Kryx RPGThemesMonsters

Magic items

Wearing and wielding items

Using a magic item’s properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held.

In most cases, a magic item that’s meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer. Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn’t adjust. For example, drow-made armor might fit elves only. Dwarves might make items usable only by dwarf-sized and dwarf-shaped folk.

When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can’t wear boots

Multiple items of the same kind

Use common sense to determine whether more than one of a given kind of magic item can be worn. A character can’t normally wear more than one pair of boots, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, and one cloak. You can make exceptions; a character might be able to wear a circlet under a helmet, for example, or to layer two cloaks.

Magic Items

Armor

Animated Shield

shield, Psionic, very rare (requires attunement)

While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.

Armor of Etherealness

Arcane, legendary (requires attunement)

While you’re wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can’t be used again until the next dawn.

Armor of Invulnerability

Arcane, legendary (requires attunement)

You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can’t be used again until the next dawn.

d10Damage Type
1Fire
2Acid
3Lightning
4Poison
5Cold
6Concussion
7Psychic
8Force
9Necrotic
10Radiant

Armor of Resistance

Primal, rare (requires attunement)

You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.

Armor of Vulnerability

Arcane, rare (requires attunement)

While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.

Curse. This armor is cursed, a fact that is revealed only when an detect magic spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).

Arrow-Catching Shield

shield, Arcane, rare (requires attunement)

You gain a +2 bonus to Defense against ranged attacks while you wield this shield. This bonus is in addition to the shield’s normal bonus to Defense. In addition, whenever an attacker makes a ranged attack against a target within 1.5 meters of you, you can use your reaction to become the target of the attack instead.

Demon Armor

plate, Divine, very rare (requires attunement)

While wearing this armor, you can understand and speak Abyssal. In addition, the armor’s clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a damage die of 1d8.

Curse. Once you don this cursed armor, you can’t doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.

DragonResistance
BlackAcid
BlueLightning
BrassFire
BronzeLightning
CopperAcid
GoldFire
GreenPoison
RedFire
SilverCold
WhiteCold

Dragon Scale Mail

scale mail, Primal, very rare (requires attunement)

Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.

While wearing this armor, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 50 kilometers of you that is of the same type as the armor. This special action can’t be used again until the next dawn.

Dwarven Plate

plate, Psionic, very rare

While wearing this armor, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 3 meters.

Elven Chain

chain hauberk, Arcane, rare

You are considered proficient with this armor even if you lack proficiency with chain armor.

Glamored Armor

Occult, rare

While wearing this armor, you can use a bonus action to speak the armor’s command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.

Belts

Belt of Dwarvenkind

Arcane, Divine, Occult, Primal, or Psionic, rare (requires attunement)

While wearing this belt, you gain the following benefits:

  • Your Constitution increases by 1, to a maximum of 5.
  • You have advantage on Persuasion checks made to interact with dwarves.

In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you’re capable of growing one, or a visibly thicker beard if you already have one.

If you aren’t a dwarf, you gain the following additional benefits while wearing the belt:

  • You have advantage on saving throws against poison, and you have resistance against poison damage.
  • You have darkvision out to a range of 18 meters.
  • You can speak, read, and write Dwarven.

Books

Manual of Bodily Health

Arcane, Divine, Occult, Primal, or Psionic, very rare

This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Constitution increases by 1, as does your maximum for that ability. The manual then loses its magic, but regains it in a century.

Manual of Gainful Exercise

Arcane, Divine, Occult, Primal, or Psionic, very rare

This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Strength increases by 1, as does your maximum for that ability. The manual then loses its magic, but regains it in a century.

d20GolemTimeCost
1–5Clay30 days65,000 sp
6–17Flesh60 days50,000 sp
18Iron120 days100,000 sp
19–20Stone90 days80,000 sp

Manual of Golems

Arcane, very rare

This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with a mana limit of at least 5. A creature that can’t use a manual of golems and attempts to read it takes 6d6 psychic damage.

To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.

Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.

Manual of Quickness of Action

Arcane, Divine, Occult, Primal, or Psionic, very rare

This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Dexterity increases by 1, as does your maximum for that ability. The manual then loses its magic, but regains it in a century.

Tome of Clear Thought

Arcane, Divine, Occult, Primal, or Psionic, very rare

This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Intelligence increases by 1, as does your maximum for that ability. The manual then loses its magic, but regains it in a century.

Tome of Leadership and Influence

Arcane, Divine, Occult, Primal, or Psionic, very rare

This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Charisma increases by 1, as does your maximum for that ability. The manual then loses its magic, but regains it in a century.

Tome of Understanding

Arcane, Divine, Occult, Primal, or Psionic, very rare

This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Wisdom increases by 1, as does your maximum for that ability. The manual then loses its magic, but regains it in a century.

Boots

Boots of Elvenkind

Occult, uncommon

While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Stealth checks that rely on moving silently.

Boots of Levitation

Primal, rare (requires attunement)

While you wear these boots, you can use an action to cast the levitate spell on yourself at will.

Boots of Speed

Arcane or Psionic, rare (requires attunement)

While you wear these boots, you can use a bonus action and click the boots’ heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.

When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.

Boots of Striding and Springing

Arcane or Psionic, uncommon (requires attunement)

While you wear these boots, your walking speed speed increases by 3 meters, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you have advantage on ability checks to jump.

Boots of the Winterlands

Primal, uncommon (requires attunement)

These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:

  • You have resistance to cold damage.
  • You ignore difficult terrain created by ice or snow.
  • You can tolerate temperatures as low as -30 degrees Celsius without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -40 degrees Celsius.

Winged Boots

Divine, uncommon (requires attunement)

While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 9 meters per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they aren’t in use.

Bracers

Bracers of Archery

Arcane, Divine, Occult, Primal, or Psionic, uncommon (requires attunement)

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.

Bracers of Defense

Arcane or Psionic, rare (requires attunement)

While wearing these bracers, you gain a +2 bonus to Defense if you are wearing no armor and using no shield.

Cloak

Cape of the Mountebank

Occult, rare

This cape smells faintly of brimstone. While wearing it, you can use it to cast the teleport spell augmented to dimension door as an action. This property of the cape can’t be used again until the next dawn.

When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The 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 or stronger wind disperses the smoke.

Cloak of Arachnida

Primal, very rare (requires attunement)

This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:

  • You have resistance to poison damage.
  • You have a climbing speed equal to your walking speed.
  • You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
  • You can’t be caught in webs of any sort and can move through webs as if they were difficult terrain.
  • You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can’t be used again until the next dawn.

Cloak of Displacement

Occult, rare (requires attunement)

While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

Cloak of Elvenkind

Occult, uncommon (requires attunement)

While you wear this cloak with its hood up, Perception checks made to see you have disadvantage, and you have advantage on Stealth checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.

Cloak of Protection

Arcane or Psionic, uncommon (requires attunement)

You gain a +1 bonus to Defense and saving throws while you wear this cloak.

Cloak of the Bat

Occult, rare (requires attunement)

While wearing this cloak, you have advantage on Stealth checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 12 meters. If you ever fail to grip the cloak’s edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.

While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma. The cloak can’t be used this way again until the next dawn.

Cloak of the Manta Ray

Primal, uncommon

While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 18 meters. Pulling the hood up or down requires an action.

Mantle of Spell Resistance

Arcane, rare (requires attunement)

You have advantage on saving throws against spells while you wear this cloak.

Wings of Flying

Divine, rare (requires attunement)

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 18 meters. When they disappear, you can’t use them again for 1d12 hours.

Containers

Bag of Devouring

Arcane, very rare

This bag superficially resembles a bag of holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.

The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Acrobatics or Brawn check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Brawn check (provided it isn’t pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.

Inanimate objects can be stored in the bag, which can hold a volume of 55 liters of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane.

If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.

Bag of Holding

Arcane, uncommon

This bag has an interior space considerably larger than its outside dimensions, roughly 60 centimeters in diameter at the mouth and 120 centimeters. The bag can hold up to 200 kilos, not exceeding a volume of 1,800 liters. The bag weighs 7 kilos, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 3 meters of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

Handy Haversack

Arcane, rare

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 10 kilos of material, not exceeding a volume of 55 liters. The large central pouch can hold a volume of 220 liters or 40 kilos of material. The backpack always weighs 2 kilos, regardless of its contents.

Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.

The haversack has a few limitations. If it is overloaded, or if a sharp 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.

Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 3 meters of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

Portable Hole

Arcane, rare

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 2 meters in diameter.

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 extradimensional hole 3 meters deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Acrobatics or Brawn check. On a successful check, the creature slips or forces its way out and appears within 1.5 meters of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 3 meters of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

Eyewear

Eyes of Charming

Divine, Occult, or Psionic, uncommon (requires attunement)

These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm creature spell (save DC 13) on a humanoid within 9 meters of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.

Eyes of Minute Seeing

Arcane, Occult, or Psionic, uncommon

These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 30 centimeters. You have advantage on Perception checks that rely on sight while searching an area or studying an object within that range.

Eyes of the Eagle

Primal, uncommon (requires attunement)

These crystal lenses fit over the eyes. While wearing them, you have advantage on Perception checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 60 centimeters across.

Goggles of Night

Occult, uncommon

While wearing these dark lenses, you have darkvision out to a range of 18 meters. If you already have darkvision, wearing the goggles increases its range by 18 meters.

Sun Goggles

Occult, uncommon

While wearing these circular goggles with slits in them, you perceive natural or magical sunlight as if it were normal bright light and dim light as if it were darkness.

Additionally, you have advantage on the initial saving throw against any effect that would blind you with bright light.

Gloves

Gauntlets of Ogre Power

Arcane, Divine, Occult, Primal, or Psionic, uncommon (requires attunement)

While wearing these gauntlets, your Strength increases by 1, to a maximum of 5.

Gloves of Climbing and Swimming

Primal, uncommon (requires attunement)

While wearing these gloves, climbing and swimming don’t cost you extra movement, and you gain a +5 bonus to Athletics checks made to climb or swim.

Gloves of Missile Snaring

Psionic, uncommon (requires attunement)

These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you’re wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.

Headwear

Circlet of Blasting

Primal, uncommon

While wearing this circlet, you can use an action to cast the scorching bolts spell augmented to 2 mana with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn.

Hat of Disguise

Occult, uncommon (requires attunement)

While wearing this hat, you can use an action to cast the disguise spell from it at will. The spell ends if the hat is removed.

Headband of Intellect

Arcane, Divine, Occult, Primal, or Psionic, uncommon (requires attunement)

While wearing this headband, your Intelligence increases by 1, to a maximum of 5.

Helm of Brilliance

Primal, very rare (requires attunement)

This dazzling helm is set with 7d10 diamonds, 3d10 rubies, 6d10 fire opals, and 10d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.

You gain the following benefits while wearing it:

  • You can use an action to cast one of the following spells (save DC 18), using one of the helm’s gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.
  • As long as it has at least one diamond, the helm emits dim light in a 9-meter radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.
  • As long as the helm has at least one ruby, you have resistance to fire damage.
  • As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 3-meter radius and dim light for an additional 3 meters. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.

Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 18 meters of the helm other than you must succeed on a DC 17 Reflex saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.

Helm of Comprehending Languages

Arcane, Divine, Occult, or Psionic, uncommon

While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.

Helm of Telepathy

Psionic, uncommon (requires attunement)

While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply—using a bonus action to do so—while your focus on it continues.

While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can’t be used again until the next dawn.

Helm of Teleportation

Arcane or Psionic, rare (requires attunement)

This helm has 6 charges. While wearing it, you can use an action and expend 1 charge to cast the distant teleport spell from it. The helm regains 1d6 expended charges daily at dawn.

Ioun Stones

Absorption Ioun Stone

Arcane, very rare (requires attunement)

While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell using 4 mana or less cast by a creature you can see and targeting only you.

Once the stone has canceled 20 mana of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell using more mana than the amount of mana the stone has left, the stone can’t cancel it.

Agility Ioun Stone

Arcane, Divine, Occult, Primal, or Psionic, very rare (requires attunement)

While this deep red sphere orbits your head, your Dexterity increases by 1, to a maximum of 5.

Awareness Ioun Stone

Arcane, Occult, or Psionic, rare (requires attunement)

While this dark blue rhomboid orbits your head, you can’t be surprised.

Constitution Ioun Stone

Arcane, Divine, Occult, Primal, or Psionic, very rare (requires attunement)

While this pink rhomboid orbits your head, your Constitution increases by 1, to a maximum of 5.

Greater Absorption Ioun Stone

Arcane, legendary (requires attunement)

While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell using 4 mana or less cast by a creature you can see and targeting only you.

Once the stone has canceled 50 mana of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell using more mana than the amount of mana the stone has left, the stone can’t cancel it.

Insight Ioun Stone

Arcane, Occult, or Psionic, very rare (requires attunement)

While this incandescent blue sphere orbits your head, your Wisdom increases by 1, to a maximum of 5.

Intellect Ioun Stone

Arcane, Divine, Occult, Primal, or Psionic, very rare (requires attunement)

While this marbled scarlet and blue sphere orbits your head, your Intelligence increases by 1, to a maximum of 5.

Leadership Ioun Stone

Arcane, Divine, Occult, Primal, or Psionic, very rare (requires attunement)

While this marbled pink and green sphere orbits your head, your Charisma increases by 1, to a maximum of 5.

Protection Ioun Stone

Arcane or Psionic, rare (requires attunement)

While this dusty rose prism orbits your head, you gain a +1 bonus to Defense.

Regeneration Ioun Stone

Arcane or Psionic, legendary (requires attunement)

At the end of each hour this pearly white spindle orbits your head, you regain 15 health, provided that you have at least 1 health.

Reserve Ioun Stone

Arcane, Divine, Occult, Primal, or Psionic, rare (requires attunement)

This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 mana at a time. When found, it contains 1d4 − 1 mana of stored spells chosen by the GM.

Any creature can cast a spell using 1 to 3 mana 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 mana 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 mana, 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.

Strength Ioun Stone

Arcane, Divine, Occult, Primal, or Psionic, very rare (requires attunement)

While this pale blue rhomboid orbits your head, your Strength increases by 1, to a maximum of 5.

Sustenance Ioun Stone

Arcane, Divine, Occult, Primal, or Psionic, rare (requires attunement)

While this clear spindle orbits your head, you don’t need to eat or drink.

Neckwear

Amulet of Health

Arcane, Divine, Occult, Primal, or Psionic, rare (requires attunement)

While wearing this amulet, your Constitution increases by 1, to a maximum of 5.

Amulet of Proof against Detection and Location

Arcane, uncommon (requires attunement)

While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors.

Amulet of the Planes

Arcane, very rare (requires attunement)

While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Arcana check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 4.5 meters of you travel to a random destination. Roll a d100. On a 1–60, you travel to a random location on the plane you named. On a 61–100, you travel to a randomly determined plane of existence.

Brooch of Shielding

Arcane, uncommon (requires attunement)

While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missiles spell.

Medallion of Thoughts

Psionic, uncommon (requires attunement)

The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.

Necklace of Adaptation

Arcane or Psionic, uncommon (requires attunement)

While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).

Necklace of Fireballs

Primal, rare

This necklace has 1d8 + 5 beads hanging from it. You can use an action to detach a bead and throw it up to 18 meters away. When it reaches the end of its trajectory, the bead detonates as the fireball spell (save DC 15).

You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the mana of the fireball by 1 for each bead beyond the first.

d20Bead of...Spell
1–6Blessingbless (2 mana)
7–12Healingheal (2 mana) or restoration
13–16Favorrestoration as greater restoration
17–18Smitingfaerie fire
19Summonsplanar ally
20Wind walkingwind walk

Necklace of Prayer Beads

Divine, rare (requires attunement)

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 GM 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.

Periapt of Health

Divine, uncommon

You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant.

Periapt of Proof against Poison

Divine or Occult, rare

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.

Periapt of Wound Closure

Divine, uncommon (requires attunement)

While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Health Die to regain health, double the amount of health it restores.

Quiver

Efficient Quiver

Arcane, uncommon

Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 1 kilo. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.

You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.

Rings

Ring of Animal Influence

Primal, rare

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:

Rods

Immovable Rod

Arcane, uncommon

This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 3,500 kilos of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Brawn check, moving the fixed rod up to 3 meters on a success.

Staves

Staff of Thunder and Lightning

Primal, very rare (requires attunement)

This staff can be wielded as a magic quarterstaff. It also has the following additional properties. When one of these properties is used, it can’t be used again until the next dawn.

Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.

Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 90 meters. The target you hit must succeed on a DC 17 Fortitude saving throw or become stunned until the end of your next turn.

Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff’s tip in a line that is 1.5 meters wide and 36 meters long. Each creature in that line must make a DC 17 Reflex saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.

Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 180 meters. Each creature within 18 meters of you (not including you) must make a DC 17 Fortitude saving throw. On a failed save, a creature takes 2d6 concussion damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn’t deafened.

Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn’t expend the daily use of those properties, only the use of this one.

Staff of Withering

Occult, rare (requires attunement)

This staff has 3 charges and regains 1d3 expended charges daily at dawn.

The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Fortitude saving throw or have disadvantage for 1 hour on any ability check that uses Strength or Constitution or on Fortitude and Reflex saving throws.

Staff of the Woodlands

Primal, rare (requires attunement)

This staff can be wielded as a magic quarterstaff.

The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.

Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken plant (3 charges), barkskin (1 charge), locate animals (1 charge), locate plants (1 charge), speak with animals (1 charge), speak with plants (2 charges), or wall of thorns (3 charges).

You can also use an action to cast the pass without trace spell from the staff without using any charges.

Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 18 meters tall and has a 1.5-meter diameter trunk, and its branches at the top spread out in a 6-meter radius.

The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.

Utility

LeverUpDown
1Legs and tail extend, allowing the apparatus to walk and swim.Legs and tail retract, reducing the apparatus’s speed to 0 and making it unable to benefit from bonuses to speed.
2Forward window shutter opens.Forward window shutter closes.
3Side window shutters open (two per side).Side window shutters close (two per side).
4Two claws extend from the front sides of the apparatus.The claws retract.
5Each extended claw makes the following melee weapon attack: +8 to hit, reach 1.5 m., one target. Hit: 7 (2d6) bludgeoning damage.Each extended claw makes the following melee weapon attack: +8 to hit, reach 1.5 m., one target. Hit: The target is grappled (escape DC 15).
6The apparatus walks or swims forward.The apparatus walks or swims backward.
7The apparatus turns 90 degrees left.The apparatus turns 90 degrees right.
8Eyelike fixtures emit bright light in a 9-meter radius and dim light for an additional 9 meters.The light turns off.
9The apparatus sinks as much as 9 meters in liquid.The apparatus rises up to 9 meters in liquid.
10The rear hatch unseals and opens.The rear hatch closes and seals.

Apparatus of the Crab

Arcane, Divine, Occult, Primal, or Psionic, legendary

This item first appears to be a Large sealed iron barrel weighing 200 kilos. The barrel has a hidden catch, which can be found with a successful DC 20 Perception check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.

The apparatus of the Crab is a Large object with the following statistics:

Defense: 20

Health: 200

Speed: 9 m., swim 9 m. (or 0 m. for both if the legs and tail aren’t extended)

Damage Immunities: poison, psychic

To be used as a vehicle, the apparatus requires one pilot. While the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.

The apparatus floats on water. It can also go underwater to a depth of 360 meters. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure.

A creature in the compartment can use an action to move as many as two of the apparatus’s levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of the Crab Levers table.

d100Effect
015d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Fortitude saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary health for 1 hour.
02–10A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GM’s choice) 9 meters into the air for 1d12 rounds.
11–20A treant sprouts. There’s a 50 percent chance that the treant is chaotic evil and attacks.
21–30An 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.
31–40A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished).
41–501d6 + 6 shriekers sprout
51–601d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM’s choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke.
61–70A hungry bulette burrows up and attacks.
71–80A 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 GM’s choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days.
81–90A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Fortitude saving throw. On a successful save, a creature permanently increases its lowest ability by 1, randomly choosing among equally low abilities. On a failed save, the creature takes 10d6 force damage from an internal magical explosion.
91–99A pyramid with a 18-meter square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord’s lair, and its sarcophagus contains treasure of the GM’s choice.
100A giant beanstalk sprouts, growing to a height of the GM’s choice. The top leads where the GM chooses, such as to a great view, a cloud giant’s castle, or a different plane of existence.

Bag of Beans

Primal, rare

Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 250 grams plus 250 grams for each bean it contains.

If you dump the bag’s contents out on the ground, they explode in a 3-meter radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Reflex 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 dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table, determine it randomly, or create an effect.

Gray Bag of Tricks
d8Creature
1Weasel
2Giant rat
3Badger
4Boar
5Panther
6Giant badger
7Dire wolf
8Giant elk
Rust Bag of Tricks
d8Creature
1Rat
2Owl
3Mastiff
4Goat
5Giant goat
6Giant boar
7Lion
8Brown bear
Tan Bag of Tricks
d8Creature
1Jackal
2Ape
3Baboon
4Axe beak
5Black bear
6Giant weasel
7Giant hyena
8Tiger

Bag of Tricks

Occult, uncommon

This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 250 grams.

You can use an action to pull the fuzzy object from the bag and throw it up to 9 meters. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag’s color.

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn.

Bead of Force

Arcane, rare

This small black sphere measures 2 centimeters in diameter and weighs 30 grams. Typically, 1d4 + 4 beads of force are found together.

You can use an action to throw the bead up to 18 meters. The bead explodes on impact and is destroyed. Each creature within a 3-meter radius of where the bead landed must succeed on a DC 15 Reflex saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere’s wall. No attack or other effect can.

An enclosed creature can use its action to push against the sphere’s wall, moving the sphere up to half the creature’s walking speed. The sphere can be picked up, and its magic causes it to weigh only half a kilo, regardless of the weight of creatures inside.

Bowl of Commanding Water Elementals

Primal, rare

While this bowl is filled with water, you can use an action to speak the bowl’s command word and summon a water elemental, as if you had cast the animate water spell augmented to water elemental. The bowl can’t be used this way again until the next dawn.

The bowl is about 30 centimeters in diameter and half as deep. It weighs 1 kilo and holds about 12 liters.

Brazier of Commanding Fire Elementals

Primal, rare

While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the animate flames spell. The brazier can’t be used this way again until the next dawn.

The brazier weighs 2 kilos.

Candle of Invocation

Divine, very rare (requires attunement)

This slender taper is dedicated to a deity. The GM chooses the god.

The candle’s magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle’s total burn time.

While lit, the candle sheds dim light in a 9-meter radius. Any creature within that light who worships the deity makes attack rolls, saving throws, and ability checks with advantage. In addition, an acolyte or naturalist in the light who worships the deity can cast 1 mana spells without expending spell slots, though the spell’s effect is as if cast using 1 mana.

Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle.

Censer of Controlling Air Elementals

Primal, rare

While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the animate air spell. The censer can’t be used this way again until the next dawn.

This 15-centimeter-wide, 30-centimeter-high vessel resembles a chalice with a decorated lid. It weighs half a kilo.

Chime of Opening

Arcane, rare

This hollow metal tube measures about 30 centimeters long and weighs half a kilo. You can strike it as an action, pointing it at an object within 36 meters of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens.

The chime can be used ten times. After the tenth time, it cracks and becomes useless.

Crystal Ball

Occult, very rare or legendary (requires attunement)

The typical crystal ball, a very rare item, is about 15 centimeters in diameter. While touching it, you can cast the clairvoyance spell (save DC 17) with it.

The following crystal ball variants are legendary items and have additional properties.

Crystal Ball of Mind Reading. You can use an action to cast the detect thoughts spell (save DC 17) while you are scrying with the crystal ball, targeting creatures you can see within 9 meters of the spell’s sensor. You don’t need to concentrate on this detect thoughts to maintain it during its duration, but it ends if clairvoyance ends.

Crystal Ball of Telepathy. While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 9 meters of the spell’s sensor. You can also use an action to cast the suggestion spell (save DC 17) through the sensor on one of those creatures. You don’t need to concentrate on this suggestion to maintain it during its duration, but it ends if clairvoyance ends. Once used, the suggestion power of the crystal ball can’t be used again until the next dawn.

Crystal Ball of True Seeing. While scrying with the crystal ball, you have truesight with a radius of 36 meters centered on the spell’s sensor.

FaceChargesEffect
11Gases, wind, and fog can’t pass through the barrier.
22Nonliving matter can’t pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
33Living matter can’t pass through the barrier.
44Spell effects can’t pass through the barrier.
55Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
60The barrier deactivates.
Spell or ItemCharges Lost
Disintegrate1d12
Horn of blasting1d10
Passwall1d6
Prismatic spray1d20
Wall of fire1d4

Cube of Force

Arcane, rare (requires attunement)

This cube is about 2 centimeters 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 4.5 meters 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.

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 second table.

Cubic Gate

Arcane, legendary

This cube is 5 centimeters across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM.

You can use an action to press one side of the cube to cast the planar portal spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side.

The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn.

Decanter of Endless Water

Divine or Primal, uncommon

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 1 kilo.

You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:

  • “Stream” produces 4 liters of water.
  • “Fountain” produces 20 liters of water.
  • “Geyser” produces 110 liters of water that gushes forth in a geyser 9 meters long and 30 centimeters wide. As a bonus action while holding the decanter, you can aim the geyser at a creature that you can touch or see within 9 meters of you. The target must succeed on a DC 13 Reflex saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 100 kilos. The object is either knocked over or pushed up to 4.5 meters away from you.
Playing CardIllusion
Ace of heartsRed dragon
King of heartsKnight and four guards
Queen of heartsSuccubus or incubus
Jack of heartsDruid
Ten of heartsCloud giant
Nine of heartsEttin
Eight of heartsBugbear
Two of heartsGoblin
Ace of diamondsBeholder
King of diamondsArchmage and mage apprentice
Queen of diamondsNight hag
Jack of diamondsAssassin
Ten of diamondsFire giant
Nine of diamondsOgre mage
Eight of diamondsGnoll
Two of diamondsKobold
Ace of spadesLich
King of spadesPriest and two acolytes
Queen of spadesMedusa
Jack of spadesVeteran
Ten of spadesFrost giant
Nine of spadesTroll
Eight of spadesHobgoblin
Two of spadesGoblin
Ace of clubsIron golem
King of clubsBandit captain and three bandits
Queen of clubsErinyes
Jack of clubsBerserker
Ten of clubsHill giant
Nine of clubsOgre
Eight of clubsOrc
Two of clubsKobold
Jokers (2)You (the deck’s owner)

Deck of Illusions

Occult, uncommon

This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 − 1 cards.

The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 9 meters of you.

An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 36 meters of the illusory creature and can see it, you can use an action to move it magically anywhere within 9 meters of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Perception check. The creature then appears translucent.

The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can’t be used again.

Playing CardCard
Ace of diamondsVizier*
King of diamondsSun
Queen of diamondsMoon
Jack of diamondsStar
Two of diamondsComet*
Ace of heartsThe Fates*
King of heartsThrone
Queen of heartsKey
Jack of heartsKnight
Two of heartsGem*
Ace of clubsTalons*
King of clubsThe Void
Queen of clubsFlames
Jack of clubsSkull
Two of clubsIdiot*
Ace of spadesDonjon*
King of spadesRuin
Queen of spadesEuryale
Jack of spadesRogue
Two of spadesBalance*
Joker (with TM)Fool*
Joker (without TM)Jester

*Found only in a deck with twenty-two cards

Deck of Many Things

Occult, legendary

Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.

Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.

Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.

Balance. Your mind suffers a wrenching alteration, causing your personality to alter, becoming the opposite of your core beliefs.

Comet. If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect.

Donjon. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.

Euryale. The card’s medusa-like visage curses you. You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse.

The Fates. Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as you draw the card or at any other time before you die.

Flames. A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.

Fool. You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level.

Gem. Twenty-five pieces of jewelry worth 2,000 sp each or fifty gems worth 1,000 sp each appear at your feet.

Idiot. Permanently reduce your Intelligence by 1d2 (to a minimum of −4). You can draw one additional card beyond your declared draws.

Jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.

Key. A rare or rarer magic weapon with which you are proficient appears in your hands. The GM chooses the weapon.

Knight. You gain the service of a 4th-level warrior who appears in a space you choose within 9 meters of you. The warrior is of the same species as you and serves you loyally until death, believing the fates have drawn them to you. You control this character.

Moon. You are granted the ability to cast the wish spell 1d3 times.

Rogue. A nonplayer character of the GM’s choice becomes hostile toward you. The identity of your new enemy isn’t known until the NPC or someone else reveals it. Nothing less than a wish spell or divine intervention can end the NPC’s hostility toward you.

Ruin. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears.

Skull. You summon an avatar of death—a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the GM’s choice within 3 meters of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 health, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can’t be restored to life.

Dimensional Shackles

Arcane, rare

You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal.

You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Acrobatics or Brawn check. On a success, the creature breaks free and destroys the shackles.

d100Effect
01–10The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic.
11–90The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can’t be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic.
91–100The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic.

Efreeti Bottle

Primal, very rare

This painted brass bottle weighs half a kilo. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 9 meters of you.

The first time the bottle is opened, the GM rolls to determine what happens.

GemSummoned Elemental
Blue sapphireAir elemental
Yellow diamondEarth elemental
Red corundumFire elemental
EmeraldWater elemental

Elemental Gem

Primal, uncommon

This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the animate air, animate earth, animate flames, or animate water augmented to water elemental spell, and the gem’s magic is lost. The type of gem determines the elemental summoned by the spell.

Eversmoking Bottle

Occult, uncommon

Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs half a kilo. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 18-meter radius from the bottle. The cloud’s area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 3 meters until it reaches its maximum radius of 36 meters.

The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (at least 15 kilometers per hour) can also disperse the smoke after 1 minute, and a strong wind (at least 30 kilometers per hour) can do so after 1 round.

d100Feather Token
01–20Anchor
21–35Bird
36–50Fan
51–65Swan boat
66–90Tree
91–100Whip

Feather Token

Primal, rare

This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly.

Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can’t be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.

Bird. You can use an action to toss the token 1.5 meters into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can’t attack. It can carry up to 200 kilos while flying at its maximum speed (25 kilometers per hour for a maximum of 250 kilometers per day, with a one-hour rest for every 3 hours of flying) or 500 kilos at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 health. You can dismiss the bird as an action.

Fan. If you are on a boat or ship, you can use an action to toss the token up to 3 meters in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 10 kilometers per hour for 8 hours. You can dismiss the fan as an action.

Swan Boat. You can use an action to touch the token to a body of water at least 18 meters in diameter. The token disappears, and a 18 meters-long, 6 meters-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 10 kilometers per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to 32 Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.

Tree. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 18 meters tall and has a 1.5-meter diameter trunk, and its branches at the top spread out in a 6-meter radius.

Whip. You can use an action to throw the token to a point within 3 meters of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 3 meters of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage.

As a bonus action on your turn, you can direct the whip to fly up to 9 meters and repeat the attack against a creature within 3 meters of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die.

Figurine of Wondrous Power

Divine, rarity by figurine

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 18 meters of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 health or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.

Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed.

Ebony Fly (Rare). This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed.

Golden Lions (Rare). These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can’t be used again until 7 days have passed.

Ivory Goats (Rare). These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:

  • The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges.
  • The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can’t be used again until 30 days have passed.
  • The goat of terror becomes a giant goat for up to 3 hours. The goat can’t attack, but you can remove its horns and use them as weapons. One horn becomes a magic lance, and the other becomes a magic longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 9-meter radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Will saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat’s aura for the next 24 hours. Once the figurine has been used, it can’t be used again until 15 days have passed.

Marble Elephant (Rare). This marble statuette is about 15 centimeters high and long. It can become an elephant for up to 24 hours. Once it has been used, it can’t be used again until 7 days have passed.

Obsidian Steed (Very Rare). This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can’t be used again until 5 days have passed.

Onyx Dog (Rare). This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of −1 and can speak Common. It also has darkvision out to a range of 18 meters and can see invisible creatures and objects within that range. Once it has been used, it can’t be used again until 7 days have passed.

Serpentine Owl (Rare). This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can’t be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.

Silver Raven (Uncommon). This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can’t be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.

Flying Broom

Primal, uncommon

This wooden broom, which weighs 1 kilo, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 18 meters. It can carry up to 200 kilos, but its flying speed becomes 9 meters while carrying over 100 kilos. The broom stops hovering when you land.

You can send the broom to travel alone to a destination within 2 kilometers of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 2 kilometers of you.

d100SizeCapacityFlying Speed
01–331 m. × 2 m.100 kg27 meters
34–662 m. × 3 m.250 kg18 meters
67–1003 m. × 4 m.400 kg9 meters

Flying Carpet

Primal, very rare

You can speak the carpet’s command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 9 meters of it.

Three sizes of flying carpet exist. The GM chooses the size of a given carpet or determines it randomly.

A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.

Folding Boat

Arcane, rare

This object appears as a wooden box that measures 30 centimeters long, 15 centimeters wide, and 15 centimeters deep. It weighs 2 kilos and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.

One command word causes the box to unfold into a boat 3 meters long, 120 centimeters wide, and 60 centimeters deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.

The second command word causes the box to unfold into a ship 7 meters long, 2.5 meters wide, and 2 meters 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.

When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.

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.

Gem of Brightness

Divine, uncommon

This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:

  • The first command word causes the gem to shed bright light in a 9-meter radius and dim light for an additional 9 meters. This effect doesn’t expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
  • The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature that you can touch or see within 18 meters of you. The creature must succeed on a DC 15 Fortitude saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • The third command word expends 5 charges and causes the gem to flare with blinding light in a 9-meter cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.

When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 sp.

Gem of Seeing

Arcane, Occult, or Psionic, rare (requires attunement)

This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out to 36 meters when you peer through the gem.

The gem regains 1d3 expended charges daily at dawn.

Horn of Blasting

Primal, rare

You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 9-meter cone that is audible 180 meters away. Each creature in the cone must make a DC 15 Fortitude saving throw. On a failed save, a creature takes 5d6 concussion damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 concussion damage instead of 5d6.

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 blower and destroys the horn.

d100Horn TypeBerserkers SummonedRequirement
01–40Silver2d4 + 2None
41–75Brass3d4 + 3Proficiency with all simple weapons
76–90Bronze4d4 + 4Proficiency with scale armor
91–00Iron5d4 + 5Proficiency with all martial weapons

Horn of Valhalla

Occult, 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 Valhalla appear within 18 meters of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 health. 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 GM 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.

Horseshoes of Speed

Arcane or Psionic, rare

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 9 meters.

Horseshoes of a Zephyr

Primal, very rare

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 allow the creature to move normally while floating 15 centimeters above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without becoming exhausted from a forced march.

Instant Fortress

Arcane, rare

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, 6 meters on a side and 9 meters 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 portion of the knock/lock 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 Reflex 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 health, immunity to damage from nonmagical attacks 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 health.

Iron Bands of Binding

Arcane, rare

This rusty iron sphere measures 5 centimeters in diameter and weighs half a kilo. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature that you can touch or see within 18 meters 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 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 Brawn 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.

d100Contents
1–50Empty
51–54Demon (type 1)
55–58Demon (type 2)
59–62Demon (type 3)
63–64Demon (type 4)
65Demon (type 5)
66Demon (type 6)
67Deva
68–69Devil (greater)
70–73Devil (lesser)
74–75Djinni
76–77Efreeti
78–83Elemental (any)
84–86Invisible stalker
87–90Night hag
91Planetar
92–95Salamander
96Solar
97–99Succubus/incubus
100Xorn

Iron Flask

Occult, legendary

This iron bottle has a brass stopper. You can use an action to speak the flask’s command word, targeting a creature that you can touch or see within 18 meters of you. If the target is native to a plane of existence other than the one you’re on, the target must succeed on a DC 17 Will saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t need to breathe, eat, or drink and doesn’t age.

You can use an action to remove the flask’s stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and personality.

A detect magic spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly.

Lantern of Revealing

Arcane, Occult, or Psionic, uncommon

While lit, this hooded lantern burns for 6 hours on half a liter of oil, shedding bright light in a 9-meter radius and dim light for an additional 9 meters. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 1.5-meter radius.

Marvelous Pigments

Occult, very rare

Typically found in 1d4 pots inside a fine wooden box with a brush (weighing half a kilo in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.

Each pot of paint is sufficient to cover 90 square meterst of a surface, which lets you create inanimate objects or terrain features—such as a door, a pit, flowers, trees, cells, rooms, or weapons—that are up to 280 cubic meters. It takes 10 minutes to cover 9 square meters.

When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.

Nothing created by the pigments can have a value greater than 25 sp. If you paint an object of greater value (such as a diamond or a pile of silver), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.

If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.

Mirror of Life Trapping

Occult, very rare

When this 120-centimeter-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 20 kilos, and it has 11 Defense, 10 Health, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 health.

If the mirror is hanging on a vertical surface and you are within 1.5 meters of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again.

Any creature other than you that sees its reflection in the activated mirror while within 9 meters of it must succeed on a DC 15 Will saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror’s twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror’s nature, and constructs succeed on the saving throw automatically.

An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 3 meters. Creatures trapped in the mirror’s cells don’t age, and they don’t need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed.

If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it.

While within 1.5 meters of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror’s surface. You and the creature can then communicate normally.

In a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it.

Orb of Dragonkind

Primal, artifact (requires attunement)

Ages past, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, powerful wizards came together and worked their greatest magic, forging five Orbs of Dragonkind (or Dragon Orbs) to help them defeat the dragons. One orb was taken to each of the five wizard towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic.

As the wizard towers fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons.

Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb.

An orb is an etched crystal globe about 30 centimeters in diameter. When used, it grows to about 60 centimeters in diameter, and mist swirls inside it.

While attuned to an orb, you can use an action to peer into the orb’s depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it.

While you are charmed by the orb, you can’t voluntarily end your attunement to it, and the orb casts suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides.

Random Properties. An Orb of Dragonkind has the following random properties:

  • 2 minor beneficial properties
  • 1 minor detrimental property
  • 1 major detrimental property

Spells. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: heal (5 mana version, 3 charges), daylight (1 charge), death ward (2 charges), or clairvoyance (3 charges).

You can also use an action to cast the detect magic spell from the orb without using any charges.

Call Dragons. While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 50 kilometers. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can’t be used again for 1 hour.

Destroying an Orb. An Orb of Dragonkind appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A disintegrate spell or one good hit from a legendary magic weapon is sufficient to destroy an orb, however.

Pearl of Power

Arcane, Divine, Occult, Primal, or Psionic, uncommon (requires attunement)

While this pearl is on your person, you can use an action to speak its command word and regain an amount of mana equal to your mana limit, up to 3 mana. Once you use the pearl, it can’t be used again until the next dawn.

Pipes of Haunting

Occult, uncommon

You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 9 meters of you that hears you play must succeed on a DC 15 Will saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren’t hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.

Pipes of the Sewers

Occult, uncommon (requires attunement)

You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.

The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within 1 kilometer of you to be called in this fashion (as determined by the GM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.

Whenever a swarm of rats that isn’t under another creature’s control comes within 9 meters of you while you are playing the pipes, you can make a Charisma check contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can’t hear the pipes’ music, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours.

Stone of Controlling Earth Elementals

Primal, rare

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 animate earth spell. The stone can’t be used this way again until the next dawn. The stone weighs 2 kilos.

Stone of Good Luck (Luckstone)

Occult, uncommon (requires attunement)

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Talisman of Pure Good

Divine, legendary (requires attunement)

This talisman is a mighty symbol of goodness. A creature that is neither good nor evil takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.

If you are a good acolyte, you can use the talisman as a holy symbol.

The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 36 meters of you. If the target is evil, a flaming fissure opens under it. The target must succeed on a DC 20 Reflex saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.

Talisman of Ultimate Evil

Divine, legendary (requires attunement)

This item symbolizes unrepentant evil. A creature that is neither good nor evil takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.

If you are an evil acolyte, you can use the talisman as a holy symbol.

The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 36 meters of you. If the target is good, a flaming fissure opens under it. The target must succeed on a DC 20 Reflex saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.

Talisman of the Sphere

Arcane, legendary (requires attunement)

When you make an Arcana check to control a sphere of annihilation while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a sphere of annihilation, you can use an action to levitate it 3 meters plus a number of additional feet equal to 10 × your Intelligence.

Well of Many Worlds

Arcane, legendary

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 2 meters in diameter.

You can use an action to unfold and place the well of many worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once well of many worlds has opened a portal, it can’t do so again for 1d8 hours.

Wind Fan

Primal, uncommon

While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn’t be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.

Wands

Wand of Binding

Psionic, rare (requires attunement)

This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Spells. While holding the wand, you can use an action to expend some of its charges to cast hold creature (3 charges, save DC 17)

Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.

Wand of Enemy Detection

Arcane, Occult, or Psionic, rare (requires attunement)

This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 18 meters, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Wand of Fear

Occult, rare (requires attunement)

This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Command. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).

Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand’s tip to emit a 18-meter cone of amber light. Each creature in the cone must succeed on a DC 15 Will saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 9 meters of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

Wand of Fireballs

Primal, rare (requires attunement)

This wand has 14 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. You can increase the mana by one for each additional charge you expend.

The wand regains 2d6 + 2 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Wand of Lightning Bolts

Primal, rare (requires attunement)

This wand has 21 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 1 mana version of the spell. You can increase the mana by one for each additional charge you expend.

The wand regains 3d6 + 3 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Wand of Magic Detection

Arcane, uncommon

This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.

Wand of Magic Missiles

Arcane, uncommon

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missiles spell from it. For 1 charge, you cast the 1 mana version of the spell. You can increase the mana by one for each additional charge you expend.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Wand of Paralysis

Occult, rare (requires attunement)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature that you can touch or see within 18 meters of you. The target must succeed on a DC 15 Fortitude saving throw or be paralyzed for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Wand of Polymorph

Arcane, Primal, or Psionic, very rare (requires attunement)

This wand has 14 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the polymorph spell (save DC 15) from it. For 1 charge, you cast the 2 mana version of the spell. You can increase the mana by one for each additional charge you expend.

The wand regains 2d6 + 2 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Wand of Secrets

Occult, uncommon

The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 9 meters of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

Wand of Web

Primal, uncommon (requires attunement)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

d100Effect
01–05You cast the slow portion of haste/slow.
06–10You cast faerie fire.
11–15You are stunned until the start of your next turn, believing something awesome just happened.
16–20You cast gust of wind.
21–25You cast detect thoughts on the target you chose. If you didn’t target a creature, you instead take 1d6 psychic damage.
26–30You cast stinking cloud.
31–33Heavy rain falls in a 18–meter radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.
34–36An animal appears in the unoccupied space nearest the target. The animal isn’t under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01–25, a rhinoceros appears; on a 26–50, an elephant appears; and on a 51–100, a rat appears.
37–46You cast lightning bolt.
47–49A cloud of 600 oversized butterflies fills a 9-meter radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.
50–53You enlarge the target as if you had cast enlarge/reduce. If the target can’t be affected by that spell, or if you didn’t target a creature, you become the target.
54–58You cast darkness.
59–62Grass grows on the ground in a 18-meter radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.
63–65An object of the GM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 36 meters of the target, and no larger than 3 meters in any dimension.
66–69You shrink yourself as if you had cast enlarge/reduce on yourself.
70–79You cast fireball augmented to 3 mana.
80–84You cast invisibility on yourself.
85–87Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.
88–90A stream of 1d4 × 10 gems, each worth 1 sp, shoots from the wand’s tip in a line 9 meters long and 1.5 meters wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.
91–95A burst of colorful shimmering light extends from you in a 9-meter radius. You and each creature in the area that can see must succeed on a DC 15 Fortitude saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
96–97The target’s skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.
98–100If you targeted a creature, it must make a DC 15 Fortitude saving throw. If you didn’t target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic.

Wand of Wonder

Arcane, Divine, Occult, Primal, or Psionic, rare (requires attunement)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 36 meters of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.

If the effect causes you to cast a spell from the wand, the spell’s save DC is 15. If the spell normally has a range expressed, its range becomes 36 meters if it isn’t already.

If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.

Wand of the War Mage

Arcane, Divine, Occult, Primal, or Psionic, uncommon (requires attunement)

While holding this wand, you ignore half cover when making a spell attack.

Weapons

Arrow of Slaying

arrow, Arcane, Divine, Occult, Primal, or Psionic, very rare

An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, species, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Fortitude saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.

Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.

Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.

Berserker Axe

any axe, Arcane, Divine, Occult, Primal, or Psionic, rare (requires attunement)

While you are attuned to this magic weapon, your maximum health increases by 1 for each level you have attained.

Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 18 meters of you that you can see or hear.

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Will saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 18 meters of you that you can see or hear.

Dagger of Venom

dagger, Primal, rare

You can use an action to cause thick, black poison to coat this magical blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Fortitude saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn.

Dancing Sword

any sword, Arcane, Divine, Occult, Primal, or Psionic, very rare (requires attunement)

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 9 meters, and attacks one creature of your choice within 1.5 meters of it. The sword uses your attack roll and ability to damage rolls.

While the sword hovers, you can use a bonus action to cause it to fly up to 9 meters to another spot within 9 meters of you. As part of the same bonus action, you can cause the sword to attack one creature within 1.5 meters of it.

After the hovering sword attacks for the fourth time, it flies up to 9 meters and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 9 meters away from it.

Defender

any sword, Arcane, Divine, Occult, Primal, or Psionic, uncommon

The first time you attack with this magical sword on each of your turns, you can take a penalty up to 3 on attack and damage rolls to gain double that amount to your Defense, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to Defense. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to Defense from it.

Dragon Slayer

any sword, Primal, rare

When you hit a dragon with this magic weapon, the dragon takes an extra 3d6 damage of the weapon’s type. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns.

Dwarven Thrower

warhammer, Psionic, very rare (requires attunement)

This magic weapon has the thrown property with a normal range of 9 meters and a long range of 18 meters. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.

Flame Tongue

any sword, Primal, rare (requires attunement)

You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 9-meter radius and dim light for an additional 9 meters. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Frost Brand

any sword, Primal, very rare (requires attunement)

When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.

In freezing temperatures, the blade sheds bright light in a 3-meter radius and dim light for an additional 3 meters.

When you draw this weapon, you can extinguish all nonmagical flames within 9 meters of you. This property can be used no more than once per hour.

Giant Slayer

any axe or sword, Arcane, Divine, Occult, Primal, or Psionic, rare

When you hit a giant with this magic weapon, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Reflex saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls.

Hammer of Thunderbolts

maul, Primal, legendary

This maul is a magic weapon.

Giant’s Bane (Requires Attunement). You must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength increases by 2 and can exceed 5, but not 10. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Fortitude saving throw or die.

The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 9 meters and a long range of 18 meters. If the attack hits, the hammer unleashes a thunderclap audible out to 90 meters. The target and every creature within 9 meters of it must succeed on a DC 17 Fortitude saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.

Holy Avenger

any sword, Divine, legendary (requires attunement)

When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d10 radiant damage.

While you hold the drawn sword, it creates an aura in a 3-meter radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the acolyte class, the radius of the aura increases to 9 meters.

Javelin of Lightning

javelin, Primal, uncommon

This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 1.5 meters wide that extends out from you to a target within 36 meters. Each creature in the line excluding you and the target must make a DC 13 Reflex saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

Luck Blade

any sword, legendary (requires attunement)

While this magic sword is on your person, you gain a +1 bonus to saving throws.

Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. This property can’t be used again until the next dawn.

Wish. The sword has 1d4 − 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can’t be used again until the next dawn. The sword loses this property if it has no charges.

Mace of Disruption

mace, Divine, rare (requires attunement)

When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 health or less after taking this damage, it must succeed on a DC 15 Will saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.

While you hold this weapon, it sheds bright light in a 6-meter radius and dim light for an additional 6 meters.

Mace of Smiting

mace, Divine, rare

When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it’s a construct. If a construct has 25 health or less after taking this damage, it is destroyed.

Mace of Terror

mace, Occult, rare (requires attunement)

This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 9-meter radius extending from you must succeed on a DC 15 Will saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 9 meters of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

The mace regains 1d3 expended charges daily at dawn.

Nine Lives Stealer

any sword, Occult, very rare (requires attunement)

This magic sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 health, it must succeed on a DC 15 Fortitude saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

Oathbow

longbow, Arcane, Divine, Occult, Primal, or Psionic, very rare (requires attunement)

When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can, as a command phrase, say, “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.

When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.

While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.

Sun Blade

longsword, Divine, rare (requires attunement)

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.

This weapon deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.

The sword’s luminous blade emits bright light in a 6-meter radius and dim light for an additional 6 meters. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 1.5 meters each, to a maximum of 9 meters each or a minimum of 3 meters each.

Sword of Life Stealing

any sword, Occult, rare (requires attunement)

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn’t a construct or an undead. You gain temporary health equal to the extra damage dealt.

Sword of Sharpness

any sword that deals slashing damage, Arcane, Divine, Occult, Primal, or Psionic, very rare (requires attunement)

When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.

When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target’s limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.

In addition, you can speak the sword’s command word to cause the blade to shed bright light in a 3-meter radius and dim light for an additional 3 meters. Speaking the command word again or sheathing the sword puts out the light.

Sword of Wounding

any sword, Occult, rare (requires attunement)

Health lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Fortitude saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 1.5 meters of it, can use an action to make a DC 15 Medicine check, ending the effect of such wounds on it on a success.

Trident of Fish Command

trident, Primal, uncommon (requires attunement)

This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast mind control (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.

Vicious Weapon

Arcane, Divine, Occult, Primal, or Psionic, rare

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon’s type.

Vorpal Sword

any sword that deals slashing damage, Arcane, Divine, Occult, Primal, or Psionic, legendary (requires attunement)

This magic weapon ignores resistance to slashing damage.

When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.