recursal/Fanatic-Fandom huggingface dataset:
H'rethi Cloak of Shielding

*Wondrous item, very rare (requires attunement)*

This asymmetrical cloak is typically worn by desert nomads in place of more durable armor. Its woven fibers have been enchanted to be like the shifting sand of the desert, shrugging off extraordinary heat and devastating blows. While wearing the cloak, you have resistance to fire damage, and any critical hit against you becomes a normal hit. The cloak also has 4 charges and regains 1d4 expended charges daily at dawn. When a creature within 5 feet of you hits you with an attack (but before it deals damage), you can use your reaction to expend 1 of the cloak's charges to force that creature to reroll the attack. It must use the new roll.

*Become like the desert, and welcome its dangers.*

*Become like its wind, and pass through the sun, unheeding.*

*Become like its sand, and stifle strength with grit, with pliancy.*

*Become like its mirage, and turn aside oblivion's blade.*

*Become the desert, and pass beyond fear.*
Dragon Edge Weapons +1

*Weapon (any slashing or piercing simple weapon), rare (+1)*

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

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

Weapons made from the claws or teeth of dragons change in rarity and power depending on the original dragon's age. Adult dragons can produce rare weapons with a +1 bonus to attack and damage rolls made with them.
Comet Ballista

*Weapon (crossbow, heavy), rare (requires attunement)*

This crossbow is partially covered in cold shards of stone and metal and uses sling bullets as ammunition instead of crossbow bolts. When you fire a sling bullet from this magic crossbow, it flashes with blue light and leaves behind a brief, glimmering trail of cold, sparkling dust. Ranged attacks with this weapon deal bludgeoning damage, instead of piercing damage, and any target hit by it takes an extra 1d6 cold damage. In addition, the first time you hit a target on each of your turns with a ranged attack using this weapon, each creature within 10 feet of the target must succeed on a DC 13 Constitution saving throw or take 1d6 cold damage.

*Hailing Comets.* You can use an action to fire the crossbow into the air and speak its command word, choosing a point that you can see within 120 feet of you when you do. The sling bullet scatters into icy dust and is destroyed, but magically conjures a barrage of miniscule falling comets above the point. The comets fall in a 20-foot-radius, 40-foot-tall cylinder centered on that point and disappear once they hit the ground. Each creature within the area must make a DC 13 Dexterity saving throw, taking 8d6 cold damage on a failed save, or half as much damage on a successful one. Once this property has been used, it can't be used again until the next dawn.
Dimensional Shackles

*Wondrous Item, rare*

You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal.

You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
Fulminating Treatise

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

This thick, scorched spellbook reeks of smoke and ozone, and sparks of energy crackles along the edges of its pages. When found, the book contains the following spells: Contingency, Fireball, Gust of Wind, Leomund's Tiny Hut, Magic Missile, Thuderwave, and Wall of Force. 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 evocation school.
* When one creature you can see takes damage from an evocation spell you cast, you can use your reaction and expend 1 charge to deal an extra 2d6 force damage to the creature and knock the creature prone if it is Large or smaller.
Dragonhide Belt, +3

*Wondrous item, very rare (+3) (requires Attunement by a monk)*

This finely detailed belt is made of dragonhide. While wearing it, you gain a +3 bonus to the saving throw DCs of your ki features. The bonus is determined by the belt's Rarity.

In addition, you can use an Action to regain ki points equal to a roll of your Martial Arts die. You can't use this Action again until the next dawn.
Dragonhide Belt, +1

*Wondrous item, uncommon (+1) (requires Attunement by a monk)*

This finely detailed belt is made of dragonhide. While wearing it, you gain a +1 bonus to the saving throw DCs of your ki features. The bonus is determined by the belt's Rarity.

In addition, you can use an Action to regain ki points equal to a roll of your Martial Arts die. You can't use this Action again until the next dawn.
Dragonhide Belt, +2

*Wondrous item, rare (+2) (requires Attunement by a monk)*

This finely detailed belt is made of dragonhide. While wearing it, you gain a +2 bonus to the saving throw DCs of your ki features. The bonus is determined by the belt's Rarity.

In addition, you can use an Action to regain ki points equal to a roll of your Martial Arts die. You can't use this Action again until the next dawn.
Guardian Emblem

*Wondrous item (holy symbol), uncommon (requires attunement by a cleric or paladin)*

This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.

The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you're wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.

The emblem regains all expended charges daily at dawn.
Astral Caltrops

*Wondrous item, adventuring gear, rare*

As an action, you can spread these magic caltrops over a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. When this happens, the caltrops explode in a burst of extraplanar energy, destroying the caltrops and dealing 6d6 force damage to the creature and causing it to rise vertically up to 20 feet, as if by the *levitate* spell. The creature remains suspended in this way for 1d4 rounds, during which time its speed becomes 0. The effect ends early if the creature takes any damage.

When the caltrops are spread on the ground, they become nearly invisible and float up to 1 inch off the ground. A creature notices the caltrops with a successful DC 20 Wisdom (Perception) check. You can reclaim the invisible caltrops for later use with 1 minute of careful searching and collecting. The caltrops stop floating and become visible once they're reclaimed in this way.
Blade of Shattering +3

* *You have a bonus to attack and damage rolls made with it depending on its magical modifier +3.*

* *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.*
Bow of the Twilight Valkyrie

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

This bow balances the positive and negative magics from the upper and lower planes of existence. Once on each of your turns when you take the Attack action, you can channel either positive or negative energy into one of your attacks. When you do, you take a -5 penalty to the attack roll. If you channeled positive energy into the attack and hit, the target takes an extra 2d6 radiant damage, and the next attack roll made against it by a creature other than you before the start of your next turn has advantage. If you channeled negative energy into the attack, the target takes an extra 2d6 necrotic damage, and the next attack roll the target makes before the end of your next turn has disadvantage.
Heart Weaver's Primer

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

This pristine book smells faintly of a random scent you find pleasing. When found, the book contains the following spells: Antipathy/Sympathy, Charm Person, Dominate Person, Enthrall, Hypnotic Pattern, Modify Memory, and Suggestion. 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 enchantment school.
* When you cast an enchantment spell, you can expend 1 charge to impose disadvantage on the first saving throw one target makes against the spell.
Cube of Teleportation

*Wondrous item, rare*

This hefty, metal cube is about 6 inches on a side and weighs 3 pounds. One of the cube's sides looks like a metallic stamp, and is made of countless interlocking and shifting panels that reconfigure themselves to magically generate a new, unique sigil sequence daily at dawn, as described in the *teleportation circle* spell. Its five other sides are flat and blank, or, at the GM's discretion, have up to 5 different sigil sequences recorded onto them.

If you find a permanent teleportation circle, you can place and hold one of the cube's flat sides against the circle for 1 hour, focusing on it for the duration (as if concentrating on a spell). If you hold and focus on the cube for the full duration, the circle's sigil sequence is recorded onto the cube's face. If a sigil was already on the cube's face, it's replaced by the new one.

The cube has 3 charges and regains 1d3 expended charges daily at dawn. If you hold one of the cube's recorded sigil sequences on the ground face-down and focus on it for 1 minute (as if concentrating on a spell), the cube expends 1 of its charges and duplicates the effect of the *teleportation circle* spell, using the sigil sequence from the cube's face to form the spell's teleportation circle on the ground below it.

Alternatively, you can hold the stamp side of the cube on the ground and focus on it for 1 minute (as if concentrating on a spell). If you hold and focus on the cube for the full duration, it magically applies its unique sigil sequence onto the ground in a 10-foot-diameter teleportation circle, provided that there's enough space to do so. This circle remains for 1 hour, and can only be used as a destination circle for the duration. Once this property has been used, it can't be used again until the next dawn, unless you use an action to expend 1 of the cube's charges to generate a new sigil sequence and regain the use of this property. Once you've placed a unique teleportation circle in this way, you can use this side of the cube as if it were a normal sigil sequence recording for the generated circle.
Armor Piercer +1

Weapon (Dagger), Rare

* *You have a +1/+2/+3 bonus to attack and damage rolls made with this weapon.*
* *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.*
Dragonscale Whetstone - Wyrmling

*Wondrous item, rarity varies*

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

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

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

 Young
 Adult
 Ancient

—

 Blue
 Brass
 Bronze
 Copper
 Gold
 Green
 Red
 Silver
 White
Imbued Wood Focus

*Wondrous item, Common (requires attunement)*

An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you’re a Spellcaster, you can use this orb as a Spellcasting focus.

When you cast a damage-dealing spell using this item as your Spellcasting focus, you gain a +1 bonus to one damage roll of the spell, provided the damage is of the type associated with the item’s wood. The types of wood and their associated Damage Types are listed in the Imbued Wood Focus table.

#### Imbued Wood Focus

 Irian Rosewood
 Kythrian Manchineel
 Lamannian Oak
 Mabaran Ebony
 Risian Pine
 Shavarran Birch
 Xorian Wenge
Eldritch Claw Tattoo

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

Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.

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

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

Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.

Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.
Flying Chariot

*Wondrous item, rare*

The chariot's riders and Creatures pulling the chariot gain a +1 bonus to their AC.

If this magic chariot is pulled by one or more flying Creatures, it too can fly.

#### Chariots

Chariots and the Creatures pulling them work like controlled Mounts, as described in the mounted Combat rules in the *Player’s Handbook*, but with the following differences:

* Mounting or dismounting a chariot costs you 5 feet of Movement, rather than a number of feet equal to half your speed.
* Being mounted on a chariot grants you half cover.
* A chariot’s speed is equal to the speed of the slowest creature pulling it.
* If multiple Creatures are pulling the chariot, they all act on the same Initiative, and they must take the same Action on their turn.
Cube of Force

*Wondrous Item, rare (requires attunement)*

This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.

You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration.

If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.

 2
 3
 4
 5
 6

The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.

 Horn of blasting
 Passwall
 Prismatic spray
 Wall of fire
Coldfire Anvil

*Wondrous item, rare*

This cold, iron anvil weighs 50 pounds and is 1 and a half feet long. It has three magic runes on its side from the Everglacier that magically enchant any item sharpened, forged, or otherwise smithed using this anvil. Over the course of a full workday, or half as long if you're proficient with smith's tools, you can use the anvil to turn a nonmagical weapon into a coldfire one. A coldfire weapon is magical and deals an extra 1d6 cold damage to any target it hits, but is made fragile like ice. When you make an attack roll using a coldfire weapon and roll a 1, roll a d20. On a 9 or lower, the weapon shatters and destroys the weapon, releasing a biting burst of cold that deals 2d6 cold damage to all creatures within 10 feet of the weapon. After 7 days, a coldfire weapon loses the enchantment and becomes nonmagical again.

Once the anvil has been used to enchant a weapon in this way, it can't do so again for 1d6 + 1 days.
Elven Chain

*Armor (chain shirt), rare*

You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.

Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
Blinkback Belt

*Wondrous Item, Uncommon*

### Abilities

*The belt can hold 4 thrown weapons from the following list: Dart, Dagger, Handaxe, Light Hammer, Hunting Boomerang and Chakram. Any weapon which has been thrown from this belt returns to the belt at the end of your turn. You can draw a weapon from this belt as part of the attack.*
Dragon Wing Bow

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

The limb tips of this magic bow are shaped like a dragon's wings, and the weapon is infused with the essence of a chromatic, gem, or metallic Dragon's Breath. When you hit with an Attack roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow—acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

If you load no Ammunition in the weapon, it produces its own, automatically creating one piece of magic Ammunition when you pull back the string. The Ammunition created by the bow vanishes the instant after it hits or misses a target.
Breastplate, +1

*Armor (breastplate), rare*

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

This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
Forgework Dragon Shield

*Armor (shield), rare*

While holding this plated brass shield, you gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. The shield has a metallic maw in the visage of a dragon forged into the face of the shield, and small plumes of flame occasionally leap from openings in the shield's plates.

When a creature within 5 feet of you misses you with an attack, you can use your reaction to retaliate with the shield. When you do, a gout of flame erupts from the shield, forcing the attacker to make a DC 15 Dexterity saving throw. On a failed save, the target takes 3d10 fire damage and ignites. Until a creature takes an action to douse the fire, the target takes 1d10 fire damage at the start of each of its turns. On a successful save, the target takes half as much damage and doesn’t ignite. Once this property has been used, it can't be used again until the next dawn.
Firearm Rules

Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below).

***Reload.*** The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

***Misfire.*** Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

***Explosive.*** Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

**Ammunition**

All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
Gem of Brightness

*Uncommon, Adventuring Gear, Wondrous Item*

This prism has 50 Charges. While you are holding it, you can use an Action to speak one of three Command words to cause one of the following effects:

• The first Command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This Effect doesn't expend a charge. It lasts until you use a bonus Action to repeat the Command word or until you use another function of the gem.

• The second Command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become Blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success.

• The third Command word expends 5 Charges and causes the gem to flare with Blinding Light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second Command word.

When all of the gem's Charges are expended, the gem becomes a nonmagical jewel worth 50 gp.
Firearms Dealer

## Firearms

### Reload

The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

### Misfire

Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Barrier Tattoo (Medium)

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

### Tattoo Attunement

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

### Abilities

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

* *Rare (Medium): 15 + your Dexterity modifier (maximum of +2)*
Cubic Gate

*Wondrous item, legendary*

This cube is 3 inches across and radiates palpable magical energy. The Six sides of the cube are each keyed to a different plane of existence, one of which is The Material Plane. The other sides are linked to planes determined by the GM.

You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the Plane Shift spell (save DC 17) with the cube and transport the Targets to the plane keyed to that side.

The cube has 3 Charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended Charges daily at dawn.

**Weight:** 0.05 lb.

**Source:** DMG p160
Censer of Controlling Air Elementals

*Wondrous Item, rare*

While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can't be used this way again until the next dawn.

This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.
Insatiable Tome

*Wondrous item, rare*

This large, ragged tome weighs 12 pounds and has up to one thousand blank vellum pages inside it. The tome is magical and devours any smaller nonmagical book or document placed next to it with rows of hidden teeth over the course of 1 minute. After the tome has eaten a book, you can use an action to speak the tome's command word, followed by the name of a book or document it's eaten, to cause the previously destroyed contents to appear on the blank pages of the book. The contents are magically printed on the tome's pages in the same language or cipher they were written in and remain until you speak its command word again to erase or replace them with another document's contents.

The tome dislikes the taste of magic. Any swallowed pages containing spells, magical sigils, or arcane scrolls are harmlessly spat back out by the tome. However, any notes, spells, or magical sigils that are written in the tome (instead of having been eaten by it) can be recalled if they're either dated, labeled, or titled. Written commentary, notes, and other such addenda to documents within the tome are saved by it and appear whenever the document is recalled again.
Dwarven Plate

*Armor (plate), very rare*

While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.

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.
Dagger of Venom

*Weapon (dagger), rare*

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

You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.

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

*Wondrous item, common*

This Tiny, sentient piece of an enchanted gelatinous cube is harmlessly soapy, instead of acidic, and enjoys cleaning the surfaces it travels across. When found, the *cleaning cube* is a dehydrated, 2-inch cube. While dehydrated, the cube is inanimate and its weight is negligible. You can place the dehydrated cube in 1 or more gallons of water as an action, causing it to animate and grow in size to become a 1-foot cube that weighs 6 pounds. The rehydrated cube moves slowly while animated in this way, methodically cleaning objects and surfaces it comes into contact with. The cube remains hydrated for up to 8 hours, but can be squeezed as an action (as if it were a sponge) to dehydrate it again early.

The *cleaning cube* is considered a magical object and is not a creature. It has a speed of 1 foot and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. It has AC 10, 10 hit points, and resistance to all damage. The cube dehydrates when it drops to 0 hit points, but regains all its hit points when hydrated again.

Sentience. The *cleaning cube* is a sentient unaligned item with an Intelligence of 1, a Wisdom of 6, and a Charisma of 1. It has hearing and blindsight out to a range of 60 feet. It can't speak or read, but obeys your commands as best as it can understand them.

Personality. The *cleaning cube* is happiest finding and dissolving dirt and other grime, and enjoys the feeling of moving across clean, polished surfaces. It doesn't concern itself with combat, preferring to continue its cleaning instead of involving itself in confrontation. If the cube finds a stray coin, gemstone, or other similar small item out of place while it cleans, it will absorb and clean the item until it's removed by a creature as an action or until it becomes dehydrated once again.
Blue Dragon Horn Shield

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

This shield is carved out of the horn of an adult blue dragon. While holding it, you gain resistance to lightning damage and a +2 bonus to your AC. This bonus is in addition to the shield's normal bonus to AC. While holding the shield, you can use the following properties.

*Lightning Weapon.* You can use a bonus action to drag a weapon you're wielding across the face of the shield to charge it with electricity. The first time you hit a target with the charged weapon in the next minute, the attack deals an extra 4d6 lightning damage to the target. Once this property of the shield has been used, it can't be used again until the next dawn or until you take 10 or more lightning damage from a single source while holding the shield.

*Shield Charge.* If you move at least 20 feet in a straight line toward a target and immediately make a melee weapon attack against it, you can make the attack using the shield instead. You are proficient with the attack, which uses your Strength modifier for its attack and damage rolls. On a hit, the target takes 1d6 bludgeoning damage and 1d6 lightning damage and must succeed on a DC 16 Strength saving throw or be knocked prone.
Forge Hammer

*Weapon (hammer), uncommon*

While wielding this weapon:

* *This light hammer is a magic weapon. When you throw it and speak its command word, it travels up to 60ft to the target before exploding into a burst of fire in a 10ft radius. Each creature in this explosion must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, and half as much damage on a successful one. You then make a ranged weapon attack against the target. On a hit, the target takes damage from the hammer.*
* *The hammer's property can't be used again until the next dawn. In the meantime, the hammer can still be used as a magic weapon.*
Barrier Tattoo, Rare

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

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

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

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

 Rare
 Very Rare
Glaive of the Forest Guardian

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

The blade of this weapon is made of clear green crystal, and has decorative vines and flora wrapping around its metallic haft. While the weapon is on your person, You have advantage on saving throws against being charmed, and magic can't put you to sleep. If you're a fey or have the Fey Ancestry trait, you can use an action to cast the *plant growth* spell from the weapon while you're holding it. Once the glaive has been used to cast this spell, it can't do so again until the next dawn.

In addition, while in a forest, you gain the following benefits while the glaive is on your person:

* Moving through nonmagical difficult terrain costs you no extra movement.
* You can't become lost except by magical means.
* Whenever you make an Intelligence or Wisdom check related to the forest you're in, your proficiency bonus is doubled if it applies to the check.
* If you're a ranger, your climbing, swimming, and walking speeds also increase by 5 feet.
Criir's Blade

*Weapon (longsword), artifact (requires attunement)*

This mighty blade belongs to the Astral Griffon Criir, a patron deity of artisans and craftsmen. Only a creature chosen by Criir can attune to this weapon, which is shared by those deemed worthy across the multiverse. Heroes selected to wield the blade are often set on great adventures across the planes of existence, and typically share at least some of the astral griffon's passion for creation.

While attuned to the sword, you can use a bonus action to summon it to your empty hand from a special demiplane. You are proficient with this weapon while you're attuned to it, which has the finesse property and is seemingly weightless in your grasp. The blade returns to its demiplane if it is more than 30 feet away from you for 1 minute or more or if you dismiss it (no action required).

*Magic Weapon.* *Criir's Blade* is a magic weapon that grants a +2 bonus to attack and damage rolls made with it. It also functions as a *dancing sword*.

*Charges.* The sword has 5 charges for the following properties. It regains all expended charges daily at dawn.

*Spells.* While holding the sword, you can use an action to expend 1 of its charges to cast either the *creation* or *fabricate* spell from it.

*Starlight Crash.* While holding the sword, you can use an action to cause it to teleport up to 40 feet in the air above a point that you can see within 120 feet of you. As part of this action, you can expend up to 3 of the sword's charges to cause it to then release an incinerating pillar of light from it in a 40-foot-radius, 40-foot-high cylinder toward the ground. Each creature within the pillar must make a DC 17 Constitution saving throw, taking 3d8 radiant damage for each expended charge on a failed save, or half as much damage on a successful one. Regardless of whether or not you expended any charges, the sword then plummets to the ground at the point below it, creating a blast upon impact in a 10-foot radius. Each creature within that radius must make a DC 17 Dexterity saving throw, taking 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The sword then returns to your hand. Once this property of the sword has been used, it can't be used again until the next dawn.

*Warping Strike.* While holding the sword, you can expend 1 of its charges as part of making an attack with it. When you do, you can teleport to an unoccupied space that you can see within 30 feet of you either before or after making the attack. If the attack hits, the target also takes an extra 4d6 force damage.

*Destroying the Blade.* Only Criir can destroy the weapon, which requires it to be unmade while within the extradimensional space of a *Griffon's Saddlebag*.
Cloak of Elvenkind

*Wondrous Item, uncommon (requires attunement)*

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
Boots of the Winterlands

*Wondrous Item, uncommon (requires attunement)*

These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:

* You have resistance to cold damage.
* You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.
Bracelet of the shattered Aegis

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

A smoldering, defensive insignia burns at the center of the cracked glass sphere that rests atop this woven bracelet. The bracelet has 2 charges and regains all expended charges daily at dawn. If the bracelet has at least 1 charge, you gain a +1 bonus to AC while wearing it.

While wearing the bracelet, you can expend 1 of its charges as a reaction when a friendly creature that you can see within 30 feet of you is hit by an attack. That creature gains a bonus to its AC equal to your spellcasting ability modifier (minimum +1) until the start of your next turn, including against the triggering attack, as a shimmering, magical barrier protects it from harm. If the creature is already under the effect of the *shield* spell, this property has no effect, and the charge is wasted. If an attacker hits the creature while it's protected by this barrier, the barrier shatters, and any hostile creature within 5 feet of it must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 3d8 fire damage, or half as much damage on a successful one. When the barrier shatters, the creature loses this bonus to its AC.
Arrow-Catching Shield

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

You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.

**Weight:** 6 lb.

**Source:** DMG p152
All-Purpose Tool +1

*Wondrous item, uncommon (+1), (requires attunement by an 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 (see the "Equipment" chapter in the *Player's Handbook* for a list of artisan's tools). 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.
Chronomancer's Eyepiece

*Wondrous item, very rare (requires attunement)*

This singular lens lets you faintly see and command the flow of time around a target. The eyepiece has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While wearing the eyepiece, you can expend 1 charge as a reaction at the end of another creature's turn to speak either of the eyepiece's two command words to warp the flow of time around that creature. You must be able to see the target, and it must be within 60 feet of you.

*Past.* If the target is willing, it is teleported back to the space it was at the beginning of its turn. If another creature or object is occupying the space, the target is teleported to nearest unoccupied space instead. An unwilling target must succeed on a DC 16 Charisma saving throw or be teleported in this way against its will.

*Future.* If the target is willing, it can immediately choose to move again, up to half its speed, without provoking opportunity attacks. After a target moves in this way, its speed is halved until the end of its next turn.
Dragonbreath Ammunition

*Weapon (an arrow or bolt), rare*

This metallic ammunition flies effortlessly on its own when fired. When you take the attack action to make a ranged weapon attack, you can instead fire this ammunition at a point you can see within range. The arrow or bolt explodes when it reaches the point, destroying the ammunition and creating either a cone or 5-foot-wide line of dragon's breath in the direction it was fired. The created effect depends on the metal it was cast from. Each creature in that area must make a DC 15 Dexterity saving throw, taking 4d8 damage of the associated type on a failed save, or half as much damage on a successful one. Use the table below to determine the effect's area of effect and damage type:

 Bronze
 Copper
 Gold
 Silver
Flame Tongue

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

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

**Applicable Weapons:**

 Longsword
 Rapier
 Scimitar
 Shortsword
Dimensional Anchor

### Abilities

* *While you are within 5ft of the Dimensional Anchor you may use an action to activate or deactivate it. While it is active any creature within 60ft who attempts to teleport or change planes must succeed on a DC17 Charisma saving throw in order to do so. Creatures attempting to teleport into this area must also make this saving throw. If the creature fails the saving throw, the ability or spell fails, wasting any charges or spell slots used in the attempt. When you activate the device you may designate any number of creatures you can see to be unaffected by it. You can use the Dimensional Anchor for up to 2 hours, all at once or in several shorter activations, each one using a minimum of 1 minute from the Duration. The Dimensional Anchor regains 1 hour of capability for every 12 hours it isn't in use.*
Amethyst Lodestone

*Wondrous item, very rare (requires attunement)*

This fist-sized chunk of amethyst is infused with an amethyst dragon's ability to bend gravitational forces. While you are carrying the lodestone, you have advantage on Strength Saving Throws.

The lodestone has 6 Charges for the following Properties, which you can use while you are holding the stone. The stone regains 1d6 expended Charges daily at dawn.

***Flight.*** As a bonus Action, you can expend 1 charge to gain the power of flight for 10 minutes. For the Duration, you gain a flying speed equal to your walking speed, and you can hover.

***Gravitational Thrust.*** As an Action, you can expend 1 charge to focus gravity around a creature you can see within 60 feet of you. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in a direction of your choice.

***Reverse Gravity.*** As an Action, you can expend 3 Charges to cast *Reverse Gravity* from the stone (save DC 18).
Gauntlet of the Battle Weaver

* *You may as an action summon a spear of silk threads to your hand and throw it at an enemy within 120 feet of you. The creature must make a DC 15 Dexterity saving throw or take 6d6 piercing damage and be restrained until the end of your next turn; the target takes half as much on a successful save and is not restrained. After using this ability, it can’t be used again until you finish a short or long rest.*
* *Additionally, as a reaction to being hit by a critical hit you may have the threads wrap around your body and make the attack a normal hit. After using this ability, it can’t be used again until you finish a long rest.*
Dragon Edge Weapons +2

*Weapon (any slashing or piercing simple weapon), very rare (+2)*

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

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

Weapons made from the claws or teeth of dragons change in rarity and power depending on the original dragon's age. Ancient dragons can create very rare weapons with a +2 bonus instead.
Champion's Greatbow

*Weapon (longbow), rare*

This large bow is wrought from the boughs of an old, resilient tree. Its wooden frame is exceptionally sturdy but difficult to draw. You must have a Strength score of 13 or higher to wield this bow. This bow's damage die is a d10, and when you make a ranged attack with this bow, you score a critical hit on a roll of 19 or 20.

Once on each of your turns when you make a ranged attack with this weapon, you can use the bow to fire a javelin or spear, instead of an arrow, without affecting the bow's damage die. When you do, the bow's normal and long ranges are halved for the attack. If the attack hits, the target takes extra piercing damage equal to your Strength modifier.
Enervating Crystal Sword

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

The blade of this sword is made of a sickly green crystal. It pulses with an unsettling light while held, which sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

This sword has 5 charges and regains 1d4 + 1 expended charges daily at dawn. You can choose to expend 1 of the sword's charges when you hit a creature with it. When you do, the crystalline light flashes, and the target of the attack must make a DC 15 Constitution saving throw. On a failed save, the creature takes 2d8 radiant damage and is weakened until the start of your next turn. On a successful save, the creature takes half as much radiant damage and isn't weakened. A weakened creature deals only half damage with weapon attacks that use Strength and has disadvantage on Strength checks.

Alternatively, you can use an action to hold the sword aloft and expend 2 of its charges to intensify its sickening light, doubling the radius of its bright and dim light to 20 feet, instead of 10. Each creature within the bright light, including yourself, must succeed on a DC 13 Constitution saving throw or be weakened until the end of its next turn. You have advantage on this saving throw. The light then returns to normal.