways.
An unparalleled master at crafting magic arms
and armor, Gax is known for a number of fantastic,
magical items. He is said to have created his first great
item of magic when he was still a young apprentice.
At that time, his master was an old wizard who
mercilessly drilled the fundamentals of magic into Gax decided that he would make his way in the
the young apprentice’s mind. The studious old wizard world on his own terms. He would learn everything
also derisively dismissed Gax's ideas for combining he could about magic and combat, he would excel in
magic and battle and openly berated Gax for his love both, and he would do whatever it took to fuse the
of swordplay, weaponry, and armor. two into what would eventually become known as
Determined to prove that his theories were the style of the battlecaster.
possible (and, truth be told, equally determined to From that day on, until the day he drew his
spite his master), Gax apprenticed himself at the final breath, Gax was never without his beloved
same time to a renowned weapon smith and armorer battlecaster's armor.
in a nearby town. The youth quickly proved as skilled
at metalcraft as he was at magic. Young Gax spent his Battlecaster’s Armor
days in magical study and his nights working in the Armor (breastplate), fabled (5th-level and higher
smith's forge, crafting an exquisite breastplate of the properties require attunement by a spellcaster)
finest mithral. He imbued the breastplate’s delicate While wearing this mithral breastplate, you have
glyphs and symbols with powerful protective magic advantage on Constitution saving throws that you
far beyond the ability of magic-wielders many years make to maintain your concentration on a spell
Fabled Magic Items
BRACERS OF GANIS’BRIEL
These metal bracers lined with soft leather are etched with
beautifully intricate elven patterns and designs.
There are countless tales about the various
companions who travelled with the legendary
Gax the Great. One of the more popular is the
half elf Ganis’briel. One of Gax’s closest and most
trusted friends, Ganis’briel was often by his side.
194
Ganis’briel’s skills as an archer were almost as
famous as Gax’s skills with a blade. When fighting
alongside Gax against a terrible giant, however,
even Ganis’briel’s incredible skills as an archer
were not enough to defeat the giant. He and Gax
barely escaped with their lives.
To even the odds, Gax crafted a magical set
of bracers that enhanced Ganis’briel’s already
formidable skill with the bow. As he strapped them to
his forearms, Ganis’briel could feel the magic of all
elfkind flow into him.
The second battle with the giant went quite
differently than the first. Ganis’briel’s arrows found
their mark time and time again, until at last, the giant
was dead!
Ganis’briel eventually passed his magical bracers
on to his daughter, who wore them proudly for many
decades. The bracers became treasured heirlooms
and were passed from generation to generation of
Ganis’briel’s descendants until they were eventually
lost to history.
Bracers of Ganis’briel
Wondrous item, fabled
(5th-level and higher properties require attunement)
While wearing these bracers, you have
proficiency with the longbow and shortbow.
Master Archer (Requires Attunement). As your
level increases, you gain the following benefits while
wearing these bracers.
5th level. When you make your first attack on your
You can’t create a new arrow of giant slaying until the
turn, you have advantage on the attack roll if you
next dawn, and you can have only one such arrow of
make the attack with a longbow or shortbow. If you
giant slaying at a time.
roll a 20 for the attack roll, this property ceases to
17th level. You now gain a +3 bonus to attack and
function until you roll a 1 for an attack roll or until
damage rolls on ranged attacks made with longbows
you finish a short rest.
and shortbows, instead of +2. In addition, when
Cailebryn
Weapon (longsword), fabled
(5th-level and higher properties require attunement)
While wielding this sword, you can use an action to
speak a command word, causing light to pour from
the runes on the sword. The sword sheds bright light
in a 10-foot radius and dim light for an additional 10
feet. The light lasts until you use a bonus action to
speak the command word again or until you sheathe
the sword.
Honed Blade (Requires Attunement). As your
level increases, you gain the following benefits while
wielding or holding this sword.
5th level. Your attack rolls with this magic weapon
score a critical hit on a roll of 19 or 20.
9th level. You gain a +1 bonus to attack and
damage rolls with this sword. In addition, you have
advantage on the first attack roll you make
each turn with this sword. If you roll a 19 or
20 for the attack roll, this property ceases
to function until you roll a 1 or until you
finish a short rest.
13th level. You now gain a +2 bonus
to attack and damage rolls with this
sword, instead of +1. In addition, if
you score a critical hit with
CHAMPION’S PLATE
this sword, you roll the This exquisitely crafted, golden plate armor has a stylized
damage dice three times, horse’s head emblazoned on the breastplate.
Fabled Magic Items
instead of twice.
17th level. You now gain a +3 Every year, a much-beloved Queen held a great
bonus to attack and damage jousting tournament. Knights from across the land
rolls with this sword, instead of came to participate, for the prize was wondrous
+2. In addition, if your target indeed—the Queen would grant the winner any boon
has resistance to slashing if it was in her power to do so.
damage, it doesn’t have On the tenth anniversary of the Queen’s Tourney, a
resistance to the slashing great celebration was held. The jousts were even more
damage from this sword. If impressive than in years past. More knights than ever
your target has immunity before participated, and the events were nothing short
to slashing damage, of spectacular. One mysterious knight was victorious
its immunity instead in every event. He was the most accomplished
becomes resistance to horseman the people had ever seen; his skill with
the slashing damage lance and sword was unmatched; his chivalrous and
from this sword. honorable continence were unparalleled.
The crowd cheered as the knight strode forward and
knelt before the Queen’s royal box, his head bowed.
When the Queen asked what boon he wished as a
reward, the humble knight asked simply to become
her champion to keep her safe so that the kingdom
could continue to prosper under her just rule.
196
And so, the young knight became the Queen’s Finally, a young warrior named Rathume pledged
Champion, swearing an oath to protect her with his to rid the land of the cruel dragon. The townsfolk
very life. laughed—she was young and inexperienced. How
After decades of exemplary service as the Queen’s could she hope to defeat such a monster? Rathume
Champion, the brave knight lost the battle with the was undeterred. What she lacked in experience, she
only opponent capable of defeating him—time. The made up for in courage. What she lacked in battle
old knight was buried with his armor in the royal prowess, she made up for in faith.
crypt. It is said that just before the Champion’s body The very next dawn, when Abraxys emerged from
was sealed within the stone sarcophagus, the old the volcano and swooped toward the town, the gates
Queen, who had never married, wept openly, for she opened and Rathume emerged, holding a spear and
had grown to love the knight deeply. Her tears fell clutching a large, wooden shield. The ancient dragon
upon the knight’s armor, and in that moment, so the landed and grinned maliciously at the sight of the
story goes, the spirit of the old knight knew at last small human, standing alone in the grass. Abraxys
that his Queen truly loved him as he had loved her. roared with laughter as the girl strode confidently
toward the mighty beast, quickly closing the distance
Champion’s Plate between them.
Armor (plate), fabled (5th-level and higher properties The great dragon drew back and prepared to
require attunement by a creature of good alignment) incinerate the brash young woman. Suddenly,
While wearing this armor and mounted, your melee Rathume raised her shield and rushed forward.
weapon attack rolls score a critical hit on a roll of 19 The startled dragon breathed forth gouts of flame,
or 20. engulfing Rathume, yet she continued to rush
Unyielding Champion (Requires Attunement). As forward, unaffected by the fire!
your level increases, you gain the following benefits Rathume plunged her spear into the dragon’s belly
while wearing this armor. and there was a sudden, fiery blast which consumed
5th level. You have resistance to one type of them both. Only Rathume’s shield remained. It was
nonmagical damage: bludgeoning, piercing, or blackened by the flames, yet otherwise unscathed.
slashing. You can change the type of damage during Miraculously, the powerful magic of the dragon
a long rest. In addition, you can use an action to cast and the heroic fire in Rathume’s heart had become
the bless spell from the armor on yourself. Once used, somehow fused with the shield.
the armor can’t be used in this way again until the Many generations of brave warriors have carried
next dawn. the fire shield of Rathume from then on, striving always
9th level. You gain a +1 bonus to AC. In addition, to live up to the legend of the brave Rathume.
any critical hit against you becomes a normal hit.
13th level. You now gain a +2 bonus to AC, instead
Fire Shield of Rathume
of +1. In addition, you have resistance to nonmagical Armor (shield), fabled (5th-level and higher properties
bludgeoning, piercing, and slashing damage. require attunement)
FRAGMENT POWERS
d100 Power
1-20 The distance the destination can be from the door’s current location increases by 100 miles.
21-40 The door’s hit points increase by 10.
41-55 The door can remain open for 1 additional minute.
56-70 The door’s damage threshold increases by 2.
71-80 The door’s maximum number of charges increases by 1. The door regains a number of expended charges
daily at dawn equal to the nearest die type, rounded down (1d4 for 5 charges, 1d6 for 6 charges, etc.).
81-90 The door’s Armor Class increases by 1.
91-95 The door has immunity to one additional type of damage (GM’s choice).
96-00 The door can travel to one additional plane (GM’s choice).
201
LESSER POSITIVE QUIRKS
d8 Quirk
1 When you open the door, there is a 25 percent chance the door doesn’t expend a charge.
2 Each time a creature steps through the door, it exits the other side clean, with freshly mended and laundered
clothes, neatly trimmed hair, or similar signs of cleanliness.
3 If a dangerous creature with an Intelligence of 4 or lower is within 100 feet of the destination, the door
magically repulses the creature, discouraging it from coming within 100 feet of the door.
4 Each creature that steps through the door can’t be frightened for 1 hour.
5 Stepping through the door invigorates travelers. Each creature that steps through the door has advantage on
attack rolls and ability checks for 1 minute.
6 Each creature that steps through the door becomes aesthetically pleasing to other creatures and has advantage
on Charisma checks to interact socially with other creatures for 10 minutes.
7 The door becomes more accepting of new fragments. Any creature incorporating a fragment has advantage on
the check.
8 The door brings fortune on travelers. Each creature that steps through the door is affected by the bless spell
for 1 hour.
202
GAUNTLETS OF THE ARCANE FIST
These golden gauntlets are covered with arcane, spiral
symbols of pure silver.
Riggslet (‘Riggs’, for short) was a halfling wizard who
traveled with the legendary Gax the Great for a time.
The thing Riggs most hated about himself was his
stature. Despite his considerable skill with magic, the
little halfling’s most profound wish was that he had
been born big, strong, and physically powerful. Gax
always told his friend that true strength comes from
within, but Riggs continued to lament his physical
weakness and size. Finally, when he could bear his
friend’s complaints no longer, Gax gave Riggs a
wonderful gift—a pair of magnificent, enchanted
gauntlets. When wearing the gauntlets, Riggs gained
great strength and found his magic enhanced in
wondrous ways.
In time, Gax and Riggs came to a small village near
a high mountain pass. The people there welcomed
the strangers, who happily remained in the village for
many weeks.
Then, the giants attacked.
Gax and Riggs battled the giants and did everything
they could to defend the village. Riggs used the power
attack roll, this property ceases to function until you
of his gauntlets to great effect, but in the end, he
roll a 1 or until you finish a short rest.
found it was his bravery and willingness to give his
9th level. When you score a critical hit with
life to protect the villagers that truly won the day. Gax
an unarmed strike, the target must succeed on a
had been right—Riggs’s true strength had indeed
Constitution saving throw (DC equal to 8 + your
been inside him all along.
proficiency bonus + your Strength modifier) or be
From then on, Riggs was known as Riggslet
knocked prone. In addition, you can use a bonus
Giantsbane. Many years later, the brave halfling
action to hit the gauntlets together to charge them
returned to the mountain village and retired, content
with arcane energy for 1 minute. When you hit with
to live out his days among the people he had protected
an unarmed strike while the gauntlets are charged
years earlier. Riggs never had children, but he did
with arcane energy, the unarmed strike deals an extra
take on an apprentice, a small girl with a gift for
1d4 force damage. Once used, the gauntlets can’t be
every soul she could. As she went about her divinely of the land’s most valiant
appointed task, the hand upon her amulet glowed crusaders against evil.
brightly. Jhana could feel her deity within her as the Many brave and
healing magic flowed through her hands. glorious deeds
From that day forward, Jhana dedicated herself are attributed
entirely to her deity. Although she continued to carry to the great
weapons, she used them only as a last resort. She paladin. He even
spent the remainder of her days helping others and single‑handedly
spreading messages of life and healing. saved an aged
Jhana’s amulet is thought to be buried with her, cleric from the
though none know the location of her marble tomb. very jaws of the
ancient red dragon
Healer’s Hand Amulet Balmortigyrn.
Wondrous item, fabled (5th-level and higher properties In time, however,
require attunement by a cleric of non-evil alignment) death must come
While wearing this amulet, you can cast the spare the to all mortals, even
dying cantrip from it at will. those as brave and
Healer’s Helper (Requires Attunement). As your valiant as Sir Velamish,
level increases, you gain the following benefits while whose death came at the hands
wearing the amulet. of a vile pit fiend. Velamish and the
206
pit fiend had been locked in combat for hours on a and damage rolls made with the magic sword, and,
barren field just outside a city which the paladin was when you hit a fiend with it, the fiend takes an extra
sworn to protect. Though terribly wounded himself, 2d10 radiant damage. The sword immediately loses
the paladin prepared to deliver the killing blow to the divine power if wielded by anyone but you. Once
the mortally wounded pit fiend. Before Velamish’s used, you can’t imbue a sword with divine power
blade could bite into the evil creature’s flesh, again until the next dawn.
however, it unleashed a violent ball of flame which
engulfed them both. KELGROR’S HAMMER
When the flames finally died out, both Velamish
and the pit fiend were gone. All that remained on the This warhammer has a shimmering, almost translucent
barren ground was Sir Velamish’s dented helm. quality. The image of an anvil is etched into each side.
The people wept in sadness and gratitude at Sir Kelgror was a legendary dwarven smith. He was
Velamish’s sacrifice. Lifting their eyes to the heavens, renowned for the beautiful arms and armor he
they gave thanks to the gods of good. created. Great kings and mighty warriors came from
Then, a miracle occurred. A blinding flash all over the land in the hopes that Kelgror would craft
emanated from the helm. When their sight returned, for them.
the people marveled. Sir Velamish’s helm was no Near the end of the famous smith’s life, Kelgror
longer damaged! It had been returned to pristine began his greatest masterpiece—a mighty hammer.
condition! Kelgror worked day and night, lovingly pouring every
The city’s elderly high priest lifted the helm ounce of skill and energy he had into the weapon’s
above his head and vowed to all those present that creation. For many months, the aging dwarf worked,
it would be forever a symbol of sacrifice and valor never quite satisfied with the hammer. Feeling his
in the unending crusade against evil. The helm was health beginning to fail, old Kelgror knelt at his anvil
given a place of honor in the city’s cathedral, where and prayed to the gods.
it remained for decades, until the city was sacked by “Do not take me until I have finished my work!” he
foreign invaders. cried. The gods heard his prayer, for Kelgror lived on.
The current whereabouts of the helm of Velamish are At last, after many more months of toil, Kelgror
unknown. finally wiped his wrinkled brow and admired the
Helm of Velamish hammer. The old dwarf smiled. It was truly his
greatest achievement.
Wondrous item, fabled (5th-level and higher properties
The old dwarf ’s pride was tinged with regret, for
require attunement by a paladin of good alignment)
he would never wield the hammer in glorious battle.
While wearing this helm, you have advantage on With these final feelings of pride and regret in his
initiative rolls. heart, Kelgror, the great dwarven smith, died.
Fiend Bane (Requires Attunement). As your level As Kelgror had wished, his hammer was passed
increases, you gain the following benefits while from one great dwarven warrior to another. Many
MARKUM’S GLAIVE
MATCHED BLADES OF
THE ETERNAL FEUDALISTS
This matched set of dueling swords exude wealth and expert
craftsmanship. Songbirds decorate the blade of one sword,
while a rising sun gleams on the blade of the other.
Over two centuries ago, two young, wealthy
aristocrats agreed to a duel over a matter so trivial,
it has long since been forgotten. The two men, Sir
Clive Dumfry and Lord Ivor Arron, had vast wealth
and properties, but both fancied themselves the
finest duelist in the world. When they fought, it was
as celebrities.
However, so perfectly matched were they that
their duel ended in a draw. Then a rematch. And
re-rematch. And so it continued for decades, until
210 each man’s skill and senses began to fail. At that
Matched Blades (Requires Attunement). You must
have both Clive’s cacophony and Ivor’s illumination
to attune to the weapons. You attune to the two
swords as if they were one item. As your level
increases, you gain the following benefits while
wielding theses swords.
5th level. When you roll a 20 on an attack roll
made with either weapon, the target is deafened
(Clive’s cacophony) or blinded (Ivor’s illumination) for
1 minute. A blinded or deafened creature can
make a Constitution saving throw (DC equal
to 8 + your proficiency bonus + your Charisma
modifier) at the end of each of its turns,
ending the condition on itself on a success.
In addition, you have advantage on saving
throws against being blinded or deafened.
9th level. The extra thunder and
radiant damage you deal with each sword
increases to 2d6.
13th level. When you roll a 20 on an
attack roll made with either weapon, each
creature within 10 feet of the target is also deafened
(Clive’s cacophony) or blinded (Ivor’s illumination) for
1 minute. A blinded or deafened creature can make
a Constitution saving throw (DC equal to 8 + your
proficiency bonus + your Charisma modifier) at the Ruatha rushed through the forest, shouting for
end of each of its turns, ending the condition on itself the animals to run toward the safety of the stream.
on a success. In addition, you have immunity to the Ruatha could hear the deep, rumbling voice of Oak
blinded and deafened conditions. Heart in the distance, rousing the trees of the forest.
17th level. When you hit a target with either Through the confusion and smoke, panicked forest
weapon, the target must succeed on a Constitution animals ran from the flames, and trees lumbered past
saving throw (DC equal to 8 + your proficiency Ruatha. After what seemed a lifetime, the singed and
bonus + your Charisma modifier) or be deafened soot-covered druid finally dropped to his knees on
(Clive’s cacophony) or blinded (Ivor’s illumination) for 1 the far side of the stream. Glancing around quickly,
minute. In addition, when you roll a 20 on an attack the exhausted druid was relieved to see that most of
roll made with either weapon against a target that the forest animals had made it to safety, as had many
One by one, however, they were slaughtered—the you can use an action to speak the command word
odds against them were simply too great. and cause your flesh to become stony and craggy. This
True to his word, Ukani-sago raised Emperor Shin’s effect works like the stoneskin spell, except you don’t
head high upon his spear and roared in triumph. have to maintain concentration, and it lasts 1 hour.
The bodies of the slain warrior-monks were The effect ends early if you remove the armor or if
stripped of their sacred mountain armor. Most of the you use an action to speak the command word again.
armor was destroyed, but a few suits were carried Once used, the armor can’t be used in this way again
off as war prizes. Some say Ukani-sago even claimed until the next dawn.
the most powerful set of sacred mountain armor for 13th level. You now gain a +2 bonus to AC, instead
himself… of +1. In addition, you have resistance to nonmagical
bludgeoning, piercing, and slashing damage when in
Sacred Mountain Armor
rocky or mountainous terrain.
Armor (scale mail), fabled (5th-level and higher properties 17th level. You now gain a +3 bonus to AC, instead
require attunement) of +2. In addition, you can use an action to make
While wearing this armor, you have advantage yourself immune to nonmagical bludgeoning,
on Wisdom (Survival) checks when in rocky or piercing, and slashing damage for 10 minutes or
mountainous terrain. until you are no longer wearing this armor. For
Mountain’s Blessing (Requires Attunement). As the duration, you can’t be moved against your will
your level increases, you gain the following benefits in rocky or mountainous terrain. Once used, this
while wearing this armor. property can’t be used again until the next dawn.
214
SCORPION STING SCIMITAR for 1 minute or until an attack using this scimitar
hits a creature. That creature must succeed on a
This scimitar has a gleaming blade of remarkable Constitution saving throw (DC equal to 8 + your
workmanship. The pommel is set with a large ruby. proficiency bonus + your Dexterity modifier) or
Long ago, in a far-off desert kingdom, the Scorpion take 2d4 poison damage. The scimitar regains all
Padishah ruled from a gleaming city near a vast expended charges daily at dawn.
oasis. The Padishah commanded a small but loyal 9th level. You gain a +1 bonus to attack and damage
army, dedicated to protecting the city from raiders rolls with this magic weapon, and the scimitar now
and nomads who roamed the surrounding desert. has 5 charges, instead of 3. In addition, poison created
Leading this army were elite warriors known as the by this scimitar ignores resistance to poison damage.
Seven Scorpions. Each of these warriors was said to 13th level. You gain a +2 bonus to attack and
be the equal of ten normal men, and each was sworn damage rolls with this scimitar, instead of +1. In
to protect the city and the Padishah with their lives. addition, when you deal poison damage to a creature,
Each of the Seven Scorpions carried a golden you can make one attack with this scimitar against
scimitar. These mystical swords were said to have that creature as a bonus action.
been forged by genies many centuries ago and could 17th level. You gain a +3 bonus to attack and
cleave through solid rock. damage rolls with this scimitar, instead of +2. In
Possessing a scorpion sting scimitar was the highest addition, you can expend 2 charges as an action to
accolade one could receive within the desert create one dose of any contact or injury poison. The
kingdoms. If a scorpion warrior fell in battle, one of poison can coat the blade for 1 minute or be collected
their fellows was honor‑bound to recover the fallen in a vial (your choice). If collected in a vial, the poison
warrior’s scimitar and return it to the Padishah. The lasts for 8 hours or until used to coat a blade.
Padishah would then bestow it on a worthy successor.
Eventually, the Padishah’s city was claimed by SOVEREIGN’S SCEPTER
the sands of time, and it is unknown what became
of the seven scorpion sting scimitars. One is thought This golden scepter is topped by an impressive lion’s head
to currently be in the possession of a wicked desert with ruby eyes.
sultan; another is rumored to be part of an Owain was a great king who viewed his role as
Efreeti’s personal hoard. At least two of the Protector of the Realm as a sacred pact between
scimitars are thought to have been destroyed himself and his people. King Owain, often called
long ago. As for the whereabouts of the The Lion, personified all the qualities desired in a
others, none can say with certainty. sovereign. He was intelligent and wise, good and
kind, strong and just.
Scorpion Sting Scimitar
Owain went to great lengths to ensure the safety,
Weapon (scimitar), fabled (5th-level and higher
prosperity, and well-being of his people. He believed
properties require attunement)
all people, regardless of their station in life, deserved
that allows other creatures to read your thoughts That very night, the gnome successfully burglarized
or determine whether you are lying, and creatures the royal treasury vaults of Orpesh. Over the next
can telepathically communicate with you only if you few months, he committed many more crimes, each
allow it. seemingly more extravagant and daring than the
9th level. You gain a +1 bonus to AC, and you last—heists that would live on in legend and song.
stabilize whenever you are dying at the start of your Teegum stole the crown jewels of Ipn-tha; he replaced
turn. In addition, you can use an action to press the golden eggs of the Holy Eagle of Bol with exact
one of the ruby eye buttons on the scepter’s lion replicas then sold the originals for a fabulous sum; he
head. For 1 minute, you know the direction of the strolled undetected into a secret meeting of the great
nearest creature hostile to you within 60 feet, but banking consortium of Dalthoon and left with the
not its distance from you. You can sense the presence contents of each member’s coin purse. No trap could
of hostile creatures that are ethereal, invisible, stop him! Before long, he was fabulously wealthy and
disguised, or hidden as well as those in plain sight. had earned quite a reputation.
The scepter’s lion head has two ruby eye buttons. Unfortunately, there was one important lesson
Once pressed, a ruby eye button becomes inactive and Teegum, like many criminals, con men, and tricksters
can’t be pressed again until the next dawn or until you needed to learn the hard way. Luck is a two-way
recharge it with the scepter’s 13th level feature. street and the gods of deceit also play tricks on their
13th level. You now gain a +2 bonus to AC, instead worshippers. It was a lesson the gnome learned late
of +1. When a creature you can see within 60 feet of one rainy, ale-soaked night at the point of a poisoned
you casts a spell that targets only you, you can use a dagger. Grasping frantically at the burning wound
216
UTHARIEL’S DIADEM
This beautiful and exquisitely jeweled headband is wrought
from delicately interwoven strands of gold and silver.
Uthariel ascended to the throne on her nineteenth
birthday, after the sudden death of her father, the king.
Because of her age, Uthariel feared there would be
those who wished to take her power from her. She
knew she would need to use all of her assets and skills
to ensure she remained in power. Uthariel’s greatest
assets were her great cunning and charm, and she
used these to orchestrate alliances, eliminate rivals,
and ensure outcomes that benefited her and her
crown. Yet, with each new alliance or conquest, the
young queen grew more uneasy. She was convinced
an assassin or plot to dethrone her lay around every
corner, and she prayed to the gods in hopes they
might keep her safe. In response, they enchanted her
royal diadem with great protective powers. Uthariel
rejoiced, feeling suddenly invincible.
One evening during a formal dinner, the Queen
learned a new lady-in-waiting had joined her court.
in his gut, the last thing Teegum saw before his eyes Uthariel was enchanted by the girl’s beauty and
closed forever was a dagger-wielding thief pulling off immediately set about charming her.
his magic boots and running into the dreary night. Later that night, as the two retired to a private
room, the young girl innocently remarked at the
Trickster’s Boots delicate beauty of Uthariel’s diadem.
Wondrous item, fabled (5th-level and higher properties The queen studied the young woman intently, but
require attunement) she could find no hint of deception or ill will. She then
While you wear these boots, your steps make no allowed the lady-in-waiting to try on the diadem.
sound, regardless of the surface you are moving As the two embraced, the lady-in-waiting
across. stealthily flicked at the ring she wore, revealing a tiny
Trickster’s Boon (Requires Attunement). As your needle, which she quickly pricked into the back of
level increases, you gain the following benefits while Uthariel’s neck.
you wear these boots. Uthariel gasped. Her legs grew weak, and she fell
5th level. You have advantage on Dexterity to the floor, twitching as the poison quickly coursed
Vrithmytrix’s Bane
Armor (scale mail), fabled (5th-level and higher properties
used, the diadem can’t be used in this way again until require attunement)
the next dawn.
9th level. You gain a +1 bonus to AC and saving While wearing this armor, you can use an action to
throws. In addition, you can use an action to cast the cast the acid splash spell (save DC 15) from it at will.
detect thoughts (DC equal to 8 + your proficiency bonus Draconic Might (Requires Attunement). As your
+ your Intelligence modifier) from it at will. level increases, you gain the following benefits while
13th level. You now gain a +2 bonus to AC and wearing this armor.
saving throws, instead of +1. In addition, you have 5th level. You can breathe air and water, and you
truesight out to a range of 15 feet. have resistance to acid damage.
17th level. You now gain a +3 bonus to AC and 9th level. You gain a +1 bonus to AC. When you
saving throws, instead of +2. In addition, you can use hit a dragon with any melee weapon, the dragon
an action to cast the foresight spell from the diadem. takes an extra 2d6 damage of the weapon’s type. For
Once used, the diadem can’t be used in this way again the purpose of this property, “dragon” refers to any
until the next dawn. creature with the dragon type, including drakes and
wyverns.
13th level. You now gain a +2 bonus to AC, instead
VRITHMYTRIX’S BANE of +1, and you have advantage on saving throws
This exquisite suit of armor is crafted from perfectly against the Frightful Presence and breath weapons of
overlapping black dragon scales carefully fastened to thick, dragons. In addition, you can sprout a pair of black
black dragon hide.
Vrithmytrix the black dragon inhabited a vast,
stinking swamp. Many tried to slay the dragon, but
Vrithmytrix was simply too powerful and too clever.
The black dragon’s luck changed one fog-
shrouded morning when Osland the Dragonslayer
entered the swamp. Osland had already killed two
Fabled Magic Items
only the leaders, but the entire pack. frightened in this way, a creature must spend its turns
When the bloodbath was over, few of the trying to move as far away from you as it can, and it
werewolves remained alive. The victorious werewolf can't willingly move to a space within 30 feet of you.
leader bathed his wolf ’s howl ring in the blood of his It also can't take reactions. For its action, it can use
enemy, and the only the Dash action or try to escape from an effect
ring absorbed that prevents it from moving. If it has nowhere it
the creature’s can move, the creature can use the Dodge action. At
dying essence the end of each of its turns, a creature can repeat the
into itself. The saving throw, ending the effect on itself on a success.
Once used, the ring can’t be used in this way again
until the next dawn.
17th level. You can now use the 5th level property
of this ring to transform into an arctic dire wolf,
instead of a dire wolf. This effect works exactly like
that property, except you don’t have to maintain
concentration on the spell, and it lasts for a number
of hours equal to half your level. An arctic dire wolf
has the statistics of a winter wolf, except it is a beast,
not a monstrosity, and it doesn’t know the Giant or
Winter Wolf languages.
220
This appendix contains tables for randomly Magic items marked with an asterisk (*) can be
distributing magic items to your characters. They found in the System Reference Document 5.1 and are
assume you want to include magic items in a trove of included in the tables in this appendix to provide a
treasure guarded by a creature, in an NPC’s private more comprehensive set of magic items tables.
collection, or inside a deadly trap, and they are Each magic item not marked with an asterisk is
designed to help you determine how many magic marked with an indicator of where it can be found
items might be in that trove. The tables don’t include in this book: “A” for Armor and Weapons (see page
guidance on mundane treasure such as gemstones and 11), “P” for Potions and Scrolls (see page 47), “C” for
gold. Use the Treasure Trove by CR tables to decide Specialty Consumables (see page 60), “R” for Rings,
how many times to roll on a table for the challenge the Rods, Staves, and Wands (see page 71), and “W” for
characters faced in acquiring the treasure. Wondrous Items (see page 104). Fabled items aren’t
included in the tables in this appendix.
TREASURE TROVE BY CR: 0–6
d100 CR 0–3 CR 4–6
1–20 Roll once on Magic Items Table 1 Roll 1d4 times on Magic Items Table 4
21–40 Roll twice on Magic Items Table 1 Roll 1d4 times on Magic Items Table 5
41–60 Roll 1d4 times on Magic Items Table 1 Roll 1d4 times on Magic Items Table 6
61–70 Roll once on Magic Items Table 2 Roll 1d4 times on Magic Items Table 7
71–80 Roll twice on Magic Items Table 2 Roll 1d4 times on Magic Items Table 8
81–85 Roll 1d4 times on Magic Items Table 2 Roll 1d4 times on Magic Items Table 9
86–90 Roll once on Magic Items Table 1 and once on Roll 1d4 times on Magic Items Table 10
Magic Items Table 2
91–94 Roll twice on Magic Items Table 1 and twice on Roll once on Magic Items Table 9 and once on Magic
Magic Items Table 2 Items Table 10
95–97 Roll once on Magic Items Table 3 Roll once on Magic Items Table 11
98–00 Roll twice on Magic Items Table 3 Roll twice on Magic Items Table 11
96 Exanguinating blade A
81–82 Entrenching mattockA
97 Captain’s flag W
83–84 Ring of the frost knightR
98 Staff of binding R
85–86 Hangman’s nooseW
99 Ring of spell negation (red)R 87–88 Scourge of devotionA
00 Teapot of soothing W
89–90 Bracers of defense*
91–92 Wand of vaporsR
MAGIC ITEMS TABLE 15 93–94 Talking torchesW
d100 Magic Item 95 Feysworn contractR
01–10 Catalyst oilP 96 Meteoric plateA
11–12 Horn of Valhalla (brass)* 97 Ivy crown of prophecyW
13–14 Ring of imperious commandR 98 Sun blade*
15–16 Armor of the ngobou A
99 Boots of the swift strikerW
17–18 Potion of gaseous form* 00 Spyglass of summoningW
19–20 Kobold firework: snake fountain W
©2020 Open Design LLC. Kobold Press logo is a trademark of Open Design LLC.
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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. Mike Welham
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ManiFest the
M aRve lous !
The wizard peered through the hole in the wall and into the darkness of the
ancient vault beyond. She murmured a few arcane words, searching for any
telltale magical auras. Then she gasped.
“What is it?” the warrior demanded. “What do you see?”
“Something . . . wondrous!”
Inside Vault of Magic, you’ll find a vast treasure trove of enchanted
items of every imaginable use—more than 950 in all! The heaps of
armors, weapons, potions, rings, and wands are just for starters.
From mirrors to masks, edibles to earrings, and lanterns to lockets,
it’s all here, ready for your 5th Edition game.
This 240-page volume includes:
• More than 25 unique items designed by special guests,
including Luke Gygax, Patrick Rothfuss, Gail Simone,
and Deborah Ann Woll
• Fabled items that grow in power as characters rise in levels
• New item themes, such as monster-inspired, clockwork,
and apprentice wizards
• Item sets that power up if worn together
• Hundreds of full-color illustrations
• Complete treasure-generation tables sorted by rarity
Amaze and delight your players and spice up your 5th Edition
campaign with fresh, new enchanted items from Vault of Magic.
It’ll turn that next treasure hoard into something . . . wondrous!
$49.99
ISBN: 978-1-950789-24-5
PO Box 2811 KOB 9245
Kirkland WA 98083 Printed in China