recursal/Fanatic-Fandom huggingface dataset:
Nightcaller

*Wondrous item, uncommon*

This whistle is carved from transparent Crystal, and it resembles a tiny Dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the Duergar made several such whistles for various Groups in an age past.

If you blow the whistle in Darkness or under the night sky, it allows you to cast the *Animate Dead* spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an Undead creature, it can't do so again until 7 days have passed.

Once every 24 hours, you can blow the whistle to re-assert control over one or two Creatures you animated with it. (*The Sunless Citadel*)
Eversmoking Bottle

*Wondrous Item, uncommon*

Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.

The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.
Bracelet of Rock Magic

*Wondrous item, very rare (requires attunement)*

While you wear this gold bracelet, it grants you immunity to being Petrified, and it allows you to cast *Flesh to Stone* (save DC 15) as an Action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast *Stone Shape* as an Action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead.

***Curse.*** The bracelet's affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone Giants and Dwarves, have advantage on the saving throw against *Flesh to Stone* cast from the bracelet. If such a creature's save is successful, the bracelet breaks your Attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are Petrified instantly. (*The Hidden Shrine of Tamoachan*)
Bounder's Ball

*Wondrous item, rare*

This enchanted strip of metal is bound to a friendly spirit, which emits a faint glow and seems to vibrate with excitement when held. When you throw this item, a playful animal spirit appears beside you and chases after it. Immediately after you throw it, the spirit returns the ball to you.

You can attach the *bounder's ball* to the base of a weapon with the thrown property by pressing it against the weapon for at least 10 minutes. Once you do, you can use a bonus action to speak the ball's command word to cause the weapon to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or stowing the weapon puts out the light. When you make a ranged attack with the glowing weapon, the ball's animal spirit appears and happily retrieves it. Immediately after the attack, the spirit returns the weapon to your hand or drops it at your feet (your choice).

You can remove the ball from the weapon over the course of a short rest by gently tugging at it, as if from an animal's mouth. The spirit is ethereal and doesn't occupy any space. If you have a *companion's band*, the spirit can interact with the one created by the band.
Griffon Coinpouch

*Wondrous item, common*

This stylized purse is sewn and stitched in the style of the *griffon's saddlebag*, a classic treasure and character from children's stories and legends. The purse is 6 inches across and holds up to 1,000 coins. Coins taken from the purse are miraculously clean and shiny, as if freshly minted. The bag always weighs 1 pound, regardless of the number of coins within it.

At the GM’s discretion, a small slip of parchment can be found folded among the coins inside. The parchment can have anything on it, although it usually carries enigmatic warnings or peculiar words of guidance. The GM can write their own notes, or you can roll a d8 and consult the table below to determine what the parchment says:

 2
 3
 4
 5
 6
 7
 8
Half Plate Living Armor

*Armor (half plate), 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.
Godsteel Barrier

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

This golden tower shield emits an almost impenetrable aura of protection from it. While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. In addition, if you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can choose to use your Strength modifier for it, instead of Dexterity. If you succeed on the saving throw using your Strength modifier in this way, you take no damage from the effect, as you interpose your shield between yourself and the source of the effect.

While holding the shield, you can use a bonus action to gain 25 temporary hit points and extend the shield's aura to protect your nearby allies. Choose up to four other creatures that you can see within 60 feet of you. The extended aura lasts for 10 minutes or until your concentration ends (as if concentrating on a spell); it ends early if the effect is targeted by a *dispel magic* spell of 5th level or higher, or if you're no longer holding the shield. For the duration, each of those creatures gains a +3 bonus to AC. A creature loses this bonus if it's ever more than 60 feet away from you. In addition, you can use a bonus action on each of your turns to change which creatures within the aura's range gain this bonus to AC. If you have any temporary hit points granted by this or another item with "godsteel" in the name, your concentration on this effect can't be broken as a result of taking damage. Once this property of the shield has been used, it can't be used again until the next dawn.
Finder's Goggles

*Wondrous item, uncommon (requires Attunement by a creature with the Mark of Finding)*

The lenses of these garish goggles are carved from Siberys Dragonshards. While wearing these lenses, you gain the following benefits:

* When you make a Wisdom (Insight) check, you can roll a d4 and add the number rolled to the check.
* As an Action, you can use the goggles to examine an object to Identify the aura of the last creature that Touched it. Make a Wisdom (Insight) check against a DC of 13 + the number of days since the last contact occurred. On a success, you learn the creature’s type and can immediately use the goggles to cast Locate Creature to find that creature. This property can’t be used again until the next dawn.
Hour and Minute

*Weapon (a dagger and shortsword), very rare (requires attunement)*

These two magical weapons are bound by a powerful force. Despite there being two weapons, you only need to attune to one of them to use their properties. While holding one of the weapons, you can use an action to determine the distance and direction of the other paired weapon as long as you're on the same plane of existence.

If you attune to one of the weapons while another creature is attuned to the other, you are each aware of the other creature's attunement and must make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The creature that wins the contest remains attuned to the item, and for the next 24 hours, its attunement cannot be broken by another creature attempting to attune to the other weapon. The creature that loses the contest is no longer attuned to the weapon.

When wielding both weapons in either hand, you gain several benefits:

* You gain a +1 bonus to attack and damage rolls made with these magic weapons.
* Your perception of time is slightly quickened: allowing you to dodge attacks that would have normally hit you. You gain a +1 bonus to AC.
* When you roll a 20 on an attack roll using Hour (the dagger) against a creature, that creature is under the effects of the *slow* spell until the end of your next turn.
* When you roll a 20 on an attack roll using Minute (the shortsword), you're under the effects of the *haste* spell until the start of your next turn. When the effect ends, you don't suffer the normal effects of the spell ending.

In addition, you can use an action to lay the two weapons down on the ground. When you do, they magically point north before spinning around to align and tell the current time. When they do, 12:00 is always facing north.
Antigravity Weapon +2

* *You have a +2 bonus to Attack and Damage Rolls made with this weapon.*
* *Your speed and jump distances increase by 5 feet. This increase to movement speed cannot bring your base movement speed above 30ft.*
* *If this weapon has the heavy property, it does not cause disadvantage when used by small creatures.*
Gloves of Hurling

*Adventuring Gear, Rare (requires Attunement)*

*If you make a ranged attack using a thrown weapon while wearing these gloves, you can choose for the weapon to fly back into your hand the instant after it hits or misses a target.*

While wearing the Gloves of Hurling you gain:

* *Attacking at a long range doesn't impose disadvantage on your ranged attack rolls with thrown weapons.*
* *You can use your action to mystically bind one thrown weapon you are wielding. When you miss with a ranged attack using the bound weapon, you can use your reaction to reroll your attack as the weapon flies back to you. The bond ends once you hit a target with the reroll or when you bind another weapon.*
Horn of Blasting

*Wondrous Item, rare*

You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.

Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.
Dress of Many Pockets

*Wondrous item, common*

This dress has six pockets that can be magically shown or hidden. While wearing the dress, you can use a bonus action to cause any number of its pockets to appear or vanish from it. The pockets can be located anywhere on the dress, and needn't be in the same place each time they appear. Each pocket is large enough for a small parcel, measuring no more than 4 inches in any dimension and weighing no more than 2 pounds. While a pocket is hidden, its contents are magically moved to the inside of the dress and evenly distributed throughout it so as to not affect its delicate appearance.
Elemental Essence Shard

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

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

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

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Cinnabar Rapier

*Weapon (rapier), rare*

This magic rapier's blade is alchemically coated in a thin but toxic layer of cinnabar. The weapon has 10 charges and regains 1d8+2 expended charges at the dawn of each day. When you hit a creature with this weapon you can expend one or more of its charges. The blade's poison leeches into the blood of the creature you struck to deal an extra 1d4 poison damage for each charge expended in this way.
Arcane Cannon

*Wondrous item, very rare*

This Large Cannon is imbued with magic. It requires no Ammunition and doesn’t need to be loaded. It takes one Action to aim the Cannon and one Action to fire it. After the Cannon has fired, it must Recharge for 5 minutes before it can be fired again.

The creature firing the Cannon chooses the Effect from the following options:

**Acid Jet**. The Cannon discharges acid in a line 300 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw takes 11 (2d10) acid damage at the start of each of its turns; a creature can end this damage by using its Action to wash off the acid with a pint or more of water.

**Fire Jet.** The Cannon discharges fire in a line 300 feet long and 5 feet wide. Each creature in the area must make a DC 15 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable Objects in the area that aren’t being worn or carried.

**Frost Shot.** The Cannon shoots a ball of frost to a point you can see within 1,200 feet of the Cannon. The ball then expands to form a 30-foot-radius Sphere centered on that point. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 22 (4d10) cold damage, and its speed is reduced by 10 feet for 1 minute. On a successful save, the creature takes half as much damage, and its speed isn’t reduced. A creature whose speed is reduced by this Effect can repeat the save at the end of each of its turns, Ending the Effect on itself on a success.

**Lightning Shot.** The Cannon shoots a ball of lightning to a point you can see within 1,200 feet of the Cannon. The lightning then expands to form a 20-foot-radius Sphere centered on that point. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one. Creatures wearing metal armor have disadvantage on the save.

**Poison Spray.** The Cannon expels poison gas in a 60-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, the creature takes 22 (4d10) poison damage and is Poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn’t Poisoned. A creature Poisoned in this way can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success.
Bronze Griffon

# Figurine of Wondrous Power (Bronze Griffon)

*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.

**Bronze Griffon.** This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.
Amulet of Protection from Turning

*Wondrous item, rare (requires attunement)*

While you wear this Amulet of silver and turquoise, you have advantage on Saving Throws against Effects that turn Undead.

If you fail a saving throw against such an Effect, you can choose to succeed instead. You can do so three times, and expended uses Recharge daily at dawn.

Each time an Effect that turns Undead is used against you, the Amulet glows with silvery blue light for a few seconds. (*The Hidden Shrine of Tamoachan*)
Bartender's Armistice

*Wondrous item, rare*

A *bartender's armistice* is a magical coaster typically kept by wary tavernkeepers for cases of extreme danger. When found, a *bartender's armistice* comes in a set of 1d3 + 1 coasters. Each coaster is 4 inches across, and its weight is negligible.

As an action, you can speak the coaster's command word and throw it at a point on the ground you can see within 30 feet of you. When you do, the coaster becomes fixed in place at the point and emits a magical field in a 30-foot-radius, 15-foot-high cylinder that's centered on it. Each creature within the area must make a DC 15 Charisma saving throw when the field appears or when it enters the area for the first time on a turn or starts its turn there. A creature can choose to fail this saving throw if it wishes. On a failed save, a creature is charmed by you while it remains within the field. A charmed creature is indifferent about creatures it can see that it's hostile toward. This indifference ends if the target is attacked or harmed by a spell, or if it witnesses any of its friends being harmed. If you or your companions harm a charmed creature or its friends, the charm ends. When the charm or field ends, the creature becomes hostile again, unless the GM rules otherwise.

When a creature makes an attack or casts a harmful spell that either affects a target within the field or enters or leaves the field's area, that creature must first make a DC 15 Wisdom saving throw. On a failed save, the attack or spell fails and is expended, and the action is wasted.

Each creature within the field has advantage on any Charisma (Persuasion) check it makes to deescalate a violent situation. In addition, if a creature in the area is unconscious when the field appears, it immediately stabilizes if it has 0 hit points.

The coaster has AC 15 and 25 hit points. The field remains for 10 minutes or until the coaster drops to 0 hit points, at which point the coaster is destroyed and the field ends. If the field ends after the full duration, there is a 10 percent chance that the coaster remains magical and can be used again. Otherwise, the coaster becomes nonmagical.
Hammer of Thunderbolts

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

**Weight:** 10 lb.

**Estimated Value:** 16,000 gp

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

**Giant's Bane** (Requires Attunement): You must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.

The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.

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

**Source:** DMG p173
Dragonscale Whetstone - Adult

*Wondrous item, rarity varies*

Certain preserved dragon scales can take on magical properties, either naturally on their own or with the help of a skilled artificer or enchanter. These whetstones are made of such a scale and appear almost gem-like in appearance.

You can use a *dragonscale whetstone* over the course of 1 minute to sharpen a bladed weapon (such as a longsword, battleaxe, or spear), granting it a variety of bonuses as shown on the table below. The bonuses remain for 1 hour and depend on the whetstone's rarity and the kind of dragon it originally came from. These bonuses are in addition to any other bonuses a weapon may have.

A whetstone has 5 uses. When you use the last use, it loses its gem-like shine and becomes a nonmagical scale.

 Young
 Adult
 Ancient

—

 Blue
 Brass
 Bronze
 Copper
 Gold
 Green
 Red
 Silver
 White
Chain Devil Gloves

*Wondrous item, rare (requires attunement)*

These leather gloves are fashioned from the hands of a slain chain devil. While wearing these gloves, an ethereal chain attaches itself to any weapon you throw that has the thrown property. The chain has a reach of 60 feet and breaks its connection to the weapon if the weapon is held by a creature or if you are ever more than 60 feet away from it. You can have up to 4 of these chains at any time.

As an action, you can cause these chains to suddenly retract and pull any attached weapons with them. Any creature within the path of one or more of these weapons must make a DC 15 Dexterity saving throw. On a failed save, a creature takes force damage equal to the damage die of the thrown weapon. A solid object or wall blocks the path of the retracted chain and weapon.

A retracted weapon lands harmlessly at your feet or in an open hand once it reaches you.
Dwarven Thrower

*Weapon (warhammer), very rare (requires attunement by a Dwarf)*

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.

Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Efreeti Bottle

*Wondrous item, very rare*

**Weight:** 0.05 lb.

This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you.

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

 01-10
 11-90
 91-00

**Source:** DMG p167
Helm of Brilliance

*Wondrous item, very rare (requires attunement)*

**Weight:** 8 lb.

This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.

You gain the following benefits while wearing it:

* You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.
* As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.
* As long as the helm has at least one ruby, you have resistance to fire damage.
* As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.

Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.

**Source:** DMG p173
Amulet of the Devout +3

*Wondrous Item (necklace), very rare (requires attunement by a cleric, paladin)*

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

*Source: Tasha's Cauldron of Everything, p. 119*
Gloves of Healing

*Wondrous item, rare*

These silken gloves enhance the rejuvenating power of healers and clerics. While wearing the gloves, whenever cast a spell of 1st level or higher to restore hit points to one creature, the creature regains additional hit points equal to your proficiency bonus.

Alternatively, a creature can regain these additional hit points if you use a healer's kit to stabilize or restore hit points to it. Once a creature regains extra hit points in this way, it can't do so again until it finishes a short or long rest.
Frost Brand

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

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

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

When you draw this weapon, you can extinguish all non-magical flames within 30 feet of you. This property can be used no more than once per hour.

**Applicable Weapons:**

 Longsword
 Rapier
 Scimitar
 Shortsword
Circlet of the Mind

### Abilities

* *While wearing this circlet you gain a +2 bonus to Discipline attack rolls and to the saving throw DCs of your Psionic Disciplines.*

* *This Circlet has 15 charges. The circlet regain 2d6+3 expended charges daily at dawn.*

* *Undeniable Talent: Whenever you deal damage with a talent you can expend 1 charge to increase the damage dealt by 1d8.*
* *While wearing this circlet, you can use an action to expend 1 or more of its charges to use the following discipline abilities at their lowest psi point cost using your discipline save DC: Distracting Haze (1 charge), Chameleon (2 charges), Wall of Repulsion (3 charges), View Aura (3 charges), Bestial Transformation: Flight (5 charges), True Sight (5 charges)*
Death's Shadow

*Wondrous item, legendary (requires attunement)*

This black garnet amulet is carved into the shape of a bird's skull and is adorned with several dark feathers. At its center is a single phoenix feather that serves as a catalyst for this strange talisman's necrotic magic. While wearing this amulet, you are immune to necrotic damage.

*Shadow Form.* When you are reduced to 0 hit points while wearing this amulet, a shadowy version of yourself rises from your unconscious body. You control this form, which has your equipment and statistics. It has 100 temporary hit points and resistance to all damage that isn't force, psychic, or radiant. The shadow form can't move more than 60 feet from your body. The shadow vanishes after 1 minute or when it falls to 0 temporary hit points. If the shadow survives for the duration, it returns to your body and causes you to regain a number of hit points equal to the shadow's remaining number of temporary hit points. If the shadow is defeated, the amulet is destroyed and you immediately fail 2 death saving throws.

While your shadow form is defending you, your unconscious body is covered by an impenetrable veil of shadow. While covered in this way, you can't be interacted with: you are immune to all damage, don't make death saving throws, can’t regain hit points, and can’t be affected by spells or magical effects. A creature can use an action to make a DC 30 Strength check, moving the covered body up to 10 feet on a success.

Once this property has been used, it can't be used again until 7 days have passed.
Alchemical Compendium

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

Acrid odors cling to this stained, heavy volume. The book's metal fittings are copper, iron, lead, silver, and gold, some frozen mid-transition from one metal to another. When found, the book contains the following spells: Enlarge/Reduce, Feather Fall, Flesh to Stone, Gaseous Form, Magic Weapon, and Polymorph. It functions as a spellbook for you.

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

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

* If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the transmutation school.
* As an action, you can touch a nonmagical object that isn't being worn or carried and spend a number of charges to transform the target into another object. For 1 charge, the object can be no larger than 1 foot on a side. You can spend additional charges to increase the maximum dimensions by 2 feet per charge. The new object must have a gold value equal to or less than the original.
Arcanists Gauntlets

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

This pair of rich silk gloves are guarded by an enchanted mithral shell that sporadically releases arcane power. You can use the gauntlets as a spellcasting focus while wearing them, and when you cast a spell using a 1st through 5th-level spell slot, you can choose to roll a d6. If you roll a number on the d6 equal to or greater than the spell's slot level, the spell draws on the magic within the gauntlets, instead of your own, and is cast without expending a spell slot. The slot must be of a level you can normally cast. The gauntlets can provide up to 5 levels worth of spell slots in this way each day, and no two slots can be the same level.

If the number rolled on the d6 is less than the spell slot's level, you cast the spell as normal and expend the spell slot. If you don't have the spell slot to cast the spell, the spell fails and the slot is counted toward the gauntlets' daily provided spell slots.

For example, a 9th-level wizard can use the gauntlets to provide either one 5th-level spell slot or a 4th- and 1st-level spell slot over the course of a day, but not two 2nd- or 3rd-level spell slots.
Crystal Ball

*Wondrous item, very rare (requires attunement)*

**Weight:** 5 lb.

**Estimated Value:** 50,000 gp

The typical crystal ball is about 6 inches in diameter. While touching it, you can cast the *scrying* spell (save DC 17) with it.

**Scrying Spell**: Once a day, the crystal ball allows you to see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. See the complete spell details for more information

**Source:** DMG p159
Duskcrusher

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

This item takes the form of a leather-wrapped metal rod emblazoned with the Symbol of Pelor, the Dawn Father. While grasping the rod, you can use a bonus Action to cause a Warhammer head of crackling Radiance to spring into existence. The warhammer’s radiant head emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. You can use an Action to make the radiant head disappear.

While the radiant head is active, you gain a +2 bonus to Attack and Damage Rolls made with this Magic Weapon, and attacks with the weapon deal radiant damage instead of bludgeoning damage. An Undead creature hit by the weapon takes an extra 1d8 radiant damage.

While you are holding *Duskcrusher* and its radiant head is active, you can use an Action to cast the Sunbeam spell (save DC 15) from the weapon, and this Action can’t be used again until the next dawn.
Elemental Gem

*Wondrous Item, uncommon*

This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell.

 Yellow Diamond
 Red Corundum
 Emerald
Ambitious Medic's box

*Wondrous item, uncommon (requires attunement)*

This wooden box has two halves which are magically locked by ornamental clasps that can only be opened during certain times of the day. The box is 1 foot wide, 2 feet long, and weighs 3 pounds. You can open and use the box as normal, as described below, even if you aren't attuned to it.

The left side is locked by a metal clasp decorated with a sun. From dawn until dusk, you can open the left side of the box, which contains the same contents and functions identically to a healer's kit. Each day at dusk, the left side of the box magically closes and regains all expended uses of its healer's kit.

The right side is locked by a metal clasp decorated with a moon smoking a pipe. From dusk until dawn, you can open the right side of the box, which contains three pewter steins, a flask, and a wooden pipe. While holding the flask, you can use an action to speak its command word followed by either "beer", "wine", or "whiskey". When you do, the flask magically fills with up to 4 gallons of beer, 1 gallon of wine, or 8 ounces of liquor, depending on the chosen drink, which can be poured out as an action, up to 1 gallon per minute. Once this property of the flask has been used, it can't be used again until the next dusk. The wooden pipe is magically refilled with tobacco daily at dusk. Each day at dawn, the right side of the box magically closes, and anything removed from the box is magically returned to it.

While attuned to the box, you are proficient in the Medicine skill and can open either side of the box at any time. If you're already proficient in the Medicine skill, your proficiency bonus is doubled for any ability check you make that uses that skill.
Great Owl's Shroud

*Wondrous item, uncommon (requires attunement)*

This draping shoulder cloak flutters softly while worn, even if there isn't a breeze. The cloak has 10 charges and regains all expended charges daily at dawn. When you take the Attack action while wearing this garment, you can replace one or more of your attacks with a special ranged spell attack using the cloak, expending 1 of its charges for each attack you replace. When you do, you flourish the cloak and release a barrage of magical feathers that fly toward the target. You have a +5 bonus to attack rolls made with the cloak, which have a normal range of 30 feet and a long range of 120 feet. On a hit, the target takes 2d4 + 3 force damage. After the attack, the feathers vanish.

In addition, you can use a reaction when you fall to cast the *feather fall* spell from the cloak, targeting only yourself. Once this property of the cloak has been used, it can't be used again until the next dawn.
Bloodaxe

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

You gain a +2 bonus to Attack and Damage Rolls made with this magic axe. The axe deals an extra 1d6 necrotic damage to Creatures that aren’t Constructs or Undead. If you reduce such a creature to 0 Hit Points with an Attack using this axe, you gain 10 temporary Hit Points.

This axe is forged from a dark, rust-colored metal and once belonged to the Goliath Barbarian Grog Strongjaw of Vox Machina.
Bladeweaver's Cross +0

*Weapon (Hand Crossbow), Rare*

This magic crossbow seems to be inlaid with silver filigree on dark wood. When one wields it with a blade, it almost hums with energy.

Hitting with a melee weapon attack while wielding this weapon causes it to become charged until the end of your turn. While this weapon is charged it deals an additional 1d6/2d6/3d6 damage on hit and ignores the ammunition property.
Ghost Step Tattoo

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

Produced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing blurred.

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.

Ghostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo's charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:

* You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

* You can't be grappled or restrained.

* You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.
Glamoured Studded Leather

*Armor (studded leather), rare*

While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Quiver of Ehlonna

*Wondrous item, uncommon*

Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.

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

*Wondrous item, Common*

Representing one of the Mascots of Strixhaven, this soft, Tiny, magic toy is perfect for cuddling. If you press it to your arm, shoulder, or leg as an Action, the toy stays attached there for 1 hour or until you use an Action to remove it.

This toy can also be used to fight off fear. When you make a saving throw to avoid or end the Frightened condition on yourself, you can give yourself advantage on the roll if the toy is on your person. You must decide to do so before rolling The D20. If the save succeeds, you can’t use the toy in this way again until you finish a Long Rest.
Amulet of the Devout +1

*Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a cleric or paladin)*

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
Dyrrn's Tentacle Whip

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

This long, whip-like strand of tough muscle bears a sharp Stinger at one end. To attune to this symbiotic weapon, you wrap the whip around your wrist for the entire Attunement period, during which time the whip painfully embeds its tendrils into your arm.

You gain a +2 bonus to Attack and Damage Rolls made with this magic whip, but Attack rolls made against Aberrations with this weapon have disadvantage. A creature hit by this weapon takes an extra 1d6 psychic damage. When you roll a 20 on The D20 for an Attack roll with this weapon, the target is Stunned until the end of its next turn.

As a bonus Action, you can sheathe the whip by causing it to retract into your arm, or draw the whip out of your arm again.

***Symbiotic Nature.*** The whip 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 whip ends, and it detaches from you.
Dream Saber

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

You gain a +1 bonus to attack and damage rolls made with this magic weapon, and any creature it hits takes an extra 1d4 psychic damage. When the damage you deal with this weapon would reduce a creature to 0 hit points, you can choose to magically cause it to fall asleep, instead of dealing the damage. The sleeping creature is unconscious for 10 minutes or until it takes damage or someone uses an action to shake or slap it awake. When you cause a creature to fall asleep in this way, you can also force it to make a DC 15 Wisdom saving throw. On a failed save, you immediately learn its surface thoughts and can decide what dreams it has while asleep. Once a creature falls asleep in this way, it is immune to this effect for the next 24 hours.
Bird of a Feather (common)

*Wondrous item, common*

This small stuffed roc toy is filled with an enchanted down. While holding onto the toy and concentrating, you magically gain a flying speed of 20 feet for up to one minute.

If you take any damage while flying, you lose concentration on the magical toy early and immediately start falling. Once a creature has used this ability, the toy becomes a non-magical object.

The stuffed toy's weak magic cannot carry anything weighing more than 200 pounds.
Cloak of Invisibility

*Wondrous item, legendary (requires attunement)*

**Weight:** 3 lb.

**Estimated Value:** 80,000 gp

While wearing this cloak, you can pull it's hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action.

Deduct the time you are invisible, in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak goes unused, it regains 1 hour of duration (max 2 hours)

**Source:** DMG p158
Daern's Instant Fortress

*Wondrous item, rare*

**Weight:** 0.05 lb.

**Estimated Value:** 75,000 gp

You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.

The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening.

Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.

The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.

**Source:** DMG p160
Shifting Weapon +0

### Abilities

* 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*.*
Horseshoes of a Zephyr

*Wondrous item, very rare*

These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above non-solid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.

**Weight:** 3 lb.

**Source:** DMG p175