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Items Wondrous Rare A4 Recto
Items Wondrous Rare A4 Recto
Acrid odors cling to this stained, heavy volume. The book's metal fittings are copper, iron, lead, silver, and gold, some frozen mid-transition
from one metal to another. When found, the book contains the following spells: Enlarge/Reduce, Feather Fall, Flesh to Stone, Gaseous Form,
Magic Weapon, and Polymorph. It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the
book. The new spell must be of the transmutation school.
As an action, you can touch a nonmagical object that isn't being worn or carried and spend a number of charges to transform the target into
another object. For 1 charge, the object can be no larger than 1 foot on a side. You can spend additional charges to increase the maximum
dimensions by 2 feet per charge. The new object must have a gold value equal to or less than the original.
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.
While you wear this amulet of silver and This crystal is a solidified shard of the Astral Plane, swirling with silver mist. As an
turquoise, you have advantage on saving throws action, you can attach the shard to a tiny object (such as a weapon or a piece of
against effects that turn undead. jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard
as a spellcasting focus for your sorcerer spells while you hold or wear it.
If you fail a saving throw against such an effect,
you can choose to succeed instead. You can do so When you use a Metamagic option on a spell while you are holding or wearing the
three times, and expended uses recharge daily at shard, immediately after casting the spell you can teleport to an unoccupied space
dawn. you can see within 30 feet of you.
Crafted from a thick, red fabric, this banner measures 5 feet high and 3 feet wide. The krig (war) rune is displayed on the fabric with round,
metal plates sewn into it. It can be attached to a 10-foot pole to serve as a standard. Furling or unfurling the banner requires an action. The
banner has the following properties.
Mark of Courage. As a bonus action, you can touch the unfurled banner and cause it to emanate courage. You and your allies are immune to
the frightened condition while within 20 feet of it. This benefit lasts for 10 minutes or until the banner is furled. Once you use this property,
you can't use it again until you finish a short or long rest.
Sentinel Standard. You can see invisible creatures while they are within 20 feet of the unfurled banner and within your line of sight.
Standard's Shield. As a bonus action, you can touch the unfurled banner and invoke this power. Any ranged attack roll that targets you or an
ally of yours has disadvantage if the target is within 20 feet of the unfurled banner. This benefit lasts for 1 minute or until the banner is furled.
Once you use this property, you can't use it again until you finish a short or long rest.
Gift of Battle. You can transfer the banner's magic to a place by tracing the krig rune on the ground with your finger. The point where you
trace it becomes the center of a spherical area of magic that has a 500-foot radius and that is fixed to the place. The transfer takes 8 hours of
work that requires the banner to be within 5 feet of you and during which you choose creatures, creature types, or both that will benefit from
the magic. At the end, the banner is destroyed, and the area gains the following property:
• While in the 500-foot-radius sphere, the creatures you chose during the transfer process are immune to the frightened condition
and gain a +1 bonus to attack rolls and AC.
Astromancy Archive TCE Atlas of Endless Horizons TCE
Wondrous item, rare (requires attunement by a wizard) Wondrous item, rare (requires attunement by a wizard)
This brass disc of articulated, concentric rings unfolds into an armillary This thick book is bound in dark leather, crisscrossed with inlaid
sphere. As a bonus action, you can unfold it into the sphere or back silver lines suggesting a map or chart. When found, the book
into a disc. When found, it contains the following spells, which are contains the following spells, which are wizard spells for you while
wizard spells for you while you are attuned to it: Augury, Divination, you are attuned to the book: Arcane Gate, Dimension Door, Gate,
Find the Path, Foresight, Locate Creature, and Locate Object. It Misty Step, Plane Shift, Teleportation Circle, and Word of Recall. It
functions as a spellbook for you, with spells encoded on the rings. functions as a spell book for you.
While you are holding the archive, you can use it as a spellcasting While you are holding the book, you can use it as a spellcasting
focus for your wizard spells. focus for your wizard spells.
The archive has 3 charges, and it regains 1d3 expended charges daily The book has 3 charges, and it regains 1d3 expended charges
at dawn. You can use the charges in the following ways while holding daily at dawn. You can use the charges in the following ways while
it: holding it:
• If you spend 1 minute studying the archive, you can expend • If you spend 1 minute studying the book, you can
1 charge to replace one of your prepared wizard spells with expend 1 charge to replace one of your prepared wizard
a different spell in the archive. The new spell must be of the spells with a different spell in the book. The new spell
divination school. must be of the conjuration school.
• When a creature you can see within 30 feet of you makes an • When you are hit by an attack, you can use your
attack roll, an ability check, or a saving throw, you can use reaction to expend 1 charge to teleport up to 10 feet to
your reaction to expend 1 charge and force the creature to an unoccupied space you can see. If your new position
roll a d4 and apply the number rolled as a bonus or penalty is out of range of the attack, it misses you.
(your choice) to the original roll. You can do this after you
see the roll but before its effects are applied.
While wearing these bracers, you gain a +2 While a fire burns in this brass brazier, you can use an action to speak the brazier's
bonus to AC if you are wearing no armor and command word and summon a fire elemental, as if you had cast the Conjure Elemental
using no shield. spell. The brazier can't be used this way again until the next dawn.
When the boots' property has been used for a total of 10 minutes, the magic ceases to function
until you finish a long rest.
While wearing this belt, you gain the following This diamond contains the blood of a creature — blood that appears in the form of
benefits: the blod (blood) rune. While the item is on your person, you can use your action to
• Your Constitution score increases by 2, divine the location of the creature nearest to you that is related to the blood in the
to a maximum of 20. item and that isn't undead. You sense the distance and direction of the creature
• You have advantage on Charisma relative to your location. The creature is either the one whose blood is in the item
(Persuasion) checks made to interact with or a blood relative.
dwarves.
This item is made from a large diamond worth at least 5,000 gp. When the blood of
In addition, while attuned to the belt, you have a 50 a creature is poured onto it during the creation process, the blood seeps into the
percent chance each day at dawn of growing a full heart of the gem. If the gem is destroyed, the blood evaporates and is gone forever.
beard if you're capable of growing one, or a visibly A vengeful being might use a Blod Stone to hunt down an entire bloodline. Such
thicker beard if you already have one. stones are sometimes given as gifts to siblings or handed down from parent to child.
While this bowl is filled with water, you can use an action to This armband appears to have thin daggers strapped to it. As an action, you
speak the bowl's command word and summon a water can pull up to two magic daggers from the bracer and immediately hurl
elemental, as if you had cast the Conjure Elemental spell. them, making a ranged attack with each dagger. A dagger vanishes if you
The bowl can't be used this way again until the next dawn. don't hurl it right away, and the daggers disappear right after they hit or
miss. The bracer never runs out of daggers.
The bowl is about 1 foot in diameter and half as deep. It
weighs 3 pounds and holds about 3 gallons.
Censer of Controlling Air Elementals DMG Charm of Plant Command GoS
Wondrous item, rare Wondrous item, rare (requires attunement)
While incense is burning in this censer, you can use an action This fist-sized charm is made from a bundle of dried plant stems wrapped
to speak the censer's command word and summon an air in silver thread. Hung on a leather thong, it is typically worn around the
elemental, as if you had cast the Conjure Elemental spell. neck or attached to a belt.
The censer can't be used this way again until the next dawn.
This charm has 3 charges. While you bear the charm, you can expend 1
This 6-inch wide, 1-foot-high vessel resembles a chalice with charge as an action to cast the Speak with Plants spell. For the duration of
a decorated lid. It weighs 1 pound. the spell, you also have advantage on Charisma checks made to influence
the behavior, demeanor. and attitude of plants. The charm regains all
expended charges at dawn each day.
This fine leather bridle tugs at the hand when first held, as though it longs to reach out for This black leather apron is perpetually
a beast nearby. When you hold one end of the bridle, you can use an action to speak its covered by blood, even after being washed
command word, causing the other end to lash out at a beast you can see within 20 feet of off. You gain the following benefits while
you. The target must succeed on a DC 17 Charisma saving throw or have the bridle tie wearing the apron:
itself around its neck, then fall under your command as if subjected to the Dominate Beast
spell. Once the targeted is affected, you do not need to hold the other end of the bridle • Once per turn when you roll
to command it. With a successful saving throw, the target becomes immune to the bridle’s damage for a melee attack with a
power until the next dawn. weapon, you can reroll the
weapon's damage dice. If you do
A creature controlled by the bridle can be released by the creature that bound it as a so, you must use the second total.
bonus action. A creature controlled by the bridle can make a DC 17 Charisma check each • Your weapon attacks that deal
day at dawn. On a success, the creature is no longer affected by the bridle. slashing damage score a critical hit
on a roll of 19 or 20 on the d20.
This cape smells faintly of brimstone. While wearing it, you can This cauldron is made of thick copper that has turned green with age. It
use it to cast the Dimension Door spell as an action. This is 4 feet wide, has a mouth 3 1/2 feet in diameter, weighs 50 pounds, and
property of the cape can't be used again until the next dawn. can hold up to 30 gallons of liquid. Embossed on its bulging sides are
images of satyrs and nymphs in repose, holding ladles. The cauldron
When you disappear, you leave behind a cloud of smoke, and comes with a lid and has side handles. It sits on five little clawed feet that
you appear in a similar cloud of smoke at your destination. The keep it from tipping.
smoke lightly obscures the space you left and the space you
appear in, and it dissipates at the end of your next turn. A light If water is poured into the cauldron and stirred for 1 minute, it transforms
or stronger wind disperses the smoke. into a hearty, hot stew, which can provide one nourishing meal for up to
four people per gallon. The stew remains hot while in the cauldron, then
cools naturally after it is removed. The outside of the cauldron remains
safe to touch despite the heat of the stew.
The cauldron can create stew three times. It then ceases to function until
the next dawn, when it regains all its uses.
While you blow an Eagle Whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a
number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start
suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses.
It regains expended uses daily at dawn.
Chime of Opening DMG Claws of the Umber Hulk PoA
Wondrous item, rare Wondrous item, rare (requires attunement)
This hollow metal tube measures about 1 foot long and weighs 1 pound. These heavy gauntlets of brown iron are forged in the shape
You can strike it as an action, pointing it at an object within 120 feet of you of a number hulk’s claws, and they fit the wearer’s hands and
that can be opened, such as a door, lid, or lock. The chime issues a clear forearms all the way up to the elbow. While wearing both
tone, and one lock or latch on the object opens unless the sound can't claws, you gain a burrowing speed of 20 feet, and you can
reach the object. If no locks or latches remain, the object itself opens. tunnel through solid rock at a rate of 1 foot per round.
The chime can be used ten times. After the tenth time, it cracks and You can use a claw as a melee weapon while wearing it. You
becomes useless. have proficiency with it, and it deals 1d8 slashing damage on
a hit (your Strength modifier applies to the attack and
damage rolls, as normal).
This dragon's claw has been covered with a coat of molten silver, upon While you wear this cloak, it projects an illusion that makes you
which has been inscribed the wyrm (dragon) rune. The claw has the appear to be standing in a place near your actual location,
following properties. causing any creature to have disadvantage on attack rolls against
you. If you take damage, the property ceases to function until the
Wyrmslayer. As an action, you can point the claw at a dragon within start of your next turn. This property is suppressed while you are
30 feet of you. The dragon must then succeed on a DC 15 Constitution incapacitated, restrained, or otherwise unable to move.
saving throw or gain vulnerability to all damage types until the end of
your next turn. This property can be used three times. The claw regains
all expended uses at the next dawn.
Wyrm Shield. While the claw is displayed on your person, you have
resistance to the damage caused by any dragon's breath weapon.
Wyrm Ward. You can transfer the claw's magic to a place by tracing
the wyrm rune on the ground with your finger. The point where you
trace it becomes the center of a spherical area of magic that has a 100-
foot radius and that is fixed to the place. The transfer takes 8 hours of
work that requires the claw to be within 5 feet of you. At the end, the
claw is destroyed, and the area gains the following property:
You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that
remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.
The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided
into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the
tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune
to the Knock spell and similar magic, such as that of a Chime of Opening.
Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a
failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to
the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.
The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points,
immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a Wish spell can repair
the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall
to regain 50 hit points.
Cloak of the Bat DMG Dimensional Shackles DMG
Wondrous item, rare (requires attunement) Wondrous item, rare
While wearing this cloak, you have advantage on You can use an action to place these shackles on an incapacitated creature.
Dexterity (Stealth) checks. In an area of dim light or The shackles adjust to fit a creature of Small to Large size. In addition to
darkness, you can grip the edges of the cloak with both serving as mundane manacles, the shackles prevent a creature bound by
hands and use it to fly at a speed of 40 feet. If you ever fail them from using any method of extradimensional movement, including
to grip the cloak's edges while flying in this way, or if you teleportation or travel to a different plane of existence. They don't prevent
are no longer in dim light or darkness, you lose this flying the creature from passing-through an interdimensional portal.
speed.
You and any creature you designate when you use the shackles can use an
While wearing the cloak in an area of dim light or action to remove them. Once every 30 days, the bound creature can make a
darkness, you can use your action to cast Polymorph on DC 30 Strength (Athletics) check. On a success, the creature breaks free and
yourself, transforming into a bat. While you are in the form destroys the shackles.
of the bat, you retain your Intelligence, Wisdom, and
Charisma scores. The cloak can't be used this way again
until the next dawn.
A docent is a small metal sphere, about 2 inches across, studded with To you, this book is a magical spellbook. To anyone else, the book
dragonshards. To attune to a docent, you must embed the item appears to be a volume of verbose romance fiction. As an action,
somewhere on your body, such as your chest or your eye socket. you can change the book's appearance and alter the plot of the
romance.
Sentience. A docent is a sentient item of any alignment with an
Intelligence of 16, a Wisdom of 14, and a Charisma of 14. It perceives When found, the book contains the following spells: Hallucinatory
the world through your senses. It communicates telepathically with Terrain, Major Image, Mirror Image, Mislead, Nystul's Magic Aura,
you and can speak, read, and understand any language it knows (see Phantasmal Force, and Silent Image. It functions as a spellbook for
"Random Properties" below). you.
Life Support. Whenever you end your turn with 0 hit points, the While you are holding the book, you can use it as a spellcasting
docent can make a Wisdom (Medicine) check with a +6 bonus. If this focus for your wizard spells.
check succeeds, the docent stabilizes you.
The book has 3 charges, and it regains 1d3 expended charges daily
Random Properties. A docent has the following properties: at dawn. You can use the charges in the following ways while
holding it:
• Languages. The docent knows Common, Giant, and 1d4
additional languages chosen by the DM. If a docent knows • If you spend 1 minute studying the book, you can
fewer than six languages, it can learn a new language after expend 1 charge to replace one of your prepared wizard
it hears or reads the language through your senses. spells with a different spell in the book. The new spell
• Skills. The docent has a +7 bonus to one of the following must be of the illusion school.
skills (roll a d4): (1) Arcana, (2) History, (3) Investigation, or • When a creature you can see makes an Intelligence
(4) Nature. (Investigation) check to discern the true nature of an
• Spells. The docent knows one of the following spells and illusion spell you cast, or makes a saving throw against
can cast it at will, requiring no components (roll a d6): (1-2) an illusion spell you cast, you can use your reaction and
Detect Evil and Good or (3-6) Detect Magic. The docent expend 1 charge to impose disadvantage on the roll.
decides when to cast the spell.
Personality. A docent is designed to advise and assist the warforged
it's attached to. One of the simple functions of a docent is to serve as
a translator. The docent's properties are under its control, and if you
have a bad relationship with your docent, it might refuse to assist
you.
Cube of Force DMG
Wondrous item, rare (requires attunement)
This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains
1d20 expended charges daily at dawn.
You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of
Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of
invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute,
until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different
face of the cube and expending the requisite number of charges, resetting the duration.
If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to
that object as long as the barrier remains.
2 2 Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
5 5 Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown
in the table below.
Disintegrate 1d12
Passwall 1d6
This writhing crystal is steeped in the warped essence of the Far Realm. As an action, you can attach the shard to a Tiny object (such as a
weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you
hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can cause a slimy tentacle to rip through the
fabric of reality and strike one creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw against your
spell save DC or take 3d6 psychic damage and become frightened of you until the start of your next turn.
Folding Boat DMG Galder's Bubble Pipe LLK
Wondrous item, rare Wondrous item, rare (requires attunement)
This object appears as a wooden box that measures 12 inches This finely carved pipe blows odorless bubbles instead of smoke when
long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and used. The pipe has 3 charges, and it regains all spent charges daily at
floats. It can be opened to store items inside. This item also has dawn. While you hold the pipe, you can expend charges to gain access
three command words, each requiring you to use an action to to the following properties:
speak it.
• You can cast Fog Cloud as an action (1 charge).
One command word causes the box to unfold into a boat 10 feet • You can cast Misty Step as a bonus action (2 charges).
long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, • You can summon a steam mephit as an action (3 charges).
an anchor, a mast, and a lateen sail. The boat can hold up to four The mephit is friendly to you, obeys your verbal commands,
Medium creatures comfortably. and acts on its own turn in the initiative order. It disappears
in a harmless puff of steam after 1 minute or if it ends its
The second command word causes the box to unfold into a ship turn more than 60 feet from the pipe.
24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck,
rowing seats, five sets of oars, a steering oar, an anchor, a deck
cabin, and a mast with a square sail. The ship can hold fifteen
Medium creatures comfortably.
The third command word causes the folding boat to fold back into
a box, provided that no creatures are aboard. Any objects in the
vessel that can't fit inside the box remain outside the box as it
folds. Any objects in the vessel that can fit inside the box do so.
This bright plume is made from the feather of a diatryma (pronounced dee-ah-TRY-mah), a Large, colorful, flightless bird native to the
Underdark. If you use an action to speak the command word and throw the feather into a Large unoccupied space on the ground within 5
feet of you, the feather becomes a living diatryma for up to 6 hours, after which it reverts to its feather form. It reverts to feather form early
if it drops to 0 hit points or if you use an action to speak the command word again while touching the bird.
When the diatryma reverts to its feather form, the magic of the feather can't be used again until 7 days have passed.
The diatryma uses the statistics of an axe beak, except that its beak deals piercing damage instead of slashing damage. The creature is friendly
to you and your companions, and it can be used as a mount. It understands your languages and obeys your spoken commands. If you issue
no commands, the diatryma defends itself but takes no other actions.
The chariot's riders and creatures pulling the chariot gain a +1 bonus to their AC.
If this magic chariot is pulled by one or more flying creatures, it too can fly.
Chariots.
Chariots and the creatures pulling them work like controlled mounts, as described in the mounted combat rules in the Player's Handbook,
but with the following differences:
• Mounting or dismounting a chariot costs you 5 feet of movement, rather than a number of feet equal to half your speed.
• Being mounted on a chariot grants you half cover.
• A chariot's speed is equal to the speed of the slowest creature pulling it.
• If multiple creatures are pulling the chariot, they all act on the same initiative, and they must take the same action on their turn.
Fulminating Treatise TCE
Wondrous item, rare (requires attunement by a wizard)
This thick, scorched spellbook reeks of smoke and ozone, and sparks of energy crackles along the edges of its pages. When found, the book
contains the following spells: Contingency, Fireball, Gust of Wind, Leomund's Tiny Hut, Magic Missile, Thunderwave, and Wall of Force. It
functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
• If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different
spell in the book. The new spell must be of the evocation school.
• When one creature you can see takes damage from an evocation spell you cast, you can use your reaction and expend 1 charge to
deal an extra 2d6 force damage to the creature and knock the creature prone if it is Large or smaller.
While you wear both of these steel gauntlets, any nonmagical weapon you grasp with either gauntlet is treated as a magic weapon. As a
bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon
deals an extra 1d6 fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can't be used
again until the next dawn.
This wooden gavel is small by giant reckoning but nearly the size of a warhammer in This gem has 3 charges. As an action, you can
human hands. The venn (friend) rune is inscribed in mithral in the base of the haft. speak the gem's command word and expend 1
Among giants, this item is used as part of rituals to resolve disputes. The gavel has the charge. For the next 10 minutes, you have
following properties. truesight out to 120 feet when you peer
through the gem.
Arbiter's Shield. At the start of every combat, attack rolls against you have disadvantage
before the start of your first turn, provided that the gavel is on your person. The gem regains 1d3 expended charges daily
at dawn.
Bond of Amity. As an action, you can use the gavel to strike a point on a hard surface.
The first time in the next minute that a creature within 60 feet of that point deals damage
to another creature with an attack that hits, the attacker takes psychic damage equal to
half the damage it dealt to the target. Once you use this property, you can't use it again
until you finish a long rest.
Gift of Truth. You can transfer the gavel's magic to a place by tracing the venn rune on
the ground with your finger. The point where you trace it becomes the center of a
spherical area of magic that has a 30-foot radius and that is fixed to the place. The
transfer takes 8 hours of work that requires the gavel to be within 5 feet of you. At the
end, the gavel is destroyed, and the area gains the following property:
• Whenever a creature utters a lie while within the 30-foot-radius sphere, that
creature takes 5 psychic damage and flinches visibly.
Ghost Lantern ToA Heart Weaver's Primer TCE
Wondrous item, rare (requires attunement) Wondrous item, rare (requires attunement by a wizard)
A restless spirit is trapped inside this lantern. While This pristine book smells faintly of a random scent you find pleasing. When
holding the lantern, you can command the spirit as a found, the book contains the following spells: Antipathy/Sympathy, Charm
bonus action to shed bright light in a 30-foot radius and Person, Dominate Person, Enthrall, Hypnotic Pattern, Modify Memory, and
dim light for an additional 30 feet. Suggestion. It functions as a spellbook for you.
While holding the lantern, you can use an action to order While you are holding the book, you can use it as a spellcasting focus for your
the spirit to leave the lantern and duplicate the effect of wizard spells.
the Mage Hand spell. The spirit returns to the lantern
when the spell ends. The book has 3 charges, and it regains 1d3 expended charges daily at dawn.
You can use the charges in the following ways while holding it:
If you fall unconscious within 10 feet of the lantern, the
spirit emerges from it, magically stabilizes you with a • If you spend 1 minute studying the book, you can expend 1 charge
touch, and then quickly returns to the lantern. to replace one of your prepared wizard spells with a different spell
in the book. The new spell must be of the enchantment school.
The spirit is bound to the lantern and can't be harmed, • When you cast an enchantment spell, you can expend 1 charge to
turned, or raised from the dead. Casting a Dispel Evil and impose disadvantage on the first saving throw one target makes
Good spell on the lantern releases the spirit to the against the spell.
afterlife and renders the lantern nonmagical.
This backpack has a central pouch and two side pouches, each of You can use an action to speak the horn's command word and then
which is an extradimensional space. Each side pouch can hold up to blow the horn, which emits a thunderous blast in a 30-foot cone
20 pounds of material, not exceeding a volume of 2 cubic feet. The that is audible 600 feet away. Each creature in the cone must make
large central pouch can hold up to 8 cubic feet or 80 pounds of a DC 15 Constitution saving throw. On a failed save, a creature
material. The backpack always weighs 5 pounds, regardless of its takes 5d6 thunder damage and is deafened for 1 minute. On a
contents. successful save, a creature takes half as much damage and isn't
deafened. Creatures and objects made of glass or crystal have
Placing an object in the haversack follows the normal rules for disadvantage on the saving throw and take 10d6 thunder damage
interacting with objects. Retrieving an item from the haversack instead of 5d6.
requires you to use an action. When you reach into the haversack for
a specific item, the item is always magically on top. Each use of the horn's magic has a 20 percent chance of causing
the horn to explode. The explosion deals 10d6 fire damage to the
The haversack has a few limitations. If it is overloaded, or if a sharp blower and destroys the horn.
object pierces it or tears it, the haversack ruptures and is destroyed.
If the haversack is destroyed, its contents are lost forever, although
an artifact always turns up again somewhere. If the haversack is
turned inside out, its contents spill forth, unharmed, and the
haversack must be put right before it can be used again. If a breathing
creature is placed within the haversack, the creature can survive for
up to 10 minutes, after which time it begins to suffocate.
This tiny silver fishhook has a little gold feather attached to it. For it to function, the feathered hook must be tied to the end of a fishing line
and immersed in enough water to fill at least a 10-foot cube. At the end of each uninterrupted hour of immersion, roll a d6. On a 6, a floppy,
6-inch-long magical fish appears on the end of the hook. The color and properties of the conjured fish are determined by rolling on the Hook
of Fisher's Delight table. Once the hook conjures a fish, it can't do so again until the next dawn.
1-10 Green with copper bands This tasty fish provides a day's worth of nourishment to one creature that eats it. The fish loses
this property and rots if it's not eaten within 24 hours of being caught.
11-14 Yellow with black stripes Once removed from the hook, this awful-tasting fish can be thrown up to 120 feet, targeting a
creature the thrower can see. The target must succeed on a DC 15 Strength saving throw or be
knocked prone. The fish then disappears.
15 -18 Blue with white bands When released from this hook, this fish squirms free, sprouts wings, follows you around, and
signs a beautiful tune in Aquan. It disappears after 2d4 hours or when reduced to 0 hit points.
The fish uses the quipper stat block, except that it can breathe air and has a flying speed of 30
feet.
19-20 Gold with silver stripes This tasty fish provides a day's worth of nourishment to one creature that eats it and grants
2d10 temporary hit points to that creature. The fish loses these properties and rots if it's not
eaten within 24 hours of being caught.
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the
sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal
bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained
until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract
and become a sphere once more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is
destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours
have elapsed.
Once the bands are used, they can't be used again until the next dawn.
These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the
creature's walking speed by 30 feet.
Ioun Stone: Awarness DMG
Wondrous item, Rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a
distant combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to
you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack
roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Awareness (Rare). You can't be surprised while this dark blue rhomboid orbits your head.
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a
distant combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to
you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack
roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower
cast by a creature you can see and targeting only you.
Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is
higher than the number of spell levels the stone has left, the stone can't cancel it.
Agility (Very Rare). Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a
distant combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to
you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack
roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Agility (Very Rare). Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a
distant combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to
you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack
roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Fortitude (Very Rare). Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.
Ioun Stone: Insight DMG
Wondrous item, Very Rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a
distant combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to
you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack
roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Insight (Very Rare). Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a
distant combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to
you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack
roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Protection (Rare). You gain a +1 bonus to AC while this dusty rose prism orbits your head.
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a
distant combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to
you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack
roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Intellect (Very Rare). Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a
distant combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to
you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack
roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Leadership (Very Rare). Your charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.
Ioun Stone: Mastery DMG
Wondrous item, Legendary (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a
distant combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to
you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack
roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Mastery (Legendary). Your proficiency bonus increases by 1 while this pale green prism orbits your head.
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a
distant combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to
you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack
roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Greater Absorption (Legendary). While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a
spell of 8th level or lower cast by a creature you can see and targeting only you.
Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are target by a spell whose level is
higher than the number of spell levels the stone has left, the stone can't cancel it.
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a
distant combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to
you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack
roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Regeneration (Legendary). You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have
at least 1 hit point.
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a
distant combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to
you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack
roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Strength (Very Rare). Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.
Ioun Stone: Reserve DMG
Wondrous item, Rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a
distant combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to
you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack
roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Reserve (Rare). This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth
of spells at a time. When found, it contains 1d4-1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be
stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines
how much space it uses.
While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and
spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in
it, freeing up space.
•
•
•
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a
distant combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to
you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack
roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Sustenance (Rare). You don't need to eat or drink while this clear spindle orbits your head.
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a
distant combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to
you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack
roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Historical Knowledge (Rare) You gain proficiency in the History skill, or a +1 bonus to checks with that skill if already proficient, while this
polished, steely sphere orbits your head.
Ioun Stone: Language Knowledge LLK
Wondrous item, Rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a
distant combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to
you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack
roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Language Knowledge (Rare) You are fluent in one additional language while this pulsating bit of red jeweled crystal orbits your head.
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a
distant combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to
you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack
roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Natural Knowledge (Rare). You gain proficiency in the Nature skill, or a +1 bonus to checks with that skill if already proficient, while this
burnished, brassy stone orbits your head.
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a
distant combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to
you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack
roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Religious Knowledge (Rare). You gain proficiency in the Religion skill, or a +1 bonus to checks with that skill if already proficient, while this
tiny golden gem orbits your head.
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a
distant combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to
you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack
roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Self-Preservation (Rare). You gain a +1 bonus to Intelligence saving throws while this silvery gem orbits your head.
Ioun Stone: Supreme Intelect LLK
Wondrous item, Rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a
distant combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to
you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack
roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Supreme Intellect (Rare). You gain a +1 bonus to Intelligence checks while this faceted sphere orbits your head.
This cloak appears to be made of autumnal leaves woven together. While you wear this cloak, you have advantage on Dexterity (Stealth)
checks, and you can use a bonus action to magically teleport, along with any equipment you are wearing or carrying, to an unoccupied space
you can see within 30 feet of yourself. You then have advantage on the next attack roll you make before the end of the turn. Once this bonus
action is used, it can't be used again until the next dawn.
While holding this lyre, you can cast Mending as an action. You can also play the lyre as a reaction when an object or a structure you can see
within 300 feet of you takes damage, causing it to be immune to that damage and any further damage of the same type until the start of your
next turn.
In addition, you can play the lyre as an action to cast Fabricate, Move Earth, Passwall, or Summon Construct, and that spell can't be cast from
it again until the next dawn.
You have advantage on saving throws against spells while you wear this cloak.
Libram of Souls and Flesh TCE
Wondrous item, rare (requires attunement by a wizard)
With covers made of skin and fittings of bone, this tome is cold to the touch, and it whispers faintly. When found, the book contains the
following spells, which are wizard spells for you while you are attuned to the book: Animate Dead, Circle of Death, False Life, Finger of Death,
Speak with Dead, Summon Undead, Vampiric Touch. It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
• If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different
spell in the book. The new spell must be of the necromancy school.
• As an action, you can expend 1 charge to take on a semblance of undeath for 10 minutes. For the duration, you take on a deathly
appearance, and undead creatures are indifferent to you, unless you have damaged them. You also appear undead to all outward
inspection and to spells used to determine the target's status. The effect ends if you deal damage or force a creature to make a
saving throw.
Loadstone TYP
Wondrous item, rare
Loadstone TYP
Wondrous item, rare
Curse. The stone is cursed, but its magical nature is hidden; Detect Magic doesn't detect it. An Identify spell reveals the stone's true nature.
If you use the Dash or Disengage action while the stone is on your person, its curse activates. Until the curse is broken with Remove Curse or
similar magic, your speed is reduced by 5 feet, and your maximum load and maximum lift capacities are halved. You also become unwilling
to part with the stone.
The holder of this platinum hand mirror can learn something about the This short tube, about 2 feet long and 6 inches in diameter, is
history of a specific object or creature by taking an action to gaze into made from mizzium, a magically enhanced metal alloy forged
the mirror and think of the target. Instead of the holder's reflection, the by the lzzet League. The end that's pointed toward a target is
mirror presents scenes from the target's past. Information conveyed is open, and a glowing ball of molten metal can be seen at the
accurate, but it is random and cryptic, and presented in no particular other end as long as the mortar has at least 1 charge remaining.
order. Once it is activated, the mirror gives its information for 1 minute
or less, then returns to normal. It can't be used again until the next The mortar has 4 charges for the following properties. It regains
dawn. 1d4 expended charges daily at dawn.
This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the
end of its trajectory, the bead detonates as a 3rd-level Fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace as one action. When you do so, increase the level of the Fireball by 1 for each bead
beyond the first.
Opal of the Ild Rune SKT Orb of the Stein Rune SKT
Wondrous item, rare (requires attunement) Wondrous item, rare (requires attunement)
This triangular fire opal measures about three inches on each side This orb of granite is about the size of an adult human's fist. The stein
and is half an inch thick. The ild (fire) rune shimmers within its (stone) rune appears on it in the form of crystalline veins that run
core, causing it to be slightly warm to the touch. The opal has the across the surface. The orb has the following properties, which work
following properties, which work only while it's on your person. only while it's on your person.
Ignite. As an action, you can ignite an object within 10 feet of you. Indomitable Stand. As an action, you can channel the orb's magic to
The object must be flammable, and the fire starts in a circle no hold your ground. For the next minute or until you move any
larger than 1 foot in diameter. distance, you have advantage on all checks and saving throws to
resist effects that force you to move. In addition, any enemy that
Fire's Friend. You have resistance to cold damage. moves to a space within 10 feet of you must succeed on a DC 12
Strength saving throw or be unable to move any farther this turn.
Fire Tamer. As an action, you can extinguish any open flame within
10 feet of you. You choose how much fire to extinguish in that Stone Soul. You can't be petrified.
radius.
Earthen Step. You can cast Meld into Stone as a bonus action. Once
Gift of Flame. You can transfer the opal's magic to a nonmagical you use this property, you can't use it again until you finish a short or
item — a weapon or a suit of armor — by tracing the ild rune there long rest.
with your finger. The transfer takes 8 hours of work that requires
the two items to be within 5 feet of each other. At the end, the Gift of Stone. You can transfer the orb's magic to a nonmagical item
opal is destroyed, and the rune appears in red on the chosen item, — a shield or a pair of boots — by tracing the stein rune there with
which gains a benefit based on its form: your finger. The transfer takes 8 hours of work that requires the two
items to be within 5 feet of each other. At the end, the orb is
• Weapon. The weapon is now an uncommon magic destroyed, and the rune appears in silver on the chosen item, which
weapon. It deals an extra 1d6 fire damage to any target gains a benefit based on its form:
it hits.
• Armor. The armor is now a rare magic item that requires • Shield. The shield is now a rare magic item that requires
attunement. You have resistance to cold damage while attunement. While you wield it, you have resistance to all
wearing the armor. damage dealt by ranged weapon attacks.
• Boots. The pair of boots is now an uncommon magic item
that requires attunement. While you wear the boots, you
have advantage on Strength saving throws, and you can
use your reaction to avoid being knocked prone.
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the
poisoned condition and have immunity to poison damage.
This cloak is a Cloak of Elvenkind. It also grants you resistance to fire damage while you wear it. It loses its magic if exposed to sunlight for 1
hour without interruption.
Planecaller's Codex TCE
Wondrous item, rare (requires attunement by a wizard)
The pages of this book are bound in fiend hide, and its cover is embossed with a diagram of the Great Wheel of the multiverse. When found,
the book contains the following spells: Banishment, Find Familiar, Gate, Magic Circle, Planar Binding, and Summon Elemental. It functions as
a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
• If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different
spell in the book. The new spell must be of the conjuration school.
• When you cast a conjuration spell that summons or creates one creature, you can expend 1 charge to grant that creature advantage
on attack rolls for 1 minute.
This fine black cloth, soft as silk, is folded up to the dimensions of A professor orb is a smooth 5-pound sphere of smoky gray quartz
a handkerchief. It unfolds into a circular sheet 6 feet in diameter. about the size of a grapefruit. Close examination reveals two or more
pinpricks of silver light coming from deep inside the sphere.
You can use an action to unfold a portable hole and place it on or
against a solid surface, whereupon the portable hole creates an The orb is sentient and has the personality of a scholar. Its alignment
extradimensional hole 10 feet deep. The cylindrical space within is determined by rolling on the alignment table in the "Sentient Magic
the hole exists on a different plane, so it can't be used to create Items" section in the Dungeon Master's Guide. Regardless of its
open passages. Any creature inside an open portable hole can exit alignment, the orb has an Intelligence of 18, and Wisdom and
the hole by climbing out of it. Charisma scores determined by rolling 3d6 for each ability. The orb
speaks, reads, and understands four languages, and it can see and
You can use an action to close a portable hole by taking hold of hear normally out to a range of 60 feet. Unlike most other sentient
the edges of the cloth and folding it up. Folding the cloth closes items, the orb has no goals of its own and can't initiate a conflict with
the hole, and any creatures or objects within remain in the the creature in possession of it.
extradimensional space. No matter what's in it, the hole weighs
next to nothing. The orb has extensive knowledge of four narrow academic subjects.
When making an Intelligence check to recall lore from any of its areas
If the hole is folded up, a creature within the hole's of expertise, the orb has a +9 bonus to its roll (including its Intelligence
extradimensional space can use an action to make a DC 10 modifier).
Strength check. On a successful check, the creature forces its way
out and appears within 5 feet of the portable hole or the creature In addition to the knowledge it possesses, the orb can cast the Mage
carrying it. A breathing creature within a closed portable hole can Hand cantrip at will. It uses the spell only to transport itself. Its
survive for up to 10 minutes, after which time it begins to spellcasting ability is Intelligence.
suffocate.
Professor Skant. The professor orb owned by Vellynne Harpell and
Placing a portable hole inside an extradimensional space created stolen by Nass Lantomir calls itself Professor Skant. It is lawful good,
by a Bag of Holding, Heward's Handy Haversack, or similar item and it has a Wisdom of 11 and a Charisma of 9. It speaks and reads
instantly destroys both items and opens a gate to the Astral Plane. Common, Draconic, Elvish, and Loross (the dead language of the
The gate originates where the one item was placed inside the Empire of Netheril). Professor Skant is a chatterbox and assumes all
other. Any creature within 10 feet of the gate is sucked through it humanoids are dunderheads. When elaborating on its areas of
and deposited in a random location on the Astral Plane. The gate expertise, it adopts an unintentionally patronizing tone. It has the
then closes. The gate is one-way only and can't be reopened. following four areas of expertise:
• If you spend 1 minute studying the book, you can expend 1 charge to replace one
of your prepared wizard spells with a different spell in the book. The new spell must
be of the abjuration school.
• When you cast an abjuration spell, you can expend 1 charge to grant a creature you
can see within 30 feet of you 2d10 temporary hit points.
This elegant garment is made from fine cloth in hues of red, orange, and gold. While you wear the robe, you have resistance to cold damage.
In addition, you are comfortable as if the temperature were that of a balmy day, so you suffer no ill effects from the weather's temperature
extremes.
This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
• The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.
• You have darkvision out to a range of 120 feet.
• You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.
The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so
while wearing this robe.
A Light spell cast on the robe or a Dayight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of
your turns, you can make a Constitution saving throw (DC 11 for Light or DC 15 for Dayight), ending the blindness on a success.
If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the
Conjure Elemental spell. The stone can't be used this way again until the next dawn. This stone weighs 5 pounds.
You can use an action to play this lyre and cast one of the following spells from it: Animal Friendship, Charm Person, Enthrall, Suggestion. If
the spell requires a saving throw, the spell save DC is 13.
Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn.
Shadowfell Brand Tattoo TCE Shadowfell Shard TCE
Wondrous item (tattoo), rare (requires attunement) Wondrous item, rare (requires attunement by a sorcerer)
Produced by a special needle, this magic tattoo is dark in color and This dull, cold crystal sits heavy and leaden, saturated by the
abstract. Shadowfell's despair. As an action, you can attach the shard to a Tiny
object (such as a weapon or a piece of jewelry) or detach it. It falls
Tattoo Attunement. To attune to this item, you hold the needle to off if your attunement to it ends. You can use the shard as a
your skin where you want the tattoo to appear, pressing the needle spellcasting focus while you hold or wear it.
there throughout the attunement process. When the attunement
is complete, the needle turns into the ink that becomes the tattoo, When you use a Metamagic option on a spell while you are holding
which appears on the skin. or wearing the shard, you can momentarily curse one creature
targeted by the spell; choose one ability score, and until the end of
If your attunement to the tattoo ends, the tattoo vanishes, and the your next turn, the creature has disadvantage on ability checks and
needle reappears in your space. saving throws that use that ability.
Shadowy Defense. When you take damage, you can use your
reaction to become insubstantial for a moment, halving the
damage you take. Then the reaction can't be used again until the
next sunset.
This rope is 30 feet long and weighs 3 pounds. If you hold As an action, you make a few snips with these iron shears and cause the
one end of the rope and use an action to speak its shadow of a Humanoid creature you can see within 5 feet of you to detach
command word, the other end darts forward to entangle from its source. If the creature is unwilling to give up its shadow, it can make
a creature you can see within 20 feet of you. The target a DC 15 Charisma saving throw, retaining its shadow on a success. Whether
must succeed on a DC 15 Dexterity saving throw or or not the shadow is snipped, this property of the scissors can't be used again
become restrained. until the next dawn.
You can release the creature by using a bonus action to The detached shadow is rooted to the spot where it was snipped until you
speak a second command word. A target restrained by the use a bonus action to cause it to behave in one of the following ways, either
rope can use an action to make a DC 15 Strength or of which is possible only if you can see the shadow:
Dexterity check (target's choice). On a success, the
creature is no longer restrained by the rope. • You control the shadow's movements and can make the shadow
move up to 30 feet across a solid or liquid surface, in any direction
The rope has AC 20 and 20 hit points. It regains 1 hit point you choose (including along vertical surfaces), provided it remains
every 5 minutes as long as it has at least 1 hit point. If the within your sight at all times. The shadow is harmless and unable
rope drops to 0 hit points, it is destroyed. to be harmed, and it is invisible in darkness. It can't speak, and it
doesn't require air, sleep, or nourishment.
• You can relinquish control of the shadow, at which point it becomes
autonomous and behaves as the DM wishes. It uses the shadow stat
block in the Monster Manual, but its creature type is Fey instead of
Undead. A creature whose Strength is reduced to 0 by this shadow's
Strength Drain attack does not die but falls unconscious instead.
The creature regains consciousness and all its Strength after
finishing a short or long rest.
A creature whose shadow has detached from it is cursed. If a shadowless
creature is subjected to any spell that ends a curse, or if its detached shadow
is reduced to 0 hit points, the detached shadow disappears, and the creature
regains its normal shadow instantly.
Spelljamming Helm SAS
Wondrous item, Rare (Requires Attunement by a Spellcaster)
The function of this ornate chair is to propel and maneuver a ship on which it has been installed through space and air. It can also propel and
maneuver a ship on water or underwater, provided the ship is built for such travel. The ship in question must weigh 1 ton or more.
The sensation of being attuned to a spelljamming helm is akin to the pins-and-needles effect one experiences after one's arm or leg falls
asleep, but not painful.
While attuned to a spelljamming helm and sitting in it, you gain the following abilities for as long as you maintain concentration (as if
concentrating on a spell):
• You can use the spelljamming helm to move the ship through space, air, or water up to the ship's speed. If the ship is in space and
no other objects weighing 1 ton or more are within 1 mile of it, you can use the spelljamming helm to move the vessel fast enough
to travel 100 million miles in 24 hours.
• You can steer the vessel, albeit in a somewhat clumsy fashion, in much the way a rudder or oars can be used to maneuver a seafaring
ship.
• At any time, you can see and hear what's happening on and around the vessel as though you were standing in a location of your
choice aboard it.
Transfer Attunement. You can use an action to touch a willing spellcaster. That creature attunes to the spelljamming helm immediately, and
your attunement to it ends.
This 1-foot-long shard of obsidian has veins of silver and gold beneath its cold surface.
Empowered Magic. While holding the shard, you can use it as a spellcasting focus, and it gives you a +1 bonus to your spell attack rolls.
Enhanced Strength. Your Strength score increases by 4 while the shard is on your person. The shard can't raise your Strength score above 22.
Curse. Attuning to this item extends its curse to you. You remain cursed until you are targeted by a Remove Curse spell or similar magic, or
until the shard is reattached to Xeluan's petrified heart.
The shard's curse causes misfortune to befall you. When you roll a 1 on an attack roll, an ability check, or a saving throw, roll on the Shard
Misfortunes table to determine the misfortune. For as long as this misfortune lasts, no other shard misfortunes befall you.
Shard Misfortunes
d6 Misfortune
1 You accidentally cut yourself with the shard and are poisoned until the next dawn.
2 You experience a vision of an ancient calamity—a beautiful city threatened by crumbling mountains and erupting volcanoes—and
are stunned until the end of your next turn.
3 For a few seconds, the ground shakes under you. You and each creature within 10 feet of you must succeed on a DC 16 Dexterity
saving throw or be knocked prone.
4 The shard releases three glowing darts of magical force that target one random creature within 30 feet of you. If no such target
exists, you become the target. Each dart hits automatically and deals 3 (1d4 + 1) force damage to the target.
5 Until the next dawn, Beasts with an Intelligence score of 3 or lower are hostile to you.
6 Nothing seems to go your way. Until the next dawn, you have disadvantage on ability checks.
Shard of Xeluan KGV
Wondrous Item, Rare (Requires Attunement)
This 1-foot-long shard of obsidian has veins of silver and gold beneath its cold surface.
Empowered Magic. While holding the shard, you can use it as a spellcasting focus, and it gives you a +1 bonus to your spell attack rolls.
Enhanced Strength. Your Strength score increases by 4 while the shard is on your person. The shard can't raise your Strength score above 22.
Curse. Attuning to this item extends its curse to you. You remain cursed until you are targeted by a Remove Curse spell or similar magic, or
until the shard is reattached to Xeluan's petrified heart.
The shard's curse causes misfortune to befall you. When you roll a 1 on an attack roll, an ability check, or a saving throw, roll on the Shard
Misfortunes table to determine the misfortune. For as long as this misfortune lasts, no other shard misfortunes befall you.
Shard Misfortunes
d6 Misfortune
1 You accidentally cut yourself with the shard and are poisoned until the next dawn.
2 You experience a vision of an ancient calamity—a beautiful city threatened by crumbling mountains and erupting volcanoes—and
are stunned until the end of your next turn.
3 For a few seconds, the ground shakes under you. You and each creature within 10 feet of you must succeed on a DC 16 Dexterity
saving throw or be knocked prone.
4 The shard releases three glowing darts of magical force that target one random creature within 30 feet of you. If no such target
exists, you become the target. Each dart hits automatically and deals 3 (1d4 + 1) force damage to the target.
5 Until the next dawn, Beasts with an Intelligence score of 3 or lower are hostile to you.
6 Nothing seems to go your way. Until the next dawn, you have disadvantage on ability checks.
Created by the stone giant librarians of Gravenhollow. this nineteen-inch-long shard of quartz grants you advantage on Intelligence
(investigation) checks while it is on your person.
The crystal has 10 charges. While holding it, you can use an action to expend some of its charges to east one of the following spells from it:
speak with animals (2 charges), speak with dead (4 charges), or speak with plants (3 charges).
When you cast a divination spell, you can use the crystal in place of one material component that would normally be consumed by the spell,
at a cost of 1 charge per level of the spell. The crystal is not consumed when used in this way.
The crystal regains 1d6 + 4 expended charges daily at dawn. If you expend the crystal's last charge, roll a d20. On a 1, the crystal vanishes,
lost forever.
While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your
back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you
can't use them again for 1d12 hours.
Teleportation Tablet CR:CN Ventilating Lungs E:RLW
Wondrous item, rare Wondrous item, rare (requires attunement)
This clay tablet is eight inches long, four inches wide, and half an inch thick. These metallic nodules were created in response to the
Inscribed on it is the sigil sequence for a permanent teleportation circle. A poisonous gases used on the battlefields of the Last War.
creature that studies the sequence for 10 minutes can make a DC 21 When you attune to these lungs, they replace the lungs in
Intelligence (Arcana) check, learning the circle’s destination on a success. your chest, which disappear. The lungs allow you to breathe
normally, even in an antimagic field, and their breathing
You can use an action to break the tablet in half, turning it to dust. If the function can't be suppressed by magic.
tablet is broken while it is on the same plane of existence as the
teleportation circle whose sigil sequence was engraved on it, a 10-foot- Outside an antimagic field or any other effect that
diameter teleportation circle of glowing blue light appears on the ground in suppresses magic, these lungs allow you to breathe
an unoccupied space you choose within 30 feet of you. This teleportation normally in any environment (including a vacuum), and you
circle has the characteristics of one created using the Teleportation Circle have advantage on saving throws against harmful gases such
spell, except that it connects to the teleportation circle whose sigil as those created by a Cloudkill spell, a Stinking Cloud spell,
sequence appears on the tablet. inhaled poisons, and gaseous breath weapons.
The teleportation circle created by the tablet disappears at the end of your As an action, you can use these lungs to exhale a gust of
next turn. wind, as if you had cast the Gust of Wind spell (spell save DC
15) with no components. This property of the lungs can't be
used again until the next dawn.
A Weird Tank is a ten-gallon tank of blown glass and sculpted bronze with a backpack-like carrying harness fashioned from tough leather. A
water weird (see the Monster Manual for statistics) is contained within the tank. While wearing the tank, you can use an action to open it,
allowing the water weird to emerge. The water weird acts immediately after you in the initiative order, and it is bound to the tank.
You can command the water weird telepathically (no action required) while you wear the tank. You can close the tank as an action only if you
have first commanded the water weird to retract into it or if the water weird is dead.
If the water weird is killed, the tank loses its magical containment property until it spends at least 24 hours inside an elemental water node.
When the tank is recharged, a new water weird forms inside it.
The tank has AC 15, 50 hit points, vulnerability to bludgeoning damage, and immunity to poison and psychic damage. Reducing the tank to
0 hit points destroys it and the water weird contained within it.
This magic rose comes in one of five colors, this one is black. While a rose is held, it gains a harmless visual effect and drips acid.
While holding the rose by its stem, you gain resistance to Acid damage. If you would take more than 10 damage of this type from a single
source (after applying the resistance), the rose disintegrates, and you take no damage instead.
As an action, you can blow the petals from the rose to produce a 20-foot cone of acid, lightning, poisonous gas, fire, or cold, as dictated by
the rose's damage type. Each creature in the cone must make a DC 15 Constitution saving throw, taking 3d10 Acid damage on a failed save,
or half as much damage on a successful one. Using this property destroys the rose.
Green Chromatic Rose WBW
Wondrous Item, Rare
This magic rose comes in one of five colors, this one is Green. While a rose is held, it gains a harmless visual effect and Issues green gas.
While holding the rose by its stem, you gain resistance to Poison damage. If you would take more than 10 damage of this type from a single
source (after applying the resistance), the rose disintegrates, and you take no damage instead.
As an action, you can blow the petals from the rose to produce a 20-foot cone of acid, lightning, poisonous gas, fire, or cold, as dictated by
the rose's damage type. Each creature in the cone must make a DC 15 Constitution saving throw, taking 3d10 Poison damage on a failed
save, or half as much damage on a successful one. Using this property destroys the rose.
This magic rose comes in one of five colors, this one is Red. While a rose is held, it gains a harmless visual effect and is Wreathed in fire.
While holding the rose by its stem, you gain resistance to Fire damage. If you would take more than 10 damage of this type from a single
source (after applying the resistance), the rose disintegrates, and you take no damage instead.
As an action, you can blow the petals from the rose to produce a 20-foot cone of acid, lightning, poisonous gas, fire, or cold, as dictated by
the rose's damage type. Each creature in the cone must make a DC 15 Constitution saving throw, taking 3d10 Fire damage on a failed save,
or half as much damage on a successful one. Using this property destroys the rose.
This magic rose comes in one of five colors, this one is White. While a rose is held, it gains a harmless visual effect and is Covered with frost.
While holding the rose by its stem, you gain resistance to Cold damage. If you would take more than 10 damage of this type from a single
source (after applying the resistance), the rose disintegrates, and you take no damage instead.
As an action, you can blow the petals from the rose to produce a 20-foot cone of acid, lightning, poisonous gas, fire, or cold, as dictated by
the rose's damage type. Each creature in the cone must make a DC 15 Constitution saving throw, taking 3d10 Cold damage on a failed save,
or half as much damage on a successful one. Using this property destroys the rose.
This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon
or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or
wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property:
Air. You can immediately fly up to 60 feet without provoking opportunity attacks.
This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon
or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or
wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property:
Water. You create a wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that you can see in that area
takes 2d6 cold damage and must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and fall
prone.
Elemental Essence Shard: Earth TCE
Wondrous item, rare (requires attunement by a sorcerer)
This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon
or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or
wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property:
Earth. You gain resistance to a damage type of your choice until the start of your next turn.
This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon
or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or
wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property:
Fire. One target of the spell that you can see catches fire. The burning target takes 2d10 fire damage at the start of its next turn, and then
the flames go out.
This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon
or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or
wear it.
Roll a d4 and consult the Elemental Essence Shards table to determine the shard's essence and property. When you use a Metamagic option
on a spell while you are holding or wearing the shard, you can use that property.
d4 Property
1 Air. You can immediately fly up to 60 feet without provoking opportunity attacks.
2 Earth. You gain resistance to a damage type of your choice until the start of your next turn.
3 Fire. One target of the spell that you can see catches fire. The burning target takes 2d10 fire damage at the start of
its next turn, and then the flames go out.
4 Water. You create a wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that
you can see in that area takes 2d6 cold damage and must succeed on a Strength saving throw against your spell
save DC or be pushed 10 feet away from you and fall prone.
This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece
of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When
you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property:
Chaotic. Choose one creature who takes damage from the spell. That target has disadvantage on attack rolls and ability checks made before
the start of your next turn.
Outer Essence Shard : Good TCE
Wondrous item, rare (requires attunement by a sorcerer)
This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece
of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When
you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property:
Good. You or one creature of your choice that you can see within 30 feet of you gains 3d6 temporary hit points.
This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece
of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When
you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property:
Evil. Choose one creature who takes damage from the spell. That target takes an extra 3d6 necrotic damage.
This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece
of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When
you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property:
Lawful. You can end one of the following conditions affecting yourself or one creature you can see within 30 feet of you: charmed, blinded,
deafened, frightened, poisoned, or stunned.
This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece
of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
Roll a d4 and consult the Outer Essence Shards table to determine the shard's essence and property. When you use a Metamagic option on
a spell while you are holding or wearing the shard, you can use that property.
d4 Property
1 Lawful. You can end one of the following conditions affecting yourself or one creature you can see within 30 feet
of you: charmed, blinded, deafened, frightened, poisoned, or stunned.
2 Chaotic. Choose one creature who takes damage from the spell. That target has disadvantage on attack rolls and
ability checks made before the start of your next turn.
3 Good. You or one creature of your choice that you can see within 30 feet of you gains 3d6 temporary hit points.
4 Evil. Choose one creature who takes damage from the spell. That target takes an extra 3d6 necrotic damage.
Helm of the Gods MOT
Wondrous item, rare (requires attunement)
While wearing this helm, you know whether there is a celestial or fiend within 30 feet of you, as well as where the creature is located,
provided the creature isn't behind total cover.
Whenever you finish a long rest while wearing the helm, you can pray to one of the gods listed on the Helm of the Gods table and store the
listed spell in the helm, replacing any spell that is already stored there. The save DC for the spell is 13.
The helm has 3 charges. To cast a spell from the helm, you must expend 1 charge, and the helm regains 1d3 charges daily at dawn.
Klothys Entangle
You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use
the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the
horn, it can't be used again until 7 days have passed.
Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer
its summons, as well as the requirement for its use. The DM chooses the horn's type or determines it randomly.
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly
to you and your companions and follow your commands.
Horn of Valhalla: Silver DMG
Wondrous item, rare (silver or brass), very rare (bronze), or legendary (iron)
You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use
the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the
horn, it can't be used again until 7 days have passed.
Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer
its summons, as well as the requirement for its use.
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly
to you and your companions and follow your commands.
You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use
the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the
horn, it can't be used again until 7 days have passed.
Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer
its summons, as well as the requirement for its use.
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly
to you and your companions and follow your commands.
You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use
the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the
horn, it can't be used again until 7 days have passed.
Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer
its summons, as well as the requirement for its use.
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly
to you and your companions and follow your commands.
Horn of Valhalla: iron DMG
Wondrous item, legendary
You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use
the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the
horn, it can't be used again until 7 days have passed.
Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer
its summons, as well as the requirement for its use.
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly
to you and your companions and follow your commands.
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones
such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more
than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a
bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next
dawn.
This necklace has ….. magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such
as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. To use
one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a
save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.
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Bag of Beans DMG
Wondrous item, rare
Inside this heavy cloth bag are ….. dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains. So :
If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area,
including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful
one. The fire ignites flammable objects in the area that aren't being worn or carried.
If you remove a bean from the bag, plant it in the dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground
where it was planted.
Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains.
If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area,
including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful
one. The fire ignites flammable objects in the area that aren't being worn or carried.
If you remove a bean from the bag, plant it in the dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground
where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect.
d100 Effect
01 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15
Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6
temporary hit points for 1 hour.
02-10 A geyser erupts and sprouts water, beer, berry juice, tea, vinegar, wine, or oil (DM's choice) 30 feet into the air for 1d12
rounds.
11-20 A treant sprouts (see the Monster Manual for statistics). There's a 50 percent chance that the treant is chaotic evil and
attacks.
21-30 An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come
near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the
same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours.
31-40 A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished).
41-50 1d6 + 6 shriekers sprout (see the Monster Manual for statistics).
51-60 1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a large or smaller monster of the DM's
choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke.
61-70 A hungry bulette (see the Monster Manual for statistics) burrows up and attacks.
71-80 A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an
ingested poison of the DM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days.
81-90 A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a
successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores.
On a failed save, the creature takes 10d6 force damage from an internal magical explosion.
91-99 A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord (see the Monster
Manual for statistics). The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the DM 's
choice.
00 A giant beanstalk sprouts, growing to a height of the DM's choice. The top leads where the DM chooses, such as to a great
view, a cloud giant's castle, or a different plane of existence.
Belt of Giant Strength: Hill Giant DMG
Wondrous item, Rare (requires attunement)
While wearing this belt, your Strength score changes to 21. If your Strength is already equal to or greater than the belt's score, the item has
no effect on you.
While wearing this belt, your Strength score changes to 23. If your Strength is already equal to or greater than the belt's score, the item has
no effect on you.
While wearing this belt, your Strength score changes to 23. If your Strength is already equal to or greater than the belt's score, the item has
no effect on you.
While wearing this belt, your Strength score changes to 25. If your Strength is already equal to or greater than the belt's score, the item has
no effect on you.
While wearing this belt, your Strength score changes to 27. If your Strength is already equal to or greater than the belt's score, the item has
no effect on you.
While wearing this belt, your Strength score changes to 29. If your Strength is already equal to or greater than the belt's score, the item has
no effect on you.