recursal/Fanatic-Fandom huggingface dataset:
Blade of Shattering +1

* *You have a bonus to attack and damage rolls made with it depending on its magical modifier +1.*

* *Once a day (recharging at dawn) when the Blade of Shattering successfully hits, the wielder can use a bonus action to press a button on the hilt causing the blade to shatter inside the target causing massive damage and internal bleeding. Doing this deals 5d8 slashing damage and destroys the blade, rendering it useless until the next dawn when it reforms from the handle.*
Helm of the Platinum Dragon

*Wondrous item, very rare (requires attunement by a dragonborn of good alignment)*

This magical platinum helmet has been blessed by a powerful, holy dragon. While wearing this helmet, you gain a +1 bonus to AC and saving throws, and when you use your breath weapon, you can choose to exhale a holy blue plume of radiant energy instead. When you do, this breath weapon deals radiant damage, evil-aligned hostile creatures within the area have disadvantage on the saving throw, and any friendly creatures in the area regain a number of hit points equal to your breath weapon's damage dice instead. This property of the helm can't be used again until the next dawn.
Arrow of Slaying

*Weapon (arrow), very rare*

An *arrow of slaying* is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both *arrows of dragon slaying* and *arrows of blue dragon slaying*. If a creature belonging to the type, race, or group associated with an *arrow of slaying* takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.

Once an *arrow of slaying* deals its extra damage to a creature, it becomes a nonmagical arrow.

Other types of magic ammunition of this kind exist, such as *bolts of slaying* meant for a crossbow, though arrows are most common.
Cloak of Arachnida

*Wondrous Item, very rare (requires attunement)*

This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:

* You have resistance to poison damage.
* You have a climbing speed equal to your walking speed.
* You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
* You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.
* You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.
Dust of Dryness(1 pellet)

*Adventuring Gear (wondrous item)*

This small packet contains 1d6 + 4 pinches of dust. You can use an Action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible.

Someone can use an Action to smash the pellet against a hard surface, causing the pellet to Shatter and release The Water the dust absorbed. Doing so ends that pellet's magic.

An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.
Gi of Shifting Seasons

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

When found, this gi is gray with a large tree design at its bottom hem. When you attune to the gi, its color and tree design changes to resemble the current season: Winter (blue, leafless), Spring (green, pink blossoms), Summer (red, green leaves), or Autumn (Yellow, red leaves along the bottom hem). While the gi resembles a season, it gains the following respective benefits:

*Winter.* You are immune to the effects of extreme cold, and whenever you hit a creature with one of the attacks granted by your Flurry of Blows, that creature's speed is reduced by 5 feet (to a minimum speed of 15 feet) until the start of your next turn.

*Spring.* When the gi changes to this season, you gain 1d4 + 4 temporary hit points. In addition, when you use your Step of the Wind, your jump distance is tripled, instead of doubled, and you ignore the effects of difficult terrain until the end of your turn.

*Summer.* You are immune to the effects of extreme heat, and whenever you hit a target with an unarmed strike, the target takes an additional 2 fire damage. If you are outside during the day, the target takes an additional 3 fire damage, instead.

*Autumn.* You have advantage on Constitution saving throws. When you use your Patient Defense, creatures provoke an opportunity attack from you when they move within 5 feet of you until the start of your next turn.

You can change the gi's season to another one of your choice by spending 1 minute in silent meditation. Alternatively, whenever you use an action, bonus action, or reaction to spend 1 or more ki points, you can choose to shift the gi's season by one, moving in chronological order. When you do, you choose whether to gain the season's benefits before or after the action. For example, if the gi is in Autumn and you spend 1 ki point to use Flurry of Blows, the gi can immediately change to represent Winter and grant the season's benefits to your Flurry of Blows.
Blood Fury Tattoo

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

Produced by a special needle, this magic tattoo evokes fury in its form and colors.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits:

* When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt.

* When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll.
Blade of the Wood

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

A finely crafted sword with delicate etchings, it resonates with a faint hum of life.

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

The sword has 2 Charges. You can expend a charge and speak the Command word to cast Spike Growth (save DC 16) centered on yourself. You can pass through this terrain unaffected.

The sword regains one charge each day at dawn.
Eagle Whistle

*Wondrous item, rare*

While you blow an *eagle whistle* continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start Suffocating. A use of the whistle also ends if you land. If  you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn. (*The Hidden Shrine of Tamoachan*)
Bell Branch

*Wondrous item, rare (requires attunement by a druid or warlock)*

This silver implement is shaped like a tree branch and is strung with small golden bells. The branch is a spellcasting focus for your spells while you hold it.

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

* As a bonus action, you can expend 1 charge to detect the presence of aberrations, celestials, constructs, elementals, fey, fiends, or undead within 60 feet of you. If such creatures are present and don't have total cover from you, the bells ring softly, their tone indicating the creature types present.
* As an action, you can expend 1 charge to cast Protection from Evil and Good.
Blade of Shattering +2

* *You have a bonus to attack and damage rolls made with it depending on its magical modifier +2.*

* *Once a day (recharging at dawn) when the Blade of Shattering successfully hits, the wielder can use a bonus action to press a button on the hilt causing the blade to shatter inside the target causing massive damage and internal bleeding. Doing this deals 5d8 slashing damage and destroys the blade, rendering it useless until the next dawn when it reforms from the handle.*
Djinn and Tonic (rare)

*Potion, rare, consumable*

When you drink this potion, you gain the effect of the gaseous form spell for 10 minutes (no concentration required) or until you end it early using an action. When the effect ends, your form rematerializes in a rush of air, forcing all Large and smaller creatures within 30 feet of you to make a DC 15 Strength saving throw. On a failed save, a creature is pushed 10 feet away from you and knocked prone.
Heart of the Sleeveless

*Wondrous item, common*

This vest is made from a luxurious, silky material that seems to always make the wearer appear more fit. The clothing gently hugs the wearer, redistributing weight and muscle to flatter and accentuate their physique. It seems to deflate sadly once taken off.

While worn, the fabric’s color changes with the wearer’s mood or flash of emotion. Refer to the table below for the vest’s colors when under different emotions. While unworn, the fabric’s color becomes a muted blue.

 Anticipation
 Joy
 Love
 Fear
 Sadness
 Disappointment
 Disgust
 Jealousy
 Surprise
Duplicitous Manuscript

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

To you, this book is a magical spellbook. To anyone else, the book appears to be a volume of verbose romance fiction. As an action, you can change the book's appearance and alter the plot of the romance.

When found, the book contains the following spells: Hallucinatory Terrain, Major Image, Mirror Image, Mislead, Nystul's Magic Aura, Phantasmal Force, and Silent Image. It functions as a spellbook for you.

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

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

* If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the illusion school.
* When a creature you can see makes an Intelligence (Investigation) check to discern the true nature of an illusion spell you cast, or makes a saving throw against an illusion spell you cast, you can use your reaction and expend 1 charge to impose disadvantage on the roll.
Foldable Pet

*Wondrous item, rare*

This magical piece of paper is folded into an animated origami creature. When found, it is either in the folded form of a bird, a cat, or a fish. While holding the pet, you can use an action to speak its command word to magically refold the paper into one of its other forms.

Tiny, fading words cover the pet's paper form, recording everything that it's seen or heard in the last 10 minutes. You can use an action to unfold the pet and read the transcription of what it's seen and heard in this way. Once you do, it takes 10 minutes for the pet to magically refold itself and reanimate.

The pet is considered a magical object and is not a creature. The pet's movement changes in each form. Its bird form has a flying speed of 30 feet, its cat form has a walking speed of 30 feet, and its fish form has a swimming speed of 30 feet. While it remains motionless, the pet is indistinguishable from a normal origami figurine, but a successful DC 15 Intelligence (Investigation) check reveals that the writing on its paper changes to record its immediate surroundings.

Dealing 10 piercing, slashing, acid, or fire damage to the pet (AC 15) causes it to unfold and remain motionless for 24 hours, after which it magically reanimates and folds itself into the last form it was in. If the pet unfolds in this way, any writing on the paper is lost.

*Sentience.* The *foldable pet* is a sentient neutral item with an Intelligence of 2, a Wisdom of 12, and a Charisma of 7. It has hearing and darkvision out to a range of 60 feet. Regardless of the form it's in, the pet has a +5 Dexterity (Stealth) modifier and a +5 Wisdom (Perception) modifier, and it has a passive Wisdom (Perception) score of 15. It can't speak or read, but understands Common. If you write an instruction on its paper, it understands the command regardless of what language it was written in (although it needn't obey it). The instructions fade into the paper after 10 minutes.

*Personality.* The *foldable pet* is incredibly curious and loves to explore, finding joy in taking notes of everything it sees. It avoids combat as best as it can, preferring to instead examine every nook and cranny of wherever it happens to be.
Companion's Band

*Wondrous item, common (requires attunement)*

This woven band can be worn as a necklace or bracelet by resizing its strap. While wearing the band, you can use an action to summon a spectral companion that appears in a space within 5 feet of you. The companion can be a dog, cat, bird, or similar Small or smaller beast. The form is translucent and immaterial, but feels warm to the touch. It emits dim light in a 5-foot radius. The companion remains until dismissed (no action required) or until you remove the band. It is not considered to be a creature, does not occupy space, and does not require food, water, or air to exist. It is friendly toward you and other creatures you choose. It stays within 30 feet of you at all times and moves through objects as necessary in order to do so. If it’s unable to reach you, it disappears until summoned again. The companion wears a spectral copy of the band on its neck or limb when you summon it (your choice).

The companion understands the emotion and intent of your commands, but cannot speak or understand language. Attempting to target the companion with a *detect thoughts* spell only reveals an overwhelming sense of love and affection for you.

Once the same spectral companion has remained or has been summoned at least once a day for 7 consecutive days, the band and companion become permanently linked to you. When this happens, the band no longer requires you be attuned to it in order to use it, and no other creature can attune to it. Once the band is linked to you in this way, you can summon your linked companion using a bonus action instead of an action. In addition, once the band is linked to you, the companion becomes partially physical, allowing you and creatures you choose to be able to gently pet and hold its otherwise spectral form.

If you die, the band can be attuned to by a different creature. The linked companion follows you to whatever afterlife awaits you or reappears if you’re resurrected and summon it once again.
Astral Shard

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

This crystal is a solidified shard of the Astral Plane, swirling with silver mist. 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 for your sorcerer spells while you hold or wear it.

When you use a Metamagic option on a spell while you are holding or wearing the shard, immediately after casting the spell you can teleport to an unoccupied space you can see within 30 feet of you.
Executioner's Mercy

*Weapon (greatsword), very rare (requires attunement by a lawful creature)*

This heavy blade is inscribed with old tenets of justice and mercy. When you hit a prone or restrained creature for the first time on each of your turns with an attack using this magic weapon, it deals an extra 10 force damage, and one creature of your choice that you can see within 10 feet of you gains 10 temporary hit points.

The sword has 4 charges and regains all expended charges daily at dawn. As a bonus action, you can expend 1 of the weapon's charges to touch a creature within your reach with the flat of the blade. For 1 minute, that creature becomes warded against death. While this ward is active, the creature has resistance to slashing damage, and if it is reduced to 0 hit points but not killed outright, the ward is consumed and the creature drops to 1 hit point instead. The effect then ends.
Bottle of Boundless Coffee

*Wondrous Item, Common*

This metal bottle carries delicious, warm coffee. The bottle comes with a stopper, which is attached to the bottle by a little chain. Even when open, the bottle won't accept any liquid other than the coffee it produces. The coffee inside is always comfortably warm, and none of the heat can be felt through the bottle.

Each time you drink the coffee, roll a d20. On a 1, the bottle refuses to dispense coffee for the next hour. If you pour coffee from the bottle, rather than drinking from it, the coffee vanishes the moment it leaves the bottle.
Carrion Shroud

*Wondrous item, very rare (requires attunement)*

This ruffled cloak of dull feathers and down grants you the resilience and cunning of a ravenous vulture. When you move while wearing this cloak, small, tattered feathers drift from the cloak that vanish when they touch the ground. While wearing the cloak, your Constitution score increases by 2 to a maximum of 20, you have advantage on saving throws against disease and poison, and you have resistance against poison damage.

In addition, while wearing the cloak, you can speak its command word as a bonus action to cause it to transform into a pair of sickly vulture wings for 1 minute. While the cloak is transformed, you gain a a flying speed of 60 feet, and when you hit a creature that's missing any of its hit points with a melee weapon attack, that creature takes an extra 1d6 necrotic damage. This property of the cloak can't be used again until the next dusk.

*Curse.* This cloak is cursed, and becoming attuned to it extends the curse to you until you are targeted by the *remove curse* spell. As long as you remain cursed, you are unwilling to part with the cloak, keeping it worn at all times. The cloak gives you an insatiable hunger for flesh, and while traditional food can sustain you, you no longer enjoy the smell or taste of it. While cursed, whenever you reduce a creature within 5 feet of you to 0 hit points, you're forced to make a DC 13 Wisdom saving throw. If the creature is a construct, undead, or plant, you automatically succeed on this saving throw. On a failed save, you are overcome with the urge to tear into the creature's flesh and feast: sacrificing any additional movement, action, or bonus action you had left on your turn. You can repeat this saving throw at the start of each of your following turns, ending your need to feast on a success.
All-Purpose Tool +2

*Wondrous Item, rare (requires attunement by a artificer)*

This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice. Whatever form the tool takes, you are proficient with it.

While holding this tool, you gain a bonus to the spell attack rolls and the saving throw DCs of your artificer spells. The bonus is determined by the tool's rarity.

As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.
Gauntlets of Eldritch Ferocity

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

These leather gloves are protected with ancient stone plates inscribed with indecipherable runes. When you hit a target with the *eldritch blast* spell while wearing these gauntlets and roll damage, you can treat any 1 on a damage die as a 2.

Additionally, while wearing these gauntlets, you can choose to create an additional beam of energy and make an extra attack whenever you cast *eldritch blast*. When you roll a 1 or 2 on an attack roll made with this extra beam, you take 3d12 necrotic damage, and until you finish a short or long rest, your hit point maximum is reduced by an amount equal to the necrotic damage you take. This necrotic damage ignores resistance and immunity, and if it reduces you to 0 hit points, you die.
Coiling Grasp Tattoo

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

Produced by a special needle, this magic tattoo has long intertwining designs.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Grasping Tendrils. While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature.
Dragon Slayer

*Weapon (any sword), rare*

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

When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.

**Applicable Weapons:**

 Longsword
 Rapier
 Scimitar
 Shortsword
Gemstone Armory

### Abilities

*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.*

*The gemstone has 8 charges, and regains 1d6+2 charges at dawn. You can use charges to do the following with the gemstone:*

* *When you take the attack action, you can expend 1 charge to immediately summon a different weapon in the same way as listed above.*
* *As an action, you can expend three charges to immediately change which weapon is actively ‘attuned’ to the gemstone and summon it.*

*Artifacts cannot be stored in this item*
Bladeweaver's Cross +1

### Abilities

*You have a +0/+1/+2 bonus to Attack and Damage rolls made with this weapon after making a melee weapon attack. (This line does not exist for the +0 variant).*

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

*Wondrous Item, uncommon*

This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 − 1 cards.

The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.

An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.

The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.
Griffon Component Pack

*Wondrous item, uncommon*

This sling bag or belt pouch is stylized in the fashion of the legendary *griffon's saddlebag*, a classic motif in children's fiction. The bag is big enough to hold all the components a mage would need to cast their spells. As an action, you can place an amount of coins equal to 5gp plus the exact worth of a component you need for a spell you know in the bag and speak its command word, followed by the name of the needed component. When you do, the coins disappear from the bag and are replaced by the material component needed for the spell. Once this property of the bag has been used, it can't be used again until the next dawn.

At the GM's discretion, the bag may consume only the additional 5gp and leave a note that describes the nearest person or place that can help you find the named component.
Aged Goodberry Wine

*Potion, rare, consumable*

This bottle of thick red wine is miraculously made from magical goodberries and peonies using a closely-kept family recipe. It tastes fruity and floral, with notes of honey and the feeling of a fresh breeze, and is deeply rejuvenating. The bottle comes with 1d4 + 3 servings of the syrupy potion. A serving takes 1 minute to drink.

When you drink this wine, you can regain hit points by spending any number of Hit Dice, as if you'd finished a short rest. You regain 1 extra hit point for each Hit Die you spend in this way. The wine provides enough nourishment to sustain a creature for one day. In addition, for the next 24 hours, whenever you roll a Wisdom or Charisma ability check or saving throw, you add 1d4 to the total of the roll.
Bladeweaver's Cross +2

### Abilities

*You have a +2 bonus to Attack and Damage rolls made with this weapon after making a melee weapon attack.*

*Hitting with a melee weapon attack while wielding this weapon causes it to become charged until the end of your turn. While this weapon is charged it deals an additional 3d6 damage on hit and ignores the ammunition property.*
Helm of Telepathy

*Wondrous Item, uncommon (requires attunement)*

While wearing this helm, you can use an action to cast the **detect thoughts** spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply--using a bonus action to do so--while your focus on it continues.

While focusing on a creature with **detect thoughts**, you can use an action to cast the **suggestion** spell (save DC 13) from the helm on that creature. Once used, the **suggestion** property can't be used again until the next dawn. this property can't be used again until the next dawn.
Cloak of the Djinn

*Wondrous item, rare (requires attunement)*

This floating, cloud-soft cloak flutters softly on its own even without wind. It has 3 charges and regains 1 charge whenever you finish your turn without using any movement or expending any of the cloak's charges. While wearing the cloak, you can use an action to expend 1 or more of its charges to spin around and emit a powerful twister. Each creature within a 5-foot radius of you must succeed on a DC 15 Strength saving throw or be pushed 5 feet away from you and take 1d8 bludgeoning damage.

For each additional charge you expend after the first, you can choose to increase either the radius of the twister by 5 feet or the bludgeoning damage it deals by 1d8.
Golden Lion

*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.

Golden Lions. These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed.
Cauldron of Rebirth

*Wondrous item, very rare (requires attunement by a druid or warlock)*

This Tiny pot bears relief scenes of heroes on its cast iron sides. You can use the cauldron as a spell casting focus for your druid spells, and it functions as a suitable component for the Scrying spell. When you finish a long rest, you can use the cauldron to create a Potion of Greater Healing. The potion lasts for 24 hours, then loses its magic if not consumed.

As an action, you can cause the cauldron to grow large enough for a Medium creature to crouch within. You can revert the cauldron to its normal size as an action, harmlessly shunting anything that can't fit inside to the nearest unoccupied space.

If you place the corpse of a humanoid into the cauldron and cover the corpse with 200 pounds of salt (which costs 10 gp) for at least 8 hours, the salt is consumed and the creature returns to life as if by Raise Dead at the next dawn. Once used, this property can't be used again for 7 days.
Djinn and Tonic (common)

*Potion, common*

The typical djinn and tonic, a common potion, is a specialty alcoholic beverage that causes a magical wind to tussle your hair, cloak, or other clothing dramatically for 1 hour after you drink it. A small mote of mist dances above the potion's liquid and gently stirs it. The beverage is smooth, bubbly, and very refreshing with notes of juniper, elderberries, white peach, and lavender. Due to its magical nature, the alcohol within this potion affects a creature twice as much as the alcohol within a nonmagical beverage.
Antigravity Weapon +1

*Weapon (any), Rare*

While wielding this weapon:

* *You have a +1 bonus to Attack and Damage Rolls made with this weapon. (This line does not exist for the +0 variant)*
* *Your speed and jump distances increase by 5 feet. This increase to movement speed cannot bring your base movement speed above 30ft.*
* *If this weapon has the heavy property, it does not cause disadvantage when used by small creatures.*
Diviner's Dice

*Wondrous item, rare (requires attunement)*

This set of three six-sided crystal dice is weakly connected to the tides of fate. You can roll these dice as an action and record the numbers rolled. Once rolled, you can't record any other numbers in this way until the next dawn. While you have the dice on your person, you can use a reaction when you or a creature you can see within 60 feet of you makes an attack roll or ability check to add or subtract one of the recorded numbers from the attack roll or ability check's total. You can wait to use this reaction until after the creature rolls the d20, but must decide before the GM says whether the roll succeeds or fails. Each recorded number can only be used once. You lose any unused recorded numbers daily at dawn.
Carpet of Flying

You can speak the carpet's Command word as an Action to make the carpet hover and fly. It moves according to your spoken Directions, provided that you are within 30 feet of it.

Four sizes of *carpet of flying* exist. The GM chooses the size of a given carpet or determines it randomly.

 21-55
 56-80
 81-100

A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal Capacity.
Elemental Striker

* *You can use a bonus action to speak this magic weapon's command word, causing elemental energies to erupt from the striking surfaces.These energies shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the weapon is wreathed in energy, choose a damage type from the following: cold, fire, and lightning. The weapon deals an extra 2d6 damage of chosen type to any target it hits. The energies last until you use a bonus action to speak the command word again or until you drop or put away the weapon.*
Cottage Chest

*Wondrous item, rare*

This 1-foot-long chest looks like a replica of a woodland cottage and is magically locked. You can use an action to place this chest on the ground and speak its command word. The chest immediately unlocks and grows into a cottage that remains until you use an action to speak the command word that dismisses it, which works only if the cottage is empty. When dismissed, the cottage returns to its normal chest form. If there isn't enough space for the cottage or there are creatures in its area when you speak the command word, the chest remains locked and the action is wasted.

The cottage is a wooden, two-story building that's 40 feet wide and 65 feet long. Inside is a kitchen, a dining room, and a large parlor with an ever-burning fire in its hearth. A curling stairway leads to the second floor, which has 4 bedrooms equipped with furniture you'd find in a modest to respectable inn. The first floor has six windows, and each bedroom on the second floor has one. When activated, the cottage has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the *knock* spell and similar magic, such as that of a *chime of opening*.

The cottage's kitchen is filled with magical utensils that automatically stir, measure, and heat all manner of cuisine. Any check made using cook's utensils within the cottage has advantage on the roll. When left to its own devices, the cottage magically produces an array of baked goods for up to 8 creatures when the cottage appears for the first time each day and again each day at dawn until it is dismissed. Eating the food within the cottage provides enough nourishment to sustain a creature for one day. If any baked goods are left uneaten, they vanish at dawn as the new goods appear. Any baked good, furniture, or similar object vanishes when taken outside the cottage and immediately reappears inside.

Further, fey and fiends can't enter the cottage unless you choose to let them, and creatures can't move or travel into it using teleportation or by extradimensional or interplanar means.

The cottage is made of wood and plaster, and its magic prevents it from being tipped over or moved. The roof, the door, and the walls (including the windows) each have 60 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a *wish* spell can repair the cottage (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of *wish* causes the roof, the door, or one wall to regain all its hit points.
Cleansing Stone

*Wondrous item, common*

A *cleansing stone* is a sphere 1 foot in diameter, engraved with mystic sigils. When touching the stone, you can use an action to activate it and remove dirt and grime from your garments and your person.

Such stones are often embedded in pedestals in public squares in Aundair or in high-end Ghallanda inns.
Gem of Seeing

*Wondrous item, rare (requires attunement)*

**Weight:** —

**Estimated Value:** 32,000 gp

This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have *truesight* out to 120 feet when you peer through the gem.

The gem regains 1d3 expended charges daily at dawn.
Dwarven Boozehound's Backpack

*Wondrous item, rare (requires attunement)*

This large, silver tank is nearly 3 feet tall and produces its own magical ale. It has several knobs alongside it and a tapered hose attached to the bottom. The tank holds 8 gallons of ale and completely refills daily at dawn. When you attune to the tank for the first time, it immediately fills with the magical ale. The tank is supported with several leather straps, allowing it to be easily carried. Regardless of how much ale is inside the tank, it always weighs 10 pounds.

You can dispense the magical ale as you would a normal keg, with the exception that this alcohol affects a creature twice as much as normal due to its magical nature. Alternatively, you can spend 10 minutes focusing on the tank and adjusting its various knobs to produce up to 4 special elixirs, expending 1 gallon of ale for each elixir you make. If you are a dwarf or are proficient with brewer's supplies, you can produce this elixir over the course of 1 minute instead. Each elixir contains one ounce of concentrated liquid. A creature can drink the elixir using an action, granting it advantage on saving throws against poison and resistance to poison damage for 8 hours. If the creature is a dwarf, it gains 10 temporary hit points instead. If an elixir isn't consumed before the next dawn, it becomes a nonmagical, albeit strongly alcoholic, beverage.

While carrying the tank, you can use an action to point its hose at a target you can see within 30 feet of you, provided you have a free hand. When you do, the tank expels 1 gallon of the ale in a powerful blast at the target. If the target is an object that isn't being worn or carried and weighs no more than 300 pounds, it is either knocked over or pushed up to 15 feet away from you. If the target is a creature, make a ranged spell attack against it, using an attack bonus of +7. On a hit, the creature takes 1d8 bludgeoning damage, is pushed 5 feet away from you, and must succeed on a DC 15 Constitution saving throw or be poisoned until the start of your next turn.
Captain's Pride

*Armor (leather or studded leather), rare (requires attunement)*

This well-crafted leather armor comes with a sturdy, enveloping longcoat, bearing on its back the insignia of a well-known pirate captain. When you attune to it, the insignia changes to one that represents you instead. While wearing this armor, climbing and swimming don't cost you extra movement, and you can breathe underwater.

In addition, you can use a bonus action to shift into a watery, elemental form, gaining the following benefits for the duration:

* Your speed increases by 10 feet.
* You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, as well as resistance to acid damage.
* You have advantage on ability checks to avoid or escape being grappled or restrained. If you're already grappled or restrained when shift into this form, you automatically escape.
* While you're underwater, Wisdom (Perception) checks made to see you have disadvantage.

This form lasts as long as you concentrate (as if concentrating on a spell), to a maximum of 1 minute. Once this property of the armor has been used, it can't be used again until the next dawn.
Feathered Helm

*Wondrous item, rare (requires attunement)*

The Helm itself is simple leather, hide, scale, or plate, but the magic imbued into it comes from the feather. The Birdfolk races of Humblewood consider the giving of a feather to be one of the highest honors one can bestow, and it represents an eternal bond or deep appreciation.

The Helm has 3 Charges that, while wearing it, you can use to activate its Abilities. The Helm has different Properties based on the race of the Birdfolk who Gifted the feather.

**Corvum.** You can use a charge to cast Hideous Laughter (save DC 16) and two Charges to cast Detect Thoughts (save DC 16).

**Gallus.** You can use a charge to cast bless and two Charges to cast aid.

**Luma.** You can use a charge to cast a random 1st-level spell from the Sorcerer spell list, then roll a d20. On a roll of 20, you may use this ability again without expending a charge. On a roll of 1, the spell also Targets you, unless you are its only target, in which case the spell fizzles to no Effect. Any spell cast using this helm that requires a saving throw has a save DC of 16.

**Raptor.** You can use a charge to cast hunter’s mark and two Charges to cast Magic Weapon.

**Strig.** You can use a charge to cast Divine Favor and two Charges to cast Pass without Trace.

The Helm regains 1d3 Charges each day at dawn.

### A True Gift

Whether you are playing through the Humblewood adventure, or playing your own campaign in the Wood, look for organic relationships between a character and the races of Birdfolk. If one stands out, use that to decide what type of feather is offered to the player in this helm.

Additionally, a player whose character is a Birdfolk may want to make this gift themselves. Make sure to create a narrative bond between this character and who they share a feather with—the gift of a feather is not something which should be given lightly.
Brass Horn of Valhalla

*Wondrous item, rare*

**Weight:** 2 lb.

**Estimated Value:** 8,400 gp

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

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

If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.

**Source:** DMG p175
Dancing Sword

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

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

**Applicable Weapons:**

 Longsword
 Rapier
 Scimitar
 Shortsword
Amulet of the Planes

*Wondrous item, very rare (requires attunement)*

**Weight:** 0.05 lb.

**Estimated Value:** 160,000 gp

While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1–60, you travel to a random location on the plane you named. On a 61–100, you travel to a randomly determined plane of existence.

**Source:** DMG p150
Gloves of Impetus

### Abilities

* *While wearing these gloves you gain a +1 bonus to Discipline attack rolls and to the saving throw DCs of your Psionic Disciplines.*

* *These glove have 3 charges and regain 1d4-1 charges each day at dawn*

* *If you have a free hand you can spend a charge to use the push ability from the Mastery of Force Discipline as a bonus action as if 1 psi point has been spent using your Discipline save DC.*
Bag of Holding

*Wondrous Item, uncommon*

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a *bag of holding* inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Chime of Opening

*Wondrous Item, rare*

This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.

The chime can be used ten times. After the tenth time, it cracks and becomes useless.
Devotee's Censer

*Weapon (flail), rare (requires attunement by a cleric or paladin)*

The rounded head of this flail is perforated with tiny holes, arranged in symbols and patterns. The flail counts as a holy symbol for you. When you hit with an attack using this magic flail, the target takes an extra 1d8 radiant damage.

As a bonus action, you can speak the command word to cause the flail to emanate a thin cloud of incense out to 10 feet for 1 minute. At the start of each of your turns, you and any other creatures in the incense each regain 1d4 hit points. This property can't be used again until the next dawn.
Immovable Rod

*Rod, uncommon*

This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.