recursal/Fanatic-Fandom huggingface dataset:
Singing Stein

*Wondrous item, common*

While this pewter stein holds at least a sip’s worth of potable alcohol, the face adorning it comes alive to sing songs based on the kind of drink. The stein is not sentient, but does have a pleasant singing voice. If there are multiple steins in the same room, they can sing together in harmony if they have the same drinks within them.

The stein sings songs slightly out of key if the drink inside is poisoned, which can be heard following a successful Wisdom (Perception) check as determined by the GM. If there are multiple kinds of alcohol within it, the stein either alternates between song types or does its best to combine their various lyrics.

 Rum
 Ale
Vial Ring

*Ring, common*

This ring is made of glass and has a cork stopper at its top like a set gemstone. You can unstopper the ring (no action required) to magically transform it into a small glass vial. The vial holds up to 1 ounce of liquid. The mouth of the vial and ring are both a half inch wide, allowing the cork to remain the same size even when the ring is transformed. When the vial is stoppered, it magically returns to its ring form. Anything contained by the vial magically fits within the ring while it's transformed.

While the ring itself is magical, the cork is not. Any cork of the right size can be used to stopper the ring or vial, allowing you to mark the corks as needed or replace them, should they become lost or destroyed by acid or other similar hazardous (albeit bottleable) materials.
Weapon of Patience +2

*The calming aura of the blade lets you enter a meditative state that enhances your combat ability. After you finish taking the attack action, you can use your bonus action to enter this meditative state. While in this meditative state you have advantage on the next attack you make with the weapon, after which, this meditative state ends. Additionally, while in this meditative state, you gain a bonus to your AC equal to the bonus of this weapon. The effect ends early if you move or use any action that doesn’t involve an attack.*
Wand of Fireballs

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

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

**Weight:** 0.05 lb.

**Source:** DMG p210
Stalagmight Geode

*Weapon (greatclub), rare*

This snapped-off rock formation has a cache of magical, growing crystals inside it. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this weapon and roll the maximum number possible on the weapon's damage die, the crystals rapidly grow and increase the weapon's damage die by one size, up to a d12. For example, when you roll an 8 on the weapon's normal d8 damage die, its damage die magically becomes a d10 after the attack. Immediately after you roll a 12 on a d12 damage die in this way, each creature within 5 feet of the greatclub (other than yourself) must make a DC 15 Dexterity saving throw. A creature takes 1d12 piercing damage on a failed save, or half as much damage on a successful one, as the weapon's crystals explode into shrapnel. Once the crystal explodes, the weapon's damage die becomes a d8 again.
Sun Blade

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

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the **sun blade**.

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.

The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Winged Boots

*Wondrous Item, uncommon (requires attunement)*

While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
Thalamus Thread

*Wondrous item, rare*

This pale gray thread is made from the remains of a powerful mystic's brain. The overdeveloped organ creates a congealed fiber that, once spun, can be used as a functional bowstring. It's always oily to the touch and leaves a faint residue on your fingers when pulled. Ranged attacks made with a weapon strung with this thread are considered magical.

When you hit a creature with a ranged attack using a bow or crossbow that was strung with this thread, you can speak the thread's command word as part of the attack to charge the arrow or bolt with psychic power. When you do, the target of the attack takes an extra 1d8 psychic damage and is forced to make a DC 15 Intelligence saving throw. On a failed save, the creature is stunned until the end of your next turn. On a successful save, the creature is not stunned. A construct or undead creature automatically succeeds on the saving throw. This property of the thread can't be used again until the next dawn.
Reap and Sew

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

This magical crossbow grants the wielder a +2 bonus to attack and damage rolls made with the weapon.

The crossbow comes with a special needle-like bolt that is magically bound to it. When fired, this bolt leaves a faint thread of ethereal energy behind it as it flies. Creatures struck by the bolt take force damage instead of piercing, as it effortlessly passes through them. Immediately after making an attack, the bolt flies back to the crossbow and reloads itself neatly, making it immediately ready for another shot. When the needle-like bolt is used, this crossbow ignores the loading property.

This weapon has 4 charges, recharging 1d4 each dawn. You can expend a charge following a successful attack with the crossbow to attach the bolt's arcane thread to a point on the ground within 5 feet of the target. If the tethered creature attempts to move more than 10 feet away from that point before the end of your next turn, it must succeed on a DC16 Strength saving throw or be forced to remain within 10 feet of the point you chose until the start of its next turn.

While attuned to this weapon, you can cast the *mending* cantrip at will.

If this crossbow's unique bolt is somehow destroyed or lost, the bolt reappears, already loaded into the crossbow, after 24 hours so long as both the bolt and crossbow are on the same plane of existence. The crossbow functions as a normal, nonmagical weapon while separated from the bolt.

Curse. Once attuned to this weapon, you must make a DC12 Wisdom saving throw whenever you attempt to take a short or long rest. On a failure, you are overcome with the urge to craft and are forced to sew, knit, crochet, or cross-stitch feverishly for at least an hour before being able to rest. When firing the crossbow, you can sometimes hear the bolt giggle as it careens towards its target. The curse remains even if the attunement ends, but can be undone by any effect that removes a curse such as a *greater restoration* or *remove curse* spell.
Spiker and Striker

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

This warhammer and nail-like dagger share a magical bond. Despite being a pair of weapons, they are considered to be a single item for the purposes of attuning to them. You gain a +1 bonus to attack and damage rolls made with these magic weapons. While wielding only the warhammer or both it and the dagger in either hand, the warhammer also has the light property.

When you hit a target with Spiker (the dagger), you can choose to leave the weapon embedded in the target. The first time you hit that target using Striker (the warhammer) while the dagger is embedded in it, the target takes an extra 1d12 piercing damage from the attack. The dagger then magically returns to your hand. It returns early if you don't deal this extra damage before the end of your next turn or if a creature uses an action to remove it from the target. If you don't have a free hand when Spiker returns to you, it lands at your feet instead.
Staff of Thunder and Lightning

*Staff, very rare (requires attunement)*

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.

**Lightning.** When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.

**Thunder.** When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.

**Lightning Strike.** You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.

**Thunderclap.** You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.

**Thunder and Lightning.** You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.
Wand of Enemy Detection

*Wand, rare (requires attunement)*

This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Weapon of Patience +1

*The calming aura of the blade lets you enter a meditative state that enhances your combat ability. After you finish taking the attack action, you can use your bonus action to enter this meditative state. While in this meditative state you have advantage on the next attack you make with the weapon, after which, this meditative state ends. Additionally, while in this meditative state, you gain a bonus to your AC equal to the bonus of this weapon. The effect ends early if you move or use any action that doesn’t involve an attack.*
Staff of the Ivory Claw

*Staff, rare (requires Attunement by a spellcaster)*

This gray-and-cerulean staff is topped with a small Dragon claw carved from ivory. While holding the staff, you gain a +1 bonus to spell Attack rolls. Whenever you score a critical hit with a spell Attack, the target takes an extra 3d6 radiant damage.
Staff of Swarming Insects

*Staff, rare (requires attunement)*

This 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, a swarm of insects consumes and destroys the staff, then disperses.

*Spells.* While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: *giant insect* (4 charges) or *insect plague* (5 charges).

*Insect Cloud.* While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.

*Can only be attuned by a bard, cleric, druid, sorcerer, warlock, or wizard*
Talisman of the Sphere

*Wondrous item, legendary (requires attunement)*

**Weight:** 0.05 lb.

**Estimated Value:** 20,000 gp

When you make an Intelligence (Arcana) check to control a sphere of annihilation while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a sphere of annihilation, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier.

**Source:** DMG p207
Stonespeaker Crystal

*Wondrous item, rare (requires attunement)*

Created by the Stone Giant librarians of Gravenhollow, this nineteen-inch-long shard of quartz grants you advantage on Intelligence (Investigation) checks while it is on your person.

The Crystal has 10 Charges. While holding it, you can use an Action to expend some of its Charges to cast one of the following Spells from it: *Speak with Animals* (2 charges), *Speak with Dead* (4 charges), or *speak with Plants* (3 charges).

When you cast a Divination spell, you can use the Crystal in place of one material component that would normally be consumed by the spell, at a cost of 1 charge per level of the spell. The Crystal is not consumed when used in this way.

The Crystal regains 1d6 + 4 expended Charges daily at dawn. If you expend the crystal’s last charge, roll a d20. On a 1, the Crystal vanishes, lost forever.
Tentacle Rod

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

Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
Wings of Flying

*Wondrous Item, rare (requires attunement)*

While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.
Wheel of Wind and Water

*Wondrous item, uncommon*

When mounted at The Helm of an elemental galleon or Airship, this wheel allows a creature that possesses the Mark of Storm to telepathically control the elemental bound inside the vessel.

If a *wheel of wind and water* is mounted on a mundane Sailing Ship, a creature with the Mark of Storm who is using the wheel can create an area of ideal Conditions around the vessel, increasing its speed by 5 miles per hour.
Weapon of Patience +0

### Abilities

*The calming aura of the blade lets you enter a meditative state that enhances your combat ability. After you finish taking the attack action, you can use your bonus action to enter this meditative state. While in this meditative state you have advantage on the next attack you make with the weapon, after which, this meditative state ends. Additionally, while in this meditative state, you gain a bonus to your AC equal to the bonus of this weapon. The effect ends early if you move or use any action that doesn’t involve an attack.*
Studded Leather Living Armor

*Armor (studded 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.
Staff of Striking

*Staff, very rare (requires attunement)*

This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.

The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

**Source:** DMG p203

**Weight:** 4 lb.
Wandholder

* *Wandholder can store three wands, or two wands and a rod. As an action you can insert a wand or a rod, or remove one of the stored items.*
* *While holding the staff, you are considered to hold all of the items stored in the staff, meaning you can use them like you're holding them. If usage of the inserted item would alter its shape, the item is ejected from the staff and falls to the ground in your space*
* *When a wand or rod stored in the staff runs out of charges and would be destroyed, it instead remains undamaged.*
* *As an action, you can change the appearance of the staff. The texture, bulk, length and design change as you see fit, but the item must still be a staff.*
Tub of Churning and Fermentation

*Wondrous item, uncommon*

This squat wooden and ceramic tub has a screw-on lid that fits snuggly around its base. The tub seems to be able to hold about two gallons of liquid or one cubic foot of material within it. You can leave a liquid or other perishable in the tub and secure the lid before saying the name of the end result you'd like the contents to turn into. If you say the name of a possible result, the tub emits a slight click sound before locking its lid shut for ten minutes.

After ten minutes, the tub gives a second, louder click as the lid unlocks. The contents of the tub will have been stirred, processed, or otherwise fermented in such a way to generate the commanded end product. Adding additional ingredients into the tub can influence the end result's flavor.

Once the tub has been used in this way, it cannot be used again until the following dawn.

 Milk
 Milk
 Vinegar, Cucumbers
 Apples
 Assorted Fruit Juices
 Cabbage
Starmetal Silver

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

This slim blade was forged using strange, unearthly metals from a meteorite. When you use an action to toss this magic dagger into the air, it orbits your body at a distance of 1d3 feet. Another creature can use an action to grasp the dagger 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 either wield or stow the dagger.

When you take the Attack action while the dagger is orbiting you, you can use a bonus action to cause the dagger to attack a target within 10 feet of you. The dagger uses your attack roll and ability score modifier to damage rolls. Immediately after the attack, the dagger returns to orbit you.

In addition, the dagger creates a small gravitational field that wards off harm. While the dagger orbits you, when you are hit by a ranged weapon attack, the damage you take from the attack is reduced by 1d10 + 4. If the damage is reduced to 0, the missile slows to a stop without hitting you and falls to the ground at your feet.
Sword of Sharpness

*Weapon (any sword that deals slashing damage), very rare (requires attunement)*

**Weight:** varies

**Estimated Value:** 1,700 gp

When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.

When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.

In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.

### Applicable Weapons

 Greatsword
 Longsword
 Scimitar

**Source:** DMG p206
Swiftwind Cross +3

*Each time you hit with this weapon it reloads itself. If you hit with all the attacks made with this weapon during your turn, you may make an additional attack with it at disadvantage before the end of your turn.*

*Additionally, while you are wielding this weapon, opportunity attacks against you have disadvantage and your walking speed is increased by 30ft.*
Last Stand Armor

*Armor (any), very rare*

You have a +1 bonus to AC while wearing this armor, which shimmers softly.

If you die while wearing the armor, it is destroyed, and each Celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
Wild Dice

*Wondrous item, rare*

This set of two chipped and weathered wood six-sided dice are infused with unpredictable magic. They come in a small velvet bag whose pattern changes based on the dice's last roll. Otherwise, the dice appear completely unassuming.

The dice have a total of 6 charges and regain 1d6 expended charges daily at dawn. As an action, you can expend 1 of their charges to roll them, tossing them at a point you can see within 30 feet of you when you do. The dice's effect is determined by the total of the roll as listed in the table and described below. Unless the effect says otherwise, the dice disappear at the end of the effect and reappear in the pouch at the start of the following turn. Rolling the dice again while an effect is still active does nothing. An effect that requires a saving throw has a DC of 15.
Trident of Fish Command

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

This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast **dominate beast** (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.

Proficiency with a trident allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Wardancer's Spear

*Weapon (spear), rare*

This double-bladed spear is extraordinarily light and perfectly balanced for use with one hand. While holding this magic spear with one hand, it has the finesse property. Whenever you take the Attack action and make a melee attack with the spear using only one hand, you can use a bonus action to make an additional attack with the spear. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

Immediately after you use your bonus action in this way, you can move up to 10 feet without provoking opportunity attacks, though you can't move farther than your remaining movement would allow.
Weapon of Momentum

### Abilities

* *Each time an attack made with this weapon misses a hostile target it gains one charge (max: 3).*

* *Whenever you would make a weapon attack you can decide to attack with momentum. If you do, your attack is made with disadvantage. When you hit a creature this way, all charges on this weapon are expended. The weapon deals extra damage for each charge expended this way. The damage is equal to the damage dice of the weapon.*

* *If no attacks are made with this weapon for 1 minute it loses all charges.*
Wand of Web

*Wand, uncommon (requires attunement by a Spellcaster)*

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Lawrence

**Agent Lawrence** was a member of the Pilot Batch of the Black Squad.

## Biography

### Early Life

He served the Squad from 1987 to 1991 as the Arms Assembler of the squad, and then went MIA for nearly 3 decades, along with Vikram, Tina and Uppiliappan.

### Undercover

He worked undercover as Karnan's regular cab driver. To maintain the cover, he pretended to be an ignorant person to Amar while being interrogated by the latter. After an intense interrogation, he lead Amar to Vikram's Blind Spot at the Golf Club. A few days later, he resurfaced to his real identity when fighting Vetti Vagaiyara. He set up M2 Browning machine gun for Vikram. He was shot in the chest by one of the members of the gang while protecting Vikram Jr., and later succumbs to his gunwound after handing over the infant to Amar.

## Relationships

### Allies

* Black Squad (Pilot Batch)
	+ Vikram - Leader
	+ Agent Tina †
	+ Agent Uppiliappan †
* Rajiv Gandhi † - Superior
* Black Squad (Current Batch)
	+ Amar - Interrogator turned Ally
* Vikram Jr.

### Enemies

* Vetti Vagaiyara † - Killers
	+ Sandhanam †
	+ Cutting Plier
Starmetal Shard Spear

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

This weapon's otherwise small blade is made larger by 3 sharp fragments of starmetal that remain magically connected to it. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Whenever you hit a creature with an attack using the head of this spear, you can choose to leave 1 of the fragments embedded in its body. As a bonus action, you can speak the spear's command word to cause all embedded shards to magically return to the blade of the spear, flying through the air and avoiding creatures and objects to do so. When you do, the target takes 1d6 slashing damage for each embedded shard as it leaves the body. If all 3 shards are embedded in the same creature when you speak the command word, the creature's speed is also halved until the end of your next turn. If the spear is ever more than 120 feet away from a shard, the shard magically returns to the spear without harming the creature it was embedded in.

Immediately after you make a ranged attack with the spear, the weapon flies back to your hand.
Mirror of Life Trapping

*Wondrous Item (Handheld Mirror), rare*

A Handheld Mirror of Life Trapping is a small handheld mirror about a foot long and weighs only a pound or two. When the mirror is viewed indirectly, its surface shows faint images of a creature. It has AC 9, 6 Hit Points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 Hit Points. If you are holding onto the mirror, you can use an action to speak its Command Word and activate it. It remains activated until you use an action to speak the Command Word again, even if you are dead.

Any creature other than you that sees its reflection in the activated mirror while within 20ft feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, into the mirror;s extradimensional cell. This saving throw is made with advantage if the creature knows the mirror's Nature, and constructs succeed on the saving throw automatically. The extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits Planar Travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but its extradimensional cell is already occupied, the mirror frees the trapped creature in order to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, the creature inside the mirror is free and appears in unoccupied spaces near it.

While holding the mirror, you can use an action to speak the name of the creature trapped inside. The creature named appears as an image on the mirror's surface. You and the creature can then communicate normally. In a similar way, you can use an action to speak a second Command Word and free the creature trapped within the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it.
Breastplate Living Armor

*Armor (breastplate), 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.
Swiftwind Cross +2

*Each time you hit with this weapon it reloads itself. If you hit with all the attacks made with this weapon during your turn, you may make an additional attack with it at disadvantage before the end of your turn.*

*Additionally, while you are wielding this weapon, opportunity attacks against you have disadvantage and your walking speed is increased by 10/20/30ft.*
Staff of the Woodlands

*Staff, rare (requires attunement by a Druid)*

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

The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.

#### Spells

You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC:

* animal friendship (1 charge)
* awaken (5 charges)
* barkskin (2 charges)
* locate animals or plants (2 charges)
* speak with animals (1 charge)
* speak with plants (3 charges)
* wall of thorns (6 charges).

You can also use an action to cast the pass without trace spell from the staff without using any charges.

***Tree Form.*** You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
Weapon of Song +0

### Abilities

* *You have a +0/+1/+2 bonus to Attack and Damage Rolls made with this weapon depending on its rarity.*
* *While attuned to and wielding the weapon, you may make a DC 15 Charisma (Performance) check as a bonus action. If you succeed on this check, you grant any number of creatures of your choice who can hear you and are within 60 feet, one use of your Bardic Inspiration which lasts until the end of your next turn and expends one use of your Bardic Inspiration.*
Webgrip Rucksack

*Wondrous item, common*

This spiderskin bag is lined with a thin layer of adhesive web. Items stored inside the bag are held in place by the web, preventing stored items from clattering around or being removed without your knowledge. While you’re wearing the bag, creatures other than you have disadvantage on Dexterity (Sleight of Hand) checks to steal from the bag.

The bag and its eight straps adhere to the surface they’re pressed against, such as your torso or the wall of a tavern. If you’re wearing the bag, you can gently remove the straps from your body as an action. Other creatures that attempt to wrench the bag from you make any Strength checks to do so with disadvantage. The bag can hold up to 8 cubic feet or 80 pounds. Spiderskin is pliable and stretches easily, allowing the bag to shrink and grow to accommodate the objects placed inside to some degree.

Even though the eyes adorning the bag are lifeless and unmoving, they still blink on rare occasion.
Wildskin Belt

### Abilities

*While wearing this belt you are always considered to be wearing the equipment within. The belt can hold: A helm or headpiece, A cloak, A necklace or amulet, up to 10 rings, one pair of gauntlets or gloves, and one pair of shoes or boots.*

*If the item normally requires attunement to use, you must be attuned to use it in the belt.*
Wyrmling Wristlet

*Wondrous item, rare (requires attunement)*

This bracelet has 1d6 + 3 colorful, egg-shaped beads hanging from it. Ten types of beads exist. The GM decides the type of each bead on the bracelet or determines it randomly. A bracelet can have more than one bead of the same type. You can use an action to detach a bead and throw it into an unoccupied space that you can see up to 30 feet away from you. When it reaches the end of its trajectory, the bead cracks open, destroying the bead, and summons a dragon wyrmling in the space. The type of wyrmling is determined by the bead's color.

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A summoned wyrmling disappears after 1 hour, when it drops to 0 hit points, or when you summon another wyrmling. The wyrmling shares your initiative count, but it takes its turn immediately after yours. It is friendly to you and your companions until you threaten or harm it. The wyrmling obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions.

When the last bead has been used, the wristlet becomes nonmagical.
Tome of the Dragon's Hoard

*Wondrous item, rare*

This gilded tome is bound with a dragon wing's leather. When found, the book has 10d10 pages in it.

While holding the open book, you can use an action to speak its command word and press an object weighing no more than 25 pounds into one of its exposed pages. When you do, the object is magically transformed into a two-dimensional illustration of itself on the page. The number of objects you can store on a page in this way depends on its value in gold. A page can hold up to 5 objects on it whose total value is no more than 25 gp, such as an array of trinkets, trophies, or other mundane keepsakes. Alternatively, an object worth more than 25 gp, such as a satchel of coins or magical item, must be stored on its own page.

You can use an action to tear out a sheet from the book with one or more illustrations on it to cause all the illustrated objects from the page to materialize and appear on the ground within 5 feet of you.

Adding an object to the book causes it to grumble satisfyingly, whereas removing a page from it results in a threatening growl. Once all the book's pages have been torn from the tome, it loses its magic. Attempting to store a *tome of the dragon's hoard* on the page of another *tome of the dragon's hoard* causes both books' pages to tear themselves out of the books, destroying them, and sending any stored items contained by them toppling out of the pages around you. Similarly, storing a *bag of holding* or similar extradimensional item in the book causes the page it's placed in to immediately tear itself out of the book and spew the item onto the floor beside you again, wasting the page.
Javelin of Lightning

*Weapon (javelin), uncommon*

This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Wand of Lightning Bolts

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

**Weight:** 0.05 lb.

**Estimated Value:** 32,000 gp

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Weaving Wasp Needles

*Weapon (dart), uncommon*

These dark, chiseled throwing needles are linked by a magical bond. A needle that hits a Large or smaller creature flies around it for 1 minute or until the creature falls to 0 hit points. If both needles fly around the same creature, they spin a magical thread that binds and restrains it. The creature is restrained until freed or until you take a bonus action to speak the needles' command word to release it. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Once the needles restrain a creature in this way, this property can't be used again until the next dawn.

In addition, you can use the needles as a set of weaver's tools. These magical needles can act on their own to either mend a simple tear or craft a simple garment given the proper materials in 1 minute or over the course of a short rest, respectively. As an action, you can speak the needles' other command word, followed by a description of the task, to cause them to spring to life and begin sewing and crafting. Uttering this command word again causes them to stop early and fall to the ground.
Vorpal Sword

*Weapon (any sword that deals slashing damage), legendary (requires attunement)*

**Weight:** varies

**Estimated Value:** 24,000 gp

You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.

When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

### Applicable Weapons

 Greatsword
 Longsword
 Scimitar

**Source:** DMG p209
Swiftwind Cross +1

*Weapon (hand crossbow), rare*

*Each time you hit with this weapon it reloads itself. If you hit with all the attacks made with this weapon during your turn, you may make an additional attack with it at disadvantage before the end of your turn.*

*Additionally, while you are wielding this weapon, opportunity attacks against you have disadvantage and your walking speed is increased by 10/20/30ft.*
The Twins

*These crossbows do not have the loading and ammunition properties. One of these crossbows does radiant damage, the other does necrotic damage. You cannot fire either of these crossbows if its counterpart is not in your other hand.*

*Your first attack with this weapon deals an additional 1d6 damage. Your second attack grants you 10 temporary hit points if it was made with the radiant crossbow, or deals an additional 1d6 damage if it was made with the necrotic crossbow.*

*For each attack made after the second, this weapon’s damage die is 4d6, this damage is split evenly between necrotic and radiant damage (your choice). This effect lasts until the end of your turn.*
Molten Bronze Skin

*Armor (breastplate, Half Plate, or plate), rare (requires attunement)*

This magical armor appears as a jug of molten bronze. When you attune to it, the bronze adheres and contours to your skin. The armor can be worn under normal clothes, but it doesn't impede bodily functions. Once you put it on, it can't be removed unless you choose to do so.

While wearing the armor, you have Resistance to fire damage. The armor also doesn't impose disadvantage on Dexterity (Stealth) checks.
Tome of Lost Knowledge

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

This gold-trimmed book's cover is embossed with a portrait of Ogden Fellweaver, a legendary wizard infamous for his ill-gotten knowledge. If you can attune to this item, you can use it as a spellbook and an arcane focus. If your attunement to the book ends, anything written in the book disappears.

*Absorb Knowledge.* Immediately after a creature that you can see within 60 feet of you casts a spell of 1st level or higher, you can use your reaction to make an Intelligence (Arcana) check. The DC equals 10 + the spell's level. On a success, the spell is magically added to the book in your own notation. You must be holding the book to use this property. If the added spell is a wizard spell and of a spell level you can prepare, you can prepare this spell just like your other spells. If the spell is not a wizard spell, its notation is garbled and impossible to use. Once this property has been used, it can't be used again until a number of days equal to the spell's level have passed.

*Shift Knowledge.* While using this book as your spellbook, you can replace up to 3 spells from your prepared list of spells when you finish a short rest. Once this property has been used, it can't be used again until the next dawn.

*Unknown Knowledge.* While holding the book, you can use an action to channel its hidden knowledge. When you do, you gain proficiency in one skill or tool of your choice until the next dawn. If you're already proficient in the chosen skill or tool, your proficiency bonus is doubled, instead. Once this property has been used, it can't be used again until the next dawn.

*Curse.* This book is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the book, keeping it within reach at all times. In addition, you are compelled to use this book as your spellbook. Each time you prepare a spell from another spellbook, you take psychic damage equal to the spell's level.
Keoghtom's Oinment

*Wondrous item, uncommon*

This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.
Weapon of Patience

*The calming aura of the blade lets you enter a meditative state that enhances your combat ability. After you finish taking the attack action, you can use your bonus action to enter this meditative state. While in this meditative state you have advantage on the next attack you make with the weapon, after which, this meditative state ends. Additionally, while in this meditative state, you gain a bonus to your AC equal to the bonus of this weapon. The effect ends early if you move or use any action that doesn’t involve an attack.*
Sunspark Weapon

* *You can use a bonus action to speak the magic weapon's command word, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet. This light is sunlight.*

* *While the weapon is radiating light, it deals an extra 2d6 radiant damage to any creature it hits. The weapon radiates light until you use a bonus action to speak the command word again or until you drop the weapon.*

* *While the weapon is emitting light, you can use an action to cause the weapon to flare, dispelling any magical darkness within 40 feet of you. Once this property is used, this effect cannot be used again until the next dawn.*
Storm Thrower Harpoon

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

This weapon has a +3 bonus to attack and damage rolls made with this magical weapon.

The trident has a chain attached to its handle that can be used to retrieve the weapon once it's been thrown using a bonus action. When you hit with a ranged attack using this weapon, it deals an additional 1d8 lightning damage.

In addition, this trident acts as a conduit for the sky's ferocious power. Immediately after hitting a creature with the trident, you can call down a bolt of lightning upon it, forcing it and all creatures within 5 feet to make a DC16 Dexterity saving throw. On a failed save, creatures take 6d10 lightning damage, or half as much on a success. Creatures have disadvantage on the saving throw if they're submerged in water or wearing metal armor. You are immune to the lightning damage caused by this effect. This ability fails if the creatures are obstructed from the sky. Once you use this ability, you cannot do so again until the next dawn.

*Impale.* You can use your action to try to impale and pull a creature toward you. If your target is a creature that is no more than one size larger than you, you can make a ranged weapon attack against it using the trident. If you hit, you can attempt to pull the impaled creature toward you by making a Strength (Athletics) check contested by the target's Strength (Athletics) check. If you succeed, you can pull the creature up to 20 feet toward you.
Vox Seeker

*Wondrous item, Common*

This clockwork device resembles a metal crab the size of a dinner plate. Every Action used to wind up the device allows it to operate for 1 minute, to a maximum of 10 minutes. While operational, the item uses the accompanying vox seeker stat block. This automaton is under the DM’s control. A vox seeker reduced to 0 Hit Points is destroyed.
Weapon of Deceit

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

* *When you are the target of an attack, you may, as a reaction, expend 1 charge to impose disadvantage on that attack. If this causes a melee attack to miss, you cause the creature to repeat the attack roll against itself.*
* *You may expend 3 charges as an action to cast Mislead.*