recursal/Fanatic-Fandom huggingface dataset:
Ironleaf Impaler

*Weapon (a javelin or spear), rare (requires attunement)*

This wooden weapon is sprouted from a roughly fist-sized seed that's still attached to its base. A large, red thorn creates the weapon's pointed tip. Dense, thorny vines coil around the top and bottom of the haft, with small, glowing splits appearing in the wood beneath them. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

In addition, this weapon has 5 charges and regains all expended charges daily at dawn. When you make a ranged attack with the weapon, you can choose to expend 1 of its charges. Hit or miss, the weapon explodes into thorny shrapnel after it reaches the target. The target and each creature within 10 feet of it must make a DC 15 Dexterity saving throw. A creatures takes 1d8 piercing damage on a failed save, or half as much damage on a successful one. If the target was hit by the attack, it automatically fails the saving throw. Immediately after the weapon explodes, the seed reappears at your location and regrows the weapon into your hand.
Sphere of Annihilation

*Wondrous Item, legendary*

This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.

The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a **sphere of annihilation**, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.

The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.

If you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal.

If the sphere comes into contact with a planar portal, such as that created by the gate spell, or an extradimensional space, such as that within a portable hole, the GM determines randomly what happens, using the following table.

 51-85
 86-00
Spellsword

*Weapon (shortsword), rare*

This item appears to be a shortsword hilt. While grasping the hilt, you can use a bonus action to expend a spell slot of 1st level or higher to activate the sword, causing a blade of pure energy to spring into existence. The sword remains activated for 8 hours, or until you deactivate it early using an action. Once you activate the sword in this way, you can use it as a spellcasting focus, and you are proficient with the “spellsword" for the duration.

You can use your spellcasting ability, instead of Strength or Dexterity, for your attack and damage rolls using this weapon, which deals force damage instead of piercing damage. If you activate the sword using a 3rd- or 4th-level spell slot, its damage die becomes a d8, and you gain a +1 bonus to attack and damage rolls made with it. If you use a 5th-level slot or higher, its damage die becomes a d10, and the bonus increases to +2 instead.

When you deactivate the weapon early using an action, the remaining magic stored within the blade erupts into a wave of energy. Each creature in a 10-foot cone must make a DC 15 Dexterity saving throw. A creature takes 3d6 force damage on a failed save, or half as much damage on a successful one. If the sword was activated using a 3rd- or 4th-level spell slot, the force damage becomes 4d8, or 5d10 if it was activated with a 5th-level slot or higher.

The blade emits bright light in a 20-foot radius and dim light for an additional 20 feet, and disappears if the sword is no longer activated or if you let go of the weapon. While holding the activated sword, you can use a bonus action to cause the blade to vanish or reappear.
Quaal's feather token, Key

*Token, Rare*

Opened any lock, whether mundane or magical, with the exception of locks affected by *glyph of warding* or *symbol*. It could also open holes in walls.

### Other Known Tokens:

Anchor, Arbor, Bind, Bird, Bridge, Chest, Crown, Eye, Fan, Finger, Flame, Jug, **Key**, Spoon, Stone, Swan Boat, Sword, Tree, Whip, Wing
Ring of Shooting Stars

*Ring, very rare (requires attunement)*

While wearing this ring in dim light or darkness, you can cast **dancing lights** and **light** from the ring at will. Casting either spell from the ring requires an action.

The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.

**Faerie Fire.** You can expend 1 charge as an action to cast **faerie fire** from the ring.

**Ball Lightning.** You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.

Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.

As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.

 3
 2
 1

**Shooting Stars.** You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
Nolzur's Marvelous Pigments

*Wondrous item, very rare*

**Weight:** 0.05 lb.

**Estimated Value:** 200 gp

Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.

Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features (such as a door, a pit, flowers, trees, cells, rooms, or weapons) that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.

When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.

Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.

If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.

**Source:** DMG p183
Shield +1

*Armor (shield), uncommon*

While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Shatterspike

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

You have a +1 bonus to Attack and Damage Rolls you make with this Magic Weapon. If it hits an object, the hit is automatically a critical hit, and it can deal bludgeoning or slashing damage to the object (your choice). Further, damage from nonmagical sources can't harm the weapon. (*The Sunless Citadel*)
Sandstorm Dancer

*Wondrous item, rare (requires attunement)*

This golden cloak billows illusory sand around you when you walk or cast a spell. The cloak has 8 charges and regains 1d6 + 2 expended charges each day at dawn. While wearing the cloak, you can expend a 1 or more charges to cast the following spells using the cloak (save DC 15): *blur* (2 charges), *call lightning* (3 charges), *create or destroy water* (1 charge), or *hallucinatory terrain* (4 charges).
Rift Sheath

*Weapon (quarterstaff or shortsword), rare (requires attunement)*

This dark, wooden staff is actually a two-sided sheath for a pair of equally dark shortswords. While holding the staff with two hands, you can use a bonus action to twist the staff to sheath or unsheath the two swords from it. When unsheathing the swords, the wooden sheath is shunted into a special extradimensional space until you decide to sheath the swords again, at which point it magically reappears between the swords.

The weapon has the following properties depending on whether the swords are sheathed as a quarterstaff or unsheathed as a pair of shortswords.

*Quarterstaff.* While wielded as a quarterstaff, you gain a +1 bonus to attack and damage rolls made with this magic weapon, which has the finesse property. While holding it, you can use a bonus action to speak the staff's command word to create a spatial rift around you that lasts as long as you concentrate (as if concentrating on a spell), up to 1 minute. For the duration of the rift, other creatures within 15 feet of you must spend 2 feet of movement for every 1 foot they move. Once this property has been used, it can't be used again until the next dawn.

*Shortswords.* These shortswords have the thrown property with a normal range of 15 feet and a long range of 30 feet. Hit or miss, the shortsword vanishes in a mirage-like distortion and immediately reappears in your hand after the attack. When you hit with a ranged attack using one of the swords, you can use your reaction to teleport to an unoccupied space that you can see within 5 feet of the target. When you do, you have advantage on the next attack roll you make against that target before the end of your next turn. Once this property has been used, it can't be used again until 1 hour has passed.
Ring of Temporal Salvation

*Ring, rare (requires attunement)*

If you die while wearing this gray Crystal ring, you Vanish and reappear in an unoccupied space within 5 feet of the space you left (or the nearest unoccupied space). You have a number of Hit Points equal to 3d6 + your Constitution modifier. If your hit point maximum is lower than the number of Hit Points you regain, your hit point maximum rises to a similar amount. If you have any levels of Exhaustion, reduce your level of Exhaustion by 1. Once the ring is used, it turns to dust and is destroyed.
Spell Scroll Level 1

*Scroll, common, (Consumable)*

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 11. On a failed check, the spell disappears from the scroll with no other effect.

This scroll contains a 1st level spell. The spell's saving throw DC is 13 and attack bonus is +5.

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 11. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Rod of Rulership

*Rod, rare (requires attunement)*

You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.

**Weight:** 4 lb.

**Source:** DMG p197
Naga's Caduceus of Rebirth

*Weapon (Rod), rare*

This scepter has a skull at its top with a diamond fitted into each of its two eye sockets. When found, the rod has 1d2 diamonds remaining. While holding the scepter, you can use an action to cast the *revivify* spell from it, without consuming any costly components. When you do, one of the diamonds in the scepter's skull shatters. Once the second diamond shatters, it can't be used to cast the spell again. The scepter can also be used as a magic mace, which has a +1 bonus to attack and damage rolls made with it.

*The Naga Within.* The following properties are only discovered 24 hours after the second diamond has been shattered, or by a *legend lore* spell. An *identify* spell fails to reveal them.

A spirit naga is held captive within this rod. 24 hours after the second diamond shatters, the rod turns black and ashen as the naga is released, appearing in the nearest unoccupied space within 30 feet of the rod. The naga is hostile, and is determined to end the lives of any creature that was revived using the rod's magic. The naga always knows the general direction to the nearest creature revived in this way.

The only way to prevent the naga from returning to life after 1d6 days (short of a *wish* spell), is to slay it with the rod. When you do, both the rod and naga are destroyed.
Potion of Diminution

*Potion, Rare, (consumable)*

When you drink this potion, you gain the "reduce" Effect of the enlarge/reduce spell for 1d4 hours (no Concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.
Ouroboros Ring

*Ring, rare*

A silver serpent twists around itself three times to form the shape of this ring. Its tail is bitten by its jeweled head. While wearing the ring, when a creature that you can see (including yourself) rolls a d20, you can use your reaction to speak the ring's command word and roll a d8. You make this decision after knowing the result of the roll, but before the GM declares the outcome.

When you do, you alter the number rolled on the d20, before any modifiers are added to it. You can choose to either add or subtract the number you rolled on the d8 to or from the d20. The d20 is treated as if it had originally rolled the altered number. If the d8 would cause the number rolled on the d20 to be greater than 20 or less than 1, continue to count up or down as though the next number after 20 were 1, or the number below 1 were 20. For example, a creature rolls a 19 on its d20 for an attack roll against you, before any modifiers are added to the roll. You use your reaction to roll a 4 on the d8 and add it to the 19, causing the d20 to be treated as if it had rolled a 3.

Once this property of the ring has been used, it can't be used again until the next dawn.
Ioun Stone Fortitude

*Wondrous item, very rare (requires attunement)*

The Fortitude Ioun Stone is a pink rhomboid. 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 Constitution 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
Ioun Stone Greater Absorption

*Wondrous item, legendary (requires attunement)*

**Weight:** —

**Estimated Value:** 31,000 gp

The Insight Ioun Stone is a marbled lavender and green ellipsoid. 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, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.

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.

**Source:** DMG p176
Potion of Vitality

*Potion, very rare, consumable*

When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
Molding Clay +0

### Abilities

*As an action, you can re-mold the clay into another form from the options below, after which it'll solidify and maintain that form until it's molded again. No matter what form the Molding Clay takes, it's clear it's made of clay and not some other material.*

* ***Improvised Weapon.** Any weapons or objects attempted to be created from this clay with the intent to cause harm aren't refined enough to be wielded as a proper weapon. However, you can form it to be used as an improvised weapon with it's damage dice always being a 1d8 with a +0/+1/+2 bonus to attack and damage rolls (depending on the rarity of the Molding Clay). Additionally, you can form it to have one of the following properties: Heavy, Finesse, Reach, Versatile (1d10).*
* ***Tool.** You can shape the clay into a rough implement or tool from a larger tool set, allowing you to make a check that requires you to have a tool set on your person. Additionally, as part of taking an action that involves using a tool (such as picking a lock), you can shape the clay from one form into the appropriate tool to use with the check as part of that action.*
* ***Object.** You can shape the clay into any tiny object you can fit into your hand, though otherwise it doesn't confer any unique properties or uses beyond being magical.*
Ring of Animal Influence

*Ring, rare, consumable*

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:

* **Animal friendship** (save DC 13)
* **Fear** (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
* **Speak with animals**
Quaal's Feather Token Fan

*Wondrous Item, rare,Adventuring Gear*

This tiny object looks like a feather.

If you are on a boat or ship, you can use an Action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an Action.

### Other Known Tokens:

Anchor, Arbor, Bind, Bird, Bridge, Chest, Crown, Eye, **Fan**, Finger, Flame, Jug, Key, Spoon, Stone, Swan Boat, Sword, Tree, Whip, Wing
Ring of Spell Turning

*Ring, legendary (requires attunement)*

**Weight:** —

**Estimated Value:** 30,000 gp

While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

**Source:** DMG p193
Rhythm-Maker's Drum +1

# Rhythm Maker's Drum

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

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

As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.
Oathbow

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

When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons. Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.

**Weight:** 2 lb.

**Source:** DMG p183
Scroll of the Adept

Scroll, rare

* *Whenever you spend a ki point to activate one of the following abilities, you can add an additional effect to it based on the ability. each effect can be used once per long rest.*
	1. ***Flurry of blows**: When you use your Flurry of Blows, you may make one extra additional unarmed strike.*
	2. ***Step of the wind**: When you spend 1 ki point on Step of the Wind, you gain the benefits of the Disengage action if you take the Dash action and the Dash action if you take the Disengage action.*
	3. ***Patient Defense:** When you use your Patient Defense, you have advantage on any attack rolls against any creature that has missed you. This lasts until the end of your next turn.*
Slumbering Dragon-Touched Focus

*Wondrous item, uncommon (requires Attunement by a spellcaster)*

This wondrous item can be a scepter, an orb, an Amulet, a Crystal, or another finely crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales.

You have advantage on Initiative rolls. While you are holding the focus, it can function as a Spellcasting focus for all your Spells.
Ioun Stone Sustenance

# Ioun Stone of Sustenance

*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.

**Sustenance.** You don't need to eat or drink while this clear spindle orbits your head.
Scribe's Pen'

*Wondrous item, Common (requires Attunement by a creature with the Mark of Scribing)*

You can use this pen to write on any surface. You decide whether the writing is visible or Invisible, but the writing is always visible to a person with the Mark of Scribing.

Any creature with the Mark of Scribing can use an Action to touch the Invisible writing, making it visible to all.

If you use the pen to write on a creature that isn’t a Construct, the writing fades after 7 days.
Riptide Katana

*Weapon (longsword), uncommon (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 silently churning water to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. Despite the nature of this watery blade, it cuts through material like any other sword. A fire elemental or similar creature made of fire that's hit with the weapon takes an extra 5 cold damage from the attack.

While the weapon is on your person, you have a swimming speed of 30 feet. If you make an attack with the weapon while underwater, you're considered to have a reach of 15 feet with the attack. In addition, the first time on each of your turns when you hit an underwater creature with this weapon, you can choose to move it 5 feet in any direction.
Mistwalker Armor

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

This dark leather armor releases thin wisps of fog from its seams. While wearing this armor, you can use an action to cast the *fog cloud* spell (2nd-level version) from it. Once this property of the armor has been used, it can't be used again until the next dawn.

In addition, fog doesn't obscure your vision, and while you're in opaque fog, you can use your movement to teleport to an unoccupied space that you can see in the fog. Doing so costs an amount of movement equal to the distance you teleport.
Rod of Retribution

*Rod, uncommon (requires attunement)*

This adamantine rod is tipped with a glowing crystalline eye. The rod has 3 Charges and regains all its expended Charges daily at dawn.

When a creature you can see within 60 feet of you damages you while you are holding this rod, you can use your Reaction to expend 1 of the rod’s Charges to force the creature to make a DC 13 Dexterity saving throw. The creature takes 2d10 lightning damage on a failed save, or half as much damage on a successful one.
Splint Living Armor

*Armor (splint 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.
Lifewell Tattoo

*Wondrous item (tattoo), very rare (require attunement)*

Produced by a special needle, this magic tattoo features symbols of life and rebirth.

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.

Necrotic Resistance. You have resistance to necrotic damage.

Life Ward. When you would be reduced to 0 hit points, you drop to 1 hit point instead. Once used, this property can't be used again until the next dawn.
Size Alteration Ring

* *The ring has 3 charges. As an action you can expend a charge to cast Enlarge/Reduce on yourself. The spell cast this way has a duration of "Concentration, up to 10 minutes". Depending on the version you choose the dial shifts to the ‘Enlarge’ or ‘Reduce’ pointer, and when your concentration breaks the dial returns to the ‘Normal’ position. The ring regains 1d3 charges daily at dawn*
Reveler's Concertina

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

While holding this concertina, you gain a +2 bonus to the saving throw DC of your bard spells.

As an action, you can use the concertina to cast Otto's Irresistible Dance from the item. This property of the concertina can't be used again until the next dawn.
Instrument of the Bards - Doss Lute

*Wondrous Item (instrument), uncommon (requires attunement by a bard)*

An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells: *animal friendship*, *fly*, *invisibility*, *levitate*, *protection from energy* (fire only), *protection from evil and good*, *protection from poison*. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus.
Protective Verses

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

This leather-bound spellbook is reinforced with iron and silver fittings and an iron lock (DC 20 to open). As an action, you can touch the book's cover and cause it to lock as if you cast Arcane Lock on it. When found, the book contains the following spells: Arcane Lock, Dispel Magic, Globe of Invulnerability, Glyph of Warding, Mordenkainen's Private Sanctum, Protection from Evil and Good, and Symbol. 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 abjuration school.
* When you cast an abjuration spell, you can expend 1 charge to grant a creature you can see within 30 feet of you 2d10 temporary hit points.
Spellguard Staff

Weapon (staff), rare

### Abilities

*It can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While holding it, you gain a +1 bonus to Armor Class.*

*The staff has 10 charges, and regains 1d8 + 2 charges daily at dawn. You can use your reaction when a creature within 30 feet of you is targeted by a spell or magical effect to expend up to 5 charges from the staff. The target gains a number of temporary hit points equal to five times the number of expended charges. While a creature has these hit points, it has advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against it. These hit points are applied to the target before the effects of the spell or magical effect targeting it.*
Potion of Mind Control (Monster)

*Potion, very rare*

When you drink a *potion of mind control*, you can cast a *dominate* spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted.

A potion of mind control produces the Effect of a *Dominate Beast*, a *Dominate Person* (humanoid), or a *Dominate Monster* spell (depending on the type). If the target's initial saving throw fails, the Effect lasts for 1 hour, with no Concentration required on your part. The Charmed creature has disadvantage on new Saving Throws to break the Effect during this time. (*Against the Giants*)
Necklace of Adaptation

*Wondrous Item, uncommon (requires attunement)*

While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and **stinking cloud** effects, inhaled poisons, and the breath weapons of some dragons).
Ring of Fire Elemental Command

*Ring, legendary (requires attunement)*

This ring is linked to the Elemental Plane of Fire.

While wearing this ring, you have advantage on attack rolls against fire elementals, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Fire.

The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.

You can expend 2 of the ring's charges to cast **dominate monster** on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan.

If you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties:

* You are immune to fire damage.
* You can cast the following spells from the ring, expending the necessary number of charges: **burning hands** (1 charge), **fireball** (2 charges), and **wall of fire** (3 charges).
Ring of Minor Magicks

*Wondrous item, ring, uncommon*

*This ring has 5 charges, which recharge at dawn. At dawn, chose a cantrip from the following table, which you gain the ability to cast as an action using a charge from the ring until you choose another cantrip. The cantrip has a save DC of 13, or an attack bonus of +5, if required by the spell. The list is:*

* *Acid Splash (DC 13)*
* *Dancing Lights*
* *Mage Hand*
* *Message*
* *Prestidigitation*
* *Ray of Frost (+5)*
Mimicloak

*Wondrous item, uncommon*

This strange cloak is made using the enchanted remains of a young mimic. While wearing it, you can use a bonus action to speak its command word to change the style, color, and apparent quality of the cloak. The garment's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak with these properties.

While wearing this cloak, you have advantage on ability checks made to escape from a grapple. Whenever you make an ability check to escape a grapple or free yourself of restraints, the creature or object holding you takes 1d10 piercing damage as the cloak's fabric magically splits into a toothed maw to bite it.
Spellfire Bow

*Weapon (longbow), legendary (requires attunement by a spellcaster)*

This richly polished wooden longbow is ornamented with a silver trim and bowstring. Even if you aren't attuned to the bow, it creates a special arcane arrow when you draw it back without nocking one. When you fire the bow using one of these arcane arrows, you gain a +3 bonus to attack and damage rolls made with this weapon, which deals force damage instead of piercing damage.

If you’re attuned to the bow, you are proficient with it and can use it as a spellcasting focus. While holding the weapon, you gain a +3 bonus to any ranged spell attack you make, as the spell is launched through the bow. When you do, you perform any somatic component for the spell by drawing the bow. In addition, when you cast a spell of 1st level or higher that has a range of 5 feet or greater, its range increases by 30 feet.
Ring of the Ram

*Ring, rare (requires attunement)*

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to make a ranged spell attack against one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.

Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Robe of Eyes

*Wondrous item, rare (requires attunement)*

**Weight:** —

**Estimated Value:** 30,000 gp

This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:

* The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.
* You have darkvision out to a range of 120 feet.
* You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.

The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.

A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.
Ioun Stone Awareness

# Ioun Stone of Awareness

*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.

**Awareness.** You can't be surprised while this dark blue rhomboid orbits your head.
Speaking Stone

*Wondrous item, very rare*

The key to long-distance, virtually Instantaneous Communication across Khorvaire is House Sivis’s network of Message stations. Each station contains at least one *speaking stone*, which is carved from a Siberys dragonshard and inscribed with arcane Symbols that uniquely Identify it. If you’re a gnome with the Mark of Scribing, you can touch the stone and use an Action to cast the *Sending* spell from it. The target is any other speaking stone whose Location or unique sequence of Symbols you know. A creature within 5 feet of the stone hears the Message as if they were the target.

In a Sivis Message station, a gnome is always on duty by the *speaking stone*, listening for messages that might come in and transcribing them for delivery to their intended recipients.
Ring of Lunar Might

*Ring, very rare (requires attunement)*

This intricate ring has various flowing designs that are both entropic and patterned in nature. While wearing the ring, you can use an action to create an area of gravitational force that extends from you in a 20-foot-radius, 40-foot-high cylinder. The area moves with you and remains as long as you concentrate (as if concentrating on a spell), to a maximum of 10 minutes. You have a semblance of control of the gravity within this cylinder. A friendly creature other than you spends 1 foot of movement for every 2 feet it moves within the area, while hostile creatures must spend 2 feet of movement for every 1 foot moved instead.

For the duration, you can use a bonus action on each of your turns to try and overwhelm a creature that you can see within the cylinder with a wave of intense gravity. Such a creature must succeed on a DC 16 Strength saving throw or take 2d10 bludgeoning damage and be knocked prone. In addition, you can use a bonus action on your turn to pull or push any water within the area up to 20 feet toward you or away from you, up to the outside of the cylinder. This effect lasts for the duration of the cylinder or until you use a bonus action to change the water's direction or end the effect.

Once the ring has been used to create an area of gravitational force, it can't do so again until the next dusk.

Alternatively, you can use an action to speak the ring's command word to cast the *reverse gravity* spell (spell DC 16) from it. Once you do, the ring loses this property.
Molding Clay +1

### Abilities

*As an action, you can re-mold the clay into another form from the options below, after which it'll solidify and maintain that form until it's molded again. No matter what form the Molding Clay takes, it's clear it's made of clay and not some other material.*

* ***Improvised Weapon.** Any weapons or objects attempted to be created from this clay with the intent to cause harm aren't refined enough to be wielded as a proper weapon. However, you can form it to be used as an improvised weapon with it's damage dice always being a 1d8 with a +1 bonus to attack and damage rolls (depending on the rarity of the Molding Clay). Additionally, you can form it to have one of the following properties: Heavy, Finesse, Reach, Versatile (1d10).*
* ***Tool.** You can shape the clay into a rough implement or tool from a larger tool set, allowing you to make a check that requires you to have a tool set on your person. Additionally, as part of taking an action that involves using a tool (such as picking a lock), you can shape the clay from one form into the appropriate tool to use with the check as part of that action.*
* ***Object.** You can shape the clay into any tiny object you can fit into your hand, though otherwise it doesn't confer any unique properties or uses beyond being magical.*
Sapphire Buckler

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

This crystalline blue Shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the Influence of Aberrations. While wielding the Shield, you have Resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your Reaction to deal 2d6 thunder damage to that creature.

As an Action, you can use the Shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the Shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn.
Mace of Smiting

*Weapon (mace), rare*

You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use this mace to attack a construct.

When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or an extra 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.
Libram of Souls and Flesh

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

With covers made of skin and fittings of bone, this tome is cold to the touch, and it whispers faintly. When found, the book contains the following Spells, which are Wizard Spells for you while you are attuned to the book: *Animate Dead*, *Circle of Death*, *False Life*, *Finger of Death*, *Speak with Dead*, *summon Undead* (appears in this book), *Vampiric Touch*. 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 Necromancy school.
* As an Action, you can expend 1 charge to take on a semblance of Undeath for 10 minutes. For the Duration, you take on a deathly Appearance, and Undead Creatures are indifferent to you, unless you have damaged them. You also appear Undead to all outward inspection and to Spells used to determine the target's Status. The Effect ends if you deal damage or force a creature to make a saving throw.
Leather Beard

Wondrous item, common

This leather mask sits over your mouth and chin and can be worn or removed using an action. While wearing the mask, you grow an illusory beard. You choose the color and style of the beard each time you wear the mask. The beard can be up to 2 feet long. A DC 10 Intelligence (Investigation) check reveals the beard is an illusion.

For every 7 consecutive days that pass in which you do not remove the mask, there is a cumulative 25 percent chance that the beard becomes real. When it does, the mask is destroyed. The real beard doesn't continue to grow unless you can already naturally grow a beard.
Merry Berry

*Wondrous item, common ,consumable*

This small fruit is highly sought after by cooks and sweet-lovers everywhere, both for its flavor as well as its unique sensory-enhancing properties. Eating a berry raw yields a taste and texture like that of a rich shortbread: the perfect way to end a day of adventure or travel.

Cooking the berry, whether it be in a cuisine or simply roasted over a campfire, brings out more uncommon effects. When properly cooked, a creature that eats the fruit gains advantage on all Wisdom and Intelligence checks based on smell or taste for the next 24 hours, as well as advantage on ability checks using cook’s utensils.

Overcooking the fruit not only cooks out the berry’s benefits, but also results in a soggy and overall bland dish.
Spell Scroll Level 8

*Scroll, very rare*

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 18. On a failed check, the spell disappears from the scroll with no other effect.

This scroll contains an 8th level spell. The spell's saving throw DC is 18 and attack bonus is +10.

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 18. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Ring Mail Living Armor

*Armor (ring mail), 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.