recursal/Fanatic-Fandom huggingface dataset:
Hunter's Cross

*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.*
Dust of Deliciousness

*Wondrous item, uncommon*

This reddish brown dust can be sprinkled over any edible substance to greatly improve the flavor. The dust also dulls the eater’s senses: anyone eating food treated with this dust has disadvantage on Wisdom Ability Checks and Wisdom Saving Throws for 1 hour. There is enough dust to flavor six servings.
Butcher's Bib

*Wondrous item, rare (requires attunement)*

This black leather apron is perpetually covered by blood, even after being washed off. You gain the following benefits while wearing the apron:

* Once per turn when you roll damage for a melee Attack with a weapon, you can Reroll the weapon’s damage dice. If you do so, you must use the second total.
* Your weapon attacks that deal slashing damage score a critical hit on a roll of 19 or 20 on The D20.
Earworm

*Wondrous item, uncommon (requires attunement)*

To attune to this symbiont, you must hold it against the skin behind your ear for the entire Attunement period, whereupon it burrows into your head and bonds to your skull. While the *earworm* is inside you, you can speak, read, and write Deep Speech.

***Spells.*** The *earworm* has 4 Charges. You can cast the following Spells from it, expending the necessary number of Charges (spell save DC 15): *Detect Thoughts* (2 charges) or *Dissonant Whispers* (1 charge). Each time you use the *earworm* to cast the *Detect Thoughts* spell, it sends the information gleaned to the nearest Daelkyr, or to the next nearest *earworm* until it reaches a Daelkyr.

The *earworm* regains 1d4 expended Charges daily at dawn.

***Symbiotic Nature.*** The *earworm* 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 *earworm* ends, and it exits your body.
Boots of Speed

*Wondrous Item, rare (requires attunement)*

While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.

When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.
Instrument of the Bards - Canaith Mandolin

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.
Incredible Mending Tape

*Wondrous item, uncommon*

This roll of waxy parchment has a thin layer of adhesive on its underside. The top of the parchment has a repeating series of sigils on it, similar to a spell scroll, which duplicates the effect of the *mending* spell. The roll has 30 feet of 1-inch-wide tape. You can use an action to apply the tape over any break or tear of an object within your reach, connecting the length of tape to either side of the broken area across its largest dimension. At the end of the action, the object is repaired and the tape falls off as its magic is expended. Each application of the tape requires you to use at least 1 foot of the roll's total remaining length.

Applying the tape in this way can allow you to repair longer breaks and tears, such as a long tear on a sail or a running split on a wooden plank, provided that it's larger than 1 foot in only a single dimension. When you use an action to apply the tape to such an object, you must also use any required movement in order to cover the length of the area to be repaired, attaching one end of the tape to either side of it.
Crypt Keeper Glaive

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

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

When you use the glaive to reduce a Small or larger creature that is hostile toward you to 0 hit points, roll a d10. You gain temporary hit points equal to that number.

In addition, the glaive's blade begins to glow with a sickly green haze whenever you gain temporary hit points in this way. While glowing, the first successful melee weapon attack you make with the glaive deals extra necrotic damage equal to the number of temporary hit points you gained. Once you deal this bonus damage, the haze fades.

The haze and any remaining temporary hit points are lost after one minute.

Undead creatures killed by this weapon cannot be raised from the dead again.

*6 feet under.* The first time on your turn that you land a successful melee attack with this weapon against a creature that is prone, the weapon's damage die is maximized.
Cloak of Daggers

*Wondrous item, uncommon (requires attunement)*

This asymmetrical cloak has a ring of silver daggers along its bottom hem. While wearing the cloak, you have advantage on Dexterity (Stealth) checks while in dim light or darkness.

In addition, you can use a bonus action to summon a magic silver dagger to one or both of your hands, provided that they're empty. Each dagger disappears in a puff of smoke after 1 minute or at the end of your turn if you aren't holding it.
Cloak of Displacement

*Wondrous item, rare (requires attunement)*

**Weight:** 3 lb.

**Estimated Value:** 60,000 gp

While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

**Source:** DMG p158
Hide Living Armor

*Armor (hide 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.
Gelatinous Whip

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

This whip was pulled from the ooze of a gelatinous cube. When motionless, the whip appears to be a sword hilt with a blob of ooze at its end. When you attack with this magic weapon, the ooze extends elastically to form the length of the whip. This whip adds 10 feet to your reach when you attack with it, instead of 5. Targets hit by this weapon are marked with an acidic residue. At the start of each of your turns, any marked target takes 1d4 acid damage, and the acidic residue disappears.

While you are attuned to this weapon, its ooze is harmless to you.
Godsteel Wargauntlets

*Wondrous item, legendary (requires attunement)*

These golden gauntlets carry a powerful force within them. The gauntlets have 10 charges. While wearing the gauntlets, you gain a +1 bonus to AC, and any target you hit with an unarmed strike or damage-dealing spell with a range of touch takes an extra 1d6 force damage. When you deal this bonus force damage, you can choose to expend up to 5 of the gauntlets' charges, dealing an extra 1d10 force damage to the target for each expended charge.

The gauntlets regain all expended charges daily at dawn. If you're attuned to one or more other magic items with "godsteel" in the name, you don't need to be attuned to these gauntlets in order to use them.
Ebony Fly

# Figurine of Wondrous Power (Ebony Fly)

*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.

***Ebony Fly.*** This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed.
Corpse Slayer

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

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

When you hit an Undead creature with an Attack using this weapon, the Attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on Saving Throws against Effects that turn Undead until the start of your next turn.
Direstone Runic Wand

*Wand, rare (requires attunement by a spellcaster)*

A rigid stone wand used by the arcane dwarves of the Direstone mines. The wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to trace one of the following runes in the air to invoke its properties (spell save DC 15):

*Algiz.* You can expend 3 charges to grant 1 creature you can see within 10 feet of you resistance to fire damage for 1 hour.

*Eihwaz.* You can expend 2 charges to cast the *arcane lock* spell. When you use this spell to lock a second object, the spell ends on the first one.

*Hagalaz.* You can expend 2 charges to cast the *shatter* spell.

*Kenaz.* You can expend 1 charge to cast the *burning hands* spell, or 2 charges to cast the *heat metal* spell.

*Raidho.* You can expend 4 charges to cast the *stone shape* spell. This version of the spell can alter the form of either stone or natural metal (such as iron or silver).

Alternatively, you can use the wand to cast the *illusory script* spell over the course of 1 minute by expending 1 of its charges, but can only use it to write on stone or metal surfaces.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into stone dust. If you are not a dwarf when this happens, you must also succeed on a DC 20 Constitution saving throw or be petrified until freed by the *greater restoration* spell or similar magic.
Boots of Striding and Springing

*Wondrous Item, uncommon (requires attunement)*

While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Badge of the Savant

*Wondrous item, uncommon*

A *badge of the savant* is a platinum bookplate that can be magically affixed to a wizard's spellbook. Each badge features a design that represents a different school of magic. While a badge is attached to the cover of your spellbook, the gold and time you must spend to copy a spell of that badge's school of magic into your spellbook is halved. You can collect multiple of these plates and fit them onto the cover of your spellbook, allowing you to gain this benefit for multiple schools of magic at once.

You can use an action to attach or remove a badge from a spellbook by expending a spell slot of a level equal to 1 plus the number of badges already on the book (a maximum of a 9th level spell slot).
Armor of Invulnerability

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

You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn.

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

*Wondrous item, rare (requires attunement)*

This magic longcoat is adorned with raven feathers and carved jet buttons. While wearing this coat, you have advantage on Charisma (Deception) checks. In addition, the coat has 5 charges and regains 1d4 + 1 expended charges daily at dusk. While wearing the coat, you can use a bonus action to expend 1 of its charges to disappear, releasing up to three ravens from your location under your control that scatter into the air. Each raven has AC 12, 1 hit point, and can fly up to 40 feet as part of this bonus action without provoking opportunity attacks. At the start of your next turn, the ravens vanish, and you reappear in the space of one of the ravens (your choice).

If all the ravens are reduced to 0 hit points, you reappear early in the same space as the last one that died. When you do, any excess damage dealt to the raven carries over to your normal form.
Bloodstone Spell Gem

*Wondrous item, rare (attunement optional)*

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

If the spell is of a higher level than you can normally cast, you must make an ability check using your Spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other Effect.

This spell gem's maximum level spell it can store is 8th level. The stored spell’s saving throw DC is 15 and its Attack bonus is +7.

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

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

Deep Gnomes created these magic Gemstones and keep the Creation process a Secret.
Forecaster's Cloak

*Wondrous item, common*

This warm, fur-lined cloak creates illusory representations of the impending weather. While wearing this cloak, you can use an action to open it and speak its command word to create a harmless, sensory effect within the cloak that represents what the weather will be at your location for the next 8 hours. This effect persists for 1 minute or until you close the cloak.
Coldsnap

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

Attacks you make using this magical weapon deal an additional 1d4 cold damage with each hit. You have a +1 bonus to attack and damage rolls made with this weapon.

This icy whip has 3 charges that are replenished each dawn. When you hit a creature that is not immune to cold damage with this weapon, you can expend a charge to inflict a biting chill, causing the creature to make a DC16 Constitution saving throw. On a failure, its speed becomes 0 until the start of your next turn. On a success, its speed is halved instead.

Once you attune to this weapon, its normally frigid handle feels warm to the touch.
Crash and Burn

*Wondrous item, rare (requires attunement)*

These blocky metal gloves have a small magical furnace burning inside them. While wearing this pair of magic gloves, you gain a +1 bonus to the attack and damage rolls of any unarmed strikes made with them, which deal 1d4 bludgeoning damage on a hit (unless your unarmed strike damage is already higher). The gloves have 4 charges for the following properties and regain all expended charges daily at dawn.

*Burn.* While wearing the gloves, you can use an action to expend 1 of the gloves' charges to cast the *burning hands* spell from them (save DC 15). When you do, you can also move up to 10 feet in the opposite direction in which the spell was cast. This movement doesn't provoke opportunity attacks. If you use this property immediately after using Crash, the spell's fire damage increases by 1d6.

*Crash.* While wearing the gloves, you can use a bonus action to expend 1 of their charges to release a propulsive jet from them, rocketing yourself up to 10 feet in a direction of your choice without provoking opportunity attacks. As part of this bonus action, you can immediately make a single unarmed strike with the gloves against a target within your reach at the end of this movement. On a hit, the target takes an extra 2d4 bludgeoning damage. If you use this property immediately after using Burn, you have advantage on the attack roll, and on a hit, the target also takes an additional 2d4 fire damage from the attack.

*Exhaust.* You can continue to use the Burn and Crash properties even after you've expended the last charge from the gloves. Each time you do, there is a 50 percent chance that the gloves sputter and backfire. When it does, you take 4d4 fire damage, the action or bonus action is wasted, and the Exhaust property can't be used again until the next dawn; at which point you regain 2 expended charges the next dawn instead of 4.
Broom of Flying

*Wondrous Item, uncommon*

This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.

You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.
Elemental Bowstring

### Abilities

* *The elemental bowstring has an elemental damage type (acid, cold, fire, lightning, or thunder) associated with it, decided by the DM (or the person crafting).*

* *As an action you can attach this bowstring to a bow or crossbow. It has 3 charges which recharge after a long rest. When you hit with a ranged weapon attack using the bowstring, you can spend one charge to cause the attack to become magical and deal 2d8 extra damage of the bowstring's element.*
Arcane Grimoire +3

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

While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity.

You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
Blazeball Bat

*Weapon (club or greatclub), rare*

This wooden club is held together by iron rings and smolders with crackling embers while held. When you hit a target with a melee attack using this magic weapon, that target takes an extra 1d4 fire damage.

You can use an action while holding the club to speak its command phrase. A ball of fire condenses from the weapon's embers and leaps into the air in front of you. You then strike the ball of fire with the club, launching it toward a target that you can see within range. Make a ranged weapon attack against the target, using your Strength modifier for the attack roll. This special attack has a normal range of 30 feet and a long range of 120 feet. On a hit, the target takes 1d8 + 5 fire damage. Hit or miss, the target and each creature within 10 feet of it must succeed on a DC 15 Dexterity saving throw or take 1d8 fire damage. A creature has advantage on the saving throw if the attack was made at long range.

If you roll a 1 when you make this special attack, the ball of fire lands at your feet and detonates. You take 1d8 + 5 fire damage, and each creature within 10 feet of you (including yourself) must also succeed on a DC 15 Dexterity saving throw or take 1d8 fire damage.
Armor Piercer +3

* *This weapon is a dagger without the thrown property, though it doesn't require a free hand to use. You can wield it with the same hand that is holding another item or weapon, provided that you are not wielding a shield with that hand.*
* *The first time you hit a creature with this weapon on your turn, that creature loses +1/+2/+3 AC until the start of your next turn.*
Cape of the Mountebank

*Wondrous Item, rare*

This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn.

When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.
Eyes of Charming

*Wondrous Item, uncommon (requires attunement)*

These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.
Cloak of the Bat

*Wondrous Item, rare (requires attunement)*

While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.

While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
Frostburn Blade'

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

This sword's blade is made entirely of ice and remains perfectly frozen regardless of temperature. A single flame licks at the ice from above the weapon's hilt. While holding the sword, the fire expands to cover the weapon's edge with flame, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage and 1d6 fire damage.

When you take the Attack action using this weapon, you can choose to forgo one of the attacks to sweep the blade in front of you, causing a wave of either cold or fire to erupt from the blade in a 30-foot cone. Each creature in the cone must make a DC 16 Dexterity saving throw, taking 4d6 cold or fire damage (your choice) on a failed save, or half as much damage on a successful one. Once this property of the sword has been used, it can't be used again until the next dawn.
Hunter's Cross +3

*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.*
Brazier of Commanding Fire Elementals

*Adventuring Gear (wondrous Item), Uncommon*

While a fire burns in this brass brazier, you can use an Action to speak the brazier's Command word and summon a Fire Elemental, as if you had cast the Conjure Elemental spell. The brazier can't be used this way again until the next dawn.

The brazier weighs 5 pounds.
Commander's Bow

* *You gain a +3 bonus to attack and damage rolls made with this magic weapon.*
* *This bow has 5 charges, when you hit with this weapon you may spend one to use one of the following effects on an ally within 60 feet that can hear and understand you:*
	1. ***Strike**. They may use their reaction to make a weapon attack.*
	2. ***Reposition**. They may use their reaction to move up to their movement speed without provoking attacks of opportunity.*
	3. ***Bolster**. They gain + 2 to their armor class and saving throws until the end of your next turn.*

* *This bow regains 1 charge on a short rest, and all of them on a long rest.*
Apparatus of Kwalish

*Wondrous Item, legendary*

This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. The apparatus of the Crab is a Large object with the following statistics:

**Armor Class:** 20

**Hit Points:** 200

**Speed:** 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended)

**Damage Immunities:** poison, psychic

To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.

The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure.

A creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of the Crab Levers table.
Frostfell Cloak

*Wondrous item, rare (requires attunement)*

This cloak has an icy, geometric pattern of a snowflake inside its warm lining. While wearing the cloak, you have resistance to cold damage and ignore difficult terrain created by ice or snow. As you walk, snowflakes drift behind you and vanish upon touching the ground.

The cloak has 5 charges and regains all expended charges daily at dawn. Once on each of your turns while wearing the cloak, you can expend 1, 2, or 3 charges from the cloak (no action required) by forfeiting 10, 20, or 30 feet of your walking speed for that turn, respectively, in order to spin in place instead. If your maximum walking speed is 25 feet, you can choose to forfeit 25 feet instead of 30. As you spin in place, a wave of bitter cold spreads out from the cloak, causing the ground in a 5-foot radius around you to become covered in thick snow. The radius increases by 5 feet for each additional charge you expend, up to 15 feet. Each other creature within the area must make a DC 15 Constitution saving throw or take 1d8 cold damage.

The snow is difficult terrain and remains for 1d4 rounds, disappearing at the start of your turn on the round that it would end.
Holy Avenger

*Weapon (any sword), legendary (requires attunement by a paladin)*

**Weight:** varies

**Estimated Value:** 165,000 gp

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.

While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

**Source:** DMG p174
Decanter of Endless Water

*Wondrous item, uncommon*

**Weight:** 2 lb.

**Estimated Value:** 135,000 gp

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:

* "Stream" produces 1 gallon of water.
* "Fountain" produces 5 gallons of water.
* "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

**Source:** DMG p161
Docent

*Wondrous item, rare (requires Attunement by a warforged)*

A *docent* is a small metal Sphere, about 2 inches across, studded with Dragonshards. To attune to a *docent*, you must embed the item somewhere on your body, such as your chest or your eye socket.

***Sentience.*** A *docent* is a sentient item of any Alignment with an Intelligence of 16, a Wisdom of 14, and a Charisma of 14. It perceives the world through your Senses. It communicates telepathically with you and can speak, read, and understand any language it knows (see “Random Properties” below).

***Life Support.*** Whenever you end Your Turn with 0 Hit Points, the *docent* can make a Wisdom (Medicine) check with a +6 bonus. If this check succeeds, the *docent* stabilizes you.

***Random Properties.*** A *docent* has the following properties:

* **Languages.** The docent knows Common, Giant, and 1d4 additional Languages chosen by the DM. If a docent knows fewer than six Languages, it can learn a new language after it hears or reads the language through your Senses.
* **Skills.** The *docent* has a +7 bonus to one of the following Skills (roll a d4): (1) Arcana, (2) History, (3) Investigation, or (4) Nature.
* **Spells.** The docent knows one of the following Spells and can cast it at will, requiring no Components (roll a d6): (1–2) *Detect Evil and Good* or (3–6) *Detect Magic*. The *docent* decides when to cast the spell.

***Personality.*** A *docent* is designed to advise and assist the Warforged it’s attached to. One of the simple functions of a *docent* is to serve as a translator. The *docent*’s Properties are under its control, and if you have a bad Relationship with your *docent*, it might refuse to assist you.
Far Realm Shard

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

This writhing crystal is steeped in the warped essence of the Far Realm. 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 cause a slimy tentacle to rip through the fabric of reality and strike one creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw against your spell save DC or take 3d6 psychic damage and become frightened of you until the start of your next turn.
Alchemist's Flamethrower

*Wondrous item, rare*

This handheld metal device weighs 8 pounds and measures about 2 feet long and 6 inches across at its widest point. Parts of it resemble a crossbow, such as its stock and trigger, but is otherwise unique in its design. It has a pair of gaps in its wooden stock which can hold two flasks of alchemist's fire, fitting the flasks' mouths into a hole in the bottom of the space. Upending a flask into one of the gaps in this way allows its contents to run through a hidden pipeline within the stock and into the rest of the machine, causing a glass-covered chamber on the top of the device to fill with bubbling liquid. When filled in this way, the two vertical slots at the front of the machine give off a warm and foreboding glow.

This item is a unique ranged weapon with the two-handed property. If you are proficient with light or heavy crossbows, you are proficient with the *alchemist's firethrower*.

The device can hold a maximum of 100 charges, and gains 50 charges for each bottle of alchemist's fire that's loaded into its stock. You can use an action to load a new flask into the stock, discarding the previous one as part of the same action. While a flask of alchemist's fire is typically thrown, this device converts and concentrates a tiny portion of the sticky solution into a superheated discus that flies from the weapon instead, allowing the normally single-use flasks to power the machine for many attacks instead.

The device loses 1 charge each time you use it to make a ranged weapon attack, which has a normal range of 30 feet and a long range of 90 feet. On a hit, a target takes fire damage equal to 1d6 plus your Dexterity modifier. For each attack that hits, the target also takes 1d6 fire damage at the end of its next turn as the alchemist's fire smolders and evaporates from its body.

Alternatively, while holding the machine, you can use an action to expend 10 of its charges to magically release a belching stream of concentrated alchemist's fire from it in a 30-foot line that is 5 feet wide. Each creature in the line must succeed on a DC 15 Dexterity saving throw or take 8d6 fire damage. Once this property has been used, it can't be used again until the next dawn.
Frostbitten Buckler

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

This icy shield has 3 charges and regains all of them each day at dawn. When a creature you can see hits you with a melee attack, you can expend 1 of the shield’s charges as a reaction to deal 2d4 cold damage to the attacking creature. After the attack, you gain that same amount of cold damage as temporary hit points that last for up to 1 minute.
Camper's Respite

*Rod, uncommon*

This rod weighs 3 pounds and has an iron brazier at its top and spike at its base. You can use a bonus action while holding the rod to speak its first command word and create a magical flame at its top. While lit, this rod functions as a burning torch. You can use a bonus action to speak its command word again to extinguish the flame.

You can use an action to place the rod's brazier upside down on the ground in an unoccupied space and speak its second command word. When you do, the spike at the rod's other end begins to glow from within, revealing its subtle design as a tent. Over the course of 1 minute, the rod expands and magically unfurls a canvas from its top, creating a 5-foot-square opaque tent in its space with an entrance large enough for a Medium or smaller creature to comfortably fit. You choose the style, color, and quality of the tent each time you use this property. Regardless of its appearance, the tent can't be anything but a tent.

Inside the tent is a square extradimensional dwelling, 15 feet on a side and 10 feet high, with the enlarged *camper's respite* supporting it at its center. The walls and ceiling are made of the same canvas as the tent, but the floor is made of smooth stone. The rod's enlarged brazier functions as a magical fireplace that can be lit or extinguished by speaking the rod's first command word. This fire gives off light and heat like a normal fire, but doesn't require oxygen or create smoke. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

The tent is immobile and remains for up to 12 hours, until you use an action to speak its second command word again to dismiss it, or until the tent collapses. Dealing 20 damage to the tent (AC 13) causes it to collapse. The tent is immune to poison and psychic damage. The tent reverts to a rod at the end of its duration, and anything inside the tent is forced into the nearest unoccupied space. When the tent becomes a rod again, this property of the rod can't be used again for 12 hours.
Gloves of Magnificence

### Abilities

*While wearing these gloves you may cast Mordenkainen’s Magnificent Mansion, once you have done so you may not do so again until the next dawn.*

# Mordenkainen's Magnificent Mansion

7 conjuration

* Casting Time: 1 minute
* Range: 300 feet
* Target: See text
* Components: V S M (A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp)
* Duration: 24 hours
* Classes: Bard, Wizard
* You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible. Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.
Crashing Tide Hammer

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

This item takes the form of a metal rod with a slightly weighted, porous end. While grasping the rod, you can use a bonus action to cause a hammer head of swirling salt water to gush forth from the rod and spring into existence. You can use another bonus action while holding it to make the hammer's head disappear. While the hammer's head is summoned, it gains the following properties.

You gain a +1 bonus to attack and damage rolls made with this magic weapon, which extinguishes any nonmagical flame that it hits. In addition, when you hit a target primarily made of fire with the weapon, such as a fire elemental or magma mephit, you treat the weapon's damage dice as having rolled their maximum value.

The first time on each of your turns when you have advantage on an attack roll against a creature and hit it with the hammer, that creature must succeed on a DC 13 Strength saving throw or be knocked prone. Whenever you hit a prone creature with the hammer, you can choose to push it up to 10 feet away from you, sweeping it away in a roiling tide of salt water.
Goggles of Object Reading

*Wondrous item, uncommon (requires attunement)*

These leather-framed goggles feature purple Crystal lenses. While wearing the goggles, you have advantage on Intelligence (Arcana) checks made to reveal information about a creature or object you can see.

In addition, you can cast the *Identify* spell using the googles. Once you do so, you can’t do so again until the next dawn.
Blackthorn Spear of the Moonless Hunter

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

This spiny, black bone spear is a favorite among nocturnal hunting tribes. While attuned to the spear, you can always see the faint outline of it, even in total darkness. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

This spear contains a fragment of the moonless hunter, an ancient spirit that can be channeled to assume some of its powers. While you're not channeling the spirit, you can use a bonus action while holding this spear to call forth the magic within it and assume the spirit of the moonless hunter. While you're assuming this spirit, your eyes become pure white, and you gain the following benefits:

* You ignore the effects of exhaustion.
* You can't sleep or be put to sleep by magical means, and you can't take or benefit from finishing a long rest.
* You have advantage on Dexterity (Stealth) checks and on Wisdom (Perception) and Wisdom (Survival) checks made to detect and track creatures.
* You can see normally in darkness, both magical and nonmagical, out to a range of 120 feet.
* Your attacks with the *blackthorn spear of the moonless hunter* deal an extra 1d6 necrotic damage to any creature it hits.
* Your movement speed increases by 5 feet.

You can assume the spirit in this way for up to 8 hours or until you release it as a bonus action. The effect ends early if you are more than 120 feet away from the *blackthorn spear of the moonless hunter* for more than 1 minute. When the effect ends and you are no longer assuming the spirit of the moonless hunter, you gain 2 levels of exhaustion as the spirit returns to the spear. Exhaustion gained in this way can only be reduced by finishing a long rest.
Potion of Longevity

*Potion, very rare*

When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a *potion of longevity*, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years. Suspended in this amber liquid are a scorpion's tail, an adder's fang, a dead spider, and a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened.
Bow of the Eldritch Archer

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

This unearthly bow is disjointed and gruesome. It's made of an ashen, twisted wood that acts as a conduit for eldritch energy and has a series of fleshy tendril-like growths that bulge through the wood's grain. Arrows shot from this bow are destroyed once they're fired, turning into a projectile of pure energy instead. This projectile deals 1d10 force damage, instead of the arrow's normal damage, and retains any magical properties of the destroyed arrow. Hit or miss, a projectile is lost after the attack.

These energy projectiles can sometimes pierce enemies. Once on each of your turns when you make an attack using this weapon, you can force another creature 5 feet directly behind the original target to make a DC 15 Dexterity saving throw. On a failed save, a creature takes 1d10 force damage.
Eyes of the Eagle

*Wondrous Item, uncommon (requires attunement)*

These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
Balance of Harmony

*Wondrous item, uncommon*

This scale bears Celestial Symbols on one pan and fiend-ish Symbols on the other. You can use the scale to cast *Detect Evil and Good* as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with Holy Water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the Effect ends. (*The Hidden Shrine of Tamoachan*)
Bloodwell Vial +1

*Wondrous item, uncommon (+1), (requires attunement by a sorcerer)*

To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial's rarity.

In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.
Cap of Water Breathing

*Wondrous item, uncommon*

While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.