recursal/Fanatic-Fandom huggingface dataset:
Philadelphia Stars

The Philadelphia Stars are a professional American Football team based in Philadelphia, Pensylvania. They are a member of the United States Football League (USFL).

In 2022, they played at Protective Stadium/Legion Field in Birmingham. In 2023, it is planned they will play at Rynearson Stadium.

## History

In November 2021, during the USFL team reveal, the Philadelphia Stars were confirmed to be one of the Eight teams in the USFL for 2022.

In January 2022, it was confirmed that Steven Austin would be their head coach for the 2022 Season. They finished the 2022 Season 3-7, 3rd in the North.

## Season

2022 Philadelphia Stars Season

2023 Philadelphia Stars Season

## References

1. ↑ Stars and Maulers to play at Rynearson Stadium
2. ↑ Stars overcome Maulers in Pensylvania Rivalry match to sweep the Maulers
Hell Hound Cloak

*Wondrous item, rare (requires attunement)*

This dark cloak is made of cured Hell Hound hide. As an Action, you can Command the cloak to transform you into a Hell Hound for up to 1 hour. The transformation otherwise functions as the *Polymorph* spell, but you can use a bonus Action to revert to your normal form.

***Curse.*** This cloak is Cursed with the essence of a Hell Hound, and becoming attuned to it extends the curse to you. Until the curse is broken with *Remove Curse* or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times.

The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to O Hit Points, and you can't willingly Return to normal form. If you ever remain in Hell Hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your Statistics are then replaced by those of a Hell Hound. Thereafter, only *Remove Curse* or similar magic allows you to regain your identity and Return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation. (*Against the Giants*)
Panthers-Generals Rivalry

The Rivalry between the Michigan Panthers and New Jersey Generals has been considered the most intense rivalry in the North Division of the USFL. The Generals lead the series 2-1, however the Panthers upset the Generals in the 2022 USFL Playoffs.

## History

### 2022: First Season

They first met in Week 2 where the Generals won 9-6, despite the Panthers scoring the only TD, they missed the extra point and the Generals scored 3 Field Goals to win the game. They also met in Week 10 where the Generals won a close game, winning by 4 points, with the score of 38-34.

They met in the Playoffs, and the Panthers upset the Generals by winning 20-13.

### 2023: Season Two Excitement

After their 3 meetups, everyone seemed excited for Season Two when they meet.

## Season-by-season results

**9-6**
**38-34**
Playoffs
**20-13**
 2023
Bandolier of the Elements

*Wondrous item, rare (requires attunement)*

This cross-chest bandolier has 6 magic daggers sheathed across it. When you take the Attack action while wearing this bandolier, you can use a bonus action to throw 1 of the daggers, making a ranged attack with it, provided you have a free hand. When you hit a target with one of these daggers, roll a d6 and consult the table below. The target takes an extra 1d6 damage of the type determined by the table, in addition to the weapon's damage, and the dagger disappears. On a miss, the dagger vanishes and reappears in the bandolier.

A dagger vanishes if you don’t hurl it right away and immediately reappears in the bandolier. 1d6 missing daggers reappear in the bandolier's empty sheaths daily at dawn.

 2
 3
 4
 5
 6
Explosive Seed

*Adventuring Gear, Rare*

This acorn-sized Sphere of brass contains a small amount of Blasting Powder and a clockwork trigger. An explosive seed can be Thrown up to 30 feet as an Action, detonating on impact. Each creature within 5 feet of the exploding seed must make a DC 10 Dexterity saving throw, taking 1d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
2023 Birmingham Stallions Season

The 2023 Birmingham Stallions season is planned to be the second season of the Birmingham Stallions as a professional football team. It will be their second season under Head Coach Blair Walsh. They will attempt to improve on their 9-1 record from last season and also hope to get back to back USFL Championship titles after winning it in 2022.

## Offseason

### Draft

The Birmingham Stallions will have the 8th overall draft pick as 2022 USFL Championship winners.

## Schedule

### Preseason

On 16th October 2022, The USFL confirmed each team will play 1-2 scrimmage matches prior to the start of the 2023 USFL Season. They confirmed it will be behind closed doors to test out new broadcasting systems.

### Regular Season

The Stallions Schedule was released on February 7, the Stallions will open up the season against the Breakers.

## References

1. ↑ Stallions win 2022 USFL Championship
2. ↑ USFL Draft Order for 2023
3. ↑ USFL 2023 Opening Weekend: Saturday: Breakers at Stallions, 7:30pm ET on FOX
2022 New Jersey Generals Season

The 2022 New Jersey Generals Season was the inaugural season of the New Jersey Generals. It was their first season under head coach Eli Wiener. They played at Protective Stadium and Legion Field.

## Schedule

The Generals schedule was released in March 2022. They would play their first game against the Tampa Bay Bandits.
Pacific Kingdom Wiki

**Welcome to the Pacific Kingdom Wiki!**
Pacific kingdom discord server.

We're a collaborative community website about Pacific Kingdom that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Blink Step Weapon +2

### Abilities

* *You have a +2 bonus to attack and damage rolls made with this weapon depending on its rarity.*
* *This weapon has a number of charges equal to double the magical bonus of the weapon (2/4/6), and regains all expended charges at dawn. As a bonus action when you hit a creature with a ranged weapon attack with this weapon, you can spend a charge to instantly teleport to an unoccupied space you can see within 5 feet of the creature.*
* *When you make a thrown weapon attack with this weapon, the weapon returns to your free hand immediately after the attack is resolved.*
Heavenly Chalice

*Wondrous item, rare*

This golden goblet is ornamented with 4 glimmering gems and stripes of jet and ivory. It weighs 2 pounds and can hold the contents of one potion. When a *potion of healing* (of any rarity) is poured into the cup, a cleric, paladin, or other creature with a magical connection to a celestial can spend 1 minute reciting a prayer over it. At the end of the prayer, the potion becomes sanctified and begins to glow with a calming blue light. When a *potion of healing* becomes sanctified, it creates a pool of hit points equal to the maximum number of potential regained hit points possible for that potion.

When a creature drinks from a sanctified *potion of healing*, that creature can restore a number of hit points of its choice, up to the maximum amount remaining in the pool. When the pool is reduced to 0 hit points, the potion is gone.

A potion remains sanctified for 24 hours or until it's spilled or poured into another vessel. Once this property of the goblet has been used, it can't be used again for 24 hours.
Absorbing Tattoo

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

Produced by a special needle, this magic tattoo features designs that emphasize one color.

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.

Damage Resistance. While the tattoo is on your skin, you have resistance to a type of damage associated with that color, as shown on the table below. The DM chooses the color or determines it randomly.

Damage Absorption. When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.
2022 Philadelphia Stars Season

The 2022 Philadelphia Stars season was the inaugural season of the Philadelphia Stars, a professional American Football team based in Philadelphia. However, they played in Birmingham for the full 2022 season, just like all the other teams in the USFL for the first season.

## Background

The Stars were confirmed as one of the eight teams in for the 2022 USFL Season. They were based in the North Division.

## Postseason

Because they finished 3rd in the North, they missed out on the playoffs.
Heward's Handy Haversack

*Adventuring Gear, Wondrous Item, Rare*

This Backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The Backpack always weighs 5 pounds regardless of its Contents.

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

The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its Contents are lost forever, although an artifact always turn up again somewhere. If the haversack is turned inside out, its Contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

Placing the haversack inside an extradimensional space created by a *Bag of Holding, Portable Hole,* or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random Location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
2023 New Jersey Generals Season

The 2023 New Jersey Generals Season will be the second season of the New Jersey Generals as a professional football team, they will play in the USFL and will play their games at Ford Field in Detroit.

## Roster

The Generals roster for 2023 will be similar to 2022, the final roster will be confirmed after the Draft.

## Schedule

The Schedule for the 2023 USFL Season will be the same as 2022.

Divisional Opponents: Michigan Panthers, Philadelphia Stars, Pittsburgh Maulers

Non-Divisional Opponents: Memphis Showboats, Birmingham Stallions, Houston Gamblers, New Orleans Breakers
Blink Step Weapon +1

*Weapon (any), rare*

### Abilities

* *You have a +1 bonus to attack and damage rolls made with this weapon depending on its rarity.*
* *This weapon has a number of charges equal to double the magical bonus of the weapon (2/4/6), and regains all expended charges at dawn. As a bonus action when you hit a creature with a ranged weapon attack with this weapon, you can spend a charge to instantly teleport to an unoccupied space you can see within 5 feet of the creature.*
* *When you make a thrown weapon attack with this weapon, the weapon returns to your free hand immediately after the attack is resolved.*
Belt of Dwarvenkind

*Wondrous Item, rare (requires attunement)*

While wearing this belt, you gain the following benefits:

* Your Constitution score increases by 2, to a maximum of 20.
* You have advantage on Charisma (Persuasion) checks made to interact with dwarves.

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

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

* You have advantage on saving throws against poison, and you have resistance against poison damage.
* You have darkvision out to a range of 60 feet.
* You can speak, read, and write Dwarvish.
2023 USFL Draft

The 2023 USFL Draft is planned to be the second USFL Draft. The Philadelphia Stars will have the No.1 Pick in All Rounds.

## Selection Order

When the USFL said they will aim to have a second season, the 2023 USFL Draft was looking to be in sight. The Maulers were expected get the first pick after having the worst record with 1-9. However in 2023, the USFL wanted to try something new to prevent tanking.

In Week 10, the 2 worst teams, Maulers and Stars were to play each other, the Stars won 23-22 and got the first overall pick as the USFL said the winner would get the first overall pick. The Memphis Showboats replaced the Tampa Bay Bandits.
Astromancy Archive

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

This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: Augury, Divination, Find the Path, Foresight, Locate Creature, and Locate Object. It functions as a spellbook for you, with spells encoded on the rings.

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

The archive 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 archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school.
* When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.
2022 Birmingham Stallions Season

The **2022 Birmingham Stallions season** was the first season for the Birmingham Stallions as a professional American football franchise. They play as charter members of the United States Football League, one of eight teams to compete in the league for the 2022 season. The Stallions play their home games at Protective Stadium and Legion Field.

## Background

As is the case with all eight teams competing in the league, the Birmingham Stallions take their name and color scheme from a franchise of the same name that competed in the original USFL.

## Schedule

The Stallions schedule was released on March 7.

## References

1. ↑ USFL: All 8 teams were apart of the original USFL in 1980s
2. ↑ USFL Schedule Release
Alchemist's Potion Belt

*Wondrous item, uncommon*

This enchanted belt has two stoppers that magically resize to fit the mouth of any kind of bottle. The belt can carry up to two potions in this way. The belt can be worn comfortably around your waist or across your chest as a bandolier. While wearing the belt, any potion carried on it seems to magically unstopper and spring to your hand, allowing you to drink it as a bonus action. You can attach a bottle to the belt using an action.

When you roll a 1 on a Dexterity saving throw or are hit by a critical hit, roll a d20. On a 1, one of the bottles on the belt shatters and is destroyed.
Giant Slayer

*Weapon (any axe or sword), rare*

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

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

**Applicable Weapons:**
Dragonscale Whetstone - Ancient

*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
Dragon Scale Mail

*Armor (scale mail), very rare (requires attunement)*

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

While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of a dragon that provided the scales (see the table).

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon of the type of armor within 30 miles of you. This special action can't be used again until the next dawn.

 Blue
 Brass
 Bronze
 Copper
 Gold
 Green
 Red
 Silver
 White
Bronze Horn of Valhalla

*Wondrous item, very rare*

**Weight:** 2 lb.

**Estimated Value:** 11,200 gp

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.

**Source:** DMG p175
Antigravity Weapon +3

* *You have a +3 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.*
Bow of Mind Thievery

*Weapon (shortbow), Rare (requires attunement)*

Arrows fired from this bow deal an extra 1d4 psychic damage to any creature that they hit. When you hit a humanoid with an arrow in this way, you can force that creature to make a DC 15 Wisdom saving throw after the attack. On a failed save, that creature falls under the effects of the dominate person spell for up to 1 minute as if cast by you. This effect does not require concentration. In addition, you can use a bonus action to see through that creature’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the creature has. During this time, you are deaf and blind with regard to your own senses. Once this property of the bow has been used, it can’t be used again until the following dawn.
Gloves of Missile Snaring

*Wondrous Item, uncommon (requires attunement)*

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

*Weapon (greatsword), rare*

This weighty blade has an iron candelabra as its hilt. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a target and roll two of the same number on the weapon's slashing damage dice, the target takes an extra 2d6 fire damage. If you've taken fire damage from a hostile source since the end of your last turn, the first target you hit with this weapon on your turn automatically takes this extra fire damage.

You can use an action to place up to two candles in the candelabra hilt, adding one to each of its twin candle holders. Candles placed and lit in the hilt can burn for up to 8 hours, instead of 1, and shed bright light in a 20-foot radius and dim light for an additional 20 feet.
Fireweaver Gloves

### Abilities

* *While wearing these gloves, you can hold and carry small nonmagical flames (such as that of a torch or candle) as if they were tangible objects and can sculpt them like clay. Once sculpted, a flame retains its form for 1 minute before returning to normal. A nonmagical flame carried in this way burns brightly for 1 hour before dying. If you drop or throw the carried flame, it immediately burns out.*
* *These gloves have 7 charges. As an action you can expend 1 charge to cast Produce Flame cantrip(+5 to hit with ranged spell attack). While this flame remains in your hand, it can be shaped with the gloves.*
* *When you take fire damage from a magical source, you can use your reaction and expend 3 charges to reduce that damage by 1d8 + 2, provided that you have a free hand.*
* *The gloves regain 1d4+3 expended charges daily at dawn*
Candleflame Bow

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

Wrought from metal in the likeness of a brazier, this ranged weapon's grip has been covered in wax and has a simple candle positioned in front of where the arrow or bolt is fired from. The candle is magic and never runs out of wax, nor can it be removed from the weapon. You can use a bonus action to speak the weapon's command word to cause the candle to light itself, shedding bright light in a 15-foot radius and dim light for an additional 15 feet while it's ablaze. While the candle is lit, this magic weapon deals an extra 2 fire damage to any target it hits with a ranged attack. The candle's flame lasts until you use a bonus action to speak the command word again or until you drop or stow the weapon.

If you roll the same number on both d20s when you make a ranged attack roll with advantage or disadvantage using this weapon while its candle is lit, the ammunition becomes wreathed in a conflagration of uncontrollable flames. The arrow or bolt flies toward the target and explodes, destroying the ammunition and dealing 4d6 fire damage to the target on a hit (instead of the attack's normal damage), or half as much damage if the result of the attack roll was less than the target's AC. This fire ignites flammable objects within 5 feet of the target that aren't being worn or carried. This property can't be used again until the next dawn.
Chromacloth

*Weapon (sling), uncommon*

This silken cloth is enchanted using a unique blend of abjuration and evocation magic, allowing it to be used for a number of purposes. At any one time it can be one of four colors: red, yellow, green, or blue. You can change the chromacloth’s color to another one as an action.

You can wear the chromacloth as a headband or wrap to gain resistance to the damage type associated with the cloth’s color. Once the cloth reduces damage taken in this way, it can’t do so again until the following dawn.

Alternatively, the cloth can be fashioned to be an effective sling. Ammunition fired from the sling deals damage of a type matching the cloth’s color instead of bludgeoning.

Refer to the table below for a reference of the chromacloth’s associated colors and damage types:

 Yellow
 Green
 Blue
Amulet of the Devout +2

*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.
Helm of the Gods

*Wondrous item, rare (requires attunement)*

While wearing this helm, you know whether there is a Celestial or fiend within 30 feet of you, as well as where the creature is located, provided the creature isn't behind total cover.

Whenever you finish a Long Rest while wearing The Helm, you can pray to one of the gods listed on the Helm of the Gods table and store the listed spell in The Helm, replacing any spell that is already stored there. The save DC for the spell is 13.

The Helm has 3 Charges. To Cast a Spell from The Helm, you must expend 1 charge, and The Helm regains 1d3 Charges daily at dawn.
Animated Shield

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

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

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Dagger of the Ogre Mage

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

This blade was once used as a dagger by an ogre, but is nevertheless large enough to be a shortsword. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

This blade’s hilt is hollow and can hold up to 3 cantrip spell scrolls. Cantrip scrolls left within the compartment for 1 minute activate one of the three clear gems adorning its grip. Once activated, you can cast these cantrips at will using your spellcasting modifier. If you don’t have a spellcasting modifier, use your Intelligence modifier instead. You have proficiency with these cantrips. Cantrips cast from the blade use the weapon as an arcane focus and allow you to perform any somatic components with the weapon instead of requiring a free hand. Scrolls contained within the sword are not destroyed after using them in this way.

When you cast a cantrip using the sword that deals damage, the sword’s damage type changes to match the cantrip’s for 1 minute or until you end it early (no action required).
Bird of a Feather (uncommon)

*Wondrous item, uncommon*

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 cannot grant it again for 1d4 hours.

It gives a happy little chirp when its magic can be used again. The stuffed toy's weak magic cannot carry anything weighing more than 200 pounds.
Illuminator's Tattoo

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

Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.

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.

Magical Scribing. While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.

As an action, you can touch a piece of writing up to one page in length and speak a creature's name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can't be used again until the next dawn.
Foxfire Charm

*Wondrous item, common*

This ebony charm is decoratively shaped into a fox's head and is always slightly warm to the touch. It measures 4 inches across and weighs 1/2 pound. If the charm is placed in a sufficiently hot fire, such as in a campfire, forge, or oven that fills up to a 10-foot cube, the charm begins to glow red-hot and creates a harmless, but comfortably warm, fire elemental in an unoccupied space within 5 feet of the fire. The elemental is in the form of a fox and can't move farther than 100 feet from the fire in which its charm is kept. The elemental's singular goal is to supply this fire with fuel. If the fire begins to burn out, the elemental will search the surrounding area for fuel that isn't being worn or carried.

The fox uses the statistics for a cat, except that it's an elemental instead of a beast, is immune to fire and poison damage, and understands Common and Ignan but can’t speak. The elemental has advantage on ability checks to find fuel for its source fire and sheds bright light in a 10-foot radius and dim light for an additional 10 feet. It can carry fuel back to the fire as normal, provided that it's appropriate to the elemental's size. If the elemental drops to 0 hit points, touches fire, or its source fire goes out, it vanishes and the charm grows cold and dark again until it’s placed in a new fire
Gateway Ring

*Ring, very rare*

Made from tiny, moss-covered stones, this ring is enchanted with ancient fey magic. You can use an action to speak the ring's command word, followed by the name or description of a precise location on any plane of existence, and toss it into an unoccupied space within 10 feet of you. The ring expands into a 5-foot circular stone portal that's 1 foot thick in the space where it lands, floating 1 foot off the ground, where it remains for up to 1 minute.

The portal duplicates the effect of the *gate* spell, creating another stone portal at the destination. This version of the spell can't target an individual creature, but can be used to target a precise location on the same plane of existence as you.

You can end the spell and close the portal early by speaking the ring's command word again as an action while touching it with your hand. When you do, the ring returns to its normal size and reappears on your hand. If the portal remains for the full duration, the ring returns to its normal size and falls to the ground on a random side of the portal. Once the ring has been used, it can't be used again until 10 days have passed.
Archivist's Key

*Wondrous item, very rare*

This magical key is one of several made by a secret order of historians and archivists. While holding the key, you can use an action to twist the key, as if you were unlocking a door. When you do, a magical, spectral door slowly appears in front of you over the course of 1 minute, duplicating the effect of the *magnificent mansion* spell with the following change. The dwelling always includes a large library that magically includes copies of books, scrolls, maps, and more. The library does not count toward the total amount of space created by the spell. Its contents are strangely organized and seemingly change each time the key is used. A creature can visit the library and attempt to uncover a piece of knowledge, such as ancient poetry, the history of a forgotten kingdom, or the family lineage of a tyrannical king. The GM determines the checks and DCs needed to locate a given piece of information. For example, a book of foreign nursery rhymes may be easy to find, but a copy of necromantic research documents would be extremely difficult, if not impossible.

When the spell ends, the key can't be used this way again for 24 hours.
Bead of Force

*Wondrous Item, rare*

This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 *beads of force* are found together.

You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.

An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.
Dragon Edge Weapons

*Weapon (any slashing or piercing simple weapon)*

This weapon is made from the harvested remains of a fallen dragon. With a properly reclaimed claw or tooth, as determined by the DM, the resource can be forged into a weapon whose latent draconic powers can appear in battle.

The first time you hit a creature on your turn with this weapon with an attack that you had advantage on, the weapon's draconic magic comes forth to deal an extra 1d6 damage of the original dragon's damage type. Refer to the Monster Manual to determine the dragon's color and associated damage type.

Weapons made from the claws or teeth of dragons change in rarity and power depending on the original dragon's age. Young dragons' bones aren't as powerful as older ones, and create uncommon weapons.
Crystal Blade

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

This magic sword's blade is fashioned from a horn or spine from a Crystal Dragon. When you hit with an Attack roll using this sword, the target takes an extra 1d8 radiant damage.

The sword has 3 Charges and regains 1d3 expended Charges daily at dawn. When you hit a creature with an Attack roll using the sword, you can expend 1 charge to regain a number of Hit Points equal to the extra radiant damage the sword dealt.

While you're holding the sword, you can use a bonus Action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light.
Barrier Tattoo

*Wondrous item (tattoo), rarity varies (requires attunement)*

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.

Protection. While you aren't wearing armor, the tattoo grants you an Armor Class depending on the tattoo's rarity, as shown below. You can use a shield and still gain this benefit.

 Rare
 Very Rare
Barrier Tattoo (Heavy)

### attoo Attunement

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

### Abilities

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

* *Very Rare (Heavy): 18*
Illusionist's Bracers

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

A powerful illusionist of House Dimir originally developed these bracers. which enabled her to create multiple minor illusions at once. The bracers' power, though, extends far beyond illusions.

While wearing the bracers. whenever you cast a cantrip, you can use a bonus action on the same turn to cast that cantrip a second time.
Hunter's Cross +2

*This weapon has 6 charges. When you hit a creature with a ranged weapon attack made with this weapon while within its normal range, you may expend a charge to do any of the following based on the item’s rarity. This weapon regains all of its charges at dawn.*

* *+1 Blackbane Shots - The creature struck by this weapon cannot regain hit points for the next minute.*
* *+2 Pin Shot - Push the target back 10ft, if the target is medium or smaller, and this movement causes them to become adjacent to a piece of terrain, their movement speed is reduced to 0 until the end of their next turn.*
* *+3 Zero In - When you hit with a ranged weapon attack against a creature with this weapon, you can spend a charge to zero in on that target. The next attack you make that hits the target deals an additional Xd10 damage, where X is the amount of times you’ve used this ability on the same target.*
Hunter's Coat

*Armor (leather), very rare (requires attunement)*

You gain a +1 bonus to AC while wearing this armor.

The coat has 3 Charges. When you hit a creature with an Attack and that creature doesn’t have all its Hit Points, you can expend 1 charge to deal an extra 1d10 necrotic damage to the target. The coat regains 1d3 expended Charges daily at dawn.
Driftglobe

*Wondrous item, uncommon*

This is a small sphere of thick glass. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Glaive of the Revenant King

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

This long-lost silver glaive once belonged to an elven king. Its impeccable elven make lets it be swung nimbly, despite its size. This weapon has the finesse property. In addition, you gain a +3 bonus to attack and damage rolls made with this magic weapon.

𝙎𝙚𝙣𝙩𝙞𝙚𝙣𝙘𝙚. The glaive is a sentient weapon of chaotic good alignment, with an Intelligence of 14, a Wisdom of 15, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Elvish and Sylvan.

𝙋𝙚𝙧𝙨𝙤𝙣𝙖𝙡𝙞𝙩𝙮. The glaive is inhabited by the spirit of Kelren, the elven king of Imfe Mythse. His life’s mission to rid his kingdom of demons, fiends, and other unwelcome ilk lives on inside the weapon. He seeks to rebalance the flow and seasons of nature, eager to destroy anything that threatens to change the natural ecosystems of the world.

Kelren is stern, but honest. He may share stories of his kingdom from time to time if an anecdote serves to further his ambitions. A character who he deems unworthy of wielding the blade, such as a weak or evil creature, may be denied the ability to attune to the weapon.

𝙀𝙡𝙫𝙚𝙣 𝙆𝙞𝙣𝙨𝙝𝙞𝙥. You are considered proficient with this weapon if you are an elf or half-elf. In addition, while attuned to this weapon, you have advantage on Charisma checks made to interact with fey creatures.

𝙀𝙣𝙚𝙧𝙜𝙮 𝙉𝙪𝙡𝙡𝙞𝙛𝙞𝙘𝙖𝙩𝙞𝙤𝙣. If you hit a target with this weapon that is either resistant or immune to cold or fire damage, that target loses that resistance or immunity until the end of your next turn.
Adapter's Medallion

Wondrous Item, Uncommon (requires attunement)

### Abilities

* *The medallion has 3 Charges. While wearing it, you can use an action and expend 1 charge to cast the 'Alter Self' spell from it, but you cannot choose the 'Natural Weapons' option when you do so. The medallion regains 1d3 expended Charges daily at dawn.*
Eye of the Bookwurm

*Wondrous item, uncommon*

This small, glass sphere is enchanted with weak divination magics to help you find specific words or phrases in writing. It has a stylized iris etched into the glass.

You can use a bonus action to speak the Eye's command word aloud, followed by the word or phrase you're searching for. The word or phrase magically appears and floats within the sphere. By holding the Eye in a free hand, your vision becomes magically enhanced to subconsciously highlight the word or phrase you searched for in a green light whenever you see it. Once you've used the Eye's ability for the first time, you can change the word or phrase as many times as you like for the next hour, after which the item can not be used again until the following dawn.
Feywild Shard

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

This warm crystal glints with the sunset colors of the Feywild sky and evokes whispers of emotional memory. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.

When you use a Metamagic option on a spell while you are holding or wearing the shard, you can roll on the Wild Magic Surge table in the *Player's Handbook*. If the result is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

If you don't have the Wild Magic Sorcerous Origin, once this property is used to roll on the Wild Magic Surge table, it can't be used again until the next dawn.
Dust of Sneezing and Choking

*Wondrous Item, uncommon*

Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be such. There is enough of it for one use.

When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.
Instrument of the Bards - Cli Lyre

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

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

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

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

**Weight:** 2 lb.

**Source:** DMG p176
Chain Mail Living Armor

*Armor (chain mail), 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.
Battering Shield

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

While holding this iron tower Shield, you gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.

Additionally, the Shield has 3 Charges, and it regains 1d3 expended Charges daily at dawn. If you are holding the Shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it prone, or both.
Bowl of Commanding Water Elementals

*Adventuring Gear, Wondrous Item, Rare*

While this bowl is filled with water, you can use an Action to speak the bowl's Command word and summon a Water Elemental, as if you had cast the Conjure Elemental spell. The bowl can't be used this way again until the next dawn.

The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons.

Weight: 3 pounds
Instrument of the Bards - Anstruth Harp

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

**Weight:** 3 lb.

**Estimated Value:** 109,000 gp

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

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

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

**Source:** DMG p176