recursal/Fanatic-Fandom huggingface dataset:
Robe of the Archmagi

*Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard)*

This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment. You gain these benefits while wearing the robe:

* If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.
* You have advantage on saving throws against spells and other magical effects.
* Your spell save DC and spell attack bonus each increase by 2.

**Weight:** 4 lb.

**Source:** DMG p194
Night Owl's Half-Moon Spectacles

*Wondrous item, uncommon (requires attunement)*

While attuned to these darkened, horned spectacles, you gain the following benefits:

* You can use an action while wearing the glasses to cast the *comprehend languages* spell from them. The spell ends early if you remove them.
* At the start of a long rest, you can place the glasses next to a book or stack of parchment, such as on a desk, to create a spectral copy of yourself. The copy appears after 10 minutes, sheds dim light in a 5-foot radius, and remains for the duration of the rest or until the glasses are moved or you move more than 30 feet away from them. It can perform light activity within the glasses' space, such as reading, writing, or copying spells into your spellbook, provided it has all the materials necessary to do so. You decide what the copy does at the start of the long rest. The copy can't speak, hear, or see anything outside of its space. When you finish the long rest, you learn any information the copy read or wrote about over the course of the rest.
Pride Silk (outfit)

The hearty silk unique to the region has long been a point of pride with the locals. When processed and woven properly, the resulting cloth is pride silk: an extremely flexible material with the durability of tanned leather. Pride Silk has become a favorite cloth for use on Military ship sails, war banners, and other utilitarian applications, but has also gained popularity in affluent circles. High-end clothing made from Pride Silk is both fashionable and protective, leading many nobles and wealthy merchants to seek full outfits and formal gowns made with it. The tailors Skilled enough to create such outfits are few and far between, so while Pride Silk might be expensive as a raw material, outfits made of the cloth are prohibitively expensive for most Common folk.

One square yard of Pride Silk weighs 1 pound and costs 100 gp. An outfit made of Pride Silk weighs 4 pounds and costs 500 gp. If you aren’t wearing armor, your base Armor Class is 11 + your Dexterity modifier while wearing it.
Mounts and Vehicles

Below is a list of costs associated with Mounts and Vehicles:

## What Can I Equip a Mount Within 5e? Barding, Tack, and Drawn Vehicles

While flipping through the Mounts and Vehicles section of the Player’s Handbook, you’ll also find a Tack, Harness, and Drawn Vehicles table.

That table has several things you can equip onto your mount that an adventuring team could find useful while traveling long distances.

For example, barding is one of the main ways you can use some of your adventuring spoils to boost the survivability of your mount.

Barding is armor specifically designed for a mount to wear, and it protects the mount’s head, chest, and body. Barding is based on the armor types that characters can wear, but the weight is doubled and the cost is quadrupled compared to the armor type you’re using.

That means that plate barding for a mount would cost 6,000gp and weigh 130 lbs.

Anyone looking to ride their mount is going to need a saddle. The saddle gives your rider somewhere to sit comfortably on the mount.

Notably, a military saddle grants advantage on saves needed to stay mounted, while an exotic saddle is needed on any creature with a swim or fly speed to use those exotic movement types.

Bit and bridles are needed as well since they allow you to steer your mount with the reins attached to the bit.

Saddlebags let you turn your mount into your personal porter. Since you have somewhere to store items on your mount with saddlebags, you can use your mount’s carrying capacity to help you bring the loot back into town.

Saddlebags also make for a great place to store the feed you’ll need to bring along your journeys – your horse needs to eat, too!

### Mounts and Vehicles

You can also attach drawn vehicles to your mount to have them pull the vehicle along. Carts, wagons, and even sleds can be used to help transport you and your gear across the wilderness.

If you want to have your mount draw a vehicle, make sure that you aren’t trying to saddle your mount with more than it can handle. The equipment and vehicles all have a weight listed, which counts against your mount’s carrying capacity.

Trying to stick your mount with too much stuff will cause it to move at half speed or not be able to pull the vehicle at all.
Luna Moth Cape

*Wondrous item, uncommon (requires attunement)*

### Abilities

* *While wearing the cape, once per turn you can move an extra 10 feet when you take the Dash action.*
* *In addition, while wearing this cape, you can speak its command word as a bonus action when you high jump you cause it to unfurl and flap downwards, sending you 10 vertically feet into the air when you reach the height of your jump. You can't use this property again until you land on solid ground.*
Staff of Withering

*Staff, rare (requires attunement by a Cleric, Druid, or Warlock)*

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 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
Ring of Impermanence

* *As a reaction when you are hit by an attack you may spend 1 charge to become partially incorporeal for the duration of the attack, you gain resistance to any non-magical bludgeoning, piercing, or slashing damage while in this state.*

* *You can spend 3 charges as an action to cast "blink" on yourself.*
Ring of Spatial Storage

*Wondrous item, Rare*

### Abilities

* *Once worn, the wearer finds themselves able to envision a square room with walls 10 foot long and 10 foot high. Objects you touch can be placed inside and removed from the room, as if you were inside it. The time it takes to do so is proportional to the size of the object, with objects you can hold in your hand using an item interaction and objects you can't take an action. Objects in a container are treated as the object they are contained in. If the object is sealed, it cannot be opened while inside the ring. When removing an object from the ring it materializes in your hand if you are capable of holding it, or is placed on a surface capable of doing so. The ring refuses to take in objects that are animate, living, secured in some manner, artifacts, objects containing extradimensional spaces, or other such things potentially damaging to the ring. When placed inside an extradimensional space created by an item like a bag of holding it interacts in the same way as placing a bag of holding within an extradimensional space created by an item. If the ring is destroyed, the contents of the ring are lost as they are scattered into the Astral Plane.*
Shadowfell Brand Tattoo

*Wondrous item (tattoo), rare (requires attunement)*

Produced by a special needle, this magic tattoo is dark in color and abstract.

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.

Shadow Essence. You gain darkvision with a range of 60 feet, and you have advantage on Dexterity (Stealth) checks.

Shadowy Defense. When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Then the reaction can't be used again until the next sunset.
Rope Caster

*Weapon (crossbow, hand), common*

This magic weapon is a favorite among infiltrators. Its firing mechanism has no string, unlike other crossbows. Instead, this weapon can only be loaded with rope. As a bonus action, you can load a length of rope into the crossbow. When you do, individual strands from the rope magically latch onto the weapon's limbs and pull the mechanism taut. You can make a ranged attack with the crossbow to fire the rope at a willing creature or an object within range that isn't being worn or carried. If it hits, the target takes no damage from the attack but is bound by the rope. If the rope is long enough, it magically wraps around the target in a single loop and securely ties itself, leaving the remaining rope to hang from the knot. If the target is a willing creature, the rope ties itself around the creature's chest or waist as a harness but does not restrain them. If the attack hits an unwilling creature, the rope falls harmlessly to the ground without being tied.

A creature can use its action to make a DC 10 Strength or Dexterity check, releasing a bound object within its reach on a success.
Philter of Love

*Potion, uncommon (consumable)*

The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.
Staff of Fire

*Staff, very rare (requires attunement by a Druid, Sorcerer, Warlock, or Wizard)*

You have resistance to fire damage while you hold this staff.

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: **burning hands** (1 charge), **fireball** (3 charges), or **wall of fire** (4 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed.
Peregrine Spear

*Weapon (spear), rare*

You gain a +1 bonus to attack and damage rolls made with this magic spear. When you make a ranged attack with this spear, you can speak its command word to cause the weapon to soar through the air straight toward the target and magically build momentum. On a hit, the target takes an extra 1d4 piercing damage for every 5 feet the spear flew before hitting it, up to a maximum of 12d4 extra damage. Hit or miss, the spear flies back to your hand immediately after the attack, and this property can't be used again until the next dawn.
Shifting Weapon +2

* With the creation of the item, choose a weapon set up that meets the criteria of one of the formats below. Your choice will determine which type of weapons it will switch between for both the split form and merged form.

1. Two One-Handed Melee Weapons ←→ A Two-Handed Melee Weapon
2. Two One-Handed Melee Weapons ←→ Ranged Weapon
3. Shield and a One-Handed Melee Weapon ←→ A Two-Handed Melee Weapon
4. Shield and a One-Handed Melee Weapon ←→ Ranged Weapon

* This weapon is always in one of its two forms. You must have both hands free when switching to the split form (the dual wielding or shield forms), and you automatically equip the shield when you do. Additionally, you must be weilding both weapons, or weilding the weapon and shield (or have it donned) to switch to the merged form.

* As a bonus action, you can switch which form the weapon takes. After switching forms, if you are capable of two weapon fighting, you can make an attack with one of the weapons you are holding. If you aren't, this weapon gains an additional damage die on the next attack made with the weapon before the end of your turn.

* Effects that target any portion of this item will affect all parts of this item*.*
Weapon of Song +1

### Abilities

* *You have a +1 bonus to Attack and Damage Rolls made with this weapon depending on its rarity.*
* *While attuned to and wielding the weapon, you may make a DC 15 Charisma (Performance) check as a bonus action. If you succeed on this check, you grant any number of creatures of your choice who can hear you and are within 60 feet, one use of your Bardic Inspiration which lasts until the end of your next turn and expends one use of your Bardic Inspiration.*
Rod of Security

*Rod, very rare*

**Weight:** 4 lb.

**Estimated Value:** 90,000 gp

While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.

For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).

When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.

**Source:** DMG p197
Outer Essence Shard

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

This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.

Roll a d4 and consult the Outer Essence Shards table to determine the shard's essence and property. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.

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Mourningsteel Ghost Candle

*Wondrous item, uncommon (requires attunement)*

This candle holder and its candle never run out of wax while it burns, even if you aren't attuned to it. Although wax runs down the sides of the candle, it never drips off it onto the holder, nor does it ever seem to be diminished or consumed. The candle can't be removed from the holder. While the candle burns, ghostly hands reach out from the holder as if to warm their hands by the tiny fire.

If you're holding the lit candle and its holder while attuned to it, will-o'-wisps are indifferent toward you and will not attack you unless you threaten or harm them. In addition, you can use an action to cast the *blink* spell from it. For the duration of the spell, whenever you vanish from your current plane of existence, a will-o'-wisp appears in your space there instead. The will-o'-wisp's turn is immediately after your own, and it obeys your mental commands (no action required by you). The will-o'-wisp vanishes when you return from the Ethereal Plane or when it's reduced to 0 hit points, at which point you return early to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from.

Once the candle and holder have been used to cast this spell, it can't do so again until the next dusk.
Ivory Goat(Terror)

*Wondrous item, rare*

**Weight:** ½ lb.

**Estimated Value:** 20,000 gp

These three ivory goats are always created in sets of three, each small enough to fit in a pocket. Each individual figurine can be used separately. If you use an action to speak the command word and throw a figurine to a point on the ground within 60 feet of you, it becomes a goat with a specific power (see below). 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 goats are friendly to you and your companions. They understand your languages and obey your spoken commands. If you issue no commands, the creatures defend themselves but takes no other actions.

Each goat has a limited duration and restoration period (see below). 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.

* 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.

**Source:** DMG p169
Ring of Eight Eyes

*Ring, uncommon*

This ring has a silver web design running along it with eight smooth gems placed throughout its pattern. The ring has 8 charges and regains 1d8 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of the ring's charges to summon a Tiny spider in an unoccupied space within 5 feet of you.

The spider has a +7 bonus to its Dexterity (Stealth) checks, instead of its normal bonus, and it disappears after 10 minutes or when it drops to 0 hit points. It disappears early if you dismiss it (no action required), if the spider is ever more than 120 feet away from you, or if the ring is used to summon another spider. The spider is friendly to you and your companions. In combat, the spider shares your initiative count, but it takes its turn immediately after yours and can't attack or take any action other than the Dash or Dodge action. For the duration, the spider obeys your mental commands (no action required by you). You can use an action to see through the spider's eyes as if you were in its space.
Keycharm

*Wondrous item, Common (requires Attunement by a creature with the Mark of Warding)*

This small stylized key plays a vital role in the work of House Kundarak. If you cast the *alarm, Arcane Lock*, or *Glyph of Warding* spell, you can tie the Effect to the *keycharm* so that whoever holds it receives the notification from the *alarm* spell, bypasses the lock of the *Arcane Lock* spell, or avoids triggering the glyph placed by the *Glyph of Warding* spell. In addition, the holder (who needn’t be attuned to the item) can take an Action to end any one spell tied to it, provided the holder knows the Command word you set for Ending the tied Spells. The *keycharm* can have up to three tied Spells at one time.
Kyrzin's Ooze

*Wondrous item, very rare (requires attunement)*

This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly Exploring the jar’s interior. To attune to this item, you must first drink the Contents of the jar, unlocking the following Properties.

***Resistant.*** While attuned to *Kyrzin’s ooze*, you have Resistance to poison and acid damage, and you’re immune to the Poisoned condition.

***Amorphous.*** As an Action, you can speak a Command word and cause your body to assume the amorphous qualities of an ooze. For the next minute, you (along with any Equipment you’re wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can’t be used again until the next dawn.

***Acid Breath.*** As an Action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 36 (8d8) acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can’t be used again until the next dawn.

***Symbiotic Nature.*** The ooze can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your Attunement to it. If you’re targeted by a spell that ends a curse, your Attunement to the ooze ends, as it seeps out of you.

If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a Black Pudding allied with the Daelkyr (see the *Monster Manual* for the black pudding’s stat block).
Spiderbite Daggers

*Weapon (dagger), rare*

These daggers are made using the harvested fangs of a large venomous spider. When you hit the same target on your turn with each dagger, that target must succeed on a DC 14 Constitution saving throw or take an extra 2d4 poison damage and become poisoned until the end of its next turn.
Potion of Growth

*Potion, uncommon, (consumable)*

When you drink this potion, you gain the "enlarge" effect of the **enlarge/reduce** spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.
Robe of Scintillating Colors

*Wondrous Item, very rare (requires attunement)*

This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.
Spell Gem

*Wondrous item, Rarity varies (attunement optional)*

A *spell gem* can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s Properties. While holding the gem, you can cast the spell from it as an Action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any Components and doesn’t require Attunement. The spell then disappears from the gem.

If the spell is 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 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other Effect.

Each *spell gem* has a maximum level for the spell it can store. The Spell Level determines the gem’s Rarity and the stored spell’s saving throw DC and Attack bonus, as shown in the Spell Gem table.

You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any Effect. Casting the spell must require either 1 Action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If the spell belongs to the school of Abjuration and requires material Components that are consumed, you must provide them, but they can be worth half as much as normal.

Once imbued with a spell, the gem can’t be imbued again until the next dawn.

Deep Gnomes created these magic Gemstones and keep the Creation process a Secret.
Spell Scroll Level 9

*Scroll, legendary*

**Weight:** —

**Estimated Value:** 10,240 gp

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 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.

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 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

### Variant: Scroll Mishaps

A creature who tries and fails to cast a spell from a spell scroll must make a DC 10 Intelligence saving throw. If the saving throw fails, roll on the Scroll Mishap table.

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**Source:** DMG p200
Ioun Stone Insight

*Wondrous Item, very rare (requires attunement)*

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

**Insight.** Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.
Spellwrought Tattoo Cantrip

*Wondrous item (tattoo), Common*

Produced by a special needle, this magic tattoo contains a single 1st level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.

The level of the spell in the tattoo determines the spell's saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo's rarity, as shown in the Spellwrought Tattoo table.

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Ring of the Soul Harvest

*Ring, uncommon (requires attunement)*

This ring has a design of a sickle and wheat at the top. Reversing the ring shows a design of longboats sailing toward a sunset, representing the afterlife. While wearing the ring, you regain 1 hit point whenever a Small or larger hostile creature is slain within 30 feet of you, provided that you're not unconscious and the creature isn't a construct or undead. You can't regain more than 1 hit point per turn in this way.
Talisman of Ultimate Evil

*Wondrous item, legendary (requires attunement by a creature of evil alignment)*

**Weight:** 0.05 lb.

**Estimated Value:** 61,440 gp

This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment 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 cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.

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 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity 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.

**Source:** DMG p207
Rope of climbing

*Wondrous Item, uncommon*

This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.

If you tell the rope to knot, large knots appear at 1- foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Maul of the Guiding Star

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

You gain a +1 bonus to attack and damage rolls made with this magic weapon. The maul has 4 charges and regains 1d3 + 1 expended charges daily at dawn. Once on each of your turns when you hit a target with this weapon, you can choose to expend 1 of the weapon's charges. When you do, the target becomes dusted in glimmering starlight, which lasts until the end of your next turn. While glimmering in this way, the next attack roll against that target is made with advantage. Hit or miss, the starlight condenses around the target and then erupts in a flare of astral energy. The target takes 4d6 radiant damage if the attack hits, or half as much damage if it misses. Either way, the starlight then ends, and the target is no longer glimmering. This radiant damage is separate from the triggering attack's damage.
Quaal's Feather Token Bird

# Feather Token (Bird)

*Wondrous Item, rare*

This tiny object looks like a feather.

You can use an action to toss the token 5 feet 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 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird 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
Sword of Wounding

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

Hit points 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 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

**Applicable Weapons:**

 Longsword
 Rapier
 Scimitar
 Shortsword
Piwafwi (Cloak of Elvenkind)

This dark spider-silk cloak is made by drow. It is a Cloak of Elvenkind. 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.
Spellwrought Tattoo 1st level

*Wondrous item (tattoo), Common*

Produced by a special needle, this magic tattoo contains a single 1st level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.

The level of the spell in the tattoo determines the spell's saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo's rarity, as shown in the Spellwrought Tattoo table.

 1st
Rules

The rules will be described and listed here eventually.

Firearm rules

DM Guidelines

## What Can I Equip a Mount Within 5e? Barding, Tack, and Drawn Vehicles

While flipping through the Mounts and Vehicles section of the Player’s Handbook, you’ll also find a Tack, Harness, and Drawn Vehicles table.

That table has several things you can equip onto your mount that an adventuring team could find useful while traveling long distances.

For example, barding is one of the main ways you can use some of your adventuring spoils to boost the survivability of your mount.

Barding is armor specifically designed for a mount to wear, and it protects the mount’s head, chest, and body. Barding is based on the armor types that characters can wear, but the weight is doubled and the cost is quadrupled compared to the armor type you’re using.

That means that plate barding for a mount would cost 6,000gp and weigh 130 lbs.

Anyone looking to ride their mount is going to need a saddle. The saddle gives your rider somewhere to sit comfortably on the mount.

Notably, a military saddle grants advantage on saves needed to stay mounted, while an exotic saddle is needed on any creature with a swim or fly speed to use those exotic movement types.

Bit and bridles are needed as well since they allow you to steer your mount with the reins attached to the bit.

Saddlebags let you turn your mount into your personal porter. Since you have somewhere to store items on your mount with saddlebags, you can use your mount’s carrying capacity to help you bring the loot back into town.

Saddlebags also make for a great place to store the feed you’ll need to bring along your journeys – your horse needs to eat, too!

### Mounts and Vehicles

You can also attach drawn vehicles to your mount to have them pull the vehicle along. Carts, wagons, and even sleds can be used to help transport you and your gear across the wilderness.

If you want to have your mount draw a vehicle, make sure that you aren’t trying to saddle your mount with more than it can handle. The equipment and vehicles all have a weight listed, which counts against your mount’s carrying capacity.

Trying to stick your mount with too much stuff will cause it to move at half speed or not be able to pull the vehicle at all.
Plate Armor of Etherealness

*Armor (plate), legendary (requires attunement)*

**Weight:** 65 lb.

**Estimated Value:** 48,000 gp

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.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

**Source:** DMG p185
Potion of Climbing

*Potion, common, (consumable)*

When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.
Ring of Healer's Heroism

*Ring, uncommon (requires attunement by a spellcaster)*

When you use an action to restore hit points to a creature other than yourself while wearing this winged ring, you become infused with heroism. You gain temporary hit points equal to your spellcasting modifier, and until the end of your next turn, you are immune to being frightened.
Necklace of Fireballs(One bead)

*Wondrous Item, rare*

This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level **fireball** spell (save DC 15).

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

*Wondrous item, uncommon*

*Sending stones* come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the *sending* spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell.

Once *sending* is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
Pick and Pocket

*Weapon (dagger), rare*

This brass and steel dagger can also be used as part of a set of thieves' tools when picking locks. You gain a +1 bonus to attack and damage rolls made with this magic weapon, as well as on any ability check you make using thieves' tools to pick open a lock, provided you use the dagger as part of the set of tools.

While holding the dagger in one hand and a small enough object in another, you can use an action to speak the dagger's command word and twist it in the air as if it were a key. When you do, the object is shunted into a special demiplane, where it remains until you use an action to speak the command word again and twist the dagger in the opposite direction. If you have a free hand, the stored object reappears in it when the object is removed from the demiplane in this way. Otherwise, it reappears at your feet. Only one object can be stored in the demiplane at a time. The object can't be magical and must be no more than 1 foot on a side and weigh no more than 10 pounds. If the dagger is destroyed, any object within the demiplane reappears in the nearest unoccupied space within 5 feet of where the weapon was.
Plate Living Armor

*Armor (plate armor), very rare (requires attunement)*

This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire Attunement period, during which tendrils on the inside Burrow into you.

While wearing this armor, you have a +1 bonus to Armor Class, and you have Resistance to the following damage types: necrotic, poison, and psychic.

***Symbiotic Nature.*** The armor can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your Attunement to it. If you’re targeted by a spell that ends a curse, your Attunement to the armor ends, and it detaches from you.

The armor requires fresh blood be fed to it. Immediately after you finish any Long Rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of Exhaustion.
Nine Lives Stealer

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

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution 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.

**Applicable Weapons:**

 Longsword
 Rapier
 Scimitar
 Shortsword
Orb of the Veil

*Wondrous item, very rare (requires attunement)*

This onyx Sphere bears deep, spiraling grooves and dangles from an iron chain. While the orb is on your person, you gain the following benefits:

* Your Wisdom score increases by 2, as does your maximum for that score.
* You gain Darkvision out to a range of 60 feet. If you already have Darkvision, the orb increases its range by 60 feet.
* You have advantage on Wisdom checks to find hidden doors and paths.

***Curse.*** The orb 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 orb, keeping it on your person at all times. All nonmagical flames within 30 feet of you automatically extinguish, and fire damage dealt by you is halved.
Moon Sickle +2

Weapon(sickle), Rare (+2)

This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. The bonus is determined by the weapon's rarity. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.

When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
Rod of Alertness

*Rod, very rare (requires attunement)*

**Weight:** 4 lb.

**Estimated Value:** 25,000 gp

This rod has a flanged head and the following properties.

**Alertness** While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative.

**Spells** While holding the rod, you can use an action to cast one of the following spells from it: *detect evil and good*, *detect magic*, *detect poison and disease*, or *see invisibility*.

**Protective Aura** As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light.

The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn.

**Source:** DMG p196
Venombane Armor

*Armor (any light armor), uncommon (requires attunement)*

This leather armor absorbs poison and allows you to traverse webbed areas more easily. While you're wearing this armor, you can't be caught in webs of any sort and can move through webs as if they were difficult terrain. In addition, when you take poison damage while wearing this armor, you can use your reaction to reduce the damage by 1d8 + your Constitution modifier.
Iron Horn of Valhalla

*Wondrous item, legendary*

You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.

Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The 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.

**Weight:** 2 lb.

**Source:** DMG p175
Ring of the Infiltrator

### Abilities

* *Once per dawn, you can use an action to link up to 5 willing creatures you can see. While you wear the ring, these creatures may use their action to focus on the link, and gain the ability to speak telepathically and share visual information while they are within 500ft of the wearer of the ring, provided they also share a language. The creature wearing the ring can speak telepathically without using their action. This link is broken when this ability recharges at dawn.*

* *Once per dawn, the creature wearing the ring can speak its command word using their action to focus on the telepathic connection of the ring, allowing any linked creature within 500ft of the wearer to use their reaction to teleport themselves to an unoccupied space within 30ft of the ring.*
Potion of Maximum Power

*Potion, rare, consumable*

The first time you cast a damage-dealing spell of 4th Level or lower within 1 minute after drinking the potion, instead of Rolling Dice to determine the damage dealt, you can instead use the highest number possible for each die.

This glowing purple liquid smells of sugar and plum, but it has a muddy taste.
Spell Scroll Level 6

*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 16. On a failed check, the spell disappears from the scroll with no other effect.

This scroll contains a 6th 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 16. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.