recursal/Fanatic-Fandom huggingface dataset:
Horn of the Wild Hunt

*Wondrous item, very rare (requires attunement)*

This large, spiraling warhorn has 3 charges and regains 1d3 expended charges daily at dawn. You can use an action to expend 1 charge and blow the horn, summoning a war elk as if you had cast the *find steed* spell. A war elk uses the same statistics as a giant elk with the following changes: its size is Large, it has AC 14 (hide barding), and has 37 hit points. The steed disappears if your attunement to the horn ends.

Alternatively, you can use an action to expend 1 of the horn's charges to speak its command word and then blow the horn. When you do, a spectral stampede of elk trample the area in a line 60 feet long and 15 feet wide that extends from you in a direction you choose. Each creature in the line must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 4d10 force damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.

When you blow the horn, it emits a deep, rumbling tone that is audible 300 feet away.
Contingency Band

*Ring, rare*

Each of this leather ring's three braided bands bears the design of a dark, winding serpent. You can use an action to submerge the ring in a *potion of healing* or similar healing draft. If the ring is left to sit in a potion for 1 minute in this way, the ring magically consumes it and any of its healing properties. For each potion the ring has consumed, one of its dark serpents glows with a faint red light. The ring can have up to 3 consumed potions at a time.

Immediately after you take damage while wearing the ring, you can use your reaction to speak its command word and gain the healing effects of one of the ring's consumed potions (your choice). The consumed potion is then lost, and one of the ring's serpents becomes dark once more.
Potion of Possibility

*Potion, very rare*

When you drink this clear potion, you gain two Fragments of Possibility, each of which looks like a Tiny, grayish bead of energy that follows you around, staying within 1 foot of you at all times. Each fragment lasts for 8 hours or until used.

When you make an Attack roll, an ability check, or a saving throw, you can expend your fragment to roll an additional d20 and choose which of the d20s to use. Alternatively, when an Attack roll is made against you, you can expend your fragment to roll a d20 and choose which of the d20s to use, the one you rolled or the one the attacker rolled.

If the original d20 roll has advantage or disadvantage, you roll your d20 after advantage or disadvantage has been applied to the original roll.

While you have one or more Fragments of Possibility from this potion, you can’t gain another Fragment of Possibility from any source.
Acheron Blade

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

The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon. While the sword is on your person, you are immune to Effects that turn Undead.

***Dark Blessing***. While holding the sword, you can use an Action to give yourself 1d4 + 4 temporary Hit Points. This property can’t be used again until the next dusk.

***Disheartening Strike***. When you hit a creature with an Attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this Effect if it’s immune to the Frightened condition. Once you use this property, you can’t do so again until the next dusk.
Atlas of Endless Horizons

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

This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: Arcane Gate, Dimension Door, Gate, Misty Step, Plane Shift, Teleportation Circle, and Word of Recall. It functions as a spell book 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 conjuration school.
* When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.
Dragonscale Whetstone - Young

*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
Dust of Disappearance

*Wondrous Item, uncommon*

Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.
Freerunner's Armor

*Armor (light), common*

While wearing this armor, you feel light on your feet and agile. When you make a long jump onto or alongside a wall or similar surface that isn't slippery for the first time on your turn, you can move along that wall for the length of the jump during the move. While on that surface, you can make a second jump, provided you have the movement to do so.
Sovereign Glue

*Wondrous Item, legendary*

This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with oil of slipperiness. When found, a container contains 1d6 + 1 ounces.

One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of universal solvent or oil of etherealness, or with a wish spell.
Masquerade Tattoo

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

Produced by a special needle, this magic tattoo appears on your body as whatever you desire.

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.

Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.

Disguise Self. As an action, you can use the tattoo to cast the Disguise Self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn.
Ring of Spell Storing

*Ring, rare (requires attunement)*

**Weight:** —

**Estimated Value:** 24,000 gp

This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the GM.

Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

**Source:** DMG p192
Sash of Sorcery

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

This miraculous one-shouldered robe is made from fine fabrics that have been steeped in powerful magic and fastened with an ornate buckle. The sash has 5 charges and regains 1d4 + 1 expended charges daily at dawn. When an ally that you can see within 60 feet of you casts a spell while you're wearing this robe, you can use your reaction to expend 1 or more of the sash's charges to twist the spell with one of your known Metamagic options, without spending any sorcery points. The number of charges you expend is equal to the number of sorcery points the Metamagic option would normally cost. If using the sash would cause the spell to target a second creature, you choose the new target.

In addition, when you use a Metamagic option on a spell while wearing this sash, you can change the style, color, and material of the garment and buckle. The sash's weight doesn’t change. Regardless of its appearance, the sash can’t be anything but a one-shouldered robe.
Pipes of the Sewers

*Wondrous Item, Uncommon, Musical Instrument, Requires Attunement*

You must be proficient with wind Instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not Attack you unless you threaten or harm them.

The pipes have 3 Charges. If you play the pipes as an Action, you can use a bonus Action to expend 1 to 3 Charges, calling forth one Swarm of Rats (see the Monster Manual for statistics) with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended Charges daily at dawn.

Whenever a Swarm of Rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your Companions for as long as you continue to play the pipes each round as an Action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no Actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.
Spell Scroll Level 3

*Scroll, uncommon*

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

If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 13. On a failed check, the spell disappears from the scroll with no other effect.

This scroll contains a 3rd level spell. The spell's saving throw DC is 15 and attack bonus is +7.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 13. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Ioun Stone Protection

*Wondrous Item, rare (requires attunement)*

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

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

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

**Protection.** You gain a +1 bonus to AC while this dusty rose prism orbits your head.
Orb of Shielding

*Wondrous item, Common (requires attunement)*

An *orb of shielding* is a polished, spherical chunk of Crystal or stone aligned to one of The Planes of existence. If you’re a Spellcaster, you can use this orb as a Spellcasting focus.

If you’re holding the orb when you take damage of the type associated with the orb’s material, you can use your Reaction to reduce the damage by 1d4 (to a minimum of 0). The materials and their associated Damage Types are listed in the Orb of Shielding table.

#### Orb of Shielding

 Irian quartz
 Kythrian skarn
 Lamannian flint
 Mabaran obsidian
 Risian shale
 Shavarran chert
 Xorian marble
Needle of Mending

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

This weapon is a magic Dagger disguised as a sewing needle. When you hold it and use a bonus Action to speak its Command word, it transforms into a Dagger or back into a needle.

You gain a +1 bonus to Attack and Damage Rolls made with the Dagger. While holding it, you can use an Action to cast the *Mending* cantrip from it.
Ring of Mind Shielding

*Ring, uncommon (requires attunement)*

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.
Hurricane Lance

*Weapon (lance), very rare (requires attunement)*

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

The lance has 4 charges. You can expend a charge to surround yourself with a flurry of wind and cast *zephyr strike* on yourself without expending a spell slot. You can expend a second charge of the weapon (no action required) to extend the spell to target any mount you are currently riding. If you dismount or are forced off your mount, the spell fades from the creature. The weapon regains 1d4 expended charges daily at dawn.

In addition, you can cast *thunderwave* once per day at 3rd level (save DC 18) without expending a spell slot and without requiring any somatic components. You must be holding the lance to cast the spell in this way.
Longbow of the Moon

* *It can be used as a melee weapon. When used that way it has the properties of scimitar, and deals radiant damage instead of slashing.*

* *As an action you can speak the bow's command word to make moon-shaped beam pierce in a 5 foot wide, 120 foot long line. All creatures within the line must make a DC 17 dexterity saving throw or take 4d6 radiant + 4d8 piercing damage, or half as much on a successful save. This ability recharges on a long rest.*
Ioun Stone Leadership

*Wondrous item, very rare (requires attunement)*

The Leadership Ioun Stone is a marbled pink and green sphere. You can use an action to toss this stone into the air, it orbits your head at a distance of 1d3 feet. While this stone orbits, your Charisma score increases by 2, to a maximum of 20. Another creature can use an action to grasp or snare the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

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

**Weight:** —

**Source:** DMG p176
Scroll of Mapping (very rare)

*Scroll, uncommon or very rare*

This map is in color and displays the names of large and small locations, depending on the map's scale, such as the name of the region, street, or nearby shop. In addition, you can use an action to touch the map and ask it where a familiar person or place is that you can name or clearly describe. If the person or place is somewhere that can be shown on the map, an X appears on it at the target's location. If there are multiple targets with the same name or description within the area, multiple marks appear. If the target is a creature that's in a different form, such as being under the effects of a *polymorph* spell, or can't be detected by divination magic or scrying sensors, the map doesn't display its location. If the target is moving, the X follows its movements for the duration. The marked target remains shown on the map for 10 minutes, after which time the X vanishes. Once this property of the map has been used, it can't be used again until 12 hours have passed.
Kraken's Whip

*Weapon (whip), uncommon*

This whip is made using the shrunken tentacle of a great sea creature. It still moves slightly on its own.

As an action, you may try to wrap a Medium or smaller creature within the weapon's range using the whip's tentacle. The target must succeed on a Strength saving throw (DC 14) or become constricted by the tentacle, dealing 1d4+2 bludgeoning damage immediately after failing the saving throw and again at the end of each of its subsequent turns while gripped by the tentacle. The creature may reattempt the saving throw as an action each turn to try and escape the tentacle again. While holding a creature in this way, you cannot make attacks with the whip. You may end this affect at any time (no action required).

While constricted, a creature cannot move or be more than 10' away from you in any direction, and your speed is halved. If you drop the whip while a creature is gripped by the tentacle, both your and the creature's movement returns to normal, although the tentacle will continue to hold and damage the creature until it breaks free.
Squasher

*Weapon (greatclub), uncommon*

This enormous, magical squash is strangely durable. Druids wielding Squasher are proficient with the weapon, and can use their Wisdom modifier for the attack and damage rolls with it instead of Strength. Squasher functions as a normal magical greatclub if the wielder is not a Druid.

*"I can't give this to my players it would go up someone's ass too quickly" - Pherup*
Fourarm Bracers

*Wondrous item, very rare (requires attunement)*

These bracers can summon another pair of arms below your existing ones. The spectral arms can be summoned using an action and last for up to a minute before dissolving. While active, you can use the arms to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. Each arm can carry up to 10 pounds. The arms stay attached to your torso at all times and cannot be moved to other parts of your body, but can be turned around to face the opposite direction.

In addition, the gems adorning the bracers can amplify the arms' strength for short bursts. The gems contain a total of 5 charges and recharge 1d4+1 each dawn. By uttering the bracers' command word using a bonus action and expending a charge, you can empower the arms to immediately make two unarmed weapon attacks against a target within five feet of you. The arms have a Strength modifier of +3 which is used when making the attack and use your proficiency bonus. Each strike does 1d4 magical bludgeoning damage upon a successful hit. These attacks do not benefit from the Monk's Martial Arts ability.

Alternatively, you can expend a charge to double the arms' carrying capacity and extend their duration for up to five minutes.
Mask of the Cold Snap

*Uncommon*

* *The mask has 3 charges recovered daily at dawn.*

* *You may use your action to expend a charge and expel a breath of cold air in front of you. Each creature in a 10 ft cone originating from you must make a dc 13 dexterity saving throw or take 2d6 cold damage.*

* *As a reaction to being hit by an effect that would deal cold damage you may expend two charges to roll 3d4. The amount of cold damage you take is reduced by that amount, and creatures within 5 ft of you must make a dc 13 constitution saving throw or take cold damage equal to the number rolled.*
Ring of Regeneration

*Ring, very rare (requires attunement)*

**Weight:** —

**Estimated Value:** 12,000 gp

While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.

**Source:** DMG p191
Arcane Grimoire +1

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

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

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

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

While holding this lyre, you can cast Mending as an action. You can also play the lyre as a reaction when an object or a structure you can see within 300 feet of you takes damage, causing it to be immune to that damage and any further damage of the same type until the start of your next turn.

In addition, you can play the lyre as an action to cast Fabricate, Move Earth, Passwall, or Summon Construct, and that spell can't be cast from it again until the next dawn.
Oil of Sharpness

*Potion, very rare, consumable*

This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.
Leather Living Armor

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

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

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

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

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

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

The pages of this book are bound in fiend hide, and its cover is embossed with a diagram of the Great Wheel of the multiverse. When found, the book contains the following spells: Banishment, Find Familiar, Gate, Magic Circle, Planar Binding, and Summon Elemental. 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 conjuration school.
* When you cast a conjuration spell that summons or creates one creature, you can expend 1 charge to grant that creature advantage on attack rolls for 1 minute.
Love's Embrace

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

You gain a +1 bonus to attack and damage rolls made with this magic weapon. This weapon can be attuned to by two allied creatures at the same time so long as they attune to it together over the course of a long rest. If the weapon is attuned to by two creatures in this way, the weapon's attack and damage bonus becomes +2 instead.

This greatsword is made of two long scimitars that are held together by a powerful, unidentifiable magic. You can speak the weapon's command word using a bonus action to separate it into two scimitars or recombine them into the greatsword. If you are not already holding it when you speak the weapon's command word and are on the same plane of existence, you can choose to summon either one or both scimitars to your hand as individual blades or as the combined greatsword.

The scimitars have the thrown property with a normal range of 20 feet and a long range of 60 feet when separated. The scimitars deal piercing damage when thrown.

Each scimitar also has its own elemental effect — either fire or cold — that inflicts an extra 1d6 fire or 1d6 cold damage with each strike, depending on which sword you hit with. When you hit with an attack using the greatsword, the target takes both fire and cold bonus damage from the attack.

Once per day, each attuned creature can cast *fire shield* at 4th level without expending a spell slot. You do not need material or somatic components when casting it in this way.
Seeker's Compass

*Wondrous item, uncommon*

### Abilities

* *While holding this compass, you can speak its command word as an action to cast the locate object spell from it and activate the smaller needle. This version of the spell has a duration of 1 hour, does not require concentration, and causes the smaller needle to indicate the direction of the object located by the spell. Once used, this property of the compass can't be used again until the next dawn.*
Ioun Stone Intellect

*Wondrous item, very rare (requires attunement)*

The Intellect Ioun Stone is a marbled scarlet and blue sphere. You can use an action to toss this stone into the air, it orbits your head at a distance of 1d3 feet. While this stone orbits, your Intelligence score increases by 2, to a maximum of 20. Another creature can use an action to grasp or snare the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

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

**Weight:** —

**Source:** DMG p176
Kinetic Bowstring

*Wondrous item, rare*

This magic bowstring can be used to string a nonmagical bow or crossbow, turning any attack made with it into a magical one. A *kinetic bowstring* magically amplifies some of the stored kinetic force that it releases when it fires an arrow or bolt. The first ranged attack you make on each of your turns using a weapon strung with this item has twice its normal range, and on a hit, the attack deals one extra die of its damage.
Mithral Armor

*Armor (medium or heavy, but not hide), uncommon*

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.

If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

**Applicable Armor:**
Mace of Terror

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

This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

The mace regains 1d3 expended charges daily at dawn.
Mark of the Everglacier Monarch

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

This wide necklace is adorned with forever-cold icicles that hang from it. While wearing the necklace, your skin develops a resilient layer of frost, granting you immunity to cold damage and resistance to slashing damage.

When you cast a spell that deals either acid, fire, lightning, poison, or thunder damage, you can choose to change the spell's damage type to cold instead. When you deal 35 or more cold damage to a creature with a single spell, that creature must also make a DC 15 Constitution saving throw. On a failed save, the creature is restrained by ice and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to ice and subjected to the petrified condition for 1 hour. If a restrained or petrified creature takes 10 or more fire damage (ignoring resistance and immunity), the effect ends early.

*Curse.* This necklace is cursed, and attuning to it extends that curse to you until you're targeted by a *greater restoration* spell or similar magic. Removing the necklace fails to end the curse. While cursed, your icy skin can splinter painfully when hit in certain ways: you are vulnerable to bludgeoning damage. If you die while cursed in this way, your body shatters into icy shrapnel. Each creature within 30 feet of you must make a DC 15 Dexterity saving throw. A creature takes 8d6 cold damage on a failed save, or half as much damage on a successful one. Your body leaves behind only a shimmering pile of snow-like dust, and you can only be brought back to life with a *resurrection*, *true resurrection*, or *wish* spell.
Robe of Stars

*Wondrous item, very rare (requires attunement)*

**Weight:** 4 lb.

**Estimated Value:** 60,000 gp

This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.

Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.

While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.

**Source:** DMG p194
Life's Flower Restorative

*Wondrous item, rare (requires attunement by a creature missing a hand, arm, or leg)*

This vital branch pulses with life and resembles a crude limb. To attune to this item, you must attach it to the end of your missing arm or leg, at which point the branch magically forms an elegant copy of the appendage it’s replacing. This prosthetic is a fully capable part of your body and can't be removed against your will as long as you're attuned to it.

The prosthetic branch has 10 flowers and regrows 1d6 + 4 missing flowers daily at dawn. While attached, the branch provides these benefits:

* When you regain hit points as part of a spell or magical effect, you can choose to expend any number of flowers to regain an extra 5 hit points for each flower spent. This property can restore you to no more than half of your hit point maximum.
* If you start your turn with 0 hit points while the prosthetic has 3 or more remaining flowers, you can choose to expend 3 flowers to regain 5 hit points. This property can't be used again until the next dawn.
Dimensional Quiver

*Wondrous item, very rare (requires attunement)*

This purple glass quiver is open on both ends and doesn't have a strap. While attuned to it, the quiver floats comfortably within your reach whenever you place it against your body. While attuned to the quiver, you're immune to the *banishment* spell and similar magic that would transport you to another plane of existence against your will.

The quiver also functions as an *efficient quiver*. The first time you hit a target on each of your turns using a piece of ammunition or a weapon drawn from the quiver, that target takes an extra 1d12 force damage from the attack.

In addition, you can use an action to cast either the *blink* or *dimension door* spell from the quiver while it's on your person. When you cast *blink* in this way, you can see up to 60 feet into the Ethereal Plane and can attack targets there as if they were on your current plane of existence for the duration. Once the quiver has been used to cast a spell, it can’t be used to cast that spell again until the next dawn.
Ring of Obscuring

*Ring, uncommon (requires attunement)*

This band of iron resembles a skull and is cold to the touch. It has 3 Charges and regains 1d3 expended Charges daily at dawn. As an Action while wearing the ring, you can expend 1 of its Charges to cast the *Fog Cloud* spell from it, with the following changes: the cloud is centered on you when it first appears, and the spell lasts for 1 minute (no Concentration required).
Mace of Disruption

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

When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.

While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Screaming Longbow

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

Arrows fired from this sickly and ornate longbow let out a out a screeching howl as they fly. Creatures struck by each of these arrows take an additional 2d4 thunder damage. When you land a critical hit with a shot fired from this weapon, all creatures within 5 feet of your target must succeed on a Constitution saving throw (DC 16) or be deafened for one minute.

Creatures within 80 (unobstructed) feet of these arrows' flight paths become aware of your presence as your arrows scream by.
Obsidian Steed

*Wondrous item, very rare*

**Weight:** ½ lb.

**Estimated Value:** 128,000 gp

This figurine is a statuette of an obsidian horse. 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 nightmare. 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 nightmare 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.

If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.

The nightmare exists for up to 24 hours. 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 5 days have passed.

**Source:** DMG p169
Living Gloves

*Wondrous item, uncommon (requires attunement)*

These symbiotic gloves—made of thin chitin and sinew—pulse with a life of their own. To attune to them, you must wear them for the entire Attunement period, during which the gloves bond with your skin.

While attuned to these gloves, you gain one of the following Proficiencies (your choice when you attune to the gloves):

* Sleight of Hand
* Thieves’ tools
* One kind of artisan’s tools of your choice
* One kind of musical Instrument of your choice

When you make an ability check using the chosen Proficiency, you add double your Proficiency bonus to the check, instead of your normal Proficiency bonus.

***Symbiotic Nature.*** The gloves can’t be removed from you while you’re attuned to them, and you can’t voluntarily end your Attunement to them. If you’re targeted by a spell that ends a curse, your Attunement to the gloves ends, and they can be removed.
Prosthetic Limb

*Wondrous item, common*

This item replaces a lost limb a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can't be removed against your will. It detaches if you die.
Siren Song Lyre

*Wondrous item, rare (requires attunement)*

You can use an Action to play this lyre and cast one of the following Spells from it: *Animal Friendship*, *Charm Person*, *Enthrall*, *Suggestion*. If the spell requires a saving throw, the spell save DC is 13.

Once the Instrument has been used to Cast a Spell, it can't be used to cast that spell again until the next dawn.
Silver Horn of Valhalla

*Wondrous item, rare*

**Weight:** 2 lb.

**Estimated Value:** 5,600 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
Lanceboard Knight

### Abilities

* *As an action you can activate this figurine and target a Large or smaller creature within 30 feet of you. The target must make a DC 13 Strength saving throw or be moved either 5 or 10 feet in a cardinal direction, then moved either 5 or 10 feet, whichever you did not choose first, in a perpendicular direction from the original movement. This movement can not move a creature vertically, and a creature can not be moved through any solid obstructions in this manner. If you are proficient in gaming sets: dragon chess the DC is 13+your proficiency modifier instead. Once this item has been activated it may not be used again until the next dawn.*
Armor Piercer +2

* *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.*
Loadstone

*Wondrous item, rare*

This stone is a large gem worth 150 gp.

***Curse.*** The stone is Cursed, but its magical Nature is hidden; *Detect Magic* doesn't detect it. An *Identify* spell reveals the stone's true Nature. If you use the Dash or Disengage Action while the stone is on your person, its curse activates. Until the curse is broken with *Remove Curse* or similar magic, your speed is reduced by 5 feet, and your maximum load and maximum lift capacities are halved. You also become unwilling to part with the stone. (*Dead in Thay*)
Staff of Charming

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

While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, **command**, or **comprehend languages** from it using your spell save DC. The staff can also be used as a magic quarterstaff.

If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.

The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Ioun Stone Strength

*Wondrous Item, very rare (requires attunement)*

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

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

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

**Strength.** Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.
Staff of Dunamancy

*Staff, very rare (requires Attunement by a wizard)*

This staff of polished gray wood bears numerous runes carved along its length. The staff has 10 Charges and regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into dust and is destroyed.

While holding the staff, you can use an Action to expend 2 or more of its Charges to cast one of the following Spells from it, using your spell save DC and spell Attack bonus: *Fortune’s Favor* (2 charges), *Pulse Wave* (3 charges), or *Gravity Sinkhole* (4 charges).

***New Possibility.*** If you are holding the staff and fail a saving throw against a spell that Targets only you, you can turn your failed save into a successful one. This property can’t be used again until the next dawn.
Pipes of Haunting

*Wondrous Item, uncommon*

You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.
Chain Shirt Living Armor

*Armor (chain shirt), very rare (requires attunement)*

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

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

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

The armor requires fresh blood be fed to it. Immediately after you finish any Long Rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of Exhaustion.
Blink Step Weapon +3

### Abilities

* *You have a +3 bonus to attack and damage rolls made with this weapon depending on its rarity.*
* *This weapon has a number of charges equal to double the magical bonus of the weapon 6, and regains all expended charges at dawn. As a bonus action when you hit a creature with a ranged weapon attack with this weapon, you can spend a charge to instantly teleport to an unoccupied space you can see within 5 feet of the creature.*
* *When you make a thrown weapon attack with this weapon, the weapon returns to your free hand immediately after the attack is resolved.*
Potion of Sweet Water

*Potion, uncommon, consumable*

Neutralize any poisons within a liquid it is poured into. If poured into a potion, it would ruin its magic. One container of this could transform up to 100,000 cubic feet (2,800 cubic meters) of polluted, salt, or alkaline water into fresh water. It could also turn up to 1,000 cubic feet (28 cubic meters) of acid into purified water. The effects of this potion are permanent.
Magma Warpick

*Weapon (war pick), rare*

You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you land a hit with this war pick, the impact deals an additional 1d4 fire damage.

This weapon has 3 charges and regains 1d3 charges daily at dawn. When you hit a creature that is either made of metal or wearing metal armor, you can expend a charge to inflict an extra 2d8 fire damage to the creature.