recursal/Fanatic-Fandom huggingface dataset:
Barrier Tattoo (Light)

*Wondrous item (tattoo), Uncommon*

### Tattoo Attunement

*To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space*

### Abilities

* *Protection. While you aren’t wearing armor, the tattoo grants you an Armor Class depending on the tattoo’s rarity, as shown below. You can use a shield and still gain this benefit. Additionally, as per the items attunement restriction, you have to be proficient in the type of armor each tattoo corresponds to to attune to it.*

* *\*Uncommon (Light): 12 + your Dexterity modifier*
Prototype Thunderberd

*Weapon (halberd), rare (requires attunement)*

This halberd is a long-lost prototype from a now-dissolved military research facility. Electricity magically courses through the weapon along specially channeled grooves in its hollow haft. When you hit with an attack using this halberd, the target takes an extra 1d6 lightning damage

This halberd has 10 charges and regains 1d6 + 4 expended charges daily at dawn. While the weapon has at least 1 charge, you can use an action to load a crossbow bolt into its haft toward the bottom of the weapon. Powerful magnetic forces inside the hollow weapon stabilize the bolt and charge it with electricity. When you take the Attack action while holding this loaded weapon, you can expend 1 or more of its charges to make a special ranged attack with it by leveling and firing the halberd as if it were a crossbow. When you do, you don’t make an attack roll for the attack, and the bolt is magically launched forward from the weapon in a 1-foot-wide line that’s 10 feet long, plus an extra 10 feet for each charge you expend. Each creature in the line must succeed on a DC 15 Dexterity saving throw or take 1d6 piercing damage, plus 1d6 lightning damage for each charge you expend. On a successful save, a creature takes half as much piercing and lightning damage. After the attack, the bolt is destroyed.

If you expend the halberd’s last charge, roll a d20. On a 1, the weapon becomes overcharged and splinters into an explosion of shrapnel, destroying the halberd. Roll a d10. Each creature within 10 feet of the weapon must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 2d6 piercing damage times the number rolled on the d10, or half as much damage on a successful one.
Oil of Etherealness

*Potion, rare, consumable*

Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the **etherealness** spell for 1 hour.
Molding Clay +2

### Abilities

*As an action, you can re-mold the clay into another form from the options below, after which it'll solidify and maintain that form until it's molded again. No matter what form the Molding Clay takes, it's clear it's made of clay and not some other material.*

* ***Improvised Weapon.** Any weapons or objects attempted to be created from this clay with the intent to cause harm aren't refined enough to be wielded as a proper weapon. However, you can form it to be used as an improvised weapon with it's damage dice always being a 1d8 with a +2 bonus to attack and damage rolls (depending on the rarity of the Molding Clay). Additionally, you can form it to have one of the following properties: Heavy, Finesse, Reach, Versatile (1d10).*
* ***Tool.** You can shape the clay into a rough implement or tool from a larger tool set, allowing you to make a check that requires you to have a tool set on your person. Additionally, as part of taking an action that involves using a tool (such as picking a lock), you can shape the clay from one form into the appropriate tool to use with the check as part of that action.*
* ***Object.** You can shape the clay into any tiny object you can fit into your hand, though otherwise it doesn't confer any unique properties or uses beyond being magical.*
Bow of the Spelldrinker

*Weapon (any bow), very rare (requires attunement)*

This gilded bow creates hazy illusions of the cosmos when drawn. Attacks made with this magic bow deal an extra 1d4 force damage to any target hit by it.

When you see a creature casting a spell within 60 feet of you while holding this bow, you can use your reaction to draw from your own life force and attempt to counter it. When you do, you lose 30 hit points and fire a magical arrow of pure force from the bow toward the creature. If the creature is casting a spell of 5th level or lower, its spell fails and has no effect. In addition, the target must make a DC 16 saving throw, using its spellcasting modifier. On a failed save, the creature takes 30 force damage as the magic is ripped from them. On a successful save, the creature takes half as much force damage. Once this property has been used, it can't be used again until you finish a short or long rest.
Piwafwi of Fire Resistance

This cloak is a Cloak of Elvenkind. It also grants you Resistance to fire damage while you wear it. It loses its magic if exposed to sunlight for 1 hour without interruption.

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an Action.
Oil of Slipperiness

*Potion, uncommon, (consumable)*

This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a **freedom of movement** spell for 8 hours.

Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the **grease** spell in that area for 8 hours.
Salamander Flame Gauntlets

*Wondrous item, rare (requires attunement)*

These dark metal gauntlets were forged using fire from the heart of a salamander. While wearing them, your unarmed strikes with your hands deal an extra 1d4 fire damage to any target they hit. In addition, you can use a bonus action to cast the *flame blade* spell (4th-level version, no concentration required) from the gauntlets, using either your spellcasting ability or your choice of Strength or Dexterity for the spellcasting ability of the spell when you do.

While holding the fiery blade, you can use an action to make a ranged spell attack with it instead. When you do, the blade becomes a fiery spear with a range of 30 feet. On a hit, the spear deals 4d6 fire damage. Immediately after the attack, the fiery blade reforms in your hand.
Slumbering Dragon's Wrath Weapon

*Weapon (any), uncommon (requires attunement)*

This weapon is decorated with Dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the Dragon's Breath weapon and deals damage of that type with its Special Properties.

Whenever you roll a 20 on your Attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the Dragon's Breath weapon.
Skirmisher's Bow

*Weapon (any bow), rare*

This dark bow has a series of smooth red gemstones running down its length. A magic bowstring of pure energy forms between the top- and bottom-most gems while held, allowing the otherwise unstrung weapon to be used as a magic bow. Even while unstrung, the weapon remains slightly curved.

Before or after making an attack with the weapon, you can speak its command word to cause the bowstring to fade and create a blade of energy that extends from the front of the bow. While the blade persists, the bow is considered to be a two-handed melee weapon with the finesse property. If you are proficient with shortswords or longswords, you are proficient with this weapon. Its damage die is a d8, and it deals radiant damage on a hit. The blade persists until you speak the weapon's command word again to reform the bowstring, allowing it to be used as a ranged weapon once more, or until you’re no longer holding the weapon.

A target hit by this weapon, regardless of its form, takes an extra 1d6 radiant damage from the attack.
Spell Scroll Level 0

*Scroll, common*

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

This scroll contains a cantrip. The spell's saving throw DC is 13 and attack bonus is +5.
Defender

*Weapon (any sword), legendary (requires attunement)*

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, 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 AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

**Applicable Weapons:**

 Longsword
 Rapier
 Scimitar
 Shortsword
Masque Charm

*Wondrous item, Common*

A *masque charm* is a small silver pin. While wearing this charm, you can use an Action to cast the *Disguise Self* spell (DC 13 to discern the disguise). Once the spell is cast, it can’t be cast from the charm again until the next Sunset. When casting the spell, you can have the spell last for its normal 1 hour Duration or for 6 hours. If you choose the 6-hour Duration, the charm becomes nonmagical when the spell ends. In either case, the spell ends if the charm is removed from you.
Spell Scroll Level 5

*Scroll, rare*

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 15. On a failed check, the spell disappears from the scroll with no other effect.

This scroll contains a 5th level spell. The spell's saving throw DC is 17 and attack bonus is +9.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 15. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Crystalline Chronicle

*Wondrous item, very rare (requires attunement by a wizard)*

An etched crystal sphere the size of a grapefruit hums faintly and pulses with irregular flares of inner light. While you are touching the crystal, you can retrieve and store information and spells within the crystal at the same rate as reading and writing. When found, the crystal contains the following spells: Detect Thoughts, Intellect Fortress, Rary's Telepathic Bond, Sending, Telekinesis, Tasha's Mind Whip, and Tenser's Floating Disk. It functions as a spellbook for you, with its spells and other writing psychically encoded within it.

While you are holding the crystal, you can use it as a spellcasting focus for your wizard spells, and you know the Mage Hand, Mind Sliver, and Message cantrips if you don't already know them.

The crystal has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

* If you spend 1 minute studying the information within the crystal, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book.
* When you cast a wizard spell, you can expend 1 charge to cast the spell without verbal, somatic, or material components of up to 100 gp value.
Scimitar of Speed

*Weapon (scimitar), very rare (requires attunement)*

You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.

Proficiency with a scimitar allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Lorehold Primer

*Wondrous item, uncommon (requires Attunement by a spellcaster)*

The *Lorehold Primer* is a magic textbook created at Strixhaven’s Lorehold College. The primer has 3 Charges, and it regains 1d3 expended Charges daily at dawn. If you make an Intelligence (History) or an Intelligence (Religion) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll The D20.

In addition, if you study the primer at the end of a Long Rest, you can choose one 1st-level spell from the Cleric or Wizard spell list. Before you finish your next Long Rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your Spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
Iron Bands of Bilarro

*Wondrous Item, rare*

This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.

Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.

A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.

Once the bands are used, they can't be used again until the next dawn.
Sling Bullets of Althemone

*Weapon (sling bullet), very rare*

The Sling bullets come in a pouch, which contains 1d4 + 4 bullets. Roll on the Magic Sling Bullets table for each bullet to determine its magical property.

You have a +2 bonus to Attack and Damage Rolls made with each of these bullets. If a bullet misses its target, the bullet teleports back into the pouch. Once a bullet hits a target, the bullet loses its magic.

#### Magic Sling Bullets

 2
 3
 4
Ivory Goat (Traveling)

*Wondrous Item, rare*

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 60 feet 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 hit points 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.

**Ivory Goats.** 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 lance, +1, and the other becomes a longsword, +2. 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 30-foot-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 Wisdom 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.
Libram of Lost Souls

*Wondrous item, rare (requires attunement by a wizard)*

With covers made of skin and fittings of bone, this tome is cold to the touch, and it whispers faintly. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: Animate Dead, Circle of Death, False Life, Finger of Death, Speak with Dead, Summon Undead, Vampiric Touch. It functions as a spellbook for you.

While you are holding the book, you can use it as a spellcasting focus for your wizard spells.

The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

* If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the necromancy school.
* As an action, you can expend 1 charge to take on a semblance of undeath for 10 minutes. For the duration, you take on a deathly appearance, and undead creatures are indifferent to you, unless you have damaged them. You also appear undead to all outward inspection and to spells used to determine the target's status. The effect ends if you deal damage or force a creature to make a saving throw.
Potion of Fire Breath

*Potion, uncommon, consumable*

After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed.

This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.

**Weight:** ½ lb.
Quaal's feather token, Stone

*Token, Rare*

Transformed into a larger rock when thrown, anywhere from 4‒28 in (0.1‒0.71 m) in diameter. A small percentage of these tokens had the *avalanche* quality, meaning they could cause landslides when thrown against a mountainside.

### Other Known Tokens:

Anchor, Arbor, Bind, Bird, Bridge, Chest, Crown, Eye, Fan, Finger, Flame, Jug, Key, Spoon, **Stone**, Swan Boat, Sword, Tree, Whip, Wing
Scarab of Protection

*Wondrous item, legendary (requires attunement)*

**Weight:** 0.05 lb.

**Estimated Value:** 36,000 gp

If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:

* You have advantage on saving throws against spells.
* The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.

**Source:** DMG p199
Instrument of the Bards - Fochulan Bandlore

*Wondrous item, uncommon (requires attunement by a bard)*

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

**Weight:** 2 lb.

**Source:** DMG p176
Potion of Superior Healing

*Potion, Common , Consumable*

You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.

**Potions of Healing**

 Greater healing
 Superior healing
 Supreme healing
Nature's Mantle

*Wondrous item, uncommon (requires attunement by a druid or ranger)*

This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a spellcasting focus for your druid and ranger spells.

While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed.
Shield of Missile Attraction

*Armor (shield), rare (requires attunement)*

While holding this shield, you have resistance to damage from ranged weapon attacks.

**Curse.** This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Seer's Starlight Cloak

*Wondrous item, uncommon (requires attunement by a cleric, druid, or wizard)*

This deep purple cloak is hemmed with a silver lining that radiates into starburst patterns around the head and arms. When in darkness, tiny stars can be seen from within the cloak's fabric. A constellation of stars in the shape of an eye can always be seen on the front of the cloak's dramatic hood. While wearing the cloak, you can use an action to cast the *guidance* spell.

While you can see the night sky and are wearing the cloak, you can use an action to cast the *augury* spell. When you do, the omens are represented by the number of shooting stars that appear in the sky:

* Three or more shooting stars, for good results
* One shooting star, for bad results
* Two shooting stars, for both good and bad results
* Nothing, for results that aren't especially good or bad

Once this property of the cloak has been used, it can't be used again until the next dusk.
Quick Change Ring

*Ring, rare*

This ring grows and shrinks to fit its wearer, but always seems slightly large for the finger it's on. The ring has an extradimensional space inside it dedicated to carrying armor. You can magically bind one set of unworn light, medium, or heavy armor to this extradimensional space over the course of 1 hour by resting the ring on top of the armor. Only one suit of armor can be bound to the ring's extradimensional space. Binding a second suit breaks the bond with the first one, causing it to be forced from the extradimensional space and appear in an unoccupied space within 5 feet of the ring. While wearing the ring, you're considered to be within 100 feet of any armor stored inside its extradimensional space.

While wearing this ring, you can use an action to speak its command word and touch a suit of bound armor, even if you're wearing it, to shunt it into the ring's extradimensional space. Speaking the command word again while the armor is in this extradimensional space causes you to magically don the armor, adjusting to fit you as needed, or causes it to appear at your feet (your choice). If you're already wearing a suit of armor when you don one in this way, the bound armor appears at your feet instead. If the armor would magically prevent you from doffing it, this property of the ring has no effect.

You can create an instantaneous, harmless sensory effect when you don or doff a suit of armor with the ring in this way, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.

When found, the ring has a 50 percent chance to have a set of bound armor in its extradimensional space. The GM can choose a suit of bound armor from the following table or roll a d12 to determine it randomly.
Potion of Mind Control (Beast)

*Potion, rare, consumable*

When you drink a *potion of mind control*, you can cast a *dominate* spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted.

A potion of mind control produces the Effect of a *Dominate Beast*, a *Dominate Person* (humanoid), or a *Dominate Monster* spell (depending on the type). If the target's initial saving throw fails, the Effect lasts for 1 hour, with no Concentration required on your part. The Charmed creature has disadvantage on new Saving Throws to break the Effect during this time. (*Against the Giants*)
Quandrix Primer

*Wondrous item, uncommon (requires Attunement by a spellcaster)*

The *Quandrix Primer* is a magic textbook created at Strixhaven’s Quandrix College. The primer has 3 Charges, and it regains 1d3 expended Charges daily at dawn. If you make an Intelligence (Arcana) or an Intelligence (Nature) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll The D20.

In addition, if you study the primer at the end of a Long Rest, you can choose one 1st-level spell from the druid or Wizard spell list. Before you finish your next Long Rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your Spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
Quaal's Feather Token Swan Boat

*Wondrous Item, rare*

This tiny object looks like a feather.

You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot- wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles 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 thirty-two 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.

### Other Known Tokens:

Anchor, Arbor, Bind, Bird, Bridge, Chest, Crown, Eye, Fan, Finger, Flame, Jug, Key, Spoon, Stone, **Swan Boat**, Sword, Tree, Whip, Wing
Red-Feather Bow

*Weapon (any bow), uncommon (requires attunement)*

A prized hunting weapon among mistral raptors, this bow is imbued with magic to help the wielder see their prey from afar.

You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon.

The bow has 3 Charges. When you fire an arrow from this bow, you can speak the Command word and use a charge to see through the arrow as a bonus Action. You can see from the point your arrow lands as if you were there for 1 minute. If the arrow strikes a creature, you see what they see for the same Duration.

The bow regains 1d3 Charges each day at dawn.
Mariner's Armor

*Armor (light, medium or heavy), uncommon*

While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
Potion of Aqueous Form

*Potion, rare, consumable*

When you drink this potion, you transform into a pool of water. You Return to your true form after 10 minutes or if you are Incapacitated or die.

You're under the following Effects while in this form:

**Liquid Movement.** You have a Swimming speed of 30 feet. You can move over or through other liquids. You can enter and occupy the space of another creature. You can rise up to your normal height, and you can pass through even Tiny openings. You extinguish nonmagical flames in any space you enter.

**Watery Resilience.** You have Resistance to nonmagical damage. You also have advantage on Strength, Dexterity, and Constitution Saving Throws.

**Limitations.** You can't talk, Attack, cast Spells, or activate magic items. Any Objects you were carrying or wearing meld into your new form and are inaccessible, though you continue to be affected by anything you're wearing, such as armor.
Mirror of the Past

*Wondrous item, rare*

The holder of this platinum hand mirror can learn some-thing about the History of a specific object or creature by taking an Action to gaze into the mirror and think of the target. Instead of the holder's reflection, the mirror presents scenes from the target's past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can't be used again until the next dawn. (*The Hidden Shrine of Tomoachan)*
Ring of the Split Mind

*Ring, very rare (requires attunement by a spellcaster)*

This crimson ring is split into two half-circles that magically hover a hair's breadth apart. While wearing the ring and concentrating on only one spell, you have advantage on Constitution saving throws that you make to maintain your concentration on that spell when you take damage.

If you're concentrating on a spell of 3rd level or lower and wearing the ring, you can choose to cast another spell of 3rd level or lower that also requires concentration without losing concentration on the first one. While concentrating on two spells in this way, make a Constitution saving throw for each spell as normal whenever you take damage to maintain your concentration. When you do, roll the d20 for each spell's saving throw in the order in which you cast them. You are vulnerable to psychic damage while concentrating on two spells in this way. Once this property of the ring has been used, it can't be used again until the next dawn.
Robe of Summer

*Wondrous item, rare (requires attunement)*

This elegant garment is made from fine cloth in hues of red, orange, and gold. While you wear the robe, you have Resistance to cold damage. In addition, you are comfortable as if the Temperature were that of a balmy day, so you suffer no ill Effects from the weather's Temperature extremes. (*Dead in Thay*)
Onyx Dog

*Wondrous item, rare*

**Weight:** ½ lb.

**Estimated Value:** 3,000 gp

This figurine is a statuette of an onyx dog. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a mastiff. 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 mastiff has an Intelligence of 8, can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range.

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

The mastiff exists for up to 6 hours. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points 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 7 days have passed.
Ivory Goat(Travail)

*Wonderous, Rare, Summoning*

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 60 feet 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.

Ivory Goats. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others.

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.
Potion of Flying

*Potion, very rare*

When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
Ioun Stone Regeneration

*Wondrous Item, legendary (requires attunement)*

An **Ioun stone** is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of **Ioun stone** exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

**Regeneration.** You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.
Skyglider Shield

*Armor (shield), rare (requires attunement)*

This rust-colored shield is made from the scales and leathery hide of a wyvern. While holding the shield, you have resistance to poison damage. In addition, the shield has 3 charges and regains all expended charges daily at dawn. When you fall while holding the shield, you can use your reaction to expend 1 of the shield's charges to cause a pair of wyvern wings to magically outstretch from the shield. While the wings remain outstretched, you fall at a rate of 10 feet per round and gain a flying speed of 30 feet, which you can use to glide horizontally as you descend so long as you hold onto the shield. If you land on the ground while falling in this way, you take no damage from falling. You can’t Dash while using the shield to fly, and this flying speed can’t be increased in any way. You can use the shield to gain altitude when flying in this way, but must spend 3 feet of movement for every 1 foot you fly upward. The wings refold immediately if you land or at the end of your turn if you didn't fly at least 15 feet on that turn.
Smash Potatoes

*Wondrous item, common*

This hearty root vegetable is grown by the clerics and champions of a god of war and combat, whose strength is said to make its way onto the Material Plane through their gardens. Eating one of these vaguely fist-shaped potatoes will cause your hands to itch for the thrill of combat. Eating a potato increases your unarmed damage to 1d4 for 1 hour. Each additional eaten potato increases the duration by 1 hour. You can eat up to 3 potatoes before needing to finish a long rest to benefit from them again. If you already have an unarmed combat die that is 1d4 or higher, this vegetable has no effect but is nevertheless delicious.
Potion of Mind Control (Humanoid)

*Potion, rare, consumable*

When you drink a *potion of mind control*, you can cast a *dominate* spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted.

A potion of mind control produces the Effect of a *Dominate Beast*, a *Dominate Person* (humanoid), or a *Dominate Monster* spell (depending on the type). If the target's initial saving throw fails, the Effect lasts for 1 hour, with no Concentration required on your part. The Charmed creature has disadvantage on new Saving Throws to break the Effect during this time. (*Against the Giants*)
Instrument of the Bards - Ollamh Harp

*Wondrous item, legendary (requires attunement by a bard)*

**Weight:** 3 lb.

**Estimated Value:** 125,000 gp

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

**Source:** DMG p176
Scroll of the Master

### Abilities

*This item has 7 charges: Whenever you use one of the monk feature listed below you may expend 1 charge to to amplify the feature as described. This item regains 1d6+1 charges daily at dawn.*

* ***Flurry of blows**: When you use your Flurry of Blows, you may make one extra additional unarmed strike.*
* ***Step of the wind**: When you use Step of the Wind, you gain the benefits of the Disengage action if you take the Dash action and the Dash action if you take the Disengage action.*
* ***Patient Defense**: When you use your Patient Defense, you have advantage on any attack rolls against any creature that has missed you. This effect lasts until the end of your next turn.*
* ***Deflect Missile**: When you use Deflect Missile, you can make the ranged attack without spending ki points.*
* ***Slow Fall**: When you use Slow Fall, you can move up to 2 feet horizontally for every 1 foot you descend*
Spell Scroll Level 7

*Scroll, very rare*

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 17. On a failed check, the spell disappears from the scroll with no other effect.

This scroll contains a 7th level spell. The spell's saving throw DC is 18 and attack bonus is +10.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 17. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Instrument of the Bards - Mac-Fuirmidh Cittern

*Wondrous item, uncommon (requires attunement by a bard)*

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

**Weight:** 2 lb.

**Source:** DMG p176
Folding Boat

*Wondrous item, rare*

**Weight:** 4 lb.

**Estimated Value:** 10,000 gp

This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds 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 10 feet long, 4 feet wide, and 2 feet 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 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.

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.
Silver Raven

# Figurine of Wondrous Power (Silver Raven)

*Wondrous Item, uncommon*

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 60 feet 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 hit points 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.

**Silver Raven.** 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.
Marksman's Cross

*You may use your bonus action to designate a creature, if for any reason they move more than 5ft during their turn, you may make an attack against them as a reaction. This effect lasts until you use it on another creature or lose line of sight to the creature.*

*Your first attack against a creature on a turn does an additional 4d6 damage.*
Phasing Bow

*Weapon (any bow), very rare (requires attunement)*

This flexible bow is made from the chitinous legs of a phase spider and retains some of its ethereal properties. The bow has 5 charges and regains all expended charges daily at dawn. When you make a ranged attack roll with this magic bow, you can expend 1 of its charges to cause the arrow to slip partially into the Ethereal Plane. When you do, the target of the attack gains no benefit from cover, including total cover, as long as the cover isn't made of lead or more than 1 foot thick. If you hit, the target takes an extra 2d6 force damage. Any effect that blocks travel through the Ethereal Plane also blocks the arrow.

Alternatively, you can speak the bow's command word as a bonus action to expend 3 of its charges and fire an arrow at a point you can see within the weapon's normal range. When the arrow hits a solid surface, you vanish from your location and reappear in an unoccupied space nearest to that point.
Slippers of Spider Climbing

*Wondrous Item, uncommon (requires attunement)*

While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.
Silverquill Primer

*Wondrous item, uncommon (requires Attunement by a spellcaster)*

The *Silverquill Primer* is a magic textbook created at Strixhaven’s Silverquill College. The primer has 3 Charges, and it regains 1d3 expended Charges daily at dawn. If you make a Charisma (Intimidation) or a Charisma (Persuasion) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll The D20.

In addition, if you study the primer at the end of a Long Rest, you can choose one 1st-level spell from the bard or Cleric spell list. Before you finish your next Long Rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your Spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.