recursal/Fanatic-Fandom huggingface dataset:
Quaal's feather tokens

## Description

The forms of *Quaal's feather tokens* were as diverse as their magical effects. The only common feature was that most of them were ornamented with feathers, or were no more than just a feather.

Elven mages sometimes used the feathers of greatswans as the main component to create *Quaal's feather tokens*.
Mourningsteel Demi-Gauntlets

*Wondrous item, very rare (requires attunement)*

This pair of dark, open-fingered gauntlets are made from mourningsteel, a metal whose ore has been steeped in the blood of countless fallen creatures. While wearing the gauntlets, you have resistance to necrotic damage.

The gauntlets have 12 charges and regain 1d6 + 6 expended charges daily at dawn. While wearing the gauntlets, you can use an action to cast one of the following spells from them using a spell attack bonus of +8: *chill touch* (no charges, or 1 to cast at 5th level), *inflict wounds* (1 charge per spell level, up to 5th), or *vampiric touch* (3 charges). Damage dealt by these spells ignores resistance to necrotic damage.

In addition, if you spend a charge to cast *chill touch* from the gauntlets and hit a creature, you can immediately choose to expend additional charges to cast either the *inflict wounds* or *vampiric touch* spell from them as part of the action to cast the cantrip. When you do, the cantrip's skeletal hand delivers the spell to the target, instead of requiring you to touch it. If you were already concentrating on the *vampiric touch* spell when you hit a creature with *chill touch* in this way (after spending a charge to cast it), you don't need to expend any additional charges to deliver your *vampiric touch* spell to the target. Necrotic damage dealt by *chill touch* doesn't count toward the amount dealt by *vampiric touch* for the purpose of calculating the number of hit points you regain from the spell.
Staff of Frost

*Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)*

**Weight:** 4 lb.

**Estimated Value:** 26,000 gp

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

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.

**Source:** DMG p202
Mourningsteel Half Plate

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

This dark armor has been made from mourningsteel, a metal refined from ore found beneath the battlefields of particularly vicious wars. Steeped in the blood from relentless battles, this metal carries with it a magical aversion to all things holy. While wearing this armor, you gain a +1 bonus to AC and have resistance to radiant damage. While you wear it, you gain the following benefits:

*Death Transference.* Whenever you are subjected to necrotic damage, you can use your reaction to take no damage and instead gain a number of temporary hit points equal to half the necrotic damage dealt. This property of the armor can't be used again until the next dusk.

*Spells.* You can use an action to cast one of the following spells (save DC 17) from the armor: *bestow curse*, *divine word*, or *nondetection*. Once the armor has been used to cast a spell, it can't be used to cast that spell again until the next dusk.

*The Battlefield Remembers.* You can use an action to touch a weapon, piece of armor, or similar object that's seen blood and battle to recreate the effect of the *legend lore* spell, using the touched object as the subject of the effect. Once this property of the armor has been used, it can't be used again until 7 days have passed.

*Unholy Aura.* As a bonus action, you can speak the armor's command word to surround yourself with an aura of grim blasphemy. The aura remains for 1 minute or until you are incapacitated or die. For the duration, celestials have disadvantage on attack rolls against you, and the first time that a celestial moves within 5 feet of you on its turn or starts its turn there, that creature takes 1d10 necrotic damage. This damage ignores resistance and immunity. In addition, once before the aura ends, if you fail a saving throw against an effect from a celestial (such as a solar's Slaying Longbow), you can choose to succeed instead. Once the aura ends, it can't be used again until the next dusk.
Rope of Entanglement

*Adventuring gear, Rare*

This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an Action to speak its Command word, the other end darts forward to Entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become Restrained.

You can release the creature by using a bonus Action to speak a second Command word. A target Restrained by the rope can use an Action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer Restrained by the rope.

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

Weight:3 pounds
Marble Elephant

# Figurine of Wondrous Power (Marble Elephant)

*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.

**Marble Elephant.** This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can't be used again until 7 days have passed.
Shiftweave

*Wondrous item, Common*

When a suit of *shiftweave* is created, up to five different outfits can be embedded into the cloth. While wearing the clothing, you can speak its Command word as a bonus Action to transform your outfit into your choice of one of the other designs contained within it. Regardless of its Appearance, the outfit can’t be anything but clothing. Although it can duplicate the look of other magical clothing, it doesn’t gain their magical Properties.
Spellwriter's Brace

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

This writer's hand brace allows you to prepare four extra spells from your spellbook whenever you finish a long rest. The spells can be no higher than 5th level and must be of a level for which you have spell slots. When you do, the prepared spells appear on the skin of your arm as abstract spell tattoos that represent them. You can prepare the same spell multiple times in this way, taking the necessary time in order to do so, to create multiple copies of the same spell tattoo.

As an action, you can touch a willing creature and speak the brace's command word to transfer one of your spell tattoos to it, causing the spell tattoo to disappear from your arm and appear on the creature instead. You can only have one tattoo transferred in this way at a time. Transferring a second spell tattoo causes the first one to disappear.

A spellcaster with a spell tattoo can expend a spell slot of the tattooed spell’s level or higher, using its spell save DC, spell attack bonus, and spellcasting ability to do so. Once the spell is cast, its tattoo disappears.

Any spell tattoos created by the brace disappear when you finish a long rest or remove the brace.
Silverlight

*Weapon (any), rare*

### Abilities

* *Silverlight grants a +1 bonus to attack and damage rolls made with it.This weapon also has 3 charges that recharge after a long rest.*

* *When you take the attack action with this weapon you can expend a charge to substitute a melee attack with a ranged attack. This ranged attack has a range of 30 feet and uses your weapon attack modifier. On a hit it deals 2d6 + your weapon’s damage modifier in radiant damage.*
Ioun Stone Agility

*Wondrous Item, very rare (requires attunement)*

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

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

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

**Agility.** Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.
Potion of Poison

*Potion, uncommon, (consumable)*

This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An **identify** spell reveals its true nature.

If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.
Quaal's feather token, Spoon

*Token, Rare*

Transformed into a plate of hearty, warm food, replenished until up to 16 people had eaten their fill. The food could neutralize all poisons and rot grubs in the eater's body, and cure the rotting disease of a mummy.

### Other Known Tokens:

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

*Wondrous item, rare (requires attunement)*

**Weight:** —

**Estimated Value:** 6,000 gp

This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4−1 levels of stored spells chosen by the GM. Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space. Another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

**Source:** DMG p176
Scroll of Mapping (uncommon)

*Scroll, uncommon*

By using an action to read the scroll, you cause the arcane script on the page to vanish and become an inked map of the surrounding area. The map shows the area in a 1-mile radius centered on the point where you read the scroll and indicates both structures and topography. By touching the map, a small light appears at your location to indicate where you are. Using a series of natural gestures when touching the page, you can cause the map to change its scale or displayed portion of the area. The scroll isn't destroyed when you read it, but can't be used again to create a different map.
Prismari Primer

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

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

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

*Wondrous Item, rare (requires attunement by a Cleric, Druid, or Paladin)*

This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.

Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.
Pearl of Power

*Wondrous Item, uncommon (requires attunement by a Spellcaster)*

While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn.
Quaal's Feather Token Whip

*Wondrous Item, Rare*

This tiny object looks like a feather.

You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage.

As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die.

### Other Known Tokens:

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

*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.

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

## **Welcome to the Questing Quaff Wiki!**

This server started as a way for a couple friends with conflicting schedules to play D&D 5e more regularly. We began with a few simple games, However, there was a desire to provide more structure to the system, and options for more character progression. An open world setting in which characters would maintain their levels after the game was done. A living campaign world was created - based around an new up start Adventurer's Guild named The Questing Quaff, where many people could come and join and play as they please, keeping their characters persistent and slowly adding new stories to the world. The main Questing Quaff Guildhall is currently set up in a city named Aldon. As the Guild grows, so will it's influence - Which will result in more Questing Quaff branches opening across all lands. The Guild's doors are always open to new Adventurers, and the troubles of the world seem endless...

## **What is this?**

The Questing Quaff is an online community of friends, buddies, pals, and acquaintances who came together to create a place where we can all play D&D, even halfway across the world from each other! We combine discord and roll20 for the best experience we can offer. With our team of Moderators, DM's, and Rules Experts, we're hand crafting a unique D&D experience for all types of players to enjoy. This fandom site features Item lists as well as our guidelines, rules, Downtime systems(Cups), and more.

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Realmswarden Greataxe

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

This ancient stone axe hilt is intricately carved. At its center is a gap that houses a single, perfect diamond that's magically suspended in place and glows with an uncanny energy. While grasping the hilt, you can use a bonus action to cause a wide blade of pure prismatic light to radiate from the axe's head, or make the blade disappear. The axe's blade emits bright light in a 15-foot radius and dim light for an additional 15 feet.

You gain a +3 bonus to attack and damage rolls made with this magic weapon, which deals force damage instead of slashing damage. When you hit an aberration or undead with it, that target takes an extra 1d12 radiant damage.

While the blade persists, you can use a bonus action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

The light that comes from the diamond at the axe's center and forms the blade can be wrought to create powerful, destructive glyphs. Over the course of 1 minute, you can trace a glyph onto the surface of the axe, starting with the gem at its center, to recreate the effects of the *symbol* spell (save DC 17) with the following changes:

* The glyph you create as part of the spell exists on the axe and moves with it.
* The glyph can only be triggered when you hit a creature with the axe.
* The spell only affects the target that triggered the glyph.
* Aberrations and undead have disadvantage on the saving throw to resist the spell's effects.

Once this property of the axe has been used, it can't be used again until 12 hours have passed. You can only have one glyph on the axe in this way at a time.
Moon Sickle +1

*Weapon (sickle), uncommon (+1), (requires attunement by a druid or ranger)*

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

When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
Spell Scroll Level 2

# Spell Scroll (2nd Level)

*Scroll, uncommon*

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

If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 12. On a failed check, the spell disappears from the scroll with no other effect.

This scroll contains a 2nd level spell. The spell's saving throw DC is 13 and attack bonus is +5.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 12. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Ioun Stone Mastery

*Wondrous item, legendary (requires attunement)*

**Weight:** —

**Estimated Value:** 15,000 gp

The Mastery Ioun Stone is a pale green prism. You can use an action to toss this stone into the air, it orbits your head at a distance of 1d3 feet. While this stone orbits your head, your proficiency bonus increases by 1. Another creature can use an action to grasp or snare the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

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

**Source:** DMG p176
Mourningsteel Stiletto

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

This narrow, finely serrated blade is made of mourningsteel, a metal that's been tinged with the blood of countless fallen warriors. The first creature you hit with this weapon on each of your turns takes an extra 1d4 necrotic damage from the attack, and it takes a penalty to the first saving throw that it makes before the start of your next turn. The penalty is equal to the necrotic damage dealt in this way. A creature is immune to this effect if it is a construct, undead, or has legendary actions.
Scroll of Comedic Endings

*Scroll, rare*

This scroll has been carelessly flattened, folded, and scrawled on with childlike scribbles. In doing so, some of its original scripts and diagrams have been covered or replaced, and a large anvil has been proudly drawn at its center. A creature investigating the scroll can make a DC 15 Intelligence (Arcana) check. On a success, it determines that, while the scroll's original spell is no longer usable, its magic has merely been changed.

Using an action to read the scroll summons a massive anvil 20 to 60 feet in the air centered above a point that you can see within 120 feet of you. The anvil is roughly a 10-foot cube and requires enough space in the air to accommodate it when it appears. If there isn't enough space, the effect fails, and both the scroll and the action to read it are wasted. Once used, the scroll bursts into a small plume of colorful confetti.

Once the anvil appears, it hovers briefly in the air before falling to the ground below. The anvil weighs 500 pounds and has similarly scrawled designs on it to match the contents of the scroll. Each creature below the anvil in a 10-foot square centered on the point must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 5d10 bludgeoning damage and is knocked prone and restrained by the anvil. On a success, a creature takes half as much bludgeoning damage, is not knocked prone or restrained, and is pushed to the nearest unoccupied space away from the anvil. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success and moving it to the nearest unoccupied space.

The anvil remains on the ground for 1 minute, at which point it vanishes with a comedic pop.
Shifting Weapon +1

Weapon (Any weapon or shield), rare

* 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*.*
Lantern of Revealing

*Wondrous Item, uncommon*

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
Portable Hole

*Wondrous Item, rare*

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can use an action to unfold a *portable hole* and place it on or against a solid surface, whereupon the *portable hole* creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open *portable hole* can exit the hole by climbing out of it.

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

If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the *portable hole* or the creature carrying it. A breathing creature within a closed *portable hole* can survive for up to 10 minutes, after which time it begins to suffocate.

Placing a *portable hole* inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 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.
Spellshard

*Wondrous item, common*

This polished Eberron dragonshard fits in the hand and stores information similar to a book. The shard can hold the equivalent of one book that's no more than 320 pages long. A shard can be created blank or already filled with information. When the shard is created, the creator can set a passphrase that must be spoken to access the information stored within.

While holding the shard, you can use an action to open your mind to the shard, seeing its content in your mind. On subsequent rounds, reading the text or scribing new text on blank "pages" in the shard requires concentration (as if concentrating on a spell) and takes the same amount of time it takes you to read and write normally. Thinking of a particular phrase or topic draws you to the first section in the shard that addresses it.

A wizard can use a *spellshard* as a spellbook, with the usual cost in gold and time to "scribe" a spell into the shard.
Ki Blade

*Weapon (shortsword), very rare (requires attunement by a monk)*

This gently curved blade resonates with the force of your ki. You gain a +2 bonus to attack and damage rolls made with this magic weapon, and while you're attuned to it, your ki point maximum increases by 2.

When you use your Deflect Missiles feature and are holding the *ki blade*, you can choose to use the weapon to attack the missile instead of capturing it. If you do, the damage you take from the ranged attack is reduced by an extra 1d10. If you reduce the damage to 0, the missile is destroyed unless it was magical, in which case it clatters to the ground at your feet. Once you use this property, you can spend 1 ki point to use your Deflect Missiles feature again on the same turn, potentially destroying multiple missiles from the same attacker.
Nest Charm

*Wondrous item, uncommon (requires attunement)*

This charm is a Sphere of intricate metal branches, interwoven to form a sort of nest.

By placing the charm on the ground and speaking its Command word, you can cause it to unfold, creating a 30-foot-diameter circular platform of interwoven branches. Once the platform has reached its full size, a magical tree grows beneath it, lifting the platform 50 feet into the air, carrying any passengers and items along with it.

This perch lasts up to 8 hours, at which point the tree will retreat into the ground and the platform will Shrink, eventually curling back into the small charm. At any time the Command word can be spoken again to dismiss the perch in a similar fashion. Once the nest charm’s power has been used, it can’t be used again until the next dawn.
Spell Scroll Level 4

*Scroll, rare*

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

If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 14. On a failed check, the spell disappears from the scroll with no other effect.

This scroll contains a 4th level spell. The spell's saving throw DC is 15 and attack bonus is +7.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 14. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Lesser Gemstone Armory

*While you are attuned to this gemstone you can complete an hour long ritual to store a weapon you are holding within it. To remove an item from the armory you can spend a minute focusing on it, after which the item then appears within 5 ft of the stone.*

*You can store any amount of weapons inside the armory. If you store a weapon with attunement into the gemstone, and wish to attune to it and are able to attune to it, you can attune to it and have it share the same attunement slot as the gemstone. You may spend an hour changing which weapon within the gemstone shares this attunement slot.*

*You can use an action to summon a weapon stored in the armory to your hand. If that weapon is 1-handed you may summon an additional weapon to your opposite hand. The additional weapon can be a duplicate of the weapon you summon or another weapon within the armory, and will remain until dropped or another weapon is summoned. Any effect that affects a weapon can affect this item, and will attempt to affect all weapons summoned from the gemstone. Attempting to summon another weapon will return all previously summoned weapons to the armory.*
Moon Sickle +3

*Weapon (sickle), uncommon (+1), rare (+2), very rare (+3) (requires attunement by a druid or ranger)*

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

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

*Armor (scale 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.
Scorpion Lasher

*Weapon (Whip), Uncommon*

### Abilities

*Once on each of your turns when you hit a creature with this magic weapon, you can cause the whip to deal an extra 1d6 poison damage. When you do, if the creature is Medium or smaller, it must also succeed on a DC 13 Strength saving throw or be pulled 5 feet closer to you.*
Manual of Golems

*Wondrous Item, very rare*

This tome contains information and incantations necessary to make a particular type of golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a *manual of golems* and attempts to read it takes 6d6 psychic damage.

 6-17
 18
 19-20

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

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

*Weapon (dagger), legendary (requires attunement by a rogue)*

This dark metal blade can slip between a person and their spirit to sever their connection to one another. You gain a +3 bonus to attack and damage rolls made with this magic weapon, which deals slashing damage instead of piercing damage.

While holding this weapon, you can use an action to cast the *etherealness* spell from it with the following changes:

* While on the Ethereal Plane, you can attack targets that you can see on the plane you originated from with the *spirit cleaver*. These attacks are made with advantage. If a target has 75 hit points or fewer after taking Sneak Attack damage in this way and isn't a construct or undead, it must succeed on a DC 17 Constitution saving throw or die.
* The spell has a duration of 1 minute, but ends early if you attack a creature on the plane you originated from with the *spirit cleaver*.

Once this property of the weapon has been used, it can't be used again until the next dawn.
Staff of Healing

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

This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: **cure wounds** (1 charge per spell level, up to 4th), **lesser restoration** (2 charges), or **mass cure wounds** (5 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.
Weapon of Latent Energy

*Weapon (any) ,Common*

*When this item is created, choose one of the following damage types: acid, cold, fire, lightning, or thunder. As a bonus action you can speak a command word to awaken the weapon's energy, and the next attack you make with it deals an extra 1d6 damage of the chosen type on a hit. Once this property has been used, regardless of whether your attack hits or misses, it can't be used again until the next dawn.*
Staff of Power

*Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)*

**Weight:** 4 lb.

**Estimated Value:** 95,500 gp

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.

The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.

**Power Strike**: When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.

**Spells**: While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: *cone of cold* (5 charges), *fireball* (5th-level version, 5 charges), *globe of invulnerability* (6 charges), *hold monster* (5 charges), *levitate* (2 charges), *lightning bolt* (5th-level version, 5 charges), *magic missile* (1 charge), *ray of enfeeblement* (1 charge), or *wall of force* (5 charges).

**Retributive Strike**: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.

You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

 10 ft. away or closer
 11 to 20 ft. away
 21 to 30 ft. away

**Source:** DMG p202
Slumbering Scaled Ornament

*Wondrous item, uncommon (requires attunement)*

This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes.

You have advantage on Saving Throws you make to avoid being Charmed or Frightened or to end those Conditions on you.
Mantle of Legends

* ***Pinnacle of Skill**. Three times per long rest, you can choose to get a 20 on a skill check. You can do this after seeing the roll, but before the DM declares the outcome.*

* ***Awe**. When a character within 120 ft. of you that can see you targets you with an attack or a spell (not an Area of Effect spell), you can use your reaction to make them see your greatness. They must make a DC 19 Constitution saving throw or be blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. Once you use this ability, you cannot use it again until you have completed a short or long rest.*

* *When you pass a saving throw against a spell or magical effect, you can use your reaction to take no damage from it. You also have advantage on saving throws against spells and other magical effects.*
Robe of useful items

*Wondrous Item, uncommon*

This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.

The robe has two of each of the following patches:

* Dagger
* Bullseye lantern (filled and lit)
* Steel mirror
* 10-foot pole
* Hempen rope (50 feet, coiled)
* Sack

In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly.
Padded Living Armor

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

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

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

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

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

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

This dull, cold crystal sits heavy and leaden, saturated by the Shadowfell's despair. 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 momentarily curse one creature targeted by the spell; choose one ability score, and until the end of your next turn, the creature has disadvantage on ability checks and saving throws that use that ability.
Scarlet Scourge

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

This whip is made from the severed vertebrae of a slain vampire's victims. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

The whip siphons blood from creatures that it hits. Whenever you hit a Small or larger living creature with the whip that is not a construct, plant, or undead, the bone blade at its end absorbs some of its blood and gains 1 charge. The whip can hold up to 10 charges and loses its charges whenever you complete a short or long rest. While holding the whip, you can use a bonus action to speak its command word to convert these charges into healing energy. When you do, the whip loses all its charges and you regain 2 hit points for each charge lost.

For every 5 charges the whip has, the muscle fibers that hold it together loosen and add 5 feet to the weapon's reach.
Ring of X-Ray Vision

Ring, rare (requires attunement)

While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.

Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.
Rod of Absorption

*Rod, very rare (requires attunement)*

While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy -- not the spell itself -- is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.

When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.

If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.

A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
Ioun Stone Absorption

*Wondrous Item, very rare (requires attunement)*

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

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

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

**Absorption.** While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.

Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.